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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Temjin

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1
Suggestions / Re: "Throw-away" Fighters - Rebuilding
« on: March 05, 2013, 09:40:40 AM »
Just invest in the "repairs" Technology skill.

2
Mods / Re: Star Control II: The Ur-Quan Masters (0.7)
« on: February 05, 2013, 08:30:43 PM »
Just finished playing the open-source version of The Ur-Quan Masters. It's amazing how the mod tools here allow the SC2 ships to really work. I'd love to see the Mycon cruiser rear its ugly hull... combined with the potential for friendly fire! I wonder if there's a way to get the Thraddash afterburners working with a ship system simultaneously dropping proximity charges and getting a speed boost.

Also, MAJOR kudos on the art!

3
General Discussion / Re: Counter to Doom-class 1-shot cruiser?
« on: December 18, 2012, 10:13:08 AM »
That doesn't work anymore with 360 shields. At least, it's not supposed to.

4
General Discussion / Re: Counter to Doom-class 1-shot cruiser?
« on: December 18, 2012, 10:06:38 AM »
How about a Fortress Shielded Paragon? If the alpha strike from that Doom does ~30k damage (six Reapers x 4k damage plus four AM blasters at some amount of damage I can't remember), the Paragon's fortress shield would eat that pretty much without issue, then you can simply drop the fortress shield.

Also, there's a pretty good counter to that mess: strike craft. I don't think it'd do well against its FP in fighters, frigates, or destroyers.

5
General Discussion / Re: Dominator!
« on: December 16, 2012, 08:09:07 PM »
I like the Mark IX Autocannons, Annihilator Rocket Pods, and flak. The autocannons devastate shields and the shotgun blast makes it work very well even against smaller, more mobile ships. The Rocket Pods strip armor and allow for a withering fusillade of fire that doesn't cost any flux. The flak protects you against bomber runs, torpedoes, and Harpoons.

I usually run a pair of Railguns or light needlers in the back to scare off hounds, with vulcans or heavy machine guns in the rest of the small slots to take down flankers.

6
General Discussion / Re: Missing fighters: Tridents and Longbows?
« on: December 02, 2012, 05:13:57 PM »
It's pretty easy to mod the stations to carry a wing of Tridents or two.

7
General Discussion / Re: Free discussion 54a: Missiles
« on: November 29, 2012, 09:22:55 PM »
The fact that missiles are flux-free sources of damage means that they can be used to swing very close slugfests in your favor.

They are also great in the early frigate-vs.-frigate battles, and allow small ships to pose a very credible threat to larger ones (nothing like having a Lasher sneak up behind you and put three Harpoons in your engines while you're distracted.!)

Finally, Annihilators might as well be a flux-free ballistic weapon. Tons of area denial, lots of damage potential, loads of ammo, strip armor very well, and overwhelm any PD short of dual flak.

8
General Discussion / Re: Things you didn't expect from starfarer.
« on: November 26, 2012, 12:02:41 PM »
I didn't expect to like the Afflictor, but I've actually discovered its usefulness now. It's nice if you want a high-tech ship, but can't afford the more expensive frigates or Medusa. It only really shines when you pilot it yourself, but that's fine. I still prefer the Tempest because it's fast and hella durable (and I love that Terminator drone), but the Afflictor is much more affordable and is easily a step up from anything but a Wolf.

Btw, the Paragon with +50% OP is ridiculously good. Pretty much everything is, actually. Tech is definitely the way to go.

I run very small fleets, so I'm enjoying zipping around in a 390+ OP Conquest with some pretty crazy speed and combat benefits. The faster projectiles skill thingy makes Large ballistic weapons extra nasty.

9
Hi - thanks for the report!

What looks like happened there, is you had more points than you should have, due to a bug that leaves the fleet points increase in place if you assign the points and then hit "reset". (This bug is now fixed in the dev version). So, after you added the point into leadership again, the game recalculated the correct fleet point limit for you (a base of 25, +2 for 1 leadership).

Ahh. This explains the bug I ran into where I somehow had 27 FP despite having no aptitudes in Leadership.

10
General Discussion / Re: Surprisingly Dangerous Weapons
« on: October 07, 2012, 09:09:16 PM »
+1 to Annihilators. Zero flux, massive explosive damage and constant pressure, from either a small or a medium slot and 4 OP on the small launcher. Works best if you have three or more front-facing/linked missile slots, (Dominator, Onslaught, Enforcer, some of the small Phase ships).

11
Announcements / Re: Starfarer 0.54a (In Development) Patch Notes
« on: October 07, 2012, 09:06:02 PM »
I'm sick of reading the "no changes" updates, since it hides when there's something actually new and different. Maybe a lot of this should go to off-topic/suggestions/general discussion?

12
I'd love to back this, but lack of a Mac option is a deal-killer for me. If it gets to the point where they make the stretch goal to make a Mac version, I'd gladly do it.

13
Suggestions / Re: Late-game additions
« on: October 01, 2012, 07:36:22 PM »
My concern with this is that it would take you FOREVER to find the enemy fleets if you ventured away from the planets for a little while.

I mean, it's frustrating enough playing hide and seek during combat, I'd hate to do it on the campaign map...

14
General Discussion / Re: Faiter119s Youtube Videos
« on: September 30, 2012, 08:20:39 AM »
Sorry dude, I got bored about halfway through. Lots of campaign map running around looking for a fight, and the combats were (like most early game combats) lots of fun to play I'm sure, but not so much to watch.

15
General Discussion / Re: Faiter119s Youtube Videos
« on: September 29, 2012, 11:12:14 PM »
Running away from the scary cluster of pirate fleets = good LP material.

Doing the traditional "run to the Tri-Tach station" at the beginning to get the elite crew = not good LP material.

2-5 minutes of traveling in-system not doing anything = not good LP material.

A straight-up FRAPS of Starfarer campaign (especially the way I play, which involves a lot of solo ship action against pirate fleets to build up cash) is not exactly the best way to watch the game. I'd much rather have a "highlights reel" of all the good stuff.

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