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Messages - Alrenous

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1
Suggestions / Re: Keybindings are important [problems with strafing]
« on: April 12, 2013, 11:48:28 AM »
However, what I'd really like is a hold-toggle for autoturn I can bind to a mouse button, and a full toggle on some remote key (F11 or something the like) [etc...]

Seconding this.

Seems to me the issue is that frigates are best piloted with L2C and capitals are best piloted without it. Right now, if you want to keep the shift toggle, the only way you can address this is by changing your keybindings when you change ship classes.

Finger strain is a big reason I prefer capitals, and while I use ESDF, and WASD may help some, I still end up holding shift constantly. Even without a global toggle, it would be fine if I could rebind shift to right-mouse and shields to shift.


2
Suggestions / Re: Ballistic Weapons & Ammunition
« on: March 25, 2013, 08:45:00 PM »
The stock Medusa can barely shrug off the soft flux from the Eagle's lasers. Without the ballistics it's a stalemate unless one of them makes a mistake. The Eagle has plenty of spare flux to take potshots at the Medusa when the Medusa is forced to retreat due to hitting its flux capacity.

3
Suggestions / Re: Ballistic Weapons & Ammunition
« on: March 25, 2013, 05:14:27 PM »
Very well. Pairings such as?

4
Suggestions / Re: Ballistic Weapons & Ammunition
« on: March 25, 2013, 04:36:45 PM »
Split the difference between running out of ammo and not running out of ammo. When the ballistic runs out, increase flux cost to 150% or 170%. While the elite Onslaught gets worn down after having to kill several regular Onslaughts, and eventually cannot keep up with yet another, it doesn't suddenly become helpless against a single Tempest or Hyperion who's willing to be bored for ten minutes.*

As long as the difference between the haves and have-nots is as extreme as it is now, ammo will essentially have to be meaningless. Effectively infinite either due to massive magazines or fast regeneration.

*(Even with CR, can't you use a relay team? Or a slightly bigger ship that's still faster than the target?)

5
Bug Reports & Support / Re: AI being weird with vulnerable targets
« on: December 07, 2012, 05:30:08 AM »
I don't know, maybe it's just my playstyle, but I'm often outnumbered but undergunned, which means I often have to twist both my strategic plans, my loadouts, and my fleet composition around the fact that my subcommanders cannot be trusted to kill their targets.

6
Bug Reports & Support / AI being weird with vulnerable targets
« on: December 04, 2012, 09:38:04 PM »
I just had an Aurora take several minutes to kill another Aurora which had 88 hull. Mine would always back off when the enemy Aurora got high on flux. Elite crew vs. regular, mine was custom. Eventually the AI made a mistake and overloaded. I'm not convinced unintended chivalry is dead. Conversely it seems to have no trouble with pouncing on an overloaded or venting enemy - as long as it hasn't already backed off.

First question: is the autopilot AI different from true computer AI? Am I noticing it having brain farts because I watch it closely, or because it calls different code? So I'm going to test whether I can get the AI to do the same to me.

Edit1: The hyperion won't teleport after an opponent hyperion that's venting, has its engine disabled, or to persecute a high-flux target.
It's interesting how much the battle depends on where the opponents start relative to each other. However, usually it is because the simulated reaction time causes one to execute an ambush decision just before the other decides to vent. The first tries to run away, but is helpless against its AI directive to tear into targets in range, and is smart enough not to waste a teleport.

For my next test, a speed-boosted Aurora vs. stock.

Edit2:
Elite crew, augmented engines and unstable injector. Pulse lasers instead of blasters for efficiency.
Result: It seems my issue is with a feature of the swaying motion it uses to attack. The reverse velocity in the latter half makes it very hard to catch its target, (often, even with +70% speed) and the target will usually open up in the latter half. Secondly that it will not abort the motion until the shield actually goes down. Yes, this won't normally show up in fleet battles because the sways will not usually be synchronized. However, most fleets are small enough that I've seen it happen before.

By reorganizing my Aurora, I managed to line up the opponent's decision to back away with my Aurora's decision to chase it. (There's a correct number of vents and capacitors.)

7
General Discussion / Re: Community list of random tips and tricks!
« on: September 08, 2012, 08:53:38 AM »
Targeting an enemy ship will reveal all damage done to it by allied ships.

8
General Discussion / Re: Phasing and Whatnot
« on: August 27, 2012, 09:08:54 PM »
Okay. So how is a phase ship supposed to go about its role differently?

9
General Discussion / Re: Phasing and Whatnot
« on: August 27, 2012, 12:07:22 AM »
I'm in favour of Doom getting fixed weapons.




I'm not sure what phase ships are supposed to do in a fleet.

Are they supposed to exploit weaknesses, such as shield facings? Regular frigates can do that without being brittle and generally having more firepower per fleet point. (Although the Afflictor's alpha is serious - check out its baseline flux capacity, compare to any other frigate.)

Phase ships are fun and distinct to fly, but that means I only need one; two if I want the luxury of which choosing which car to drive.

Are they supposed to pick their fights? Its their speed that lets them do that, not the phasing.

Are they supposed to be masters at hit-and-run? Then I'd love to see built-in weapons that can fire while phased. It has issues with graphics and balance, but fixed weapons alleviate both. E.g. the projectile drawing could be chosen so that it can easily unphase gracefully.

Are they the ship version of missile systems - massive burst and no sustainability? Have them kill two other ships very suddenly, then flee the field? Seems like to do that, they just need to do their current thing, but moreso.

Once I know what they're supposed to be doing, I'll know what's holding them back.




I wonder if Alex would prefer to power up the Doom until it is worth 20 FP, or to lower its FP?

10
Discussions / Re: The 'lack of class' version of the swear filter
« on: August 04, 2012, 02:03:29 PM »
Can I use 'wasn't intended' as an excuse myself?

I mean, I don't think I'll break any rules, but the first I realized there was a rule against swearing...

Edit: http://fractalsoftworks.com/forum/index.php?topic=2668.0
Plus, it is locked, which means the rule can't be added.

11
Dead ships also continue to overload. While it amuses me, I'm not sure how a breached reactor continues to fry the conduits...

12
Suggestions / Re: Hardpoint only hullmod/weapons
« on: August 04, 2012, 08:11:08 AM »
Any ship with hardpoints the same size or smaller than its normal complement strongly risks a similar issue.

I always under-use my Eagle's hardpoints, my Apogee's two frontal smalls, and my Conquest's. I substantially improve my Medusa by skimping on the hardpoints too.

The only reason the Paragon doesn't suffer this is because all four large mounts overlap.

13
This bug isn't important.

I have two Starfarer installs, because I want to directly compare the new tachyon lance to the old one.

However, it would seem they share a single keybinding file, because when I switch from one to the other, it resets the keybindings with the usual message.

14
Discussions / Re: The 'lack of class' version of the swear filter
« on: August 04, 2012, 06:25:32 AM »
If I was angling for a particular response, I wouldn't angle, I would have come out and said what I thought should happen.

See, if you don't care that I'm disappointed, that's fine. However, it looks like both you and Austupaio are against me being disappointed, or perhaps against me saying so.

15
Discussions / Re: The 'lack of class' version of the swear filter
« on: August 04, 2012, 05:58:37 AM »
Because I'm still disappointed about it.

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