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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Messages - TaLaR

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Suggestions / Re: CR weaponary
« on: April 05, 2020, 02:39:48 AM »
I don't like hard counters. So, no weapon immunities, no weapons that exist solely to screw phased ships, no weapons that can only damage shields or can't damage shields at all, can't or can hit only fighters, etc. Specialization is good, but weapons should have some degree of usability even against wrong targets.

Weapons that explicitly damage CR would likely be a balance mess. Either too good or useless except as player harassment tool.

Suggestions / Re: Bottomless Reputation Score
« on: March 30, 2020, 06:30:53 AM »
It doesn't matter much if deep negative reputation is fixable, when player has no incentive to try fixing it by endgame anyway.
The only solution to expeditions is to destroy all core factions except TT (commission faction won't raid you and they are the only ones who won't care about sat bombing everybody else) and maybe Indies (but you'll have to fix rep once you kill everybody else).
But then you are stuck protecting TT and Indies from infinite pirate works. Which just means trading one whack-a-mole for another.

Or you could grind pirate rep and kill everybody else. But pirates don't have enough economy to sustain trade. It's still probably best endgame state overall.

General Discussion / Re: Guardian is a BEAST!
« on: March 29, 2020, 01:35:11 PM »
Well, it does have anomalously low DP for it's strength - only 40. If it was meant to only be used alone, even 200 would have been fine (you can always deploy single ship, even if it goes above limit, as far as I can remember).

General Discussion / Re: Guardian is a BEAST!
« on: March 29, 2020, 12:54:49 PM »
Yeah unchallenged mobility + range + top tier firepower. If AI actually knew how to pilot it, the only real threat to Guardian would be getting pushed into a corner by large enough fleet. Or Afflictor, nothing without constantly-up-360-shield has reliable defense against it.

General Discussion / Re: the strongest ship poll
« on: March 25, 2020, 01:01:22 PM »
What's the actual question? Strongest AI ship? Strongest player ship? Strongest per DP or simply per ship? These have different answers.
Well, unless you allow Guardian, which is actually the best ship in every sense of the word or Radiant which closely follows in 2nd place.

Paragon is the strongest AI ship available to player (at 60 DP anything less would be a disgrace), but it loses AI vs AI vs single fully optimized anti-Paragon Conquest (2xSqualls, 2xGauss, 2xfinisher Harpoons, rest into hullmods and vent/cap). And loses pretty much no matter what build Paragon uses. 2x separately set Squalls shut down fortress shield with nonstop stream.
It's extremely boring as a player ship.

Conquest is good as player ship and decent for AI. Special build mentioned above is actually useless in fleet combat, and is only a sim curiosity.

Odyssey is tied with Conquest for best player ship. Useless as AI ship, at least after few first minutes of combat once it's out of missiles.

Onslaught trades armor and ammo for killing enemies. Player has better things to do (Conquest/Odyssey fight in much more sustainable ways), AI won't trade efficiently and can only be used against obviously vulnerable opponents (well, at least Onslaught has raw strength to make this category fairly broad).

Legion is imo best used as direct combat ship + cheap fighters. It doesn't have fighter boosting system, 4 wings are too few for a cap and you can't make officer with all combat + carrier skills. Usable, but worse than pretty much any other way to allocate same DP between direct combat ships and carriers (as long as you use good examples of both).

Astral is the bomber carrier, nuff said.

General Discussion / Re: Ideal Fleet Composition
« on: March 23, 2020, 12:22:21 PM »
The most DP-efficient fleet is chain-deployed Afflictor spam. Single optimally player-piloted 8 DP Afflictor with maxed out character can kill up to 300 DP of enemy ships, without any fleet support. Though that was vs skill-less sim, so about 100-150 DP is more fair estimate against enemy with max level officers. Then you swap to next Afflictor.

General Discussion / Re: astral or legion?
« on: March 22, 2020, 10:40:19 AM »
Huge problem with Legion is that you can't get necessary combat and carrier skills at the same time. An Astral + direct combat cap pair could both have officers optimal for their tasks, but 2 Legions will both have only halfway skill builds.

Odyssey doesn't suffer the same - 2 wings are there only for minor support roles, no need for fighter skills. Plus, it's mostly a player-ship.

Suggestions / Re: Burst PD Changes (and Cruiser chat)
« on: March 21, 2020, 01:59:44 PM »
Yeah, Starlight Odyssey is exactly that - 2 HNeedlers + 2 Large energy slots (HIL + Autopulse).

While Paragon technically has same slots it can't choose engagement range, so it's loadout must be capable of fighting outside HNeedler range. Otherwise Paragon is just food for Conquest.

Suggestions / Re: Burst PD Changes
« on: March 18, 2020, 08:50:15 AM »
Maybe fighter shields should just take ALL damage as hard flux? All beam PD options have pitiful enough damage output that they won't over-perform anyway, imo.

General Discussion / Re: Best ships to use in pursuit auto-resolve?
« on: March 13, 2020, 05:02:56 AM »
You can use barely armed cargo ships for auto-resolve pursuit, works just about as well and doesn't cost any CR on ships that matter.

Letting kinetics through is often correct, HE/energy usually not. But this depends on what you actually gain by trading your armor away in particular scenario.

Also, as far as I understand, AI isn't aware of projectiles in flight or beam's current state (initiating vs fully extended), it only knows about incoming missiles and enemy weapon firing arcs. So it can't do selective armor tanking with shield flicker like player.

Doom mines don't scale all that well with character skills. They are strong in no skills fights, but not so much against IPDAI + AC3 + other maxed out skills. Officer-ed and PD-optimized capitals can pop them with ease.
And you want to optimize your caps against mines either way, because high-tier stations are even worse mine-spammers than Dooms.

Suggestions / Re: Shield colour based on flux capacity
« on: March 07, 2020, 08:39:46 AM »
An Enforcer's shield would be red and fade into transparency quickly at 0 flux, but would be very saturated and eye catching at high flux level.

Not like that. Seeing exact shield arc currently deployed is no less important, including at 0 flux.

General Discussion / Re: Difference between shield color?
« on: March 06, 2020, 09:57:22 AM »
Low tech have red shields, high and mid tech have blue shields. Just a style difference, it doesn't affect shield performance.
In fact, both worst shields (Conquest 1.4) and best (Paragon 0.6) are blue.

Not once in any of the numerous instances of using Pilum carpets have I ever seen this.

Well, in above video at least 2 Falcons were finished off by Pilums, and few others were damaged. Pilums accumulation above the enemy formation like that is unlikely unless they try to target player-controlled phase frigate of course.

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