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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - namad

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1
Blog Posts / Re: Skill Changes, Part 2
« on: July 20, 2021, 10:09:48 PM »
I want to mention, phase ships have been basically "OP" for a long time now. If the next patch aims to "fix" this problem. Then I think the logistics/campaign map layer might need some tuning as well. Because while phase ships were OP they also were quite overpriced and expensive to maintain. If they're not supposed to be "OP" then maybe they need some price/costofmaintenance adjustments back in line with normal ships?

2
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.12.4
« on: June 25, 2021, 10:34:44 PM »
I cannot understand why this isnt in the base game by now.
Because Alex has not and never will integrate mod content for good reasons.
Horrible I know, quoting myself. But I managed to dig up something rather pertinent.
https://fractalsoftworks.com/forum/index.php?topic=7885.msg136419#msg136419

Those are all great points, really, making a mod part of the game can only harm the mod. I think it'd be cool though if alex did a blog post about his favorite mods or something. That wouldn't have any of the downsides mentioned, and would have essentially all the upside (of taking the most well made mods and showing them off to a larger less hardcore fanbase who might read a blog on the main page but don't always read every forum thread). Who knows? Maybe he will someday after the game is finished? (or maybe he'll at least tweet about them, he's tweeted about fan content plenty of times I think already).

3
Mods / Re: [0.9.1a] Common Radar v2.5b (released 2020-08-28)
« on: April 04, 2021, 05:27:00 AM »
How come more people aren't begging for this to be updated to 0.95a? Does it secretly already work on 0.95a? or is there a new mod that's taken this mod's place?

4
They were PvP tournaments run by people other than Tartiflette.

Here's a thread on the 8th for example: http://fractalsoftworks.com/forum/index.php?topic=17151.0
Here's the VoD playlist for 8: https://www.youtube.com/playlist?list=PLqQH1K5cVg_5gOkGNd8IvEYSKXFQOItEU

Production value was SLIGHTLY lower (because tartiflette is a perfectionist), but FUN levels were quite high still, I definitely recommend the VoDs.
Although that's just 7 and 8. 9 shall never be spoken of or seen again, it's just like windows. There is no 9 (unless I'm getting numbers mixed up).

5
Someone else please sign up to play borken, they're my favorite faction to watch in tournaments because of their cool effects. I'm a totally n00b though and don't really want to participate myself!

There's an update to the borken mod posted unofficially here:
http://fractalsoftworks.com/forum/index.php?topic=13213.msg273848#msg273848
which leads to
https://files.catbox.moe/07e6mb.7z

which IMO since it's by the official author, counts?!? maybe? maybe not?

6
Mods / Re: [0.9.1a] Sylphon RnD 0.9.7 - Tournament Edition
« on: May 13, 2020, 04:11:48 AM »
what does HVB stand for slash mean?

7
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: April 29, 2020, 08:32:46 AM »
Hmm, the blowtorch costs 20k and the unsung costs 10mil? I guess maybe neither can even appear in stores so it doesn't matter? but isn't the further about ten times too cheap and the latter about ten times too expensive?

8
Mods / Re: [0.9a] Foundation Of Borken v0.2.4-RC3 (2019-1-19)
« on: April 29, 2020, 02:00:30 AM »
Guys and Gals, Is this mod still getting updated? Cause if it is I'll just wait until most/all these bugs I keep seeing are fixed before downloading... If not, oh well I liked the ship designs, but not enough to bork my save over it!

I've had no trouble with bugs in v0.2.4-rc3 but I don't use any of the "cheating" features like mental healers, I just use the "normal" ships and stations and such and they work great. I'm going to try out the files.catbox files if I ever restart my galaxy though.

9
General Discussion / Re: Thank goodness for the Heron
« on: April 28, 2020, 11:48:11 PM »
Yeah cruiser+omni or capital (especially omni) ships my suggestion is bad, but, new players don't start with either. I get that by playing this way I'm never going to learn to control omni shields well, but, for my enjoyment, this is just way better, I just let an AI pilot my bigger ships and I have fun dogfighting in something faster.

10
General Discussion / Re: Thank goodness for the Heron
« on: April 27, 2020, 11:41:21 PM »
@Koyocire: I recommend this.

@Alex: Why isn't this the default?


IMO this is the superior way to play. It makes steering and aiming SUPER simple. It's dark souls style where the enemy can be either a locked enemy ship or otherwise your mouse cursor. It totally ruins all the gameplay of omni-shields, and it makes movement much less precise, but much more responsive.

For anything smaller than a capital ship, that doesn't rely heavily on omni-shields, it's superior. Also I know there's a hotkey you can hold to toggle it, however it's too hectic to use that hotkey in battle, furthermore, the only reason I'd want to invert my strafe mode is if I'd changed the ship I was piloting. When I decide to change ships from a wolf to an odyssey that's when I'll change the option back in the menu.

This is the tip I would give anyone who is struggling to successfully pilot their ships who is new to the game (and therefore maybe hasn't tried this).

edit: Yes, I'm aware that my suggestion is "bad" but IMO you have to be pretty elite at games like this for my suggestion to be incorrect. I'm not a pro-level gamer and I'm not sad about that, this menu option totally saves me. It lets me "be bad" but still feel "badass" instead.

[attachment deleted by admin]

11
General Discussion / Re: Questions about NPC Officers Skills/Composition
« on: January 22, 2020, 10:25:04 PM »
100% cr is 10% but 85% cr is 5%? The officer skill only gives +15% so really you're going from 105% to 110% bonus rating. It's a skill I like having on my officers but it isn't the best skill or a must have.

You forgot about existance of the fleetwide +15% CR player skill.

Yes of course. In my sentence ENTIRELY about that fleetwide skill, I forgot about it.

12
General Discussion / Re: Questions about NPC Officers Skills/Composition
« on: January 22, 2020, 12:36:14 AM »
100% cr is 10% but 85% cr is 5%? The officer skill only gives +15% so really you're going from 105% to 110% bonus rating. It's a skill I like having on my officers but it isn't the best skill or a must have.

13
General Discussion / Re: Questions about NPC Officers Skills/Composition
« on: January 20, 2020, 12:10:18 PM »
combat readiness is EXTREMELY average as skills go, it is not a must have.

It might be a must have for a pilot who is piloting SO or phase though.

14
General Discussion / Re: Every ship dies everytime 100% die rate
« on: January 20, 2020, 12:08:38 PM »
Well you see when my pulse laser fires (automatically for some reasons and can't see how to turn it off) it uses 20% flux. So when my outgoing flux is 20% letting me shoot a mere 5 times and the damage to the tiny ship I'm shooting is 15%....you can see how we have a problem. In effect, it only has to absord five hits on me, i flux and he ganks me.
This is one hour into the game.....

7 ships tested over multiple simulations. All destroyed.
Look in the top right of the refit screen. Ships can be upgraded with flux capacitors and vents, which will give them more power on the field. Hit those happy (+) markers, they're one of the most important things to put on a ship.

Thanks I'll try that. However is the gun uses more flux than deals damage it seems to be a gun that i don't want to be using.

If you match your identical ship up against an identical ship in the simulator and then let the ai control your ship, it'll win about 50% of the time.

AKA

Either you're matching weaker ships against stronger ships.

OR

Most likely you're just a much worse pilot than the ai is, so if you want to play the game, and enjoy the campaign, but don't feel like training your fingers to "get good" at piloting? Well all you have to do is let the autopilot control your ship in normal campaign play. In fact you can play this game a bit like a tactical with pause strategy game. You never actually need to control even your own flagship, you can leave it on autopilot in battles.

If you can't learn the hotkeys, you won't become a good pilot, which is fine, again, you can play this game like a tactics game with pause and the admiral overlay menu in combat.

Now since other people have guessed you're using a wolf, I will mention, the wolf actually has quite a high skillcap for piloting, because it has missiles that are likely to be deadfire AND it has a maneuvering active skill. You can charge a wolf directly at a larger ship and use it's skimmer (while locked on target) to instantly warp behind an enemy ship and turn to face it and be able to unload a salvo into it's engines before it can position it's shields to cover itself. The wolf is a hit and run ship. A ship that's useful at very quickly winning 2on1's in a large battle, even against larger targets. The downside for a wolf though is that it's made of tissue paper and it's speed is actually only mediocre (when you don't take the skimmer into account).

I've seen streamers and let's players who have 50+ hours in the game pilot a wolf worse than the ai can. That said larger ships? Are simpler for the player to pilot and benefit more from player piloting. The ai is very good at flying it's ship (things like staying at the right range and aiming), but very bad at knowing strategically how to win a battle (hammer+anvil or simply 2v1'ing as many matchups as possible as fast as possible).

15
General Discussion / Re: Lesser Used Faction Tournament
« on: December 28, 2019, 12:21:39 PM »
when is round 2?

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