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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Messages - Regularity

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1
Mods / Re: [0.9a] Legacy of Arkgneisis 1.2.4 [12/14/18]
« on: December 18, 2018, 01:41:01 PM »
Regarding the Warpshot Repeaters: I've noticed they completely fail when used against missles flying perpendicular to the ship.

Most notably, the engine-kill EMP missiles that approach from the front, then circle around the sides, before hitting the engines. The Warpshot Repeaters can hit fine during the approach phase where the missile fly straight towards you, but never hit during the stage where they pass the ship to reach the rear. Or any missiles passing beside the ship for that matter. Even at relatively shallow angles (mostly going straight towards you, but aiming slightly to your side to pass you), they fail to hit completely. This is the case both with and without the "100% target leading accuracy with autofiring weapons" skill.

I'd recommend either tweaking it to fix this issue, or if it's not possible, re-classifying it from a PD weapon to just a regular gun.

2
Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
« on: December 18, 2018, 12:42:49 PM »
If you were in one of the Sigma Distorted systems it was intended. If you weren't, then it was a bug.

Ah, okay, so it was intended. My mistake then.

3
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC3)
« on: December 18, 2018, 10:08:14 AM »
A few recommendations for the Miter high-speed destroyer:

1) The AI seems to spam the RCS ability in rapid succession (even when not actually dodging fire), generally wasting its speed potential. As opposed to the more optimal strategy of waiting a second and riding the inertial speed before the ship starts slowing down before firing another burst. I'd look into a higher base speed and lower RCS burst rate to give it a more consistent speed.

2) The ship seems to get stopped dead by even the cheapest ships using anti-engine EMP missiles; due to having no shields, negligible point defense, and the inability to turn fast enough to face incoming missiles at a reasonable rate. It's frustrating to have ships consistently stopped dead for 5 seconds at a time, over and over, to the point it makes me want to stop using the ship. I'd recommend you look at giving it either EMP resistance or better point defense coverage to counter engine-kill missiles.

4
Mods / Re: [0.9a] Blue (0.4.1a) Mod - November 22, 2018
« on: December 18, 2018, 09:25:37 AM »
This is an overall pretty good mod, despite the lack of discussion.

My only complaint is that the ELU seems to have too many terran worlds. I mean, they have probably more terran worlds than any faction in the game. Or at least the highest ratio of terran-to-nonterran worlds, and possibly the highest number of terran worlds per system average. Might imbalance the economy.

5
Mods / Re: [0.9.0a] Dassault-Mikoyan Engineering v.0.9.9c
« on: December 18, 2018, 08:40:39 AM »
Minor bug: The Borzoi doesn't show up in the ship production screen when filtering for phase ships. Despite it, y'know, having a phase cloak instead of a shield. Instead it's classified as a warship (non-phase ship).

Also, found a boardable blade breaker ship as a drifting derelict. Not sure if that's intended or not.

6
Mods / Re: [0.9.0a] Diable Avionics 2.01 (2018/12/13)
« on: December 15, 2018, 12:01:28 PM »
Is it me, or does the Diable's economy seem kind of contradictory to how they are described?

The faction description describes them as a paranoid, militaristic, isolationist group. Yet they end up becoming the economic center of the galaxy due to planet Sivie's tons of AI upgrades and having the highest tier possible resource deposits. It seems extremely out of character for a isolationist and paranoid society to have very high market access ratings and freeports (i.e., lawless trading), and having hordes of foreign trading vessels enter their space every day. There's also the fact that despite Sivie's being described as being dumped with massive amounts of pollution, it doesn't have a pollution (+25% hazard) planet modifier, but instead has a net -50% hazard rating (better than even the most pristine planets in the galaxy).

From a game balance perspective, the maxed out upgrades on Sivie also sort of wrecks the local economy, since you can't compete with industries that are fully upgraded with AIs and forges. It also means there are never any trading missions for them despite how many traders visit the area.

I think it'd be much truer to the lore if Diable Avionics had much lower access ratings. That way it would be more self-sufficient and stable as per its isolationist outlook, without disrupting the economy of nearby areas. I know everyone wants their own faction to be the cool, super powerful group that smacks around everyone else, but the economic power as it is now seems a little extreme, in my opinion.

7
Mods / Re: [0.9.0a] Outer Rim Alliance v0.82 (2018/12/13)
« on: December 14, 2018, 07:47:41 AM »
I'm not sure if it's just my game, but the Lum'en Factory is always starved for resources, desperately so. Not long after starting a new game I managed to get 500000 credits in missions hauling stuff to Lum'en from other places in system within the timespan of a month.

I think the combination of being in a relatively isolated system, along with the huge distances to the nearest planet, combined with the lack of starport (-100% access) completely ruin its economy. By extension its defenses are also ruined, since they lack the supplies to run.

8
Mods / Re: [0.8.1a] Mayasuran Navy 8.0.6
« on: June 05, 2018, 03:11:07 PM »
I like your ships, even if they are a bit overpowered, but they're near impossible to find. Or maybe I'm just not looking in the right places; what factions normally sell them?

I hope you consider giving them their own in-game faction and planet in the future so we can see their fleets flying around and bashing stuff around in Dynasector and Nexelin.

9
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« on: June 05, 2018, 03:01:55 PM »
Spawning a projectile right behind the fighter (or srm shot) with the same vector as the original shot?

Re-spawning the projectile seems like too complex of a solution. A more prudent one would be to make the weapon fire a burst (2-6 shots) of proportionately weaker shots, so even if random fighters or missiles are in the way, at least a portion of the damage gets through to its goal in the remaining projectiles. Though this may require tweaking the fire delay or projectile speed, depending on what the minimum time the game engine requires between shots, so the Redeemer can still hit moving targets as well as before. You may also have to convert it to flak (and quadruple the base damage, to offset flak's 25% damage against ships) so that it will always disintegrate fighters instead of leaving wrecks that still block other rounds in that burst.

10
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« on: June 05, 2018, 08:39:15 AM »
Haven't played SS in a while, but I am all for the Redeemer shot not instantly detonating just because it hit one talon...Come on, this thing can punch a massive hole into the Onslaughts armor with just a few hits. How can a TALON of all things stop it? I would think the talon would vaporize on whatever holds the shot together!

And missiles too, apparently. It's annoying spending the 7 second firing cycle going for a killing shot, when some frigate's stray SRM barrage intercepts the shot.

11
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« on: June 04, 2018, 09:42:44 PM »
Also, follow up after some testing: Making the Cathedral's sensor range equal or greater to its sensor range would not make it "too powerful" as you suggest, but quite the opposite. I ran some more tests with the Redeemer cannon and large turreted weapons on the Cathedral.

I've been exchanging fire with an enemy station beyond sensor range. I was hitting it with both the Redeemer cannon and some large turrets, and it was even hitting my shields back with some turrets of its own. But strangely enough, "Peak Active Performance Time Remaining" remained frozen, so I could sit there sniping forever. This timer only began ticking the exact moment I moved close enough for the station to show up on tactical sensors. If the two are related (i.e., the fact that sensor range and peak active performance detection range being identical isn't just a fluke), that means lower sensor range than gun range creates an exploit that gives you unlimited peak active performance when sniping.

12
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« on: June 04, 2018, 06:43:00 PM »
So, I've been playing around with the revamped Cathedral, and have some feedback:

1) The combat sensor range of the ship is sufficiently low that the Redeemer (the built-in turret) can hit targets it can't even target lock. I suspect this is because hullmods or pilot skills can boost firing ranges, but not sensor ranges. Maybe consider modifying the "Massive Hull" hullmod so that it also increases in-combat sensor range and not just strategic sensor range?

2) The Redeemer's shots are detonated by fighters. The gun already suffers from a wide number of drawbacks (awful flux efficiency, low refire, and a 0.5 sec delay in firing), and the few times you can accurately line up a target at range... a random fighter can simply wander past and ruin the shot. This issue is kind of unique to the Redeemer since other fixed guns can be paired with normal turrets (with comparable ranges) so at least some shots of a barrage get through. But since no other weapons can match the range of the Redeemer, one stray fighter will nullify all damage at long ranges. I'd recommend giving it some sort of accuracy boost (remove 0.5 sec delay, increase projectile speed, make the shot ignore fighters) to offset this. Otherwise the weapon becomes largely useless against ships with large fighter deployments.

3) The Cathedral's crew usage seems a bit off. At 1500 minimum crew, it's about three times the average for the largest capital ships. But... it doesn't actually seem to use them for anything. Ships with a compatible number of turrets, hangars, or cargo use a fraction of that crew. I think 1500 crew might make sense for its original role as a colony ship, but not as much if it's just a combat ship. I'd consider dropping that number to 1000, or even less... or at the very least, adding a "blast doors" hullmod or some sort of reduced crew casualties effect to the "Massive Hull" hullmod, so hull damage won't suck the entire fleet dry of crew. Or maybe even putting those crew by making it more logistics-oriented; having it grant a fleet repair speed bonus, or maintenance reduction, or giving it more flight decks.

1: Use other ships to spot for it, making it able to spot for its own main gun is not needed. The ship is powerful enough already.

2: It doesn't need an accuracy boost, removing the 0.5 second chargeup would be silly as it is needed as a tell before it fires for player agency, faster projectile speed would make it too difficult to defend against, making it pass through fighters is a complex subject and doing it right is difficult (if this was done, and I wouldn't get your hopes up it should "bulldoze through them"), and it being less useful vs ships that spam fighters is not really an issue. The ship is powerful enough already.

3: It does not need a reduced crew complement, that is part of its cost to run, making it cheaper is silly. The ship is powerful enough already.


The first point isn't an issue of it being "too powerful". It was more an issue of "it's kind of annoying needing to mouse over and spam the target key until a ship finally enters targeting range so I can see its health". You can zoom out and see visually far beyond sensor range (there's no visual fog-of-war in tactical combat), so you can hit stuff regardless. It's more a quality-of-life thing. Or at least in my case, when I was manually operating the gun.

To the second point: The Redeemer's raw DPS is about 286 (Burst damage 2000, with a delay of: 1.5 charge up, 5.5 cooldown = 7 seconds). Now that's a theoretical, 100% accuracy value, and on its own can barely break through the shield tanks of many frigates. But factoring the 1.5 second charge up, plus let's say another 1-2 seconds of latency due to projectile travel time at long range, it's effective accuracy plummets -- along with it's practical DPS. In actual practice we'd be talking at 50-150 DPS in practice depending on the target size. In other words, the Redeemer can't actually kill ships except the weakest of frigates ... anything small enough to be endangered its shots has several seconds to dodge. And keep in mind this comes at a cost of a 1:2 damage-to-flux ratio, meaning it wastes far more flux than most conventional weapons. And does less real DPS than many medium-sized weapons.

So it doesn't bulldoze through anything except civilian-class shuttles or fighters. I've been playing several hours with it, and 95% of my kills with it were hitting fleeting ships on the verge of death (armorless, heavily damaged hull). The remaining kills were due to a large dose of luck, as I managed to overwhelm a weak frigate (score 2-4 consecutive hits, enough to overload their shields and keep them immobile long enough to score a further 2-3 hits to chew through the armor and hull). Now, I know you might think its massive range is a great asset... but I would argue the opposite. At <20 speed, the Cathedral is virtually immobile, so cannot chase down even the largest targets moving targets. The extreme range is more akin to a crutch or wheelchair to offset its crippling disadvantage of immobility, so in the end isn't really much of an advantage over other ships.

Now I won't argue the entire ship as a whole isn't itself powerful... but, at least, the Redeemer cannon itself is horrible as a weapon system. I end up disabling it in actual combat since all it does is suck away flux from far more efficient weapons and shields. I just wanted to bring it to your attention that maybe you might want to look at re-balancing it a bit. Or not. For all I know it could be intentionally bad so as to nerf the performance of Cathedrals by sucking up flux capacity, since you consider the ship as a whole pretty powerful.

13
I don't know if this has been brought up before, but concerning agents:

Agent prices seem to drop almost universally, as the game progresses. I suspect it's because they're a commodity but have no demand? There should probably be sufficient demand to make their cost increase over time (up to a certain cap), to offset higher income/wealth the player will have as they progress to better ships and more territory.

Also, when trading, it seems pointless to trade on open markets (with tariffs) anymore. It's far more effective to only sell on the black market, and use a fraction of that 18% tariff you saved to buy agents and repair what little damage you did to your reputation. This isn't helped by the negligible rep hit you get for black market trading (-1 to -3), or the "suspicions of black market trading" (-5) modifier you get while scanned after trading. The latter is a flat -5 regardless of credits earned, meaning you could have made enough credits for a thousand agents and still only get hit with a -5 rep penalty.

14
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« on: June 04, 2018, 08:26:18 AM »
So, I've been playing around with the revamped Cathedral, and have some feedback:

1) The combat sensor range of the ship is sufficiently low that the Redeemer (the built-in turret) can hit targets it can't even target lock. I suspect this is because hullmods or pilot skills can boost firing ranges, but not sensor ranges. Maybe consider modifying the "Massive Hull" hullmod so that it also increases in-combat sensor range and not just strategic sensor range?

2) The Redeemer's shots are detonated by fighters. The gun already suffers from a wide number of drawbacks (awful flux efficiency, low refire, and a 0.5 sec delay in firing), and the few times you can accurately line up a target at range... a random fighter can simply wander past and ruin the shot. This issue is kind of unique to the Redeemer since other fixed guns can be paired with normal turrets (with comparable ranges) so at least some shots of a barrage get through. But since no other weapons can match the range of the Redeemer, one stray fighter will nullify all damage at long ranges. I'd recommend giving it some sort of accuracy boost (remove 0.5 sec delay, increase projectile speed, make the shot ignore fighters) to offset this. Otherwise the weapon becomes largely useless against ships with large fighter deployments.

3) The Cathedral's crew usage seems a bit off. At 1500 minimum crew, it's about three times the average for the largest capital ships. But... it doesn't actually seem to use them for anything. Ships with a compatible number of turrets, hangars, or cargo use a fraction of that crew. I think 1500 crew might make sense for its original role as a colony ship, but not as much if it's just a combat ship. I'd consider dropping that number to 1000, or even less... or at the very least, adding a "blast doors" hullmod or some sort of reduced crew casualties effect to the "Massive Hull" hullmod, so hull damage won't suck the entire fleet dry of crew. Or maybe even putting those crew by making it more logistics-oriented; having it grant a fleet repair speed bonus, or maintenance reduction, or giving it more flight decks.

15
Mods / Re: [0.8.1a] Dassault-Mikoyan Engineering v.0.9.8f
« on: June 01, 2018, 10:30:38 AM »
More seriously, just started using DME and I really like the normandie and d'erlon carriers. They look cool and are great support ships which don't stray outside their roles which is nice.

The d'Elons are quite an unusual ship in terms of their role, aren't they?

Compared to other destroyers, they can both carry as much as a dedicated freighter (75% the average cargo of a Buffalo), and have a full complement of fighters for their size class (two fighter bays, which is usually the max for destroyers), making them probably one of the only ships that can be a dedicated carrier and a dedicated freighter at the same time and with the same configuration. They are also superior to other combat freighters since they can project their full firepower without use of conventional weapons, meaning they can engage at extreme range and do not put their cargo at risk. And if that wasn't enough, their engagement range means you can strip off all the shield and armor hull mods, and put those points towards much heavier fighters than a ship of that size normally field.

Some playthroughs I have large trading fleets composed almost entirely of d'Elons -- with only a few heavy ships as escorts, so they can block the enemy's advance and absorb fire while the d'Elon fighters do their thing. The only thing they can't really do is engage capital ships. I mean, they can destroy them, but the massive blast radius of reactors can wipe out entire fleets worth of fighters in an instant, so leave them pretty vulnerable against multiple capitals at once. Overall, they're ability to do almost everything at once makes them almost too good of a ship.

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