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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

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Messages - Sy

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Mods / Re: [0.9.1a] Interstellar Imperium 2.1.0
« on: July 19, 2019, 04:40:23 AM »
Is there a chance to get old sprites for mod? new painfully ugly
the ships are not the same anymore, you can't just use the old sprites. some ships are entirely new, and even the ones that have mostly the same overall shape as before have had their weapon positions and such placed a bit differently. so using old sprites with the new ship files would lead to very strange-looking results, even if you do prefer the old sprites visually

Wow, I tried it but wasn't so impressed, can you share your build?
sure, though i don't think it needs a super special loadout to do it. just one that can take a lot of shield damage without getting flux-locked too quickly, and one that can punish the Onslaught for venting. the Typhoons i use actually almost never get hits on the Onslaught (almost all the actual damage is done by the Shards and Sunfire) because its PD is just too strong. but they do prevent it from just venting while the Antaeus could easily punish it with double Reapers, whereas the officer-piloted Antaeus does have enough armor durability to make some aggressive vents even while under pressure from Annihilators.

this is the loadout i use in my campaign. it has the +10% OP from player skills, but isn't actually purpose-built specifically to counter an Onslaught. just a general beefy loadout designed to go toe-to-toe with other big guys, or otherwise act as a fleet anchor in large engagements:
armor state after the duel:

this loadout is without the +10% OP, but more purpose-built to counter the Onslaught in a face-to-face duel, sacrificing some rear protection and weapon range that don't matter much in an engagement with only one enemy:
armor state after the duel:

in both cases, this is the officer i use. at lvl 20, with the +50% missile hp, the duel would likely be even more one-sided:

a couple things to note here:
- the armor damage taken isn't always that minor, often armor gets breached at the nose while venting under Annihilator fire, and taking some hull damage in the process. but it does still win the duel in most cases, and usually quite handily.
- the officer is obviously a huge advantage compared to the simulator Onslaught. however, i still think it shouldn't be able to win a duel by engaging the Onslaught directly from the front, especially not so easily, with having most of its armor and hull remaining afterwards in most attempts.
- yes, this is purely under AI control. i just started the simulator and deployed the Onslaught, then enabled autopilot.
- if pure AI control is not quite enough for an Antaeus loadout to win the duel, just giving an Eliminate command at the start can make a big difference, because it makes the Antaeus more willing to vent aggressively, and engage even while at high flux -- both of which can be very helpful against the Onslaught's weapon range superiority. this could also be counted as an unfair advantage against the simulator ship, but is an advantage the player can often make use of in actual battles as well. and these screenshots were made without that additional advantage.

Mods / Re: [0.9.1a] Interstellar Imperium 2.0.0
« on: June 18, 2019, 08:11:45 AM »
nooo! i'm finally in my BRDY campaign now for which i've waited so long, how could you release this now?! D:

seriously though, absolutely amazing job! can't wait to play with the packages and changing ship systems, that is so friggin cool, on top of all the other additions, improvements, and beautiful new sprites.

congratulations on getting it out! :]

after trying the Antaeus for a bit, i think that thing needs a nerf. ^^

overall i love that cruiser. beefy, decent firepower, good PD coverage, fun mobility system, and a cool sprite. i just think it's overtuned atm. the combination of (by BRDY standards) great armor, good shield effiency, great shield coverage, good flux stats, high OP, better maneuverability than i'd expect from such a brick, a unique built-in hullmod that gives weapon durability and flat range increase, and also not really expensive (for a heavy cruiser) on top of that.. i think it's too much.

letting it duel a Dominator in simulator (with my custom loadout, but all weapons and hullmods are either vanilla or BRDY), it absolutely wipes the floor with the balanced Dominator loadout. if i put my lvl 17 officer on it, it will happily facetank the simulator Onslaught and win a duel against it with only minor damage to armor/hull.

i'd prefer if it didn't entirely lose any of the things that make it good though. it's nice having a BRDY cruiser with good armor and decent shields, and still firepower and OP to match the heavy cruiser designation. so i'd suggest just giving it minor-ish nerfs more or less across the board, rather than big nerfs in any specific respects. something like so:
- OP 170 -> 160
- flux cap 10k -> 9k
- flux dissipation 550 -> 450
- shield efficiency 0.8 -> 0.9
- shield arc 180° -> 150° (so it can still get a bubble shield with Shield Conversion + Extended Shields)
- deployment cost 26 -> 30
- and maybe some nerfs to maneuverability, especially turn acceleration

armor and hull i'd keep as they are, to make it stand out more vs the other BRDY cruisers as the tanky one. shield, flux, and OP nerfs should already reduce its overall staying power a bit.

would it be possible for the beam speed to scale with range? so that mounting a Sunfire on a Dragonfly would still have noticeable delay between firing and the beam hitting a target at max range, but the same Sunfire wouldn't lose so much more effectiveness on a Paragon with AO firing at a target at max range.

Mods / Re: [0.9.1a] Blackrock Drive Yards v0.9.5 (09.06.2019)
« on: June 09, 2019, 03:23:44 PM »
yaaay! that entire changelog looks sweet. pretty much all the changes sound good to me, even in addition to all the shiny new toys.

General Discussion / Re: Starsector Survey
« on: May 12, 2019, 07:21:00 AM »
done. :]

General Discussion / Re: Combat Help
« on: May 10, 2019, 07:34:42 AM »
The reason I usually sick to turn based games our ones where I can slow things down.
there is actually a setting for combat 'speed', changeable by editing the settings file. it slows or speeds up the passage of time in combat, similar to how phase ships slow time around them (from their perspective) while using their phase cloaks.

you can change it by editing the number next to "combatSpeedMult" in \Starsector\starsector-core\data\config\settings.json. if you set the factor to 0.5, it should slow the entire combat down to half of normal passage of time, including ship movement, projectiles velocity, flux dissipation, etc.

of course the game was designed and balanced around the normal speed, but if that simply doesn't work well for you, i think changing it would be worth a try to see how it feels. 0.5 would probably feel too slow, but you can just set it to whatever works best for you.

General Discussion / Re: Combat Help
« on: May 08, 2019, 07:07:01 AM »
welcome, Rybon. as the others said, practicing combat in missions or simulator is probably the best way to get better at it.

some combat tips:
  • if you weren't already, you should try holding the Shift key to make your ship automatically turn towards the cursor, which makes piloting small and nimble ships a lot easier.
  • avoid getting surrounded. even large ships are vulnerable to being attacked by weaker ships from several directions at once. and usually it is not worth risking your flagship by trying to finish off a wounded enemy, if that enemy has friends that are maneuvering to flank you.
  • managing your flux is key. if you have a ship with decent armor, it is often a good idea to tank a bit of damage (especially Kinetic) with the armor rather than with your shield, so you can focus more on firing your own weapons rather than absorbing damage. getting this right is tricky, and requires practice, but can be a great help in winning duels. actively venting flux often is also important, IF you are out of range of the enemy's weapons (especially missiles).
  • try saving your own finisher missiles (like Harpoons or the various torpedoes) for when your enemy is at or near maximum flux, as otherwise they are too easily blocked by shields. a correctly timed missile barrage can allow your ship to punch well-above its weight.
for more general beginner advice, there's a decent guide here. if you have more specific questions, like on how to fight a particular enemy or on how to outfit a particular ship, the unofficial discord is a good place to get answers.

General Discussion / Re: What sector age to you usually play with?
« on: April 16, 2019, 07:25:10 AM »
one option for physical sector generation that i think could be interesting, and have some effect on actual gameplay, would be about hyperspace cloud generation:

on one end of a slider (or of a set of choices) would be almost the entirety of the sector (except around starsystems) covered in clouds, but with long, continuous (though not necessarily straight) tunnels between the systems.

the other end of the slider would have much less hypercloud density, but with more random spread and size of patches of clouds sprinkled around the place.

the idea here is that for people who don't really enjoy having to pay close attention to hyperspace terrain and prefer to just plough right through most storms (whether it's beneficial to do so or not) would have an option to reduce the overall coverage of clouds. whereas for people who do enjoy paying attention to terrain (and maximizing speed or supply efficiency), there would be clear paths to follow between constellations, for long journeys.

Mods / Re: [0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)
« on: April 08, 2019, 04:30:41 AM »
anywhere to download the old version? need it for 0.8.1
I just need the version before this one, one from 2017
i think you got some things confused here.. the big download link in the OP still is for vanilla 0.8.1, because this mod hasn't gotten a release for 0.9 yet. vanilla 0.9 was released at the end of 2018, so the latest version of most mod releases for 0.8.1 was also sometime in 2018, not all the way back in 2017 when vanilla 0.8.1 got released. as it says in the threat title here, the latest Blackrock version for 0.8.1 was released on 23rd march of 2018.

always pay attention to the version number at the beginning of a mod's threat title, it shows for which vanilla version the latest mod release has been:

[0.8.1a] Blackrock Drive Yards v0.9.1 (23.03.2018)

you'll always wanna download the latest mod version for whichever vanilla version you're playing, not the mod version that was released right after the vanilla release.

Suggestions / Re: Let us rearrange officers
« on: March 26, 2019, 09:47:00 AM »
same here, i'd really like to be able to rearrange them based on role. for example, have my three aggressive ones together, or have two that have very similar skills and pilot identical ships together.

Mods / Re: [0.8.1a] DynaSector 1.4.7
« on: March 04, 2019, 08:15:13 AM »
Does Dynasector implement custom buildings from markets? I noticed that Shadowyards has a custom consumer goods factory that also uses their custom high-capacitance battery trade goods. In Nexerelin with core worlds, only Shadowyards territories build their fabricators and thus only consume their own high-capacitance batteries. Would DynaSector encourage the AI to use these alternate building types?
Dynasector hasn't been updated for the vanilla 0.9a release that added colony management and buildings, so no. don't use any mods that do not have [0.9] in their thread title.

Mods / Re: [0.8.1a] Interstellar Imperium 1.19.0
« on: February 25, 2019, 04:40:58 PM »
holy crap, that's amazing! fiddling with different loadouts is probably my favorite part of the game, so being able to change and specialize the ships in such dramatic ways sounds right up my alley.

Suggestions / Re: Mora hardpoint change
« on: February 01, 2019, 06:06:39 PM »
i agree wholeheartedly, the only thing that single small hardpoint is good for is messing up my symmetrical(ish) loadouts! ^^

with Mora already often not having enough flux to use all small turrets, i never put anything into the hardpoint. making it a missile hardpoint would certainly fix that, and i don't think it would make a major difference in balance, seeing as it already has two turreted medium missiles.

if turning the hardpoint into missile is unwanted, i'd actually prefer if one or two of the small turrets also become hardpoints instead. that would make that single, off-center one feel not so completely out of place, and might actually make me use those small mounts for something else than PD more often.

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