Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ANGRYABOUTELVES

Pages: [1] 2 3 ... 35
1
General Discussion / Re: Diable Avionics Help
« on: November 17, 2020, 08:02:45 PM »
Diable early game is basically Vapours, Sleets, and Fractuses with Arbitrators. Vapours are highly mobile and very punchy but need cover from fighters, Arbitrators are amazing interceptors good against other fighters and pirate trash, and Sleets are relatively bulky frigates you can slap reinforced bulkheads, some kinetics and missiles on and get rid of when they accumulate too many d-mods and you're ready to move up to destroyers and maybe a fast cruiser. I wouldn't use the Calm in earlygame, it doesn't have enough punch to be one of a few destroyers in a primarily frigate fleet IMO, but the Hayle is quite good for player piloting. A heavy missile complement and a strong forward gun battery combined with a phase skimmer equivalent and a powerful flux grid make it the bastard child of the Medusa and the Enforcer. Its low armor and a narrow shield make it heavily dependent on proper positioning, but a player should be able to handle it.

2
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 20, 2020, 11:29:37 PM »
The easy fix for that, for player builds, is to put the TPC firing group on Alternating. That should probably happen to vanilla variants as well.
Alternating does nothing. TPCs are too rapid firing to try adjusting aim every single shot.
The AI can do it. Maybe I should have been more specific and said "player builds for AI use".

3
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 20, 2020, 10:22:22 PM »
The easy fix for that, for player builds, is to put the TPC firing group on Alternating. That should probably happen to vanilla variants as well.

4
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 20, 2020, 09:24:02 AM »
I think making the Light Needler 7 OP is a mistake. It still won't be useful for ships that want more sustained kinetic pressure, and on ships that can fully utilize the burst like the Sunder or Doom it'll be undercosted. The Railgun nerf is appropriate, though.

5
General Discussion / Re: Tempest class pirate-slayer loadout
« on: September 02, 2020, 07:01:33 PM »
Flux Coil Adjunct is 75% of the capacity you'd get from the same amount of OP put into actual capacitors. You should only use it if you've already maxed out capacitors and really want more capacity.

Accelerated Shields is also really good for AI ships with omni shields, as they like to shield flicker and move the omni shield around a lot.

6
General Discussion / Re: Potencial porblem with Heron carrier
« on: August 10, 2020, 09:34:52 AM »
That is exactly the point of the Heron's speed. It's not a carrier that can stand on the front line against anything bigger than a frigate. It is designed to stay far back and fling extremely effective bomber strikes at the enemy. If you want carriers that can stand on the frontline, get Moras or Legions.

7
General Discussion / Re: Cursed builds
« on: June 22, 2020, 10:14:26 AM »
The Eagle seems to have forgotten its Heavy Machine Guns. That's not a cursed build, it's just a suboptimal SO Eagle. 3 HMG 2 Heavy Blaster 1 Ion Pulser works very well.

The Conquest build would work even better if you changed the Heavy Burst Lasers for Heavy Blasters. HBLs are bad and you already have more than enough PD.

8
General Discussion / Re: Yet another fighter balance post
« on: May 31, 2020, 10:26:26 AM »
I think if you just remove EDC and nerf outliers like the Drover, Thunder, and potentially the Spark, fighters become mostly balanced. After that, the best way to nerf fighters is to improve the default variants, throw in some good IPDAI variants, and potentially add new dedicated anti-fighter weaponry. Right now there's a serious gap between anti-missile PD and anti-ship guns, where there's no extremely accurate low-recoil low-damage small HE gun for ripping apart unshielded fighters. I'm imaging something like the LAG but 500 range, perfectly accurate and dealing 20-ish HE per shot, 100 DPS 75 flux? Mix some IPDAI variants using that gun and some railguns or the new low-recoil single light autocannon into regular fleets and they'd create a death zone that fighters can't enter.

9
alex why would you do this
why would you make a cruiser that can mount a high intensity laser and two medium kinetics
and a large missile on top
i can't believe you've done this

10
General Discussion / Re: Anti-Remnant Fleet Advice
« on: February 14, 2020, 12:59:25 PM »
I wrote a guide for this. TL:DR build your ships around shield-busting, anti-fighter, and heavy finisher missile strikes.

11
General Discussion / Re: Eagle vs Dominator
« on: January 29, 2020, 03:28:05 PM »
My preferred Dominator loadout is 1 Haephestus and 1 MK9 in the larges, 2 Flak Cannons in the mediums, Dual LMGs in the front 3 smalls and vulcans in all the rest. Whatever medium missiles as long as you have some. Heavy Armor and ITU for hullmods, maybe Expanded Missile Racks or ECCM or Aux Thrusters if you want. It's the bulkiest cruiser-sized brick you can get and will stand up to anything its size or larger. The Dual LMGs help it get rid of shielded fighters and aggressive high-tech ships that press in really close. The obvious flaw is that it can't deal with anything capable of slipping out from directly in front of it, but the Dominator is bad at that anyway. I find it's best to lean into a ship's strengths and cover weaknesses with other ships, in this case providing the Dominator with interceptor cover or some escorts on the flanks.

The Eagle is in no way a jack of all trades. It is a dedicated long-range gun platform best used to combine Ion Beams with kinetic ballistics. It's poor at actually killing things, but very good at winning the flux war and disabling enemy ships so they can be finished by bomber or missile strikes from other ships.

12
General Discussion / Re: What use are Marines?
« on: January 13, 2020, 01:17:06 PM »
Currently marines are used for raiding. You need them for stealing blueprints or commodities, or for disrupting industries on planets you don't like. E.g. if you want to own the fuel market for a year, you can disrupt Sindria and Nachiketa's fuel production facilities. If you really want particular blueprints that you haven't found by salvaging, you can raid planets with heavy industry to get blueprints from that faction's blueprint pool. You can also make a hefty profit running marines to certain pirate or luddic path markets.

13
The Vindicator from Ship and Weapon Pack. It's a low-tech cruiser with a big gun and a big missile rack.

14
i think the range increase may actually be multiplicative, i had sunder with tri lance, and optic mod + the target mod, and it is firing at target across the entire screen, and to my knowledge a entire screen is 2000 su right?

with trilance 1200 +200 from optice +240 from targeting device and 180 from skill it does not get close to 2000

however if (1200+200)*1.2*1.15 that actually is very close to 2000
Advanced Optics applies after any and all range multipliers. It does not get multiplied by ITU or DTC or Gunnery Implants. Additionally, the Tachyon Lance only has 1000 base range, not 1200. The calculation is: 1000 + (0.2*1000) + (0.15 * 1000) + 200 = 1550. When targeting a ship, you can see how far away the centre of the targeted ship is from the centre of your piloted ship, so you should be able to check approximate ranges in the simulator.

15
Generally speaking in Starsector, percentage increases are additive and percentage decreases are multiplicative. For example, Gunnery Implants 1 decreases recoil by 50%, and being mounted in a hardpoint also decreases recoil by 50%. This results in 25% recoil rather than 0% recoil, because two decreases multiply rather than add. The sensor profile increases from d-mods add, so a ship with both Faulty Power Grid and Degraded Engines will have 200% sensor profile rather than 225%, because two increases add rather than multiply. Insulated Engine Assembly is a 50% decrease in sensor profile, so a ship with all 3 of Faulty Power Grid, Degraded Engines, and Insulated Engine Assembly will wind up with a multiplier of (1+0.5+0.5)/0.5 = 2/0.5 = 1, or 100% of normal sensor profile. I can't think of a single bonus/malus that breaks the increases are additive, decreases are multiplicative rule, but there might be an obscure one I'm missing.

Pages: [1] 2 3 ... 35