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Messages - Mysterhay

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1
General Discussion / Re: How do we balance fighter spam?
« on: March 08, 2021, 12:41:08 AM »
I mean, fighters are extremely effective in large fleet fights as they can focus fire power better than anything else (as they can pass through targets).

One possible fix - allow point defence like LRPD to pass through friendly ships when targeting fighters. Would mean that at least a fleet ball can focus some comparable damage back on them utilising a similiar mechanic. PD boats with ITU equipped also have a place in the fleet - currently they don’t do enough damage to be on front lines, and have no line of sight anywhere else.

2
General Discussion / Re: What Kind of Ship do you Pilot?
« on: May 04, 2017, 04:40:31 PM »
Tri Tach deserter fleets for Tempests. Give them reinforced bulkheads when you refit, and on the rare occasions that they die you can always recover and fix 'em up.

3
General Discussion / Re: What Kind of Ship do you Pilot?
« on: May 04, 2017, 11:08:37 AM »
Right now, Tempest with all the fleet speed buffs. I cruise around at 250-300m/s like its 0.72  ;D

Dual pulse lasers coupled with the ion drone, absolutely maxed out flux venting and hardened subsystems allow to play with the enemy frigates for as long as needed.

It's fun going fast

4
Mods / Re: [0.8a] Neutrino Corp. (v. 1.84RC1)
« on: May 04, 2017, 10:06:42 AM »
There were two or three TheEND ships in the enemy fleet and I am running quite a lot of fighters... So that would make sense. If that's the case then I should be able to reproduce it whenever I hit a Neutrino bounty or two and get a save to Deathfly to check

5
Mods / Re: [0.8a] Neutrino Corp. (v. 1.84RC1)
« on: May 04, 2017, 08:45:20 AM »
I am guessing this is linked to a Neutrino missile?

Hmm, I think no. The only Neutrino missile that use vanilla MIRV AI is the phase missile. And I am quite sure that it wouldn't try to shoot out a ship.
But anyway, I will keep an eye on it.

Or maybe you can sent the save to me so I can have a try to reproduct it.


Unfortunately I forgot that Ironman would save over the file! I'll send you the save if I encounter this again

6
Mods / Re: [0.8a] Neutrino Corp. (v. 1.84RC1)
« on: May 04, 2017, 05:31:55 AM »
I'm getting a recurring crash when fighting a Neutrino Bounty fleet, log as follows:

210308 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.combat.entities.Ship
   at com.fs.starfarer.combat.ai.missile.MissileAI.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.dosuper.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I am guessing this is linked to a Neutrino missile?

Mods installed on 0.8 (latest hotfix):

Combat Chatter
Common Radar
Diable
GraphicsLib
LazyLib
Lightshow without SS+
Neutrino
Shadowyards
Targets
Upgraded Rotaries
Version Checker

7
Mods / Re: (0.8a) Shadowyards Reconstruction Authority 0.6.0.7.1
« on: April 27, 2017, 03:03:28 PM »
Hey, how much do you think would take you to make a version with darker colors?

Well, darker how?

I do have some darker themed skins that I was considering using for rare spawns and lucky finds with a weird camo scheme; I'd need to update the files to the most recent standards, but they might be in line with what you're thinking.

Spoiler
[close]

Of course the mod is your creation so the ships should look the way you like them, but I also have to add that I LOVE the darker shadow yards. Dark side of the shadow, if you will  8)  

Fits better with the overall look/feel of the game, in my opinion.

8
General Discussion / Re: your best random salvaged ship findings
« on: April 25, 2017, 03:06:32 AM »
What does a single ping warning beacon mean then?

Here Be Redacted

Most you'll see is a few frigates in those systems

9
General Discussion / Re: A Falcon's Role
« on: April 24, 2017, 09:14:54 AM »
The Medusa is (in my humble opinion) plagued by a lack of load outs that don't feel weak or fragile.
Strap on pulse lasers and you lack anti-armor. Heavy blasters will destroy your flux capacitors quickly. EMP beams are boring and flux heavy at times. Gravitons are weird. And that's just the mediums.
That would not be true before 0.8 (when that was written).  Today, it is.  Medusa has a hard time punching above its weight when outranged and outgunned, and the speed (for mobility and dissipation) is just not there anymore.

Overall, gameplay feels more like it did before skills were introduced.

I kind of wish all ships got a +20 to +50 speed increase across the board, one value for all.  The game feels so slow now.  Evasive Action 1 and Helmsmanship 2 does not feel like enough, but they are better than nothing, which is why I will take them for every character no matter the build.

For faster ships you are actually better leveling up leadership than combat. The skill that adds 15% combat readiness effectively adds 5% speed to all ships, regardless of how many are deployed... I find the 10% bonus from helmsmanship hard to justify by comparison. Factor that in with coordinated maneuvers and you can hit up to 30% flat speed bonus on all ships, from the leadership tree alone.

This works for me as industry is the tree that I ignore (surveying is a bit of a chore in my view, so all I'm really losing by ditching it is some salvage and better D-ships, which I try to avoid anyway)

10
General Discussion / Re: Favorite ships of 0.8?
« on: April 23, 2017, 06:36:16 PM »
Falcon... Ignore the small energy weapons and save up for a converted flight deck with talons or sparks for PD. Invest all other OP in your preferred offensive setup. You have a cruiser hull that's cheap to deploy so stacks nicely for ECM/fleet speed bonus, will catch anything with its speed boost ship system and has decent flux characteristics to boot.

Oh, and it's a sexy sprite  :-*

11
Mods / Re: [0.7.2a] The Mayorate v0.9.2 (updated 25/04/16)
« on: April 23, 2017, 06:22:57 PM »
Disruptor was an absolute pants weapon in the most recent version. SS+ or ship weapons pack added a similar weapon (heavy ion disruptor I think it was?) that basically did the same job, but was waaaay more effective for the flux and OP cost. Which was a shame as the sound and visual for the Mayorate disruptor are really great. I think the charge up delay on firing really hurt how the AI used it.

Graser PDs and that family were a really neat idea with the increasing damage with ship flux, and balanced pretty well. You also added the grav gun toward the end, the super high bullet speed kinetic weapon with decent range. That was also really niche for an anti frigate weapon for cap ship, definitely a keeper, though the weapon description says that you will add the weapon description this time around :p.

Cimeterre needed counselling though. That ship had suicidal tendencies on a whole new level, not sure how much you can change without manipulating the core AI files though.

Be sure to get the Ravanna to burn 8 and a little bit of love as well ;)

12
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: April 13, 2017, 01:30:47 PM »
"Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range"

Long live the new cap king!
2K range tac lances anyone?

It's going to be easier to fight a Paragon with escort than without, at least the Paragon's escort will block LOS from time to time!  ::)

I'm thinking 1k range ion cannons. Burst PD will render missile spam irrelevant for all escort ships also. Looking forward to testing this out!

13
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: April 13, 2017, 01:13:14 PM »
"Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range"

Long live the new cap king!

14
Yeah, I don't get the 1.4 shield efficiency either. I mean, in SS+ it's 1.2 and that feels just fine (obviously other changes in that mod too).

With the changes coming in 0.8 though it should be gaining more OP than the other cap ships due to the built in hull mod reducing the OP cost of large ballistics, and default +1 burn speed. So arguably nothing to stop extra investment into hardened shields or other hull mods/caps...

Time will tell.

15
Mods / Re: [0.7.2a] DynaSector 1.0.8
« on: April 07, 2017, 12:16:28 PM »
the conquest has a crappier shield than that.
not with SS+ balance, 1.2 is standard there.

Yeah, about to say, SS+ has some hull changes for several ships.

Personally I bumped up the Conquest to 18,000 hull on top of SS+ changes. Meh, it needed the love IMO.

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