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Messages - Gourdman

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1
Bug Reports & Support / Ship Scaling on an Samsung Odyssey G9
« on: September 26, 2021, 12:35:00 PM »
Recently got a new monitor and it seems to have some weird scaling of ships in combat if you run it at full resolution.  Now, Starsector seems to support ultrawide well, but when using 5120x1440 a very specific odd issue that makes the game...not unplayable but not pleasurable for sure.

It also only effects it in combat, not on the refit screen or otherwise, as far as I know.
Spoiler


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2
As far as the Mauler Battery and UAC go, I see them as niche AI-oriented weaponry.  They have really good range, good flux balance, but tend to be overall boring to use as a main armament and a bit lackluster.  They fill that niche of "I need a good weapon to give my AI".  The UAC doesn't have the burst and accuracy that the Gauss does, it's bullets spray in a shotgun like pattern that are mostly ineffective against most frigates as well as some destroyers and cruisers.  It's nice and all, but a Gauss shot ripping through space and slamming a shield is much more effective than a bunch of UAC shots sprinkling all over the shields.

Gauss is also way more effective at armor damage than UAC could ever hope to be.  The Mauler Battery is kind of the same thing.  Inaccurate, not quite as bursty as a Hellbore and you'd be hard-pressed to find a better HE assault weapon over the Hephaestus.

They're just dakka guns.  They are good for ordinance saturation in an area, and for AI due to the low flux overhead for each individual shot.  AI doesn't handle Gauss shots well and it can do that weird flutter-vent thing from time to time.  The UAC is a nice constant support weapon.

3
I would suggest making yourself a nice little ring around the system.  Ping every now and then and you should find what you're looking for.  ;)

I completed that mission really coincidentally, but on further play throughs had to do a big ring and spend a few minutes looking.  You can find it pretty reliably.  Just don't fling yourself into the depths of the nebula, never to be seen again.

4
I was going into the bar a few times and listening to the new chatter and whatnot, when I exited I went into the option for trading and perhaps pressed 'ESC' or something similar at the same time and ended up in a dead end screen with an overlay and no way of leaving.

I have console commands and used it to exit the dead end dialog box.



Image included.

5
Mods / Re: [0.9a] Legacy of Arkgneisis 1.1.1
« on: November 29, 2018, 02:20:10 PM »
Let me put it into perspective as to why 0 to 2 is not the same as 8 to 10.

8 to 10 is a compromising decision.  It requires you to think about what you use, and whether or not you need those extra vents, that one good hullmod.  Or even whether or not your ship will have the right weapons to perform it's task.  Heavy Blaster vs Pulse Laser, which are massive *different* weapons, separated by 2 OP.

It's a decision you have to weigh checks and balances against and go "I'd better chose carefully, might try both builds before I go ahead with using this fighter wing, or this weapon".

0 to 2, is not a compromising decision.  Classic Monodrones vs Talons is a no-brainer.  Monodrones outnumber, outdamage, and outrage talons AND cost nothing to mount.  They are harder to hit with projectile based PD, harder to hit with PD in general due to their range, and cause various issues with enemy AI due to how much they outrange most ships.

If you ever wondered why many fighters have special 'fighter versions' of weapons, this is why.  Long range fighters can cause the AI to mismanage it's engagements and turn tale on say...an Onslaught to try and swat a Monodrone with it's extra long fighter range.  This is bad.  Especially if you exploit it or use Monodrones often, because these situations only amplify with more on the battlefield.

I locked up most battles in early, mid, and mid-late game with two Hawkes due to this phenomenon.  These fighters cause a serious exponential problem with balance.  The more you use, the worse it gets, and the more powerful they seem.  The high accuracy long range guns they utilize melt frigates when used en masse, which isn't hard to do thanks to the high wing size, and causes problems with lots of destroyers as well.

If you don't think these are glaring issues, then I don't have much else to say.  These fighters, as are, would sit more at 4-6 OP, since they outperform Talons and break the game the more you use.  Flak helps, sure, but not when they hover out of PD range.

These fighters are an issue for many reasons.  And range is the biggest problem.  The missiles could be left well enough alone if the range was nerfed.  They're highly accurate, high ranged, high burst fighters that cost 0 OP and can be deployed en masse very easily.

Talons?  They crumble when they encounter flak, very quickly.  Hell, even burst PD will melt these little guys.  Whereas one wing of Monodrones can deplete two Burst PD mounts.

6
Mods / Re: [0.9a] Shadowyards Reconstruction Authority 0.7.0.1rc4(11/24/18)
« on: November 28, 2018, 07:28:16 PM »
I assume you'll need some sort of special blueprint to build an SRA Battlestation?

Exploration spoiler:
Spoiler
Similar to how the Red Planet's shields are unlocked?
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Mods / Re: [0.9a] Legacy of Arkgneisis 1.1.1
« on: November 28, 2018, 07:06:21 PM »
Monodrones en mass were ridiculous with their medium damage rockets.  They could rip holes in armor and then tear them apart with their long range frag weapons.  As far as their comparison to Talons, they were outright better, with higher range vulcans, better armor pen, and more numbers.

The nerf was well deserved as it stands.  The wing was capable of delivering boatloads of damage from outside of destroyer and frigate range, and even outranging most cruisers when they went behind.

Being outside of PD range, able to fire good armor pen missiles, and being superior in number to Talons all while costing less?

The nerf was needed if it were to retain it's 0 OP designation.

8
Mods / Re: [0.7.2a] Interstellar Imperium 1.15.0
« on: March 29, 2017, 09:52:53 PM »
Anyone having issues with the above, delete your old Interstellar Imperium folder entirely and replace it with a fresh one from the zip/rar.

9
Really liking the ships so far, haven't done too much.  But I did start a new campaign and have been playing for quite a while.

One of the first ships I've tried is the Lance-class Cruiser.  A very well designed ship that has some nice balance, only issue I've found is that it has a little too much OP.
Most cruisers don't get a base 150 OP, and at higher levels it gets a rather ludicrous selection of what can be put on it.  All-in-all though, this ship is nearly perfect, balance-wise.
The extremely efficient shields are offset by a reasonably high flux upkeep.  And the ability, while seeming strong at first, causes the shield while raised to build up hard-flux.

A side-note on the ability, are you supposed to be able to shut the shield off?  It seems like you aren't, because the shield pops back on if you shut it off (I noticed it when the AI started spamming shield deactivation to save flux).


Another thing I noticed is that the supply/fuel economy tanks after about a cycle for some unknown reason (I will admit that I have a lot of mods installed, like Dynasector and SS+ with Nex, disregard this report if it could be those mods), we're talking 350+ credits per supply.
Edit: I have discovered that this issue may have to do with unrest from Templar invasions, not entirely sure, I'll keep checking around.  The Templars are VERY voracious this time around.

Full mod list:
Spoiler
Audio Plus
Blackrock Driveyards
Combat Chatter
Common Radar
Dassault-Mikoyan
Diable Avionics
DynaSector
Exigency
GraphicsLib
Intersteller Imperium
Junk Pirates/PACK/ASP Syndicate
LazyLib
Metelson Industries
Neutrino
Nexerelin
ORA
Pegasus Belt Council
Scyan Navy
Shadowyards Reconstruction Authority
Ship and Weapon Pack
SS+
Templars
Tiandong Heavy Industries
TwigLib
Tyrador + Nex Patch
Underworld
Version Checker
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Note that the economy doesn't get this bad during extended play without this mod, only with it.

Thanks again, this mod is excellent so far and I'm loving the style.  I'm hoping to buy the Venture varient next, it looks really promising (If I can get past this horrid economy D;).

10
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: March 23, 2017, 09:37:16 PM »
Really excited for this release, Alex.  Gonna be able to put all the mods down and enjoy the game for a good while like you intended.  Keep it up and don't worry about that release date!
Make it good, and keep giving us tantalizing and uninformative details.  Mmm.

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