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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - prav

Pages: [1] 2 3 ... 26
1
Mods / Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« on: March 27, 2024, 03:06:28 PM »
You may be right, especially with the Gravity Minefield mines getting upgraded. Still, tier 2 and 3 stations are tough nuts all around. midline what? Some potentially useful strategy notes:

- Make sure you have something durable along to absorb various prv cheapshots. Dominator, Onslaught, Paragon, something that has a lot of brawn. EMP resistance is also useful.
- I've assumed there's a player flagship along to pop stealth drones and put in some well-targeted damage when the shields are down/away. If everything is on auto you may have trouble wearing down the station before you get worn down yourself. Combat skills help, but shouldn't be critical.
- Against a Star Fortress the Redan drones are a high priority target, time their flux and kill them and things get significantly less complicated.
- The shield cores are always on and take damage when they overload, and will overload for longer the lower their hull integrity is. It's not easy, but you can outlast them.
- If you destroy one of the Hangar or Heavy Battery modules the shield cores can be damaged when they rotate past the hole. They're fragile, and will die to a few rounds of accurate fire.
- Only the Heavy Battery has kinetic weapons - quite a few, granted - and the HB itself only has kinetic damage; if you can distract it with an armor tanking ship that will help quite a bit. Just mind the Bastions on the sides, which have anti-armor weapons.
- When the station changes its direction of rotation there will be a period when it's almost stationary. This is a good time to get some heavy damage in.
- This is also a time when it's harder to move out of the way of the a module's fire since you can't move counter-rotation. Don't get caught out.
- Fitting some extra PD isn't a terrible idea, all those mines and missiles can be a real problem.
- While they can certainly put in some damage when there's a shield overload, glass cannons like the Sunder are likely to suffer from the station's various cheapshots. It is what it is.

If you want to cheese a prv station,
Spoiler
bring something with shield-arcing damage like a Tachyon Lance. Blows the cores right up.
[close]

2
General Discussion / Re: should we just nerf the Onslaught?
« on: March 26, 2024, 12:38:46 PM »
That, and it has builtin solar shielding

Well, it has mandatory solar shielding. Compared to the Pegasus it's missing 15 OP.

3
Suggestions / Re: Quest Planets being immune to satbombing
« on: March 24, 2024, 03:46:18 PM »
A discordant note, so faint it was surely unheard, made me feel that this would be an act I would come to regret.

4
Onslaught has been overperforming since the last skill overhaul. This isn't some new thing.

e: I think I mixed up a couple of threads. Well, either way.

5
General Discussion / Re: should we just nerf the Onslaught?
« on: March 21, 2024, 03:11:33 PM »
It's drowning in OP, adding another couple of marginal mods isn't a big deal.

6
Modding / Re: Dear modders, re: faction specific hullmods
« on: March 19, 2024, 03:51:32 AM »
The base game does not hide unapplicable hullmods, it just blocks them and marks them red, cf phase mods on non-phase ships, converted fighter bay on ships without BI fighters, assault package on combat ships, etc. Following the vanilla style is not wrong.

Even vanilla hullmod list is nearly unusable if you don't filter?

Yeah this is more of what I like to think of as an Alex-level problem.

7
The only real advice is keep things simple and small to start. 

Good advice. Get something playable out. Don't expect it to be great. Build on it until it is.

8
Modding / Re: Looking for cool mods that offer modded Battlestations
« on: March 16, 2024, 06:33:20 AM »
Thank you prav, are you sure that prv Starworks and Rust Belt stations can be build on my new colonies, because I use those mods for quite some time, just never found the way to builkd these new stations from these mods ...

Yes, prv stations are pretty rare - you have to find them at a Laboratory Complex market (thinking about it, maybe they should be a little easier to find). For the RB station, visit a Ruster bar after you have founded a colony and you have at least Suspicious relations with them.

9
Modding / Re: Looking for cool mods that offer modded Battlestations
« on: March 16, 2024, 05:52:05 AM »
prv Starworks stations have stealth missile drones, mine teleporters, and multiple omni-shields.

Rust Belt stations have zombie drones (including a small towing drone to drag them back to the station for repairs) and a healthy battery of mixed armaments.

10
Blog Posts / Re: Simulator Enhancements
« on: March 14, 2024, 02:25:40 PM »
Increase the base mobility a bit and swap the system for standard Autoforge. It's a bit heavy on the frigate murder-ability anyway.

11
Suggestions / Re: give PegaSUS built-in missleracks
« on: March 14, 2024, 10:51:40 AM »
Cyclones on Pegasus used to be good when the mounts converged.  Now that Cyclones have less ammo, maybe the mounts should converge again.  Cyclone is kind of lame now.

I don't get the Cyclone ammo nerf. Yeah they were firing too fast, but why hit the ammo too? It was a neat perk.

12
Blog Posts / Re: Simulator Enhancements
« on: March 14, 2024, 09:12:02 AM »
Will Guardian tie into some more quests or lore in the future? I think it's a bit odd to leave it out, especially since it now spawns in generic derelict bounty fleets now (unless it was removed and I missed it).

Apropos, the Derelicts could do with a normal capital class.

13
Suggestions / Re: Armor damage visualization should scale non-linearly
« on: March 13, 2024, 12:34:28 PM »
I'm halfway expecting Alex to post "uh... it's already squared".

14
Suggestions / Re: Armor damage visualization should scale non-linearly
« on: March 13, 2024, 12:21:13 PM »
If you go with something straight forward like cell alpha = armor level ^ 2 you get:
90% armor -> 81% brightness, which is fine
and
40% armor -> 16% brightness, which is practically invisible. But 40% armor is not negligible, on many ships you're still absorbing most damage on most shots - not everything is a Hellbore.

Reducing the exponent makes the whole thing pointless, and increasing it makes the problem even worse. I suppose you could go with some obscure threshold formula that should probably include perception response curves, but that starts to feel quite far out into the weeds.

You could add a second axis, such as cells going green (1) -> red (0.5) -> black (0) for further differentiation. But then the hud is no longer monochromatic.

Sometimes simple is best.

15
They may make good bread on Nova Cydonia IV, but I'll be damned if I live in on a planet that doesn't have Extra-spicy Fikenhild Cheeze-Its.

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