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Messages - Anvel

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1
Suggestions / Re: infinite money method
« on: February 25, 2024, 06:55:29 AM »
Yeh, and to do that you need "only" 20k units of food and 2k marrines... You know that from a single red ordo fleet you can get cores worth of 1-2 millions? Or you can kill caravan carring armaments or drugs and again get 1-2 millions? The way you described gonna block that market for months.

Hello silly person, what you said is very brainless.
1. 20k food is only $400k. 2k marines is also only $400k. You make around 300k a single raid with negligible need for replacement. If you're scared of big numbers in cargo space, just condense your balance into a more valuable item like heavy armaments, which I showed in the post.
2. You 'can' get cores worth 1-2 million's(ic)' if you are extremely lucky. Very very lucky. So lucky that pointing out this miniscule chance is worthless.
3. Killing caravans won't make you nearly 1-2million's(ic)'.
4. It blocks the market for "at least a month". Not a big deal. Why would you think it would block it for multiple months?

This is literally the fastest way to make money in the game, and absolutely reliable AND scalable. Can't believe its getting compared to ambushing convoys by some noobs who think they're smart.
Ban?. I mean I can write a lot in response, look what he wrote, you can use language like that on this forum without consequences?

2
Suggestions / Re: infinite money method
« on: February 25, 2024, 12:37:27 AM »
Yeh, and to do that you need "only" 20k units of food and 2k marrines... You know that from a single red ordo fleet you can get cores worth of 1-2 millions? Or you can kill caravan carring armaments or drugs and again get 1-2 millions? The way you described gonna block that market for months.

3
Suggestions / Re: Gryphon does not need EMR anymore
« on: February 14, 2024, 04:05:32 PM »
It's decent the way it is, specialized missile cruiser that can spam missiles other ships cannot, want ballistics and missiles - get champion, dominator etc.

4
Suggestions / Rare officer location hint
« on: February 14, 2024, 12:31:30 PM »
I suggest creating bar events where some npc may give the player a hint where to look for those lvl7 officers, for example for 5 story points and 1 million credits this npc can send you to a constellation with lvl7. Because I for example even after 90% of the sector explored can find 1 of them max.
Something like - Long ago in X constellation was a big battle where Y fought Z and both of them lost a lot of skilled pilots.
Or like this - My old friend, an extremely capable fellow has gone missing in constellation X, people say he's long dead, but I know he's there somewhere.
You get the Idea.

5
Commission is a rudiment of old times, the last time I took commission was when the colonies weren't a thing.

6
General Discussion / Luddic Majority spoiler
« on: February 09, 2024, 02:51:07 AM »
What industries does this specific condition tolerate? Light industry, farming, commerce? Why not mining (organics is a basic demand), and why not military base(provides security)? Heavy industry, refining, tech mining, and fuel productions intolerable is understandable.

7
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 08, 2024, 01:57:01 PM »
I start colonizing only after I'm capable of farming radiant ordoes and have money for at least one tier 3 battle station, forget about high command, alpha-cored battle stations are what will keep your colonies safe. Unlike most people here I had not a single issue with crises, my fleet was strong enough to wipe out 8 fleets or 14 fleets at once, more so at first almost every faction decided to harras me but ended up fighting or "inspecting" each other, it was hilarious than inspection fleets constantly disrupted each other and got attacked by pirates, or Persians who tried to inspect me but got scared off, etc.
For me, the only minus of the crisis system is that it ended so fast, one moment the game is filled with life and conflict, and then boom - nothing happening.

8
Bug Reports & Support / Autofire redacted torpedo
« on: February 07, 2024, 06:14:58 AM »
Odyssey. Missile perk and missile racks, the ship has 3 redacted torpedoes per launcher, yet if autofire is triggered or set on default launcher fires only 2 torpedoes, autofire never uses the third torpedo. Previously I used this ship in "derelict" build without a missile perk and it fired his 2 torpedoes just fine, after switching to 5-5-5-0 and picking a missile perk launcher still fires only 2 torpedoes. To clarify - autofire triggered, the launcher fires 2 torpedoes at an enemy, if you switch to its weapon group - one torpedo is unused, and AI will wait till ammo regenerates to 2/3 to fire again.

9
Bug Reports & Support / Hypershunt loot
« on: February 05, 2024, 04:02:07 AM »
Not sure if this is a bug or now it's intended, but in my game second Hypershunt had both big bad boys spawned with the same weapons and only one of them dropped his heavy weapon.
Update: both cruisers have identical load-outs, and only one of them drops items, in my case only half of the intended loot.

10
Suggestions / Re: Thoughts about 0.96 weapons and the upcoming 0.97 update
« on: February 02, 2024, 08:56:29 AM »
My god, dragonfire torpedo is weak, not op, for example omega small missile with perk and missile racks is 9x1000 energy/flux damage and it regenerates, simple 6 dp soed brawler gonna rip that manticore to shreds. People keep arguing about the problem that don't exist.

While I don't disagree with general consensus that DEM's generally underperform, comparing regular weapons to [REDACTED] ones is just silly.
It's just that people keep posting the same posts about how strong beam missiles are (they are not) and ask for a nerf  ;D. Beam missiles need a look at them that's for sure, but they must be buffed to be viable.

11
Suggestions / Re: Thoughts about 0.96 weapons and the upcoming 0.97 update
« on: February 02, 2024, 06:28:02 AM »
My god, dragonfire torpedo is weak, not op, for example omega small missile with perk and missile racks is 9x1000 energy/flux damage and it regenerates, simple 6 dp soed brawler gonna rip that manticore to shreds. People keep arguing about the problem that don't exist.

12
General Discussion / Re: Where do i put this level 7 officer?
« on: January 18, 2024, 04:32:03 AM »
Into space, ballistic + ew perks = airlock.

13
General Discussion / Re: Astral feels like a waste of dp.
« on: December 24, 2023, 01:16:49 PM »
Hmm, in the "capable" hands of AI Odyssey shows even worse performance, is it a waste of dp too? It's a dedicated bomber carrier, it needs support to be effective.

14
Blog Posts / Re: Skill Tweaks
« on: December 14, 2023, 11:23:52 PM »
Damage controll - current elite bonus supposed to help the player to play smart, but instead it's become ultimate anti missile/bomber sorce of frustration, it should be cut.
Ballistic mastery - is too strong already, main bonus should be cut, like main skill gives +10 to damage and +15 to projectile speed, elite +7% to range and +15 to projectile speed. This perk should be nerfed not buffed.
Energy weapon - the main perk is unbalanced and suitable only for close range combat, tweak it - lvl 1 - 20% dmg depending on range, 5% Flux reduction. Lvl 2 - 5% Flux reduction +7% Max range.
Do not give random perks bonus to damage/reduction.

15
Suggestions / Re: Let Research Station's contain Tesseract weapons
« on: December 26, 2021, 09:28:20 PM »
[DORTIO] weaponry is a reward for defeating [DORITOS].
Adding another way of getting them takes away from that.
You can get those from the cache in story mission and from bounty(1 per game) and those encounters drop a lot of those weapons, with a 25% drop from Research Station's that's around 5 random small-med guns from 20! stations, that's more that half of the sector explored or even more.

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