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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 - Kzanu

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1
Discussions / Re: Star Nomad II
« on: December 14, 2015, 03:45:27 PM »
Game just launched. Pretty good imo. And cheap.

2
Discussions / Re: Star Nomad II
« on: December 07, 2015, 04:42:50 AM »
Actually I've been playing the game for a while, it is a fun game tho.... nothing like starsector, except the 2d space....which is good imo. Give it a try.

In comparison to the previous SN I think it's worth your time.

3
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 03, 2015, 03:04:35 PM »
"With tears in his eyes"
Yes, it did help. I just started it a little, because I was trying a new space EA game, BUT IT WORKS OMG. IT WOOORKS. I couldn't get used to my screen not freezing every few seconds. I just flew around for 5 minutes. Just flew. Around. Beautiful.

Who knew space was such a pleasure to travel?

4
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 03, 2015, 01:52:24 PM »
Thanks !!! No worries, I'm only bounty hunting and fighting around. Not really interested in trading (although my 200 organs from storage "wink wink" do scream OPPORTUNIST).

5
General Discussion / Re: welp GG
« on: December 03, 2015, 01:48:57 PM »
Like all things in life, you cannot get good without practice. This setup kinda works, and I'm very bad at micro. Try it a few times with patience and it will reward you.

6
Announcements / Re: Starsector 0.7.1a (In Development) Patch Notes
« on: December 03, 2015, 01:42:22 PM »
Any change for an eta for that update? I would really love to play even more version .7 but the stuttering issue is really breaking my fun.

7
General Discussion / Re: welp GG
« on: December 03, 2015, 12:12:59 PM »
Phase and turn and take the salamanders with the shields. the Wolf is made with the hase ability in mind. Use it. Abuse it.

8
General Discussion / Re: welp GG
« on: December 03, 2015, 11:52:27 AM »
Ok...just a few tips from a an unskilled player.  Get the wolf frigate and try this setup (enhaced engines, tactical lazors in small slots, small harpoons, and in med energy try either pulse laser, grav beam, or the special weapon (the one you are most skilled with)) and:

1. kite from range (the engine hull mod is for this) (wolf has better shields than pirate frigs and if you borderline kite then at their firing range, they will fire, building flux up)
2. when you overload/flux a ship use : 1-2 phase to close in and deliver a small alpha strike (2-3 blaster hits, 2-3 sec of pulse, 1-2 harpoons, depends on ship) taking out the frigate, then turn and phase out (should have 2 phase charges)

This way you can take the fighters out fast (tac lazors are for that), then focus/kite frigs. You should be able to take out groups of 4-5 frigs  in this way. Just dont phase into 5 of them.

9
Discussions / Re: Star Nomad II
« on: December 02, 2015, 12:31:55 AM »
Careful guys. If it's anything like Star Nomad (the prequel), you should avoid it. I bought SN and it was a terrible mobile port. The game was overly simple with very basic progression. Care not to waste your money. From the trailer it looks very similar to 1. Don't forget about steam refunds.

10
General Discussion / Re: Abandoned stations
« on: December 01, 2015, 02:48:26 PM »
You know you can store ships in any station, right? The storage button is in the top right corner. You can store equipment/ships by going into "buy new ships" or "trade equipment and slaves".

11
General Discussion / Re: Your favorite faction
« on: November 28, 2015, 02:02:08 PM »
I don't really want to complain , but here's my 2 cents :

-Sindrian and Ludds are pretty lackluster at this point. They don't have any of their own ships, they are basically a watered down version of Hegemony.
-Hegemony - strong, unique fleshed out faction. Onslaught's are insane with armor upgrades. Love the new variants, although I only captured one.
-TT- same as Hegemony.

Imho the SinDiks and Ludds need some love. I would love to see one faction dedicated to fighter/bomber/carrier compositions and have all the tech in this regard.

12
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 27, 2015, 11:31:55 AM »
I randomly had a sabot pod. The small version.

@ Gryphon . Guys I think we are underestimating Alex. Gryphon has 12% CR usage with 3% per day recovery. It's only saving grace is that large missile slot (I use the new swarm explosive missile for fighters/frigates- AWESOME). I reloaded  times in a fight- lost almost 50% CR. Must wait 15 days to fill up (in enemy territory). So it's balanced. Nerf the torpedoes.

Btw. I'm having more fun with a Dominator harpoon boat: insane armor-check;tons,o,missiles-check; long range pew-check; imune to missiles/fighterswarms-check. Cheap ass ship-CHECK. Dat Gryphon was nothin' but a gif.

13
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 27, 2015, 09:35:33 AM »
Just putting a decent reload time on the "one-shot" missiles would help with that.  It's a simple fix that I've advocated doing for quite a while.

True. The red torpedoes come in mind. I mean, one would usually fire another missile before another torpedo. I really hope it will not be overly nerfed. Great idea though.

14
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 27, 2015, 08:28:49 AM »
I just save scummed a Gryphon to board. It's a really fun ship, albeit a little oP. To be honest, I'm afraid Alex will nerf it too hard and make it not viable. I tried it full of MRM's against an Onslaught and he killed every single one of my thousand missiles... nerf flak pls.

15
General Discussion / Re: Safety Overrides Builds
« on: November 27, 2015, 04:07:19 AM »
I save scumm boarded an apogee.

Hardened shields, SO + officer with flux skill.


Its invincible.




Don't feel bad. It's the only way to find one ....

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