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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 - Amoebka

Pages: [1] 2 3 ... 88
1
General Discussion / Re: 0.97 IR Pulse Laser Thread
« on: Today at 09:57:27 AM »
The OP cost of the hullmod is offset by the fact that tac lasers are 4 OP, while IR pulses are 5. With enough small slots you barely pay anything extra.

HSA tac lasers have better range and better flux efficiency. The difference is significant. The downside is lower DPS/slot, but with so many small slots it becomes irrelevant.

2
General Discussion / Re: 0.97 IR Pulse Laser Thread
« on: Today at 09:50:21 AM »
So bunch of small energy mounts, zero mediums and then a couple of large energies so that it makes low flux weapons more desirable.
This is actually the exact list of requirements for IR pulse to NOT be good, because it gets outcompeted by HSA tac lasers, just like it does on Odyssey.

The main use case is ships like Fury/Aurora. So 1-2 mediums, no larges, and a small amount of smalls. You tend to rely on heavy blaster for primary damage on ships like these, and IR pulses pair nicely with it, providing better flux efficiency against shields and anti-fighter coverage.

If a ship has a lot of mediums, you use one of them for anti-fighter and don't need IR pulses. If a ship has a lot of smalls, tac lasers become more efficient.

3
General Discussion / Re: 0.97 IR Pulse Laser Thread
« on: Today at 09:29:43 AM »
They are fine, I use them regularly. It could be buffed, or it could stay the same. Either way, the weapon has a niche it's used in, and won't become a default choice for every ship unless you quadruple the damage or something silly like that.

If you halve the flux cost, I will still use them on the same ships I use them on now, and still won't start using them on other ships.

4
IR pulse has perfect accuracy, no recoil, and a fast projectile. It's an anti-fighter and anti-frigate gun, not a LDAC equivalent in any way.

5
Why though? IR pulses and ion cannons are already pretty good. Tying the range increase to having a large energy slot also mostly defeats the purpose, because you could just use the large for offense and smalls for PD. Ballistic weapons have the rangefinder because you need to combine HE with kinetic, large energies are self-sufficient and don't need help from smalls.

6
Oddly enough, a Bulk Transport skill + civilian Dram (so no SO fallback) at burn speed 11 can disengage from most frigate fleets, while a Militarized Dram with Navigation skill at burn speed 11 can't.  Not sure what the interaction there is. 
When the game checks if an enemy can pursue you, it only checks individual ship burn levels, not the whole fleets. Bulk transport speeds up each ship it affects individually, so it works. Navigation affects the fleet as a whole, so it doesn't.

Anyway, just s-mod ADF on a Tempest, and never worry about fighting anything ever again.

7
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 27, 2024, 02:38:35 AM »
High Scatter Amplifier is a tradeoff. But I'm not entirely sure what benefit you get from making that trade.
You're spending extra OP to turn your long-range beams into a mediocre facsimile of bolt/pulse guns.
HSA tac lasers have more base range than IR pulses (600 vs 500) and better flux efficiency ( 0.7 vs 0.8 ). If a ship has a huge amount of small energy slots, doesn't need PD, and wants to shoot at multiple small targets, they are better than IR pulses. The only vanilla ship that matches that description is Odyssey.

HSA burst beams are an absolute meme, though. Hard flux barely matters when you already overload the target with raw damage, and the range loss is crippling.

8
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 26, 2024, 11:24:59 AM »
It's "not terrible" on tac laser discoball Odyssey. Better range and marginally better flux efficiency than ir pulses, enough small mounts to offset low DPS, and PD can be relegated to fighters.

I don't think any other vanilla ships can use it at all, though.

9
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 26, 2024, 11:08:20 AM »
The range penalty is far too crippling (especially since you lose advanced optics too), and most beams are too low DPS/slot to ever be reasonable assault weapons.

10
Wish the Automated Shipyard had some unique ships to pay out, with how much flare it has.
It has a 10% chance to spew out a super-automated ship that doesn't require the skill to use.

11
HEF bonus is indeed applied when the projectile is fired.

The system also takes 0.25 seconds to charge up after activating. During this time, the bonus damage scales linearly from 0% to full 50%. So if you are really trying to minmax damage of a weapon that can only fire once (gigacannon, tachion lance, cascade emitter), wait 0.25 seconds after pressing F before you fire.

After the 3 seconds elapse, the system charges down for 0.25 seconds, with the bonus decreasing gradually again.

12
To give more details, missile damage modifiers are applied at the moment the DEM starts firing its targeting laser. So if you have a modded ship system that temporarily boosts missile damage, use it right before the DEM gets in range.

13
General Discussion / Re: When would I want to edit my save?
« on: March 20, 2024, 12:49:04 PM »
Is there a common reason to edit your save file beyond cheating?
I use it for changing officer portraits.

14
General Discussion / Re: Damage Bonuses
« on: March 20, 2024, 11:16:28 AM »
Is there a specific function in the code that lists this out, or is the list based on searching through the code for all instances of a particular modifier function/variable?
Sorry, don't quite understand the question. Could you rephrase it?
What I did was basically manually view classes for skills/hullmods/systems, check which mutable stat they modify, and then check if they use modifyPercentage (in which case they are additive with the group of other bonuses that modify the percentage of the same stat), or modifyMult (in which case they are always multiplicative with everything, like Targeting Feed).
For bonus damage on weapons like Squalls, you need to search for them in api/impl/combat, and just read what they do on a case-by-case basis. Some implement OnFireEffectPlugin, some OnHitEffectPlugin, some DamageDealtModifier.

EDIT: Just to give an example of how counter-intuitive these get. Void explosions from Cascade Emitter are improved by bonuses that improve energy weapons. Void explosions from Rift Beam and Rift Lance are improved by bonuses that improve missile weapons. They look pretty much the same in-game.

15
General Discussion / Re: Damage Bonuses
« on: March 20, 2024, 10:34:40 AM »
Wonder if I have to test all the different damage taken modifiers as well (for example, how Graviton Beam stacks with Entropy Amplifier, etc.).
I think pretty much all damage taken modifiers are multiplicative with everything. Even the ones that modify the same mutable stat (graviton and amplifier, for example), modify the multiplier of that stat, rather than the flat or the percentage.

Here's a list based on code digging, as opposed to testing:

Group A (everything inside is additive, the group itself is multiplicative with others):
CR (assuming CR > 70%)
Ballistic Mastery (regular and elite)
Tactical Drills
Energy Weapon Mastery
Cybernetic Augmentation
High Energy Focus
High Scatter Amplifier (regular and s-mod)
Missile Specialization (elite)

Group B (everything inside is additive, the group itself is multiplicative with others):
Target Analysis (regular and elite, part that scales with target size)
Wolfpack Tactics
Advanced Turret Gyros (s-mod)
Point Defense
IPDAI
Defensive Targeting Array
Terminator Core (hullmod on Tempest drones)

Special ones (multiplicative with each other and everything else):
Targeting Feed
Target Analysis (bonus damage to engines/weapons part, technically a flat bonus, but it's the only one in its group in vanilla)

Damage taken modifiers are all multiplicative with each other and everything else:
Graviton beam effect
Entropy Amplifier, Damper Field, Fortress Shield, etc
Impact Mitigation, Damage Control, Field Modulation
Resistant Flux Conducts, any other hullmod that modifies damage taken

Bonus damage from weapon listeners (Squall, Breach, etc). Despite being worded similarly, these are implemented dramatically different from one another and scale differently with multipliers above.

An interesing subgroup is Mining Blaster, Breach SRM, and Disintegrator. Bonus armor damage of these is implemented similarly: they scale with bonuses that are based on target size (group B from above), and damage taken modifiers that affect armor damage (Damper Field, Amplifier, etc). Everything else has no effect on their bonus damage part.

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