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Messages - Cyber Von Cyberus

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136
Suggestions / Re: Hammerhead Balance Theories
« on: January 16, 2020, 01:18:49 PM »
While AAF can kill, phase skimmer can save.

Thats "wining" against "not losing".

Antonyms of losing:
(of a game or contest) Opposite of present participle for to fail to win:

winning

“He would win against his opponent, a fitting finale to the hard work and training he had put in over the last few months.”




Anyways, how exactly do you think that removing the AAF from Hammerhead will make it more balanced, Lucky ? It's already pretty weak in terms of firepower considering that both of it's mediums are front facing instead of being turrets, its mobility is average, shields average, not very survivable against anything larger than it that can out-range it or can keep aiming at it. The only time I've seen the AAF be a threat was when I was nearly overloaded and couldn't run away from the Hammerhead. In comparison, a Medusa's teleportation or a Wolf's phase skimmer allows me to directly jump into the enemy's blind-spot and shoot them from behind while they can't hit me.

137
Well when you make your colony build a ship for you, you're disrupting their production line to produce one specific battleship for you, all of the expenses made by taking resources from storage or custom builds are deducted from your income, not the credits you currently have on yourself. In other words you're not paying but rather disrupting the colony's trade, as a result your income also suffers.

138
Well you're taking those items directly from your own production/stockpiles so their costs damages your monthly paycheck

139
Mods / Re: [0.9.1a] Kadur Remnant 3.1.0 - Faction Overhaul 2020-01-14
« on: January 16, 2020, 07:23:28 AM »
Hello, so ever since the update this mod seems to crash, it happens as I'm making a new character. I play with nexerlin along with some faction and utility mods.

Fatal: data/scripts/VayraModPlugin
Cause: data.scripts.VayraModPlugin
Check starsector.log for more info

Below is the log.


140
Discussions / Re: Where is starsector.log located at ?
« on: January 16, 2020, 03:32:49 AM »
Thanks

141
Discussions / Where is starsector.log located at ?
« on: January 16, 2020, 12:26:44 AM »
Hello, not sure where I should post this so I guess this place will do.
So my modded game crashed and I need to give the log to a modder for more info, however, I don't know the location of this starsector.log, could someone point it out for me ?

142
Suggestions / Re: Solo mode : What if you want to play Boba Fett
« on: January 15, 2020, 11:55:34 AM »
If you want to have a single ship fleet so badly then try the Caliph super capital from the Kadur Remnants mod (you'll have to spawn it using console commands) still it's not really all that fun with the Caliph handling like a brick, although it can be funny to ram a star fortress to death and retake Oasis for the glory of the Theocracy. And having the entire game revolving around text events like you suggested sounds pretty lame, I doubt anyone would play that mode since the whole appeal of this game is the combat.
And even with some ships that would be considered the best of their faction (DME's Snow Goose, Tri Tach's Astral or Paragon, Blackrock's Nevermore and even the Caliph with all of its might)  soloing an entire fleet can be often impossible so you likely won't ever see fleet combat in this game mode you suggested.

143
Suggestions / Re: Falcon (P) - Missile Malus
« on: January 15, 2020, 04:02:41 AM »
Falcon (P) has no built-in missile rack.
Sorry about that, missread something.

144
After a bit of testing I must say that this tactic is surprisingly effective as long as you have a few ships that can hold the enemy at bay while the *** (really need to find another name, how about dromadary-X) keep firing their Jinn behind the rest of the fleet. However when the Jinn runs out of fuel or hits something the explosion is likely to kill anything near it including allies, so it's perfect. A stupid tactic that is as likely to get you killed as the enemy.

145
General Discussion / Re: Paying tariffs in my own market?
« on: January 14, 2020, 05:12:35 AM »
Well if that planet has a heavy industry and military base then it will sell weapons and ships from the blueprints you have. Can be useful if you have money to spare and want more ships than your factories are capable of producing.

146
I tried the Vindicator however at 28 DP I can't really achieve the missile saturation I'm looking for, the canon was however surprisingly effective when used in large numbers. The ASS from HMI however is a very cheap destroyer costing only 7 DP, perfect for spamming.

147
Greetings, so I wanted to test something silly with the Kadur's huge missile weapon, however I need a ship that has fast missile racks (or whatever that system is called which reloads missiles faster), has a large missile slot and most importantly has the lowest possible Deployment Points.
I'm playing with a lot of mods so you can also suggest one from a mod if it fits the description.

148
General Discussion / Re: My thoughts on combat
« on: January 13, 2020, 06:51:06 AM »
Personally I use the 'nuke' command from the console command mod if I end up with an enemy frigate that keeps on stalling.

149
Suggestions / Re: Falcon (P) - Missile Malus
« on: January 13, 2020, 06:36:09 AM »
This nerf sounds a way too harsh, a whole 10 extra op used from every medium missile is ridiculous.

150
General Discussion / Re: Newbie question about finding mission location
« on: January 11, 2020, 04:46:27 AM »
The red planet ? It's in the 'story' section.

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