Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Cyber Von Cyberus

Pages: 1 2 3 [4] 5 6 ... 13
46
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.14d
« on: March 06, 2020, 08:08:39 PM »
I really love this mod, the ships are great and the derelicts that you can find make distress signals worth investigating, I managed to get my hands on a full fleet of Regalias and I love them (although they cost a fortune to keep operational) if I use multiple of those carriers with regalia gantries will it improve the supply usage of the Gundams ?

 However there's also a few nitpicks I have with this mod;

First, the Great Houses ship. They're too expensive to buy considering they are always sold with 2 to 4 Dmods which means the cost of using a functional one is around 2 to 3 million credits depending on the size and that is not counting the appalling supply cost.

Second the ship system of the GH ships when used by the AI. The AI will keep using the burn drive systems constantly and will ram into enemies and allies alike (I nearly lost a rare destroyer by being crushed between a Legion and an Onslaught) I'm not sure why the AI seems to be so zealous when using this ship system specifically compared to regular burn drive but I think it's one of the biggest problems with the GH ships currently.

And finally the Legio. I think the size of their fleets requires tweaking, too many capitals and ships in general. They're impossible to tackle on until endgame and their Siege bases shouldn't be so strong from the very start in my opinion (unless you cannot make them upgrade their siege bases over time if left alone like pirates do) and they should have less fleets guarding the entrance of the system. Only way I found to defeat these bases (and that's when I have 3 decently sized colonies) is to go to Chicomoztoc and take a dump on the High Hegemon's head from orbit then use the bounty hunters that inevitably come to kill me to distract the Legio fleets away from the base (this tactic most likely doesn't work without Vayra sector or Nexerlin without the bounty mechanics).

47
Mods / Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« on: March 06, 2020, 05:13:00 PM »
I'm curious, what is with your obsession with Jangla ? What has the Hegemony ever done to yo.... Well actually they've caused everyone a lot of grief and deserve every canister of antimatter I dropped on them, but why Jangla specifically ?


Also I adore the Prophet, it's amazing and when using the mod that let's me put safety overrides on it it's one of the most broken thing I've ever played with.

48
Mods / Re: [0.9.1a] Va11 Hall-A Portrait Pack
« on: March 06, 2020, 05:08:41 PM »
oh no, how do you expect me to fight if I have to obliterate all of these beloved characters ? :(

49
General Discussion / Re: Simple question
« on: March 02, 2020, 11:32:58 AM »
Another advantage of setting weapons to alternate is that it will generally build up less flux; for example a paragon with 2 plasma cannons will overload slower if they're set to alternative fire, however if you have many weapons with different cooldowns then linked fire is better.

50
General Discussion / Re: What does "in the outer reaches" means?
« on: March 02, 2020, 11:26:24 AM »
All right fair enough, although being the maniac that I am I never pass on anything that could give me new blueprints.

51
General Discussion / Re: What does "in the outer reaches" means?
« on: March 02, 2020, 10:53:32 AM »
Not even a research station ?

52
General Discussion / Re: Whats your favorite capital ship
« on: March 02, 2020, 07:46:59 AM »

Some interesting offtopic here that i've noticed. So, there has been like 100 topics, where everybody was complaining about how strong Paragon is and how everybody is tired of seeing it and so on. And then, in actual "what's your fav cap" topic only 1 person put it to god-tier. Maybe it's not THAT bad after all. Still, i'll agree with some guys that already mentioned that Paragon is just dull. It's like opposite of fun, to me. Also, great respect to the guy that actually mentioned Atlas Mk2, now that he said this i'll totally go and try some crazy stuff with it, for Ludd sake !
I don't remember seeing a ton of complaint threads about the Paragon, at most I've seen people say that capital spam was OP (and went for the obvious apparent op choice which is Paragon monofleets in their argument) although that I'd personally blame the AI for not being able to use frigates properly and enormous bounty fleets requiring a lot of PPPT to survive in. Otherwise I think the Paragon is worth only as much is its escort.

53
General Discussion / Re: Whats your favorite capital ship
« on: March 02, 2020, 04:24:11 AM »
My favourite vanilla capital would be the Onslaught XIV, it is like a god of destruction charging at you I simply love it.

2nd place would be the Odyssey simply because I love how I can ram things out of the way with plasma burn. One time I had an agressive officer ram an overloaded Vindicator and send it spinning into the back of a Dominator, the impact destroyed the Vindicator and the explosion destroyed the Dominator, that was one of the most beautiful things I've seen in this game.

3rd would be the Conquest, the auxiliary thrusters make it very interesting to fly, but I just won't ever use Gauss cannons with it (or any other ship) I just hate that weapon.

Now the capital I hate the most is the Paragon, it's simply so boring I refuse to ever use it again (or even let the AI use it).

Also I kind of wish the Prometheus MKII had a bigger, more damaging explosion, it is after all a giant tanker rigged by space ISIS to ram you.

54
Yeah, I had a bit of an infuriating experience with a slow ship and 2 annihilator pods, I guess that clouded my judgement a bit. Pilums are definitely the 2nd worse.

55
Oh boy, opinions and complaining my two favourite things. (jk)
 
 -Anyways for small ballistic mounts I'd say the light mortar; their projectiles are slow and somewhat inaccurate, kind of easy to dodge them which is a big disadvantage in frigate Vs frigate battle where they'll see the most use. The light assault gun has the same range but is more reliable in my opinion, sadly these are the only two high explosive weapons for small mounts.
 -Small energy would be mining laser; the low damage makes it useless against most missiles, I'd rather spend the extra OP for a LRPD which in my opinion is the best energy PD along with the small burst laser or at the very least get a normal PD laser. A close second would've been the Tactical laser; seriously does that thing even work ? I've never seen it do anything remotely threatening to other ships, at least it makes for amazing pd if you have integrated point defence which is it's only saving grace.
 -For small missiles it would be the single Atropos; Atropos missiles in general feel like a slight downgrade of harpoons, they deal a bit more damage but they sacrifice 1 ammo and most of their tracking, they often feel very unreliable.

-Medium ballistics, you guessed it, Thumper; not even IPDAI can save this considering it is more expensive than a Flak cannon, Arbalest canon and Heavy mortar all of which are useful in their own roles.
-Medium energy, I'm not too sure, the Ion pulser actually seems like an interesting choice for fast frigates since heavy blasters tend to be too much for them. I'd say the Gravitron beam; it sounds decent but in practice you need at least two for ot to work well against any ships with decent shields and flux; the Ion beam I feel does a much better job at suppressing and you only need 1 of them.
 -Medium missiles, obviously the prox charge launcher, however a close second would be the Annihilator rocket pod; they just get shot down by PD so easily unless you can use them in large amounts and are extremely hard to aim if they are placed on a hardpoint, the Onslaught is the only ship I ever use them on and even then I wonder how Reapers or harpoons would do.

 -Large ballistic, I'm not too sure either, all of the weapons fill their niche very well even the storm needler which is a close range brawling weapon, I guess the devastator due to it's flux cost but even then I have to admit that it can clean up an entire area of missiles.
 -Large energy, Paladin PD; waaaay too flux hungry.
 -Large missile, Squall; I know some people will say the Cyclone Reaper launcher is unreliable and an overpriced version of the Typhoon reaper launcher but I absolutely despise the Squall, bad tracking doesn't do anything against armour it's only role is to sloooooowly build up flux on shields (which is defeated by flickering your shields) and in general I find it to be a very boring weapon.

56
Thank you Alex  :)

57
Greetings, I am currently playing a heavily modded game however due to the RAM being capped at 1,4 GB I'm getting some saving issues. I heard there was a way to increase the RAM available to the game however I cannot find the thread again.


Thanks in advance.

58
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: February 21, 2020, 09:24:06 AM »
So basically I must comb any system with a Sigma star and strip it clean of everything. Got it, thanks for the advice

59
Mods / Re: [0.9.1a] Dassault-Mikoyan Engineering v.1.18a
« on: February 21, 2020, 02:14:59 AM »
Hello, I was wondering how can I acquire the Blade Breaker's ships and what should I look out for to find them ? (the obtainable ones, not the ones reserved for the AI) I've been looking in the Sigma world and some other randomly generated worlds but I have only found two salvageable frigates. How can I get some of the bigger stuff ?

60
Hello, is there a way to increase the number of raids you can do on a planet while still getting blueprints or at least disable that limit ? I'm a bit tired of getting a only a single trash blueprint from raiding Raesvelg and having to wait to be able to raid again, especially since it seems that you can't savescum the results.

Pages: 1 2 3 [4] 5 6 ... 13