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Messages - Arcagnello

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136
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: June 05, 2021, 03:59:59 AM »
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I'm not really sure why this is an issue; in 0.9.1a we started out at 40% of battlesize, vs 60% enemy battlesize, against large fleets as well. Just that in 0.95a we have an option to get ourselves up to 60% early on now, rather than grind it out at 40% of battlesize until the end.

Personally speaking, it is an issue.
Not because it makes fighting [Redacted] harder per-say, but because it's artificially making it harder. Deployment Point balance now is modified the most by the amount of officers and their quality. While it was very much entirely possible to negate the initial [Redacted] Deployment Point advantage in battle during 0.91 and under by just having a lot of Deployment Points worth of combat ships, the simple nature of how Vanilla Starsector generates [Redacted] Ordos makes it impossible to do the same in 0.95a-RC15.


Picking both Officer Management and Officer Training skills (which implies spending 9 skills into leadership)can get you up to a total of 10 level 6 officers with 40 Normal Skills and 20 Elite Skills.

A really, really small ordo by comparison that, say, has 7 Alpha Cores, 3 Betas and 2 Gammas will have a total of 7 Level 8 Officers, 3 level 6 officers and 2 level 4 officers, with a total of 82 ELite Skills in total

Explain to me how that abomination of a mechanic is supposed to make the game more interesting, as opposed to (I don't know) having Vanilla Starsector stop spamming the moloch-cursed officers upon reaching a treshold (which would be difefrent depending on factions) and start applying INtegrated Hullmods on the bigger, badder ships instead?

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Rather than thinking about Radiant DP cost in terms of how it "should" be in terms of ship powerfulness relative to other ships, think of it instead in terms of how it affects gameplay.

If the Radiant is on the enemy side, then changing it to 60 DP means that 1) the initial enemy fleet spawning with the initial Radiant will be smaller and thus easier, and 2) fewer Radiants spawn together near the end of the fight. Endgame fleets capable of farming Ordos fleets can be as little as roughly 120-160 DP; assuming the player can get 2 objectives, getting to say 55% of battlesize, this means a battlesize of 220-290 or so, meaning the Ordos fleet might only be able to put out as little as 131-175 DP at a time. At 40 DP, this means there can be up to 3 Radiants on the map at a time, but at 60 DP, it would mean only 2 Radiants, which then makes the fight much, much easier. Undervaluing the DP is a way to preserve the challenge of the endgame fight.

If the Radiant is on the player side, then it's a matter of balancing if having an under-DP ship is too strong relative to the other fleet options (taking Special Mod instead, frigate spam, whatever), considering that the player had to take the Automated Ships skill to get it. IIRC if you're not using Derelict Contingent, then you basically get 1 Radiant at 60% CR or 2 Radiants at 30% CR each. The question is whether or not that's too powerful for the player to have relative to the other possible uses for 40 or 80 DP (and getting other skills instead of Automated Ships). Thus far (while it's fun to watch 2 Radiants running around) I haven't found it to be more powerful than other fleet setups. So I don't think it really needs to be weakened (i.e. by raising DP to 60).

Alright, fair enough, let me explain how I think the Radiant used to and currently affects gameplay then: It's a bloody crutch that kept the [Redacted] competitive before 0.95 because the faction was terrible that is now being used as a blunt object for Remnants to hit the player experience over the head with it in 0.95.

Nothing more, nothing less. The faction needed an absolute balancing abomination to stand a chance before 0.95 but now that the [Redacted] are the only faction in vanilla that consistently gets more fleet wide buffs and twice the amount of officers with elite skills than the player the ship DP is overdue for an increase.

Would it nerf the faction as a whole? Ludd yes, but there are much better ways to buff it back to be a proper endgame threat, I'll tell you that much. Speaking of which:

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I'm not sure how the game creates enemy ships (it can be found in the game files though, look for something along the lines of "fleet factory" I think), but I don't think it strictly adheres to the variants given in \starsector-core\data\variants\remnant\. I count 5 unique variants for the 7 Brilliants in my test fleet, even though there is only 1 variant file in that folder. Of those 7, only 1 has a plasma cannon, despite it being the large weapon shown in the file. Basically so I don't think you should put too much weight in the variants as given in that folder as what enemy ships will actually spawn with.

I wasn't sure about how that worked either until a few days ago with the help of a lot of people explaining stuff to me:
All [redacted] units have 1 or 2 Variants like "Standard", "Support", "Strike" and so on. Those are the targets the actual AI fleets try and aim at, you will sometimes see those exact same builds while playing starsector, but most of the time the game will "approximate" the variant with its own spin. It sometimes, very rarely works at the AI's advantage but, most of the time, it's a terrible "custom variant" that's even worse than the (decent at best, horrible at worse) "target" variants [Redacted] have.

In short, you don't only have a faction that constantly likes gimping their own superior ship stats with subpar setups, but that even mutates them further from the intended "target" most of the time.

Wouldn't it be great if the "Superior Artificial Intelligence" that gave the entire Persean Sector so much trouble during two Ludd-forsaken AI WARS at least had decent Variants of its own ships and an autofit option that would not butcher them even further more than half the time? Food for thought.

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Brilliants can already spawn with SO. Though in my case the SO Brilliant had a graviton, a heavy autocannon, a mining blaster, a PD laser, a pilum, 2 ion cannons, a spark wing, and ITU. So it clearly wasn't exactly optimized for SO...

That' a product of Autofit modifying the only Vanilla Variant of the Brilliant, which is the following brought to you by a shameless self-insert:
Brilliant-class Droneship Cruiser

Codex Entry
Spoiler
[close]
Brilliant's Stats (above) compared to a Dominator (Middle) and an Aurora's (below)
Spoiler
Please don't mind the "Low Maintenance" Hullmod on the Dominator reducing its maintenance, which is from a mod called "Low Maintenance" by Zym.
Or do mind it and install it from its official thread link over here, since it's really good!
https://fractalsoftworks.com/forum/index.php?topic=21715.msg327897#msg327897
[close]
Overview
This asymmetric Cruiser a mixture of everything that's Remnant and is the only ship in the roster (so far) that can mount ballistic weapons, two medium hardpoints worth of them in fact, along with 1 medium missile, 1 large energy, 1 medium energy and 2 small energy. It's the second most potent Remnant ship in their roster at 25 Deployment Points and it's one of the only three ships that generally deal the most damage to your fleet along the Fulgent and the Radiant. There apparently is no Overridden variant in the Starsector Variant files, so it must be a rare occurrence for when the stars align and Autofit does something good for once.

Vanilla Variants
Standard       Personal Rating:  Annoying Shielded Gaming Mouse
Armament : 1x Plasma Cannon (alternating), 1x Sabot Pod (linked), 2x Hypervelocity Driver (linked), 1x Heavy Burst laser & 2 Burst PD lasers (linked)
Hangar Bay: 1x Spark Interceptor Wing
Hullmods: Integrated Targeting Unit

Despite the rather terrible weapon range synergies, this variant somewhat works and poses a hassle when faced not because it does a lot of damage compared to other Remnant Ships, but because it's incredibly durable for the amount of DP it takes to deploy, especially when an AI officer with Elite Shield Modulation and possibly even Elite Impact Mitigation and Elite Damage Control is sotting at the helm.

I'm aware I've got to edit that thread a bit since the Brillian does not have a Medium Missile but a Medium Synergy Hardpoint on that top left side.




137
Mods / Re: [0.9.1a] Concordance of Protection Syndicate (COPS) v.2.0b
« on: June 04, 2021, 12:56:06 PM »
The Sector is in disarray Officers, the civilians need immediate assistance!

Come back my man, I love this mod so much  :'(

138
General Discussion / Re: Lustrate seems a bit OP ?
« on: June 04, 2021, 12:40:04 PM »
but the story about lustrate means that...  Temporal Shell is a overmighty skill...

It makes ships with the ability have really big mobility and firepower spikes but it also absolutely wrecks their Peak Performance Time as they're litterally having it pass in bursts of twice the normal rate.

The Lustrare is alright, really. I would neatly place it in the same ballpark as the Brilliant when it comes to Deployment Point effectiveness . The only reason it might look really strong to you probably is the fact Inventor Raccoon knows his stuff about setting up the Variants for his little [Redacted] Destroyer, while Vanilla by comparison has some true horrors in there, then again who knows how long has it been since any Vanilla [Redacted] Variant got updated...

139
General Discussion / Re: Lustrate seems a bit OP ?
« on: June 04, 2021, 12:07:23 PM »
Thank you so much, that was my mistake.
Arsenal Expantion is very interesting but Lustrare sucks. >:(

Aw, don't be like that, just unlock Automated Ships and use it for yourself with a Gamma Core with Reliability Engineering, Systems Expertise, Gunnery Implants (and Target Analysis if you integrate the core into the ship with a story point giving it an extra Skill to pick).

As how to deal with it, it's got a rather low angle shield making it vulnerable to fighter and bomber attacks, especially interceptors that can keep up with it.
You can also use sufficiently tanky and kinetic intensive Frigates, Destroyers to both pursue and take them down.

140
General Discussion / Re: Lustrate seems a bit OP ?
« on: June 04, 2021, 12:00:54 PM »
I'm pretty sure you're referring to the Lustrare which is from Arsenal Expansion by the great Inventor Raccoon! https://fractalsoftworks.com/forum/index.php?topic=11536.0

Quite a strong little destroyer, definetly one of my favourite mod introduced [Redacted]!

141
General Discussion / Re: Luster seems a bit OP ?
« on: June 04, 2021, 11:53:38 AM »
Yeah, I'm not sure which mod this ship is from, but it's definitely not vanilla!

(It's funny, reading this felt like being transported into some alternate reality where everything is, like, slightly wrong. The Lumen is called the Luster, and it has different slots and another ship system...)

I would really love the Lumen to get either Fast Missile racks or even a miniaturized Missile Autoforge as a secondary ship ability. Either that or 3 Deployment Points would feel a lot better.
It feels quite undergunned for a 4 Deployment Point Frigate and giving it a reason to logically install missiles on those 4 synergy turrets would go a long way towards making it viable instead of succumbing to the overall better Effectiveness-Per-Deployment point of the Glimmer.

142
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: June 04, 2021, 11:37:19 AM »
My Radiant has sabots and reapers on alternating and it isn't afraid of dumping them to destroy frigates (or even fighters...).

True, but to a fault. Radiant is probably the least effective ship I could mention to advocate for [Redacted] getting their missile groups to fire on "Linked":

1)Support Variant of the Fulgent has both the two Typoon Reaper Launchers and the Sabot SRMs on Linked. A ship as small as that that even has Expanded Missile racks would have a much better performance using Linked mode on the missile groups.
2)Strike Variant of the Scintilla has the two Sabot SRMs firing on alternating. It would be better for the carrier to have them linked to both defend itself better AND give it a better chance of overloading the enemy and shooting it with the singular Typoon Reaper launcher it gets.
3)Support Variant of the Scintilla has 2 Salamanders on alternating, which reduces their overall fire rate and chanches to go through enemy PD and strike true
4)Strike Variant of the Radiant has 4 Sabot Pods (without Expanded Missile racks) that would fire a lot more sabots quicker if they were all Linked. Potentially a waste against frigates? Yes. Definetly a gamechanger when trying to crack enemy capitals open with Sabots and then drill them with the Tachyon Lances? Definetly.

143
General Discussion / Re: the #1 reason I don't play this game
« on: June 04, 2021, 11:29:47 AM »
Off the top of my head it actually couldnt guess whether or not there is any way for me to know before or during a battle if the enemy fleet is full of officers or not.

(You can tell in both cases! There are officer portraits - on the ship icons (and tooltips) pre-engagement, when you hover over the ship in combat, and on the ship icon in the combat map. The game tries to make that as clear as possible!)

Do you plan on giving us a way to see what Commander Skills AI fleets have by the way? I don't know about other factions but while writing the [Redacted] guide thread I've been pleasantly informed by @AcaMentis that [Redacted] can have up to three commander skills active at the same time, those 3 being Electronic Warfare, Coordinated Manouvers and Flux Regulation.

It's currently more or less hidden from the player unless he/she goes poking around into the Starsector Core files...

144
Suggestions / Re: Add more warcrimes
« on: June 04, 2021, 11:14:16 AM »
I guess someone has been reading the Geneva Convention as the Geneva Suggestions as of late  ::)

145
Warning for anyone who tries the carrier group I described.

I decided to do some runs so that I could grab screenshots for the carrier setups - turns out it folds like wet cardboard to the drone battleship (which apparently uses teleport to dodge rocket barrages better than phase frigates).

Will be tweaking to see if throwing a gryphon or two into the mix is enough to cope with that, or if more sabots+Xyphos let me lock it down with EMP, but use at your own risk.

I was just thinking about that.
"Wait he can kill Radiants with that? Interesting!"
If you're dead set on using a Gryphon then I suggest you to use a direct fire variant aimed at driving off Remnants that has 1x Hammer Barrage/Cyclone Reaper Launcher, 3x Annihalator Rockets in the small hardpoints and double sabots on the side mounted medium hardpoints. Every other mount is for either light machineguns or a Heavy Machinegun.

Annihalator Rockets definely go in the same weapon group as the hammer barrage and all fire in Linked mode. Sabots are also both linked togheder in their weapon group and fire in linked. I have not tested if Linking the Annihalator Pods with a Cyclone Reaper Launcher and having them fire linked togheder works, but it should. The Idea there would be that the ROckets will distract the enemy point defence from shooting down the two Reaper Tordpedoes.

Hullmods to integrate would be Hardened Shields, ECCM and a choice between unstable Injector and Nav Package, unless you also got enough other ships to boost Nav up to 20%. Additional Hullmod is Solar Shielding

Rest of OP goes into capacitors and vents with a 2:1 spread

Preferred officer would be Aggressive/Reckless with 1)Elite Missile Specialization 2)Helsmanship 3)Reliability Engineering 4)Shield Modulation 5) Elite Target Analysis 6)Systems Expertise. Cut on Target Analysis if you don't have the skill allowing for level 6 commander with two ELite skills.


Edit: Updated the Guide with the Glimmer-class Droneship Frigate in the Vanilla [Redacted] Roster. I'm trying a different format that shows the ship sprite torn off the Codex and out of the spoiler window. DO you like it better that way? I may just apply it to every other Remnant Ship Entry.

Edit 2: I have finally completed the Vanilla [Remnant] Roster section of the guide. I'm planning to expand the new format both Lumen and Glimmer have to all the other ships. I find the sprite of each ship being visible outside the spoiler tags to be very useful. I guess it's going to help in case someone gets "reverse farmed for Human Cores" by Remnants, then searches the forum for help, hopefully finds this thread (instead of starting another discussion, that would disappoint me somewhat) and is able to quickly identify the Remnant ship that did the most "Harvesting" just by looking through pictures :)

Edit 3:Finished updating the Vanilla [Remnant] Roster and I'm quite happy with how it turned out. I will focus on putting more work into the first/third paragraph and begin to write the fourth one about different fleet tactics tomorrow  :)

146
Very nice, I never had an issue with the mod so far and I'm happy to see it becomes more and more polished every day!
I'll make sure to let you know if there's any issues!

147
Modding / Re: [0.95a-rc12] Smugglers' Tricks
« on: June 04, 2021, 07:25:46 AM »
Shoutout to IonDragonX whose replies have led me back to this lovely little mod and it just so happens I'm not playing with Nex! WIll let you know if there's any issues after I right the mod compatibility to RC15!

148
Woo, getting this new update now :)

149
General Discussion / Re: Ludic path .95
« on: June 04, 2021, 03:37:23 AM »
Considering that Path is the only faction to use SO for about 90% of their ships, I don't think they need unique ships, as much as they need more ships in general. Where are SO Dominators?

There's a mod-introduced Luddic path Dominator that has those large ballistc mounts converted to Composite (Ballistic&Missile). That's a step in the right direction if I ever saw one.

150
Added the Fulgent-class Droneship Destroyer to the Vanilla [Redacted] Roster.

I'm definetly completing that section of the guide today, Glimmer has two variants and Lumen only has one. I've seen enough rage inducing Remnant Ship Variants to last me half a dozen Persean Cycles.

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