Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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.

Topics - TJJ

Pages: 1 ... 19 20 [21] 22
301
General Discussion / Lasher + cluster bomb bays = lols
« on: March 09, 2012, 06:24:31 PM »
5 cluster bomb bays (they're ballistics, not missiles!)
Expanded Magazines (they're ballistics, not missiles!)
Engines and Maneuverability mods for faster approach on the bombing runs.
Slap on some sabot SRMs on the missile slots to soften/break the shields. (actually, reaper torps work out better)

5 bomb bays, 60 bombets per bay, 300 damage per bomblet.... that's 90,000 High Explosive damage :o
Not bad for a 5 point frigate ;D

Can kill pretty much any cruiser without breaking a sweat.
Capital ships are a little tougher, especially ones with flak - as they can take out dozens of bomblets in one shot.

302
Suggestions / RFE: undecorated windowed mode.
« on: March 09, 2012, 03:56:45 PM »
Is there a config flag to disable window decoration? (borderless window)

I want to utilize the full display area, but without the tedium of alt-tabbing when in fullscreen exclusive mode.

303
"Shreds enemy missiles and fighters...." is the flavour text.

A medium mount assault weapon is never going to be able to even target missiles, nevermind shred them!

Either the flavour text needs revising, or this weapon should be set as PD.

304
As per title.

305
General Discussion / Sabotaged!
« on: March 08, 2012, 02:15:06 PM »
Damn those wooden shoe wearing pirates!


306
Suggestions / "Laying in an *intercept course* for xxxxx"
« on: March 08, 2012, 04:50:19 AM »
It's be handy if the course it layed in was actually an intercept course; at the moment it just lays in a course to the current target's coordinates, best described as a "follow & attempt to catch up to" course.

307
At the moment on the refit screen you get to see the effect of ship mods immediately if they effect flux.
Mods that effect max speed, shield arc, hull strength etc can be seen by switching to the fleet panel. (ideally mousing over the ship's entry in the refit screen's ship list would also present this information)

However the effects of weapon altering mods (such as those that increase range, ammo capacity or turret turn rate) are not displayed anywhere in the UI.
Their effects can only be seen upon entering battle, and even then precise numbers for range increases, or turret turn rate are never given.

My suggestion is two fold:

- Make mousing over a ship's entry in the refit screen's ship list display the ship's stats pane. (as it does in pretty much every other UI screen)
- Make all stats panes include applicable modifiers from the ship's mods & crew XP. (e.g. when the Expanded Magazines mod is installed, the ammo attribute shown on the weapon's stats pane for ballistics weapons will include this bonus)

Besides making the UI more consistent it'll also help players see the effects of certain ship mods.
For instance they'll be able to see precisely which energy weapons are effected by advanced optics and which are not.

308
Bug Reports & Support / 0.51a Aggressive undermanned enemy fleets
« on: March 07, 2012, 01:41:59 PM »
When enemies are deciding whether to chase you they do not appear to take into consideration their crew complement.

I've had superior fleets chase me down, only to find that all they can field against me is are one or two fighters.
The rest typically get auto-captured.

310
When moving the cursor between weapons that are located near to one-another the weapon info pane does not update.

This can be replicated with pretty much every hull.

311
Not sure if this is a bug, or as intended.

The new 10% flux rate boost added to the Resistant Flux Conduits mod uses the hull's base flux rate so does not compound with the bonuses given by flux vents or Flux Distributor mod.
If it's as intended perhaps the description could be reworded to make this clearer.

:edit:

On a side-note, on most hulls(all?) this added 10% bonus makes Resistant Flux Conduits better than Flux Distributor in respect to the OP cost per flux gained.

312
Suggestions / Add a projectile velocity field to weapon stats?
« on: March 07, 2012, 11:36:59 AM »
As per title; this info seems vital when comparing projectile-based weapons.

313
This occurred in a vanilla campaign game.

Code
java.lang.NullPointerException
at com.fs.starfarer.codex.ui.VariantStatsPanel.<init>(Unknown Source)
at com.fs.starfarer.codex.ui.B.<init>(Unknown Source)
at com.fs.starfarer.codex.ui.String.o00000(Unknown Source)
at com.fs.starfarer.codex.ui.String.Õo0000(Unknown Source)
at com.fs.starfarer.combat.return.öO0000(Unknown Source)
at com.fs.starfarer.combat.OoOO.J.o00000(Unknown Source)
at com.fs.starfarer.combat.OoOO.oOOo.o00000(Unknown Source)
at com.fs.starfarer.ui.O00o.o00000(Unknown Source)
at com.fs.starfarer.ui.E.o00000(Unknown Source)
at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
at com.fs.starfarer.combat.return.ôøÒ000(Unknown Source)
at com.fs.super.super.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

My Aurora had:

Pulse Lasers/IR Pulse Lasers in the forward facing medium/small turrets,
Sabot SRM in small missile slots 1 & 4,
annihilator rockets in small missile slots 2 & 3,
MIRV in the large slot,
LR PD Lasers in the two side/rear facing turrets.

Expanded Missile Racks & Augmented Engine mods.


:edit:

Just tried again with a stripped down ship and exactly the same happens.

314
General Discussion / Aurora class is awesome sauce!
« on: March 06, 2012, 07:35:04 PM »
My fleet consists of nothing but a trio of these brutes; super speedy yet lethal to just about anything!

Love them!

Though I'd like to find a large mount torpedo to supplement the Sabot SRM/Annihilator Rocket combo I have in the small mounts; does one exist?

315
This is so minor it's hardly worth mentioning, but I don't think 'hardpoint' is the correct term to use for fixed mounts.

My understanding is that hardpoint is the term used to describe the superset of both turret mounts & fixed mounts.

In the context of the weapon grouping screen I'd suggest 'hardpoint' be changed to 'fixed'.

Pages: 1 ... 19 20 [21] 22