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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Temjin

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16
Suggestions / Re: Gauss Sniper
« on: September 29, 2012, 03:08:31 PM »
The Gauss is devastating against cruisers and capitals; I think its only real drawback is its low ammo count. I'm okay with it being kind of crappy against smaller ships.

17
i use HVDs on my Ons but mainly because of their flux eff and for shield takedowns so i can spray the target with TPCs and railguns.....EMP is a nice bonus that makes enemy ship harmless sooner

The Hypervelocity Driver is a great "damned if you do, damned if you don't" gun, in that it does relatively high per-shot damage to shields, but also carries a sizable EMP payload if they decide to "tank" the shot on armor. The low flux per second is a bonus.

...

I like HVD's because of their great range and accuracy (lets me swat those pesky frigates!), but what they don't have is high damage or good efficiency: 137.5 dps, 175 fps. Of ballistic, kinetic, weaponry it has the worst bar none flux efficiency and the lowest damage except for the single light autocannon, at a high cost of 13 OP. I think they are the best example of a weapon with really bad stats being good in practice.

Note I said "low" flux. Much lower than the medium-sized Heavy Autocannons, and much more useful than the Arbalests. They're my primary source of damage on Enforcers, with two HVDs in the diagonals, a Mauler in front, and two flak on each side. Incredibly effective, and even more so in groups thanks to the range of the weapons.

18
General Discussion / Re: Faiter119s Youtube Videos
« on: September 29, 2012, 03:04:23 PM »
I only want to see an LP if it's well-edited and takes out a lot of the downtime between combats. Straight-up FRAPsing of playing campaign is boring; I'd rather be playing the game myself.

19
General Discussion / Re: Surprisingly Dangerous Weapons
« on: September 28, 2012, 06:34:38 AM »
I still don't really like the Assault Chaingun, as it's not very good at dealing with armor due to its low per-shot damage and you need to spend a lot of time on target to kill anything.

Much rather have the Heavy Mauler.

20
Suggestions / Re: Show losses in the reinforcement window
« on: September 28, 2012, 06:33:13 AM »
Yeah, it'd be nice to see what I let die through my stupidity/tunnel vision.

21
The Hypervelocity Driver is a great "damned if you do, damned if you don't" gun, in that it does relatively high per-shot damage to shields, but also carries a sizable EMP payload if they decide to "tank" the shot on armor. The low flux per second is a bonus.

The Ion Cannon is great on small support ships that can sneak to undefended/unshielded areas of larger ones and knock out engines, but it especially excels against unshielded fighters. Other than that, its flux inefficiency is hard to stomach.

The Tachyon Lance, even post-nerf, is devastating, especially if you can field two or three of them. The burst damage will still rip apart frigates and fighters at absurd range, and a quick sweep of the beam across an unshielded target will knock out pretty much everything it touches. Plus, using them for support fire is incredibly dangerous.

22
General Discussion / Re: Surprisingly Dangerous Weapons
« on: September 27, 2012, 09:05:38 PM »
All weapons are dangerous. PD weapons surprisingly so.
Ever tried to hug an Enforcer with 5 heavy mg's?

With Burn Drive, I love flying one of these in a larger fleet engagement. It absolutely annihilates shields and hull and works great to "pincer" larger ships and put them in a really crappy situation.

Also great for ripping apart fighter swarms.

23
Suggestions / Re: Admiral Smeagol true NPC hero
« on: September 25, 2012, 08:29:41 AM »
It would help with immersion in the sense there would be a few unique fleets among all the cannon fleets that the player will inevitably get used to.

Except for when the player utterly destroys the admiral's fleet like every other one.

24
General Discussion / Re: Favorite of Each Class!
« on: September 08, 2012, 01:52:45 PM »
Fighter: Pre-patch, Wasp. Post-patch, Broadsword. Wasps were incredible for antifighter and shield work before they became manned; now they chew through crew at an alarming rate.

Frigate: Tempest. Fast, heavily armed, the drone is cool, and not OMGWTF devastating like the Hyperion.

Destroyer: Enforcer. 4 Annihilator mounts + five medium ballistics + a crapton of health and armor + Burn Drive = absolutely devastating. Work even better in packs.

Cruiser: Venture. Tough as nails, devastating missile armament, flak screen, flight deck, incredible cargo capacity.

Capital: Onslaught, with the Burn Drive and the cannons. I like the Conquest too, especially with its insane speed.

25
General Discussion / Re: Why I love the Venture
« on: August 30, 2012, 07:43:03 PM »
The Venture gets even nastier if you give up on the flak screen for hypervelocity drivers or heavy maulers.

26
General Discussion / Re: Phasing and Whatnot
« on: August 28, 2012, 09:53:17 AM »
Do you want the ai doing it to you?

Actually, that'd be pretty freaking awesome. Being able to see the fleet composition of any fleet does make it very easy to avoid potentially dangerous/lethal/surprising encounters.

27
Suggestions / Re: Shot Cannon!
« on: August 26, 2012, 03:46:14 PM »
Kinetic would make the most sense though. A lot of small impacts is exactly what armor in Starfarer is best against.

Fragmentation would make sense too, but then it would be too similar to flak.

28
Suggestions / Re: Sloul's suggestions
« on: August 26, 2012, 01:55:53 PM »
Try the Wolf Pack mission. Tarsus freighters are much harder to stop now with Burn Drive.

29
General Discussion / Re: Hyperion AI can solo an Onslaught AI!!
« on: August 26, 2012, 01:50:00 PM »
Nice. Now, put together a non-bugged loadout that can do it :)

I was wondering why and how it had Front Shield Emitter.

But really, two Phase Beams is more than enough. With regular crew it can barely last long enough against the rear autocannons to knock out its engines, with Veteran or Elite it takes so little damage that it can easily camp the engines with no problem.

Edit: My bad, once it figures out its range (with Optics) it can actually kill the Onslaught without even being shot by the rear guns.

This is why I always put rear Maulers or Hypervelocity Drivers on my Onslaughts. With Integrated Targeting Unit, it's awfully hard for anything to sneak in unmolested, and I can usually force Hyperions to TP away before doing any real damage.

30
Suggestions / Re: Sloul's suggestions
« on: August 26, 2012, 08:00:04 AM »
Quote
Why would you ever want to call in your freighters to ANY fight? The Mule is the only freighter I would even consider purposely bringing in to a fight. If anything, I think there should be some new gameplay mechanic to keep the civilian ships in the fight a little longer in the "small" engagements.
With all due respect Sir, its not for you to decide.
I do use my freighters in fight sometimes (trying to chase down fleeing ships, capture points etc.).


As for the Hyperion being one of the strongest ships in the game, I dont doubt it, I just doubt it can beat a Medusa. Which is less costly in both fleet points and credits.


Easily. Faster and can teleport around the Medusa's shields.

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