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Messages - Temjin

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46
Announcements / Re: Starfarer 0.53.1a (In Development) Patch Notes
« on: August 13, 2012, 08:09:56 AM »
The point is, you automatically build up hard flux at a certain rate, in exchange for an increased ability to vent "soft" flux and a dramatically increased shield efficiency.

47
Suggestions / Re: Armor Module
« on: August 10, 2012, 01:33:10 PM »
I think that a COSMETIC change to empty weapon slots would be a cool addition, but I'm not so sure on the armor modules, especially since we already have an overpriced hull mod that increases armor and penalizes mobility.


Fixed that for you.

That particular hull mod is a godsend on the Omen.

48
Suggestions / Re: Hardcore mode
« on: August 10, 2012, 01:32:26 PM »
Why not just do this on your own? It doesn't add any functionality the game doesn't already have, so just challenge yourself to follow these guidelines.

49
General Discussion / Re: my "Dream Team"
« on: August 09, 2012, 08:01:26 PM »
I've been having fun with my All Enforcers: All The Time fleet.

Pretty much identical loadouts with 2x flak, 2x HVD, and 1x mauler. I have two or three with Annihilator rockets, but the rest use harpoons, sabots, and/or Atropos torpedoes because if you get too many rockets flying in various directions you run into a lot of friendly fire.

With enough high-ranked crew, they snipe and overwhelm just about everything with clouds of rockets and loads of high-damage, high-EMP projectiles, and Burn Drive lets them move to support each other very nicely.

50
General Discussion / Re: Some AI things in .53a and a few balance issues
« on: August 09, 2012, 07:54:33 PM »
Burst PD provides a lot of protection in a small Energy slot. It's pinpoint accurate and one-shots missiles very well, but can get overwhelmed more easily than Flak. The Burst PD is also better at dealing with individual fighters, and does quite a bit of damage to hull.

51
Announcements / Re: Starfarer 0.53.1a (In Development) Patch Notes
« on: August 09, 2012, 07:51:17 PM »
Also another thing, can you figure out why the Onslaught with an Omnishield Emitter and Annihilator rockets keeps pointing shields in the wrong way?

I'm going to guess it's because the Onslaught is so big, and the Annihilator pods are so far back in the body, that they become "armed" and generally dangerous to anything very close to the edge of the shield radius. Perhaps the AI is moving shields in the direction the rockets are coming from as a result.

Also, the Elite Enforcer is going to be dangerous. I generally run a solo enforcer with 2x HVD, 1x Mauler, 2x Flak, and Annihilators as my first purchased flagship, and can take on an awful lot of ships without issue. Plus, in multiples they get even nastier; they already support each other very well, and add Burn Drive with some really dangerous weaponry = ouch!

52
General Discussion / Re: Fantastic uses of ship systems.
« on: August 04, 2012, 07:08:19 AM »
I was Burn Driving around in my Enforcer and chasing down fleeing ships on a trajectory that would have made me slam into my own Wolf at high speeds.

Nope. Wolf just calmly skims an inch to the left without missing a beat.

53
Announcements / Re: Starfarer 0.53a (Released) Patch Notes
« on: August 03, 2012, 09:32:06 PM »
Burn Drive is just awesome. Very well-balanced and takes forethought and skill to use.

Since you can fire during Burn Drive, it's great for chasing down Hounds or engaging point-cappers early game. But, since you can't steer while firing it and most ships that have it handle like a cow in a shopping cart, you have to be very careful where you point.

It's very satisfying with an Enforcer due to all the turreted mounts making playing catch-up trivial, and I've even tried running a version with HMGs that works reasonably well to get in their face. The Dominator is less easy-to-use due to the fixed hardpoints, but I imagine the Onslaught will be great fun. Also, giving it to the Tarsus makes the "Wolf Pack" mission much harder!

-The Skimmer is great too, although the AI is way better at it than I am since they can skip around all over the place and still keep hardpointed beams pointing at enemy targets. They even use it to avoid collisions.

-The Omen's EMP burst is VERY powerful, especially against minimally-shielded ships. One Omen does a big number on large groups of fighters and missiles now.

-I haven't figured out phase ships yet. Great mechanic, but tough to use effectively due to the limited time you have to spend phased. It'll probably take some learning to do.

-Fast Missile Racks is great for sending another round of Harpoons into a venting/overloaded ship. Works great. The rapid reload on the Hammerhead is nice too with lower-flux weapons, although you can overload yourself pretty quick if you're not careful. Maneuvering Jets is nice, especially on an asymmetrical Conquest, but the Eagle and Falcon are still a little... uninteresting to fly, for lack of a better term.

-The Buffalo Panic is actually pretty scary if you don't have flak!

54
Announcements / Re: Starfarer 0.53a (Released) Patch Notes
« on: August 03, 2012, 09:18:08 AM »
I think the Lance will be a very effective fire support/volley fire weapon. Running two on an Odyssey and/or four on a Paragon won't be as much of an "I WIN" button anymore.

The problem really exacerbated itself when you started massing them.

55
Announcements / Re: Starfarer 0.53a (Released) Patch Notes
« on: August 03, 2012, 07:27:54 AM »
Wasnt the Sensor Drones supposed to have Ion Cannons? Sadface, they dont.

I also noticed this, slightly disappointing when I was expecting them to help me out but they just sat there.
[/quote]

It's okay, the Apogee doesn't really need more firepower, haha. It's already getting more range from those drones.

I haven't heard any whining about the Tachyon Lance yet. I haven't had a chance to play the new patch, but something tells me the Lance is going to be in a much better place.

56
General Discussion / Re: Medusa: OP or do other destroyers need a buff
« on: August 01, 2012, 01:13:04 PM »
The Medusa is great in a 1v1 situation. It gets overwhelmed easily in fleet actions due to its fragility and narrow shield coverage. It also can be outranged with hypervelocity Drivers .

57
General Discussion / Re: Nebulae
« on: July 31, 2012, 02:33:30 PM »
All that vented flux has to go somewhere.

58
Suggestions / Re: Ramship
« on: July 31, 2012, 12:58:03 PM »
If you want a Ramship, just use Burn Drive on an Onslaught or Dominator against something smaller than you.

59
Suggestions / Re: Increased Ship Customization
« on: July 31, 2012, 12:56:11 PM »
It's an interesting idea, certainly. I do like the simplicity of the current hull mod system though.

60
General Discussion / Re: Stagnant Development
« on: July 31, 2012, 12:52:12 PM »
I hope you guys realize that the game in it's current APLHA state is pretty much at the same level that many COMPLETE games are at.  If Alex wanted to he could have ignored the campaign and simply sold it as a space arena sim.  And you know what?  I'd still buy it.
I think this is the first time I have wholly agreed with you on something! ;D

Well said.

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