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

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Messages - Albreo

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76
Hey. This is pretty good, not lying. Better than most stuff out there and a good sci-fi that also easy to read is hard to come by. I would suggest that the censored words should contain a first letter hint to not make me take a wild guess and help the immersion flows continuously.

77
I'm OK with 0.9.5 but I want it more complex, simplicity is reserved for AAA games. As of right now, it's easier to fix a meta build suiting myself than in 0.9.1. And preferably, if it can be switch to a skill point gate that allows you to choose from any in the lower tier but have to put in enough point to unlock the next tier. This is more reliably widespread and has been implemented in many games. Also preferably, the number of the skills to choose from has to at least increase to 3 choices per tier.

78
Concerning the Gunnery Implants vs Energy Weapon Mastery debate, perhaps try changing it to a ballistic weapons boost vs an energy weapons boost?  I'm not sure where everyone is on the "one or the other" type of gameplay mechanic, but I do like being shepherded towards choosing a specific faction or at least technology level of ship design to stick with, it helps with the RPG elements of the game in my opinion.

I really don't like the range limitations on the vanilla EWM skill, that alone makes it substantially less attractive to me than gunnery mastery.

That wouldn't work out well due to the skills being chosen randomly by Officer. If you are playing a High tech fleet and you got a 7 skills Officer with ballistic skill instead, that would be a shame. That's why I'm thinking, a universal modifier would fit better.

@Morrokain

Those additional Elite skills for flagship don't look half bad and would definitely work in my favor as I'm kind of a guy who goes all out for a support build. (in 0.9.1 I can still put some leftover points in combat but not this time around) The least important ship usually becomes my flagship and all the top tiers go to my capable Officers other than myself lol. I'm drifting in my command center, Tempest.

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The colony skills have been moved down to tier 2 so they are more accessible. In general my thought process is that campaign level bonuses < combat level bonuses.
I must be at almost Max level to think about setting up a colony but it might be able to save me some skill point as I'm currently required to have additional admins for 6 colonies. No AI Allow.

That makes me think that the Elite skill for Automated ship should be an unlimited cap off REDACTED ships, so you are basically one with the REDACTED, flip all diplomatic relation to permanent hostile but REDACTED, even Tri-tach will hate you for taking their priced possession. And also allow REDACTED to expand as a faction with you supplying them with more metal, lol, 3rd sector war.

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1) Move specialization bonuses to tier 5 options for the most part. They should be strong bonuses that will noticeably impact a playstyle and give incentive to max or loop around the tree.
I'm currently don't see the point of doing a loop as the total skill point is too low and too many garbage skills are in the way to T5. The skill in all 3 trees apart from combat is equally important and it's impossible to complete a certain tree individually. Unless the level cap is raised to 20 then I will think about completing at least one skill set.

79
Lol, that thread is full of rage and disappointment. Unless you require a second opinion, I will wait for your Beta first before thinking about it in detail.

The only skill I would like to point out is the Energy Weapon Mastery for Officer which is too specific for energy weapon. Something like missile Specialisation can still be used by most ship but Energy weapon only is really restrictive to high-tech ship. All other officer skills seem to work fine universally apart from that but I also didn't find a single officer with Phase ship skill and only 3 with fighter skill, super rare.

80
General Discussion / Re: Fragmentation got left behind?
« on: April 29, 2021, 09:49:50 AM »
It melts hulls really fast. Usually, very low cost to fire, and after 75% damage reduction can still do solid damage to both shield and armor. You won't see much on vanilla but there are plenty in other mods. Hence the massive controversy over should it exist.

81
The best quest so far is the old cargo delivery quest which will scale with your cargo capacity. Lately, it's a bit harder to find with more quests in the RNG pool but you can get a quest that net you 300k pretty easily with 10000 cargo capacity. Heck, I found one to deliver 24000 ores for 1 million credit. Once you dump the cargo out that colony will also suffer surplus and you can buy it back very cheaply.

The most reliable source of income is to raid the pirate world for loot that you know are in shortage somewhere, usually Organic and Domestic Goods. Also, spawned pirate station has infinite loots you can raid it over and over every day. Don't destroy them if they spawn in a very favorable location like Tia or very far out near systems you haven't explored yet.

Or you can also talk with trade type contacts, sometimes they will sell you commodity at half price.

To start a colony, you need proper preparation to reduce the stress on you from babysitting them or running quests to keep yourself in the green. I like to start 3 colonies all at once with Nanoforge on hand and a few other useful items, so, go exploration early is recommended. Some other advice: Getting faction trade synergy early can cut large chunks of upkeep up to 50%, hence I start 3 colonies that can encompass all resources. Aiming for one High Command, first rank station, and Orbital Works with Nanoforge so your colonies can take care of themself with most raids and you're free to do more quests. Boost the colony accessibility with story points is worth it and is a great way to increase income somewhat. Hazard pay is very expensive and Cryorevival is a better alternative. Any planet you are not keen on opening free port should have Commerce.

82
The way it is now kind of discourage player to have back up ships. I usually have double of what I need and it's kind of important, when combined with NEX, to combat multiple invasion fleets in quick suscession. But anyway, it's low priority stuff.

83
As far as Weapon Drills (and really any scaling skill just in general), that will be something to address. What is your total DP? When it says "Maximum at 90 or less total combat ship recovery cost for fleet." does that mean the total DP actually deployed in the battle? Or total DP of the fleet period regardless of what you actually deploy?

I'm a little confused as to how the scaling currently works since I haven't tested campaign stuff and just now got to skills.

From the look of it, the entire fleet was count as one, deployed or not.


As I can't load my save anymore I'm not certain. But usually, I have 2 capital carriers and 2-4 cruiser carriers in my fleet plus an Executor or two. Not all of them will be deployed though, they were built to counter specific scenarios. Such as 2 capitals combination, 1 cap + 2 cruises, or 4 cruises. In total, I would have at least 80 craft bays for the end game fleet.

the best possible solution that I prefer would be to taking into account all bays, including combat ships, but only counts the ships that have been currently deployed, and it has to be able to adjust on the fly like those ECM and NAV rating value.

Also, some of the civilian ships in your mod have hangars that I only use for mining. It would be an absolutely horrible idea if it were to calculate the vanilla way.

84
I'm impressed with the new story mission. A pretty good multi-prong approach even though there still some plot holes here and there. You would have to beef up that unique phase ship if you which to integrate it into your mod though. It's crappy.

The new raiding mechanic is great but still needs improvement. Especially, the reserved force that does nothing and unlimited supply you can get from raiding pirate base over and over.

The new contract mission is kind of a mess with contacts all over the place. Low paying wages discourage me. Sometimes your contact went missing and it's kind of a waste of time to check in on them every now and then. If Alex could make it so that we could check all available priority contact quests on the fly...

Do you plan on messing with the skill tree? I think a few will need a necessary balance pass, especially fighter buff. +100% damage to fighters would be utterly broken. Carrier Group would need a minimum value of 15-20% if you exceed it. Weapon Drills is useless, my fleet only has a 3% buff now. And if my fleet is not this big (not even max yet), then I have no chance of completing any end-game content anyway. Gunnery Implant's ECM might have to go. Coordinated Maneuvers and Wolfpack Tactics shouldn't require an officer to take effect. Automated Ships also need limitations removed so that I can have fun with them hehe.

85
Mods / Re: [0.95a] Transfer All Items v1.2 (2021/03/27)
« on: April 13, 2021, 02:47:28 AM »
Not working properly. It's possible that UI scaling messed with it or screen resolution (mine is 2k 2560*1440).

86
What!! 0.9.5 is out while I'm away playing Magic Legend lol. Seems like there's a lot of bugs to be squish. I will wait a few more days then. If I remember correctly, there's a new ship with the same name as the one in the mod?

87
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As you said: "You got to include more factors such as the ability to block torpedo/large caliber round with swarm tactic", in good balance ofc you need to include those, you must chose fighters that will fight enemy fighters, some that fights incoming projectilles/big missiles/torpedo and mb even 1 wing that will have a lot of HP/Shield, good replacement rate, have low damage but close range weapon and act as a tank and its how balance should look like, atm what you are saying is just pure imagination and are in fact irrelevant till basic things isn't working and there are OP Fighters wich are 4-6 times stronger then 2 times cheaper fighters of the same class, its just obviously bad math.

I would like to point out that all combat ships with hangar bay have some form of Interceptor and Fighter cost reduction. So, what you are saying that Spark (24) outperforms some Talon H (12) by many times. In fact, it will cost 14 OP to deploy a Spark and only cost 2 OP to deploy a Talon H that's 7 times in OP cost difference on some Eagle starter ship. Most of the Pirate crafts that you said were crappy cost 0 OP to deploy. Only on the carrier where you have to pay the full price. And don't question me why it is so, it's Morrokain's decision.

88
My save file corrupted. I will see you again on the next major update Morrokain.

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Why then there is 1 Spark Heavy Interceptor (24 OP) that rips 4 Hegemonys Talon (H) Interceptor (12 OP)? or Retrebution heavy Interceptor (21 OP) wich for some reason are similar to Spark Heavy Interceptor and MANY times stronger then Hegemonys Talon (H) Interceptor (12 OP), Gladius Adv. Interceptor (13 OP), Sidewinder Heavy Fighter (19 OP), Fang Heavy Inteceptor (12 OP)?

Balancing is not as simple as that. You got to include more factors such as the ability to block torpedo/large caliber round with swarm tactic, ability to diverge enemy PD for a sneak attack, replacement rate that can churn out more craft continuously. I have tested every craft available in the mod and there are some Low and Mid crafts that can grip onto Paragon better than Spark could. The Paragon can not lower its shield and you gain one more flux advantage. But I agree that Spark is a strong end game option and some nerf are due to be hand down whether to reduce replacement rate, lower DPS, or increase OP to 28-30. I would suggest the latter as it going to discourage a lot of players from using it.

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Im not sure that those projectile missing a lot is the case, or the only case. I rewatched 4th video at 0.25 speed and I can't see projectile from the ship, so mb at this game speed ship just don't shoot at full fire rate. One thing can be said with certainty, those projectile PD weapon don't deliever damage becouse of some issues caused by "SpeedUp!" mod. And there is new question raised by this issue: are those issues linked to "SpeedUp!" mod only? or those issues will pop up also when player with weak PC will experience extreme lagging in big battles?

There is a clear warning written in the speed_up.ini state that more than x2 and you're running it at your own risk. The frame skipping will mess with the AI's ability to respond to the target and threat. This affects many parts of the game such as PD not firing, homing missile tracking stops functioning, bullet/missile passes through shield, phase ship performs worse, Etc.

Low-end PC will have no trouble playing at normal speed. This game only utilizes a single core and CPU clock speed has been flattened out at 3.5-4 GHz for a few years now.

89
Sadly, no one has control over fleet wide loadout so the best Morrokain could do is to balance the craft on one ship as a mix of multiple types. Also, Astral's Teleport ability has already been removed in the BETA.

What you experienced right now is the release version which is from last year and very outdated. Half of your concern has probably been fixed already in the BETA version. Major overhaul in regard to the entire craft roster has been implemented and I would implore you to try out the BETA version.

@Inflow
Beta download.

90
so is it that higher tech means better ships/weapons now? instead of different doctrine like in the original?

I would say no. This mod power level is being balanced around DP. A ship that costs more point to be deployed tends to be better than ships that cost less. This mod's factions also mostly incline to high-tech so you will likely see more high-tech ships than others. Apart from pirate's junks, most low-tech and midline can deal with high-tech ships no problem, with a correct loadout. As for weapons, your typical vanilla ballistics are buff up a lot and can shred Paragon's shield with ease.

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