Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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.

Messages - ValkyriaL

Pages: 1 [2] 3 4 ... 143
I kinda liked the old days, ships actually performed as I expected they would. skills kinda just turns all the things to max and goes with it, so now we have battleships flying as fast as frigates, and other classes doing all these fabelous things they really shouldn't be capable of doing.

I entirely encourage the skill system, but the modifiers are way to strong, instead of 50% increases in whatever, it should be 5%,  max combat? 10% more damage, 5% less OP cost, 10% more mobile etc, instead of double everything and then some, but they will get revisited soon enough, so lets see what happens.

General Discussion / Re: going all vents on a Dominator (solved)
« on: May 10, 2016, 04:16:01 AM »
It is pretty high yeah, but he was nowhere near as fast as the person he fought, and still won flawlessly, so he obviously used those 250ish APM for more important things than the guy with tripple his actions.

I myself probably had like 80-120 APM and sometimes higher, because the game kind of forces you to keep this pace to be even remotely competetive, same thing with company of heroes, I felt myself really picking up the pace after a while during matches, because the game forced me to, made your arm and fingers hurt after just 1 game. :o

I can imagine that would become rather laggy with a bunch of duds flying all over the map, a shell or missile of this age would very probably self destruct if it fails to hit it's target.

having an activation range for missiles and torpedoes would be cool tho, like if you launch a reaper at point blank range, it would just bounce on the hull with a loud steel crunching sound, because you need to be like 100 su away in order for the torpedo to arm itself. :)

General Discussion / Re: going all vents on a Dominator (solved)
« on: May 10, 2016, 02:38:21 AM »
Having played Starcraft myself back in the day, I dont really see inhuman APM necessary, I was beating people with several times my APM because all they do is spam the ground with units for "better control" or click the map, buildings several times just to keep the APM high, but they don't actually do anything for the most part, keep your actions relevant, not numerous.

Last Starcraft grand finals or semi finals or whatever that went on yesterday, proves my point, where Hydra with 200-300 APM, completely crushed Masu, who possibly has the highest ever APM recorded of 700(WHUT?)

Starcraft is very much a "Strategy" game, tactics is something you execute, which are part of a strategy you have planned out ahead of time, the strategy may change depending on what needs doing, with different tactics to achieve said strategic goal.

As for Starsector, I give like.. 1 or 2 commands per battle, the fights are usualy over in minutes, mostly achieved from the POV of my flagship, very little thought goes behind any of my actions.

And as such, Starsector is an Open world Top down space shooter with some extra flavours, not an RTS, as mentioned above.

Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.5 (04.04.2016)
« on: May 07, 2016, 02:25:28 AM »
maybe a fighters mass vs its engine power is to low to escape the system? while a missile weights nothing with a powerful engine out the back.

finishing bought the game (joe :D)
saving the game surrounded by hegemony def fleet's

Or saving the game on a collision course with a massive enemy fleet you can't avoid. (because you were looking elsewhere on the screen at the time.) :)

I had this one instance(it wasn't my fault!) I was burn driving with an enforcer to do a x4 reaper torp run on a capital..

AND WHAT DO YOU KNOW a bloody asteroid comes soaring into view doing like a million M/S, smacks my enforcer in the face, knocks it off course(more on that later), just as I launch and my torps all head for my like 1 million credits Minmaxed flagship, which eats ALL of them and explodes, and ofcourse he has my damaged cruisers around him, so THEY explode when he explodes, which in turn kills ALL the destroyers and frigates that were there aswell so they ALSO explode.

Remember how i was knocked of-course which started all this?... yeah... this which can only be described as a supernova going off, caught my own destroyer aswell, so it also died... Entire fleet litteraly got one shotted... because of an asteroid... GAME OVER, all max level officers, all rare bling fitted ships, all that elite crew and credits... gone...

Never been so angry, frustrated and sad in my life. :(  :'(

Suggestions / Re: Special pirate crew
« on: May 06, 2016, 12:31:41 AM »
the fact that he is obligated to do so, he is a crewmember on a warship, he signed up for these things, he is expected to be ready for anything, if that means fixing broken relays or fistfighting aliens, so be it.

Suggestions / Re: Special pirate crew
« on: May 04, 2016, 05:41:05 AM »
crew can and do still multitask if they have to, you could have "pirate" crew that acted as both a crewmember and a marine at the same time, but only 50% as effective as novice. up to 100% as effective when they are elite, so when you have an elite pirate crew member, it would be 100%/100%(as if you had 1 regular crew member and 1 regular marine), while the normal elite marine and elite crewman would be 150% in their specific role.

Well, one has to take into account that starsector takes place in a region of space cut off from the outside worlds, all gates have died, and since then the level of technology and education has steadily decreased, replacing or buildings new ships and weapons is next to impossible, most ships you see(that isn't junk) are ships that have been around since the day the gates died, and new ships and weapons that are built are junk at best with the occasional diamond among the rocks, and the markets reflect this, in reality, the longer your playthrough lasts, the worse the markets are going to get, or atleast that is the idea, your trying to survive in a dying universe.

To tackle the question about weapon sizes and general balance.

Rarity and cost, is not a valid way to balance things, I can get the weapon one way or another, I can mount it, its overpowered, and your back to square one.
Missiles in particular are extremely strong, they do HUGE damage with no drawbacks, if I have said weapon, but bigger, whats even the point in mounting something else?

Why bother with a large reaper launcher that is special because it fires 2 torpedoes instead of one, when I could mount a large harpoon launcher that does the same damage, can track a frigate, has longer range, and more ammo? even if it costed more OP? this would also make the MIRV useless, because this is the intended role of the MIRV, to offer a large slot solution to smaller or crippled ships at range.

Having a large variety of different weapons at different sizes gives each weapon a value and makes them interesting, the mauler is considered the best medium weapon, if there was a small and large mauler, not only would the medium mauler lose some of its value, the large hellbore would now be pointless and so would the light AG together with a bunch of other weapons that are good because weapons like the mauler, is a medium mount exclusive.

And lastly, having to many options isn't good either because at the end of the day, im always going to pick the best weapon I can get, if I have 100 different weapons to choose from, and only 10 of them are worth mounting, why do the other 90 weapons exist if nobody would ever use them?

If you dislike the way vanilla does things in its current state, there are more than enough mods out there to spice things up. :)

There actually aren't that many ballistic/energy weapons with a strict linear progression across all the sizes. The only unambiguous example is Light AC/Heavy AC/MkIX AC, although the needlers and Burst PD/Heavy Burst/Guardian PD come close, and Railgun/HVD/Gauss is a bit further away.

Based on my groupings, missiles have almost as many loosely grouped linear progression chains as ballistic and energy weapons do.

Second, why are most ships and weapons, even the basic ones, so god damn rare and scarce? Doesn't that defeat any strategy behind building up your fleet most of the time? If you don't save scum every time you lose a ship, or every time a large fleet catches you with your pants down right as you jumped to/from hyperspace, your fleet will be composed of just random crap that was available. I get it when it's just early game, having to be scrappy at the early stages makes sense, but that should stop once you join a large faction and have access to military markets. Your fleet is just glued together randomly without any strategy because the "take what you can get" is pushed to an extreme even after hours and hours of grinding.
I don't know about vanilla, but in a modded game I can usually find what I need (though Prism Freeport and compulsively hoarding every weapon play a big role).
Generally speaking, I think it's fine that you don't always have the exact ship you want available. It's easy enough to get a decent approximation for the role by kitting out a similar ship with the right hullmods and weapons anyway.

The future feature that will cover this is the industry update, which will presumably allow the player to make their own ships as needed.

and indeed as above post says at the end because god dammit i take to long to type (x_x)

industry will allow you to a reasonable extent, get the things you want.

General Discussion / Re: Dec 5th, c.206 ... seeking tips/advice
« on: April 28, 2016, 02:24:07 AM »
Capacitors increase your maximum flux capacity, which allows you to sustain more damage on your shield and fire for longer (with accociated side effects).

Vents increase the rate at which your flux dissipates, which again, allows you to fire for longer because you dissipate flux faster versus the amount of flux you generate. also allows you to shield tank to some extent if you have hard flux dissipation.

Suggestions / Re: A "total time played" counter
« on: April 28, 2016, 02:19:22 AM »
Personaly, ever since I bought the game back when it costed 10$ quite a few years ago, and i know for a fact I have over a 1000 hours played, and enjoyed more or less 80% of it.

I can safely say I have gotten a good 10/1 ratio of enjoyment vs the amount of money spent, the game could easily double or even triple its purchase cost and still come out ahead in terms of playability and enjoyment even in its current alpha stage, and im sure many of the other old dogs feel the same way, and if it can do that now, imagine what the finished product can achieve? :)

on the other hand, being able to actually see your total play time can be a scary thing, i remember this one time back when i played WoW all those years ago,
I found out that you can actualy see how long you have played by typing in /played, so i did, and i had YEARS of time logged in, makes you think "what the hell am i doing with my life?" ;D

Fan Media & Fiction / Re: The Lore Corner
« on: April 19, 2016, 05:52:35 AM »
Just a reminder:

Ships tied to Epochs are no longer a thing. They are only more or less sophisticated and while some designs may be older than others, there isn't a hard timeline separation between them. Much like real life history: a few WW2 battleships were maintained into active service while there were much newer designs, but not all these newer designs were as modern as others depending on their origin...

Indeed, if you have something that works, and works well, why replace it?
Battleships were mainly kept in service because up to this point, we had nothing that can provide the kind of fire support that a battleship did, and building a new battleship would be considerably more expensive than repairing the existing ones, the US navy for instance was furious when the Iowa's were decommisioned for the last time, losing an invaluable piece of artillery, and only today, 70 years after the Iowa was built, have we found a viable alternative to the battleship, which is a railgun.

How big a deal is it for a capital ship, whether it be a super freighter or a battleship, to arrive at a station or planet?

In what context? fighting? or just "omg its a battleship, I've never seen one before! I'ts so HUGE!"

NGO uses SS+ hullmods for whatever reason, so you need to run both.

Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: April 14, 2016, 12:07:48 AM »
The first 2 and the templar one looks rad as ****, they simply NEED to happen, in one form or the other. ::)

Pages: 1 [2] 3 4 ... 143