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Messages - Voyager I

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256
It seems a little bizarre that my well-connected friends in the Hegemony would be okay with me dropping by their office with a briefcase full of drugs and organs.  That's uh, probably not the kind of thing they want a receipt for.

257
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 24, 2015, 02:42:53 PM »
For some reason, bounties can and will chase down other enemy fleets that get near.  Hell, even patrols will chase them down if they spot them with their transponder off.  So, yea.  They'll leave their spot now (which I actually like - forces you to look around).

Yeah... that's so that they will attack the player when they come near. Might just need to script it so they *only* attack the player and not anybody else.

(Side note: "downgrade to a smaller slot to get a weapon with different utility" is a design thing from way back. It hasn't been adhered to strictly, but something like "ACG, Mauler, downgrade to LAG if you want a generic" is part of that. Again, the idea is to encourage more varied loadouts. Lack of available LAGs notwithstanding...)

I probably wouldn't downgrade a Mauler to an LAG for utility though.  The Mauler does better generic explosive damage even if I were to ignore its superior range and per-hit damage, and most ships won't have enough slots to use them inefficiently.

258
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 24, 2015, 02:13:35 PM »
My flagship for a while was an Override Hammerhead loaded with two Chainguns and two Dual LMGs in the front PD mounts.  Approach armor ship, push F, annihilated in literal seconds and with overrides weapon Flux isn't an issue.

Against Tri-Tachs I'd probably run it with HMGs and LAGs instead but the Chainguns certainly aren't bad by any measure.


Good job on the Hammerhead buffs, by the way.  Fixing ammo feeds and letting it run small ballistics was a huge shot in the arm.

259
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 24, 2015, 01:32:58 PM »
@Voyager: it's a fair point, especially as it pertains to not getting any guns for certain slots (i.e. small HE ballistic, energy mediums) when they exist and aren't the sort of top-tier that needs to be harder to get.

Regarding the medium slots, I think it gets a little more interesting. Should there be a go-to, average HE medium ballistic? There are workable alternatives - using missiles for HE, using an Arbalest for its high per-shot damage, etc. I think there's an argument to be made that *as long as you can still create viable loadouts*, gaps in weapon roles promote more interesting ship designs. Sure, you could just slap on generic HE 1 and generic kinetic 2 and you're good to go, but... well.

It's not entirely an accident, for example, that there are lots of HE missiles. On the flipside, there aren't many kinetic missiles, but there are more ballistic options there.

I understand what you're saying and there's definitely merit to pushing people into being a little more *creative* with their loadouts, but I don't like trusting missiles as my only explosive option (Annihilators and Pilums are generally more for pressure than damage application, strike weapons like Torpedoes and Harpoons have too little ammunition and too much difficulty connecting reliably to be the only explosive source) and most of the 'good enough' kinetic solutions won't be satisfactory against military-grade armor fleets, especially if it's something like the Arbalest that's already marginal as a kinetic source.

There probably is a balance though, in that armor ships are generally the easiest to hit with explosive missiles while shield ships have thin enough armor that you don't need dedicated explosive weapons to kill after their shields are down.

260
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 24, 2015, 01:21:30 PM »
Also, assault chaingun costs too much flux.  Putting more than one on an Enforcer is not very smart even with Safety Override, and you should think twice before putting one on a Hammerhead.  If I do not plan to use Safety Override on a ship, Heavy Mauler is the only viable medium HE, and with the damage lowered, it is not as good as it used to be for all-purpose assault.  (Mauler is still good if you really need the range.)

I disagree a bit on the Chaingun.  It's got an even flux/damage ratio, which is pretty much on par, and its short range is a fair price to pay for being able to do 400 DPS on an inexpensive low-OP medium mount.  It's definitely a situational choice, but it serves its purpose well.  In addition, as Cycerin mentioned, its short range lets you pair it with extremely flux-efficient weapons like the Machine Gun line that mitigate its own high raw flux cost while still letting you put out staggering amounts of raw damage.

I do agree on the lack of a generalist weapon in the Explosive line being more felt now that the Mauler has been toned down.  It's still a good gun, but with the edge taken off its damage it's now more of a balanced long-range option rather than simply being the best at everything and we desperately need options to flesh out the range between the buzzsaw and the standoff weapon that you will be lucky to have three of.


EDIT:  maybe I'll give Mortars a try, but comparing single-shot damage against LAGs is a bit disingenuous.

261
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 24, 2015, 11:50:15 AM »
Also agreeing that the current implementation of the Investigation system is sorta nutty in how punitive it is.  It makes sense for the Tri-Tachs to get violent around some Hegemony toady, but most of the other factions aren't in shooting conflicts with each other and there's a pretty serious line between "mistrust" and "shoot on sight".  It's also pretty bad from a gameplay perspective because the primary effect is cutting back drastically on the amount of stuff you can do.  3/5 factions won't pay out for bounties and won't let you run their missions (and trying to tick up reputation between investigations sure isn't going to be fruitful), but since most of them aren't enemies with the people you work for you don't even have anything to gain by going after them.  Instead you just try to stay out of their way and spend more time sitting around waiting for stuff to do that you can actually get paid for.

Yeah, looking at this for the .1 release. Need more carrot to go with the stick, and probably a bit less stick in the first place.


My Jangala jump point is also stationary.
Are named jump points (like Jangala Jump Point) Supposed to be stationary or are they supposed to move with the planet? As mine are staying in one place

Are you guys sure? And this is in vanilla? Because that would make no sense whatsoever and would make me incredibly confused. The Jangala Jumppoint, in particular, is supposed to keep pace with Jangala - and does, as far as I can see. And since the orbiting mechanism is the same as for other things that orbit, well, refer to "confused" part.

Just in case its been buried in all the suggestions: Great update Alex! I've had a blast playing so far, and I think I speak for the community when I say that we have so many suggestions/criticisms because we are excited!

Thank you :) Definitely hasn't been buried - I'm very happy with how this update has been received overall, and I appreciate all the suggestions. They make a big difference - even if I don't end up doing the specific thing, it'll often spark another idea, etc. And there are of course some rough pieces that need pointing out so they can be fixed and/or polished up.

Another thing you might want to look at is filling out the weapons roster a little bit.  The scarcity mechanics are in a good enough spot for right now and I enjoy the compromises they force you to make in terms of black market transactions and 'best available' fittings, but there are a few gaps where weapon substitutions basically don't exist.  The ballistic kinetic line is an example of availability done well; high-end weapons like Needlers and Railguns are in limited supply and often unavailable without faction standings or luck off the black market, but Autocannons provide serviceable replacements that are commonly available.  You might not always be able to fit out a ship exactly the way you want, but you will be able to get close enough, and making those compromises is part of the core survival aspect of the game.

The issue mostly emerges with the ballistic explosive line.  At the small gun level, the only serviceable option is the Light Assault Gun.  They aren't exactly rare, but they aren't readily available in the early game where they are most important and if you can't get any then too bad, Mortars are a joke, so your Lasher just sucks against armor.  Mediums are in a similar spot, where they only two options are the Assault Chaingun, which is now a 450 range chainsaw, and the Heavy Mauler, a premium grade weapon that is rightly limited in supply.  An analogue to the Heavy Autocannon (good-enough generalist filler gun that you can find almost anywhere) is badly needed to plug the gap, since as it stands by the time you get your first Destroyer you may once again find yourself with no reasonable options for explosive damage.

Again, being forced to compromise your loadouts (or reputations) by availability is a good thing an and integral part of the game's design.  Being unable to fit out your ships because basic weapon categories either don't exist or are only very scarcely available takes it a bit too far.

262
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 23, 2015, 06:00:37 PM »
It's reasonably fair during early game. You make a mistake, you pay for it. But later on? The Harpoon party become absurd, one ship overload? 30 Harpoons immediately fly to instagib it. The more ships that can mount Harpoons, the more dangerous the spam become. The community battle tournament that happened a while ago proved quite spectacularly that some missiles become exponentially dangerous in large numbers, lrms especially. In my late-game campaign where battles have a lot of ships, it's a bit like that as well. And it can be quite frustrating when you're the victim.

I saw the video you're talking about, but I don't think that's necessarily a fair comparison.  The mod missiles in question looked to have better speed and tracking than vanilla Harpoons, and perhaps more importantly, they did significant shield damage.  Harpoons are largely balanced out by the fact that they to trivial damage to shields, so just spamming them all off at the start of the battle won't accomplish anything.  You need to actively work to create an opportunity for Harpoons to be effective.

Also agreeing that the current implementation of the Investigation system is sorta nutty in how punitive it is.  It makes sense for the Tri-Tachs to get violent around some Hegemony toady, but most of the other factions aren't in shooting conflicts with each other and there's a pretty serious line between "mistrust" and "shoot on sight".  It's also pretty bad from a gameplay perspective because the primary effect is cutting back drastically on the amount of stuff you can do.  3/5 factions won't pay out for bounties and won't let you run their missions (and trying to tick up reputation between investigations sure isn't going to be fruitful), but since most of them aren't enemies with the people you work for you don't even have anything to gain by going after them.  Instead you just try to stay out of their way and spend more time sitting around waiting for stuff to do that you can actually get paid for.

263
Announcements / Re: Starsector 0.7a (In Development) Patch Notes
« on: November 17, 2015, 05:02:31 PM »
Burn Driving into someone's face with an Enforcer covered in the new HMGs and Chainguns is definitely something on my 0.7 to-do list.

264
Announcements / Re: Starsector 0.7a (In Development) Patch Notes
« on: November 17, 2015, 04:55:13 PM »
Yeah, I can see dropping vents if you want SO as a "speed boost at the cost of peak time" option, rather than a dissipation boost. But it's a lot of dissipation to give up, and Augmented Engines + SO may well be overkill, while ITU is kind of pointless with SO. In any case, I'm excited to see how this turns out :)

Override Tempest:  the best 30 seconds money can buy


It might actually be nutty on low-tech ships that don't normally bother with shields.  Throw extra armor + overrides on a brawling Enforcer and turn yourself into the ultimate pain train.

265
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: January 10, 2015, 11:03:44 AM »
Ballistics are more flux-efficient, but low-tech ships have way worse flux stats and more weapon mounts to spend flux on.

Turn off your shields unless you're about to take a big hit of HE damage or are fighting at noncommittal ranges.  Your shields have terrible efficiency and using them to absorb damage in a brawl will quickly leave you capped out and unable to return fire.  Instead, let your thick armor do its job and turn all that into hard flux for whatever poor bastard is trying to go toe-to-toe with you.


I am also kind of amazed by how much blowback there has been about the ammunition changes given that the mechanic was almost entirely cosmetic aside from making like three weapons sorta bad (since they were never meant to have limited ammo as a balancing mechanic) and messing with Mega's gimmicky challenge runs.

266
Announcements / Re: Starsector 0.65a (Released) Patch Notes
« on: October 25, 2014, 06:49:26 PM »
There seems to be a glitch of some kind the number of ships in the variety of them is much more limited than it was last version.

At least there are plenty of tugs now!

I really like what the patch has done to the general tone of the player's financial progression.  With the end of the Buffalo Supply Pinata, combat for its own sake is no longer profitable.  You will probably need to buy supplies at least some of the time just to keep your combat ships running, and the addition of significant fuel expenditures and hefty extortions tolls means you now have substantial operating costs just running a fleet.  It's not at all hard to keep yourself in the black, which is probably a good thing, but it means the game is now requires you to actively look for sources of income instead of parking on top of the pirate homeworld and grinding through plunder fleets.  Having some kind of pressure to keep moving and earning does a lot to contribute to the game's survival atmosphere.

The limited availability of necessities in underdeveloped areas also helps with that, especially when it means you're periodically forced to make unscrupulous decisions because oops, you ran short of fuel and supplies in some backwater system and it turns out Bumfuck A is suffering from severe shortage and the only way you can leave is by cleaning out the black market, with a side effect of making the situation worse.

267
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: September 30, 2014, 12:36:27 AM »
This is tangential but I just want to point out that Honor Harrington was, at best, a sensationally uninspired piece of milwank with some unsettling undertones that the author probably didn't notice because he was too busy faffing himself off about how the military is correct about everything.

I only read Basilisk Station, the first book in the series, based on name recognition for the main character.  I am told it only gets worse from there.

268
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: September 24, 2014, 10:55:02 PM »
Changes as of September 24, 2014
  • Wolf, Lasher frigates: now have frontal shields, to better work with their front-facing firepower

Quote from: Alex
  • Pilum: improved top speed and acceleration. Can still be dodged effectively, just harder. Deadly vs non-omni-shield frigates w/o PD


You are a terrible person.

269
Blog Posts / Re: Trade & Smuggling
« on: August 26, 2014, 06:58:54 PM »
Very interesting post. This update is looking amazing   :)

Right now, you can only get hit with a toll once every 30 days within any given system. I'll probably change it so that it's once a month per system per faction, though - otherwise, it's exploitable, as you could get stopped on purpose by a faction that doesn't consider your cargo illegal and then have free reign for a month.
I may not be interpreting this correctly, but wouldn't that still be exploitable anyway? Couldn't you get yourself inspected by the Hegemony in Corvus while you have nothing to hide, then move as much contraband as you want to the orbital dockyard for an entire month without any risk?
Seems to me like it should be based entirely on chance. That way there's always an unpredictable risk of inspection.

Simple enough fix - allow customs to scan as often as their algorithm would make them and just don't charge the toll for any scans past the first in a given month.  Depending on how practical it is to store ships a legal merchant might be able to game this by running a Lasher up to pay their tolls before grabbing their Atlas armada but unless the tolls are exorbitantly high and ship storage is free and convenient then it probably wouldn't be worth the time (as in you would literally make more money just paying the fee and using the saved time to do more trading).

The gradual reputation decay from black market activities actually makes a lot of sense and is a great way to abstract that maybe you never get caught with a box of organs in the trunk but you always make a trip to see Shady Joe whenever you're in town.

270
General Discussion / Re: Capital flagship suggestions
« on: July 13, 2014, 09:45:42 PM »
When I play Onslaught as Combat/Technology, I go almost total offense.  I load up on Storm Needlers, Heavy Maulers, and Annihiliators for offense; and Vulcans and three dual Flak Cannons for defense.  Hullmods are Expanded Magazines, ITU and anything related to speed.  (If I have fewer OP, I use Hellbores and Heavy Needlers instead, but the AI does better with Storm Needlers and Heavy Maulers.)  In the Onslaught's case, the best defense is to kill the enemy before it can get into range and shoot back.

One thing I do with my Onslaughts is combat venting.  You probably don't have your shields on anyways, so turning off all your damage for a few seconds and then absolutely demolishing anything still in your firing arcs when you come back online at full strength feels a lot better than firing at reduced efficiency because you're fluxed out.

Honestly, learning how to use armor properly is probably one of the most important improvements the AI needs to make.  It absolutely loves to soak up flux from kinetic weapons or other non-threatening things and then get pooped on because it can no longer do anything and it hates to vent if you are close enough to shoot at it even if it just means sitting there being useless indefinitely while it slowly dies.

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