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Messages - Voyager I

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31
I'm rocking a Brilliant right now in a Burn 9 early-midgame fleet and it does indeed own bones.

Fulgents are also pretty big bullies early game, when even a Gamma core is likely to be better than an ordinary officer and they aren't facing too many opponents that simply outclass them. They aren't quite mobile enough to really leverage HEF (especially once their survival becomes a concern), but a destroyer with 2 medium and 2 small missiles doesn't need a whole lot else.

32
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 29, 2021, 08:57:53 AM »
Speaking of which: is there any interest down the line in making the game world respond to you strolling around the core worlds with incredibly illegal ships that aren't supposed to exist anymore? It's probably hard to do it in a way that is convincing while also being reasonable (since the expected in-fiction response would presumably be much more drastic than is appropriate for gameplay), so maybe there's not a better way to handle it than to pretend that nobody noticed. Still, it does still feel a bit odd that you can just put a Radiant into orbit over Nachiketa while you're refueling without comment.

33
General Discussion / Re: Pirate friendly playthrough
« on: December 29, 2021, 07:56:00 AM »
I'd be worried about losing access to faction specific gear, if that's a thing.

Fighting a faction is a great way to get access to their unique gear.

34
General Discussion / Re: Logistics hull mods cap
« on: December 27, 2021, 07:18:20 PM »
The issue with those arguments is that civilian ships only have the OP to slot like 3 logistics mods anyway.

This becomes less true once you start looking at the cruiser and capital class civilian ships. The Prometheus has 95 ordinance points.

The logistics mod limit forces you to make meaningful choices about how you outfit your support vessels - they can't be militarized and efficient and have surveying gear (unless you're willing to spend SP to make an elite custom support ship, which is a choice in its own right), so instead you have to decide what you need them to do for you and design them according to the role they will fill in your fleet.

35
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 21, 2021, 08:48:47 AM »
I love the idea behind slipstreams and I want to love them in practice, but as-is they've been almost entirely a nuisance so far. Maybe it's different if you're just cruising around surveying and scavenging and don't much mind where, but if you're taking missions and heading for a specific destination the odds have so far been exceptionally low of a slipstream spawning as anything other than an obstacle. I'm on board with the general goal of making hyperspace interactive and this was supposed to be the carrot to the stick of hyperspace storms, but so far they've been another way to get punished for not paying attention to the mundane part of the game.

This moment was the breaking point that made me tab out to make this post:


(and this was after following parallel to the SW Slipstream for an in-game month, with several reloads when cutting too close to a storm or failing to hit S in time got me booped into the stream and blasted downriver)

You just know these jerks are gonna have reversed polarity by the time I finish my mission and try to go home, too.

36
General Discussion / Re: Termination Sequence
« on: December 19, 2021, 07:08:47 PM »
The reason that the Tempest lost HEF was because "it can get damage spikes that are just too much". HEF was replaced with a ship system that provides large energy damage spikes, but very poorly. Buffing Termination Sequence to provide better damage spikes more reliably is not a solution; high damage spikes are the entire reason the Tempest was nerfed. It's a cool system, but it's not the right kind of system for the Tempest. A more basic defensive system would be better for the ship, and lead to less AI issues and player frustration with Tempests throwing away their PD.

There's a big functional difference between "big spikes of damage instantly on demand, every few seconds, without any cost other than the use of the system charge itself" and "big spikes of damage by turning one of your escort drones into an unreliable munition" such that the design isn't inherently flawed. If anything, it's an interesting way to let the Tempest keep some of its lethality while attaching a severe enough cost to keep it from running rampant.

Like, the issue here isn't just that Termination Sequence does damage poorly, since the Tempest would still be a good ship even without a system: it's that the current implementation of Termination Sequence is worse than not having a system.

37
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 11, 2021, 08:40:17 PM »
This is a small thing, and maybe I was just unlucky, but it doesn't look like the new hulls are in the pool for the random battle mission. I wanted to test them out, but a few minutes of rerolling the fleets never hit any of them.

Still very excited to try more of the patch later, even if every slipstream I've come across so far has managed to be perpendicular to my intended direction of travel!

38
Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: September 24, 2021, 02:18:27 PM »
Worth clarifying precisely - are ships in slipstreams protected from hyperspace storms (even if it's only because the two forms of stellar geography can't overlap), or are they protected only from the speed debuff and still liable to the slipstream taking them on a ride through a bunch of lightning strikes?

39
General Discussion / Re: What are your favorite "bad" ships?
« on: August 07, 2021, 08:41:22 PM »
Actually the Vigilance is pretty good for it's size.

My favorite bad ship is the Mule. A mule helped me quite alot through the beginning of my first Playthrough.

The Mule is honestly a pretty good ship in the early game, when you're just putting together your fleet and are taking on small enough engagements that one of your freighters being able to participate in combat is a relevant contribution. It doesn't scale well, since its modest combat stats make it a liability more than an asset in any fight larger than a couple of Destroyers on either side and you can afford to have dedicated freighters in addition to dedicated combat ships, but it's not designed for those kind of fleets.

I'd also put Kites in the pile of ships that are actually pretty good at what they're meant for, which is being tremendous little jerks in tiny early game engagements.

40
Yes, this is basically the perennial article about how a Millenial paid off their student loans in just three years (by renting out the three-unit condo their parents gave them).

Mods have in unbalanced interactions isn't noteworthy or interesting.

41
Blog Posts / Re: Skill Changes, Part 2
« on: July 15, 2021, 05:12:50 PM »
I am not going to miss this long, cold winter of phase ships having complete dictation over the terms of engagement against any vanilla ship not cowering in a corner.

42
Blog Posts / Re: Skill Changes, Part 1
« on: July 05, 2021, 06:40:37 PM »
A pretty big fan of the changes so far, especially switching the skill distribution to broader tiers from the current version, since this greatly reduces the risks of the player being forced into bad choices like having to take a skill they didn't care about at all simply to progress down the path or being unable to pick complementary skills on the same node without having to do unpleasant things to their character progression. If I'm being frank, looking over the development of the various skill / aptitude systems we've seen over the years, it looks like you've come pretty close to reinventing the wheel here. There has been a lot of iteration to come with what is probably one of the most common systems of character development.

43
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: May 05, 2021, 06:12:21 PM »
Okey, maybe 1650 it is too high
Maybe?  1650 is more base armor than any ship in the game has except 1 (2 if accounting for variants), and you declared it to be an average value.
Quote
Also i use all medium slots with blasters,
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I do not have maximum vents with my blasters.
I'm curious yet concerned as to what your builds look like.  That sounds eerily like the builds newbies show up with when asking why their guns aren't firing, and why are their flux bars full all the time...

1650. Okey, key. Than calculate 100 armor, not 83 as I

All medium mounts with blasters. No maximum vents. That ship can hunt everything including remnants, and it has sane armor/hull damage. You shoot hull fast, no need to shoot it for half of hour with weak bullet weapons.

You realize Safety Overrides completely changes the flux economy for a ship and also necessitates specialized builds to leverage the rules it imposes, right? Most ships won't have SO, and the ones that do don't play by the same rules as normal ships.

44
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 21, 2021, 05:01:09 PM »
Story Mod Overrides was on the short list of most overpowered things in the game's history.  Don't pretend to be surprised that it only lasted a few weeks.

While we're on the subject, the Fury definitely needs to be gazed upon by Alex's baleful eye.  I've had a lot of fun with that thing but it is absolutely wild for 15 DP.

45
Note:  they can tell when you yank all the cores.

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