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Messages - Chronosfear

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16
Blog Posts / Re: Skills and Story Points
« on: July 11, 2019, 12:41:14 PM »
I hope those changes will also be reflected in enemy fleet composition.. no more 6+ Battleships in one fleet as a standard.
Other than that I think those points are a nice thing.
But they should always be some flavor around with some text, a picture or something when using them where possible.

like in the pen&paper Sprawl (a cyberpunk themed one) where you gather intel and gear before the run itself (preparations).
The player than can use that intel for "oh I think I got the password for that save in a hack prior to this run".
E.G use point: You remember an code you acquired in your last salvage run (bought one on station z ... and so on)  and hope its still in use ...

Spoiler
Maybe you could add rare "special" items from salvage that are one time use for a smaller or the same benefit and you don't need to spend the story points then or can be sold.
Could add a bunch of different items for different purposes
[close]



17
I like that. +1

Its just unnecessary micro management for no gain.

18
General Discussion / Re: Kitting a Conquest
« on: June 07, 2019, 10:05:27 AM »
Got a chuckle out of me with that single Harpoon there.

Yeah, I would do it just to not have to manually aim any weapon. So I think that's the use of that one, too

19
General Discussion / Re: War on Vanilla
« on: June 01, 2019, 01:34:22 PM »
No phase ship fights a fair fight.
Frigates can bypass shields by simply being fast enough.
Harbinger can disable shields, though not much after that since weapon slot nerf.
Doom can use mines as multi-directional attack to bypass shields.

I'm mostly okay with it, except 2 things:
- Mines are too deadly to fast ships, worst case you have no time to react. Initial timeout, like Reapers have, would help here.
- Defensive systems 3 makes player-piloted phase ships almost unusable against Doom due to faster phase clock (can't wait him out like I would do normally). But you want to have DS3 because it's good against anything non-phase.
Phase frigates are very fair. The AI is not very good with phase frigates though. Every other phase ship system requires you to be being shot at for it to matter. The Doom's system does not.
Fair as in they don't cheat, not fair as in they "fight fair" and straight up.

Harbinger also disables phasing (I nearly got doomed in my doom)
If I had to choose harbinger or doom as an enemy i would choose doom. The harbinger is the worse of the 2 in ai hands.
My flagship in most battles is the doom. (4x dual auto-cannon,2x HB, SO)  ->need to make that ~160sec count
Mines are strong indeed, maybe a bit to strong against fast enemies (add a second of prearming time (to unphase) before they can detonate by hitting it and start to charge up)

Warthog was OP now its pretty useless, 2 wings of them can't compete with a set 1-1 of specialized wings each.

20
General Discussion / Re: High Zero-Flux Speed Boost
« on: May 01, 2019, 10:55:47 AM »
Flux-Speed boost depending on ship class might do the trick. tho I thinks it not that easy to do

So I still haven't had the time to try it out with 200/500 but i could be fun for a while.

21
General Discussion / Re: Autosolve Battle?
« on: March 24, 2019, 11:41:51 AM »
Hi,

Welcome to the Forums!

I'd say: Learn to fly  ;D .. no really just keep trying. Play some missions, try out load outs in the simulator refit screen, and if you cant escape use a smaller fleet, faster ships and fight pirates. They are pretty
easy with those D-Mods, so you learn how to handle your ship and your fleet properly.

Also don't forget that weapons have pro and cons you need to learn and think off.
very soon you will have no problem in playing yourself.


We had someone one which had/still have this problem but we tried to help him:
http://fractalsoftworks.com/forum/index.php?topic=15155.0
Maybe this can help you, too

Have fun.

Chronosfear

22
Also: I'm looking for a command to spawn a stable location or those arrays directly. anyone can help.
Thanks in advance.
See here
[/quote]

Thank you.

Also this looks like a bug. both events happened at the same time
Spoiler

or can they make peace against the will of the alliance they are in?
[close]

23
Is it really possible to win the game with a owned faction? Since every colony, including stations, requires an governor, the player's own faction can only control some 8 markets before suffering mismanagement penalty(stability decrease), which virtually keeps me from capturing more markets, no matter how powerful my fleet is!
p.s. It's also a bit weird that AI factions' markets cannot grow in size ,while the player's can.

you could always bomb the colony to hell and get it de civilized.
Spoiler
[close]


Also: I'm looking for a command to spawn a stable location or those arrays directly. anyone can help.
Thanks in advance.

24
Hey,

Thanks for that tool, it nice to have an easy to access/manage tool to share load-outs !!


I hope that we will eventully be able to plead entire fleets to this. I would love to see a mod be able to take advantage of this and pull other player shps or fleets to fight in game
That would be awesome if someone could do this.

25
Discussions / Re: X4 Foundations, it's out
« on: December 31, 2018, 05:02:55 PM »
I loved the X-Series, played tons of X3 and did pre-order Rebirth ....
could have set the money on fire, its still crap.  >:(


Even though I should support developers in my own country I won't do buy it for the full price.
Though X4 looks promising, still going to wait at least half a year.

26
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 19, 2018, 01:27:17 PM »
Hi Guys,

0.9 is in a nutshell is a blast.
I really enjoy it. still on my first play through.

My current play through.
Spoiler
I have been really lucky with my start.
took a easy bounty in a system nearby and while scouting the rest of the system,
I found a Legion only with "minor" d-mods. It was a real struggle to get it home (hat to scuttle parts of my fleet)
and was running dry in an empty system though my distress call was answered by a really friendly Sindrian fleet which saved me an my crew.
I had to bank it for some time until i needed a bigger fleet.
Spoiler
[close]
Now I own a class 5 earth like planet with ruins and a class 5 jungle moon orbiting it,with ruins, too.
Also somewhat close to the core sector (~8 Days at Burn 16 to Westernesse, 9 to Tyle )
Spoiler
[close]
[close]

Now to the patch itself.

I really like the Apogee. Using it with the (buffed) Plasma Cannon which I now is worth using.
The Perdition (Luddic Path bomber) (but why is it classified high tech?? bug?) is okayish. (might be to weak for 12 OP) but i still use it in combination with a Khopesh Wing.
Warthog wing is not as bad a I thought it would be. Its more in line with other ships.
My new Mod to go is Efficiency Overhaul. (I use it on every ship) like ITU or Burnspeed before they got tweaked.-> Still think no need it needed due to the fact its only about resources and the player is the only
one in need of them and i reduces the combat power due to not having the little OP on other things.
I like how D-Mods a now more common even in the sector
The bar is a good one and I cant wait to see more Quests and such.
Spoiler
Bug in the bar?
Someone offering Heavy Armament for a cheap sum of supplies ~20. Which you can sell at the same(!) station for far more supplies then you traded it for
[close]
Red Planet!
Spoiler
Man did i get mauled the first time...
since I only took a small fleet since it was very far away. The redacted 5! Tachyon Lances BB kicked my ass
[close]




27
Suggestions / Re: Bring frigates back to the late game.
« on: November 02, 2018, 02:05:01 PM »
My 5 Cent.

to "unlimited" officers:
Why not add "subordinates" directly attached to the specific officer and simply "added or removed" with a button while docked at a shipyard. (need more than that .. now its just plain simple)
The number of subordinates is dependent on the ship the officer is commanding and increases the salary of that officers.
Also while not having not enough subordinates (eg. change the ship of the officer midspace) give it a reduction in maximum CR depended on the % of subordinates missing or something


Could also add those subordinates for the player itself.

--------------

As long a bigger AI-Fleets yield ~2 BBs and several cruisers, we should not increase the cost ob BBs (0.8 wise.. other we will see) It will only punish the player since they have to care about supplies.
We need to give frigates and maybe destroyers another reason to be used ... I'm not entirely sure how to achieve that.
I always thought about some sort of evasion% based on the ship class vs. large weapons (but that is to random and irritating)

...
hmm:
give ships that retreated from a battlefield a timer based on the size while frigates way smaller than BBs. after that they can be redeployed without a 2nd hit on CR (=free deployment)
(hull and armor damage stays as when it retreated while missiles are refilled) Systems with limited charges per battle (not the recharging ones) = Autoforge may not be available again.
Then you only have to teach the AI to use this "buff"

and maybe give us a pre-battle config how ships should behave (that is why I like http://fractalsoftworks.com/forum/index.php?topic=13199.0 (Autonomous ships mod))




28
Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: November 02, 2018, 11:09:57 AM »
Spoiler
so is the update coming before Christmas ?

Hi, and welcome to the forum!

:-X


I'm more-or-less 90% sure (there's 10% uncertainty there) from my reading that altering Converted Hangars in that way is a reaction to min-maxing strategies that add Converted Hangars to (nearly) every ship in the fleet.

While I still have a lot to learn about the game in its most recent iteration, I'm approaching the endgame in my current run, and I feel I know enough now to guarantee that I'd never put the altered version of that mod on a ship for any reason. I can think of a whole lot more use for 25-30+ total OP on a cruiser than installing a single hangar bay that produces one wing of slow fighters or bombers that die twice as quickly.

Been playing around with this loadout in my current playtesting run:

Spoiler
[close]

I think this sort of general build has potential - bombers especially really give a combat ship a capability it otherwise wouldn't. Even if you just think of them in terms of being unlimited missiles - with extended range, to boot - the OP costs start to get fairly close what getting said missiles plus expanded racks, never mind that it doesn't need slots, and that it can be combined with other stuff the ship has to offer which normal carriers don't. And for bombers the penalties barely matter (hence the higher OP cost).

So for the Enforcer, it's able to provide consistent longer-range support, while being very much a brick, *and* having good punch with its torpedoes. Is it better than a Drover? Definitely not as far as just fighters go, but it's also cheaper, can hold up much better to being outnumbered, and has a decent shot at turning the tide with a few well-placed torpedoes. Haven't had *too* much playtime with it yet, though, just got that setup going today.

That said, yeah, it's definitely meant to be more a niche thing - something that changes how a ship plays entirely rather than enhancing its normal playstyle, if that makes sense. Sort of like SO in that sense. And it may indeed need a touch more balancing, we'll have to see!

(Edit: I should add, this is an early game build - my first ship past the initial "mercenary" start - so the choices are largely driven by what's available vs what would be exactly ideal.)

[close]

STAP teasing use... it hurts that we are not allowed to play  ;D

I also think the Warthog nerv is to much while Talons for 2OP seems fair.
It was OP but I am not sure if its still worth using. But well we just need to test it... sooooo let us test it?  ::)
The rest seems solid pretty solid to me.

Honestly I'am very hyped to play the next version ... again ...
Great work. Keep on it!

29
Blog Posts / Re: Portrait Hegemonization
« on: October 19, 2018, 12:44:57 AM »
Hey David,

thanks for your Blogpost (But WHY isn't it mentioned in the news "headline") I nearly overlooked it.

You sure do some impressive and important work to the immersion of the game.
I really hope your profile pic is in the game, too
Some Pirate lord veteran guy a civilian who thinks to be powerful might just fit  ::) ;D



30
Discussions / Re: My old chiptune metal tracks
« on: October 13, 2018, 02:54:56 PM »

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