Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - Sonlirain

Pages: 1 2 [3] 4 5 ... 10
31
General Discussion / Re: What's most exciting about the next update?
« on: September 01, 2013, 01:16:02 PM »
The most exciting thing will be watching the moding scene meltdown as mod makers desperately try to remake their mods to include all the new mechanics that will appear.

32
General Discussion / Re: What's most exciting about the next update?
« on: August 27, 2013, 12:38:55 PM »
imo modded content will never beat "canon" ones

DotA would like ot have a word with you.

Anyway fighters no longer being useless wastes of fleet capacity and personell dump!
Yay for fighters that don't disapear FOREVER! after accidentally going near a hostile onslaught.

33
General Discussion / Re: Something funny about 'Making Do.'
« on: August 08, 2013, 04:06:56 AM »
Some of the pilots are just THAT good at multitasking.

34
General Discussion / Re: How did you come about Starfarer?
« on: July 28, 2013, 09:19:45 AM »
I think i read about it on Bay 12.
Torrented it to check if it's actually good.

Liked it.
Bought it.

35
Suggestions / Re: "Skirmish mode"
« on: July 01, 2013, 04:29:17 AM »
Not sure about skirmish mode but a arcade mode where you control a single ship collecting powerups and shjooting masses of weaker enemies till you get overwhelmed seems like a nice idea to implement on the side.

Flatspace had it so why not Starsector?

36
Suggestions / Re: Default to maximum zoom out.
« on: June 24, 2013, 12:44:53 PM »
Well i think it'd be cool if you coud zoom out enough to see the entire map and play "asteroids" style.
It would also help immensly when using long range weapons.

37
Suggestions / Re: Impoving Armor
« on: June 20, 2013, 03:36:07 AM »
Oh so i'll build upon my idea some more.

Armor mods can ONLY be mounted ONE at a time.

Regenerative armor - regenerates 1% armor per second and REMOVES shields since shiled generators interfere with the workings of nanites on board
Also EMP damage temporarily disables the nanites in the immediate area.
(would be awesome on low tech ships like Onslaught that usually don't depend on shields all that much BUT it still takes away the shield that might save you from a wing od bombers launching reapers at you.)

Energy absorbing armor - Resistance to energy projectiles (made mostly for fighting high tech ships with low tech that DEPEND on armor).

Reflective armor - Beams and projectiles might bounce off the armored areas when impacting at a low angle dealing 5% of their damage to the armor in the area.
Armor damage reduces the chance of bouncing projectiles (i think this one would find use mostly on mid tech ships).

Heavy armor - Overall thicker (already in game but would be buffed).

Flux dissipating armor - Increases flux dissipation by x% and allows y% hard flux dissipation to continue while shields are active.
The porous structure also increases its resistance to HE damage BUT decreases its resistance to kinetic damage. Both types do 125% damage to it.
(I think it would be mostly a no brainer for high tech ships since they dont usually depend on armor. However note that lowering shields when a hail of kinetic projectiles are incoming might not be a good idea with this mod installed)

38
Suggestions / Re: Impoving Armor
« on: June 19, 2013, 12:33:58 PM »
Hey how about armor hull mods?

Someting like...

Regenerative armor - regenerates 0.5% health per seconds.
Energy absorbing armor - Resistance to energy/EMP damage.
Spaced armor - more resistant to HE.
Composite armor - (even) more resistant to kinetic.
Heavy armor - Overall thicker (already in game).

39
Suggestions / Re: Carrier flight deck size.
« on: June 19, 2013, 11:24:20 AM »
If anything, I see this added complexity as unnecessary feature creep at best, and a nerf to carriers at worst.  The OP needs to explain the benefits of his idea, because I do not see any.

I do not use either Condor or Gemini.  They do not have enough OP, even after +50% OP and Optimized Assembly, to get what I want on them.  Also, three Condors and/or Gemini costs more FP than an Astral.  I rarely use Astral because aside from three flight decks, the Odyssey is better in *EVERY* way.  That said, the Astral is a viable attack ship, given the right configuration.  If I need flight decks badly, I would take an Astral or two Ventures over three Condors or Gemini any day.

It would add some complexity but it would also allow characterization of carriers.
For example the fluff text on the gemini states it has a tiny flight deck for mining drones.
So it (and possibly Atlas) would have a small flight deck suitable for quick servicing of the smallest of strikecraft that might serve as thair escorts but not big enough to quickly restore a wing of bombers while in combat.

Astral on the other hand would have 3 large flight decks for servicing corvettes (making it valuable and unique when compared to the boring Condor/Venture that would have medium bays at most)

40
Suggestions / Carrier flight deck size.
« on: June 19, 2013, 03:29:19 AM »
Pretty straightforward and in line with the upcoming changes.

Flight decks come in 3 differens sizes.

1 - small

Fighters like Talon, Broadsword, Thunder, Wasp

2 - medium

Bombers and heavy fighters like Piranha, Warthog, Gladius

3 - large

Small frigate like craft similar to Antediluvian* "fighters"...
Pretty much large gunships that are too small to be considered proper frigates but way bigger than the largest fighters.

http://fractalsoftworks.com/forum/index.php?topic=2381.0

41
Suggestions / Re: Buff the Condor.
« on: June 08, 2013, 11:42:34 AM »
Talons can be suprisingly good for the price since they are one of the fastest fighters in the game (200 combat speed) AND when flown by elite pilots they are quite decent at shooting down missiles.

Oh and by the way... even with my suggested buff condor wouldn't be nearly as good as gemini.
It's just 1 medium bali slot and 1 small bali slot against 2 medium bali slots.
Assuming both ships are out of missiles in a slugfest the gemini would probably win anyway (note that gemini has midtech drones as a system).

I just was the condor to be capable of repelling missile strikes with SOME decency.
It's just ONE flak cannon after all... nothing that would break the game.

42
Suggestions / Re: Buff the Condor.
« on: June 08, 2013, 07:17:40 AM »
That would make the Condor very similar to the Gemini. I think the best way to to differentiate the two is to emphasize the Condor's carrier capabilities. The Gemini, according to its description, has only a very small flight deck, while the Condor should be more or less defined by its flight deck.

Both are similar right now... but the gemini is all across the board better at everything other than armor and LRM reload speed (since it uses a different system) imo one medium slot would solve most of condors problems... but a flight deck buf would be a nice alternative.

There is also the fact that the Condor is cheaper and much more widely available than the Gemini is. You could almost see the Gemini as a direct upgrade from the Condor.

But that would mean a small civilian freighter with a TINY flight deck for repairing mining drones is flat out better than a freighter  that was remodelled and rebuilt with the single purpouse of serving as a carrier.

43
Suggestions / Buff the Condor.
« on: June 08, 2013, 04:27:35 AM »
In the description it has a "respectable for its class weapons package".

BUT

The gemini packs the same # of flight decks (despite being a civilian freighter) and BETTER weaponry (allowing it to fit 2 flak cannons making it virtually immune to all but the largest missile barrage).

The condor is overall a MUCH weaker ship compared to gemini since its only upsodes are the missile reloader allowing it to continuously harass enemies at range with a barrage of quickly reloading LRMs and having more armor.

HOWEVER beyond the missile launcher it has only 2 small balistic hardpoints
TWO
SMALL balistic hardpoints.
And small balistic PD is probably the worst PD in the game unless you mass it so the poor thing will most likely get its ass handed to it by a gemini (a CIVILIAN freighter)

My suggestion?
Simply replace ONE of its hardpoints (the one with full 360 deg rotation) with a medium hardpoint so it han mount a flak cannon.
That's it. That's all this ship needs... a way to survive small time missile strikes.

44
Blog Posts / Re: Fighter Update
« on: June 07, 2013, 02:18:05 PM »
one particuliar (funny?) detail im denoting is that if my memory serves me right (please do correct me), i think only the astral as more than 1 flight deck, with every other carrier having only 1.

thats...i dont know, kinda akward ?

Yeah the game needs a medium carrier with 2 flight decks.

45
Modding / Re: the ABOMINATION
« on: June 04, 2013, 07:08:55 AM »
Reminds me of this.


Ewwwwwwww...

Pages: 1 2 [3] 4 5 ... 10