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 - Lucian Greymark

Pages: 1 ... 15 16 [17] 18 19
241
Suggestions / Re: New ship systems and hull mods. Post your ideas here!
« on: January 25, 2013, 08:13:35 PM »
I want it on moar ships

242
Lore, Fan Media & Fiction / Re: Haiku
« on: January 25, 2013, 06:30:09 PM »
This harsh stinging pain
A volley of fire, bright light
blindsided on port

243
General Discussion / Re: Apogee variants
« on: January 25, 2013, 04:30:12 PM »
The apogee has it's best longevity when used as a support for a capital ship in larger battles. Where it needs to be able to survive a lot more hits than 1v1, hence the need for a flux efficient weapon *plasma cannon gets thrown out the window*

244
General Discussion / Re: Apogee variants
« on: January 25, 2013, 03:42:23 PM »
The plasma cannon is useless on a hullmount, for best results put it on a ship that has large energy turrets. The two best hull mount large energy weapons are the high intensity laser and the auto pulse, and of the two the autopulse is far superior for the opogee that can support it with heavy blasters or graviton beams.

245
Lore, Fan Media & Fiction / Re: The Inflictor. A Starsector short story
« on: January 25, 2013, 01:20:21 PM »
I'm thinking I ma move away from strict game canon and move into more adventureous waters

246
Suggestions / Re: Starting Formation Grid
« on: January 25, 2013, 01:18:54 PM »
I was also thinking you could plan/manage/save formations outside of battle and load them in instead of rearranging everything every time.


This would help speed things up immensely

247
Suggestions / Re: New ship systems and hull mods. Post your ideas here!
« on: January 25, 2013, 12:16:16 AM »
Ship systems:
Ammo feeder: Increases the rate of ballistic weapon firing for a brief duration
Flux overcharge: Briefly count your flux hyper charge as double the normal value
Flare burst: The targeted ship's weapons no longer track moving targets accurately (one shot per battle)
Phase reflection: The targeted ship is phased out of battle as if it had the "Phase cloak" defense system. Preventing it from firing and taking damage but drains your flux, can be turned off by targeting another ship or simply pressing "f" again.

Hull mods:
Gauss overcharge: Increase the damage and range of railgun type weapons by 100,50/200,100/300,200 depending on weapon size (Assuming that the game remains with only three railgun type weapons.)
Intuitive response system: Ballistic and energy weapons on auto fire have +20% range and +10% tracking
Reactive armour plates: Successive shots of the same weapon (In one battle) do 10% less damage and cause 10% less flux damage to shields.

248
Suggestions / Re: Ship Information When Refitting
« on: January 25, 2013, 12:07:19 AM »
It has annoyed me in the past when i've had to recheck shield arc bu that's a minor thing, perhaps have extra info in a list format optional to the left of the ship and make the ships in fleet list smaller?

249
Suggestions / Re: Starting Formation Grid
« on: January 25, 2013, 12:03:29 AM »
I second gothars on the tactical point, however it would be a good way to eliminate fleet points

250
General Discussion / Re: Apogee variants
« on: January 24, 2013, 03:09:12 PM »
On that point i find that the plasma cannon overheat's once flux too much, and forces you to play the ship every time you go into combat because on auto resolve the second in command get's his ass kicked because he spams the plasma. It's marginally less powerful, but using the auto-pulse means that you can auto resolve without fear of loosing your favorite ship.

251
General Discussion / Re: Apogee variants
« on: January 23, 2013, 05:32:24 PM »
This is essentially it, although i eschew hardened shields for increased magazine capacity and maxed capacitors and vents. it's a touch more efficient than hardened shields and you get an extra seven bursts with your autopulse when fully charged.

252
Lore, Fan Media & Fiction / Re: The Inflictor. A Starsector short story
« on: January 23, 2013, 12:28:27 PM »
Glad you enjoyed it :) You can count on seeing the conquest kick butt a lot more :)

253
Lore, Fan Media & Fiction / Re: The Inflictor. A Starsector short story
« on: January 23, 2013, 07:47:01 AM »
That was the plan. I'll do more cinematic battle reports at times methinks. And yeah i spotted a couple of those. Fixing now.

254
Discussions / Re: Starfarer Community Map lvl 2 (alpha pride)
« on: January 23, 2013, 07:39:36 AM »
I'm from nz :)

255
Lore, Fan Media & Fiction / Re: The Inflictor. A Starsector short story
« on: January 23, 2013, 07:38:22 AM »
My writing style comes from forum based role play on Darkstorm gaming where long descriptive posts are encouraged. This is a cinematic style battle report from the actual game. My conquest class hammered these two when the tri tach tried to stop me dealing to their supply lines. the rest of their fleet was being butchered elsewhere.

Pages: 1 ... 15 16 [17] 18 19