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.

Topics - Wyvern

Pages: 1 2 [3] 4 5 ... 17
31
Bug Reports & Support / Lieutenant from the Galatia Academy
« on: May 28, 2023, 10:36:34 AM »
So, just ran a new character through the tutorial, and did not stop at Galatia Academy. Yet, on visiting the bar at Coatl, I still get "you see the lieutenant you met at the Galatia Academy".

If this is supposed to be always there, perhaps the tutorial should have you actually visit the academy? It'd be pretty easy to work that in: instead of sending the player directly to acquire the AI core, send them to the academy first to look up records on where in the system it is.

32
Suggestions / Remove drop filter for modspecs
« on: May 22, 2023, 05:33:40 PM »
For context, modspec drops from exploration content and techmining are currently filtered: once you know a modspec, it will not appear again.
*I don't think the game should do this; it makes it optimal to never learn a modspec until you actually want to use it, since un-learned specs allow you to pick up more high-credit-value loot. But that's a discussion for somewhere else.

(Yeah, it's a fair point in principle! I think the drop rate of hullmods is low enough that it doesn't *really* matter, though, the incentive is just so low.)
I'd disagree; tactical not-learning of hullmods can pretty easily make a hundred thousand credits off an exploration trip - and sure, that's pocket change at endgame, but it's very much not pocket change early on.

And of course you think the drop rate on hullmods is low: if you learn them immediately you'll only ever see a given modspec once*, after all. It's actually pretty high.

* Excluding combat drops, as noted in someone's recent bug report.

33
Suggestions / Fixed Skill Sets for Level Seven Officers
« on: May 22, 2023, 01:56:31 PM »
I'm seeing a general trend of people feeling that seven random skills is all too frequently inferior to six hand-picked skills. So how about we make these officers have specific known-good skill sets? (As a reminder: these officers get seven combat skills, of which five are elite.)

For example, I'd be happy to use officers like these:

Paragon Captain: Target Analysis (Elite), Energy Weapon Mastery (Elite), Field Modulation (Elite), Helmsmanship (Elite), Ordnance Expertise (Elite), Gunnery Implants, Combat Endurance

Onslaught or Legion Captain: Missile Specialization (Elite), Ballistic Mastery (Elite), Impact Mitigation (Elite), Polarized Armor (Elite), Target Analysis (Elite), Ordnance Expertise, Gunnery Implants

What seven skills would you want to see?

34
Suggestions / Combat Skill Elite Effects
« on: May 22, 2023, 10:12:32 AM »
As I mentioned in a different thread, there are several of these that are meh, or aren't fun, or even cause gameplay/reflex-action problems. So here's my take on these things:

  • Helmsmanship: This is one of the worst ones. It takes the normal reflex action of "hit vent when you've killed every target around you and are getting ready to move to the next area of the battle" and makes it a wrong choice, because you lose zero-flux while venting, but keep it if you're just dissipating flux normally. It's also quite rare that it has an impact on battle - generally if I have non-zero flux and am in combat, gaining the zero-flux speed boost is not worth turning off shields and PD.
  • Combat Endurance: Very strong, but situational. A good pick with low-tech or phase ships, fading to nearly-irrelevant if piloting high-tech shield-focused vessels. My main complaint with this elite effect is that I don't feel like it's on-theme: this should be attached to Damage Control, or maybe something under Industry.
  • Impact Mitigation: This one's good, assuming your officer is assigned to a cruiser or capital. In some ways, this one is too good, though: between this and helmsmanship, there's little reason to consider installing the Auxiliary Thrusters hullmod. I'd be happier if the maximum combined bonus to ship maneuverability got reigned in some.
  • Damage Control: Kindof arguably decent in strength, especially combined with Combat Endurance's elite effect, but I still don't like it. For the player, this isn't exciting: if this triggers for your flagship, it's because you messed up. For the AI - well, it's actually really hard to tell when this has triggered, so I'm not really sure how much of an impact it has on gameplay.
  • Field Modulation: This elite effect is good; no complaints here.
  • Point Defense: This elite effect is also good.
  • Target Analysis: Exactly counters one of the regular effects of Impact Mitigation. Probably decent in terms of strength, but kinda boring. On the other hand, the base skill is one of the basically-mandatory ones, so having its elite effect also be really good would probably be a bad call.
  • Ballistic Mastery: Certainly nice to have, but also at the very bottom of the list for prioritizing elite skills on officers.
  • Systems Expertise: A grab bag of random stats that I don't care about. Not thematic. Not really useful, either, outside of ridiculous niche cases like SO Hyperions.
  • Missile Specialization: This one's pretty much perfectly on point. Massive increase to missile system DPS - but when you factor in ammuntion concerns, well, then sometimes there are higher priorities.
  • Gunnery Implants: Bleh. No direct effect on the ship that has the elite skill, and in far too many cases, no effect at all. Also it's a weird place to put an incentive to put officers into frigates - I'd be happier if this was, say, just 2% regardless of hull size, and (officered) frigates/destroyers got additional ECM bonuses from Electronic Warfare.
  • Energy Weapon Mastery: Boring but useful; in conjunction with (non-elite) ordnance expertise, this can push some flux-heavy builds over to being functional. I don't think this one needs a change.
  • Ordnance Expertise: Not quite bottom of the barrel for elite effects, but close. May be higher priority if I'm specifically raising an officer to be installed in a frigate, though. (Or phase ship, I suppose, but I probably wouldn't be giving them ordnance expertise at all for a phase ship.)
  • Polarized Armor: This one's good - sometimes good enough to justify the player taking the skill even if they aren't planning to pilot an armor-tank type ship.

And now for part two, specific suggestions. Note that I'm not addressing all of my own complaints with this, just the particular bits that I have actual ideas for.

Helmsmanship: Drop the 'keep zero flux at any flux level' bit. Replace with "Shield maintenance cost reduced by 100% if hard flux level is below 5% and the ship system is not active*" and "gain the zero flux boost while phased out regardless of flux level**" and maybe even some sort of third bonus category for ships that have neither shields nor phase cloaks. Then change the AI so that a ship with forward shields and elite helmsmanship will turn shields on at zero hard flux (and ships with SO and forward shields will turn them on when at zero flux) regardless of whether or not they think there's anything dangerous around.
* Caveat added explicitly because of Fortress Shield.
** This would probably also require a re-tuning of the speed boost from Phase Coil Tuning.

Gunnery Implants: Fixing this requires, as a first step, fixing ECM. The big problem here is the flat-value nature of it: if you've got too much, then adding more doesn't matter. If you don't have enough, then adding more also doesn't matter. There's a very narrow band in which it does matter, and that band is much smaller than the possible variance in total ECM level.
While there are a number of ways this could be resolved, my suggestion is simple:
Make ECM reduce enemy ballistic/energy weapon ranges by 20*ECM/(ECM+10)% - regardless of enemy ECM level.
At which point, how much ECM you bring to the fight will always matter - having an overwhelming ECM advantage against someone who didn't bring ECM at all can push you up towards (but never quite reaching) the 20% range advantage you used to be able to get, while bringing some ECM even when the enemy's ECM is overwhelmingly strong will still be worth doing.

35
Specifically, these should not interact. I've got an automated Legion with four wings of wasps and the Defensive Targeting Array hullmod so that they don't have a roaming range. However, this ship will still automatically be assigned to Fighter Strike orders I place on an enemy target, and selecting it and then right-clicking on something will also default to assigning a Fighter Strike instead of, say, Eliminate.

On the plus side, it does seem to treat Fighter Strike as if it were an Eliminate order, so this at least doesn't result in the ship hanging back somewhere trying to send out fighters it doesn't actually have any range with. Still, this would be highly inconvenient if I had a mix of carriers with and without DTA on the field.

36
Bug Reports & Support / Dueling Merchant Fleets
« on: May 17, 2023, 04:24:47 PM »
Just saw hegemony & persean mercantile convoys get into a fight with each other. Pretty sure this isn't supposed to happen.

Saved the game just after they engaged, if you want to see it.

37
Suggestions / Impossible food shortage
« on: May 17, 2023, 04:12:54 PM »
Not one of my colonies, but Chalcedon has gotten itself really messed up: I mouse over farming and see it producing three food (it would be five, but there's a heavy machinery shortage), and yet the commodities list on the right shows it as having only one food available, thanks to an extra -2 from "incoming shipment lost".

Edit: This is, presumably, related to the same issue where you can be short by two units of something due to shipping problems, install an AI core to reduce usage by one... and end up still short two units due to shipping problems.

Edit2: Oh, hm. I'd meant to post this in bug reports. Oops. Well, uh, suggestion: this probably shouldn't happen.*

* Though I suppose that things like the Irish Potato Famine prove that you could absolutely have a food shortage happen like this, where local production is not, in fact, going to the locals.

38
As per title. I've managed to keep my HA event progress at zero (so far), but pirate raiders at the multiple-cruisers level still just sorta show up.

I know it's important to have those so that there's something to fight if you're at a higher HA level, but could they please not happen if we're actually at exactly zero?

39
Suggestions / Hyperspace Topography from Neutron Stars
« on: May 16, 2023, 04:16:34 PM »
So, we get points for hitting sensor burst near black holes and gas giants... neutron stars feel like they should contribute, too. Even if it's just the same +5 that you get for gas giants.

40
Suggestions / Gigacannon would be better with charges
« on: May 15, 2023, 11:33:22 AM »
As per title. Give it two charges, keep charge regen at one per ten seconds for the same overall DPS, and a refire rate of maybe three seconds - slow enough that it's not just a double-shot pewpew, but fast enough that it can theoretically fit a second shot in through an overload window from the first.

I know, I know, it's supposed to be a boondoggle of a weapon, but its current state is, I feel, a bit too much boondoggle and not enough actually-niche-usable.

41
Bug Reports & Support / AI bug, Afflictor range issues
« on: May 13, 2023, 01:47:35 PM »
Setup:
* Main character has Crew Training & Phase Coil Tuning, with the fleet gaining maximum bonuses for both.
* Afflictor's officer is aggressive, with Combat Endurance, Field Modulation, Target Analysis, Gunnery Implants, Energy Weapon Mastery, Ordnance Expertise. (None of them elite.)
* Afflictor variant features 2x antimatter SRM (group 1, alternating), 2x light assault gun (group 2, linked, autofire enabled), 1x LRPD (group 3, linked, autofire enabled), hardened subsystems, phase anchor, resistant flux conduits, 9x capacitors
* Afflictor's CR is 100%.

Field in simulator against 1x dominator (heavy assault variant, if it matters).

Expected result: Afflictor maneuvers to behind dominator, applies entropy amplifier and a generous serving of antimatter SRMs, wins without taking damage.

Actual result: Afflictor feeds full salvo of AMSRMs to dominator's shields and flak cannons, faffs around a bit while waiting for its flux levels to go back down, eventually decides to move behind the dominator - but closes to within vulcan range and then stays there, only backing off once it's taken maybe 20% hull damage. Still wins, but at the cost of all frontal armor and a bunch of hull.

Also actual result (though this one's rare): Afflictor gets itself stuck off to the side of the dominator, at exactly the right range that its move-around-the-dominator speed matches the dominator's turn rate, missing with every LAG shot, and with AMSRMs feeding uselessly into the dominator's front-side PD grid. I watched this for a bit, then aborted the simulation; presumably the afflictor would eventually run out of CR, because it sure wasn't accomplishing anything where it was.
(The AI usually doesn't end up here because it stays in front of the dominator long enough for the dominator to fire main guns at it, and then it phases out, and once it's phased out it's not hard for it to get behind the dominator. But you can get it into this state pretty easily with a bit of manual control at the start of the fight - just burn off AMSRM ammo, put yourself to the side of the thing, and then turn autopilot on and it'll stay stuck there.)

And, okay, I can understand it not knowing that it should save the AMSRMs for when its system is active and it's got a clear shot without any pesky shields or flak cannons in the way.

And even the getting stuck in a loop thing... well, it doesn't need to phase, so it doesn't, and in a real battle something else would intervene to get things out of a stalemate, so, shrug.

But I very deliberately didn't give it any really short range weapons, so why is it letting itself get chewed up by vulcans?

42
Bug Reports & Support / Incorrect Casualties listing after battle
« on: May 11, 2023, 05:25:56 PM »
I've got an Executor. Just had a fight that reported casualties of 2 after it got mostly-killed by a swarm of Pathers. The actual casualties were around 400 - nearly its full crew complement (with efficiency overhaul installed). If it matters, I have paid to remove its built-in d-mod.

43
This just cost me a bunch of supplies from deploying my entire fleet for a fight my flagship alone could've easily handled.

Context: An independent fleet (actual independent-flagged, didn't swap to pirate) decided to attack me. Probably something to do with the system I'm in having a blueprint I paid someone for? Regardless, I wasn't expecting them to attack, and hit '3' to trigger an active sensor burst at exactly the moment they caught up with me, putting me instantly into 'Attempt to disengage' with no option to say "Wait, no, that wasn't the context I thought I was hitting '3' in!"

44
Picked the following options:
* Follow the Tri-Tachyon agent
* "What business might that be?"
* "Are you making me an offer?"
* Go back to the bar

The issue comes in at the end - the last paragraph of response to "Are you making me an offer?" has the agent "disappears into some shadow". And then Go back to the bar says "You stand from the table, drink untouched. The Tri-Tachyon agent's eyes track you, no smile now."

...Which seems like it's the end-point for a more hostile version of the conversation than the one I took.

45
Suggestions / Recovered Officer Skills RNG protection
« on: May 11, 2023, 02:29:03 PM »
So, I know this isn't going to happen to everyone, RNG and all, but...

Literally every single officer I've found while exploring this game has had Ballistic Mastery and Energy Weapon Mastery and Missile Specialization.

Could we maybe not do that, please?

(Yes, yes, the existence of the Executor-class means that there is at least one ship that gets a decent benefit from having all three weapon type specialization skills. I still don't want more than one officer like that, at most, and getting such a specialized build on one of my very limited level 7 officers is... disappointing.)

Edit: Apparently complaining about this prompted the game to give me a new officer who doesn't have Missile Specialization. Still has both BM and EWM though. This is not an improvement.

Pages: 1 2 [3] 4 5 ... 17