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Messages - Wyvern

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2491
Suggestions / Re: Ships escorting a Conquest get in the way of broadsides
« on: February 20, 2015, 12:47:03 PM »
Or maybe calibrate "beside" based on direction from Conquest to its target*, rather than the literal facing of the ship?

_____
*Or, if lacking a target, some sort of weighted average of nearby enemy ships' locations?

2492
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 20, 2015, 09:35:58 AM »
@Argh: Short answer: Yes, they've considered it.  No, it will not happen.  If you want the long answer, see relevant posts here.

2493
Mods / Re: [0.65.2a] Exigency Incorporated v0.7 - Updated!
« on: February 20, 2015, 08:53:36 AM »
While Argh may not have posted with the utmost of politeness or logic, I must concur with his conclusion: .zip is, in this case, the superior format.  Using .rar only serves to annoy people who might otherwise have enjoyed the mod.

2494
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 18, 2015, 12:17:54 PM »
Thanks, I had no idea the reduction could bring the cost down to 0 OP. Seems OP. (scnr)
Generally agreed; I have a skill rebalance mod I've been tinkering with that replaces the reduced ordnance point cost with reduced weapon flux generation (flagship only).  Seems a better fit for a combat skill.

2495
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 18, 2015, 12:05:42 PM »
@Megas: what are those 0 OP missiles you speak of?
He's talking about single-shot harpoons or sabot SRMs.  Which cost one ordnance point normally, or, if you have the cost reduction from combat skills, zero.  Of course, if you don't pursue combat aptitude, or aren't that high level yet, then there are no zero ordnance point missiles.

2496
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 18, 2015, 10:40:33 AM »
On further thought, I feel I should add: This is not the first time that the autopulse and pulse laser have had this problem; several versions ago, the situation was the same as it is now, where one could replace an autopulse with a pulse and find it to be a direct upgrade.  Alex fixed that.  I bring this up so that he can fix it again; as such, convincing the two of you is not a high priority for me.  So present whatever further arguments you like; I have said what needed saying and am done with this topic.

2497
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 18, 2015, 10:32:54 AM »
@DatonKallandor: The example was to make a point: there are other things to do with your ordnance points, things that can easily offset whatever advantages the autopulse has when you fail to consider the ordnance point cost.  You seem to have missed this fact and are instead focusing on irrelevant minutia - the example was simply pointing out one way to replicate the autopulse's high burst damage.  Also, you totally can put a medium energy weapon into a large slot; without that, this would not be a concern.  (Edit: Oh, nice edit there, removing the bits you had factually wrong.)

@Megas: Amusingly, I use a Sunder with reapers, and find that it works just fine for me.  And yes, I'd be leaving those slots empty if it was worth mounting an autopulse laser; you don't really need multiple sources of burst damage.

2498
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 18, 2015, 10:20:47 AM »
You know what else can maybe kill one ship?  A torpedo.

Yeah - once. And even that's not guaranteed since shields can absorb an infinite amount of damage as long as it's delivered in a single instance. How many ships can an Autopulse kill? Literally infinite ships.
And you know what else can kill "literally infinite ships"?  A pulse laser.  Such as the above example included.  So maybe you should try thinking about the example presented instead of being uselessly snide?
This isn't multiplayer, it's not a combat simulation, it's an RPG with mildly deep but arcade-like space combat. It doesn't need, nor should it have, perfect balance.
Does not need perfect balance, no.  But that does not mean that balance should not be a goal, nor does it mean that people should not speak up when one weapon is strictly inferior to another.

2499
General Discussion / Re: Today I learned...
« on: February 18, 2015, 10:03:32 AM »
There's one additional situation where stabilized shields can be worth using: if you have max vents, ordnance points to spare, and a flux-hungry weapon loadout.  In this context, yeah, it's not giving you quite as much bang for your buck as more vents would... but you can't add more vents anyway.

2500
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 18, 2015, 09:59:04 AM »
All very well, but keep in mind: that's only a two or three second burst.  In that time, you can maybe kill a ship (if it's a small ship and you've got enough supporting firepower).  Then the next target that comes in?  Plink.  Plink.  Plink.

You know what else can maybe kill one ship?  A torpedo.  You know what a torpedo costs?  Two ordnance points.  So, let's take a look again at pulse laser + torpedo + 8 vents, versus autopulse laser.  And you know what?  The former is going to be better the vast majority of the time.  The problem with the autopulse isn't that it's a terribly bad weapon, it's that it's frequently not worth the opportunity cost of mounting one; putting a pulse laser in gives better sustained DPS, *and* an extra 10 ordnance points to play with; spend those right, and you can more than offset the autopulse's advantages.

2501
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 17, 2015, 11:48:26 PM »
Hm.  Minor problem: the Autopulse Laser is once again in a state where, for some ship configurations, a pulse laser is a flat upgrade.  Notably higher sustained DPS, and the extra 10 ordnance points more than offset the autopulse's slightly higher flux efficiency.  The burst damage is nice, and it does have slightly more range... but not enough to really matter, and if you're not packing expanded magazines, or if you are flying something that can't back off to recover charges, then it's the sustained DPS that counts.

2502
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 17, 2015, 12:09:47 PM »
The lack of ammo limits for ballistic weapons has had some interesting side effects: it is now much less important to mount a mix of damage types when using ballistics.  Before, taking down shields with HE or armor with kinetics just chewed through too much ammo to be practical; now, the only drawback is if it takes so long as to mess with your CR timer, and (at least for me) that doesn't seem to be happening.  As a result, I'm probably going to lean much more heavily towards kinetic ballistics (possibly backed by EMP damage), since they are much better at putting flux on enemy shields and thus limiting return fire.

2503
Bug Reports & Support / Re: Dedicated Targeting Core vs. ITU
« on: February 17, 2015, 11:53:51 AM »
Not a bug.  The ITU is a late tech unlock, and is meant to completely replace the Dedicated Targeting Core.  One could make an argument that the DTC should be removed from the hull mods list once you have the ITU, or perhaps that they should be merged into a single hull mod that simply costs less (and is available on more hull classes) once you have the tech skill unlock.  But right now?  Working as intended.

2504
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: February 17, 2015, 11:51:37 AM »
On topic, that's a pretty neat new ship, though... yeah, two small slots (universal I'm guessing?) is kinda light armament.

Also, with the removal of ammo limits from vanilla ballistics, what are you planning on doing with templar ballistics?  Removal of ammo limits, or regenerating ammo, or just leave them as is?

2505
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: February 17, 2015, 09:02:13 AM »
I did like the reload mechanic.  Kind of sad to see it go.

(Damn, I wish I'd kept the weapon_data.csv file handy - I meant to do that, and then obviously I forgot.  Does anyone just happen to have that?)

A guy on the internet delivers.
Thanks!  I do want to play around with this as well; I think it should be usable as a good balancing mechanic for guns that are otherwise "too good" (Mauler, Mjolnir, etc.).  That said, I also think that expanded magazines should really improve the reload rate as well; hopefully Alex got that in so I can play with it.

On other changes... still not a fan of everything having a CR timer, but on the other hand, it hasn't been bothering me in practice.  So, insert minor grumbling, but that's all.

Tactical lasers have too much range now.  And they're somehow *cheaper* to mount than LRPD?  I could buy that if LRPD had the same range... or was even close enough to get up there with advanced optics...  Hm.  Okay, going to have to do some tinkering there, too.

The phase lance is kinda fun; my only current problem with it is that it maxes my wolf out on flux in two shots.  Have to be really careful with it.  But then, that's probably mostly just the wolf's fairly pathetic flux dissipation at work.

And, don't remember seeing this in the patch notes, but I really like the new cargo tooltips that show you recently observed prices for things.

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