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 - Linnis

Pages: 1 [2] 3 4
16
General Discussion / Fighters need to "escort" less
« on: May 05, 2017, 09:57:42 PM »


I see alot of times fighters tend to escort certain ships, who they pick I am not sure, but as you see here, all the fighters are hugging my paragon like glue. Even bombers are trying to "escort", while the carriers they are from are dying...


17
I had an phaeton that got destroyed in an battle that I was forced to flee from. I managed to get away with 3 destroyers, 3 frigates, and a mule. But when the battle ended I had exactly 0 fuel...

I don't think this makes sense...

18
General Discussion / [REDACTED] [REDACTED] Core Farming
« on: April 29, 2017, 02:22:44 PM »
Has anyone else been farming [REDACTED] cores and selling them as primary income?

Because it seems a lot more lucrative then fighting double onslaught bounties! Since [REDACTED] fleets in systems with [REDACTED] stations re-spawn basically every time you offload and head back.

19
General Discussion / Too much heavy machinery?
« on: April 23, 2017, 10:54:48 AM »
But after a while of scavanging, eventually I will have something like 200 supplies - 800 heavy machinery, while I started off with 800 - 200.

That is picking debris and doing scans. Supplies and fuel are never a problem and I just buy crew from stations. Mostly use D ships as some of them are perfectly use-able.

20
Suggestions / Technology and ship OP
« on: January 02, 2017, 01:42:00 AM »
So currently the the idea of OP and ships is that there should not be enough to grab all the weapons, vents and hullmods one wants. If one could, it would dumb down the outfit process alot more ie. just throw them all on there. But what happens is when the player is low levels the struggle is really hard to match up to AI fleets and when the player is maxed on technology, all their ships are easy no brainer equipped.

So how about what technology does is it allows the player to spend resource (or not) to upgrade the max OP an ship has. But an max (or near max) OP ship can be bought for an high price. So this allows non technology players to spend extra resource to get max OP ships that perhaps would lose their max OP stats when refitted. Or something similar that would degrade the ship and put restrictions on the non tech player.

This could open up alot of game play options such as finding an pristine high tech ship (from various sources) with more OP than possible with a certain load out, and once on destruction or refit would lose their stats. Also

Lore wise it could make sense as most if not all ships are degraded and no one has the know how on putting them in tip top shape. And auto factory built ships don't often use the best efficiency and power flux magics that is available currently.
 
Im sure people have thought of this before. Thoughts?

21
General Discussion / Be his wing-man
« on: May 16, 2016, 01:15:36 AM »
Lately I been trying an odd setup.

Normally I run a paragon or Onslaught and solo faceroll everything in my way. But I been having trouble fighting two enemy max level cap ships with escorts alone. But up-scaling to two Onslaught was kind of overkill and would cut my profit alot.

The solution was to use a max combat officer.

ordinace expertise
damage control
gunnary implants
power grid
target analysis

So for the onslaught I put all the most damage heavy expensive weapon as possible, with no mobility mobs and almost no PD.

While I fly the Apogee (Cargo and sensor support is awesome too!)

Hardened shield, aux thrusts, and only three lazers on the front. Then all the usual goodies.

This works by me flying in front of the onslaught, blocking shots and his line of sight, this way the AI will focus on what he can, which is what I allow him.

Some nasty alpha strikes from either bombers, burn engine onslaughts, or just flanking fleets the Apogee player will eaily deflect with that 0.3 damage / flux ratio. Followed by those Heavy maulers and autocannons on the back of the onslaught turns it into a battle fortress.

Its great fun, the Onslaught does all the damage while the apogee takes all the beating and uses beam weapons to help with annoying targets like wolves and such.


You should all try it sometimes, fly wing man to an AI with your biggest ship. Dominator + shade also works really well too.

22
Discussions / Factorio
« on: May 01, 2016, 12:57:48 AM »
So much fun!

Y'all should try it.

Anyone want to play?

23
Suggestions / Harassing engagements.
« on: March 12, 2016, 10:31:43 PM »
There should be a harass options eventually, now or later. Where a small fleet engage a larger fleet just to take out key ships and retreat. Stuff like repair gantry, cargo ship, or even fuel ships.

It could also make total sense to soften the enemy with a harass fleet before a real strike comes in.


Right now we can sort of do that, engage, pick off a few ships, then retreat, then do it again. But the player is locked in this combat unless they want to suffer a retreat that will most likely be very costly.

Also there is no way to strike at a non deployed ship.


How about now there will be a option that the AI and player can use. That allows a smaller fleet to decide a harassment battle. Where the smaller fleet can choose an target to drag out on to the fight, and its up to the defender to decide how much to commit to defend that ship.

While the defending side will get their deployment point to match that of the attacker (with defend target included). While there also will be a timer that ticks by giving the defending side more DP to get more ships in to defend, if needed.


Perhaps now smaller fleets will choose this tactic to engage the player and it could turn out to be quite fun. Especially for those people like me that have a whole fleet relying on one atlas.

Then maybe we can get hull mods or skills that allow looting even though they have retreated.


Might even see a two frigate pirate fleet decide to attack one of your freighter. The you get to pick a frigate or fighter wing to fend them off while you wait for reinforcements.



Could be fun.

Does it make sense? About as much as fog of war in space.



24
General Discussion / Late game easy mode; officers and onslaughts.
« on: February 18, 2016, 06:32:26 PM »
Playing through the vanilla game, I hit a point where everyone except the independents were angry at me, and I thought my game was over.

I ran through the death spiral of losing my mostly Hegemony based fleet, my heron somehow got killed in the top right corner of the map. My LRM support eventually collapsed, and even my dominators got destroyed.

After battles I did not have enough salvage to sustain my fleet and with losing ships my fleet turned into:

3 onslaughts, 1 atlas, and a lasher.

Now its like the 0.6 days, where I gobble up all fleets that float into me no matter how large. (I have 1:1 damage turned on too)

THE strategy, the ONLY strategy. Was to deploy three Onslaughts and pilot one myself.

Now I am floating in supplies, camping over Jangala again...

The problem it seems is that the max level officers in onslaughts kill enemy ships SO FAST, that they never deal with more then 2-3 destroyers at one time. Onslaught's massive amount of flak potential also shuts down any harass and distract tactic. Also if the enemy has captial ships, I just fly there for a 2v1, or in worse case, 3v2.

I have NEVER killed an onslaught so fast before. Firing ALL WEAPONS when engaging with an allied onslaught the enemy dies very shortly after we both reach 90% flux.

Also the new Venting AI is absolutely ridiculous, with the flux skill and the flux venting mod. Thats a 20 capacitor onslaught venting full flux within 2 seconds! The AI will no longer float flux, they vent EVERYTIME!

Just watching the AI pilot the onslaught it feels like they do a better job then me (except sometimes I have to tell them to not chase herons to the corner of the map)


Part of the problem to my invincibility is also the amount of pussie-ness from the enemy fleet. Right at the start about 1/3 of the enemy fleet will decide to not fight the onslaughts. Stuff like Medusa or enforcers will just sit outside of the onslaught range and float around untill they decide to retreat. And by some miracle, my onslaughts dont care about them and proceed to head straight forward fighting the enemies that ARE willing to engage.

Also because of the engagement mechanic I never have to fight small fleets, they gather around to be large enough and fight me together. The problem is that its not one huge elite fleet, but a few elite ships with many, under leveled, or un-officer-ed ships.

My setup:

Officers both have aggressive trait. Skill are: combat aptitude, ordinance expertise, maneuvering (turn speed one), flux skill.

Then lastly one has +range and the other +armor

The Onslaughts have max vents, 10 capacitors,

main weapons are two mjonir on the side, heavy autocannon in the middle.

4 single shot flack cannon on the back arc, two dual flack in the front.

2 heavy maulers in the center.

Then an assortment of neddlers, and railguns in the small mounts.

Two dual salamanders, then two rocket pods.

Hullmods are, turn speed, range, vent speed, hardened shields.




TL;DR Onslaught with officers are op, enemy with non uniform personality make then weaker.

25
Suggestions / Sprites: Large weapons bases
« on: January 28, 2016, 03:27:13 PM »
The new heavy flack cannon do not have "base"

So when it turns it stand out alot, especially on the conquest.

Perhaps we can have a non rotating base, one similar to that of the mjolnir cannon?


that is all :>

26
Suggestions / Directional Thrust and Max speed.
« on: January 02, 2016, 12:33:38 AM »
We have talked about this before, but I don’t like how we ended, so here it is again.

Max speed should also be limited or gained by main thrust vector. Varied by ship type and mods installed.

In game play it is realized by achieving a GREATER max speed when holding down W with any other movement key.

When holding down W alone without any other movement key, EVEN GREATER speed is achieved.

EX:
A hound with forward thrust may achieve 100% more max speed.
So a conquest with forward thrust may achieve 50% more max speed.
An oracle may achieve 10% more max speed when thrusting forward.
Ofcourse normal max speed adjustment may be needed. to maintian the status, problems will arrise I will adress below...


Lore wise I don’t want to go to deep as why there even is a max speed is obviously pure game play reasons, but visually, it would make more sense.


So game play wise I will try to cover everything that it will effect, good and bad, changes in play styles, movement patterns, etc.

The goods:

1.   More tactical options.
With forward thrust giving more acceleration and speed then backing off, normal kiting and dodging movements can be varied much more, and create a deeper tactical depth. Where ships can manage flyby maneuvers.

2.   Fleet coordination much more important.
Flanking maneuvers are much more powerful in the hands of the AI and players, covering eachother in a fleet scenario will be much more important, pushing us further away from the current one ship vs all meta.

3.   Discourage kiting battles where range is king.
   The biggest problem why no one uses close range weapons is that two ships the same speed the longer reach one will obviously win. Where range > firepower > speed. This way a ship can no longer wish to kite or run away by simply backing off. They will need to turn to run and risk getting shot in the butt, or be engaged in combat by a *slower* ship.

4.  Ship combat is more committed and dirty, AI will slug it all out instead of touch and go.
   With forward trust having higher acceleration and max speed, ships that want to fight will get in range, while backing off is slower. If they are backing off, the other AI in most cases will want to push in. This makes AI slug it out harder instead of floating around taking potshots at eachother, where even battles can actually last more than a handful of minuets with almost no damage done.

5.  More heart pounding engagements. Risks taken.
     With forward trust being much more powerful, ships can close combat range faster than before by orders of magnitude. This means that it’s no longer possible to players to float around shelling their Heavy maulers and auto cannons in the enemies and watch them fall one by one. Enemy forward thrusting ships will close the gap and force the player to battle and take damage. Unless they are willing to risk a forward thrust of their own on a side vector for “kiting”. This whole process had many non-random variables happening, and a player that did not pause and calculate will be taking a lot of risks. Risks are something Starsector endgame combat really lacks atm.

6.  Fast ships (frigate and fighters) will act like fighters, instead of turret drones.
    With forward thrust and their attitude of always turning, this allows fighters to have an changing vector and less predictable flight path. Atlest one where AI will have problems calculating, even to some degree with hound and other fast frigates. Where their true V is always changing, thus allowing them to “dodge” Instead of relying on the current twitch manvouvers of changing acceleration. So they are like a house fly or mosquito instead of a larvae floating in moving water.

7.  Turrets arcs will matter. Especially forward facing weapons.
     Use the physics calculations of your mind and imagine a Lasher fighting a Cerberus, both with similar load outs in range and efficiency. It does not matter who wins or not, the battle will look the same everytime, move forward, move back, shoot a bit, vent. But now imagine if the Cerberus can move significantly faster than the lasher when moving forward, but has less side moving potential (due to engine placement). Now the Cerberus AI or Player, will want to trust at the lasher while circling it, avoiding its fire because of the forward facing nature of the lasher weapons, and shoot its medium mound and right side back light mount, while the lasher could back off while trying to lead shots, or take a risk and engage in point blank battle by burning to where the lasher is.   This is an extreme example and prob will not happen in AI vs AI, but with a player in the helm of one ship, that’s even more tactical depth in weapon placement and in battle tactics.

8.  Mod and ship potential.
Make a ship where the engines and the weapons face the same way? Or make a ship with thrusters on all sides? Yeah ok…


Bads:

1.  Even bigger learning curve.
Starsector combat is not hard, but do require a lot of learning by figuring out how ships move and weapons fire. I remember when I first flew that hammerhead trying to hit a hound; I got destroyed by the hound. I was shamed and felt helpless, of course that was a few years ago. But that will be even more of a case for new players. For some this is actually a good thing where they like the challenge, but for more than not, this will be a turn off.

2.  Unforgiving death scenarios.
     With this mechanic, sometimes might be impossible to get away as a larger ship vs just a few smaller ships. With no disengagement against a faster enemy (or delay till you can hit enter and burn outta there) often players finding them self forced to retreat will almost guarantee to lose all of their large ships. That is a frekin pain and downer.

3.  Larger speed gap between ships (kiting enemies outside of range might just be running away)
As imagined a frigate is often significantly faster than destroyers, and we don’t want destroyers to casually run around at 250 speed. This means that when a frigate manages to spin around and run from a destroyer, they will get away quite speedily. So the days of occasionally chasing down a lighter class ship might be over.



So if I have missed anything or I am wrong about anything please tell me. Don’t judge the numbers too closely as they are all approximations and examples.

27
General Discussion / For thoes having problems with timid enemies.
« on: December 31, 2015, 12:27:59 AM »
Thoes enemies sitting at 2-3k range and dont wana come near your captial ship of mass destruction, but also dont want to run away and make you spend a long time chasing them down?


Bring some extra ships, ventures for cargo and also a few fighter wings or what not, whatever you want.

Deploy enough of your auxillary trash and the enemies will decide to retreat.

Then hit escape and finish the battle.

(tho they might decide to battle you in a second round +_+)



Also the slower way to is bring a fast frigate tailored to 1v1 chasing down targets, and deploy that and use it to kill the remaining enemies. (but its hard when they are lvl 20 timid officers +_+)

28
General Discussion / How is DP distributed?
« on: October 07, 2015, 09:32:37 PM »
Right now I am doing a play through with a max battle size of 60.

But its strange sometimes i get 10DP max and sometimes 40.

??????

29
Discussions / Rebel Galaxy
« on: October 07, 2015, 03:20:09 PM »
Game is coming out on the 20th.

http://steamcommunity.com/app/290300


The game play seems to take place in a 2D plane. There are some other mechanics but cant tell much, and not much is explained in detail.

There are plenty of gameplay videos but mostly of combat, and it does seem not bad, much better then other titles out there.

30
General Discussion / Flux, reverse flux.
« on: September 02, 2015, 08:12:14 AM »
Aside from being super confusing for newbies.

Why is flux not just reversed and called energy or something.

weapons and shields increase flux
weapons and shields decrease energy

flux decrease over time
energy increase over time

Too much flux = overload
Too less energy = system restart


Pages: 1 [2] 3 4