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Messages - Linnis

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811
Suggestions / Re: Navigation and Burn Speed
« on: December 26, 2014, 04:57:14 AM »
Burn speed as a skill still seem to make too large of a difference, even if its even by 1.

There need to be a better solution  ???

812
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 24, 2014, 11:42:27 PM »
Wikipedia credible source, Santa real confirmed.

813
General Discussion / Re: Since I keep bringing up my fleet...
« on: December 22, 2014, 10:44:47 PM »
My only disappointment is that very few fleets will stand and fight me.

Thats because your fleet is too huge, you simply out gun every fleet you come across so anything works, I guess as along as you are okay with the Logistic cost of battles then its okay.

I agree, Vigilance is the best fleet support, have to tried to mix in more broadswords? They fire plently of swarmers along with the pilums can really overwhelm defenses. Often with the pilums coming from one side and swarmers the other the emy ships will often take a ton of damage right at the start even when they still have plently of flux left, this leads to even more disabled weapons and engines, and can really cripple a ship before it even gets to fight.

814
General Discussion / Re: Since I keep bringing up my fleet...
« on: December 22, 2014, 10:30:47 PM »
Oh hey, augumented engine falcons, guess those are gonna be fast.

They can chase down frigates. Even the stardestroyer did chase down the falcon.

815
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 22, 2014, 10:28:50 PM »
How?  Advanced Optics requires Applies Physics 7 (high SP cost), a skill I tend to totally ignore (or get 3 at endgame to shield a Cerberus fleet).  The OP cost is not cheap.  The only ships I consider Advanced Optics for is the Wolf and maybe Eagle, and only if I give up missiles (no Annihilators or Swarmers) and do not have Flux Dynamics 10, in which case, all spare points go to more vents.

Well Advanced optics is expensive in that case cause you don't have point in tech anyways, where most of them give you more OP anyways...

When playing full tech as primary skill then for most ships I end up taking a few hullmods that are not optimal because too many OP to spend...

816
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 21, 2014, 07:54:14 PM »
Quote
beam range is no longer the same range as ballistics means that the high tech AI not only will do damage better, but also stay more safe.
Not completely true, Maulers (one of the best ballistics in the game, and not too rare) and HVDs have 1000 range too, and they fade away past that, not stop like beams.  Against frigates and other small fry that cannot equip more than one medium weapon and/or have terrible flux dissipation, or AI with mediocre configuration; sure beams will be better.  Also, without flux damage bonus, it will be harder for ships to overcome dissipation.  I guess that is why their OP cost will get lowered.  Beams will need Advanced Optics to outrange ballistics other than Gauss Cannon.

and advanced optics is super easy to get and cost very little op..

817
Suggestions / Re: How to get a non-exploitable time pressure on combat
« on: December 21, 2014, 07:14:12 PM »
Yes, depends how player gets officers.  For example, if player needs max Leadership to get Combat 10 officers, I do not see myself getting them until extremely high level, if I care to grind that high.

Winning the war requires a win condition.  We have none now, though I hope we get some, and one of them involves driving out every faction like in Exerelin.

ofc not... don't be ridiculous, there wont be one ship you can kill and win the battle.

818
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 20, 2014, 01:20:29 AM »
beam range is no longer the same range as ballistics means that the high tech AI not only will do damage better, but also stay more safe. A beam ship will be much less likely to instantly die to a few fighters (because of fade reduce they are even better against) or just a few missiles.

Also for the PDAI I do agree with someone in the suggestion noted that it should not friendly fire, so the AI don't screw up so much. Or rather, all PD type weapons should not FF.

819
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 19, 2014, 01:41:15 AM »
But beams weapons got a major upgrade now, you can count on them always be out putting their dps more reliably.

820
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 18, 2014, 11:31:17 AM »
@megas Primary reason for choosing high tech ships cuz they get unlimited ammo is the problem, maybe we should choose high tech ships for different reasons no?

821
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 18, 2014, 06:34:34 AM »
I agree ammo has charm and is generally a good idea to create even more divide and options between weapons, but as it stands currently, ammo serve no purpose in the long run.

But the game will change...

Starsector as stated many times is not going to be about you soloing fleets in one ship with a few distractions. Battles will be short, intense and with losses on both sides, once industry, officers, and multi fleet battles are in the equation.

Currently, the only weapons that DO run out of ammo are point defense, which in optimal setups, you would not use anyways even if they had unlimited ammo (on on lashers, you would end up manual fire to persevere ammo anyways, more tedious work then an actual game play option) that means unless you want ammo to run out within 1min, then it does not matter if it has ammo at all.

So you want regenerating ammo? It donst matter because you cant solo a bunch of ships who have similar combat skills to you. (more combat skills, means you use EVEN MORE ammo) Where it would bring back the days of 30min battles before there where combat skills, and you had to have energy weapon.

Weapon balance then completely depended on ammo count, not on how the weapons where different.

Perhaps the ammo change is too early, but once you play in actual fleet vs fleet combat, ammo is basically unlimited, and future of starsector is fleet vs fleet.



822
Suggestions / Re: Vent delay
« on: December 17, 2014, 12:30:18 AM »
Yeah, the solution seems pretty simple: if venting had a short delay or build-up phase (2 seconds?) that is independent of actual flux, you'd have to always think before you vent.
\forgot to mention, venting speed should probably be increased, so that venting time from full flux stays about the same as now.

yup...

823
Announcements / Re: Starsector 0.65.2a (In Development) Patch Notes
« on: December 16, 2014, 11:30:25 PM »
One other boost is to destroy all of the wrecks except the conquest so that only it can be chosen

Maybe in the future we get officers for boarding or w/e other method so we don't have to save scum to board ships.

824
General Discussion / Re: Play as Fighter pilot.
« on: December 15, 2014, 09:27:18 AM »
I wonder, do you still get bonus from skills?

825
Discussions / Re: IF there was boarding / ground combat in this game.
« on: December 13, 2014, 04:00:19 AM »
Ahh yeah, If it dint have weird physics then it wouldn't have been fun.


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