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News: New blog post: Population Growth (11/19/17); Starsector 0.8.1a is out!
 
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1  Starsector / Mods / Re: [0.8.1a] The Knights Templar 0.9.8c on: September 27, 2017, 12:20:49 PM
More ships!!!!
Anyway, I had a lot of fun with the ships, especially the Chevalier-class with its Lancelot lance, blasting the foes into oblivion.
Of course, fighting the Templars are always hard as hell because of their shields and especially the Archbishop.
If you are having difficulty killing the templars, High Intensity Lasers are the way to go. A paragon or oddessy with all HILs can deal with most templar ships without too much trouble.
2  Starsector / Mods / Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack! on: September 27, 2017, 01:34:12 AM
The main issue with the rogue is it's devastating power against light ships. While warthogs are slow and can be kited by frigates, the rogues can chase them down and shred their armor. This scenario is much the same versus most destroyers, with the enforcer being the usual outlier. I do concede they are much less effective against cruisers and capitals, but their effectiveness at killing destroyers and frigates is incredible.
3  Starsector / Mods / Re: [0.8.1a] Disassemble Reassemble v0.7 - Another lovingly kitbashed ship pack! on: September 26, 2017, 04:50:49 PM
The rogue is a bit overpowered, they have the firepower of warthogs with much more speed. This leads to many destroyers and frigates being utterly obliterated. Increasing OP cost to prevent them being massed so easily would be good.
4  Starsector / Mods / Re: [0.8.1a] Arsenal Expansion v1.4.1 - Yeah, There Are More Fighters on: September 26, 2017, 04:32:05 PM
Or, you could focus more on the drone, and make the ship like the sentinel wolf. Give it better shields and a pulse laser.

There seems to be a typo in the repair drones hull mod description.

The launch range on the Mantdae's rockets is too short, and about 1/3 of them miss cruiser sized targets
5  Starsector / Mods / Re: [0.8.1a] Arsenal Expansion v1.4.1 - Yeah, There Are More Fighters on: September 26, 2017, 04:22:39 PM
The cloak tempest is kind of without a combat role. Not enough mounts for the strike role and not tough enough to hang around at midrange. Medium energy is fairly unsuited for striking, but it fairly good at max range fire support. You could give it a better cloak and more armor, and have it be a slippery support frigate, or swap out one of the med mounts for 2-3 small universals. It could also use a bit more (~200?) more flux capacity.
6  Starsector / Mods / Re: [0.81a] StarSector AI Overhaul, Alpha 0.9a on: September 25, 2017, 05:47:20 PM
The issue with carriers seems partially fixed. While bombers don't wander off the instant they have a target, when you select one as a carrier they disregard the regroup command. Additionally, the AI of fighters as a whole seems strange.

Bombers not launching despite having a clear shot at the side of a dominator

Bombers not launching despite having a perfectly clear shot and a perfect approach

More of the same

AAAAAAAA

Bombers sometimes do a strange dance, flying over their target and firing when they clear the opposite side. This is very common with torpedo bombers, but happens to a lesser degree with others. They seem to have a large emphasis on flanking or circling their target as well. They also don't use all their weapons at once, wasting their huge alpha strike and instead firing at seemingly random times.

While testing I also saw some less than ideal missile behavior

Dominator launching harpoons the instant they reload against talons...
7  Starsector / Mods / Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack! on: September 21, 2017, 02:15:07 PM
The new weapons don't seem to spawn very often.
8  Starsector / Suggestions / Re: Converted Hangar as built-in on Colossus Mk.III (including extra deck) on: September 17, 2017, 01:42:36 AM
I like this suggestion. I agree that the Mk.3 is rather pathetic compared to the Mk.2.
9  Starsector / Mods / Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack! on: September 12, 2017, 09:53:17 PM
The main issue I have is having to switch targets from an enemy to a friendly ship for the fighters to escort. Without proper targeting information I don't play as well.
oh yeah, i forgot about that.. that's actually a bug. fighters are supposed to keep escorting the target you had at the moment they were set to Engage, even if you then target something else. iirc, the same goes for attacking enemy targets as well (in the case of non-support fighters). so hopefully that will work in future patches, whenever that may be. ^^

still though, support fighters are often worth using for hanging around your own flagship, imo. they'll protect the parent ship and attack enemies in range just fine without any targeted orders.

not something you want to spend OP and a fighter bay on in every loadout, obviously, but i think you're missing out on quite a bit of battlecarrier potential by disregarding them entirely.
When supporting a ship they tend to hang around behind it instead of using the range of their needlers.
10  Starsector / Mods / Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack! on: September 12, 2017, 05:57:42 PM
I suppose it's best left to the AI carriers then. Way to awkward for a battlecarrier.
it really depends on what you're going for. i actually think support fighters go very well with battlecarriers, flagship or not. you get additional flux-free firepower, and additional flux-free PD that can protect your ship even while you're venting or overloaded. support fighters also attempt to directly shield their assigned ship from enemy fire during venting or overloads, by moving in front of it (from their usual position at the flanks). that sometimes leads to them getting shot down more quickly than they otherwise would be, but can be a life saver in an emergency. and the more of them you have, the more effective this becomes, and the less likely it will be that each single fighter gets focused and destroyed.

i haven't played with Argents yet, but i got amazing value out of 1 Xyphos and 1 BRDY Nadir wing on my BRDY Kurmaraja (4-deck battlecarrier, like Legion) in my last run. Xyphos has powerful, long-range EMP and a bit of beam-PD, Nadir has some mid-range kinetic firepower and good flak-like PD, and both are quite durable and well-shielded. the other two decks i mainly used for fast bombers, which still added plenty of offensive potential when timing their strikes correctly.

of course, you get the same escort power when one of your AI ships uses their support fighters to escort your flagship. but that's not something you can rely on having all the time. and if you can control them yourself, you can also send your own fighters to escort a specific allied ship that needs help and is too far away to support with your flagship itself. plus, the more the merrier. Cheesy

you do lose offensive long-range potential by using support fighters over heavy fighters or bombers, so it's certainly not something you want on every carrier. but in my experience, they can be amazing value, especially on a battlecarrier.
The main issue I have is having to switch targets from an enemy to a friendly ship for the fighters to escort. Without proper targeting information I don't play as well.
11  Starsector / Mods / Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack! on: September 11, 2017, 01:06:30 AM
Despite having a listed range of 4000 units the argent's only hang around their carrier like the Xyphos.
"Support" fighters have to be told to escort a friendly ship, by pressing R on them. You can't order them to go off and attack ships by themselves.

Raccoon's right. Being "Support" fighters they're designed to hang around their parent ship, and the AI doesn't allow them to engage like a fighter or interceptor. Bear in mind that the Argent has a Light Needler and Burst PD Laser, so is most effective sticking by your side anyway, as you dish out damage with onboard guns or other fighters.

But! Don't forget that, as a carrier, you can target a friendly ship, order your fighters to Engage, and they'll go and escort the ship! That's where the non-zero range of a support fighter comes into play (I believe).
I suppose it's best left to the AI carriers then. Way to awkward for a battlecarrier.
12  Starsector / Mods / Re: [0.8.1a] Disassemble Reassemble v0.6 - Another lovingly kitbashed ship pack! on: September 10, 2017, 04:14:24 AM
Despite having a listed range of 4000 units the argent's only hang around their carrier like the Xyphos.
13  Starsector / Mods / Re: [0.8.1a] Metelson industries: Dust or Space-debris, it'll run!!! 4.6.6 8/12/2017 on: September 10, 2017, 04:03:54 AM
The best part of this mod IMO is the actel cannon. It looks gorgeous.
14  Starsector / Mods / Re: [0.81a] StarSector AI Overhaul, Alpha 8.7 on: September 07, 2017, 08:44:04 PM
I don't know how clear this was, Im refering to the Regroup/Engage function all carriers have rather than actual orders.
15  Starsector / Mods / Re: [0.81a] StarSector AI Overhaul, Alpha 8.7 on: September 07, 2017, 05:16:31 PM
Issue with carriers, fighters completely ignore regroup orders and do not attack targeted ships. Instead they seem to pick their own targets at will. Additionally, bombers and missile armed fighters have weird missile launching AI. Sometimes they just fly straight at the target and don't launch while other times the fire at the first ship in range.

All tested with vanilla ships and fighters. Just loaded up coral nebula.
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