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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Euqocelbbog

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16
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: December 06, 2015, 06:26:00 PM »
I feel like something has to be wrong with smuggling investigations. A while ago I incurred an investigation after picking up a couple of AM blasters and disregarded it because it's just a pair of guns, who cares. Later the investigation hit me with an about 100 point penalty, breaking my almost cooperative relations and my commission, but I was able to load just far enough back to burndrive over and pay a big ass bribe. More recently, I incurred another investigation after offloading 40 units of drugs and tried to go pay the bribe, but a patrol decided to orbit the respective planet for at least an ingame month. I eventually loaded back and went off to do other stuff before returning, where I had the choice of eating a 124 point penalty or paying a bribe of 192,000 credits.

It seems that investigations that find you guilty always set you to about -30 relations and always entail absolutely enormous bribes. I could understand if it was a neutral faction and I was drowning their black markets in drugs, weapons, and organs, but in this case the most I'm doing is occasionally buying the odd rare weapon or offloading some drugs looted from pirates and with a faction that I'm cooperative with and hold a commission. Honestly, the smuggling investigation system right now feels just as random and arbitrary as the old boarding system and likewise only results in frustration.

17
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 22, 2015, 08:49:04 AM »
Gryphon stuff

Very much agreed, when I first tested it out I tried the ability once in the sim and then never used it or allowed the AI to pilot the ship. Tying ability use to something like CR degradation just does not work out simply because it heavily punishes the pilot for using the system. Interestingly, the ship and ship system descriptions both never mention anything about CR degradation but do emphasize a supposedly massive flux cost which in reality is very minor.

18
Mods / Re: [0.7a] Upgraded Rotary Weapons V1.0 (21/11/2015)
« on: November 21, 2015, 05:23:46 PM »
The Chaingun seems to have an issue when it is placed on a turret slot, where it's barrel looks a bit like the Thumper. It looks as intended on hardpoint slots. Also, in either case it seems to have the Thumper's windup and windup sound.
Spoiler
[close]

19
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: November 21, 2015, 02:12:30 PM »
Yeah, don't fret about not recognizing it, as it's just about always been so rare that it only really exists in the codex. I don't think I've ever seen it fielded by the AI and I've only seen it in markets a couple times in all the years I've played Starsector.

20
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: November 21, 2015, 01:15:34 PM »
Wait what? This mod isn't compatible with 0.7, It crashes with a "Fatal: Index: 0, Size:0" Error.

The Omen is a vanilla ship.

21
Ironman would certainly be the ideal way to play, but it's a pretty iffy proposition at this point in development. As incredibly solid as SS is, it's still in alpha and thus some issues will occasionally arise and especially so when mods are involved. I think Ironman will be really nice later on when there's more involved campaign-level stuff so that what occurs on the battlefield has an affect on more than just personal wealth.

22
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 21, 2015, 12:46:43 PM »
i have a feeling the Gryphon isn't great flagship material, though. i do wanna try it out, but unless it's a torpedo heavy loadout, it will probably do just as well in the hands of an officer as in your own, whereas most other ships become a lot more dangerous if you pilot them yourself.

I've actually found the Gryphon to be a fantastic flagship when fighting cruisers and capital ships. Fit it with the Squall MLRS and Harpoons in the other slots and it will absolutely crush cruisers and capital ships. The AI, however, is actually pretty bad at handling this loadout and will tend to slowly bombard from range to minimal effect rather than getting in close where a well timed strike will rapidly overload and destroy targets. I imagine the AI is fine with stuff like MIRVs, LRMs, and Salamanders but that's a bit of a waste of the Gryphon's potential.

23
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 21, 2015, 08:34:07 AM »
I wasn't too sure on the redesign when I first read the blog post on it but now that I'm playing with it I love them. Among other things, they give a nice appearance of depth. The old sprites end up looking pretty flat in comparison.

24
General Discussion / Re: Starsector Ship Tiers
« on: November 20, 2015, 08:44:42 PM »
The new Gryphon is pretty nice. With the Squall MLRS and harpoons in the other missile slots and with max missile specialization it can take down cruisers in a few seconds at almost no risk to itself and capital ships have just about the same experience with a few more seconds, especially if the Gryphon has any allies to pin down the victim. It's a bit situational though, at least with this setup; it's power is limited in fights not involving cruisers/capital ships and the AI seems to handle it very poorly (rather than firing large salvos at medium range, the AI will tend to just fire a steady and useless stream from far away).

25
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 20, 2015, 03:22:28 PM »
I feel like the casualty rates for boarding are a little crazy. It always seems like I lose at least twice as many marines as there are enemy crew in any boarding action and at times it's far higher. I just encountered a rather extreme example where I lost 28 marines boarding a Lasher with 2 crew.

26
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: November 20, 2015, 02:29:59 PM »
Yeah, the new sensor system is so good that I really want to see it more expanded. How about some ships that are focused on making your fleet more stealthy or having a huge coverage area? I don't know what drawbacks they should have though, but the possibilities are there.

It wouldn't be without precedent, as the Apogee has a "high resolution sensors" hullmod built in, though I'm not certain what its exact effects are since I haven't gotten my hands on one yet.

Edit: oh hey, looks like the Omen has it too.

27
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: November 20, 2015, 02:29:04 PM »
Yeah, the new sensor system is so good that I really want to see it more expanded. How about some ships that are focused on making your fleet more stealthy or having a huge coverage area? I don't know what drawbacks they should have though, but the possibilities are there.

It wouldn't be without precedent, as the Apogee has a "high resolution sensors" hullmod built in, though I'm not certain what its exact effects are since I haven't gotten my hands on one yet.

28
General Discussion / Re: Raising faction rep
« on: November 20, 2015, 01:13:05 PM »
Doing plenty of bounties and occasionally participating in battles has allowed me to get to friendly with the hegemony in a decent amount of time (and also hostile with the Church, Diktat, and Tri-Tachyon).

29
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 20, 2015, 01:06:24 PM »
Did I ask for help or comment? No, I did not. I played this game for hundreds of hours, probably much longer than either of you. I know what I'm doing and I know what I'm seeing the AI do. I'm not asking for help from you, I'm offering help to the developer. If you want to respond in some way, "thank you for helping make the game better" would be appropriate.

I also forgot to mention the ship movement, both on the map and in battle. It needs to be way, way more responsive. The inertia is tuned way too high. Not only does this make the game frustrating for the player, even the AI can't handle it. I happened upon a battle I wanted to join, so I clicked it. Instead of, y'know, going to it, my fleet (well, my ship) went past it, in a complete circle around it, and only then came into contact with it.

Lmao he mad

30
General Discussion / Re: Another new ship?
« on: November 17, 2015, 04:00:41 PM »
It looks like an ugly, misshapen cross between Buffalo-2 and Aurora.

In other words, really cool.

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