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Messages - RickyRio

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16
Suggestions / Re: Give AI Cores a greater purpose...
« on: April 23, 2017, 11:59:24 PM »
Their current role as money tokens just doesn't match up with their rad descriptions!

Yeah, it certainly doesn't. :-X

I think its a very safe bet that they are going to be a primary crafting component of outposts/any sort of ship construction.

17
General Discussion / Re: Talon balance
« on: April 23, 2017, 11:57:46 PM »
Welp, now I use nothing but sparks.  They're the thing that needs to be nerfed.  Just a bunch of drovers (and a mora) with only sparks, it's hilarious.  I'm drowning in LPCs for them now.

I have to agree here.

I had an astral fit with 6 sparks for covering my paragon vs an officer'ed [REDACTED] station and the astral decided to send them in on a bombing run before I was in range. Took out one of the armored long range weapon corners in ONE PASS.

18
General Discussion / Thoughts on the Colossus.
« on: April 23, 2017, 08:54:32 PM »
its instantly become my go-to freighter for larger fleets, I absolutely value its no being a civilian-grade hull perhaps more than I should. Now I just want a similar tanker.

19
as title says, the Squall MLRS missiles do not seem to be doing any tracking other than at launch, nor do they do the little wave motion they used to have.

20
Bug Reports & Support / Re: The Typo Thread
« on: April 22, 2017, 02:43:32 AM »
Found what I THINK is a typo in the first sentence of the Alpha AI core.

Spoiler
"The alpha-level AI core is the physical soul of a fearsome alien intelligence."
[close]

21
Bug Reports & Support / [0.8a] Sustained Burn fails when out of fuel
« on: April 20, 2017, 10:05:32 PM »
Sustain Burn will not activate in system when you have no fuel.

22
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: March 23, 2017, 08:59:39 PM »
New/adjusted hullmods:
  • Expanded Missile Racks:
    • Now increases missile ammo by 100% (was: 75%)
    • Ordnance point cost increased substantially
    • One-shot Reaper torpedo launcher now has a 5 second cooldown

Interesting, Did you find that missiles felt a bit less powerful with the removal of +1 missile ammo? or was this just in response to +75% not being very useful on many launcher ammo counts?

23
Dusting off my bones with a nice vanilla play-through



Edit: I mean this in the nicest way possible. I'm just impatient and have maxed out on hype.

24
General Discussion / Re: We'll get an improved hull mod menu
« on: January 25, 2017, 05:44:08 PM »
posted today via Alex's Twitter, new weapon fitting dialog

25
Blog Posts / Re: Skill Overhaul
« on: December 18, 2016, 08:44:13 PM »
I remember reading something about the effect of the rank 10 damage control skill being removed (the slow hull heal to 50% in combat)

Any comment on what is replacing this? While I agree that it is likely too strong for large hull HP ships (capitals mostly) in prolonged fights, is it just getting replaced with a more flat survival bonus?

26
Blog Posts / Re: Skill Overhaul
« on: December 17, 2016, 04:10:11 PM »
hmm, I wonder if the way CM and EW bonuses are calculated encourages frigate swarms since they have a lot more bonus per supply/cost than larger ships

Frigates are also inherently more fragile, and from what has been said, it seems the bonuses may update in combat when you destroy a ship, so if you lose a few frigates for every destroyer, your attrition of the bonus is larger than a fleet of a few larger ships.

27
Blog Posts / Re: Skill Overhaul
« on: December 17, 2016, 04:01:42 PM »
No, why? What I mean is, how are you relating that to the missile spec changes?

Missile spec 5 currently gives the +1 missile ammo, this combined with torpedoes and single shot missile launchers gave a large amount of versatility to player/officer frigates.

This combined with Expanded missile racks would have interesting effects like Atrophs torpedo launchers having 2+1(missile spec 5)+1(+75% of base from Expanded missile racks) for a total of 4 ammo, Harpoon Racks having 3+1+2 for a total of 6.

I guess what I'm asking is that, Is this a direct nerf to the overall ammo count on small missile launchers? If so, I would love to see more interesting hullmods for missile systems on small ships. For example a +1 missile ammo hullmod, or a Hull mod that changes ammo launchers into slow recharge launchers like how salamanders or pilums currently work for things like small single harpoon launchers.

28
Blog Posts / Re: Skill Overhaul
« on: December 17, 2016, 03:29:26 PM »
Missile spec:
+25% speed/maneuverability
+50% missile/bomb/torpedo/etc hitpoints
+25% missile damage

Will there be a re-balance of missile ammo or a buff to expanded missile racks hullmod?

29
Blog Posts / Re: Skill Overhaul
« on: December 17, 2016, 02:01:58 PM »
So considering the limited nature of skill points now, Will there be any way to respec skill points without starting a new character?

It does not (and I would even recommend it not being) have to be cheep, but with the limited nature of choices, the possibility to change one's decisions should be available. While we can hire and fire officers until we get what we want for skills/temperaments I think it would be beneficial to extend any possible player skill re-specialization to officers as well.

30
General Discussion / Re: This is just too much.
« on: November 16, 2016, 02:12:06 PM »
semi long time semi lurker posting:

RANT RANT RANT UPDATES TAKE FOREVER

-Proceeds to check the site/forum every day for updates/Alex posts-

its like a drug... (More news soon please ;D)

One of my favorite games in quite a long time.

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