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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 - Lopunny Zen

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16
Bug Reports & Support (modded) / Re: Fixed FPS (Solved?)
« on: December 15, 2018, 10:35:52 PM »
file:///C:/Program%20Files%20(x86)/Belarc/BelarcAdvisor/System/tmp/(LopunnyZen-PC).html

Forgot this topic was a thing.

Keep in mind I can play eve online with 2 accounts. I can also play Space Pirates and zombies 2 and more. Yeah they dont run like a babies bottom levels of smooth but this game even runs at 20-34 fps and even 10 fps sometimes when you are in combat and you are using your ship. If you dont and let the ai fight then it runs at 52-60 fps. Either the ui is leaking memory like mad or the ai strains the game as it tries to calculate where to go based off your instant actions.

Yes the frames are still bad in the new update too.

17
Suggestions / Re: More Uses For AI Cores?
« on: December 15, 2018, 12:35:22 PM »
How about I dont have to babysit my base because some anti tech people hate tech. It is not fun and it ends with me being hostile to Hegemony to end the madness. It is not fun and it gives nothing to the player gameplay wise.

18
Suggestions / Re: More Uses For AI Cores?
« on: December 14, 2018, 11:44:40 PM »
On the topic can we please remove AI core inspections. Probably the most not fun thing to have to experience. Plus as a faction why cant I decline it and tell them to *** off? I can tell the police no so why cant I tell them no to my isolated planet away from everyone?

19
Modding / Re: [0.8a] Interstellar Federation Legacy (V 0.5)
« on: December 14, 2018, 10:49:59 PM »
are there going to be improvements to the ships sprites like the ones that were improved already that was shown in the last forums?

20
Suggestions / Re: "Combat Endurance", combat readiness, performance bonuses
« on: November 14, 2018, 08:41:46 AM »
Frigates would offer good cover and distraction if there was not CR at all. Just ruines the game by making you wait around or run from a fight because "OOPS Your CR is degrading from your lazy pilots they need a breather". It is nonsense how much damage this cr system is. Would make sense for carrier and damaged ships but, like the government, it is putting its paws into things it has no reason being in.

21
Suggestions / Re: Machine gun problems vs Shields
« on: November 13, 2018, 09:48:44 PM »
I did then they started ripping me apart....and I was in a cruiser. They shouldnt be good against shields since they should be a heavy dog fighter. There are ships designed to take out shields like the longbow as it is.

22
Suggestions / Re: "Combat Endurance", combat readiness, performance bonuses
« on: November 13, 2018, 09:43:16 PM »
Buddy I play the game a lot. I would rather have no peak performance and remove or heavily limit the CR system

23
Mods / Re: [0.8.1a] Tiandong Heavy Industries v1.2 - Updated 11/12/18
« on: November 13, 2018, 08:33:01 PM »
Not only would a capital carrier give them a good huge fighter based ship but imagine the mining ops they could do with one of those. Would carry their supplies too

24
Suggestions / Re: "Combat Endurance", combat readiness, performance bonuses
« on: November 13, 2018, 08:25:41 PM »
CR is an awful system. It literally punishes you for playing the game. Would make it a lot better to remove combat readiness degradation and have it be a flat decrease after the fight. The fun part of this game is usualy the big epic fights....cant really have those anymore thanks to this system. CR degredation makes sense with the phase ships because they are a hit and run ship for harassing smaller fleets...not dragged out fights but CR degredation is absurd against the player. You can win a fight because you have more CR but in the end you have like 5% CR left or something and the next npc fleet roles in to ruin you. In the WORSE case after taking all your CR for the big fun fights you have to sit around and seat spin until it goes back to tolerable levels. Point is it is not fun, it is not intuitive, it punishes the player more then any of the NPC's who dont have to work for their fleets and it wastes players *** times. Would be cool if there were other commanders that used a better version of CR that grind their own fleets too like is Space Pirates and Zombies 2 but alas it is just there to mostly ruin the players experience.

25
Suggestions / Re: Machine gun problems vs Shields
« on: November 13, 2018, 08:17:48 PM »
But they are fighters with fighter guns. Shouldnt they do far less kinetics with them then a normal big one?

26
Suggestions / Re: Machine gun problems vs Shields
« on: November 13, 2018, 06:41:56 PM »
Yeah thats true for frigates and Up........but on a fighters its broken.

27
Suggestions / Machine gun problems vs Shields
« on: November 13, 2018, 05:28:37 PM »
Anyone else notice that the machine gun or dual machine gun deal insane kinetic damage. Not usually a problem on a ship due to its low range but on a broadsword it deals insane shield damage even to my cruiser. The vulcan doesnt do that same ammount so why is the machine gun doing it? It just breaks the game

28
Mods / Re: [0.8.1a] Nexerelin v0.8.4b "War and Peace" (update 2018-09-30)
« on: November 08, 2018, 01:04:21 PM »
Can we have an additional mode. Maybe make it a callback to the old Exelerelin where you had a fleet start your first planet.. I miss that mode

29
Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« on: November 07, 2018, 05:46:28 PM »
This faction still needs a Capital carrier to complete the loadout. Also maybe have some missiles exclusive to some ships that reloud ammo slowly like some other factions

30
Suggestions / Re: Sabot Missiles
« on: June 17, 2017, 09:30:36 PM »
well they still hit hard for no reason. They should be kind of weaker honestly against armor

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