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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Messages - Serenitis

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General Discussion / Re: Dual Flack or Heavy Machine gun
« on: March 22, 2015, 03:15:54 AM »
Flak also has a proximity fuse and an area of effect, so even a miss can still hit.

I don't really care (too much) if the ship I'm boarding can't be salvaged and ends up in bits.
But why does it have to explode and take other stuff with it?
Sure it might be 'realistic', but its a terrible mechanic which punishes you on top of the already long odds of getting anything useful/interesting. And I can guarantee that if a boarding results in the explosion of anything besides a single disposable shuttle there will be reloading involved.

Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
« on: March 21, 2015, 03:54:45 AM »
I am curious what sound card you have, is it a proper add in device, or integral, and specifically what model it is? I would find that information interesting as some folks seem to get this music issue and some do not. And the people I have spoke to that do not get it have real sound cards.
It's an integral. Specifically: Realtek HD Audio
Yay for imaginary hardware!

Augmented Engines granting +2 has the same problem: you want to maximize bonuses, so you use all the speed boosts available to you....
Which is a problem in vanilla. It's an artifical choice (as you mentioned) between making your ships better at fighting and making the game actually enjoyable. There is no choice here, you're going to pick enjoyment/ease of use every time.
Making this ease of use cost more (it should cost nothing, even in vanilla) just further skews the game towards frigates even moreso.

Slow ships are just not fun. The player is already punished with fuel and supply costs from tugs for large ships plus their already prohibitive costs themselves, along with having to fit silly engine mods to make them even playable at all. They don't need any more dis-incentives.

There's those preference things again....

Discussions / Re: Elite: Dangerous
« on: March 21, 2015, 03:22:43 AM »
I might have been interested in this seeing as I've spent a long long time playing some variant of elite and enjoying the hell out of it. (Mostly FFE.)

The minimum reqs. are way way above what I have now so I'd need to basically buy a new box just for this, which is kind of a hard (though not impossible) sell.
What really turned me off was the 'always online' thing, which is something I greatly dislike at the best of times. But for elite, which is has always been a personal (aka single player) sandbox deal it just makes no sense at all to have that requirement.
Plus not everyone has 100% reliable network connections.
Pretty disappointing really. But I suppose it saves me the trouble of deciding whether or not to buy new hardware. :P

I'll just stick with X2 for my sandboxing I think.

General Discussion / Re: Starsector Ship Tiers
« on: March 21, 2015, 02:34:42 AM »
I'm finding the Apogee to be very underwhelming.
It can't focus fire well at all, has awful turret positions and coverage, and the hardpoint rich layout relies on the almost entirely absent maneuverabilty.
The only thing it is good at is tanking stuff on those shields.

Dominator is just all round much nicer to fight in. Better PD. Better potential spike damage. Can dash into / out of trouble. Can carry Reapers.

Preferences. Preferences everywhere.

General Discussion / Re: Dual Flack or Heavy Machine gun
« on: March 21, 2015, 02:09:09 AM »
I can't really fit Dual Flak on a frontline Enforcer build
Probably my most used ship config. of all time is an Enforcer with 2x Dual Flak, 2x Mauler, 1x H. Driver and it does fairly well against almost anything all on it's own.
You can safely ignore missiles until you unlock enough OP to fit them.

Given the choice, if a ship can mount a medium ballistic turret and I don't have a specific role in mind for it, it will have a Dual Flak put on it.
They eat missiles. I've never really noticed them have any real problem swatting fighters. And if you put them right in someones face they seem to tear up unshielded ships a lot better than you'd think.
Standard Flak might be adequate for fleets of ships, but it just can't cope in a small group or on a solo ship.

I can think of no definite advantages the HMG has over Heavy Flak.
Kinetics are just bad at PD because the majority of things they'll be firing at are either armour or bare hp, so even though the HMG has a higher burst damage than the HF it gets gimped by the modifier.
The only thing they are 'good' at is killing fighter shields, but anything else in a turret will already kill fighters so it's just plain redundant.
HMG is just not a PD weapon. It's mis-classified.

Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
« on: March 20, 2015, 11:05:58 AM »
Two things I've noticed.

Burn speeds.
Large ships in SS+ are double gimped with respect to burn speed, as in order to get the very nescessary +2 speed one must install both Aug. Engines and an Overdrive unit.
This takes up 66% more OP to get the speed boost than normal.
As burn speed is so critical to making larger ships enjoyable to play I feel that splitting the burn bonus between these two mods and making them take up more room is a major step back from vanilla, which already struggles in this area.

I know this was likely done to give larger ships more of a boost compared to small ships as frigates can't fit overdrives, but all it does is make large ships either slow or weak.
A better solution would be to either consolidate all the bonii into Aug. Engines mod, keep it the same size but just restrict it from frigates. (They don't need it anyway.)
Or reduce the OP cost of both mods so they both take up the same amount of space as vanilla Aug. Engines when installed together.

The soundtrack for SS+ is beyond amazing. One tiny problem though, in that after some length of time it just.... Stops.
Sometimes it takes half an hour, sometimes longer. Other sound continues as normal, but once it has stopped attampting to adjust the volume levels in settings produces a CTD with the following appended to the log:

at sound.O.super(Unknown Source)
at com.fs.starfarer.ooOO.void.Object(Unknown Source)
at com.fs.starfarer.ooOO.E.Ô00000(Unknown Source)
at com.fs.starfarer.title.super.G.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.G.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
at Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.O0o0.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
atÒôo000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

Personally, I'd like to see D ships be semi-randomised.
In other words every time a D ship is spawned somewhere it's essentially a normal ship with a flag on it which tells the game to add 1-to-x number of hull mods from this table over here containing all the 'negative' (or otherwise interesting) ones.
This way you'd still get all the broken ships for the pirates, but they wouldn't feel as homogenous as they do now (something which really feels off about the pirates - all their ships are indentical), and the RNG will eventually give you some ships that might be tempting enough to keep should the opportunity arise.

Something like this might allow the conversion of badly damaged ships into Ds on boarding without being totally unfair to the player (critical fail on boarding = add the above flag rather than destroying it).
But unless there's some means to undo this kind of 'damage' or at least mitigate it somehow, it's just going to end up being be the same destroy-all-Ds but with more faff.

Which could be something along the lines of put this D ship in storage and tell it to repair, then you end up feeding it resources and money for x amount of time until it spits out a normal (or at least less degraded) version.

It's in starsector-core/data/hulls/ship_data.csv.
Thank you  :)

Hopefully a simple one.

For a given ship, where is the data for the turn rate and engine output stored?
I've been looking in the \hulls\*.ship files but I can't see anything that's marked for either, its all just postioning data for the various components and overlays so it probably isn't even in there.
But I can't see anywhere else where this data could be.

Anyone care to point me in the right direction here....

Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
« on: March 17, 2015, 12:18:42 PM »

if your ship spins around to much just hold the Shift key whan piloting it and the ship will always face the mouse pointer it might help with it

Yep. Tried that and it would be brilliant, but it's still too hard to control because the engines are really powerful so instead of a crazy spinning top you have a crazy spring bob.
I'd just butcher the hull params until it behaves in a sane manner, but I have no clue what I'm even looking at.

Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.1
« on: March 16, 2015, 12:04:48 PM »
This mod is top tier stuff, but the music is just fantastic.

The player hunting fleets can sometimes get a bit overwhelming, but at least they don't seem to be always faster than you anymore. :P

My only real disappointment was the arcade mode which looks super fun, but I find myself frustrated by it because that darn frigate is just too agile and spends all its time just spinning all over the place.
Would there be any chance of either having some means of adjusting the turn rate, or having a slower less crazy-agile alternate ship available?

Suggestions / Re: Proximity Charge Launcher
« on: March 07, 2015, 11:19:07 AM »
As far as I can tell though they don't seem to have any proximity ability, as they can miss by a hair and carry on into the black.
They do have quite an impressive range on them though, especially if you launch them mid burn.

Changing one value in phase_charge.proj however provides a much more satisfatory performance:
Changing the proximity range from 75 to 120 seems to give them enough room for the ability to actually work as expected.
The fall off from never getting the core damage is more than offset by them actually hitting something.

It could do with the OP cost dropping a bit though.
Currently costs 10 OP for 30x500 or 15000 dmg.
Typhoon also costs 10 OP but has 5x4000 or 20000 dmg.
Prox. has 75% dmg capacity, so 7 or 8 OP?

Suggestions / Proximity Charge Launcher
« on: March 07, 2015, 05:31:24 AM »
This weapon is really not great, but it's actually not as awful as I thought it would be. 
But it is lacking one feature that would make it genuinely useful; the ability to detonate when in proximity to something hostile if they're going to miss and sail off into the distance.
(Making them detonate when shot down would also be interesting.)
Currently they are pretty bland and totally overshadowed by reapers in the unguided explosion department.

Also interesting that the tooltip says it has 'excellent' tracking, yet the weapons never display any such ability.

General Discussion / Re: Reputation adjustment factors....
« on: March 06, 2015, 05:02:50 AM »
Personally, I don't bother with the black market at all.
It just creates far too much hassle, rarely has anything I'd consider close to tempting/useful (I saw a pair of Medusae once), and using it forces you to avoid just stomping on the pirates - which is something pretty easy to avoid once you're established, but early game not doing it slows you right down.
I tried that a couple of times and it was really tedious and quite frustrating.

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