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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 - Plantissue

Pages: 1 ... 79 80 [81] 82 83
1201
General Discussion / Re: 0.7 feedback
« on: December 05, 2015, 09:26:26 AM »
I've tried using a single Mule. On paper it sounds like great idea. It has reasonably good maintence to cargo capacity with near combat ship defence. In practice it is a burn 9 fleet which can't fight effectively as they are too slow and unmanoeuvrable even with maneuvering jets and with too few weapons to put up a good fight even against a Luddic Cerberus. It's simply more effective to have a Buffalo/Tarsus + combat ship though your fuel consumption would be relatively higher per cargo space as well as the problem with having a civilian hull broadcasting your location. A Gemini start also would make for a real freighter/combat combo, though it'll probably be too easy. i don't really see any justification for a destroyer start under standard difficulty.

The Cerberus is the equivalent to a mini Mule anyways. A freighter combat hybrid which doesn't have a civilian hull.
The problem with a Shepard start is that it has a civilian hull, though it would be an interesting "honest" trader start seeing as unlike the Cerberus, it isn't a better smuggler starting ship than the Hound actually is!

The Hound is a bit wierd as a smuggler ship nowadays since it has the same burn speed as everything else, but on the other hand I suppose it can easily outrun the Luddic Path Cerberus.

1202
General Discussion / Re: My new hobby
« on: December 05, 2015, 08:52:48 AM »
It looks like to me that the Conquest didn't put up its shields in time so it took the entire salvo of the 4 Annhiliator rocket launcher to its hull and all of its frontal weapons got disabled including the large weapon mounts, and from there on it's all downhill for the conquest since it can't shoot back.

1203
Suggestions / Re: Becoming accepted by the pirate faction should be easier
« on: December 02, 2015, 09:12:00 AM »
Pirates for the longest time have never made sense. They are supposed to fight each other, only that they don't. They seem to be totally unified, as if they are a real faction, but one that just so happens to be at war with everyone and you personally.

Pirate worlds and stations are happy to accept you, until you are caught by their pirates and run away a few times too often as if all pirates communicate with each other and hate on people who get away even though they are trying to trade on the pirate base. Perhaps pirate bases and actual pirates should be two different factions just like the Luddics. Or all pirate bases should be independents with special rules.

Pirate bases have a black market and a legal market, which is somewhat odd and confusing especially since they only seem to accept you with your transponder off.

Bounty fleets make no sense. The faction that posted the bounty usually posts way too low bounty, knows where they are, but don't care enough to hunt them down even if they are in the same system and the fleet seems to be hovering over a dead planet for no discernable reason other than to be preyed upon. Also it's a little disturbing how a fleet with 2 onslaughts are constantly turning traitor.

1204
General Discussion / Re: 0.7 feedback
« on: December 02, 2015, 09:03:52 AM »
You have to open comms when you fly onto a planet/station. The section below missions. They are usually the ones at the bottom, below the stationmasters and the quatermasters and their ilk.

1205
General Discussion / Re: 0.7 feedback
« on: December 01, 2015, 05:14:16 AM »
No Megas, you know it makes no sense. Why would pirate bases care that their smugglers are running away from other pirates? There is nothing you can do once they have caught you. It is an automatic relationship decrease. Really though, as soon as relationships are bad enough that faction ships will attack you, it shouldn't get any lower.

1206
General Discussion / Re: A day in the life of anyone in starsector
« on: November 30, 2015, 04:08:24 PM »
Ideally, you should only be able to buy cruisers and capital ships only by officially joining their navy, thus adding an incentive to join their wars and reduce your own options for missions and bounties and trade.

1207
General Discussion / Re: 0.7 feedback
« on: November 30, 2015, 04:01:04 PM »
It still doesn't make sense that pirates or whoever chooses to attack you and when you retreat without firing a single shot, the entire faction relationship would decrease. The entire faction hates you enough to try and kill you on sight, why would they hate you any more?

1208
Suggestions / Re: supply is making the game impossible for me
« on: September 24, 2015, 03:26:46 PM »
You just spammed 8 threads, in this part of the forum alone. And one 3 years old in the modding section.

Do you evenknow the definition of spam?
I am giving my suggestion/opinion or add to suggestions instead of creating new threads.
There is nothing wrong with that.
And are you stalking me in every section that you even mention the mod section.
Dont act like that man or you'll end up like a grumpy old man.
It's called logging in after you posted 10 posts in a row. You can still see them. It's not like you have to go through your profile or whatever. It's called having eyes. I wasn't even going to say anything, till I went to the modding page and saw that you just necroed a 3 year old post and decided to say something before it got really out of hand. Heck, I thought this forum got invaded by a spam bot, so yeah, I feel it IS spam.

1209
Suggestions / Re: supply is making the game impossible for me
« on: September 23, 2015, 01:09:36 PM »
You just spammed 8 threads, in this part of the forum alone. And one 3 years old in the modding section.

1210
Blog Posts / Re: Hyperspace Terrain
« on: September 21, 2015, 08:39:02 AM »
Why not just borrow some sci-fi stables.

I've always thought hyperspace is like Warhammer 40K's Warp minus the demons. Just have jet streams going across the map at random set points and allow it to deviate a little (like pouring down a thin stream of water down the shower wall). Add in warp storms etc and all the random factors would require players to pay attention during travel while not guarantee the same result every time.
I find the idea of demons in hyperspace funny. Instead of a storm losing you time, you end up losing crew and combat readiness when you get caught in a demon storm. Might make traveling in hyperspace a little dark though.

1211
General Discussion / Re: Starsector Ship Tiers
« on: September 16, 2015, 10:23:11 AM »
Yeah ok, the Hound isn't really good enough to be Tier 3. They lack the toughness to take on cruisers and capitals which wll have the range to kill large numbers of them.
As to the Tempest, it is a great ship, but it's more of a case that the Hyperion is just overwhelming good. I do think the Tempest is better than the Wolf/Afflictor/Shade, but is also significantly worse than the Hyperion. In the end, it's just a case that selectively deciding into a fixed number of tiers isn't quite a useful descriptor of usefulness.

1212
General Discussion / Re: Starsector Ship Tiers
« on: September 16, 2015, 06:56:36 AM »
Looking at Frigates again, I think for vanilla ships, a case can be made to change the tiers. Tempest should be moved down to Tier 2. It doesn't belong in the same tier as the Hyperion. Though the argument can be made that any ship that can teleport are simply in a class of their own. The Wolf and Shade should be Tier 2. They are far superior to the other ships in Tier 3, both as a Pilot ship, and as a Fleet ship, whether in the strike, dualing, escort or scout roles.

The Hound can be argued to be Tier 3. It specialises very well as a fast moving, kiting ship that mounts a Mauler or HVD, and most importantly the AI recognises this.

1213
I feel that if IRPL had +100 range, it would be superior to other small weapons of its style (LAG and Dual Autocannons) making it almost a no brainer choice. As it is, I don't really mind, I feel the weapon is in a tough spot as low OP weapons are inherently harder to balance than higher OP weapons. I think it is more of a case that there isn't many ships where there is a role for the weapon, that of a constant dps gun, as per your examples most universal smalls exist for quick burst damage rather than for constant dps.

I rather like the light needler. It has high OP cost, but that isn't so much a problem on non-frigates. If only there was a fighter with a needler, I think it would be pretty cool to see.

I'm not sure what the reasoning being the Atropos is. Clearly, the role is that of a Reaper that is guided, but for that it not only loses damage as is reasonable, but it is also so much slower moving and seem to be less tough as well. Being a weaving missile with a high turning circle with a short duration doesn't help either.


1214
General Discussion / Re: Starsector Ship Tiers
« on: September 15, 2015, 01:07:58 PM »
Dominators suffer from the Thermal Pulse Cannon problem in that its two large mounts are so widely placed apart that it is possible that frigates can only be hit by one of them or slip in between both shots, if the frontal arc isn't avoided entirely in the first place. It can't turn around to face threats as fast as other cruisers as well.

1215
The Assault Chaingun is a bit of an odd weapon. It belongs as the same family of weapons as the Light and the Heavy Assault Gun, but does so by essentially being an inaccurate, longer ranged, faster firing,  Light Assault Gun. This means that it isn't anywhere as effective for destroying armour as it should be. Its flux efficiency is in line with the LAG and HAG, so the problem isn't with it's flux. Its shield DPS is in line with where it should be. Perhaps it should simply have lower OP, reduced to 8 OP. Since its family of weapons style is to be medium ranged HE weapons with anti fighter ability, perhaps the uniqueness should be used to give it PD abilties as well.

I think the IR Pulse Laser is fine. Most laser weapons are short ranged too, though 500 range is almost PD territory, so perhaps it should be increased to 550 range. As to comparing it to the DPS of the HAG and railgun, the difference is 5%. The IR pulse laser is perfectly accurate with a very fast projectile, so it's "true" DPS would be above that of the HAG. The railgun is also the most effective small ballistic weapon. No other small ballistic compares favourably to it. If you can use it to say the IR pulse laser is poor in comparison, then so is everything else of the size. I'm fine with the IR pulse laser being 5 OP, but then I feel that would make it too good in comparison with the other ballistics.

The IR might seem underused, but that would be because for the most part the ships in Starsector are designed so any small energy weapon mounts are placed to be used as PD mounts.

Personally I would rather attention be paid towards the weakness of the machine guns and the Atropos, whose projectile speeds should be increased to make it more useful, and the Thumper whose sole role appear to be that of a bad weapon. It's described as being able to shoot down missiles but I don't think I've ever seen it shoot down missiles.

Also, it's silly that being attacked by a fleet will cause a reputation drop. It makes no sense.

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