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Topics - Grievous69

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Suggestions / Different starting scenarios
« on: January 23, 2020, 01:50:10 AM »
Playing with lots of mods recently, one thing that really stood out to me how the game was still feeling fresh after doing like 3 playthroughs in a row. The ability to allign with a faction you like immediately and get some of their ships really improves the late game for me. Don't get me wrong I like the fast start options and the random one, but you always spawn in Corvus, and you can only get a commission with the Hegemony, which gets boring after a while. Grinding to 10 rep or whatever is required for a commission is the worst since you have to pray to get a bounty or a mission specifically for that faction. Getting rep AFTER the commission is trivial. So yeah having a Pirate or Luddic Path start would be cool as a hardmode kind of thing. Sorry if this was already planned, I just don't remember ever seeing something about this topic.

Discussions / Find out how to boost your sales by 400%!!!
« on: January 17, 2020, 09:26:16 AM »

Ok I know the title is a clickbait joke but here's to all diehard armchair intellectuals who think consumers trying something out and then talking about it with others is a bad thing. Look, I'm not saying every game should be free, then donate if you want. But the large amount of devs shoot themselves in the leg with their monetary decisions. Of course those with large amounts of cash will buy *** just because they can, the thing is this way gets those who are picky about their purchases.

P.S. Whoever gets the idea of puting DRM protection on their game, is hurting everyone, not just the pirates.

Suggestions / Shot speed stat for projectile weapons
« on: December 29, 2019, 12:07:15 PM »
Ok ok ok I get that the weapon info card already has tons of stuff to process BUT, to me, shot speed kinda seems more important than some of the stats we have now. Having started playing with mods as of late it's a royal pain having to test every single weapon to see if it's ''worth *** vs smaller targets''. Descriptions rarely mention this and it makes a huge difference to what role the weapon can be used for. It doesn't have to be anything super complex or with numbers. Just the classic slow > average > fast or something idk.

Suggestions / Show fighter's weapon details
« on: November 22, 2019, 10:30:02 AM »
All these fighter posts reminded me of something. There's no way to easily check what each fighter/bomber wing actually has on it. Perhaps we could have a small window pop up beside the fighter info showing the weapon stats by hitting F1? A lot of the other expanded details are on F1 so it makes sense to me.

General Discussion / Stations having ''variable'' numbers is intentional?
« on: November 17, 2019, 01:33:16 PM »
I noticed this waaaay back before but didn't pay any attention, and now I stumbled upon it again so I'm curious. Will there be any other station types we will be able to build? Or maybe plans to make each tech type even more different? Right now it says ''variable'' for every stat but each tech type has exactly the same cost, build time and so on. Sorry if it was asked before.

General Discussion / Soo what's yet to come?
« on: September 06, 2019, 06:40:01 AM »
Hate to be that guy but I'm just curious what else is being worked on, it's been almost 2 months since the last blog post. I know it's been a pretty busy period tho. So Alex, is there anything that you'll be able to talk about soon™ or is most of the stuff still in the early phase? I only know that there are plans to flesh out the end game (in some way) and there's a Codex overhaul coming eventually.

General Discussion / So you can get rid of Pather cells?
« on: September 02, 2019, 05:21:38 AM »
I was positive that once Luddic cells are on you, there is no going back. Also I saw a ton of posts here with people saying how they're such a pain since they can't be removed and the only thing you can do is keep destroying their bases. First time I saw this in who knows how many runs since this was implemented. For the record this is a vanilla playthrough, I haven't changed anything about my colonies, was just randomly flying around in hyperspace.

General Discussion / Colony defense fleets without Heavy Industry
« on: August 27, 2019, 05:58:46 AM »
Playing more and more, it's really starting to bug me out how default fleets are so useless. For me it kinda feels too binary, either you have Venture/Shepherd fleets or best combat ships in the game. I get that not every colony needs a High Command, but currently there's no point in upgrading it if you're not gonna build a Heavy Industry too. I just wish we had more ''starting options'' other than mining ships, just to reduce the frustration of RNG blueprint runs.

General Discussion / Overrated (overpriced) ships
« on: August 18, 2019, 12:08:51 PM »
My biggest gripe out of all ships lies with Aurora. I've really tried giving it another chance to justify its position in my fleet, and it's just meh for 30 DP. I get that it's meant to be a fast skirmisher zooming around and finishing off enemies, but that's not the reason for it to be so expensive. The only thing I've found that Aurora excels in, is killing smaller pirate ships. Anything big as itself or even bigger, it struggles to do anything unless it has many Sabots (but that's another problem). Imo it's mostly hurt by not having decent small/medium energy weapons that are good vs shields, so it has to rely on Sabots. I have honestly tried every single possible loadout and it never feels right, there's always something missing. My current setup is 2x Heavy Blaster, 1x Typhoon, 4x Hammers, 1x IR pulse laser in the far front turret, rest is Burst PD with the back synergy mount empty. Hullmods are ITU, Efficiency Overhaul and Front Shield Emitter, rest is put into vents and caps. So far I've had most succes with this since I've built my fleet with a lot of kinetic dmg to help me kill bigger targets. In my eyes, it's basically a bigger Shrike that costs way too much (speedy boi who relies on missiles and can't fight in fair duels).

There's also been talk about Medusa not being worth its DP cost but I haven't played too much with it to have a solid opinion.

Don't let this be a discussion just about these ships, feel free to talk about anything you find unbalanced in vanilla currently.

General Discussion / Weird rare item drops
« on: May 22, 2019, 01:45:36 PM »
So I don't actually remember any items being easier to find now but this seems kinda crazy honestly. I'll go in a random system not too far out of the core, survey a planet which in the end turns out pretty bad, but it has ruins. And in those ruins BAM 2 alpha cores. Funny thing is this actually happened twice and I've maybe explored 5% of the map. I've yet to fight any Remnants which is silly seeing my colony with 5 alpha cores (I got one from the quest). Also happened to find 3 frickin synchrotron cores in one Orbital habitat, or a mining station idk, some floaty thingy around a planet. In 0.9 I had trouble finding one in half of the map...

Anyone else experiencing this? No points in Salvage skill btw

Suggestions / What if our colonies had shared storage?
« on: December 03, 2018, 08:10:56 AM »
Yea yea I get it, doesn't make any sense. But currently, things are so scarce you have to hoard pretty much everything. Then when you get to the colony stage, you're gonna use them to dump all your weapons, rare items and ships you don't use at the moment. Since hazard rating makes such a huge difference you're almost guaranteed to have colonies extremely far away from one another. This all combined means you'll run around like a headless chicken in hyperspace trying to find where you stored that Tachyon lance (since we don't have a way to see all items in storage yet).

I saw someone suggest having things delivered to your current location but that still takes time (the most important resource), leaving you defenseless against expeditions if your ships are stored on the other side of the sector. Honestly, we already invest so much into colonies, and storage comes free with it so I don't see a huge problem with it except making things easier than they already are for some people.

Tried this with fleet and items screen, and whenever I go back and forth, the colony immediately restocks itself. So in theory I can buy as much supplies as I want to, and it'll always refresh to 802 units (or whataever the colony produces). Same thing if you spam hotkeys ''d'' and ''f'', you can basically buy the ship you need without waiting.

General Discussion / Yet another 0.9 impressions and feedback post
« on: December 01, 2018, 04:49:03 AM »
I'll do my best not to repeat what was already said numerous times but the forums have been so active it's impossible to read everything.

So, while I agree with what most said about colonies and crazy incomes, I actually like the pace in this one. The fact that I already went through early game so many times and almost got sick of it may be the case, but I think new players also appreciate having multiple things to experiment with, relatively quickly after they start a game. Also if the game had such a glacier slow pace as many suggest, I'd probably stop playing for a long period of time after one playthrough. It's nice to be really invested but then it gets to the point where every bad thing that happens in game, seems even worse and players get more frustrated since they spent so much time grinding.

1) Colonies: One thing that really bothers me with colonies is free port, either I'm in deep red, or rolling in 250k income. The difference really needs to be smaller. Other than that, it feels great not having to worry
    where to get ships and supplies and not having to suck up to a faction just to have a functional fleet. Also please don't make only low hazard planets profitable, it's ridiculously stupid to find a decent planet and involves
    way too much luck.

2) Weapons: Dear god what happened with weapons this patch... I swear one time I went trough 5 core world military markets just to find one Vulcan cannon, it was easier to fing a Railgun, no joke. I get the rarity
    thing, having us experiment with builds on the spot but it's ridiculous not to have the very basics.

3) Blueprints: Easily the thing that consumed most of my time during the playthrough. Initially, I haven't had the salvage skill so I got pretty much nothing in half the sector. Only rare things were Doom, Tempest
    and Locust launcher. It got to the point where my size 8 colony didn't have a single capital ship because I couldn't find one for the life of me. So I put 2 points in salvage, and whaddya know Astral and Tachyon lance in
    the same system. After that never found another blueprint in 2 hours. Now, I understand it's all rng and we can't get every single piece of tech. But there needs to be a guaranteed blueprint in systems with a lot of
    planets to avoid flying around for an hour over 15 systems and not finding a damn thing (even with salvage 2). Either that or get rid of duplicates because I have 10 Luddic packs and 9 Missile packs.

4) Hyperspace storms: Such irony that the change was intented to make hyperspace more interactive and not so boring and it turned out the most obnoxious thing ever because there are so frickin many of them.
    In the end you're either gonna plow through like a maniac and say bye bye to supplies, or go around and again lose supplies because detours are so damn long. Only thing that's good is speeds over 20 not costing fuel
    but fuel is only a resource in the early game so meh.

5) Overall balance of ships and weapons: Others also pretty much covered this extensively so I'm just gonna add how much fun Doom is to fly now. I even bring it on blueprint hunts  :D

Sorry for being majorly negative since this post would be triple in length if I started to talk about things I like. Anyways I seriously can't remember the last time I sank so many hours in a game and enjoyed it this much. Phenomenal work as always Alex, keep up the great work  :-*. Can't wait to see what else you got in store for us.

General Discussion / Are these undocumented changes or am I going crazy?
« on: November 28, 2018, 01:43:29 PM »
I know not all ships are available in the simulator but I'm pretty sure I tested builds vs Herons and Moras before (no mods). Yet now the more I look, the more I notice ships missing.

Other thing, since when do Typhoon reapers have 5 ammo? I vividly remember liking them before since they actually lasted some time with 10 ammo, unlike most missiles. I tried to find something in patch notes even from previous versions yet there's nothing.

General Discussion / Blueprint packs
« on: November 22, 2018, 08:24:08 AM »
So I didn't find a low tech blueprint pack yet, but the midline one gives Heron and Falcon. On the other hand high tech pack has only Apogee from cruisers, and it's not even a combat ship. Now, I understand not including capitals there but at least we could have an Aurora. From my understanding Aurora is a high tech line cruiser, not some ultra rare ship like Doom. Now it just feels like we get a high tech Venture with Shrike and Wolf...

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