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Messages - Grievous69

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1096
Suggestions / Re: Fixing S-Mods
« on: September 25, 2022, 09:07:50 AM »
What point, you contradicted yourself in the second and third paragraph. I was just picturing the unnecessary loops we would do with balance changes.

Calling a proposition "buffoonery" shouldn't be seen as rude by anyone using the internet. Please don't do the toxic bait thingy (there really should exist a word for that).

1097
Suggestions / Re: Fixing S-Mods
« on: September 25, 2022, 08:52:03 AM »
Or you could nerf EMR and HA, since they're very competitive even at full OP cost...
God no, both hullmods were buffed because they weren't used much before, and now we expect them to be weaker again purely because of s-mods. Complete buffoonery.

Might as well have all hullmods cost exactly the same which makes the game more boring, and has exactly the same effect as a simple OP boost.

Hardened shields should be a commitment, I'd ideally want to revert the change along with the fix to s-mods.

1098
Suggestions / Re: Fixing S-Mods
« on: September 24, 2022, 11:34:05 PM »
So if you're able to build in multiple hullmods into that pool, and it just retracts from the normal OP amount, then we're just going back to the Loadout Design skill from the past, but for individual ships. Which I'm fine with tbh, but it's kind of hilarious how people now gravitate towards the simpler option that actually did the job (yeah you could still call it boring).

Not to mention it'll stop silly rules like you can't build in SO, can't build in Phase Anchor, and all future strong mods. Then rebalance changes specifically made to discourage heavy usage of s-modding. If anything the current system is more boring to me. Literally the only choice you make is "will I use this ship in late game?".

1099
General Discussion / Re: Question about general scaling
« on: September 15, 2022, 10:54:31 PM »
Only thing that scales are missions and general bounties, and similarly contacts and their jobs. The more you complete, the harder (better rewards) they get. Enemy fleet always stay the same. Your player level, along with the fleet and credits had no impact on the game whatsoever. There is a tiny exception though, the game will give you better hauling missions if it knows you have a lot of cargo space.

1100
General Discussion / Re: Ship Loadout Guide
« on: September 15, 2022, 10:51:09 PM »
I don't think any guide ever is supposed to be a "pick your holy book of choice" for that game. Some are better, some are worse, find the one that fits your playstyle the best.

But please, explain how would a guide take into account which faction each player aligns with. After a while you'll come across most weapons in the game, there's no point in writing a guide for super early game when you have a decision to choose from whole 2 guns to put in one mount.

1101
I was impressed that the showcase was about Conquests with no skills or s-mods ...until I saw the sim opponents. I thought we were over this as a community, sim enemies are memes. You can easily make a counter build to such opponents which anyone can hand pick, and voila behold the show.

Can't wait for the Hurricane change, so I stop seeing "look ship strong" just because it's spamming missiles.

And this is all coming from someone who loves the Conquest. I won't pretend a ship is good with AI just because I like it. In a real fight, when Conquest gets rushed, it dies. It's a nice missile spammer but I'd honestly have Atlas MkII instead and save up on DP.

1102
Eradicator and Scarab are put in a solid niche tier, which I guess is correct if their "niche" is being good at everything. Seeing them in the same tier as Vanguard is wrong. Actually the whole solid niche group doesn't make sense to me. I don't think you're familiar with how's that word used in games. For example Conquest is a candidate for the niche tier, and not something like Dominator or Hammerhead.

Ever since I did my tier lists I can't help but want that most people do it in similar way, and that's having separate tier for player and AI, and giving a short comment on placement. I could ask your opinion on each ship I'm curious about here but that would be chaotic.

1103
General Discussion / Re: realism
« on: September 11, 2022, 04:58:09 AM »
I don't think the game was ever advertised as something ultra realistic, like an immersive sim or alike.

1104
I'm genuinely sorry but I almost choked when I saw someone has trouble opening a RAR file for 2 days xDD. No offense but in that time you could've googled that, how to archive your own files, learn about all other types of archiving, see how compression works and what are the best methods, etc.

It's been what, 15 years since everyone has access to everything, don't understand why googling stuff isn't the first natural step. Surely it's a lot faster than making a forum account, starting a new topic and then responding multiple times even though the very first response said everything you need to know. I'm not even mad, you're just wasting your own time.

1105
Suggestions / Re: Frigate micromangement and auto-retreat
« on: September 07, 2022, 12:11:38 PM »
Big support for highlighting ships with very low PPT. One of those things you do mechanically but one day realize how much time you waste doing that.

1106
Suggestions / Re: List of minor improvements for major increase in quality
« on: September 04, 2022, 01:30:20 AM »
It makes losses more meaningful
Why would this ever be a goal is beyond me. So basically what Megas had been saying for ages is now even more true with s-mods, and that is flawless victories. If I'm ever in a losing battle or in a situation where I'm forced to retreat, that's an instant reload. Because there's no way in hell I'm losing ships with s-mods. Your comparison with overpowered skills from before means we're kinda on the same power level of ships, it's just much more annoying to lose them in fights now.

And not sure what do you mean by "it forces decisions and trade offs". You spend points to make a ship stronger, that's it. I was never in a situation where I had to think hard about which hullmod to build in. The only decision is "will this ship be a part of my end game fleet?".

About the whole ship orientation thing on tactical map discussion, I'm positive that would reduce the readability even more. The last thing we need is even more clutter. It's pretty obvious which ship you're looking at a glance, seeing them in all kinds of positions compared to your view would be pure chaos.

1107
Suggestions / Re: List of minor improvements for major increase in quality
« on: September 03, 2022, 08:39:28 AM »
Nothing wrong with S-Mods, they're a great idea.
Can you elaborate on that? I find it weird to give a comment on something with an equivalent of "no it's not", and then move on. I'd like to know why those who think it's a good system, think that way.

1108
Suggestions / Re: List of minor improvements for major increase in quality
« on: September 03, 2022, 01:05:12 AM »
I heavily disagree that ships NEED 2-3 s-mods to be good. Tons of ships are perfectly fine with no s-mods, or even just one. My problem with s-mods lies in almost all other parts but I'm not sure if this thread is the right place to talk about it. If someone makes a separate thread then I'll be happy to rant but just the short version here:
  • Stupid easy choice of always building in most expensive mods (no one cares for bonus xp)
  • Penalizes experimenting with different ship classes in a playthrough
  • Getting new ships you want to see full potential of is always seen as a story point sink, now imagine someone wanting to play with a bunch of smaller ships
  • Literally less build variety than old +10% OP for all ships skill
And no, I don't care that current 2-3 built ins are stronger than old OP bonus skill, that's not the point here. The point is always doing the same old thing for most ships and making you feel bad for ditching old ships and trying something new. Or as I've seen from a couple of players, giving them decision paralysis.

EDIT: And nerfing/buffing hullmods that were perfectly fine, just to tip toe around this ridiculous system, is sad to say the least. Like I legitimately think Missile Racks are going to get slapped now, after the Hardened Shields thing.

1109
Blog Posts / Re: Hostile Activity
« on: September 01, 2022, 10:54:25 AM »
Oh this sounds really cool, much more interesting and interactable than current super random "you'll be getting a visit from x in y days". Which brings me to a question, does this replace faction expeditions? It looks like only pirates and Pathers are currently involved in the system, with no mention of expeditions. And what about Hegemony AI inspections?

Btw reading this, I got the feeling "oh there will be so much new stuff to learn in the next update". Don't know why, but my first reaction was being overwhelmed and confused. Then having looked and screenshots it seemed much more simpler than it first appeared. Later explanations helped out as well.

And daaaamn those multiple teases!

1110
Suggestions / Re: Misc. Changes
« on: August 31, 2022, 09:11:43 AM »
Oh sorry, I didn't see that Alex already adressed it, I guess I should've been more thorough when searching for similar suggestions - was it on the forums/Twitter?
Ehh it was somewhere in the blog post discussion thread posted here. Probably in the last few pages of it.

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