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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 - Grievous69

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31
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: March 06, 2024, 08:44:12 AM »
Well I'm not running SO. That makes all the difference here.

32
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: March 06, 2024, 08:36:33 AM »
I wonder if Fury (in particular) got fairly lenient treatment by the community partially because of SO. Without SO, Fury at 20 DP is more than a little expensive.
Ehh not that much, people still argued that it was too weak (especially coming from me and Megas lol), and then energy weapons got buffs, and then Fury got a small buff. But then that just means it's better to use other ships with medium energies, such as Medusa and Aurora.

I ran Neural linked Furies in my current run, and it was crazy, if you don't pay attention for more than 5 seconds, the other Fury easily dies, and that's with 8 combat skills. So I swapped to Odyssey + Nova and it's much better.

33
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: March 06, 2024, 05:58:04 AM »
It would be cool for LP ships to remain as they are, to keep a reminder of old SO because they have Ill-advised modifications. I personally wouldn't try to rework the whole Luddic Path fleets.

Every single ship you mentioned except Fury is 100% great without SO.

34
General Discussion / Re: How would you build a Wolf in 0.97a?
« on: March 05, 2024, 01:09:34 PM »
Wolfs are really good with buffed Phase Lances now, I don't even feel bad for mounting a real medium weapon anymore. Either Extended or Omni + Accelerated shields is needed since they can chewed by a single fighter wing. Obviously if it has an officer, Systems Expertise is great for survival. I find that they're good distraction frigates, much better than Lashers imo, but on the other hand not even close to Omens, Scarabs and Tempests.

I have a Wolf in my fleet with a Phase Lance and EMR Sabots, and it's definitely worth the 5 DP cost.

35
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: March 05, 2024, 08:40:20 AM »
Aurora is good without SO tho. Fury is almost a decent ship without SO right now, purely because so many energy weapons got buffed. Only thing holding it back is Rambo AI.

36
Alex said he likes the idea of spending a story point to speed up the crisis bar. So we'll probably see something like that in the next update.

37
Suggestions / Re: More threats and rewards in the Orion-Persean Abyss
« on: March 04, 2024, 11:37:06 PM »
Well, once you hit enough lights, you do get a [VERY REDACTED] buff which comes in handy if you comes across a planet with a [SUPER REDACTED] fleet, which can drop [SUPER REDACTED] weapons. It's pretty rare though -- the planets are random and I've only had it happen twice -- but the weapons are well worth it. I happen to set the "campaignSpeedupMult" in settings.json to 10 which makes exploring the Abyss (and general campaign movement) go much faster.
Wait what, first time I'm hearing about that and I feel like I've seen everything there is to see. Are those super redacted weapons something we already seen or completely new thing? I don't want specific spoilers, I'm just curious if it's worth the hassle going over there again.

38
I still don't understand what the hell are people doing with their colonies. In the current save I have a size 5 colony with Light Industry and Farming, both with colony items, raking in about 80k credits per month. I made a deal with Kanta and destroy a fleet/base here and there and so far I haven't been attacked by anyone.

To me, the system almost feels too slow, but I guess that's the difference between vanilla and modded runs.

39
Suggestions / Re: Built-in Drones should not be Fighter Wings
« on: March 02, 2024, 08:24:31 AM »
Oh I know that part, I'm just curious if setting Engage would somehow make drones a bit more aggressive, more likely to take shots for you, etc. I know venting makes them come forward to protect you, but I'm not 100% sure if there's any behavioural differences in engage/regroup.

40
Suggestions / Re: Built-in Drones should not be Fighter Wings
« on: March 02, 2024, 08:17:47 AM »
Does toggling engage even do anything for zero range drones/fighters? If it doesn't then I don't know why it's even possible to kill your 0-flux speed boost for no reason.

And I agree with the whole post, except maybe the very end, the caveat part. Terminator drones should be strong since their strength is already calculated for the ship. Remember, Tempest lost HEF for a system that kills its drones. Apex has poor OP pool for a 30 DP ship, but it has 2 wings of Terminator drones.

41
Suggestions / Re: Add more ways to obtain Lion's Guard ships
« on: March 02, 2024, 05:44:02 AM »
Yesss, that also annoyed me in my 0.96 Sindrian playthrough. You can only get the Executor through normal means. The other ships AND weapons are strictly locked under the "kill them for loot" way since I'm not really counting that one-time reward from a quest where you get a single Gigacannon and 3 Kinetic Blasters. It's absurd that a crown jewel, their biggest is strongest ships is ten times easier to get than a single medium energy weapon.

42
Suggestions / Re: My wishlist for the next update
« on: March 02, 2024, 03:08:40 AM »
I also hope for some more medium energy and ballistics next patch, I have no problems because I always play moded campaigns but the vannilla mediums do leave a lot to be desired, especially the energy mediums.
Wait really? I think medium energy weapons have the most variety than every other gun slot, excluding missiles. There's a weapon for every role and niche, something I cannot say about small and large energies. Smalls are basically all PD with 2 support options and one crazy damage melee weapon. Larges are again half beams, 2 projectile weapons (one working with charges, one sustained) and a Gigacannon which I was so excited for, only to see it's a useless weapon for almost all vanilla ships. I really wish it also had charges so you could at least improve the DPS with s-mod Expanded Mags. Or at least we could have a high tech ships with more large mounts than it needs, to promote Gigacannon and Paladin. But unfortunately high tech ships are either limited with medium mounts, or have good enough flux stats to not care about low power large guns.

Medium ballistics are good enough, community just wants another HE option.

43
Suggestions / Re: About neural link again.
« on: March 01, 2024, 12:33:13 PM »
Are there still weird interactions with Combat Endurance and Missile Spec? I remember them being not the best picks for Neural linked ships.

But I'm having fun in my Neural link playthrough, just wish that the hullmod was free since that part sucks. It feels like an intentional way to specifically nerf player piloted Radiant (I'm piloting a Nova this run).

44
General Discussion / Re: How to break Legion AI
« on: February 28, 2024, 11:09:46 PM »
Yeah I just went with auto groups for this build, seems good enough. And like I sad, in the beginning in had LACs in the front small slots, that still didn't stop it from doing the funky turn.

And glad Alex already fixed it, kinda funny that a skill that increases range somehow messed this up.

45
Suggestions / Re: My wishlist for the next update
« on: February 28, 2024, 02:27:58 PM »
Truee, can't believe I forgot that. Hammerhead really went from the classic destroyer to use in fleets to barely being used today. Although I admit I haven't tried it with Escort Package yet.

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