Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Grievous69

Pages: 1 ... 61 62 [63] 64 65 ... 200
931
Suggestions / Re: Buff the Medium Energy Slot
« on: January 26, 2023, 11:06:53 AM »
If Mining Blaster is hybrid, then it cannot be mounted in a large energy anymore.  If Apogee starter will remain available, what will be in its large mount?  (Heavy Blaster?  Autopulse?)
Tbf even if it wasn't hybrid, HE weapon on a high tech cruiser with a few mounts makes for a wonky starting ship. Although it would make sense when I think about it, it's an exploration start. I suppose it's going to be Autopulse for the start, HB feels too elite to get right at the start.

932
I read the whole thing when it was posted to reddit, I'll assume nothing was changed in the meantime.

So glad Arbalest is getting the love it deserves, most folks still look down upon it and think it's a weak weapon.

Honestly don't have a single critique besides the unexpected Dual Flak hate. Hate might be a strong word but from the wording it appears it's like a downgrade that costs more OP. Single Flak is still a great choice but Dual Flak is the best ballistic PD by a wide margin. Devastator seems kinda overrated in the guide on the other hand.

933
Suggestions / Re: Buff the Medium Energy Slot
« on: January 26, 2023, 08:31:03 AM »
Knew it'd end up with a scripted effect. But hold on, hybrid as in it can be installed on ballistic mounts as well?

934
Suggestions / Re: Buff the Medium Energy Slot
« on: January 26, 2023, 03:23:12 AM »
Hyperion in the past also wanted Mining Blasters, IIRC that was the optimal weapon then. Not sure how things like these ruin the flavour. Even in reality some machines or high tech parts might use some crude tools or old parts since they just work nice together. I really don't think we should redesign a redesigned weapon just so it's not great on phase ships. If you want another weird example look at new DEM missiles which can be used on a Buffalo MKII., or hell you can even slap some [REDACTED] weapons on it and it would make for a nice fit. There's loads of stuff like this.

Quote
And I didn't say the Mining Blaster obsoletes the Heavy Blaster, I said they become no longer comparable. They no longer try to fill the same role, the Mining Blaster becomes its own thing which no other energy weapon does
You actually described how things should ideally be implemented and balanced. I for one don't like when games have 5 types of machine guns and only one or two are worth using. Of course not to say there shouldn't be overlapping roles but this is a much better way of dealing with an useless weapon.

935
Suggestions / Re: Buff the Medium Energy Slot
« on: January 26, 2023, 02:50:17 AM »
Hammer Barrage is a better choice 95% of the time than Cyclone Reapers, so I guess it's a good comparison but in favour of the other poster.

I'm really not sold on Mining Blaster obsoleting Heavy Blaster. First, HB does energy damage and high tech needs all the anti-shield it can get. Second, why are we still looking at Mining Blaster from the screenshot when Alex said it needs stat adjustments (or in other words, nerfs).

Also big surprise someone is afraid of phase ships being stronger, as they're pretty sad right now.

936
Suggestions / Re: Buff the Medium Energy Slot
« on: January 26, 2023, 12:47:26 AM »
This is not a functional balance option in Starsector. You can always fit smaller number of more efficient and more expensive weapons, instead of filling all the slots with garbage. A weapon MUST be "best in slot" somewhere to be worth including in the game.
Realism people when a mining weapon is no longer trash tier:   :o :o :o

937
General Discussion / Re: High Scatter Amp Builds
« on: January 25, 2023, 02:36:25 AM »
I'm 99% sure that makes no difference. Where did you hear that?

938
General Discussion / Re: High Scatter Amp Builds
« on: January 25, 2023, 02:10:14 AM »
Tach Lance can already arc through shields without HSA.

939
General Discussion / Re: Legion is too underwhelming?
« on: January 20, 2023, 01:39:58 AM »
That sounds like a nice buff although I don't see the need why both versions need it. XIV is already strong enough, and we've seen how the same ship hull with different weapon mounts can have different OP pools. That said I'd still prefer if both got buffed rather than none.

940
Suggestions / Re: Poison gameplay loop; (by design)
« on: January 18, 2023, 06:42:19 AM »
Hull Restoration giving 5% bonus CR per s-mod installed.

941
Suggestions / Re: Poison gameplay loop; (by design)
« on: January 17, 2023, 12:20:45 PM »
Similar thoughts and experiences as FooF. My main concern is that any sort of potential veterancy mechanic doesn't become a chore. Either taking up too much time so it's a grind, or the effects being too good.

942
Suggestions / Re: Poison gameplay loop; (by design)
« on: January 17, 2023, 11:44:48 AM »
this also fixes the "oops picked a skill and now I'm out of supplies!" issue that Crew Training can cause!
Man the first time this happened to me I was so confused and mad. Until I figured out what happened and why I now actually pay attention where on the map I am where I pick such skills.

943
Suggestions / Re: What could be done with Safety Overrides
« on: January 17, 2023, 09:52:56 AM »
Vanshilar wording sounds like SO is so expensive you can't afford vents at all.

ITU seems like wasted OP on SO ships. Fair point about Unstable Injector.

You don't really care about turn rate when your effective range is basically melee.

944
Suggestions / Re: What could be done with Safety Overrides
« on: January 17, 2023, 03:15:51 AM »
Safety Overrides doesn't really double your flux dissipation in practical terms, because it takes the place of OP that would otherwise go into vents. And analysis of the flux effects without considering its effect on weapon range and PPT is woefully incomplete, since that's a heavy cost attached to its benefit.
If you're using SO on ships that have zero vents then you're doing something wrong. You save OP on cheaper DPS weapons and hullmods that you now don't need since SO gives so much. 2 Heavy Blasters is much much cheaper on OP than an usual high tech build with more mounts filled. And so are Chainguns and HMGs.

Then you also don't need any range enhancing hullmods, nothing for speed or maneuverability, turret turn rate, and probably a few others. This is all being saved by simply installing SO. And sure some ships will be more hungry for OP depending on their mount layout, but most don't care.

945
Suggestions / Re: What could be done with Safety Overrides
« on: January 17, 2023, 01:15:25 AM »
You can have multiples of the same ship in your fleet though...

Pages: 1 ... 61 62 [63] 64 65 ... 200