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Messages - Grizzlyadamz

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31
Modding / Re: No fighters that grant 'ground support'?
« on: April 03, 2019, 12:08:32 PM »
There are fighters that grant salvage yield, according to their tooltip. See the SCV Construction Corvette that comes standard with Machine's Coalition-based Threshal capitals.

32
Mods / Re: [0.9.0a] Diable Avionics 2.03 (2019/02/19)
« on: April 02, 2019, 11:28:50 AM »
I've noticed an issue with the Rime- I fitted it for freight-hauling, figuring they'd be more survivable than colossi if we're trying to flee something.
But the combat-freighter AI insists on turning to face nearby enemies with the burn-catalyst active. So these unarmed freighters will forgo sprinting for the exit as quickly as possible and instead do a slow, graceful bank & hard burn into the pursuers.
The AI also doesn't seem to understand it has to point itself where it wants to go like a regular burn-drive, instead activating the catalyst and then throwing it into reverse & trying to fight it (failing utterly).

33
Mods / Re: [0.9.0a] Scy V1.54 (2019/03/19)
« on: March 28, 2019, 10:52:09 PM »
Tartiflette, SCY-vets, tell me about the Nemean Lion: what are it's strengths, weaknesses, and designed-for tactics?


Pollie if you're still here: I've had some luck keeping my frigates alive by tying them to faster ships. A 'fast' combat freighter like a Mule-P or a Solidarity from Shadowyards or a Tereshkova from Dassault-Mik work reasonably well as frigate anchors since they can get in & get out when the frigates themselves would want to, or better yet a buddy frigate. Especially with the buddy-frig system, the AI's smart enough to notice when there's an opening, or when its friend needs assistance, and can capitalize or support as needed.
They can no longer achieve the juicy 180*-flanks on slower vessels, but their combined firepower is usually enough to go toe-toe with heavy destroyers, they're much harder for the AI to isolate/pick off, & they're much more effective at hunting/killing other frigates when left to their own devices.
At least that's my experience.
Spoiler
I recommend using reinforced bulkheads if they're being tied to larger ships- they will suicide at some point, that's their safety-net.
[close]


I would like to request a Scy specific Trooper Carrier as well as Salvage Ship, please.

Thanks for the update.
Heheyy, speaking of ground support suggestions clicky!

34
Modding / No fighters that grant 'ground support'?
« on: March 28, 2019, 04:55:47 PM »
So far I'm surprised I haven't seen any planetary-ops-rated small craft to transport/support troops, if at the cost of space-ops capabilities/efficiency
Is it not possible? Or could I just...leave this thread here and suddenly see them appear in the sector?  ;)

35
General Discussion / Re: Best Transport shuttle?
« on: March 28, 2019, 04:31:50 PM »
So uh, I actually did an inordinate amount of testing and wrote up a wall of tierlist before actually taking a closer look at the nebula slowdown mechanics, and it turns out it is 100% based on fleet size & 0% based on ship size (not news to many of you I suspect).
So it is indeed best to use something like a suped-up Apogee or other cruiser (or two) of choice.

I'm still going to post that useless tower of text though.
Images & the A/B/C tiers would have been spoiler'd

Spoiler


"""Alright, so I did some testing on frigs & destroyers using the criteria above, and I've got something of a tierlist.

Testing was conducted by simming the craft & moving them to the top edge of the map and 1-1.3 of the large blocks away from the center, then telling the craft to retreat.
Like this:
They're offset so that the AI doesn't burn directly into the spawned foes.
The spawned foes included 1 Condor (talon interceptors @300 speed), 1 Snow Goose from dassault mikoyan (fast skimmer-destroyer), and 1 Afflictor (P) phase frigate.
These are particularly spooky enemies for a courier as they can catch & lock down most frigates, in my estimation.

S-tier: These two exceed the criteria and can survive direct contact with the enemy, able to retreat directly through the enemy formation without the offset
Spectacle Exploration Frigate

Mod: Dissassemble Reassemble
Hull Mods: Recon Package (BI), Surveying Equipment (BI), Safety Overrides, Unstable Injector, High-Res Sensors, Shield-Conversion: Front, Augmented Drive
Cargo/Extra Crew/Fuel: 75/30/100
Maint/Recovery/RecTime/Burn Cost: 4/4/3days/1
Speed/Burn Level/SensorP/SensorS: 205(280+ w/flux-boost & skills)/12(13 with skill)/30/90
Movement Ability: N/A

This guy is cheap, has extraordinary range, ample cargo, top-tier campaign evasion and in-combat it has an efficient 360* bubble-shield.
The 280+ base speed with SO & this shield allows it to survive & escape combat without an active movement ability.



Pigeon Courier Frigate

Mod: Arsenal Expansion
Hull Mods: Safety Overrides, Unstable Injector, Augmented Drive, Efficiency Overhaul
Cargo/Extra Crew/Fuel: 75/42/60
Maint/Recovery/RecTime/Burn Cost: 3.2/4/1day/0.8
Speed/Burn Level/SensorP/SensorS: 250(300+ w/flux-boost & skills)/12(13 with skill)/30/30
Movement Ability: Courier Drive

Cheap, great range, ample cargo, great campaign evasion and in-combat it has a good shield and a great damage-reducing 400+ movement ability.
Where the spectacle has the edge in campaign evasion, this guy has the edge in combat evasion, flitting around at 300+ with the shield up and the ability to boost directly through the enemy line with the courier drive.





A-tier: These craft meet the criteria and can retreat easily with the offset. They're in no particular order.

Shalaika Scout-courier frigate
Mod: Dassault Mikoyan
Hull Mods: Monobloc Construction (BI), High Res Sensors (BI), Surveying Equipment (BI), Unstable Injector, Recon Package, Expanded Cargo, Efficiency Overhaul
Cargo/Extra Crew/Fuel: 60/22/60
Maint/Recovery/RecTime/Burn Cost: 2/4/2days/0.8
Speed/Burn Level/SensorP/SensorS: 205(305+ w/flux-boost & skills)/11(12 with skill)/30/90
Movement Ability: Pulsed Skipjets
Cheap, great range, good cargo, great campaign evasion and in-combat it has a good shield & a 420+ speed ability. It has to stay at 0-flux or it loses 30% of its speed.


Clementine frigate
Mod: Junk Pirates
Hull Mods: Safety Overrides, Unstable Injector, Augmented Drive, Efficiency Overhaul, Shield Conversion: Omni
Cargo/Extra Crew/Fuel: 40/10/40
Maint/Recovery/RecTime/Burn Cost: 2.4/3/2days/0.8
Speed/Burn Level/SensorP/SensorS: 215(265+ w/flux-boost & skills)/12(13 with skill)/30/30
Movement Ability: Booster Jets
Cheap, good range, decent cargo, great campaign evasion and in-combat it has a good shield and a 315+ speed ability.

Seski Corvette Courier frigate
Mod: Shadowyards
Hull Mods: Harmonic Shield Conduits (BI), Safety Overrides, Unstable Injector, Auxiliary Fuel Tanks, Augmented Drive
Cargo/Extra Crew/Fuel: 65/11/70
Maint/Recovery/RecTime/Burn Cost: 3/4/2days/1.25
Speed/Burn Level/SensorP/SensorS: 260(310+ w/flux-boost & skills)/12(13 with skill)/30/30
Movement Ability: Phase Skimmer
Cheap, good range, good cargo, great campaign evasion and in-combat it has an acceptable shield and a phase-skimmer. However, it is fragile.

Ashnan freighter frigate
Mod: Shadowyards
Hull Mods: Harmonic Shield Conduits (BI), Safety Overrides, Augmented Drive, Efficiency Overhaul
Cargo/Extra Crew/Fuel: 100/20/50
Maint/Recovery/RecTime/Burn Cost: 1.6/2/1day/1.04
Speed/Burn Level/SensorP/SensorS: 215(265+ w/flux-boost & skills)/11(12 with skill)/30/30
Movement Ability: Booster Jets
Extremely cheap, good range, ample cargo, good campaign evasion & in-combat it has drones, an acceptable shield, and a 360+ speed ability.

Diamondback combat-freighter frigate
Mod: Junk Pirates
Hull Mods: Safety Overrides, Unstable Injector, Augmented Drive, Efficiency Overhaul
Cargo/Extra Crew/Fuel: 80/30/40
Maint/Recovery/RecTime/Burn Cost: 2.4/3/2days/0.8
Speed/Burn Level/SensorP/SensorS: 270(320+ w/flux-boost & skills)/12(13 with skill)/30/30
Movement Ability: N/A
Cheap, good range, ample cargo, great campaign evasion and in-combat it has a good shield and enough base speed to survive without a movement ability.

ASP-Cerberus combat freighter frigate
Mod: Junk Pirates
Hull Mods: ASP Syndicate Sponsored, Shielded Cargo Holds, Safety Overrides, Unstable Injector, Augmented Drive, Efficiency Overhaul, Recon Package
Cargo/Extra Crew/Fuel: 50/34/40
Maint/Recovery/RecTime/Burn Cost: 3.2/4/1day/0.8
Speed/Burn Level/SensorP/SensorS: 180(260+ w/flux-boost & skills)/12(13 with skill)/30/30
Movement Ability: Burn Drive
Cheap, good range, good cargo, great campaign-evasion but in-combat survivability would be cutting it close if not for the 460+ movement ability.



B-tier: These craft fall short in at least one category, but are still capable couriers

Vapor frigate
Mod: Diable Avionics
Hull Mods: Advanced Avionics (BI), Cramped Hull (BI), Safety Overrides, Unstable Injector, Augmented Drive, Efficiency Overhaul
Cargo/Extra Crew/Fuel: 35/14/30
Maint/Recovery/RecTime/Burn Cost: 4/5/2days/0.6
Speed/Burn Level/SensorP/SensorS: 250(300+ w/flux-boost & skills)/12(13 with skill)/30/30
Movement Ability: Evasive Roll
Cheap, good range, great campaign evasion & excellent in-combat survivability, but it has tight capacities. Very solid choice.

Torch gunboat frigate
Mod: Underworld
Hull Mods: Safety Overrides, Unstable Injector, Augmented Drive, Recon Package, Expanded Cargo, Auxillary thrusters
Cargo/Extra Crew/Fuel: 48/15/30
Maint/Recovery/RecTime/Burn Cost: 4/4/2days/1
Speed/Burn Level/SensorP/SensorS: 205(280+ w/flux-boost & skills)/13(14 with skill)/30/30
Movement Ability: Burst Drive
Cheap, Acceptable range, great campaign evasion & good in-combat survivability (with a 600+ speed ability), but it has tight capacities. No shield but it has enough ordnance points to mount one.


Star-Sylph combat courier frigate
Mod: Dassault Mikoyan
Hull Mods: Skipspace Reaction Furnace (BI), Shielded Cargo Holds (BI), Unstable Injector, Augmented Drive, Efficiency Overhaul
Cargo/Extra Crew/Fuel: 60/8/40
Maint/Recovery/RecTime/Burn Cost: 6.4/8/1day/0.8
Speed/Burn Level/SensorP/SensorS: 205(255+ w/flux-boost & skills)/13(14 with skill)/23/30
Movement Ability: Mirage System
Good range, top-tier campaign evasion & good in-combat survivability, but marred by slightly-tight capacities & expensive upkeep.

Camel (P) heavy frigate
Mod: Kadur Remnant
Hull Mods: Forever War Engineering (BI), Shielded Cargo Holds, Safety Overrides, Unstable Injector, Augmented Drive, Efficiency Overhaul, Shield conversion: Omni
Cargo/Extra Crew/Fuel: 60/21/120
Maint/Recovery/RecTime/Burn Cost: 4.8/6/1day/1.6
Speed/Burn Level/SensorP/SensorS: 195(245+ w/flux-boost & skills)/12(13 with skill)/30/30
Movement Ability: Flux injector
Exceptional range, good cargo, great campaign evasion, but it's not cheap and in-combat survivability cuts it close with the 305+ speed ability.

Centaur freighter frigate
Mod: SCY
Hull Mods: Scyan Engineering, Safety Overrides, Efficiency Overhaul, Recon Package, Insulated Engine Assembly
Cargo/Extra Crew/Fuel: 60/12/60
Maint/Recovery/RecTime/Burn Cost: 2/4/2days/1
Speed/Burn Level/SensorP/SensorS: 215(290+ w/flux-boost & skills)/11(12 with skill)/15/30
Movement Ability: N/A
Cheap, good cargo, good range, good campaign evasion, decent combat survivability.


C-tier- These craft barely meet the criteria (if at all) or leave much to be desired in combat- they make for suboptimal/risky picks.
Most ships that did not meet a minimum range of 30+LY were NOT considered.

Afflictor (P)
Mod: Vanilla Starsector
Hull Mods: Phase Field (BI), Delicate Machinery (BI), Auxillary thrusters, Hardened Subsystems, Augmented Drive, Solar Shielding
Cargo/Extra Crew/Fuel: 25/5/50
Maint/Recovery/RecTime/Burn Cost: 8/8/2days/1
Speed/Burn Level/SensorP/SensorS: 165(215+ w/flux-boost & skills)/12(13 with skill)/0/30
This guy is expensive and has too-small cargo & crew caps, but it has good range, top-tier campaign evasion & is frankly OP in combat. Deficient logistically, but utterly safe.

Manta (LP) fast destroyer
Mod: Disassemble Reassemble
Hull Mods: Safety Overrides (BI), Unstable Injector, Efficiency Overhaul, Solar Shielding, Shield Conversion: Omni
Cargo/Extra Crew/Fuel: 70/30/50
Maint/Recovery/RecTime/Burn Cost: 7.2/9/2days/1.6
Speed/Burn Level/SensorP/SensorS: 155(205+ w/flux-boost & skills)/10(11 with skill)/60/60
Movement Ability: Burn Drive
Decent Cargo, Acceptable range, Acceptable campaign evasion, but it's expensive & in-combat survivability only makes the grade thanks to a 405-speed ability, a fighter deck, and destroyer-grade shields/hp.
**Many combat-grade light destroyers can be turned into something closely resembling this when given a logistics mod (efficiency, expanded fuel/cargo), augmented drives, and SO**
Key properties of good destroyer candidates are a phase-cloak, a native fighter-bay, a native high speed (90+) & good movement abilities.
Usually they will be skirting both logistical requirements (due to expense & low relative-capacities), and combat survivability (since they CAN be caught & instead must rely on equipment to survive long enough to escape)
Still, most can serve as adequate couriers.

The hound & cerberus are both examples of vanilla frigates that almost made the cut but fell short because of that 30-LY range.

Other c-rank candidates:
Samoyed freighter frigate from Junk Pirates
Wirefox shuttle frigate from Junk Pirates
Bouclier courier frigate from Dassault Mikoyan
Flatmouse shuttle frigate from Dassault Mikoyan
Mudskipper XIV frigate from Kadur Remnant




Right now I think I'll take this Torch (christened "Home") out of storage and deck it out- not the most ideal on paper, but it's readily available and imo it's fun to fly around in a 'tomb for the criminally insane' that burns at 14 and has 600-topspeed capability.
Feels like a heavily armed/armored rocket, and has enough OP to really do some customization. """""
[close]

@intrinsic_parity, @goduranus, @Kohlenstuff
Just about all of that is good to know, thanks guys
I think I'll adopt something bigger afterall too- once my colonies (planet+moon) grew up from sizes 4/6 to sizes 6/8 (and I better-optimized them for fleet size) they stopped needing babysitting.

36
General Discussion / Re: Ideal outpost colony?
« on: March 24, 2019, 10:12:44 PM »
Do they ever get raided? Or is that a non-issue without any production?
(that's a real neat trick with the gas-giant jump point btw, but are there ever any planets that are always very close to a jump-out point? Would save a smidge of cargo-packing for the transverse)

37
General Discussion / Re: Best Transport shuttle?
« on: March 24, 2019, 10:08:38 PM »
There's just one real reason NOT to use capitals- they're slow as sin.
Lower burn drives sure but there's something you might be forgetting: they get caught up in the nebulae.
A single frigate can cut straight lines across hyperspace with just a 3% loss (ie none) while large fleets slow to a crawl when they enter calm fog.

And that travel time is why I'm interested- I've got colonies to babysit but I'm not done exploring yet. Can't afford to linger in fringe hyperspace when there's 2 raids and an invasion coming in.
Would rather keep stationary fleets in storage and use the shuttle to quickly zip between them.

38
General Discussion / Re: Best Transport shuttle?
« on: March 24, 2019, 09:22:25 PM »
snip Dram snip
I tried that first (the luddic path refit with a non-civilian hull as a matter of fact) as it comes highly recommended & I saw the logic BUT I did indeed run out of supplies far sooner than I ran out of fuel.
200-300 fuel is overkill by a factor of 4 or 5 for a single 1-burn frigate, while the 15 supplies ticked down pretty quick (especially if you are inclined to using the 3-supply transverse jump, or don't pack solar shielding).
I'm still worried about this for the Afflictor there, but the combat effectiveness, the ability to evade combat in the first place, and the option to up & flee combat whenever you feel like it are all top-notch.
Speaking of evading combat, augmented drive does indeed increase dark-running burn by 1 & e-burn by two.
So that Afflictor with augmented drive hums around at 7 burn even when it's running dark, and can e-burn away from interdiction at 20.

Also, if we sub out the Mudskipper's solar-shielding/augmented drive for the efficiency overhaul & SO, it becomes dramatically more capable of fleeing combat & the repairs following transverse-jump & cr damage goes from 4 days to 3 (vs the afflictor's 2)
But burn is a very middle-of-the-road
5 silent 10 normal 18 e-burn
vs
7 13 20(21) Afflictor

The price of transverse-jump & storm damage is still pretty hefty on the Afflictor though, (8 supplies) cutting its flight-time to ~2 months, about the same performance as an unshielded Dram I suspect.
But man is it safe. The mudskipper (239 base speed & 297 maneuvering jets) & the dram (flat 245-270 with a recon package) are still vulnerable to hunter-killer frigs & fast fighters, while the Afflictor can just...phase to the exit.
Hm..




Thinking criteria...
Cargo- 8x recovery/maintenance costs (5 recovery = 40 cargo) so you can transverse/storm-ride without eyeballing your supplies
Crew- 10-20 spare (5 min= 15 cap) so you can pick people up/pack extra 'just in case'
Fuel- 40+ lightyear range (2 burn= 80 fuel, 1.5 burn= 60) so you can cross the galaxy before you need to stop
Burn- 11-13 (min-8 with augmented drive & the +1 burn perk, 7 with militarized civilian hulls) so that going dark has 6-7 burn
Speed- 250+ (125 with SO & a speed active-ability, 175 with unstable, 200 otherwise) OR a phase-cloak so you don't die if something somehow catches you
Phase- see above
Sensor- Profile less than strength, more is better, just the sensor perks could cut it

Sound about right?

39
General Discussion / Best Transport shuttle?
« on: March 24, 2019, 07:08:11 PM »
Looking for something to ferry me between widely-dispersed bases quickly/efficiently, which of these looks better?
Afflictor (P)
Spoiler
[close]
This has enough cargo to support 4 months between pit-stops, enough fuel to traverse more than half the galaxy, and not only can it easily escape any combat it stumbles into, (which the phase field might help avoid? Maybe?), it can probably solo a couple destroyers.
Only downside is a low crew cap which prevents snapping up bar-deals for marines, but that's chump change.
Is augmented drives worth it? Helps evade interdiction, (and run dark?), but max burn isn't impacted at all. Efficiency overhaul might be better- decreases supply/month & fuel consumption by 20% & increases recovery rate, plus it costs 5 fewer OP.

Mudskipper 'XIV'
Spoiler
[close]
This ones got 3x the storage, 10x the crew, and half the operating costs. Fuel is 20% lower but that still leaves a range of more than half the galaxy.
Only it's not the fastest vessel out there, and combat efficacy is a literal joke. (though the kind that could be surprisingly effective)
Again, augmented drives might be sub-optimal given the +1 burn skill.

What do you guys think? What do you use (if anything?)

40
General Discussion / Ideal outpost colony?
« on: March 24, 2019, 02:51:53 PM »
Thinking of establishing a few launching-off points for exploration- mainly colonies that are self-sufficient & can store exploration fleets, allowing me to use just a dram/other corvette to quickly get out there without literally burning through supplies/fuel/the days between these f'ing raids.
Being able to avoid attention (or be too tough a target to take) is a must, I don't want to have to babysit them like my first colony.

So, what are the dos/don't-dos? Will they have to stay small and run a hefty deficit? Can I keep a larger/more profitable one by establishing it in a large many-planet system where I can construct a dozen patrol bases & hand them off to my commissioning faction, since they don't give a crap about deficits & are hostile to anything that would attack me?
I'm running Nexerelin, which probably makes a big difference.

41
I gotchu bruh
https://bitbucket.org/AxleMC131/starsector_modding/downloads/DisassembleReassemble_v1.6.5.zip
(if you look at the URL you can sometimes guess what the previous file's URL is, people tend to stick with the same host.)
(also the google cache is useful)

42
General Discussion / Re: Does retreating/being harried destroy cargo?
« on: March 15, 2019, 06:51:38 PM »
Woohoo!

43
Mods / Re: [0.9a] Console Commands v3.0 WIP 7.6 (released 2018-12-07)
« on: March 15, 2019, 09:30:33 AM »
Has anyone ever reported lost cargo after using the "endcombat" command? Stuff went missing for me after my ships safely extracted from an AI's botched station assault, and the only things I can think of which could cause that would be if allied ship losses make you lose cargo, or the game thinks fightercraft are ships, and using endcombat when they're all that's left on the field is tricking it into thinking you lost something.

-edit
Turns out it was a bug, and allied losses were counting.

44
General Discussion / Re: Does retreating/being harried destroy cargo?
« on: March 15, 2019, 09:24:13 AM »
I guess that includes allies then?

None of my ships were lost. EXCEPT could the fighters have done it? Game seems to think there are still ships on the battlefield when they're all that's left..

45
General Discussion / Does retreating/being harried destroy cargo?
« on: March 15, 2019, 01:12:46 AM »
Just joined an ill-fated attack on a station for some of that sweet XP.
Wiped out the defending fleet & then skipped town since the missile racks were dry, meanwhile my AI allies insisted on going to the bitter end.
At this point I got the bug where combat doesn't end if carriers retreat & leave their fighters behind, but a mod has a fix for that so no real problem here.
Afterwards the support frigs that were held in reserve decide to harry us but let us go. All of my ships which participated sustained no/nominal hull damage, with a couple going down to ~10% CR.

10 minutes later I'm back at a market and notice half my survey datapads & 1 of my 2 gamma cores (and possibly other things) are missing. Cargo was never over limit.
Does retreating/being harried destroy cargo?



-edit
Yeah I actually lost half of every commodity, with a minimum of -1 wiping out all my rare items/modules/lpcs and they even took my VIPs yikes

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