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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 - dis astranagant

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46
But it'll happily take a completely avoidable mk IX salvo or 3 on the chin rather than deal with the missiles in a sane manner.  And I wasn't doing 1-1, that would have been unfair to the Dominator :v  I'd give it a couple Enforcers and some Lashers just to make the Sunder sweat a little.  First iteration gave the Sunder some swarmers and that was just a complete shitshow where it refused to do anything but plink with swarmers til out of ammo.  Second had machine guns, which worked, super slow since it was more worried about clearing missiles than dealing with actual threats.

Gave it a pd frigate escort and buffed the dominator's escort in response.  End result was one 0 cr escort frigate, and one 30 cr Sunder.  Ought to hang the captain for cowardice, the number of times he gave up clear shots on the Dominator's engines to run from half a Pilum salvo with 0 flux was just pathetic, bonus points for popping high energy focus just before running.

47
General Discussion / Why are heavily shielded ships so terrified of Pilums?
« on: December 02, 2015, 10:43:22 PM »
I've been doing some tests with a big dumb max skills SO Sunder with a Plasma Cannon.  It's easily a match for an unskilled Dominator, but the stock Dominator with 3 pilums will zone it out for ages.  The AI lets the Pilums build up in ridiculous numbers rather than taking them on the shields for negligible damage (<200 per missile, on a ship with over 10k capacity and 1600 dissipation), finally getting confused and taking a dozen to the engines.  If I give it any point defenses it will hang back until every missile is destroyed before doing anything productive.

48
Mods / Re: [0.7a] Diable Avionics 1.1 - Continued (30/11/2015)
« on: December 02, 2015, 08:43:00 AM »
Loading a Hayle with Annihilators and Heavy Machine Guns is fun.

49
General Discussion / Re: .7 just isn't fun ...
« on: December 01, 2015, 01:02:17 PM »
A good starting Lasher config: drop the missiles and blast doors for SO.  Find a face, get in said face, press f, melt face.

brb nerfing

Spoiler
Just kidding, but wow, that's amazingly effective. Feels right for an SO ship, though - getting up close and personal, trading off armor damage for maximum damage dealt. Gets a bit too quick when skills come into play, but that's another issue.
[close]


Haha yeah, not a lot of things you're going to run into early on much care for 900 kinetic dps right up in their shields/crappy frigate armor.  Neatly sidesteps the usual Wolf on Wolf stalemates I keep getting dragged into early on.  I really like how you don't have to hope the markets throw you a bone with that setup, unlike most popular Wolf configs.

But really anything with Accelerated Ammo Feeder is going to be a brutal SO ship, they just mesh so well.

50
General Discussion / Re: .7 just isn't fun ...
« on: December 01, 2015, 12:35:24 PM »
A good starting Lasher config: drop the missiles and blast doors for SO.  Find a face, get in said face, press f, melt face.

51
General Discussion / Re: .7 just isn't fun ...
« on: December 01, 2015, 11:31:14 AM »
The difficulty curve also levels out some if you die and come back in a Lasher.  It's a lot easier to use and you can make some brutal configs for it right out the gate.

52
General Discussion / Re: Best Place to find Apogee?
« on: November 29, 2015, 11:47:44 AM »
Does the Diktat sell Apogees? Ran into a Lion's Guard fleet that had one.

Probably not.  From the looks of it Lion's Guard gets all the fun toys and the Diktat proper is practically a copy of the Hegemony.

53
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 26, 2015, 11:15:02 PM »
Really needs some kind of sanity checking so I'm not starting the game with a bunch of bounties that all expire almost immediately.  And maybe force a named pirate bounty in Corvus at start so people who don't want to trade don't have to startscum.

54
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 26, 2015, 08:54:38 AM »
I rather like Citadel's Copperhead LAG for the role you propose, though it is really more of a drop-in replacement for the regular kind and doesn't have that much more range.

55
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 26, 2015, 08:44:04 AM »
If I'm doing the math right the light mortar is actually pretty close to the LAG's DPS vs hounds and other armor bearing early threats.  I got something like 13 damage a shot for the LAG = 52 DPS vs the mortar's (shorter ranged, less accurate) 40 damage per shot.  Definitely not something to discount entirely given how they cost half the OP and less than a third the flux.

56
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 26, 2015, 01:34:05 AM »
Why mothball your Sunders when you can stick a heavy blaster in the slot and be better off than putting most large energy weapons there?  It's still the best flux dissipation of any destroyer and quite fast.  The only large energy weapons that seem to do the giant spinal mount overkill cannon thing well are the tachyon lance and plasma cannon.  Both of which are extremely rare, OP intensive, and flux hungry.  If you have the skills to back it up you can use SO and a plasma cannon for all your single weapon dickship needs :v

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