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Messages - Euphytose

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331
How do you define the rally point by the way?

332
General Discussion / Re: Player character carrier specialization
« on: November 29, 2018, 12:25:23 PM »
Like it's been said above, the AI actually does a very good job with carriers. Even a steady officer is good enough, if you get cautious it's perfect. Then you need a bit of luck (or some dirty save scumming) to get all fighter skills on your officer and you're good to go.

333
General Discussion / Re: What are your choices with skills ?
« on: November 29, 2018, 12:08:30 PM »
I max out gunnery implants ASAP, then I level up every single combat skill to its maximum. And then I see what I need the most. Usually the navigation because fuel can become expensive.

334
General Discussion / Re: Orbital Station weaponry question
« on: November 29, 2018, 12:01:04 PM »
Aren't the stations just using random presets?

335
Just make an option to toggle the stipend on or off. I think it's way too easy with it. At least change it to a "your crew salaries were paid by an anonymous benefactor for the upcoming year" or something like that. It's still a little bonus but it's not a benefit, just makes things more neutral.

336
General Discussion / Re: There's too many AI/Player-specific advantages
« on: November 27, 2018, 10:57:08 PM »
The biggest advantages the player has are having all combat skills, and making much better use of "niche" ships.

337
General Discussion / Re: Colony info?
« on: November 27, 2018, 12:09:33 PM »
Yes. For some reason if you have a building that demands 3 food and another 4, you only need 4 delivered and it supplies both.

338
General Discussion / Re: Faction Reputation
« on: November 26, 2018, 11:01:05 PM »
You can do bounties for them, or trade. For Tri-Tachyon you can also just pay back the loans that you sometimes get in the bars. Another great way is wait for a system wide bounty and then kill every pirate you see, it adds up fairly quickly.

339
General Discussion / Re: Issue with ship AI and economy
« on: November 26, 2018, 10:56:45 PM »
Yes, I can do quite well in a Medusa. But why would I pilot one when I can hop into an Onslaught or Paragon and watch everything die without having to do much? (Almost everything on autofire).

The raw power of capital ships is just immense, frigates become mere flies that you swat. I think it mostly has to do with AI that just doesn't know how to use them effectively when there are so many things on the screen. Especially fighters and missiles.

340
General Discussion / Re: Issue with ship AI and economy
« on: November 26, 2018, 09:42:21 PM »
I agree that frigates in a late game battle don't stand a chance. They just come into firing range and get destroyed in seconds. And since the player has tons of bonuses (all combat skills maxed out), there's no reason not to pilot a capital ship to make it even more deadly. So as soon as I get a capital, I get rid of all my frigates.

341
Sorry for bumping + double posting but I just discovered that it also happens with the ships currently for sale. Just exit the shipyard, open something else like the communications, re-open the shipyard and you'll have a fresh batch of ships.

By the way, since it's now established that it's a bug, the thread can be moved to Bug Reports.

342
I made my first colony when I had 1 million, and that was just enough to cover most expenses. This really isn't an early game thing.

343
The trade route I'm using is from Chtelenn (very likely misspelled) to Quoras. I buy all their drugs and organs on the black market, buy tons of fuel and supplies in the open market, which is apparently enough to "cover" the black market purchases. I then sell everything to Quoras, on the black market. I buy their volatiles and organics and sell them on the open market to Chtelenn. Rinse and repeat infinitely.

344
For me there are two things that make the game too easy:

1) Once you find a good trade route to exploit, it's basically a money making machine. You could even spend some time creating a very elaborate macro and do it automatically.

2) Capital ships, mostly Onslaught and Paragon. I'm not a very original player, I usually have a fleet made up of one or two Onslaughts, two Dominators, and 2-3 Enforcers for the military side, plus some fuel, crew and cargo ships of course.

The Onslaught, when properly configured, is indestructible. I'm obviously playing on normal, no mods. I always put points into the max OP skill, and then I max all the combat skills. You don't even need to use the shields on this ship, maybe to catch a torpedo but that's it. I don't even use capacitors, just vents. It's just destruction itself placed into a ship. Park it near anything and it's dead. You can even face tank a tier 3 station.

345
Nice :)

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