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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 - Null Ganymede

Pages: 1 ... 6 7 [8] 9 10 ... 19
106
Mods / Re: [0.95a] LowTech Armada
« on: October 27, 2021, 08:10:45 AM »
This mod throws a bunch of interesting ships into the pirate lineup. The "did that scrapheap frigate just AM blaster me in the side?!" kind of interesting.

The spicy ships are visually distinct and appropriately scary-looking though, so it's fun not frustrating. 10/10, it and Underworld are now headcannon.

107
General Discussion / Are non-aggressive officers useful?
« on: October 24, 2021, 11:40:59 PM »
Reckless is soooometimes handy when you need a wrecking ball.

Steady is too intimidated by being outnumbered. Rest seem worthless - maybe on an escort carrier, to keep from suiciding fragile interceptors?

Aggressive just seems like the only useful setting for fleets I've put together.

108
Mods / Re: [0.95a] The Asteroid ship pack 1.3c
« on: October 24, 2021, 05:03:39 AM »
Visually the ships struck me as heavy, structurally unsound, but armored in the derelict contingent sense. Like, you pound some missiles into rock but there was no ship systems *behind* the rock so the ship's fine. Weapon loadouts supported that feeling - there's a real low tech "more mounts than anyone knows what to do with" vibe going on.

Cue my surprise when the cruisers/destroyers start pulling hit and runs on my fleet. Nevermind the SO cruisers tokyo drifting all over the place - those things are a menace!

Once I adjusted to the surprise it makes the early pirate fights visually and mechanically more interesting. Add in some Epattcud ships and Exodus Initiative weapons and early fights are, uh, fun.

109
General Discussion / Re: A list of myths and misconceptions
« on: October 15, 2021, 05:35:19 PM »
Ships told to hold against overwhelming odds will follow orders.

110
General Discussion / Re: Atlas MK2 far better than dominator?
« on: August 22, 2021, 05:32:41 PM »
Capital-scale AAF is scary. Two larges is too much, it blows through ships before they can retreat behind another ship and vent.

111
Mods / Re: [0.95a] The Asteroid ship pack 1.3c
« on: August 21, 2021, 03:12:28 AM »
Question.

How are ships made of literal rocks this maneuverable?

We're talking low tech levels of dakka on these things, but also nimble af? Like what? It's nice giving pirates something threatening but the stats don't match the looks.

112
Burn speed and swarm tactics have their place.

There's definitely a race up the ship size ladder, though.

113
General Discussion / Re: Why don't my ships follow orders ?
« on: July 31, 2021, 12:06:44 AM »
I'd like a video conference HUD of my officers, especially the reckless one screaming something about driving closer to hit stuff with a sword.

114
General Discussion / Re: Why don't my ships follow orders ?
« on: July 30, 2021, 03:22:54 PM »
It does come down to helping the AI rather than fighting it. Fighting it leads to suffering.

115
General Discussion / Re: Why don't my ships follow orders ?
« on: July 29, 2021, 07:07:21 PM »
The AI Is Good Actually,

once you recognize the ship crew aren't suicidal and, taking weapon ranges and friend-foe strengths into account, can and will re-interpret your orders as suggestions.

The British Navy used to occasionally execute insufficiently aggressive captains to set an example. You can do the equivalent by finding some reckless officers and putting *them* in charge. Better option though is to:

1. load up on small support ships, being outnumbered is havoc on morale since all it takes is one Reaper to the engines to end most ships
2. get some long-range kinetic pressure from fighters bombers or ballistics, flux-locked foes aren't scary
3. recognize that some situations ("combat" carriers told to kill line ships when there's actual combat ships on the field, cruisers/destroyers being heavily out-massed by a capital ship, significant range disadvantage) that are borderline un-fixable with orders


In the end you have the ability to shuttle over to delinquent ships and assume direct command for a reason. If the officers (or worse, uncommissioned crew) in charge of your ships were that good, they'd have their own fleets instead of flying in yours.

Edit: you can pull some next-level maneuvers when outgunned or outnumbered by abusing the full-attack orders which afaik sets all your ships as reckless, then giving individual immediate-retreat orders to adjust positioning. It is High Risk and takes a ton of practice and awareness so your first priority should be to set up your fleet for victory with superior loadouts or a wrecking ball flagship.

116
Missiles that can't penetrate ballistic defenses can still force the ship to back off and maneuver defensively until they're shot down.

117
General Discussion / Re: Do you have a preferred flagship role?
« on: June 24, 2021, 08:48:10 PM »
High mobility to reinforce wherever needed.

That's not necessarily Safety Overrides or a phase ship though. Low-tech capitals with Burn Drive and an Auxiliary Thrusters mod are extremely mobile, and technically a dedicated carrier flagship could fill the same role though I haven't tried it yet.

118
General Discussion / Re: Low Tech ship worst logistics
« on: May 21, 2021, 04:14:05 AM »
The Logistics tree is a low-tech tree.

It's not like that one skill that reduces overload duration where the better option is just to not get overloaded. It expands your endurance before needing to resupply by letting your fleet run purely off of combat loot despite higher fuel costs and armor repairs.

The upside is that ballistic weapons are amazing. By correctly exploiting multiple damage types in both flagship and AI-controlled ships, you can match and exceed high-tech performance.

119
General Discussion / Re: The Frigate Bias
« on: May 13, 2021, 12:06:19 AM »
High vs low tech isn't a technology level, but a design philosophy.

Overly-complicated shield and weapon systems, vs armor plating around a big cannon. Innovation versus fundamentals. Complexity versus elegance.

If it was truly high-tech, it would have access to better damage types than just varying amounts of Energy.

120
General Discussion / Re: Streaming new modded playthrough of .95a
« on: May 07, 2021, 07:24:04 AM »
how many more subs 'til min. wage?  :)

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