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Messages - Null Ganymede

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16
General Discussion / Re: Legion is too underwhelming?
« on: July 09, 2022, 04:30:42 AM »
Simulations aside, my favorite campaign use of an early Legion is logistics.

Salvaging one takes your ragtag frigate wolfpack with one or two destroyers into a complete colony fleet. Without degrading the honor of your faction by bringing along a herbivorous civvie ship.

Once colony's founded stash the Legion for invasion defense. Pick it back up once you've got ITU hullmod and enough crew from the colony to fully man it again.

17
General Discussion / Re: Legion is too underwhelming?
« on: June 30, 2022, 08:54:08 PM »
Don't think anyone's mentioned the Legion's amazing large turret arcs yet.

They're amazing.

Outside the simulator with the right officer skills it's an amazing dual Gauss platform with Pilum saturation and interceptor cover. The setup can't toe to toe capitals but (1) serves as a fleet anchor to bolster AI confidence (2) cleans up smaller ships as fast as its guns can fire and (3) puts out more than 40dp worth of map control.

That's without getting into what you can do with a flagship. The turret arcs and personal fighter PD make it better than the Onslaught at Burn Drive kiting. If you take the simulator as gospel, Legion has multiple setups that solo the simulator in player hands.

18
It sounds like the core idea is using Shield Shunt primarily as an AI hint, not an armor buff per se.

Interesting. Mid and high-tech ships tend to have heavy EMP options and better fighter cover. Plus if you're running a themed fleet you have better escort frigate options than low-tech.

Given how big a deal AI behavior is for maximizing combat performance, I can see this working. Will keep a lookout for ships to try it with next run!

19
Mods / Re: [0.95.1a] Iron Shell 1.16
« on: June 07, 2022, 10:13:33 PM »
the anime girls are making you pay taxes, fair response
This is why nobody likes the Hegemony and their lackeys.

20
General Discussion / Re: Luddic Path Fleet Comp Advice
« on: June 02, 2022, 03:24:50 AM »
Safety overrides is a big part of the theme, so you also want to go wide rather than tall to ensure you've got local numbers advantage to get aggressive within limited PPT. However, you also want a capital or two to anchor your fleet and give them confidence when fighting up.

My big questions would be where the officers go. Front line ships with Elite PD skill for extra range? Carriers to provide a barrage of hammers with maxed out carrier skills? Frigates or destroyers to try and make Wolfpack work and really exploit the "free" safeties overrides on restored LP frigates? So many flavorful options!

Some mods have juicy capitals. I know Tahlan's Castella is a glorious battle carrier.

Skill-wise I'd be tempted to go deep in green and yellow. Gives you a chance to pick up fighter skills for maximum bomber swarms while scaling out a wide fleet. Stuff is going to explode, so, yellow skills for repairs and D-mod exploitation. Then spend DP on a big capital ship anchor, enough officered carriers to spew Perditions, and spend all remaining points on a ton of smaller front line ships with kinetic-heavy loadouts. Kinetic pressure should provide enough safety for hammers from bombers or small mounts to start securing kills. No hammers left = probably no PPT left = retreat it.

Hell I'd be tempted to link hammers to a "rangefinder" weapon to ensure constant use on the lower PPT ships. No point retreating or exploding with ammunition still slung!

21
General Discussion / Re: Capital Ships Are So Slow...
« on: May 24, 2022, 12:49:25 AM »
Low tech burn drive capitals with final red skill on officers!

22
General Discussion / Re: Sindrian Diktat Changes
« on: May 09, 2022, 12:00:10 AM »
The blog post also makes it sound like the elite weapons are for LG patrols only - but more likely it's using the existing game system of commissioned reputation gating access to elite equipment on the Military market.

Sign commission, run a few missions, get a few contacts and bam - you're the Lion's Guard now! Time to load up on cheap fuel and go hunt Remnant fleets with your flashy purple assault ships that do heavy kinetic damage from energy mounts.

23
General Discussion / Re: Sindrian Diktat Changes
« on: May 08, 2022, 11:48:41 PM »
Askonia is the heart of the sector. It's well placed for a Duzahk colony, especially a refining + orbital works one on Drujh. Knock out Nachiketa and fuel gets lucrative. The military markets have solid ships. There's a chance of even higher upsides if interesting planets spawn in Askonia or Duzahk, or you're playing with Nexerelin and can invade and hold Umbra with a barebones force.

10/10 commission.

24
General Discussion / Re: Sindrian Diktat Changes
« on: May 08, 2022, 05:27:17 PM »
It's not a democracy thing. There's no democratic militaries. It's definitely a shame that the rare pretty midline ships are straight downgrades unless you're fighting nothing but remnants in coronas.

It'd be cool if the Lion was a Napoleon or Alexander the Great character but the Diktat's been holed up in one system since its formation. One of the pirate Warlords is a better fit for that role. Maybe he can be a John Boyd type: brilliant and revolutionary in his niche, big ego and fanatical adherents, not as much of a generalist as they think they are.

25
General Discussion / Re: Sindrian Diktat Changes
« on: May 08, 2022, 04:11:45 PM »
You are still prioritizing lore over the gameplay and so far you failed to explain why elite forces are worse than regular ones. The dictators delusion is just a weak explanation, just relentlessly pushing for it wont make people believe it.
I was kind of hoping that describing the general pattern would help you recognize it in conflicts you're familiar with. It is, after all, common as dirt.

Like dirt, more common in some places than others. Without referencing currently occurring events look at the performance of any Soviet-trained middle eastern tank crews, the Afghani use of captured AKS-74Us as status symbols, Armenian air defenses being paraded vs being droned... Or, if it feels like I'm showing bias: liquidation of AA special forces, Afghani use of captured optics as a status symbol, actual combat performance of expensive Patriot batteries (and Israel's furious efforts to first upgrade and improve their firmware, then straight up replace them with more reliable domestic production...)

An elite recon unit packing their parade uniforms then getting cut off and captured is a thing. Their captors looking at their fancy rare suppressed weapons and going "huh, these would be real handy while doing guerilla stuff on our home turf" is very much a thing. Admittedly so is refusing to accept reality and maintaining your headcannon, which, tbh, is how it should be.

Edit: first thing I'm doing when patch lands is getting into a phase frigate then baiting and whittling down isolated Sindrian patrols until they drop kinetic heavy blasters. The resulting SO Plasma Cannon Sunder flagship is going to conquer the sector.

26
General Discussion / Re: Sindrian Diktat Changes
« on: May 08, 2022, 02:18:32 AM »
Nah, energy not having damage types is what keeps ballistics good. This is an awesome way to tie combat mechanics into lore.

27
General Discussion / Re: Sindrian Diktat Changes
« on: May 08, 2022, 02:08:48 AM »
It's a kinetic energy slot. It's a heavy blaster kinetic energy slot. I'll climb down into hell and fight satan himself for it.

28
General Discussion / Re: Sindrian Diktat Changes
« on: May 08, 2022, 01:32:27 AM »
Starsector takes inspiration from Alastair Reynolds who takes a pretty cynical and dark take on hard sci-fi. Wunderwaffen have amazing long-term impact but always have trouble with logistics and integration into conventional forces in the short-term. The cool thing about Starsector is it focuses on both - yeah the Diktat pretty boys are mostly there for show. Buuut get some of their superweapons into the hands of people who know what they're doing (us, the players!) and amazing things are going to happen. Alternatively, get the right admiral in command of some Lions Guard ships and the D-mod is actually a net win...

Grievous69, the purpose of "special modifications" that come with a spiffy paintjob is cohesion and pride. Morale, in other words. In some warmaking metagames where the dominant strategy is to make the enemy rout before your side does (anything predating modern artillery) or ideally before your side gets into bayonet range bright pretty colors and useless but intimidating flash were all the rage.

There's plenty of examples where brightly dressed elite troops had their bluff called. The result consists of their shell-shocked opponents wandering through the wreckage, looting dead bodies, poking and prodding the best equipment the enemy had, and going "huh, so it was all just for looks all along?" It's always has been.

Unless of course your engineers are drooling babies and they just beat up ships with hammers.
Trick to understanding the modern bureaucratic workforce is that junior employees think engineers are wizards who can do no wrong. Mid-level employees think engineers are drooling babies beating stuff up with hammers. Senior employees agree, but try to get stuff done anyway.

It's pretty amazing to see an Alastair-tier blackpill on brightly colored pretty boys roll through the community. Generated some strong responses. ;D

29
General Discussion / Re: Sindrian Diktat Changes
« on: May 08, 2022, 12:14:14 AM »
ya'll just mad Hegemony was right

30
General Discussion / Re: Sindrian Diktat Changes
« on: May 07, 2022, 06:09:49 PM »
I think the tone of the post might've been a bit too on the nose. It reads like smug propaganda rather than a cold blooded technical assessment of how tinpot petro-dictatorships typically roll. The Hegemony has a slight tendency to huff its own farts in the name of solidarity and reclaiming the Domain's legacy - but they're a massive military bureaucracy first and foremost, there's no shortage of stone faced analysts seriously examining enemy weaponry with no trace of factional bias.

That said the conclusions are hilariously on point. Pretty paint for the parades! Shiny weapons for firing range demonstrations! Surprisingly little actual bottom-up initiative, despite the leader's founding myth and personal history, because military coups are cyclic and the Hegemony's spies and saboteurs are everywhere. Everywhere.

overall characterization of the man and the government, and why Clownshoes Fascist is suddenly imposed as the Only True Interpretation.  I'd always seen it as a Space Napoleon situation - competent military man put into an impossible situation by his superiors' bureaucratic maneuvers says "to hell with this", cuts the Gordian knot, and finds himself riding a tiger of subsequent events.  You could take that any direction, entirely depending on player inclination.  But apparently shades of gray aren't allowed.
If the Great Man theory of history appeals to you, you need to internalize that dictatorships are successful despite the rot. The rot is unavoidable.

Yes the secret weapons program is Tri-Tach dumping their bad ideas to spite the Hegemony. Yes the upper ranks are full of yes men while the middle ranks are watched closely for undue foreign influence. ("What? Refit our cruisers for SO assault to exploit our secret weapon's kinetic E-slot advantage? Have you been reading the drivel out of Pather pamphlets?!")

None of that matters. Sindria is an ideal and a myth and it's holding strong with Andrada's white knuckle grip on the controls.

Even noticing the clouds on the horizon, even thinking about succession and long-term stability, that puts you in danger. True adherents focus on the upsides and don't fret about potential downsides. They have faith in the people's will to follow their leader's glorious vision.

If you see shades of gray you've already lost sight of that glorious vision and I pity you.

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