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16
General Discussion / Re: The 'I suck at combat' thread.
« on: March 05, 2019, 04:52:55 AM »
Neat, didn't know this existed, might try bumping it up to 1.3 and see what life is like in the fast lane.
I set mine to 2f, and it still plays slower than other games like Transcendence or Endless Sky.  Normal 1f is unbearably slow.  I would set it to 2.5f or 3f, except Starsector starts to lose gameplay fidelity at speeds higher than 2f.  Sounds may not play at the proper times, and hit detection may be (subtly) different.

That is the only setting I am willing to change (reluctantly) in the settings.json, and only because I probably would drop Starsector due to agonizingly slow gameplay at normal speed.  If I touch other settings, I probably change enough to make my character extremely overpowered.
Post a vid with 2f.

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General Discussion / Re: The 'I suck at combat' thread.
« on: March 05, 2019, 04:24:23 AM »
OK, thanks, those sound like good suggestions.  I'll give both a try.
Feel free to post some video recordings of your gameplay of ship vs ship battles. I am sure people can give you more advise on what you could improve further.
~Do the tutorial until you are comfortable~
Amen. While we are on that, it really irks me when people skip tutorials in general. I do tutorials in every game because that is the developer reaching out to the player to give some of the most important notes on how the game plays, be it strategy, controls or whatever. To skip that you either imply the game has no depth, or is so similar to something you have played that it presents zero deviance in terms of controls/strategy/gameplay elements.
Also: in data/config/settings.json, there's a "combatSpeedMult" setting. Setting it to something lower than 1 might be something to try to see if a slower pace feels more manageable.
Neat, didn't know this existed, might try bumping it up to 1.3 and see what life is like in the fast lane.

18
General Discussion / Re: The 'I suck at combat' thread.
« on: March 04, 2019, 05:13:10 AM »
There's an option that allows you to use arcade controls instead of tank controls.
Alex should really make this default because it's basically mandatory. Piloting a frigate is impossible unless you use this, or have your finger on shift all the time.
I dunno, I always used the default controls and hold shift whenever it is needed. Really you mix the two things mid combat a lot depending on how you want the ship to move/shoot.

19
General Discussion / Re: The 'I suck at combat' thread.
« on: March 04, 2019, 05:07:36 AM »
Oh I know, I've just never really got around to learning and so I never have.
Exactly it's a viscous circle, which is why I suggest letting the AI handle it as the absolute last resort.
Pick and choose your battles, become antiquated with how the AI operates, and it's easy enough to play the whole game without personally firing a single shot.
You are missing out on part of the game, a very fun part.
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General Discussion / Re: The 'I suck at combat' thread.
« on: March 04, 2019, 04:37:57 AM »
Yeah that's basically how I've been playing all of this time. It's a little different way of playing and managing the AI, but overall it is very rewarding when a plan all comes together.
But doing that and piloting a ship gives the more benefit to your combat success.Unless you are doing a challenge run of "commander only", then I get it.
That sounds like it is worth a try also, if I continue to fail in the actual combat.  Onward!
Only as a last resort, PLEASE. The player has a far bigger potential than the AI and the only way you  will unlock that potential in yourself if you get experience from piloting ships.
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I don't understand....why would you use Flux Distributor, instead of slapping on 20 additional vents?

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General Discussion / Re: The 'I suck at combat' thread.
« on: March 03, 2019, 03:35:07 AM »
Besides what everybody else has told you, it's just practice and getting used to it.
To put it simply when you start off, every single thing you do manually, once you get used to certain things you do them automatically. The more used to stuff you get the more complexity you add on as your capabilities expand.
In essence, try simulator to practice some ship control, was very helpful to learn any engagement I felt was difficult.
Second, try to pilot the ship yourself as much as possible, handing it off to the AI is more of a "Yeah just clean it up, you can't possibly *** this up".

22
Suggestions / Re: Improving the Shrike
« on: March 01, 2019, 06:29:12 AM »
There is a video in this very topic which demonstrates how Shrike can outturn other destroyers.
You mean the player piloted ship? You can only have one ship like that though as the same skill level does not apply to AI controlled ships. Which leads me to...
In a pack it doesnt matter. 4 Shrikes can kill any cruiser w/o use of Sabots or any other missiles altogether.
Shrike effectiveness drops off hard when it's AI controlled and a single shrike(player) supported by dumb bricks, is far more practical.

At 6 DP Shrike will be better than both. You're suggesting to combine Wolf's cheapness with Tempest's firepower.
6 DP???
I even posted this in this very thread.
Stat recap for anybody too lazy to look them up.


For you its OP shortage. But I have no idea on what else to spend those OPs (and I think its kinda problem).
From your loadout that you posted which was very flux starved, it should be pretty easy to see that flux neutral setups are not a priority for you. That would also easily explain why you don't even have an idea on what else to spend OP on.

23
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: February 28, 2019, 12:23:46 AM »
I found 4 pristine nano-forges exploring in one campaign, so it is definitely very rng

On my stream yesterday and the day before I found 2 pristine nano forges. People were jumping all over my chat about it.
I have like 8 pristine nanoforges from cleaning up half of the galaxy

24
Suggestions / Re: Improving the Shrike
« on: February 27, 2019, 08:47:06 AM »
Loadout:
Sounds very flux starved.
It is. This is why Resistance flux conduits.
I did real all of your post, which includes that. It's still too flux hungry in my opinion.

25
Suggestions / Re: Improving the Shrike
« on: February 27, 2019, 02:18:25 AM »

26
General Discussion / Re: Genuinely impressed
« on: February 27, 2019, 12:25:13 AM »
Indeed! (And let's not forget Stian Stark, who's responsible for the amazing (if I do say so myself) music and sound effects.)
Oh sometimes I spend way too much time at the main menu just listening to the track. It's truly great. Just wish the game had more, for variety sake, but I guess my mod will have to hold me over.

27
Suggestions / Re: Improving the Shrike
« on: February 22, 2019, 09:25:33 AM »
Thanks for the video. As I watched it, two things stood out: 1.) it was completely reliant on a Reaper overload to gain a true advantage
I can do it without the reaper, if the combat readiness is taken to from 50% what was in the video, to 85% where I can 5% maneuverability and other small stat boosts. With that difference alone I can consistently get into a safe position where hammerhead just can't fire it's main guns on me and essentially at that point it doesn't matter what I have, as long as it deals hard flux I will win the battle.
But then it wouldn't be a no skill, no pilot ship vs no skill no pilot AI ship.
and 2.) man it took waaaay too long to shoot a destroyer down even when you were parked in the weakest part of the Hammerhead. If anything, I think it proves my point too well: even with great piloting, the Shrike doesn't have the firepower to exploit advantageous positioning. It's time-to-kill ratio isn't good at all.
Yep a medusa for instance has an easier time getting to a flanking position due to a better ship system with more charges and better ship stats to boot. Because of those factors it can use a better weapon to hit and run and doesn't have to play against enemy shields as much.
Heres an example
I've never tried using the plasma burn to scoot away from incoming fire by exposing the rear.
It's just to bait out the accelerated ammo feeders.
That's good piloting but iffy design if you have to expose your backside in order to use the burn! And as others have said, what worked 1v1 would be harder to pull off with any kind of support. Your Shrike was a shot or two away from being overloaded itself as you tried to generate shield pressure before torpedoing the Hammerhead. Even negligible support from another enemy ship would have sunk the tactic.
With just the 85% combat readiness to show you how easily the balance gets tipped. Here
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All I'm saying is that even with superior play, the payoff isn't there. A Sunder could have done the same job with 1/10th of the effort and only 20% more logistical cost. A Wolf could have also done virtually the same with half the skill and cost.
The argument isn't that the Shrike is bad per se, but that it's not intra-competitive with other options in the game. If Alex wants to have a "less than" option, that's his prerogative but I'd prefer to have "different but equal" options.
Keep in mind it's default ships example. With skills it's quite a bit different. Though I agree that giving Shrike a boost is probably not going to make it overpowered and likely will just put it in a better spot between medusa and wolf.

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Suggestions / Re: Improving the Shrike
« on: February 22, 2019, 02:39:04 AM »
The problem with the idea of a ship that is only useful for the player
Oh I fully understand that that is an issue. A player can only pilot so many ships at one time, and having too many "player only ships" limits your fleet choices.
Sure I'd probably pilot one over a frigate, but I start the game with a hammerhead or an apogee...
Well if you skip past the early game and get a cruiser and destroyer for free at the start of the game, no wonder you see the value of a Shrike diminish.
I'd still probably pilot a tempest over it and maybe a wolf as well.
Tempest should be up there, or even above mesuda in terms of hard to get. While shrike should be more accessible early on, as the wolf upgrade.
The ship can't run from fighters or other threats so it gets overwhelmed more easily than other ships, it's just not good,
Assuming it has 50% manuverability form either a skill or hull mod, or both it can rather easily turn 180deg and plasma burn away. Though I understand how that's less optimal for retreat than a phase skimmer.
I wouldn't take one to pilot because there are better ships to pilot (where I can do much more over the course of a whole battle)
Well early on I would disagree with you there. Generally giving the AI solid ships that are slow, simple to pilot like hammerhead, while you the player pilots something nimble and does lots of flanking. Generally speaking players can do a lot with a glass cannon.
Also, shooting an enemy in the back requires you to expose your own back to the enemy fleet which is almost always a terrible idea. Strats that work in a 1v1 don't always pan out to fleet battles (using missiles as the only way to effectively overload an enemy also nets a few kills which doesn't cut it in a fleet battle).
Oh play the campaign plenty enough to know how stuff typically goes. I am not saying "here you get a free flank at all times", in fact I think in this very thread I said something like "you need either slower targets or a more spread out battlefield to make outmanuvering work in your favor" as if the enemy fleet is too nimble themselves or too clumped, it becomes harder to do any kind of meaningful flank.
So tactics and situations that spread out the fleet are advisable(luckily there is nav and sensor points to fight over which makes that a bit easier)


By "it's irrelevant by midgame" I mean that, for a serious player, DD's have largely gotten sidelined, other than the very best player-ships (I used to run a Medusa until late-game in previous versions; in my modded game, I frequently drive a Sunder).  Once you pass midgame, you're largely fielding Cruisers / Capitals; nothing else will get the job done.  
Oh I don't disagree that late game for instance you have options that give you more power on the battlefield. Rather that unless we go back to 0.7.2 days where player skills have a huge impact on your power, you realistically won't be getting as much power out of a frigate or destroyer in the lategame. And again I was under the impression that that is what was desired.
So, when we talk about Destroyers and Frigates, it's important to understand that, short of major modifications to the meta (for example, getting rid of Fleet Cap / Officer Cap and just letting the player swarm with giant piles of weak ships, for example) we're talking about ships that have their major impact early and largely become less and less relevant later.  It used to be that Destroyers were pretty viable into early late-game, but that's largely untrue at this point, due to needing to meet Fleet Cap / Officer Cap requirements.  So, yeah, the fact that the Shrike's kinda weak-sauce and is, at best, a niche player-ship kind of matters.
Sure sure, again I don't disagree, it's just it's not like the late game is the only thing that exist. And thus it has it's uses early to midgame as a player controlled ship. Personally I agree that shrike is a tad OP starved and buffing that would either make the player life more comfortable, or give the AI an easier time using the ship. Currently the OP margins are a bit too razor thin in my opinion.
On the issue of Shrike vs. Onslaught:  sure, 1 on 1 in the sim, it works out.  In major battles... the Shrike's usually having placement issues and has to burn its System, unless you're spending most of your time waiting to pounce.  So the presumption that:
A.  You'll totally see that Onslaught coming.
B.  You'll know when it's going to Burn Drive.
C.  There won't be three escort DD's nearby blocking your route.
...it's usually not how that works out.
Well considering you know the enemies fleet composition at the start of the battle, there can be no surprise that an enemy has an onslaught that just burn drives out of the fog of war.
If the enemy has escort ships, then I assume you also have some ships and it's not just a single Shrike vs an onslaught and escorts. Besides the deployment cost difference would be huge and you should not be able to win that with ease regardless.
But again, I have done very same maneuvers in "real" battles,. Generally I have solid ships that can hold a frontline and I pilot faster more nimble ships and make things happen, so before the battle even starts I plan out important targets that are vulnerable to flanking, generally either take out slower ships that can maneuver or take out frigate escorts and if a position allows for it I get to dive the backline of some ship with or without support form my fleet. The result usually is that even if you can't straight out kill everything in a short burst, you can be very disruptive to the enemy fleet which leads to your own fleet having an easier time fighting them.
Sometimes, when you have 3 System charges, it's a nice little flanker...  
But the shrike has 2? Though I certainly wouldn't mind having 3 max charges as that would make it easier to have fun.
more often than not, it's either irrelevant (has to stay out of range to wait for a chance) or it's dead (the eye of the storm closes while you flanked and you're done).
Usually you got to thin the lines, so to speak while you fight it out at the sidelines for nav/sensor points. After which you return to the main front line and try to flank something.
 IDK what size combat engagements you've used this in, but when we're at 200+ DP,
I use the standard 300 battle size.
A ship like this, where the System's all about opportunistic offense, needs more oomph and survivability.
Oh most certainly, again it having more oomph with more damage/better flux cap and venting, would be a welcome boon as currently it doesn't pack a huge punch due to it being somewhat starved of OP.
Survivability should be only the form of better mobility, such as faster recharging/more maximum amount of plasma burn. In addition to it being able to rotate fast enough. The shield if has is enough for it's job, so is the armor and hull.

In any case I do agree that an OP boost would not be overkill for it currently as the margins are too thin for comfort or AI to use it.


Suggestions:
Increase OP to 90
Change forward-center Small Energy mount to a Small Universal
Giving 5-10 OP would go a long way to increasing comfort, and should be still okay.
Changing the forward-center small energy to small hybrid or small universal would help a lot as well, mainly due to being able to use kinetics to punch through shields a bit better.
Both or either of these things would help it quite a bit. I personally would slap on both and then done it down the next patch if needed. The good thing about these is that AI should also have an easier time using it vs giving it for instance more top speed or 3 plasma burn charges which only the player can effectively use.

Stat recap for anybody too lazy to look them up.

29
Suggestions / Re: Improving the Shrike
« on: February 21, 2019, 07:02:55 PM »
With skills, if I screw up with a burn in, take too much incoming hits on shield, or I shoot too much and my flux gets high, I can turn quickly enough to burn away.  Unskilled, timing is much harder.  If my burn aim is off, either my ship cannot attack effectively before the enemy turns and faces the Shrike, or my ship gets too much flux on shield, and I cannot disengage in time before Shrike takes heavy damage.  It is not a good flanker without skills.  I tried unskilled Shrike against a SIM destroyer (usually Hammerhead), and the SIM destroyer wins more than my Shrike, no matter what loadout I try.  The loadouts with the most success are those with Sabot Pod, and that is about as sustainable as a Safety Override loadout.
Does this count?
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Hey, somebody managed to kill an Onslaught by getting behind it in the simulator?  Wow, that's amazing.
::) People claim there is no use for the ship. I gave a simple example of what the ship is better at. Does it really not suffice? What exactly do you expect from a destroyer class ship?
In all seriousness... I honestly prefer a Wolf for the same job.
Wolf has less reaper torpedoes, and less shield flux to get in close and do the damage for bigger targets.
If the Onslaught uses Burn Drive at the right time, and you're in a Shrike, you're toast; in a Wolf, you can just back-pedal out of the way.
Assuming you have 2 plasma burns ready to go, the Onslaught would be doing the Shrike a favor, it literally would be easier to flank it in that case. I am not sure how you reached the conclusion.
The argument of, "but a good player can do X with this ship vs. something in sim" is irrelevant.
Then everything is irrelevant. Why look at how ships can compare to one another or in what roles they can perform when you can just bring more ships, throw more money at it.
All I care about is how well the ship performs in fleet engagements in the main game.  Maybe someday Alex will put an official, non-modded "gladiator match" system in (sounds like something Pirates would do) and finesse ships might have a point, etc., but not in the main battles you're going to fight, where a ship like this is totally irrelevant by midgame anyhow.
It's meant for player use. Specifically it fits between wolf and medusa in terms of power level and it more or less does it's job, though it could probably use more OP points for greater comfort. I honestly don't know what you expect from a destroyer class ship. "it will be irrelevat by midgame" yeah, so should we just delete all frigates, destroyers and leave in only capitals in the game because "by late game only capitals matter" or something?
Like what are you getting at?


30
Suggestions / Re: Improving the Shrike
« on: February 21, 2019, 02:19:15 PM »
Edit: Petition to call it Fat Wolf from now on, thank you for your time.
I will now name all my Shrikes "Fat Wolf", sounds a lot like "Solid Snake" or "Deep Throat".
1) I do not need to flank when I can outgun similar opponents with superior weaponry.
Works right up to the point where you can't out gun a bigger fish than yourself.
In case of Enforcer, their primary role is tank/draw aggro, not avoid stuff so other squishies die.
Exactly, one is a tank, the other is dps, and one is a flanker.
2) AI is poor at outflanking enemies, making such a ship viable only as a playership.  AI uses plasma burn to approach quickly, possibly into a mob, for a direct frontal assault, that shafts both Shrike and Odyssey.  Low-tech ships do this with burn drive, and sometimes pay for it, but those are built tough, with good armor and hull, and have better assault weaponry.
Should be obvious I agree on all of that form my previous statements.
Player can use it to flank (but needs perks for sufficient speed and agility).
Not sure what you mean since a no skill shrike can flank a no skilled sunder or hammerhead.
It is easier to get than Medusa, but Shrike itself is not easy to get.  Wolf is easier to get than Shrike, and I rather use Wolf over it.  Wolf can do what Shrike can do for less cost.
Yeah, but the Shrike has more firepower and durability than wolf. Medusa is superior to all of them, but should be hardest to get. Problem how do you fit shrike in early where it matters but after wolf.

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