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Messages - Tempest

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76
General Discussion / Re: Why is there friendly fire?
« on: January 20, 2019, 03:38:24 PM »
By the looks of it, it takes too long for a missile like Annihilator to travel from max range, so the shooter may think there's no friendies in the way. Except it's possible to drift into the line of fire or have the enemy hide behind you while a missile salvo is taking place. The Rocket Launcher version of it fires 5 missiles before it can stop, and I had two of them equipped, plus the bigger Pod in the front.


I think your problem is with the behavior of the ships getting hit (not prioritizing staying out of the way of friendly dumb-fire missiles) rather than with the behavior of the ship firing the missiles.


Bigger ships can hardly choose whether they will be hit, because of both momentum and sheer size. The way combat works, I've been wondering if even my small ships were disabled by friendly fire sometimes.

77

there's a stacking penalty, 8 shepherds is pointless in terms of the gantry.  A few shepherds + 1 gantry is a good combo though.

What's this? What is the stacking penalty, or the correct number of shepherds? I've used multiple shepherds before and did not notice a stacking penalty.

If you mouse over the hullmod in the refit screen, it'll tell you how your current ships stack. After 4-5 Shepherds, each ship adds maybe 1-2% to the salvage chance.

78
General Discussion / Re: Why is there friendly fire?
« on: January 19, 2019, 02:12:00 PM »
Previously I tried equipping Mules with lots of Annihilator missile packs, which they promptly emptied into my engines.

If you could provide more detail about when/how that happens, that could be helpful in tracking this down. They're supposed to avoid friendly fire - and mostly do - so some specifics here would be really nice.

Unfortunately, that was many playthroughs ago (I restart a lot). By the looks of it, it takes too long for a missile like Annihilator to travel from max range, so the shooter may think there's no friendies in the way. Except it's possible to drift into the line of fire or have the enemy hide behind you while a missile salvo is taking place. The Rocket Launcher version of it fires 5 missiles before it can stop, and I had two of them equipped, plus the bigger Pod in the front.

I had equipped 4-5 mules as missile platforms, and I think they were just throwing missiles in the pack we were fighting. They didn't kill me when I noticed, but it wasn't a pleasant discovery.

79
General Discussion / Re: Why is there friendly fire?
« on: January 19, 2019, 07:34:49 AM »
this happen when you play rambo and let your AI ships tend for themselves, as you move forward and cross fire lines, as result taking FF from "slow" weapons.

in case of beams they perfectly predict your movement and disable beams just at time for your passage.

This happens when you are fighting a ship, then your carrier shows up and unloads stuff in your direction.

80
General Discussion / Re: Why is there friendly fire?
« on: January 19, 2019, 02:57:37 AM »
The actual problem is that the fight was already over, while the bombers sneaked up on me and helpfully unloaded everything they had. I'm sitting there in my Falcon thinking I won, when I notice incoming bombs and think "Do those blow up my ship?", completely unable to move out of the way.

This makes unguided missiles completely useless on AI ships. It is not a balancing feature, but a design flaw. Since we have minimal control over what the AI decides to do at any given moment, you can't prevent your carrier or a missile frigate from trying to "help" by arriving too late. Even if you happen to have command points left, there's no way to guarantee that they won't just continue helping instead.

81
General Discussion / Why is there friendly fire?
« on: January 18, 2019, 10:57:29 PM »
I just had a cloud of standard bombs thrown at me by my own Legion. Previously I tried equipping Mules with lots of Annihilator missile packs, which they promptly emptied into my engines.

It makes no sense. We have IFF and self-destruct capability on missiles in this day and age, a spacefaring civ surely has the means to not shoot its own ships.

82
Suggestions / Option for no automatic rearranging/hiding weapon groups
« on: January 16, 2019, 05:42:59 PM »
I'd like it to stop constantly mess with weapon groups without my input.

Right now the game hides "empty" weapon groups. If I leave some of them empty, I'd like them to still be there, selectable and empty.

It also keeps enabling weapons I disable as soon as I click "ok".

Basically, I'd like to completely lock the groups the way I leave them, with zero "initiative" from the game.

83
Also, the TT brawler has more ordinance points. Slap two Annihilator pods on it with some IR Pulse lasers, and it's a bigger Khopesh that will keep spamming rockets and lasers until the end of the fight.

84
General Discussion / Re: What toggles ship name display in fleet screen?
« on: January 14, 2019, 04:34:00 PM »
I noticed that it only happens outside a dock. When parked at a station, the names show. It would be nice to have it consistent.

I thought that was some hotkey I pressed.

85
Suggestions / Re: ship stats tooltip in refit screen
« on: January 14, 2019, 09:18:47 AM »
Simply adding the question mark button next to the ordnance points bar would be sufficient, and consistent with the rest of the interface.

86
General Discussion / Re: Conquest ship build/fleet Tips?
« on: January 13, 2019, 01:37:59 AM »
I just got a lucky salvage of an almost new Conquest floating in hyperspace, so I was looking for a general-purpose build for it to use as a flagship. I did some simulations with the build Lucky33 posted on page 3, but that didn't work for me. While in actual battles I'll have support from other ships, I want it to be capable of taking on some tough enemies by itself. So I swapped some weapons around and got this:

Spoiler




[close]

Tested it in the simulator 1v1 against Onslaught, 1v1 against Conquest, and 1v3 against Eagle/Falcon/Dominator. So far this build (along with some minor variations of it) was the only way I could beat those ships. It works by filling space with tons and tons of missiles while I maneuver into broadside range and launch some harpoons once the target has no shields.

87
General Discussion / Re: Does anyone find Commerce worth it?
« on: January 12, 2019, 11:04:47 AM »
Using a building slot for commerce is only a problem if you try to build a colony that does everything. This is less of an issue once you start moving toward specialised colonies that support each other.

Is there a point in specializing? There are 12 building slots, and only like 14 things you can build.

88
General Discussion / What toggles ship name display in fleet screen?
« on: January 12, 2019, 09:44:35 AM »
Sometimes the fleet screen displays all ship names, sometimes it doesn't and you have to mouse over each ship to read its name. How do I get it to always display all names?

Example, with no names displayed:

Spoiler
[close]

89
I'm actually doing a salvaging playthrough right now, and my mileage varies quite a bit.

I'm not allowed to buy or restore ships, and all three salvage skills are mandatory (Recovery Operations, Field Repairs, Salvaging). With that in mind, the real prize are the ships that I manage to salvage. Recovered drone tenders provide the Salvage Gantry and Surveying Equipment as well as cargo space.

Expecting 10k worth of expensive loot is not very sensible for the premise of a scavenger. Metals and even transplutonics is all trash that you can get in the core worlds, there's no reason to travel all the way to the sector's edge to get them. My goal in such expeditions is to loot mining stations and orbital habitats, and hopefully salvage some rare derelict or two. That expectation/reality works rather well here.

I just salvaged a pristine Heron from some random battle between hostile factions, btw. Now I'll be able to acquire ships at a much better pace.

90
General Discussion / Re: Three habitable planets in one system
« on: January 10, 2019, 09:42:58 PM »
Ok, how about this:

MN-244674303805349465
Spoiler
Beta Madron (5 light years from Naraka)
  • III:  100% Arid, widespread ruins, moderate/abundant rare/ore, common organics
  • IV:  100% Jungle, poor farmland, moderate ore, trace volatiles, common organics
  • V:  150% Frozen, extensive ruins, rich ore, plentiful volatiles (+2)
  • 2 stable locations
[close]

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