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Messages - Faiter119

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61
General Discussion / Re: SO MANY CREDITS
« on: April 07, 2013, 03:24:39 AM »
Yeah the progression is way too fast, but Im sure that is a temporary solution until multiple systems are added.

62
General Discussion / Re: Faiter119s Youtube Videos
« on: April 04, 2013, 09:56:50 AM »
Another episode! This time we talk about other games to play. And we lvl up and kill stuff.

63
Visible hullmods sounds awesome :) Doesn't make too much sense on all of the mods though, maybe just a few of them would be nice.

And you could kinda evaluate what the enemy has at his disposal.

64
Discussions / Re: Who are ya?
« on: March 31, 2013, 01:36:38 PM »
Here is the pic from the other thread:

Spoiler
[close]

Pretty old, but I thought it was nice enough.

65
General Discussion / Re: Faiter119s Youtube Videos
« on: March 23, 2013, 07:45:42 PM »
Another episode of SSLPS3! This time we get a capital ship and stomp some.

66
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: March 23, 2013, 01:53:45 PM »
Once this patch comes out Starsector should gofor steam Greenlight.
Hi there! :)

Steam Greenlight is a great platform for indie games and its likely that Starsector will eventually use it (or other means to get on Steam). That time, however, has not yet come. Starsector still needs a bit to mature, I'm sure when it's ready the developers will make their move on steam. Here's what the lead developer said about the idea:

"Guys - I appreciate the thought, but I really don't feel like Starsector is ready for this kind of exposure. Please don't do anything on my behalf to make that happen - I think it could end up causing serious problems, both for the development of the game, the community, and, indeed, my mental health :) "

See also this post by David, the art designer.

As a general advice: It is a good idea to use the search function (upper right corner) to see if anyone posted a similar suggestion before ;)

Thanks Gothars :)

EDIT: 1337 posts!

67
What about a "sniper". A destroyer with one large ballistic mount, three small ballistics, one or two medium missiles but rather slow and low tech. Front shields and sensor drones.

That would be awesome! Kind of the low tech variant to the Sunder :)

Welcome to the forum :)

68
General Discussion / Re: Faiter119s Youtube Videos
« on: March 13, 2013, 09:29:17 AM »
Another episode of SSRR! This time we are taking a look at the Onslaught.

69
General Discussion / Re: Faiter119s Youtube Videos
« on: March 07, 2013, 07:55:07 AM »
Another episode of SSLPS3! My PC is halfway back online, and I think its safe enough to make videos now. Though the game crashed once during recording.

70
General Discussion / Re: Faiter119s Youtube Videos
« on: March 04, 2013, 10:06:35 AM »
No new video, my PC went haywire and I needed to repair Windows and alot of crap. Now my editing software is going crazy and cant render. Il try to fix it for later.

71
General Discussion / Re: Faiter119s Youtube Videos
« on: March 02, 2013, 10:50:26 AM »
Another episode of SSLPS3! This time we level up and hunt things :)

72
If you take a look at my latest LP episode, I show of the problem. It seems there are 2 notches of 0 or something. One of them is no sound, and one is abit of sound.

73
Suggestions / Re: Minipowerplant
« on: February 27, 2013, 04:32:08 AM »
I think this sounds good, especially the drone part. Id say that like 5-6 drones a minute or so would probably be good.

An ammo producing unit or something would also be great, having it make more ammo for your kinetic and high explosive weapons. I could see this benefiting some weapons more than others though. But that might be a good thing. Extra supply usage would probably be a good penalty, and would tie the combat abit more into the campaign.

This would probably require 3 hull mods or something:

Ammo factory: Produces 10 rounds a minute for all ballistic weapons, but the ship costs 2/4/6/8 more supplies per day on the campaign map.

Drone factory: Produces 5 drones a minute for all ships with a drone system, but the ship costs 2/4/6/8 more supplies per day on the campaign map.

Rerouted power: Draws energy from the shields to make energy weapons recharge ammo faster, reduces charge time by 0.2 seconds for all weapons with charges. Shields suffer with 0.2 less shield efficiency.

These would probably need to be balanced abit, but I think they would be some cool niche hullmods :)

74
General Discussion / Re: Phase beam... most pointless gun ever.
« on: February 27, 2013, 04:12:12 AM »
Please stop being so hostile people :) It isnt the spirit of this forum.

I like the phase beam, it has some of the better DPS for a beam and is a good choice on ships that can support its relatively high FPS. I usually use it on medium and high tech ships, it has great damage against armor, but the damage against shields is sub-par compared to the graviton beam. This would make it a good beam choice against low tech targets, but it is also great against high tech ships because it has good dmg and can cleave high tech armor down in a short amount of time. I also find it great against fighters as the high damage can swat them down easily, the graviton beam is also good vs fighters, but the spinning effect sometimes cause me more harm than good, though I think the graviton is better against bombers, as it can make them lose track of the target. The emp effect is also quite noticeable, but not the main selling point of the weapon, more of an extra treat that makes it suit the offensive role better.

Tl:dr: Its good, I like it

75
General Discussion / Re: Faiter119s Youtube Videos
« on: February 26, 2013, 08:08:49 AM »
Another episode! This time we up our kinetic arsenal.

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