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Starsector 0.9.1a is out! (05/10/19); Blog post: GIF Roundup (04/11/20); The forum will be down for maintenance from the night of Monday, August 10th into Tuesday, EST

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Messages - Hotshot3434

Pages: 1 [2]
16
General Discussion / Re: Tips and tricks for 0.6a
« on: September 18, 2013, 02:28:46 PM »
If you have a fleet that spends a lot of CR per engagement, hyperspace is the place for you. The travel times are faster, distance between points is smaller, the traffic is less spread out, and an allied station is always less than a few days away to repair and replenish CR via the jump points orbiting Sindira and Corvus II (Unless you managed to *** off both the Sindrian Diktat and the Hegemony). All this adds up to more plentiful prey, less time wasted regaining CR (and burning those precious expensive supplies), and an easy escape route for those "OH SH*T" moments when a fully loaded pirate armada is chasing you. Just jump to hyperspace and park your fleet around the Corvus system to wait for your prey.

17
General Discussion / Re: Fighters viability
« on: September 16, 2013, 11:51:45 PM »
I tried using an Astral with a bunch of Broadsword wings earlier today. I wanted them to attack the enemies one at a time, super aggressively like a swarm of angry bees. What actually happened is that they cruised around, hesitant, with no purpose and not posing a threat. They were so ridiculously passive that most of them died before they could get a shot off. They were on Search & Destroy.

Back to flying an actual capital ship and ignoring fighters as they should be. They're irrelevant after an hour or 2 of playtime.

search and destroy is the wrong thing to have them on then. if you want them to all attack one target at a time use Engage on one target at a time and everything available will swarm that target
With only 3 command points without any skills, these commands become very valuable. Without proper skill allocation the fighters tend to be useless. I tried to make a low-mid tech carrier fleet earlier and was totally stomped by the massive supply drain, constant lack of CR, extremely high logistics cost, and the general stupidity of the AI. Given a destroyer, cruiser, or capital ship the AI is able to hold its own against most opponents, but when given a wing of fighters or bombers, the AI tends to develop a strategy of "swarm around the ship without shooting it whilst waiting to get shot to pieces."

18
General Discussion / Re: What's your battle size?
« on: September 16, 2013, 11:11:07 PM »
really? What kind of fps do you get with that stuff?  :o

My comp would lag soo hard with that kind of size :P
Without a massive battle going on the game caps at 60 fps. With a decent sized battle going on i average ~40 FPS. When the kind of crossfire that i described starts up i tend to drop to 20-30.

19
General Discussion / Re: What's your battle size?
« on: September 16, 2013, 10:34:48 PM »
Max size all the way. Seeing those sexy 1000+ bullet crossfires truly gives scale and immersion to the fights. You may want to micromanage every little fighter in your fleet but when the flux hits the fan you would be lucky to be able to fire a cannon 50 meters before it hits another ship, friend or foe.

20
General Discussion / Re: What's most exciting about the next update?
« on: August 27, 2013, 04:35:58 PM »
While I am excited for fighters to become more than cannon fodder, I am super excited for hyperspace travel. One of my favorite games is X-3 because of it's open-worldness. Adding hyperspace and other systems to the game is one step closer to having a universe where combat is not the only focus. I cant wait to explore and trade with other systems as an alternative to my current strategy of "kill everything that moves because my fleet outmatches everything else".

21
General Discussion / Re: How did you come about Starfarer?
« on: July 27, 2013, 09:01:18 PM »
Played SPAZ back when it was in alpha/beta. After awhile it felt too arcade-y and having only a handful of ships was lame. Came across the video that TB did and was sold. More tactical gameplay, larger battles with more ships, better roles for ships (small ships are not always outclassed by larger ships like they are in SPAZ), and the promise of an economy similar to X3 (one of my all time favorite space games).

22
General Discussion / Re: A valentine
« on: February 17, 2013, 01:19:55 PM »
IR Lasers are red,
Heavy Blasters are blue,
You best be hoping,
They are not pointed at you.

23
General Discussion / Re: Good Odyssey Loadouts?
« on: February 03, 2013, 09:02:49 PM »
I have a hard time finding a better weapon for the small energy slots than the Burst PD. They are fantastic against all missiles, and once you put more than 2 or 3 of them on, they can dispatch entire fighter wings in an instant. I have tried out different loadouts that use the Tactical Lasers, but they do not seem to help all that much when it comes to damage output. In terms of other PD, the regular PD laser tends to be outclassed in almost every way by the Burst PD, and the LRPD seem like they are only good at picking off distant targets that were not any direct threat to you, although they are great to put on support ships who can pick off missiles and fighters while staying relativity safe from the weapon fire.

Anyways, back on topic  ;D, after testing a bit with the Plasma Cannons (which i tend to stay away from due to the OP cost and sub-par damage to shield) i have decided on a combo Autopulse Plasma Cannon build. To use both effectively, i put an Autopulse on each side and a single Plasma Cannon in the foremost mount. The two Autopulse Lasers shred shields and punishes poorly armored ships while the Plasma Cannon tears through heavy armor to allow the Autopulse to do the killing.

24
General Discussion / Good Odyssey Loadouts?
« on: January 31, 2013, 06:27:10 PM »
After having tried countless different combinations, I can not seem to find a decent loadout for the Odyssey. The only role I can find for it is as a support carrier, 3 High Intensity Lasers with Tactical Lasers and Burst PD spread around the small slots with Extended Shields, Hardened Shields, Stabilized Shields, Advanced Optics, Advanced Turret Gyros, and Integrated Targeting Unit. The ship does not have the shield coverage or armor to get in the mix, but putting it in the back as support seems to squander its power. Any suggestions?

25
General Discussion / Re: Apogee variants
« on: January 25, 2013, 02:35:42 PM »
I do not use the shift key, but i do strafe with Q and E to avoid some of the weapon fire. I still tend to have problems shooting through the missile spray because they are most dense at the launcher point, which tends to be on the front of the ship where I am aiming at. I also tend to get in too close to enemy ships while duking it out. I have found it to be useful when there are lots of enemies around because they will not fire near each other, allowing you to only take fire from a few ships at a time rather than all at once. This also means that the cloud of missiles is more dense between me and the other ship.

26
General Discussion / Re: Apogee variants
« on: January 24, 2013, 04:44:49 PM »
For some reason I have developed a sort of loathing for the plasma cannon. On paper it sounds fine: good range, moderate fire rate, and high damage. But whenever i try to play with one mounted on a ship, I can't seem to effectively use it. I tend to fight the pirates more than the other factions, and if there is one thing the pirates are good at, it is spamming missiles everywhere. This usually means that every other shot you fire gets soaked up by the cloud of missile spam heading your way. The few shots that do slip through either hit their shields and do less than impressive damage or miss entirely due to the slow projectile speed (and the fact that pirates tend to field smaller and faster destroyers and frigates rather than large and lumbering cruisers and capitals).

27
General Discussion / Re: Apogee variants
« on: January 23, 2013, 01:59:30 PM »
My favorite build is similar to what Lucian describes. It has two Anti-Matter Blasters in the front slots, an Autopulse Laser in the larger forward spot, Heavy Blasters on the sides, and Burst PD on the two small mounts. I take hardened shields, a range upgrade (like the dedicated targeting core or the other less costly one, i cant remember the name off the top of my head), expanded magazines (for the benefit of the Autopulse laser), advanced turret gyros (so the Heavy Blasters can track those pesky fighters), and the rest in flux dissipation.

This setup is best suited to a mid ranged brawler style. I have the Autopulse on manual, the Heavy Blasters on auto, and the Anti-Matter Blasters in reserve. Fly at them with the Autopulse firing to bring their flux up (Often this brings them to vent or overload) and then start pounding with the Heavy Blasters. If their shields drop, hit em with the Anti-Matter Blasters, although it is not necessary. Usually the enemies are floating husks by the time you line up a shot with them.

When you first get it, you may not have the required skills to mount everything and to handle the flux, but with the all the ordinance points and flux upgrades, it can solo every fleet on the map (although I haven't tried to solo the Hegemony fleet yet) without dropping shields or venting.

28
General Discussion / Re: What is your favorite ship?
« on: January 15, 2013, 10:37:02 PM »
I have so many favorites, it is hard to choose one, so I will just list them by size.

Frigate:
Defiantly the Tempest. Put a heavy blaster on one side (I prefer the left) and a graviton beam on the other, augmented engines, extended + hardened shields, the rest in flux. Can outrun almost anything on the map and can hit hard enough to take down cruisers (even capitals if you are good).

Destroyer:
I am not particularly fond of destroyers, but my favorite would have to be the Medusa. Good speed, good shield coverage, a nice teleport, and enough firepower to really hit home. Although it is a very capable ship, I feel it is somewhat outclassed by ships like the Apogee and the Aurora.

Cruiser:
I used to swear by the Aurora, but since it's amazing shield ratio got nerfed, it has been replaced by the Apogee as my favorite. With enough skill points placed in the proper places, the Apogee can support an autopulse laser, two heavy blasters, and PD firing non-stop with extra flux for two anti-matter blasters to fire every now and again. It's speed pared with it's extra range form the sensor drones and great shield ratio makes the Apogee my mid-late game flagship.

Capital:
I tend to stay away form cap ships due to their lumbering nature, but recently i have been experimenting with the Odyssey and have found it to be a well rounded ship. It has enough speed to chase down cruisers and destroyers, enough flux to fire the big guns, decent shield coverage, excellent PD, and even a flight deck to boot. With enough tweaking it can easily take down an Onslaught and can go toe to toe with a Paragon.

29
General Discussion / Re: What do you name your ships?
« on: January 13, 2013, 09:18:29 PM »
I tend to go for names from mythology:
Daedalus, Icarus, Artemis, Ares, ect.

I also like names that have meaning. Usually the first Tempest-class ship i acquire is renamed to Altair, not only as a shout out to Assassin's Creed, but also because it translates to "The Flying Eagle"

30
General Discussion / Re: Hidden Secrets of the Loadout Masters
« on: February 17, 2012, 11:44:17 AM »
Where do you find the ion cannons? there don't seem to be any on the orbital station, and i haven't come across one as loot yet.

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