Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Tackywheat1

Pages: 1 [2] 3 4 ... 13
16
General Discussion / Re: What do you set the max battle size to?
« on: February 22, 2020, 04:43:58 PM »
You can fit a brawler taskforc
What is a brawler taskforce? Whatever it may be, I am guessing it's not made out of Brawlers.

I started at 300, moved to 500, then got bored and decided to amp EVERYTHING up. Now enjoying huge 1k battlesize fleet battles between hundreds of ships :)

Don't care that my FPS drops to 10 :D
You aren't ramping anything up if you are getting a third of the framerate you should be getting to play comfortably. If anything, it seems to suggest your machine cannot perform even at 300 battlesize.

Anyways this post from Alex: https://fractalsoftworks.com/forum/index.php?topic=17985.msg282225;topicseen#msg282225 suggests that the biggests fleets will likely be somewhat smaller and looking at it, it should be fine for 300 battlesize.

my computer works fine at 500 battlesize (60 fps). It's just that I prefer big big space battles and only allocated 3.5 gb ram. I edited some game files so that the fleet size doctrine multiplier is larger (ie every faction spawns bigger fleets) which should balance out increased fleet size. Anyway my comp only drops to 10 fps when there are massive amounts of fighters/missiles

17
General Discussion / Re: What do you set the max battle size to?
« on: February 21, 2020, 11:29:57 AM »
I started at 300, moved to 500, then got bored and decided to amp EVERYTHING up. Now enjoying huge 1k battlesize fleet battles between hundreds of ships :)

Don't care that my FPS drops to 10 :D

18
General Discussion / Re: What is everybody's favorite weapon
« on: February 21, 2020, 11:28:20 AM »
I have so many favorites....
Starting from the energies in order of size:
tactical laser
burst defense laser
graviton beam
ion beam
pulse laser
heavy blaster
Plasma cannon
Tachyon lance
Ballistics:
LMG
Vulcan
Railgun
Heavy auto
assault chain gun
Dual flak
hellbore
Mk IX auto
Missiles (all sizes):
Reaper (small and pod)
Sabot
Hurricane
Locust

19
General Discussion / Re: Battlestation always joining as reserve?
« on: February 21, 2020, 11:24:20 AM »
Anyone able to explain to me why my hi tech battlestation always joins battles as reserve and never deploys but before I upgraded it from an orbital station it did join? Noob here and so confused.... To clarify these are not direct engagements on the planed from an expedition, but several fleets engaging expedition and touching the battlestation blue circle so it does show up as being engaged.

*Edit* After some battle tests station appears to join the battle for allied fleets and help them but if I join and command it's always held in reserve and I can't deploy it. Any ideas?

Aren't all stations supposed to be automatically deployed at the start of each battle if you're close enough? For me, the battlestation has always started out deployed. (after all, how would deploying a battlestation work?)

20
General Discussion / Re: Anti-Remnant Fleet Advice
« on: February 16, 2020, 10:55:57 AM »

This is advice coming from primarily modded SS games, where the remnant fleet compositions aren't so consistently weak. With seeker and SWP ships filling out their roster, the remnant are particularly disgusting combatants - if you can't flux Novas backed by Solars, you'll lose hundreds of DP worth of ships to take them out.

In vanilla it matters a lot less - if you have something that can shield tank or survive armor tanking one radiant, then so long as your fleet composition isn't completely awful it should be a steamroll without AI suicide.

I completely agree. Although I had no problems fluxing out Solars from SWP, the first time I encountered NOVAs...... 5 of them slaughtered half my fleet before I finally killed them. (lost 2 odyssey, 2 legion (XIV), and 3 paragons to those disgustingly strong monsters)


Sunder: Great shield tank for its size. Make sure you fit shield mods and use them defensively.

Have not tried but probably good:
Odyssey

Sunder has bad shields at 1.2 efficiency but so do all destroyers (other than medusa).

Odyssey is a good against remnant (but when is it ever bad?)

21
Commenting back on the Luddic Church Cathedral spam 3? pages earlier

Spoiler
[close]

Image from a few months ago (based on the posts, this was solved)
No appearance of luddic church onslaughts
I also messed with the fleet size and doctrine fleet size multiplier which resulted in some very inflated capital heavy fleets.

22
General Discussion / Re: Share you stories of terror and conquest!
« on: January 21, 2020, 06:49:42 PM »
I was heading back to my main colony star system (around 5 colonized planets ranging from size 5-8, all with High command and star fortress) with my 2 Paragon 2 Astral 1 Odyssey 2 apogee 2 drover fleet when I encountered a gigantic space battle between 7 huge pirate fleets (with underworld mod too so they aren't a joke), 3 large Sindrian fleets, 1 small tri tachyon fleet (TT was brutalized after I accidentally deciv'd Culann) and 1-2 of my factions detachments (total ships was around 600). I was engaged by a stray pirate fleet while trying to transverse jump into the safety of the star system and ended up destroying over 200 ships in a 1 hour battle. Didn't lose a ship due to the combat orders mod (really useful autoretreat for ships) but still incurred a huge supply repair bill. Filled my 10k cargo space with supplies though.

23
Mods / Re: [0.9.1a] Commissioned Crews 1.73
« on: January 18, 2020, 01:31:29 PM »
Church crew sounds so good....

24
General Discussion / Re: Colossus Mk.III best ship ???
« on: January 17, 2020, 01:13:04 PM »
Major post derailment has occurred.

25
I always feel like leaving the large mounts empty or undersized as such a waste of potential. But whenever I put a large mount on it, I feel like it is such a waste of OP.
Quote
But the side larges are actually bad for frontal warfare, because they waste flux while nearly always missing the target! I've found dual flak to be the best compromise, but its annoying.

It might be worth giving the Onslaught a once over.
The side larges are currently set to an angle of 80°/-80° and have an arc of 150°. Each half of that arc is 75°, so the turrets are short of being able to point 'forwards' by 5° each.
Not a whole lot, but it's frustratingly noticeable.

Maybe it might be worth considering adjusting the arc/angle of these turrets?
Changing the angle to 70°/-70° would give 5° overlap at the front and allow for a tiny amount of leeway and/or convergence.
Changing the arc to 160° would allow pointing directly forward, but no further. 170° would give the same overlap as above.

But what do I know? I am just text.

Quote
Hahaha I want this. One of the mods (SWP?) adds an LP SO Onslaught I think, but it doesn't have the hammer barrages.
It's one of the IBB ships. It is both a joy and a pain to fly.
A joy because its a capital ship which can scoot around like a cruiser and never has to deal with sluggish turning because of flux use.
A pain because a capital being restricted to 450 range is.... Frustrating.

Good thing burn drive exists. I just dive into the thick of combat with storm needlers and hellbores :)

26
General Discussion / Re: Hmm food for thoughts on this Odyssey build
« on: January 13, 2020, 06:53:11 PM »
I beg to differ in regards to the AI using the build. sure there are moments when they make just plain silly decisions (I.E. charging 2 Onslaughts head on and getting pincered *facepalm*) but when i ran a squadron of 4 of these odysseys for my AIs officers to us they basically soloed everything that came at them without any reinforcement

AI doesn't know what to do in an Odyssey when in a large fleet confrontation. It treats it like a Paragon in terms of usage as a line capital when it should be ripping a flank apart.

27
The Vindicator from Ship and Weapon Pack. It's a low-tech cruiser with a big gun and a big missile rack.

^

Not the Vindicator with 2 built in gungnirs but the standard version

28
General Discussion / Re: Hmm food for thoughts on this Odyssey build
« on: January 13, 2020, 12:04:33 PM »
I wrote what I thought was a nice review of the Odyssey awhile back.

Copypasta version: With double plasma cannon and triple sabot pod, odyssey can shred any cruiser and below while also being mobile enough to chase down destroyers and still being relevant in capital v capital fights. With double lance, Odyssey loses its ability to quickly kill most cruisers but has longer range, less flux usage, and increased anti hull/anti armor burst potential. Double autopulse is the best for AI however, since it uses the least flux. For fighter bays, Xyphos (PD + Ion beam), Spark (insane pd), or Longbows (same PD as Xyphos but with Sabots instead of ion beams). In addition it has the BEST logistical profile of all the capital ships and comes with ECCM and Sensor hull mods for free. For the large missile, either Hurricane, or Locust (Squall is kinda useless when triple sabot pod + 2x Longbow + 2x plasma). It is just such a versatile efficient ship although it remains a player flagship as AI is not very good at exploiting its strengths. I left all the right side small energies empty and put burst pd on front and rear smalls

*end copy paste*

my preferred hullmods for odyssey remain ITU + hardened shields + stabilized shields. Depending on the build, I might or might not add advanced optics. (no front shield emitter for me)

29
General Discussion / Re: I miss environmental effects in combat
« on: January 08, 2020, 06:22:21 PM »
Most space is empty, but in the parts that *aren't* empty (around planets, in asteroid/salvage fields), there is scope to introduce interesting and impactful mechanics. Not hard to avoid these if you aren't a fan of them - simply don't fight in locations with a lot of local debris.

I don't think this runs counter to the aim that Alex has for combat in Starsector either. The use of nebulae and battle objectives shows that he *does* want some tactical variation across engagements. To me, the addition of larger debris would be a simple and effective tactical twist.

I agree, larger debris when in combat inside of debris fields or asteroid belts would be much more interesting, forcing players to rely on missiles and long range weapons less... although it would feel semi forced as actual debris/asteroids would be spaced pretty far apart.

30
General Discussion / Re: I win the game... or am I? (Whole story)
« on: January 05, 2020, 04:40:24 PM »
Definitely get mods. Nexerelin is recommended as it adds diplomatic features and end game content.

Pages: 1 [2] 3 4 ... 13