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Messages - Tackywheat1

Pages: 1 ... 11 12 [13]
181
General Discussion / Re: Ship costs and availability
« on: August 25, 2019, 03:27:14 PM »
Ships on market do have d-mods.

182
General Discussion / Re: Heavy Armor and You
« on: August 25, 2019, 03:22:07 PM »
So i was fitting out a conquest the other day and was trying to make it good and was failing. So i went and changed tactics. Instead of even half attempting to get its shield to a reasonable level i slapped heavy armor on it. And it worked a lot better and i felt dumb for not having seen it before.

The reason for this is obvious, the less armor you have the more valuable that heavy armor is. And similarly the worse your shield the less valuable that attempting to shield tank is. And, similarly, better the higher armor damage being done(to a point) I did some basic armor value calculations and came up with some handy tables

Did you mean the more armor you have the more valuable that heavy armor is?

183
General Discussion / Re: Ship costs and availability
« on: August 25, 2019, 02:48:01 PM »
D-mod ships would be pointless if it were cheaper because you would almost always restore them. They're never desirable, making it cheaper to restore wouldn't change that. Once you have enough money you would just restore them all instead of buying new ships, it's literally the same.

Also, if you fight many battles you will almost certainly see enough ships to get what you want, and often, there are many copies of the same ship so your odds of seeing it are quite good. I have seen many more apogees in post battle salvage than I have in stores. The selection is usually better from salvage tbh, except that they all have d-mods.

D mods can be desirable, with the related skills for them and the right D mods they are much cheaper to maintain with little loss. The Devs want D mods to be used. Cargo Storage damaged on a Scavenging Ship for example.

Being 100% clear I'm not suggesting repairing a ship with 5+ D mods should be less then a new ship. But what about 1-2 D mods. We aren't exactly finding tons of Apogees (wish I was lol) floating around post battle with 1-2 D mods, usually it's 3+ making it worthless.

Do you mean blanket any restore, even for just 1 D mod, should be like buying a new ship or do you mean many D mod?

You can get Apogee BP from high tech ship package (I can make as many as I want :D)

184
General Discussion / Re: Heavy Armor and You
« on: August 25, 2019, 02:29:07 PM »
One word. EMP.
Well actually 2. EMP + Missiles

185
General Discussion / Re: Overrated (overpriced) ships
« on: August 25, 2019, 02:20:49 PM »
3 HVD 3 Graviton 3 Tactical laser 2 triple sabot Eagle is decent support. Add ITU and as many vents as possible. Nothing but a destroyer/frigate rush or mass carrier can touch it and then you're just playing wrong. It kind of works like a beam sunder as long range massed support but better at dealing with shields and less effective vs armor and hull (although 3 HVD's can crack armor decently well). Support it with some carriers with mostly fighters and some bombers. Add in something very tanky like a Dominator or an Apogee and this strat works pretty well on low battle sizes (I play with low battlesizes because I dislike losing ships). I've taken down pirate death fleets with 1x Eagle 2x heron (maybe a mora because of how tanky they are) 1x Apogee and some beam sunders (although beam sunders are extremely effective vs derelicts and pirates given proper support).

186
General Discussion / Re: Lasers (beam)
« on: August 19, 2019, 11:26:29 PM »
Graviton beams actually pull/push missiles? I have never heard or seen this happening. Is that actually true?

Although I did see a gryphon that I was a firing 2 gravitons at magically deflect 4 atroposes so idk now

187
General Discussion / Re: Ship Loadouts
« on: August 19, 2019, 11:23:50 PM »
Isn't tempest supposed to stay at medium/long range?

188
General Discussion / Re: Ship Loadouts
« on: August 19, 2019, 07:05:17 PM »
With end game fleets, yes sunder is most likely going to be under AI control. Atm with my fleet I occasionally pilot my one sunder whenever I'm facing derelict or pirates. (Don't have an afflictor yet)

Edit: Oh why not railgun instead of AC? (OP cost?)

189
General Discussion / Re: Ship Loadouts
« on: August 19, 2019, 06:26:30 PM »

Autocannons on Sunder is to make AI frigates like Lashers hover away from Sunder instead of just casually absorb the beams, charge in, and then flux-lock Sunder with machine guns or other weapons of their own.  Sunder can back away as much as it wants, but frigates are faster and will catch up and tear Sunder without autocannons apart with ease.  I tried machine guns instead of autocannons, but they are set back far enough that something like Lasher has effectively more range and will win machinegun duel.  Simply put, autocannons are enough to keep frigates that can shield-tank beams long enough (then fire back with hard flux weapons) at bay.
e.

I run beam (2x graviton 1x HIL) sunder with 2 LMG for point defense and Lashers are very easy to deal with. If they rush just drop shields and melt with Sunders active. Guarenteed shield overload in a few seconds. Although AI is very stupid when playing beam sunder....

190
General Discussion / Re: Lasers (beam)
« on: August 19, 2019, 06:22:32 PM »
Quad tach lance on a Paragon is very good. I somehow beat Forlorn Hope on my first try (I lost on my next 2 tries) because AI Onslaught retreated for some reason, cruisers came at me one by one, one heron rushed me(I have no idea what AI was trying to do) and then picked off the remaining frigates one by one.

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