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Messages - Tackywheat1

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31
You can simply go into settings.json and set

"playerMaxLevel":99,

Level 103 is needed to obtain all skills. Also, simply setting the max level that high doesnt mean it is obtainable

32
General Discussion / Re: Soloing the Remnant Battlestation
« on: January 02, 2020, 06:56:56 PM »
Pretty sure its easier to solo a remnant battlestation with a capital than with excelsior

33
General Discussion / Re: Colossus Mk.III best ship ???
« on: January 01, 2020, 06:49:38 PM »
I'll leave the metaphor wars to you two

34
General Discussion / Re: Colossus Mk.III best ship ???
« on: December 31, 2019, 02:42:18 PM »
I personally love the dual flak for AA. It's got great DPS, it does HE damage, actually hits without a dedicated point defence AI, the only meh thing about it being the very short range making it only very effective on flagships using ITU.

I tried really hard to use devastator cannons but they just don't give me that costant cover flak does. I just wish it fuctioned like an autopulse laser with very, very bad accuracy and a decently sized clip.

I don't think that dual flak does HE, but I agree its great for constant cover, and its a quite efficient high DPS gun. Devastators are actually pretty poor against missiles because of their long cycle time - after that first burst, the missiles are going to come right in! - but against massed fighters its damage and range make it a very good weapon.

Dual flak does Frag damage and I also agree it provides very nice missile cover

I was pretty sure flak does HE damage aswell as the Devastator cannon, machineguns do kinetic and only Vulcans deal fragmentation damage.

What I also like about flak is that the single barrel version has more range, possibly making it the most efficient missile busting weapon in the vanilla game.

I've got a tyrant design (a ship from Vayra's ship pack) that can actually beat an Astral and an Onslaught under AI control mainly thanks to both having 5 dual flaks and integrated point defence AI. Effectively neutralizing 4 Annihilator rocket pods, 6 bomber wings and two squalls is no small feat and I do not think an equal OP amount worth of Annihilator cannons could do the same.

Flak does Frag damage. Go check the weapons_data.csv file or check the in game description.

35
General Discussion / Re: Colossus Mk.III best ship ???
« on: December 31, 2019, 11:41:40 AM »
I personally love the dual flak for AA. It's got great DPS, it does HE damage, actually hits without a dedicated point defence AI, the only meh thing about it being the very short range making it only very effective on flagships using ITU.

I tried really hard to use devastator cannons but they just don't give me that costant cover flak does. I just wish it fuctioned like an autopulse laser with very, very bad accuracy and a decently sized clip.

I don't think that dual flak does HE, but I agree its great for constant cover, and its a quite efficient high DPS gun. Devastators are actually pretty poor against missiles because of their long cycle time - after that first burst, the missiles are going to come right in! - but against massed fighters its damage and range make it a very good weapon.

Dual flak does Frag damage and I also agree it provides very nice missile cover

36
General Discussion / Re: Colossus Mk.III best ship ???
« on: December 31, 2019, 11:29:14 AM »
Nope. That was perfectly officer-less Astral. With the officer I could just outright kill the Paragon. No kiting needed.

Player control still makes a big difference.

If you want something that will utterly shut down missiles and fighters, get SCY and fill an Onslaught with all Nanoneedles and mount IPDAI. Generates an insane PD cloud that shuts down anything near it (by near I mean the range of the nanoneedles which is 700, possibly longer?)

There was a video on discord posted by someone who created this build and demonstrated it vs a large number of carriers

37
General Discussion / Re: Colossus Mk.III best ship ???
« on: December 31, 2019, 06:18:51 AM »
OK. Took control of myself. Did some testing against Paragon.

Since it wasnt able to deploy its shields fully before Thunders arrival it got disabled right from the start. I could circle around it in the Astral and kite indefinitely without ever allowing replacement rate to get lower than 90%. If I would be allowed to call this a combat it was completely one sided. Each time Paragon traded part of its armor/hull for several fighters and thats all. Since it can only shoot down about 4 fighters on approach, you dont need Astral to make it work. Couple of Drovers is enough.

Again, the difference between SIM Paragon without any officer skills and controlled by AI vs an officered Astral controlled by player is HUGE. Go play 2 of the missions, Coral Nebula (enjoy trying to kill an Onslaught and 2 Dominators with PD build as an Astral) and the other one where you have to kill an Astral with a dominator and 2? frigates

38
General Discussion / Re: Colossus Mk.III best ship ???
« on: December 31, 2019, 06:07:06 AM »
At 8000 su, Storm Needler has exactly zero hit ratio on the Condor. Whatever damage it deals to fighters will be regenerated back. Free of charge, obviously. All beyond shield damage to the Storm Needler carrier will be permanent.

And compare this to FMR and the missile balance as a whole.

Condor needs another ship to SPOT targets for the thunders 8k range to be used

39
General Discussion / Re: I miss environmental effects in combat
« on: December 30, 2019, 05:05:11 PM »
Nebula clouds slowing ships down (and affecting vision range?) were cool.

Yes the AI couldn't abuse them, whatever, they were a pretty subtle effect. More subtle than beacons are, though more impactful than asteroid fields.

Asteroid Fields exist to block shots (they are so annoying). I've had Tachyon lance shots blocked by asteroids countless times.

40
General Discussion / Re: Colossus Mk.III best ship ???
« on: December 30, 2019, 04:01:39 PM »
Game's balance is founded on the flux usage. Burst-defence balance.

Condor (no fancy carrier systems whatsoever) with its 110 dissipation and 2200 capacity, while equipped with two Thunder wings can create 400 dissipation and 3000 capacity out of thin air and for about 50 permaflux it can throw them at 8000 range where all that flux can be converted into 800 KE DPS plus some handy HE and EMP bonuses.

Condor's Fast Missile Racks cost ~500 for single use. Storm needler deals 750 DPS at 700 range for 650 flux/sec.

Not only fighters are worst case of a perpetuum mobile (why antimatter is even a thing!?) but they are a huge breach in the game's balance.

Storm needler will rarely miss its targets unlike missiles and can't be shot down like missiles and fighters and storm needler does 1500 shield dps (which is the reason why you use it to begin with).. Condors FMR isn't all that useful considering it only has 1 medium missile mount and Condor itself is too slow to really provide much support with its missiles anyway. Don't really know why you compared FMR to a storm needler.

Fighter wings are inconsistent in their DPS (because they take time to re engage and they WILL be shot down) The only fighter that is truly ridiculously strong is the Spark interceptor because they are durable (for an interceptor), come in large numbers per wing, and have a very strong PD weapon. Fighters also require other ships to be spotting targets for their long ranges to really come into play.

Hp is only the half of it I'm afraid. Armor on planes is a real issue too, especially concerning broadsword and the chunky one with the double light mortars.

I also do not get why fighter squadrons are so small and why the models are so big. Decreasing the overall armor/HP and splitting fighters if they have multiple identical weapons would go a long way.

Most anti fighter weapons also kind of suck, mainly due to how bad their aiming is most of the time. You need to dump a lot, and I mean a lot of ordinance points to even be able to fend the smallest amount of fighters.

A lot of PD weapons should get increased range only when firing at enemy fighters and also be able to fire over allied ships to actually make dedicated PD units actually viable.

PD weapons are weapons that can target missiles. ALL weapons can target fighters, not just PD weapons. Also Locusts and Swarmers exist to make a fighters existence hell but they are useless vs missiles

41
General Discussion / Re: Colossus Mk.III best ship ???
« on: December 29, 2019, 09:09:54 PM »
Not the system but the fighters. They break the DPS/Flux/Range curve. One fighter bay is equivalent of the Large mount weapon, capable of providing much DPS at great range with minimal flux costs. Just as a bonus they work like HP regeneration. From the optimal strat point of view, it makes no practical sense to use anything else in any role but the general support if even that.

Even Broadswords which were supposed to be strafers can just wait 8 seconds on top of the target and wait for the flux to dissipate. No problem.

To illustrate the problem you can just mod the LMG to have 4000 range and see that happens.

The system makes the fighters much stronger by allowing them to expand the squadron size and replenish fighter rates

42
General Discussion / Re: Colossus Mk.III best ship ???
« on: December 29, 2019, 08:06:19 PM »
i have not got a huge amount of experience but from what i have seen so far the drover is much better in a  fight because it is faster and can run away from  things that the  C MK3 just can't
That 300 cargo space is also amazing for a fighting ship, that's as much as a Mule.

i would rather take a gemini for that reason slightly less cargo space but better all round

Drover is currently OP because its ship system is very strong and it has tons of OP for a destroyer carrier

43
Also I like how you didn't even mention timid haha

Timid is the definition of useless on combat ships. At best, they can be used to captain a dram

44
Should have brought a couple Dooms, Arcagnello. Mine Strike obliterates fighters.

Sparks are pretty resistant to Mines but yes Doom would have been a very good choice vs fighter spam. Cathedral too

45
General Discussion / Re: 600+ Gamma cores later
« on: December 21, 2019, 04:55:57 PM »
Wait wait... So if I want to have some big remnant fleets to fight, I just need to constantly farm them?

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