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Messages - Tarran

Pages: 1 ... 19 20 [21]
General Discussion / Re: My thoughts on Starfarer (As a new-comer)
« on: February 22, 2012, 07:45:04 PM »
2: Maybe it's the asymmetry of a large potion of the ships?

Also, does anyone else get annoyed fighting Aurora-Class balanced cruisers, and when they blow up you are accidentally right next to it and blow up along with it? That's happened to me on more then one occasion :X
I usually never get blown up by destroyed ships. The AI on the other hand seems suicidally aggressive against ships inches from exploding. I cannot count how many times I've reloaded since I simply cannot stand that kind of stupidity losing me a ship. ::)

General Discussion / Re: Fleet size affecting Speed
« on: February 22, 2012, 06:59:52 PM »
ultimately i think it should be a more realistic realization of real world workings ( thats a lot of real) and i would say a lot of people dont like moving like a snail everywhere they go.. look at  a lot of games if it has a "run" command it gets used A LOT. or if for instance your RPG character moves faster if it rolls everywhere.. people do that even though its silly looking.. essentially i think people dont want to waste a lot of time getting from point A to point B and if they feel that the game is making them be slow (for pretty much any reason) it frustrates them. i know im subject to the.. "why am i going to walk across this NPC zone when i can run get there faster and do what i really want" syndrome
I'm with you there. Unless you have fantastic scenery, 9/10 times the player is going to want to get somewhere fast. It's agonizingly slow trying to get past planets at ~50 speed.

I think its partly also to keep the player from being run down by huge fleets that will destroy him too.
If people don't want to get their butt kicked, they can easily get Augmented engines, or just stay away from those fleets which should be easy to spot not only in the tab map (large triangles are large), but also in the normal map (massive amounts of ships and massive circle are pretty easy to spot). In addition, huge fleets usually contain large ships. Large ships are often very slow.

General Discussion / Re: What's your favorite ship?
« on: February 22, 2012, 02:48:58 PM »
Whatever class that TTS Invincible is - the tachyon lasers and point defense are astounding.
It's a Paragon class.

General Discussion / Re: Fleet size affecting Speed
« on: February 22, 2012, 01:07:00 PM »
Space craft are not cars.

Imagine you have a fleet of two ships. The first one takes off and starts going at max speed. The second one takes off at around the same time but in a slightly different direction. It course corrects, but flying the wrong direction has put it just slightly behind. Now imagine this happening fairly frequently since there's no way to match courses perfectly, I don't care who or what you are. Then imagine doing this over really huge distances. Eventually you are going to get separated just by virtue of the little course corrections constantly putting you behind.
Good point. But isn't this the future? We already have lasers, Ion engines, and I presume FTL. What's stopping advanced computers which get near pinpoint accuracy, and even further, what's stopping the computers from setting the exact direction the fleet goes at? It's not like copy and pasting things is hard today, what's stopping the future from having them?

if my bridge crew cant do this

there all fired
Broken image.

General Discussion / Re: Fleet size affecting Speed
« on: February 22, 2012, 12:30:17 PM »
Personally, I don't see how coordination effects the max speed at all. I can see it effecting the acceleration or turning without a doubt, but not the max speed. Think about it, maneuvering does not lower the actual max speed of ships, it lowers how fast they reach that speed because everyone needs to turn at the same time or speed up at the same rate to avoid being separated and they need to reform the formation. The only case where the max speed would be reduced is if everyone was constantly flying back and forth from left to right of the fleet and the leader wants a perfect formation.

If you have five cars with similar max speeds going down a road with four intersections, they don't slow down when they all reach the exact same speed, they slow down when they have to turn corners and wait for others or when waiting for others to get up to speed. If they're all in formation and all can go at least 100mph, what's stopping them from going 100mph?

General Discussion / Re: Good Hammerhead Variants?
« on: February 22, 2012, 12:34:35 AM »
I fly the Hammerhead with 2 Sabots (linked), 2 Dual Heavy Machineguns (linked), and if possible 4 Burst Lasers (automated and linked), and Augmented Engines. It wipes the floor with frigates and weaker destroyers assuming they don't run away, and can cause serious distress to larger ships if I have support and am not utterly obliterated by frontal guns.

Sure, it's bad at actually taking out a ship, but shields are just obliterated very quickly if you fire all Sabots and fire the main guns, making your enemy prone to overloading or overloading them on the spot. Once they overload, they're generally in serious trouble if you're not by yourself.

The Augmented Engines are so it can actually get places, both in the campaign map and the combat map. It also makes it so you can get in close with your Sabots and just generally be fast.

General Discussion / Re: What's your favorite ship?
« on: February 21, 2012, 07:59:41 PM »
My favorite is the hammerhead, without a doubt. Though I haven't tried too many, because the Hammerhead is already everything I could ever want.

Fast enough (even faster with Augmented engines), decent shield, two frontal missile launchers, two frontal guns, and four PD spots.

On half damage, I usually ram my enemy with it because it's shield is pretty amazing at half damage. Though it seems like 100% damage makes that strategy much more risky (though there was this time where I rammed a corpse of a ship into the enemy... ;D). Otherwise, I unleash dual Sabots on my enemy, shattering their puny shields while simultaneously getting in close with the main guns. Just like that they're overloaded, and they've got armor damage.

With all PD spots armed, you can put out very serious PD fire at the direct front of the ship. 4 burst PD lasers=3 destroyed missiles if they're in a row. In addition, they can all go on the offensive against the target in front of you.

I usually can cause very serious damage with that ship. I love it to bits.

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