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Messages - Tarran

Pages: 1 2 3 [4] 5 6 ... 21
46
Suggestions / Re: Armor Differentiation
« on: August 26, 2012, 11:40:20 PM »
If you want this to be available to modders then it definitely shouldn't be under 'suggestions'.
Why not?

P.S. Aren't shields technically the 'armour' since you use them in order to choose to reinforce different parts of your ship (omni), or the front of your ship (frontal)?
Actual shields like those held by melee fighters are indeed type of 'armor' (carry on the side, turns with the arm, stop attacks from reaching the person), but not the same type of 'armor' that we're talking about that is used in game (wear on body, turns with the person, lessen or stop attacks that reach the person). Shields in this game are even further than 'armor' because they can be turned on and off, can be disabled by overloads, and impacts generate hard flux.

So I'd say no. 'Shields' are just 'shields'. A temporary barrier that behaves differently than armor.

47
Suggestions / Re: Armor Differentiation
« on: August 26, 2012, 10:24:54 PM »
Personally, I think armor differentiation would be great for the modding potential. I don't really care either way about changing the vanilla game, though.

If Alex doesn't want to do it though, or if it's too hard to implement, I'm fine with not implementing it.



As for the method of applying it, instead of grayscale, maybe have a image with multiple potential colors, and you can assign each color a certain armor value in a .csv file? It would allow more specific armor values.

Example .csv file:

Armor Blue:
300
Armor Dark Blue:
975
Armor Orange:
1515

48
General Discussion / Re: Mjolnir Cannon: Anyone Use It?
« on: August 20, 2012, 07:58:33 PM »
i don't see why cost should be a consideration factor when it can be made moot.

That's why you can't grasp why Mjolnirs are bad. In vanilla Starfarer, there's almost much no such thing as making flux costs moot. Flux efficiency is one of the most important stats for a capital ship. It gives you more flux to fire your guns and keep your shields up for longer. Having efficient weapons is both an offensive and defensive choice.

The only way for flux cost to be moot is if your dissipation is greater that your upkeep. 2 Mjolnirs on their own use up almost all of a Conquest's theoretical max dissipation, and uses that flux less efficiently than any other large ballistic weapon. (And so you know, every point of flux dissipation is more valuable than the last, since it dissipates a greater percentage of the remaining flux buildup than the last)

Even if you go for some combination other than Storm Needler and Hephaestus, it would give you more OP to spend on hull mods or additional capacitors. No matter how you look at it, Mjolnirs are bad.

i'd like to think i can't grasp why they are bad because i don't quite believe in this nonsense that you just presented to me.
Personally, I think he's got very good points and is right on them. Please, enlighten me as to how his post is nonsense.

Also, somehow this type of discussion seems familiar... I'm just saying.

I thought TJJ's post was pretty good.
Yeah, he explained it pretty well.

49
General Discussion / Re: Mjolnir Cannon: Anyone Use It?
« on: August 20, 2012, 11:57:10 AM »
Last update I used two Mjolnirs once on a Dominator because I found one on a pirate supply fleet and I wanted symmetry and didn't have enough money to buy two of anything else.

Other than that, I've never used them.

50
Suggestions / Re: Solution for Save Scumming
« on: August 20, 2012, 11:52:41 AM »
Honestly the problem with these 'hardcore' modes is that you can't be risky, you have to play safe not to lose everything.
You've got a great point there. I agree.

51
General Discussion / Re: Fighters
« on: August 20, 2012, 01:02:46 AM »
They have to survive (or at least deliver) two runs to match a Lasher, which can mount twin three racks
No, they only have to make one.

Daggers fire Reaper torpedoes (red, unguided, fast), which do 4000 damage each. With 3 of those, you can cause 12000 damage.

The 2-racks fire Atropos torpedoes (yellow, guided, slow), which do 2000 damage each. With a missile mod, you can mount up to 6 of them, for a total of 12000 damage.

transitions into a handy anti-fighter platform after it runs dry.
It does, but then again it loses most strike capabilities after it runs dry.

52
General Discussion / Re: Fighters
« on: August 20, 2012, 12:29:08 AM »
What do people think of the Torpedo Bombers?  For 5 points they can put a pretty big dent into things...but then again, for 5 points I could just load up a Lasher with Atropos Racks and missile upgrades.
I'd say they're worth it if you can protect them and reload them. A Lasher runs out of ammo after one volley, Daggers can reload. 12000 points of HE damage per reload is some serious firepower. The dagger clearly wins for strike purposes: The Lasher can only match a Dagger's strike power once with it's first volley, then it has minimal strike power afterwards... While the daggers are still running around with 12000 points of hurt just waiting for a ship to get in front of them.

53
General Discussion / Re: Fighters
« on: August 19, 2012, 06:41:34 PM »
or that he was from the get go
If you want civilized discussions on this board, I'd suggest not adding fuel to the fire.

and that i already did address his points.
Address does not equal response. If you did address his points, link to your responses rather than ignoring his points.

54
General Discussion / Re: Fighters
« on: August 19, 2012, 06:03:19 PM »
The reason he's being 'super aggressive' might be because you refuse to respond to his points, and he thinks you are insulting him.

Regardless, both of you stop it. The current discussion is moving towards an unhealthy point.

55
General Discussion / Re: What type of ship do you fly?
« on: August 18, 2012, 08:29:04 PM »
(fastest cap ship beside burn drive onslaught)
Don't forget a Maneuvering Jet Conquest. The Conquest with Jets goes 45 speed faster for a couple seconds.

56
Announcements / Re: Starfarer 0.53.1a (Released) Patch Notes
« on: August 18, 2012, 01:23:48 PM »
Alex, one interesting thing I noticed: If you install a point defense AI hullmod and the ship has AM blasters... the ship will use the AM blasters in point defense against missiles. Even if the AM is on a hardpoint!

May I suggest a special tag for weapons that will never be used in point defense even with the hullmod? :P

57
General Discussion / Re: Fighters
« on: August 18, 2012, 12:49:59 PM »
Yeah, poor Thunders. The things used to be godhammers of fighters. Now? They get trashed because with too little fighters they retreat too late.

58
General Discussion / Re: Fighters
« on: August 18, 2012, 10:27:45 AM »
Also, since Wasps are some of the fastest fighters in the game, they're nearly impossible to intercept when running away for refit. +1 to survivability!
Until Thunders get into the battle. :P

59
General Discussion / Re: on impossible missions
« on: August 18, 2012, 01:26:03 AM »
Okay, I've finished Nothing Personal at 60%, because the Onslaught chickened out even though I only had 1 wasp, 1 Gemini, and 1 Tempest left, and I had previously ordered my Aurora to retreat at 7 hull... Regardless, here's some tips:

Use (pilot) your Medusa to kill as many frigates, fighters, and bombers as possible at the begining. Target the Broadswords and at the same time keep your distance as they're very dangerous. Kill the bombers to protect your Aurora. Only switch over to the Aurora when the Onslaught arrives.

Use your frigates and fighters to cap all the points, starting with the most important ones. They should be able to survive.

Use the Aurora's superior speed to stay away from the Onslaught's front or stay at a distance. Or perhaps stay behind another enemy ship in front of the Onslaught. Do not let the Onslaught get a sustained fire on you, I doubt you'll have the shield power to take it. Even with Elite rank and Hardened Shielding.

Make sure your Aurora is the main target. It's pretty much the only thing that can take the Onslaught's beating for a sustained period.

Reapers may be more useful than MIRVs if you can hit.

Kill the Dominator. You do not need another cruiser fighting your cruiser while you're fighting a battleship! Plus, it provides A LOT of missile support to the Onslaught.

If you cannot break through the front of the Onslaught, Tempests with Augmented Engines can shoot the back with moderate ease. It'll take a while, though.

If your Aurora is near death and you have other pilotable ships, just retreat it. If you lose it, you lose anyway.

60
General Discussion / Re: on impossible missions
« on: August 18, 2012, 12:50:13 AM »
I once beat Dire Straits on an earlier version at ~50%, haven't given it any attempts this version though. Same with Nothing Personal.

I have no tips because I cannot remember how I did either of those, especially Dire Straits. But I'm pretty sure Dire Straits was pretty much nothing else but "RUN AWAAAAY!".

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