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 - Daynen

Pages: 1 [2] 3 4 ... 28
16
My problem with swapping out to small fleets is that if I run into sweet, phat lewt on the way I have no way to bring it back and that is UNACCEPTABLE.  ALL LOOT BELONGS TO ME.  Besides, I ain't no yellow belly; some pirate or AI wants to chase me, I've got a whole fleet screen full of hands they can catch.  Which means EVEN MORE LOOT.  What's that?  I stumbled on an orbital habitat with tons of cash crops, sweet weapons and colony items?  You bet your ASS I've got cargo space for it!

17
General Discussion / Re: N00b questions
« on: August 19, 2023, 01:54:48 PM »
One good rule of thumb when supplying your fleet (for me, anyway) is to figure out how many supplies you need for roughly a hundred days.  Even when you count for the damage of hyperspace storms and possible encounters (which should provide SOME supplies in return, assuming you win) this should usually give you a few month's worth of endurance with room for error.  I usually try to make sure my fuel is about 90% full before I head out somewhere, so I'm good for a long trip yet have room for sudden fuel acquisition if/when it happens.  As for crew, I try to keep about 10-15% crew over my ships' needs to account for possible combat losses and unexpected ship recovery; bump that up another 15% or so if I'm using fighters that need pilots.

When fitting your logistics ships (fuel, cargo, transports) strip their weapons.  If your fuel and cargo ships end up in an actual engagement, you're probably already wiped anyway.  Just fit them with mods that make them cheaper to maintain and/or provide passive benefits to your fleet; then worry about making them faster and more durable.  S-mod in solar shielding to drastically reduce the supplies wasted by travel near stars and storms, especially if you're running Atlas or Prometheus for logistics.

Try to adjust your ships and skills to get up to an 18 sustained burn speed.  20 is cool if you really want it, but I find that 18 is sufficient to either match or outrun basically any fleet in the sector that you can't outfight.

When exploring, always look for planets with debris around them.  They have ruins...and ruins can mean major goodies.  If you see a mission to scan a research station, GRAB IT, faction rep be damned.  Research stations mean blueprints and mods.  ALSO note that, (unless I'm sorely mistaken) when a mission for some kind of derelict ship or station appears, even if the mission times out, the object in question remains; therefore if you make a note of where a target is located, you can still go salvage it if you fail the mission.

Speaking of missions, mission alerts travel to you in real time, NOT instantaneously, starting from their place of origin.  If you're constantly seeing missions get withdrawn just after you get them, it's because you're too far away from the source and getting the news too late.  Comm relays help; staying near a system with a relay can get you better picks of missions.

18
General Discussion / Re: MAY LUDD HAVE MERCY
« on: August 19, 2023, 01:08:12 PM »
BRING IT ON.

19
General Discussion / Re: When is Shield Shunt worth it?
« on: August 03, 2023, 08:46:30 AM »
If you have a combat ship that seems to rely too much on its shields when armor tanking would serve it better, try shunt.  If a ship has a weak shield generator and you'd rather use that flux for more bang-bang, try it.  If you're setting up a ship with an officer and S-mods that push its armor value into the stratosphere, give it a try and see if its worth the time saved from waiting for flux.  If you happen to have a ship with high flux capacity but bad venting it might also be a good idea because, again, more time shooting and less time shield flickering at max flux.

20
General Discussion / Re: A huge nerf to the missiles
« on: July 03, 2023, 09:17:33 AM »
I must be one of the outliers who don't really favor missiles.  If I get a battleship with lots of ballistics and missile slots, the missiles are the last thing I look at.  They're nice, don't get me wrong; if used at the right time, a missile can swing the battle...but then they get shot down and they run out.  Given some of the absolute GAUNTLETS I've found myself in over the years, I don't favor a weapon system that runs dry mid-battle, no matter how strong it might seem.

Some missile builds are fun.  Sometimes I'll run a falcon P with four atropos launchers for giggles instead of four pilums for carpeting.  If I don't have the hullmods to fill out a capital I might throw a hurricane on a missile slot.  To me they remain support weapons though and in truth, many of them are still better as bombers on carriers, since those DON'T run out.  I'm especially wary of unguided torpedoes; given how absolutely stupid the fleet AI can be at times, I do NOT trust ANY of my AI ships to run hammers or reapers, EVER.  I still shudder thinking of those days...so many battles, completely in the bag, absolutely ruined by one idiotic officer who couldn't stand to finish a battle with a reaper still in the tube...never again.

21
General Discussion / Re: Opinon needed on a system
« on: July 03, 2023, 09:04:19 AM »
A habitable world is nice for your first planet because it can be grown quickly and cheaply, letting you get defenses up and providing patrols and basic services faster.  Beyond that, I mainly just look for sheer number of planets in a system.  The more planets in a system and the bigger variety of planet types, the better you can stack fleets and the more industries, bars and ports you can plop down without having to burn fuel to go between them.

22
General Discussion / Re: Alex Appreciation Thread
« on: May 27, 2023, 08:17:43 AM »
You figured out what was fun about the game and leaned into it.  You haven't allowed the game to grow bloated with useless layers of complexity and monetization.  You've kept your user interface relatively clean and intuitive.  You've continued to add polish AND content with new mechanics that have real impact.  You've given your modding community space and respected that space.

In summary?  You're doing a lot right here, Alex.

23
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 10, 2023, 09:27:57 AM »
Wall of patch notes attacks!

CRIT!  9999 damage!

24
General Discussion / Re: Can't find a single Heavy Mauler.
« on: April 24, 2023, 09:54:32 AM »
Well, apparently all I needed to do was create a thread. :D

Squeaky wheel gets the grease?  ;D

25
General Discussion / Re: Your One Ship
« on: April 15, 2023, 08:54:10 PM »
For me, it's the conquest for vanilla ships.  A nice blend of speed and firepower is always a winning combo, but the thing about it that I don't see anyone talking about is the that it's just about as effective flying backwards as forwards, meaning you can engage with the fresher engine armor tiles if your nose(s) have been pushed in already, making the conquest a lot tougher than the stats would suggest.

For modded however, the undisputed king of the void is the quetzalcoatl (and hatchling as well) from Kingdom of Terra.  Just the list of features it boasts should make that obvious.  Extreme speed, flexible broadside firepower, huge missile capacity, an ammo feeder that works for energy weapons too, multiple emp emitters, segmented body for stacking defenses...

I could go on, but to list all the perks it has would make this post obnoxious to read.  If you can work with its slippery flying style, then it's a ship that best experienced rather than told about.

Heh.  Reminds me of the newfoundland from ED shipyard.  Ever been tailslapped by a space train?  THAT'S funny.

26
General Discussion / Re: Atlas MK2 compares to cruisers
« on: April 11, 2023, 09:57:07 AM »
I do tend to build in augmented burn drives to get it up to a reasonable 8 burn.  Also it's one of the biggest mods so that 40 OP saved is pretty huge.  Takes a lot of pain out of it.

27
General Discussion / Re: Best way to boost relations with a faction?
« on: April 10, 2023, 01:01:10 PM »
I like stockpiling gamma cores for those annoying moments when a faction decides they just want to hate you for some reason.

"It's WARTIME!"
50 gamma cores later...
"On second thought..."

28
General Discussion / Re: Your One Ship
« on: April 10, 2023, 12:58:53 PM »
Lasher... very simple ship but damn it can do so much and its ammofeeder allow it to punch so hard for its size and price

Ammo feeders go HARD.  Any ship with an ammo feeder automatically gets a second look from me, even if it's otherwise seen as terrible.

29
General Discussion / Re: Atlas MK2 compares to cruisers
« on: April 10, 2023, 12:57:33 PM »
Oh and I guess it's easy to overlook the fact that, costing only 24 DP, the atlas II also puts less of a strain on your fleet skills then other capitals, meaning you can bring more ships and not lose out on those bonuses so quickly.

30
Oh wow, the Man from Volta drops some pirate tech!

Throw it on a phablet and you've got your own Tri-Pad, hm...

GOD.  DAMNIT.  You madlad.  You just HAD to go and say it, didn't ya?

Pages: 1 [2] 3 4 ... 28