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 5 ... 28
31
General Discussion / Re: The ai do eveything to make you lose
« on: April 09, 2023, 10:13:06 AM »
I find the orders in Starsector are more like a list of priorities that you adjust on the fly.  Every ship has a list of things it's trying to keep in mind at all times; we just don't SEE that list so we don't really know what the AI is actually thinking on any given ship at any given time.  Perhaps it's true that the orders are not very aptly named compared to their actual function; sometimes compressing a set of instructions into a single word is not as simple as we assume, being experienced humans who understand multiple contextual definitions of the same word.

I'm reminded of Final Fantasy 12.  The game had basically an auto-battle system that looked like an MMO at a glance, but your party members could be given a list of priorities, adjustable at any time in your menus.  It had a list of conditions, like "character below 60% HP" or "enemy immune to poison" or something, and a list of actions like "use weakest potion" or "cast blizzard" or what have you.  Items higher on the list obviously took priority.  Starsector is SORT OF doing that, but we don't have access to that priority list.  We just have an officer personality with a set arrangement of priorities ("no officer" still counts as a "personality" in this context) and a few things we can somewhat override during battle by moving them up in the list a bit--though not necessarily to the top of that list...which I think is part of the frustration.  Most people see the word "command" in a game and think that means "DO THIS NOW, DAMN YOU."  And starsector...doesn't.  Or at least, it doesn't APPEAR to.

Psychology versus computer programming is always such a FUN exchange, isn't it?

32
General Discussion / Re: Utterly broken fleet AI
« on: April 09, 2023, 09:54:38 AM »
I tend to outfit my fleet for endurance so one boneheaded AI decision doesn't suddenly leave me down three or four ships and surrounded--and the AI WILL make boneheaded decisions at high speed.

Try cruisers with a few capitals for fleet anchors.  Give them strong point defense, make sure there's kinetic weaponry to pressure enemy flux, decent AOE weapons to splatter fighter/bomber screens and make sure they can standoff at range.  Make sure your fleet has one or two ships with a nice wide shield and low shield damage ratios so they can take hits and strong flux dissipation so they don't take a day and a half to vent.  Try steady or aggressive officers so they stay in combat range but don't headbutt entire enemy lines.  Get a few nimble frigates with good defensive systems, like omens or monitors, then fit them for pure survival and staying time so they can annoy the enemy flanks by holding control points and keeping their line in place.  Then make sure YOUR ship can maneuver into position to strike and get the job done.

Remember, your fleet is there to back you up, not the other way around.

33
General Discussion / Re: Atlas MK2 compares to cruisers
« on: April 09, 2023, 09:45:53 AM »
Oh, it should go without saying but I would never entrust the AI with atlas II's.  It's far too sluggish, far too fragile and requires far too much good decision making for the AI to succeed with it.  When I see enemy atlas II's I see free salvage because they're so easy to pop.  It's a flagship for the cultured man, not the AI pets.

34
I--

I could play starsector while I'm at work waiting for my shift to start.  (I have to leave early or get caught in hideous traffic and be late.)

Never even considered getting any kind of emulator on a damn phone...but mine doesn't have any kind of keypad or anything so I REALLY don't see that working well with just touchscreen controls...

35
General Discussion / Re: Your One Ship
« on: April 04, 2023, 08:40:03 PM »
Okay, I changed my mind, it's still the Doom.

36
General Discussion / Re: The ai do eveything to make you lose
« on: April 03, 2023, 10:52:25 AM »
Starsector will very quickly teach you to idiot-proof your own fleet.  Some ships simply cannot be entrusted to the AI and some weapon combinations will turn your fleet into complete morons, orders be damned.  They can't fly worth a damn; the number of times my allies have literally flown into my shields and taken hull damage while I'm purposely steering away from them is beyond counting.  They lose focus and their priorities go to crap the moment they have more than one ship in engagement range.  I refuse to use dumbfire torpedoes of any kind in 99.9% of all fleet scenarios; my allies have more than once steered DIRECTLY into the path of my reapers or hammers AFTER I've fired them at a completely clear target.  Never again.

The fleet AI simply cannot seem to comprehend that the remaining sections of a damaged station are ON THE OTHER SIDE and insist on getting as close as possible no matter how much weapon range they have, perhaps thinking if they get JUST A LITTLE CLOSER they might be able to fire through the debris or something.  Collateral damage from stations is thus frustratingly common, as the friendlies take full point blank damage from any remaining guns on said station AND block line of fire for any allied ships behind them, possibly causing them to die, creating even MORE debris to block line of fire, causing MORE ships to bully their way up front and cram themselves into the station's face, all culminating in sizeable collateral damage when (if?) the station finally explodes in their faces.

So yeah, learning to get the fleet AI to behave smarter than a tae kwon dodo is a pretty sizeable part of mastering Starsector.

37
General Discussion / Re: Your One Ship
« on: April 03, 2023, 10:37:24 AM »
I'm going to start a new playthrough momentarily, Daynen, and I'm going to be on the lookout for that Monjeau.  This current version of Starsector has made me a believer in Accelerated Ammo Feeders.

Try it with the "split chamber" mod.  It's literally a permanent ammo feeder effect that cuts the projectile damage by 40% and STACKS with the ship system ammo feeder.  You lose a little initial armor penetration but those vertice cannons on the monjeau become miniguns.  BRRRRRRT4LYFE

38
General Discussion / Re: Atlas MK2 compares to cruisers
« on: April 03, 2023, 10:28:27 AM »
FINALLY, people are starting to appreciate the "big girl" of starsector!  The Atlas mk II is such an underappreciated beauty; only TRUE men of culture fall in love with her.

I like to run two mjolnirs with two vulcans on the forward point defense turrets, plus a locust or two.  Ignore the side mounts; Vanshilar is correct in that they are a trap.  Use the locusts liberally to wipe fighter screens and ward off frigates so you can focus on killing anything at least destroyer sized.  Work on the flux dissipation, take all the maneuverability you can get, get as much free OP out of your S-mods as possible and learn to position properly in fights so you can make your move.  It takes patience, but unloading with two ammo fed mjolnirs creates an absolutely withering barrage of fire.  I also prefer to set the mjolnirs to alternating; this makes the gaps between shots even smaller, making it a little more reliable against faster targets.  If your fleet's not set up to support you properly yet, you can substitute two hephaestus guns for slightly lower flux buildup in exchange for much better suppressive fire, though you then obviously suffer against shields.  Speaking of shields, no ship will teach you to master the art of the omni shield like the Atlas II because it needs it to survive.  Set your guns to autofire and focus on flying defensively.  Don't overcommit, screen your flanks and when you see your opening, MAKE SOMETHING DIE.

You do have to earn what the Atlas II has to offer, which is a lot.  To me, that's part of the charm.

39
General Discussion / Re: Your One Ship
« on: March 22, 2023, 01:42:35 PM »
If we're talking as a player controlled flagship, I'm seriously enjoying the Monjeau from hazard mining incorporated.  It's a destroyer with a fast ship system that lets it play dodgeball with all but the fastest missiles and projectiles and a pair of built-in HE guns that just GRIND anything unshielded.  It has this weird armor buff that makes it nearly immune to beams so it's not instantly hard-countered by them (but god help you if they hit exposed hull,) and best of all it has an ammo feeder to really kick those guns into overdrive (I love ammo feeders, deal with it.)  It fluxes out extremely fast, even with hullmods but it's maneuverable enough to back off to vent when needed.  It's fast, strong, doesn't get instagibbed by braindead weapons and can go the distance in skilled hands but still gets punished badly if you screw up.  It's just a lot of fun to fly.

One good reaper shot will still ruin your day though.  And those suicide ships from the luddic enhancement pack are DEATH.

40
Atlas Mk II.

What?  You don't think two large ballistics with an ammo feeder makes an impact?  FIGHTME.

41
Mods / Re: [0.95.1a] Forge Production v1.1.0
« on: March 08, 2023, 11:47:05 PM »
Ooh.  Shiny new update.  But...save breaking!  ARGH!  Oh well.  Can't have it all I guess.  I'll grab it next run.

42
Mods / Re: [0.95.1a] Space Truckin' [v1.2]
« on: March 08, 2023, 11:26:10 PM »
Not a bad little addition to the game.  Easy to find, fairly comprehensive UI, simple to engage with, adds a nice variant to standard trading gameplay and with a little commitment can stack up cash pretty quick.  The discount fuel and supply system is nice icing.

43
The Monjeau may be my new favorite ship.

44
I've been having WAY too much fun with a Monjeau destroyer from Hazard Mining Incorporated with this mod (and others of course, but this one's a big one.)  I think I'm up to...eight S-mods now?  The thing is a beast.  Absolutely MULCHES domain derelicts and anything without shields, yet it still has real weaknesses and can only do so much work.  Solos fleets regularly.  Might be a bit OP.   ;D

Fun times.

45
Mods / Re: [0.95.1a] Space Truckin' [v1.1]
« on: February 19, 2023, 11:55:16 PM »
Straight up space truckin'.  What a time to be alive.

Pages: 1 2 [3] 4 5 ... 28