Fractal Softworks Forum
December 13, 2018, 03:51:30 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Starsector 0.9a is out! (11/16/18)
 
   Home   Help Search Login Register  
Pages: [1] 2 3 ... 10
 1 
 on: Today at 03:51:18 PM 
Started by lcarapaica - Last post by Botaragno
So ideally we'd have either the Perseans or Sindrians get a new iconic Capital class (and a few more ship designs) and that would help define them more.

If I hear the words "Phase Capital" I'm going to lose my f-ing mind.

An upscaled Doom in the hands of anyone other than TT cannot bode well for the system at large

 2 
 on: Today at 03:51:09 PM 
Started by bing_crosby - Last post by Tholis
Alex,

I have encountered similar issues. I've been using a 7970 for years nearly 7 in fact, and never had the kind of FPS issues I've had recently. I have seen nearly identical behavior from my card and cpu as bing_crosby. I was due a graphics card update and finally caved in an bought an Nvidia card. Starsector is that much of my limited gaming time that made the switch, it made a world of difference. I would however like to offer up my 7970 as tribute if you would make use of it for testing. Please let me know.

 

 3 
 on: Today at 03:50:09 PM 
Started by lcarapaica - Last post by StarGibbon
So ideally we'd have either the Perseans or Sindrians get a new iconic Capital class (and a few more ship designs) and that would help define them more.

If I hear the words "Phase Capital" I'm going to lose my f-ing mind.

 4 
 on: Today at 03:48:47 PM 
Started by lcarapaica - Last post by Botaragno
It's the "Who gets to keep the Capital?" question which bugs me, the Hegemony get the iconic low-tech Onslaught and Legion, Tri-Tach get the iconic high-tech Paragon and Astral, and before the Perseans walked into the scene, the Sindrians had the Conquest to make them stand out.

So ideally we'd have either the Perseans or Sindrians get a new iconic Capital class (and a few more ship designs) and that would help define them more.

 5 
 on: Today at 03:42:59 PM 
Started by lcarapaica - Last post by SCC
Perseans use an awful lot of carriers. On the other hand, Hegemony seems to have a monopoly on Gryphons.

 6 
 on: Today at 03:42:01 PM 
Started by Snoowarc - Last post by SCC
For Conquest, I use asymmetric loadout. Twin gauss guns on one side, twin mjolnirs and an ion beam on the other, flaks in all medium ballistics. Locusts in big missile mounts, nothing in mediums. Some PD for the front and the back. Raise flux with one side, finish with the other. You might want to try and have both sides of Conquest fire, but trust me: don't. Not even it has enough flux dissipation to do that.

 7 
 on: Today at 03:39:57 PM 
Started by lcarapaica - Last post by Botaragno
A "ALL MISSLES ALL THE TIME" faction would be neato, but given how the Sindrians and Perseans are essentially one and the same, I feel like the Sindrians ought be made that "FIRE ZE MISSLES" in fleet doctrine. We have One (1) dedicated Missle Cruiser, now give us moreeeeee.

 8 
 on: Today at 03:37:23 PM 
Started by Recklessimpulse - Last post by StarGibbon

I saw a fleet that was a paragon with 6 herons before I had a proper combat cruiser. That is not a winnable fight.


I saw a fleet that was full of cruisers when I only had a few frigates, and it chased me!  Luckily high level fleet bounties can be easily be evaluated for fleet challenge, and avoided entirely.

Alex already said he was changing how fast the hardest  missions would show up. The only real argument here is whether there are enough combat activities available in the game to give alternative combat opportunities when you get a batch that doesn't have one at your comfort level. I think there are, but whatever.

The income stream from Bounties is still way too crazy. If it weren't for the currently even more broken income stream from colonies, everyone would be talking again about how easy it was to make money doing bounties. I think slowing down the rate at which you can turn them over is a good thing, so only having one or two "comfortable" bounties per batch, or requiring big ticket bounties to take more time (bases), or effort and losses (high level fleet bounties) is probably for the best.


 9 
 on: Today at 03:34:27 PM 
Started by Snoowarc - Last post by intrinsic_parity
Assault chainguns are awful? 400 flux per second with 200 dps vs shields and 60 damage per shot vs armor and only 450 range. In the running for the worst medium ballistic.

Every gun does decent damage to hull you only need HE to help get past the initial high armor barrier and that initial barrier is best cracked with high damage per shot weapons. As you cut through armor, other weapons become more effective. Anything can provide hull dps it's not important to be effective vs hull, otherwise thumper would be great weapon. Damage per shot it the most important stat for HE damage. All HE is required for is destroying armor, and then other guns will do just fine to get through hull.

Certainly vs some ships, armor is a big challenge, but then I will specialize for armor cracking.

Bad means you are making a mistake by using, not worthwhile means there are better choices but it will get the job done.

There is also clearly a difference in general loadout philosophy here. I clearly don't value HE as much as you do.

 10 
 on: Today at 03:16:41 PM 
Started by Leight - Last post by Sutopia
I'd say please reverse engineer coca-cola before you try to reverse engineer a spaceship.

Pages: [1] 2 3 ... 10
Powered by MySQL Powered by PHP Powered by SMF 1.1.20 | SMF © 2006-2011, Simple Machines
Simple Audio Video Embedder
Valid XHTML 1.0! Valid CSS!