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 91 
 on: April 24, 2024, 04:09:43 PM 
Started by Killer of Fate - Last post by Thaago
You didn't actually address anyone's points here and, no, Armored Weapon Mounts is not dumb on a Paragon for keeping weapons online. The fact that shield hullmods are good on it is not evidence that AWM is bad. I don't know where you got the impression that just because you are boosting shields, you can't also boost armor. You have the OP and it directly solves one of your main points, that the ship's weapons can get knocked out.

Quote
... As Armoured Weapon Mounts boost it to indestructible levels, contrary to 1650 which is still pretty much lame. ...

It is 1650 vs 1925. The former is weak and the latter is indestructible?! Come on now, that is just patently, utterly ridiculous as a statement. 1925 is higher than 1650 sure, but not that much higher. Over and over you claim that the Paragon's armor is bad and therefor you won't invest anything in it. Circular reasoning or a self-fulfilling prophecy, your pick.

Another assertion you keep saying over and over again is that the Pegasus is a glass cannon, and you use that to claim that 1500 is low armor. That is also circular reasoning at its finest! Why is the Pegasus a glass cannon despite having good shields (17k base + .8 efficiency is better than an Onslaught and it gets more HP/capacity) and 17k hull (right between an Onslaught and a Legion)? Well it must be because its armor is low! Therefor 1500 is low armor. That's just not true. The Pegasus isn't a glass cannon.

 92 
 on: April 24, 2024, 04:09:37 PM 
Started by boggled - Last post by Strauss_hd
Hi all, I tried to search relevant topic but can't find it in this post.
I have encounter weird situation when I tried to build Perihelion Project.

To put in context, in my star system I colonize 6 planets. build 1 mining station , 2 siphon station and 1 Astropolis.
After I finished research Perihelion Project and build in one of the planet, I notice all other place still have the option to build perihelion project.
So to make it fun (and worst case already far to the game to revert back) I build Perihelion Project in all of my colony at almost the same time.

Please see attached image to show that multiple Hypershunt surrounding the blue giant but none of them have any effect.

Another thing, is there suppose to lock mechanism when 1 colony start to build Perihelion Project like what happen when you build Mining Station?
Even after I update to ver 9.0.8 I can still keep building Perihelion Project in all of my colony in the same star system.

Note:
TaSC ver. 9.0.8 (just update yesterday, nothing change and lucky not break my play through)
AoTD - VoK ver. 2.1 (tried to update to ver 2.1.4 end up crashed my play through so revert back to 2.1)

 93 
 on: April 24, 2024, 04:07:25 PM 
Started by BigBeans - Last post by Consul
1.Do i need a new game to see this ships in game?  Or they are save-compatible?
2.Will this mod work vs Starship Legends mod?

 94 
 on: April 24, 2024, 03:30:04 PM 
Started by Molasses - Last post by Alex
It is. Lmao. Alex pls.

(Literally "hold Ctrl to compare" text in the weapon picker dialog! Might be a case of you already knowing what's "safe" to skip over, and this being added after that)


Thank you for the feedback! A couple of things, real quick:

1.Considering the amount of times looking for the information, the  timelag from the cursor highlighting an item/weapon to the appearance of the info window should be reduced/removed.

This can be set using the "Tooltip delay" slider in the in-game settings dialog.

inability to specify the number of item to trade.

Not sure if you mean typing in an exact number, but you can shift-click a stack to pick up one item at a time, and shift-drag to select an approximate quantity quickly. (This is, iirc, explained in one of the help popups.)

 95 
 on: April 24, 2024, 03:29:54 PM 
Started by float - Last post by float
OK, I've been able to reproduce this by getting a Hammerhead (D) (spawned via console commands) destroyed in combat. Turns out, it does restore to a Hammerhead (D), which then restores to a Hammerhead. I'm not sure if that's intended, or even if (D) (D) hulls in general are intended.

I've made a fix in dev that should allow (D) (D) hulls to share a mastery pool with non (D) hulls, even though they technically don't restore to the same hull spec. Thanks for the find!

 96 
 on: April 24, 2024, 03:21:48 PM 
Started by Killer of Fate - Last post by Killer of Fate
Spoiler
[close]

So your evidence is to give it a bad loadout, put it up in the sim with more DP's worth of ships on the enemy's side than on the player's side, have it kill hundreds of DP's worth of enemy ships and still be alive, and then say that the ship needs a buff?

If anything, a fleet centered around a ship with a bad loadout, that's badly controlled, without much fleet organization, yet is able to kill hundreds of DP's worth of enemy ships when the fleet is at a DP disadvantage, is a sign that the ship maybe should be toned down, not buffed.
That wasn't the evidence. That was just me showing gameplay to Thaago so they can see where I'm coming from to further this conversation. I can't mathematically prove to you that Paragon is underpowered. Especially considering you guys are usually using hypocritical arguments. If a ship's ultimate combat value were to be demonstrated by being viable against multiple Ordos, then that would basically prove most of the destroyers, frigates in the game are useless and in need of major buffs. But that will never happen, because that's not how the game works.

To further state, multiple Ordos form a minority of the Starsector gameplay. End game challenges do not exist as the core of this game, and should be interpreted as minority of its information for balance changes. If that wasn't the case. Onslaught XIV would cease to exist in its current form for eg. Because above 3k armour is just stupid.

The point being that sure, you can make Paragon functional in such ridiculous fights. Because it has extreme range which guarantees fair DPS without much consequence. If you can stack a few of them using Derelict Operations and just spam from some corner of the map, the poorly optimised Remnant ships will be torn to shreds before even managing to approach your formation. But that's not how most of the game works. That's just some super late min-max thingy.

 97 
 on: April 24, 2024, 03:03:00 PM 
Started by Vundaex - Last post by Killer of Fate
I'm noticing that being outnumbered makes the enemy AI surround you, and your ships rarely understand how to behave.
This would require a lot of micro, but there aren't enough command points to deal with the issue long enough and then your ships return to behaving irrationally.
This is a big downside of this game from my experience, the game is great but the combat AI (and even the mechanics around it) seem outdated.

At some point the game becomes the equivalent of Helldivers 2 being played on some past 7 or 5 difficulty, depending on the faction you are going against. The enemy will just throw ridiculous amounts of ships at you, and the only way to win is learn how to kill them quickly enough. Making more cautious, defensive strategies only viable if you are using something really broken to instantly burst everything. Otherwise, you will have to get aggro and use your own piloting skills along full assault order to just wipe out everything faster than it can wipe out you.

 98 
 on: April 24, 2024, 02:54:55 PM 
Started by Hankathan - Last post by Hankathan
New version is up after giving the Tumulus some visual fixes and catching some stray description typos.

 99 
 on: April 24, 2024, 02:53:41 PM 
Started by Killer of Fate - Last post by Killer of Fate
I don't see any problems with the Paragon's armor...

the 30 OP Missile Autoloader used to be good. I think it was just nerfed and I didn't notice. In the past you would have so many Reapers, making it far easier to burst down ships. And Ion Cannons and Pulse Lasers do their job fairly well at deterring enemies. In fact that clip demonstrates that they are good at making any typical nuisance destroyers back off quite effectively without dragging too much of the ship's flux with it.

The Guardians themselves are a relic I keep around, because back in the day I would fight a lot of Squall + Hurricane ECCM combos from Better Variants mod in the 0.95 patch. This paired along swarms of SO ships occurring there taught me the value of Ion Cannons and Pulse Lasers spread out like that.

Recommending me to use Armoured Weapon Mounts is kinda dumb. You should consider that Paragon is designed to have Hardened Shields and Stabilised Shields equipped as mandatory. It saves you like 375 flux per second. And you are going to be acting with your shield on most of the time. You can't just equip random armour mods to make it more useful, because they have less value on Paragon than just getting better shields. That is because its armour isn't significant enough to get ridiculously more significant further. And the reason I stated Onslaught has 2k armour, well, it kinda gets it by default. As Armoured Weapon Mounts boost it to indestructible levels, contrary to 1650 which is still pretty much lame.

The fact that through the usage of s-mods and officer skills a Paragon can be made far more nimble is obvious to me. I would use a Paragon to fight Remnants without any s-mods. And back when Auxiliary Thrusters was still more expensive. In spite of that I used them anyway, because I understood just how many problems are solved by simply being able to turn around. But the issue I will always had with the Paragon is that it is ridiculously punishing if you are to receive damage. Paragon is incapable of moving about. It is the slowest *** ship in the game, and yet it has the durability stats of a Pegasus. Which is supposed to be squishy enough to justify its amazing firepower. Though I feel like it was an overnerf in my opinion. Considering Squall's and Hurricane's power was reduced as well.

 100 
 on: April 24, 2024, 02:51:23 PM 
Started by Originem - Last post by Aldazar
If you ever come back to update can you remove the rule limit so we can mix and match? I'd like a few enemy fleet buffs but I have to fill it out with 19 other positive/negatives just to activate it.

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