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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Starsector 0.7.2a (Released) Patch Notes  (Read 355137 times)

Alex

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #105 on: February 19, 2016, 10:43:09 PM »

The Harbinger's at 600; Doom is (still?) at 1250.
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Dri

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #106 on: February 19, 2016, 11:41:39 PM »

Thanks.

So the phase destroyer only has 250 more armor than the frigates and the Enforcer's armor (750) still reigns supreme for its class! Can't wait to play around with all the new ships and try out the new phase cloak changes. Ya know, if you or David feel like doing a spoiler for any of the new frigates... go for it! :D
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Alex

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #107 on: February 22, 2016, 10:52:42 AM »

Updated OP. The last big batch of changes before the actual release.
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Midnight Kitsune

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #108 on: February 22, 2016, 11:02:12 AM »

Quote
Hardened Shields now reduces the chance for shields to be pierced by Ion Beams and other similar weapons
Is this an addition or is this a replacement effect for the mod?
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Wyvern

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #109 on: February 22, 2016, 11:09:01 AM »

  • PD AI will no longer attempt to fire at missions with collisionClass "NONE"
Missions have a collision class now?
  • AI specified in a phase cloak's .system file will now be used when the system is a right-click phase cloak
Hm.  Does this help with trying to make a completely custom right-click ability, or is it orthogonal to such efforts?
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Alex

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #110 on: February 22, 2016, 11:24:17 AM »

Quote
Hardened Shields now reduces the chance for shields to be pierced by Ion Beams and other similar weapons
Is this an addition or is this a replacement effect for the mod?

In addition.

  • PD AI will no longer attempt to fire at missions with collisionClass "NONE"
Missions have a collision class now?

They always did - MISSILE or MISSILE_FF, generally.


  • AI specified in a phase cloak's .system file will now be used when the system is a right-click phase cloak
Hm.  Does this help with trying to make a completely custom right-click ability, or is it orthogonal to such efforts?

Yeah, this is specifically to help make right-click systems - you can now do that without having the phase cloak AI running for them.
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Wyvern

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #111 on: February 22, 2016, 11:26:40 AM »

  • PD AI will no longer attempt to fire at missions with collisionClass "NONE"
Missions have a collision class now?

They always did - MISSILE or MISSILE_FF, generally.
Ah, sorry, should've spelled it out rather than joking around: I think you meant "missiles" rather than "missions".  :-P
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Dri

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #112 on: February 22, 2016, 11:29:35 AM »

High Intensity Laser is now HE! :o Well, now it might actually get used. Also, wow, 800 range for a small mount PD weapon, thats pretty nuts!

Lots of stuff here and almost all of it good. I hope release is just around corner!
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SpacePoliticianAndaZealot

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #113 on: February 22, 2016, 11:58:59 AM »

Damn, these new patch notes are on fire! I'm legitimately sweating.
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Sy

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #114 on: February 22, 2016, 12:05:42 PM »

hooooly crap, those weapon changes... O:

finally some Atropos love, and Reaper firing delay! awesome! \o/
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Megas

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #115 on: February 22, 2016, 12:06:16 PM »

  • LR PD Laser: range increased to 800, flux/second increased to 100
This looks like a flux hog for (LR) PD, especially for low DPS.
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Dri

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #116 on: February 22, 2016, 12:17:45 PM »

Yeah, the LR PD is a flux hog but dat range...

Are we gonna see a medium and large mount weapon for the new and improved Atropos in the future? With greater speed and tracking its just been potentially put into the "will use" category!

Will the Atropos changes also herald the return of the Trident bomber wing?
« Last Edit: February 22, 2016, 12:22:52 PM by Dri »
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Sy

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #117 on: February 22, 2016, 12:27:04 PM »

the High Intensity Laser changes sound dangerous as well, but i think it needs one more buff: increased turret turn speed. it turns way slower than even Tachyon Lance or Plasma Cannon, which makes it pretty useless for the Odyssey and the side mounts of the Paragon, which can't just aim by turning the whole ship.

Will the Atropos changes also herald the return of the Trident bomber wing?
probably! and it might actually be a good idea to have both Daggers and Tridents in one fleet. Reapers against big/slow ships, Atropos against smaller/faster ones.
« Last Edit: February 22, 2016, 12:29:46 PM by Sy »
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Megas

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #118 on: February 22, 2016, 12:55:11 PM »

Yeah, the LR PD is a flux hog but dat range...
...which is less than Tactical Laser.  It is not much more OP to get Tactical Laser plus hullmods or PD Laser plus Advanced Optics than LR PD alone to get better PD.

Tactical Lasers cost 75 flux per second.  I often do not use Tactical Lasers (and use normal PD lasers instead) for ships that have enough OP to support tactical lasers, max vents, and everything else I need because the flux load is too high (due to the best energy weapons being very flux hungry).  I doubt I want to use LR PD laser when it becomes even more flux-intensive.

It looks like LR PDs niche will continue to be longer range PD for those with no skills.
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Alex

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Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #119 on: February 22, 2016, 01:04:00 PM »

  • LR PD Laser: range increased to 800, flux/second increased to 100
This looks like a flux hog for (LR) PD, especially for low DPS.

The idea is you'd only really want to mount it on a dedicated point defense/escort ship. Or on a larger ship, where it's not as big a deal. It's now basically a support weapon.

It does get somewhat outperformed by Tactical + Turret Gyros + IPDAI, but I don't really want to balance against that being always available.


Are we gonna see a medium and large mount weapon for the new and improved Atropos in the future? With greater speed and tracking its just been potentially put into the "will use" category!

Not sure; might not be a great idea to have even more guided firepower of that magnitude.


the High Intensity Laser changes sound dangerous as well, but i think it needs one more buff: increased turret turn speed. it turns way slower than even Tachyon Lance or Plasma Cannon, which makes it pretty useless for the Odyssey and the side mounts of the Paragon, which can't just aim by turning the whole ship.

I think that'd be too good vs frigates and other such. It's still got all the benefits of being a beam weapon vs smaller targets; the slow turn rate has always been intended to offset that.
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