Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 10 11 [12] 13 14 ... 40

Author Topic: Starsector 0.7.2a (Released) Patch Notes  (Read 355093 times)

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23986
    • View Profile
Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #165 on: February 23, 2016, 06:05:31 PM »

Hmm. Probably the Scarab. It's a surprisingly fragile ship, despite ostensibly decent armor and high hull, and due to the nature of the Temporal Shell, it's easy to get carried away and caught out. The are also more-pronounced-than-usual choices to be made when deciding how to fit it, especially in terms of whether to leave some slots empty. For all that, the Temporal Shell gives it some unique tactical opportunities.

I'm not entirely sure how powerful it is, to be honest. Which is why I'd say it's one I'm most pleased with - I think there's a good deal about it to figure out. (And perhaps tweak, later!)
Logged

Dri

  • Admiral
  • *****
  • Posts: 1403
    • View Profile
Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #166 on: February 23, 2016, 06:47:10 PM »

Well, hopefully the Scarab can be bought from a black market and not just from Tri-Tachyon military markets!

Playtest harder, Alex! >_<
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #167 on: February 23, 2016, 07:35:28 PM »

Well, hopefully the Scarab can be bought from a black market and not just from Tri-Tachyon military markets!

Playtest harder, Alex! >_<

Perhaps Alex should playtest aboard a Doom.
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1665
  • beyond the infinite void
    • View Profile
Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #168 on: February 23, 2016, 08:35:39 PM »

I've heard repeated phase shifts can really mess up your mind.

E: Scarab sounds cool. What about the other two?
« Last Edit: February 23, 2016, 08:42:36 PM by Cycerin »
Logged

David

  • Global Moderator
  • Admiral
  • *****
  • Posts: 909
    • View Profile
Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #169 on: February 23, 2016, 10:30:43 PM »

I've heard repeated phase shifts can really mess up your mind.

E: Scarab sounds cool. What about the other two?

I've really enjoyed playing as a smuggler in the Wayfarer, personally.
Logged

CrashToDesktop

  • Admiral
  • *****
  • Posts: 3876
  • Quartermaster
    • View Profile
Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #170 on: February 24, 2016, 04:13:21 AM »

Perhaps Alex should playtest aboard a Doom.
Aww, just got that joke now. :D
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Cycerin

  • Admiral
  • *****
  • Posts: 1665
  • beyond the infinite void
    • View Profile
Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #171 on: February 24, 2016, 08:16:00 AM »

I've heard repeated phase shifts can really mess up your mind.

E: Scarab sounds cool. What about the other two?

I've really enjoyed playing as a smuggler in the Wayfarer, personally.

Millenium Falcon vibes?
Logged

Dri

  • Admiral
  • *****
  • Posts: 1403
    • View Profile
Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #172 on: February 24, 2016, 08:41:19 AM »

Yeah, I suppose the MF would be considered a combat/freighter frigate, huh?
« Last Edit: February 24, 2016, 08:50:51 AM by Dri »
Logged

Gothars

  • Global Moderator
  • Admiral
  • *****
  • Posts: 4403
  • Eschewing obfuscatory verbosity.
    • View Profile
Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #173 on: February 24, 2016, 11:46:16 AM »

Corvette, I believe.
Logged
The game was completed 8 years ago and we get a free expansion every year.

Arranging holidays in an embrace with the Starsector is priceless.

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23986
    • View Profile
Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #174 on: February 24, 2016, 12:29:23 PM »

Perhaps Alex should playtest aboard a Doom.

That took me embarrassingly long to figure out. Nice :)


Millenium Falcon vibes?

It just feels cozy to me.
Logged

Aeson

  • Admiral
  • *****
  • Posts: 501
    • View Profile
Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #175 on: February 24, 2016, 09:22:37 PM »

Corvette, I believe.
Personally, if I had to pick a warship classification for the Millenium Falcon, I'd be inclined to go with something more along the lines of an MTB or PT boat or other very light craft, at least if we're classifying it as it compares to other Star Wars combatants (though in all honesty I would sooner class it as an armed light freighter than as anything actually intended to see combat).
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1665
  • beyond the infinite void
    • View Profile
Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #176 on: February 24, 2016, 09:36:29 PM »

iirc the Millenium Falcon is canonically a light freighter
Logged

JohnDoe

  • Captain
  • ****
  • Posts: 320
    • View Profile
Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #177 on: February 25, 2016, 06:36:39 AM »

Quote
High Intensity Laser:
Damage type changed to "high explosive"
Dps and flux/second doubled to 500
OP cost increased to 20 (from 16)

My god..
Logged

Dri

  • Admiral
  • *****
  • Posts: 1403
    • View Profile
Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #178 on: February 25, 2016, 08:17:58 AM »

But the High Intensity Laser still does soft flux, yeah? Its not such a massive buff if its all still soft flux - it'll do the same DPS to shields as before. This is only a buff for when the laser isn't hitting shields.
Logged

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: Starsector 0.7.2a (In Development) Patch Notes
« Reply #179 on: February 25, 2016, 08:40:52 AM »

But the High Intensity Laser still does soft flux, yeah? Its not such a massive buff if its all still soft flux - it'll do the same DPS to shields as before. This is only a buff for when the laser isn't hitting shields.
and it generates twice as much flux now. but it means you really have to tank it with your shield, as just a couple seconds of unshielded damage will demolish even heavy armor, at 1k range, with perfect accuracy.

i think it's a very interesting change, should give the weapon a much better defined role. now Sunders with HIL staying behind the enemy line can't just be ignored until you've dealt with their frontline ships.
Logged
Pages: 1 ... 10 11 [12] 13 14 ... 40