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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 355122 times)

Embolism

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #285 on: February 26, 2016, 10:23:53 PM »

Alternatively I'm imagining the pirates literally just bolting the guns on top of the cargo space, ha! Silly pirates.
they could be offering special tours that let customers experience the thrill of battle and force of heavy weapons like never before!

Seatbelts not included for the most genuine experience.
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Sy

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #286 on: February 26, 2016, 11:10:36 PM »

question: does Damper Field's effect apply before or after armor damage reduction is calculated? also, i assume it doesn't mitigate emp damage?

Seatbelts not included for the most genuine experience.
seeing as how they're all likely to die regardless, that's probably fine.
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Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #287 on: February 26, 2016, 11:16:30 PM »

question: does Damper Field's effect apply before or after armor damage reduction is calculated? also, i assume it doesn't mitigate emp damage?

Before, and it does mitigate EMP damage. It's preeeetty good.
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Sy

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #288 on: February 26, 2016, 11:38:50 PM »

Before, and it does mitigate EMP damage. It's preeeetty good.
oh, wow, okay.

edit: Phase Skimmer's description still states that it generates flux when used.
« Last Edit: February 27, 2016, 12:29:09 AM by Sy »
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Taverius

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #289 on: February 27, 2016, 05:13:17 AM »

Hmm, should the refire for the (single) atropos be 60 like a (single) harpoon? I feel its an oversight and should be closer to a reaper's 12.

P.S. Still no intel map panning, boo hiss etc :P
« Last Edit: February 27, 2016, 05:19:36 AM by Taverius »
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No faction is truly established without a themed Buffalo (TAG) variant.

Megas

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #290 on: February 27, 2016, 05:22:31 AM »

I kind of like the missile power creep, at least for those with limited shots - makes missiles useful.  Before initial power creep in 0.65, missiles were either so bad and/or unreliable that I never used them except point-blank Reapers or 0 OP one-shot freebies.  Even so, without missile specialization, limited missiles are not reliable enough to waste OP.  I like the new Atropos - fast and reliable.  I better get something for 2 or 3 OP spent, and Atropos is good for that, although without Missile Specialization, I probably would not spend the OP because Atropos is not damaging enough.  The dual Atropos is actually worth the 6 OP now.  Atropos make Harpoons look bad now.  At least Atropos is usable without Missile Specialization.  Harpoons are too easy to shoot down without Missile Specialization - waste of OP.

Personally, I like to see most missiles upgraded to something close to Templar's Clarents.  Atropos is a good start.

Without Missile Specialization, I stick to unlimited missiles or 0 OP one-shots.  Even with unlimited missiles, I like Missile Specialization to make them faster and more reliable.

Proximity Charges are very, very bad, unless changed in 0.7.2.  Too slow, cost too much OP.
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Megas

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #291 on: February 27, 2016, 05:23:18 AM »

Hmm, should the refire for the (single) atropos be 60 like a (single) harpoon? I feel its an oversight and should be closer to a reaper's 12.
Atropos feels like super Harpoon.  I like Atropos as super Harpoon.
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Sy

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #292 on: February 27, 2016, 05:48:22 AM »

Hmm, should the refire for the (single) atropos be 60 like a (single) harpoon? I feel its an oversight and should be closer to a reaper's 12.
agreed! +1 ammo for "single" torpedos should mean getting another shot later on, not being able to just deal double damage without delay. i'm glad the Reaper was finally fixed, although i'd still say 5sec delay is too little, considering the Typhoon has 10sec and Missile Specilization further reduces it to 3.3sec. doubling their ammo is already very powerful for these weapons.

Personally, I like to see most missiles upgraded to something close to Templar's Clarents.  Atropos is a good start.
o_o

i agree missiles without skills feel kinda.. meh. but i also feel they are too powerful with MS 10. 50% increased travel speed and manoeuvrability and firing speed and damage and increased ammo is just too much.
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JohnDoe

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #293 on: February 27, 2016, 07:22:19 AM »

Facetanking Harpoons with Damper Field is now my favorite activity.

Edit: The Mudskipper Mk.II with Gauss Cannons made me laugh pretty hard when I first saw it. Here's for hoping there will be a Mudskipper Mk.III with a large missile mount (so I can put ROLANDs on it).



Alex gonna get a visit from the Secret Service.

lol
« Last Edit: February 27, 2016, 07:35:04 AM by JohnDoe »
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ANGRYABOUTELVES

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #294 on: February 27, 2016, 07:50:45 AM »

It's been two in-game years and I still haven't seen a single Ion Pulser, either in a market or on an enemy ship. I finally resorted to consoling myself one just so I could test the thing. First impression is that the sound is terrible. The Ion Cannon makes a satisfyingly snappy noise, but the Ion Pulser makes a quiet little thwippy sound, like a piece of paper in a bike's wheel, which does not do the weapon's power justice. You need another weapon to deal some hard flux damage first, but once they hit 80% or so they might as well have overloaded because the Ion Pulser will make sure they're not gonna do anything for at least 15 seconds. It's worth the OP, if you've got the flux dissipation and the other weapons to back it up.

The new Doom is insane. It was a decent ship before, but it's an absolute monster now. It's got the peak time to really abuse the new phase mechanics, the new phase mechanics more than make up for the loss of Fast Missile Racks, and the new ship system is amazing in its own right. This thing eats cruisers alive and kills the simulator Paragon in a couple of passes. Don't even ask about what it does to Onslaughts, it's too graphic to describe on a SFW forum.

The new Aurora is disappointing. The only energy weapon you can realistically put in the small synergy hardpoints is the AM blaster, but the new phase ships are much better AM blaster platforms because they'll almost always have the speed and positioning advantage as well as not having to worry about risking an overload from soft flux. So either you're piloting a burst-and-run Aurora which is very inferior to a burst-and-run Doom, or you're trying to use the Aurora as the hybrid energy/missile boat it used to be but now isn't because it doesn't have a large missile slot anymore. You can't run anything similar to 4 Annihilators + Locust because the Annihilator Pod has no burst, the Harpoon Pod doesn't have enough sustain, the Typhoon doesn't fire fast enough, and 4 Swarmer SRM launchers are inferior in every way to 1 Locust SRM launcher. You're stuck with slapping as many Harpoons on the thing as you can, and vanilla Starsector is way too Harpoon-centric as it is. I'm having a hard time justifying a place for the Aurora in my fleet. This change is a net nerf, and the Aurora did not need a nerf. I'd recommend just changing the medium synergy slot back to a large missile slot. That would keep the AM-blaster build for the people who like that sort of thing, while still letting the Aurora be a viable missile platform.

I agree that missiles have power crept a bit too far. The AI is very liberal with the missiles when ships go above 80% flux; I would have had a great screenshot of the AI unloading what must have been 4 dozen Harpoons from 3 Enforcers, a Falcon, and a Vigilance in an attempt to kill my Doom, but this patch is giving me having trouble with screenshots. Starsector+ nerfs Missile Specialization, and that does make the missile situation feel quite a bit better, but it gives out Atropos racks to what seems like every pirate and Hegemony fleet in the game and that doesn't help much. The sheer quantity of guided strike weaponry the AI throws around is staggering. Not that I'm much better really, all of my destroyers and frigates get Harpoons if they can mount missiles.
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Sy

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #295 on: February 27, 2016, 07:54:53 AM »

bug: i've been holding a Tri-Tachyon commission for a few months, and they declared war on Sindrian Diktat shortly after, dropping my (previously neutral) standing with them down to hostile. but just now hostilities between the two factions ended, and instead of having my standing with SD increased back up again, my standing with TT went way up (from 73 to 100) and i'm still at -50 with SD.

no clue what caused this, i've been holding only the same TT commission the whole game. also didn't fight any SD fleets (or anything other than pirates and Hegemony) at any point. got some screenshots if you want to take a look, though i didn't spot anything else out of the ordinary.
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Aeson

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #296 on: February 27, 2016, 08:37:06 AM »

Like several others in this thread, I was rather amused the first time I encountered a Mudskipper II. I haven't yet had the opportunity to see how it is against larger ships, but at least against my starting frigate it's not much of a threat.

Speaking of the Mudskipper II, could we have that thing designated as a 'gunboat' or something similar rather than as a 'frigate?' Seems like a fitting designation for an overgunned, fragile, slow, and ungainly vessel that dies almost as quickly as a real warship closes with it but which nevertheless might be dangerous in swarms.

As far as the Centurion goes, I'm a bit on the fence about it. I like the durability that its system gives you, and I think it'll make a great escort for bigger ships, but the turret configuration and speed makes it a little awkward early on. The starting configuration is okay (LAC+LDAC+LAG or LDAC+LAG+Ion isn't bad for firepower even if the turret arrangement makes the ship awkward to fly, and dropping to LDAC+LAG to simplify flying isn't bad against most pirates, either), but I definitely found myself wanting some extra speed when facing D-variant Wolves or other fast pirates early on; still, managed to take out a Luddic Path Kite and Lasher with just the starter Centurion, so it can't be that bad. Also, Damper Fields are great when I need to drop the flux levels and can't (be bothered to) back away from an opponent.

I also looked at but haven't played on the Trader start with the Tarsus and cargo. That looks like quite the wealthy start, maybe enough so, especially if you found a mission that wanted some of your free stuff, to outfit an escort or two and make an early fleet.
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nomadic_leader

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #297 on: February 27, 2016, 08:38:54 AM »

I really like the new sprites for the wayfarer, centurion, and scarab.

The name and sprite of the centurion in particular are really effective at conveying the nature of the ship, plus it's just a cool looking shape. Any analysis of the ship must consider this.
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Euphytose

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #298 on: February 27, 2016, 08:39:45 AM »


1) Sometimes friendly AIs will get stuck in a corner of the combat map, no order can debug them. You need to physically move near them and ask for escort.

How often/under what conditions are you seeing this? What exactly are they doing? Are enemy ships nearby? Are any "Avoid" orders in play?

2) The Onslaught has a new stock loadout that's quite "special" to say the least. It's called "Standard" like the other one, but it's most certainly not standard as it mounts missiles nearly everywhere, which of course isn't even possible. It works though.

Did you see it in the campaign? If so, where?

1) So far I've only seen it happen with Burn Drive ships. They just keep burn driving over and over into the border of the map. If you bring enemies to them they turn around and attack though, but if you try to tell them to move or escort when nobody is near them they just ignore you. No avoid orders were in play. Just a few escorts. Small ships escort medium ship, which escorts big ship.

2) The AI isn't using it, but it's available in the loadout menu. Elite, Outdated, Standard, and now, another Standard. I've never used mods so it's not a leftover or anything, it says (Stock), I can't delete it. Haven't tried on the XIV Onslaught since I don't have one, but it's there on the normal version. It mounts missile pods on various weapon slots like the medium ballistics and so on.
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Megas

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #299 on: February 27, 2016, 09:00:27 AM »

The new Aurora is disappointing. The only energy weapon you can realistically put in the small synergy hardpoints is the AM blaster, but the new phase ships are much better AM blaster platforms because they'll almost always have the speed and positioning advantage as well as not having to worry about risking an overload from soft flux. So either you're piloting a burst-and-run Aurora which is very inferior to a burst-and-run Doom, or you're trying to use the Aurora as the hybrid energy/missile boat it used to be but now isn't because it doesn't have a large missile slot anymore.
For the Aurora, I use one Tactical Laser at the furthest tip to force AI to keep shields up at long range, and three Ion Cannons in the other three small synergy mounts.  Medium synergy gets Heavy Blaster.  Aurora can now out-Eagle the Eagle at triple blaster assault, and gives a reason to use Aurora over a Medusa or two.  Before, Aurora was a weird Medusa and Gryphon combo.

That said, I agree that the loss of heavy missile is a bit of a net nerf.  I would like to see an Aurora with a large synergy mount.  That way, it can use the fun heavy energy weapons, or heavy missile.  If not, then at least a medium universal so it can mount an HVD or Heavy Needler and can actually use beams effectively if it wants.
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