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Author Topic: Starsector 2nd Fleet Building Tournament FINISHED  (Read 53577 times)

Tartiflette

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Re: Starsector 2nd Fleet Building Tournament (Sensor signature report)
« Reply #30 on: January 18, 2017, 12:55:07 PM »

Reminder, the last bracket of the first round will be streamed on Nemo's Twitch channel at 10 pm GMT
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Tartiflette

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Re: Starsector 2nd Fleet Building Tournament (Round one complete)
« Reply #31 on: January 19, 2017, 09:44:59 AM »

The round one is now complete, you can check the OP for all the results and information about the second round.

What we can get from the various matches is that, as we already know, the Enforcers are disgustingly overpowered compared to other destroyers, Harpoons make venting or overloading death sentences, Sabot can be exploited to delete nearly anything, and Frigate swarms are still the way to go if you don't care about losses (especially with (D) frigates). Additionally, that PACK frigate really needs some work to bring it in line, and a lot of things from DME seems still a tiny bit too good.

Oh and Diable vs BrDy are definitively the best matches!


Reminder, deadline to submit the round two fleets is Sunday 11:59am GMT
« Last Edit: January 19, 2017, 09:48:20 AM by Tartiflette »
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Harmful Mechanic

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Re: Starsector 2nd Fleet Building Tournament (Round one complete)
« Reply #32 on: January 19, 2017, 01:48:38 PM »

... a lot of things from DME seems still a tiny bit too good.

Yeah, shockbeams have already had a nerf in the new dev, going to trim Hellspear projectile damage and Tunguska top speed.

Yummy test data! Thanks for setting this up.
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mendonca

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Re: Starsector 2nd Fleet Building Tournament (Round one complete)
« Reply #33 on: January 19, 2017, 02:18:23 PM »

Additionally, that PACK frigate really needs some work to bring it in line

I don't know what you mean ... (hides face shamefully).

I really do see that it needs a nerf - but (strangely, with hindsight) I've never felt like it's wildly out - in a campaign context (i.e. I never feel like buying them is a good idea when playing a PACK run in game). Slightly skewed by these particular rules, I guess. They should not be as combat-capable as they obviously are though; so they'll need something doing to them. Will have a play.

In it's defense ... (I feel like I *should* stand up for it even if I don't want to ...) it is a bit of an 'edge-case' fleet ...  :D

I loved the Lasher blob; and if I was low tech may have tried that out - but I would have immediately thought that 3 decent or 4 bargain-basement Enforcers would be THE value for money starting point.

Some really cool match-ups all round (and some absolutely terrible ones - I actually thought that the Vigilance blob vs. SRA was fairly promising on paper). Loved the SABOT onslaught instantly disappearing the Mayorate fleet; feels like it probably shouldn't work like that! Probably my favourite round to watch was THI vs Lashers; Round 2 - thought the THI just about had it ...
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Abyz

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Re: Starsector 2nd Fleet Building Tournament (Round one complete)
« Reply #34 on: January 19, 2017, 03:58:24 PM »

Lets not be too hasty in our judgements based on one round. Playing through the shifted round 1 teams has shown some interesting differences.
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Tartiflette

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Re: Starsector 2nd Fleet Building Tournament (Round one complete)
« Reply #35 on: January 19, 2017, 06:11:26 PM »

The ability to field 13 of them for less the 100k is an issue  in any context though, and Hecates are close second in term of cost issue, followed by shuttles. All of then can be fielded with dangerous weaponry for a minimal cost. That is something that might need to be addressed at some point.
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Dark.Revenant

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Re: Starsector 2nd Fleet Building Tournament (Round one complete)
« Reply #36 on: January 19, 2017, 06:19:29 PM »

The difference with Hecates is they're significantly more expensive than Samoyeds.  I think their cost is justified, as far as overall effectiveness is concerned.  I even audited all my mods' price points and didn't find them to be particularly out of line.
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Thaago

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Re: Starsector 2nd Fleet Building Tournament (Round one complete)
« Reply #37 on: January 19, 2017, 07:16:59 PM »

I second DR on this one; Hecate's are perhaps a little bit underpriced themselves when compared to a wolf (which is prehaps overpriced), but Samoyed's are VERY underpriced.

The ability to mount a small ballistic is a game changer - it lets Samoyeds kite and do hard flux damage much better than a Hecate can.

Wasn't it 15 of them for less than 100k?
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Midnight Kitsune

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Re: Starsector 2nd Fleet Building Tournament (Round one complete)
« Reply #38 on: January 19, 2017, 07:18:29 PM »

Wasn't it 15 of them for less than 100k?
Yes. 15 and weapons for like 100K
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Abyz

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Re: Starsector 2nd Fleet Building Tournament (Round one complete)
« Reply #39 on: January 19, 2017, 07:24:10 PM »

They do get mopped up by 4 hammerheads though! ????
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Xanderzoo

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Re: Starsector 2nd Fleet Building Tournament (Round one complete)
« Reply #40 on: January 19, 2017, 09:31:29 PM »

When I try to run starsector with the mod for round two enabled, it crashes throwing this error:

Fatal: Ship hull [istl_stoat] not found!
Check starsector.log for more info.

Inside starsector.log is this error:

7017 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [istl_stoat] not found!
java.lang.RuntimeException: Ship hull spec [istl_stoat] not found!
   at com.fs.starfarer.loading.for.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Any help fixing this would be appreciated.
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kazi

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Re: Starsector 2nd Fleet Building Tournament (Round one complete)
« Reply #41 on: January 19, 2017, 09:50:48 PM »

Oh, man that Mayorate vs. Sabot battle was an absolute massacre. Default Mayorate variants vs. **that**  :-X. I'll admit I chuckled a bit the second time around.

Even without the Sabots though, Mayorate frigates and destroyers tend to struggle a bit against other small ships because of how slow/glassy they are. The only real hard counters to frigates are Anghas, nukes, and mines, none of which the Mayorate fleet has in this tournament it would seem.

I can certainly see the Sabot fleet winning the tournament... only thing that might give them a little bit of trouble will be the Ministry of FUN haha
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Harmful Mechanic

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Re: Starsector 2nd Fleet Building Tournament (Round one complete)
« Reply #42 on: January 19, 2017, 10:09:44 PM »

When I try to run starsector with the mod for round two enabled, it crashes throwing this error:

Fatal: Ship hull [istl_stoat] not found!
Check starsector.log for more info.

Inside starsector.log is this error:

7017 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [istl_stoat] not found!
java.lang.RuntimeException: Ship hull spec [istl_stoat] not found!
   at com.fs.starfarer.loading.for.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Any help fixing this would be appreciated.

Try redownloading DME? I just checked the current zip and it should be fine, not sure what the issue is. Otherwise, it's an issue with the submitted stuff for the tournament mission, not DME.
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Xanderzoo

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Re: Starsector 2nd Fleet Building Tournament (Round one complete)
« Reply #43 on: January 19, 2017, 11:42:19 PM »

All right, so that issue was fixed by redownloading DME. However, now when I run the game it almost finishes loading before throwing a fatal null error.  :(

Looking at starsector.log it's an OutOfMemoryError. I only get this when I have the tournament mod enabled.
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mendonca

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Re: Starsector 2nd Fleet Building Tournament (Round one complete)
« Reply #44 on: January 20, 2017, 12:43:54 AM »

Also forgot to say - well played swarmbot!

I'll admit when I saw the lineup I felt like I had a strong chance of getting a result - my tests against mixed fleets made me believe the 3 medusa would be a pretty strong lineup. I underestimated the ability of a human to put together great builds; the hammerheads were very effective and perfect to counter pretty much anything I could have thrown at you.

If the AI was capable of better controlling the field; and able to pick off your fleet tactically; we could have won - but just wasn't gonna happen. I did pick agressive officers to try and give them a chance of quickly eliminating things; to try and tip balance early - but just a few HMGs / hardened shields really stopped that approach in its tracks. Next round; I'm definitely rooting for the Hammerheads and whatever they get supplemented by.
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