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Author Topic: Starsector 0.9a (Released) Patch Notes  (Read 261698 times)

MesoTroniK

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #315 on: October 20, 2018, 04:40:06 PM »

Light Needlers losing range?  Ick!  Seems like Railgun will be the go-to gun for small ballistics.  The only reason to use Light Needler today is +100 range over Railgun, but if the range will be no better than Railgun, and light needler still costs 9 OP to mount, I think I will use Railgun if I have them.  It looks like Light Needler will simply be the inferior 700 range substitute to use if player runs out of Railguns.

Burst Damage.

Alex

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #316 on: October 20, 2018, 04:41:09 PM »

I wonder if the hot-rod Falcon (P) is related to Marauder Falcon from Endless Sky?

(David came up with it, but with that caveat, I'm pretty sure it's not.)
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Drone_Fragger

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #317 on: October 20, 2018, 04:46:28 PM »

Hmm, the mauler changes, Is the DPS of the mauler staying the same (ie, it's damage per shot increasing) or is it a 33% nerf to fire-rate as well as DPS?
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Techhead

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #318 on: October 20, 2018, 04:47:14 PM »

What will happen to the Doom's old Interdictor Array? With the new Mine Strike system, and the two other phase ships system swap, i kinda expected the Shade to inherit it.

It's not used by anything in the game at the moment. I think putting it on a ship that there could be many of could get too annoying to deal with; plus I'm quite partial to the Shade having the EMP emitter. It can really put it to good use.
I know the idea got bad reception last time I proposed it, but I still think it's a really good thematic fit for the Medusa, and with adjustments to the system and ship to fit each other I think it'd be fun both to pilot in mid-game or add as support to a late-game fleet. Especially that the current Medusa will kinda be competing with the new Shrike in a similar "speedy high-tech destroyer" role, a "lock-down-and-kill destroyer" sounds like a cool place to put it in.
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MesoTroniK

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #319 on: October 20, 2018, 04:47:36 PM »

Hmm, the mauler changes, Is the DPS of the mauler staying the same (ie, it's damage per shot increasing) or is it a 33% nerf to fire-rate as well as DPS?

Considering the Heavy Mauler is a bit too good...

Megas

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #320 on: October 20, 2018, 04:50:26 PM »

Burst Damage.
For what?  Overloading shields and nothing else?  Needle spray are not exactly ideal for attacking non-shield defenses.

For the ships likely to use needlers (i.e., not high-tech), burst from needlers seems at least as much a liability as an asset.

Quote
Especially that the current Medusa will kinda be competing with the new Shrike in a similar "speedy high-tech destroyer" role, a "lock-down-and-kill destroyer" sounds like a cool place to put it in.
I want Skimmer Medusa to stay.
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MesoTroniK

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #321 on: October 20, 2018, 04:56:36 PM »

Megas, it is going to fire *fifteen* shot burst. It will be the Doom Slayer of shields.

This makes it distinct from other small and med KE weapons, in that it is specialized and very good at what they do.

Megas

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #322 on: October 20, 2018, 05:16:16 PM »

Megas, it is going to fire *fifteen* shot burst. It will be the Doom Slayer of shields.
I think you exaggerate.  Against a small target, probably.  But against a big target, probably not unless player has lots (whose flux use might overload your ship at a bad time).  Also, most ships that use ballistics are not the sort to hit-and-run well (or as well as high-tech).  Needlers are already bursty now, and they are not that overwhelming.

800 range is worth 9 OP, but at 700 range, I have my doubts.
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Alex

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #323 on: October 20, 2018, 06:10:47 PM »

Hmm, the mauler changes, Is the DPS of the mauler staying the same (ie, it's damage per shot increasing) or is it a 33% nerf to fire-rate as well as DPS?

Its damage/shot is unchanged, so, yeah, 33% DPS nerf. Probably still mildly overpowered :)
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Harabeck

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #324 on: October 20, 2018, 06:13:10 PM »

Of course, the rest of it is quite nice. :) Especially looking forward to the Apogee changes.

(The "salvage expedition" starts you off with one! Of course, its weapon loadout is lacking, to put it mildly.)


Start with Apogee?! Confirmed best patch.
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Eji1700

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #325 on: October 20, 2018, 06:38:19 PM »

There were so many other little things I was going to mention, much like my support/cargo ships topic, that could use a pass to make them deeper and more interesting systems, and I think you hit all of them.  Amazing stuff.  Can't wait to give it a try.
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Retry

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #326 on: October 20, 2018, 07:18:32 PM »

Oh, this patch is looking juicy.  Really juicy!

I have some quick questions on the reworked Point-Defense hullmod:
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Integrated Point Defense AI:
Makes small non-missile weapons PD (as before)
Grants 50% damage bonus to missiles
All PD weapons have the best possible target leading
PD weapons ignore decoy flares

Let's say I have three weapons: A Storm Needler, a tactical laser and a PD laser.

Do only my PD weapons gain a 50% damage bonus to missiles?  Or can some of my other weapons, if they somehow manage to hit a missile by some big fluke, also gain that damage bonus?  (For example: Does my Storm Needler benefit from the damage bonus so I can turn it into an improvised sabot killer?)

By "all PD weapons" for the 3rd and 4th changes, are we including the PD weapons that were converted to PD as a result of change #1?  (For example: Will my Tactical Laser also ignore decoy flares, just like my PD laser?
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Alex

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #327 on: October 20, 2018, 07:41:01 PM »

There were so many other little things I was going to mention, much like my support/cargo ships topic, that could use a pass to make them deeper and more interesting systems, and I think you hit all of them.  Amazing stuff.  Can't wait to give it a try.

Thank you :)

Do only my PD weapons gain a 50% damage bonus to missiles?  Or can some of my other weapons, if they somehow manage to hit a missile by some big fluke, also gain that damage bonus?  (For example: Does my Storm Needler benefit from the damage bonus so I can turn it into an improvised sabot killer?)

By "all PD weapons" for the 3rd and 4th changes, are we including the PD weapons that were converted to PD as a result of change #1?  (For example: Will my Tactical Laser also ignore decoy flares, just like my PD laser?

All weapons get the vs-missile bonus, so it'll include the storm needler. All PD weapons get the "ignores decoy flares" bonus, which does indeed include weapons granted PD status by the hullmod.
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Spess Mahren

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #328 on: October 20, 2018, 07:51:21 PM »

When a colony goes decivilized does the colony outright cease to exist and become essentially a uninhabited world with that modifier?
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Embolism

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Re: Starsector 0.9a (In-Dev) Patch Notes
« Reply #329 on: October 20, 2018, 08:01:46 PM »

High Energy Focus for Tempest seems to give it disproportionately superior firepower compared to all other frigates. Doesn't feel quite right for it to boast more firepower than the Hyperion, which is looking increasingly gimmicky in comparison.

I'm not sure about using flux-locking as a balancing mechanism for fighters. It feels inconsistent because 1. not all fighters can be flux-locked and 2. shielded fighters don't generate flux with weapons. It feels like fighters not generating weapon flux should be baseline behaviour.
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