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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 0.95a (Released) Patch Notes  (Read 596223 times)

SafariJohn

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #585 on: November 06, 2020, 06:00:34 PM »

Alex, can you make that non-installable thing work for weapons, too? I also find it amusing that you think there might be 1000+ OP fighters in the modiverse.

Ah, good call - did that!

(You mean there aren't? I'm disappointed.)

We need a Joke-class carrier and Lethal-class super fighter, stat!
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Thaago

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #586 on: November 06, 2020, 09:41:00 PM »

... can we have a Mudskipper Mk III that has a built in Onslaught wing (of 4)? That should be worth 1000 OP...
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Gothars

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #587 on: November 07, 2020, 12:29:55 AM »

 :D

..mhh..

Joking aside, it would be pretty cool to fight such a constellation. Some big baddy you have little chance to kill but you can oumaneuver, and it's little squishy companion you have to get at to end the fight. It could be the control unit or energy source or dimensional anchor or whatever.
Would really give you a reason to pilot an elite frigate instead of a battleship.
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CrashToDesktop

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #588 on: November 07, 2020, 12:46:31 AM »

:D

..mhh..

Joking aside, it would be pretty cool to fight such a constellation. Some big baddy you have little chance to kill but you can oumaneuver, and it's little squishy companion you have to get at to end the fight. It could be the control unit or energy source or dimensional anchor or whatever.
Would really give you a reason to pilot an elite frigate instead of a battleship.
Ah, reminds me of Wilbur from Darkest Dungeon.  That diminutive swine directing the mountainous mass of flesh that is the Swing King has caused untimely end of more adventurers than any other boss in the game, I wager.

I wouldn't say no to more interesting and engaging mechanics like that.
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Arcagnello

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #589 on: November 07, 2020, 01:59:59 AM »

:D

..mhh..

Joking aside, it would be pretty cool to fight such a constellation. Some big baddy you have little chance to kill but you can oumaneuver, and it's little squishy companion you have to get at to end the fight. It could be the control unit or energy source or dimensional anchor or whatever.
Would really give you a reason to pilot an elite frigate instead of a battleship.
Ah, reminds me of Wilbur from Darkest Dungeon.  That diminutive swine directing the mountainous mass of flesh that is the Swing King has caused untimely end of more adventurers than any other boss in the game, I wager.

I wouldn't say no to more interesting and engaging mechanics like that.

ENRAGED DESTRUCTION INTENSIFIES

Edit: let me expand on this reply before it gets nuked for the spam it is.

:D

..mhh..

Joking aside, it would be pretty cool to fight such a constellation. Some big baddy you have little chance to kill but you can oumaneuver, and it's little squishy companion you have to get at to end the fight. It could be the control unit or energy source or dimensional anchor or whatever.
Would really give you a reason to pilot an elite frigate instead of a battleship.

I'd rather have vanilla starsector come around and start introducing ships providing buffs to nearby allied units/debuffs to nearby enemies instead. There are many, many examples but the most straightforward one coming to ming right now is a ship pairing from Tahlan shipworks (https://fractalsoftworks.com/forum/index.php?topic=14935.0) resulting in one of the strongest capital ship alternatives in the modiverse (I took a screenshot of the forum before you ask, I'm that lazy):

Both Yukikaze and Korikaze have blink as a special skill, nearby Korikaze Drones (up to two) buff the Yukikaze's mobility and weapon range by a very significant amount while the mothership buffs the smaller drones in return aswell. The whole formation is worth 48 Fleet Points (Cruiser is 32, escort drones are 8 each) and they are so mobile they can actually roflstomp X number of Onslaughts by themselves provided they're given long range weapons, since the latter battleships aren't nearly mobile enough to keep up with it and get in weapon range, even with burn drive.

It would not have to be something nearly as combat related as that really. I would raid Jangala thrice over if there was even a slightest chance of getting a capital that boosts allied frigade/destroyer Peak Performance Time.
« Last Edit: November 07, 2020, 02:44:39 AM by Arcagnello »
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SonnaBanana

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #590 on: November 07, 2020, 09:06:03 PM »

For Frigate PPT Extender, why create separate ships instead of hullmod for carriers which does that?
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Goumindong

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #591 on: November 08, 2020, 12:31:01 AM »

... can we have a Mudskipper Mk III that has a built in Onslaught wing (of 4)? That should be worth 1000 OP...

You joke but this would be an effective way to make stations dangerous without being really annoying to fight.

That is, you give them enough DP cost so that they have to deploy by themselves or only with a very small retinue. But they also have “fighters” that are just like... destroyers or cruisers or frigates. Such that they “always” have a core of a defensive fleet you have to work around.

Hardest part would be getting the AI right on the “fighters” and dealing with the overlapping issues.

 
the Heavy Needler is actually even preferrable to some large ballistic weapons on ships with poor flux dissipation like the Onslaught, where its best, vanilla-only setups usually involve two heavy Needlers slapped to the side, into the large ballistic slots
Your onslaughts should absolutely never put heavy needlers in the large ballistic slots. It’s a very bad idea. You have medium slots to put them in
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Arcagnello

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #592 on: November 08, 2020, 05:18:40 AM »

Your onslaughts should absolutely never put heavy needlers in the large ballistic slots. It’s a very bad idea. You have medium slots to put them in

How so? The ship still does not have heavy ballistic integration and while it possesses plenty of OP for almost everything you want to give it the mediocre flux dissipation hardcaps it's sustained offensive capability. Choosing the most expensive, most flux efficient kinetic weapon with just 100 less range than the Heavy autocannon will both give you more OP for other stuff and render the ship a lot more capable of using the entirety of it's weaponry when in the hands of the AI, especially against things like Tri-Tachyon and [Redacted] with incredibly hard shields and vast flux capacity to punch through.

I personally prefer the triple Devastator Cannon+HVDs+Pilums Onslaught to both be a Point Defence beast of a ship and still put firepower down range, but an Onslaught with a single gauss cannon at the front, all ballistic medium slots pointing forward with a heavy Needler in and quad harpoon MRMs just eats thru high tech opponents like a lawnmower thru grass, especially if your fleet has overwhelming ECM rating forcing the enemy in range.

Edit: will heavy Needler spam still be viable in 0.95a? Probably not, but I still find it much more preferable to installing any large kinetic weapon on the side mounts. The only two large weapons you should every consider installing on the side large mounts of an Onslaught are either Hellbore or Devastator, anything more expensive will either not fire 50% of the time or eat so many ordinance points you'll be forced to make significant cuts anywhere else, like not installing anything in the 4 medium missile slots because even sacrificing a goat to Ludd before every battle still does not improve the ship's flux dissipation forcing a Flux Distributor, the poor handling making auxiliary thursters the only thing between the Onslaught and a non-consentual colonoscopy or the mediocre shield making 5 Tach Lance Radiants giggle uncontrollably if you don't have enough OP left for Hardened shields.
« Last Edit: November 08, 2020, 05:29:18 AM by Arcagnello »
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Megas

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #593 on: November 08, 2020, 05:51:06 AM »

Onslaught is flux starved.  Heavy Needler in the center heavy mount is not a bad idea if going for a dedicated anti-shield loadout (against something like Radiant).  Three heavy needlers in the mediums is not quite enough anti-shield against a Radiant.  Four is better.

Mark IX is not efficient enough (and inaccurate without Gunnery Implants), and Storm Needler does not have enough range.  Sometimes, Heavy Needler is the best kinetic in a heavy ballistics mount.

If Conquest did not have Heavy Ballistics Integration, I would use Heavy Needler instead of Mark IX on Conquest.

Sometimes, on Dominator or Legion, I use Mjolnir and Heavy Needler (in the heavy mount) instead of HAG and Mark IX.

Quote
Edit: will heavy Needler spam still be viable in 0.95a? Probably not, but I still find it much more preferable to installing any large kinetic weapon on the side mounts.
Remember that Alex may make Mark IX more efficient, and Onslaught will get Heavy Ballistics Integration.  Also, the side mounts will have their arcs changed (shortened if I remember).
« Last Edit: November 08, 2020, 06:29:04 AM by Megas »
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Arcagnello

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #594 on: November 08, 2020, 06:01:57 AM »

Remember that Alex may make Mark IX more efficient, and Onslaught will get Heavy Ballistics Integration.  Also, the side mounts will have their arcs changed (shortened if I remember)
Aye, I wrote that phrase precisely because Onslaught is getting those changes. Heavy autocannon also needs the love Alex is likely going to give it. That flux to damage ratio for a supposedly rugged weapon on the low tech side more or less butchers its widespread use.
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Megas

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #595 on: November 08, 2020, 06:28:09 AM »

Remember that Alex may make Mark IX more efficient, and Onslaught will get Heavy Ballistics Integration.  Also, the side mounts will have their arcs changed (shortened if I remember)
Aye, I wrote that phrase precisely because Onslaught is getting those changes. Heavy autocannon also needs the love Alex is likely going to give it. That flux to damage ratio for a supposedly rugged weapon on the low tech side more or less butchers its widespread use.
Heavy Autocannon's efficiency may not be the best (at 1.0), but it is not terrible.  The worst part of Heavy Autocannon is the accuracy (and it turns a bit slow).  We already have a better Heavy Autocannon - the Heavy Needler.
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Arcagnello

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #596 on: November 08, 2020, 06:43:43 AM »

Heavy Autocannon's efficiency may not be the best (at 1.0), but it is not terrible.  The worst part of Heavy Autocannon is the accuracy (and it turns a bit slow).  We already have a better Heavy Autocannon - the Heavy Needler.
The poor accuracy is a passable trait given the fact it's meant for shields AND that it does very, very good damage per shot, allowing it to be an OK option to also strip armor on destroyers and below.
Residual hull armor will also barely do anything to the Heavy Autocannon's damage on hull as opposed to weapons like Heavy/Storm Needler wich really start to struggle against capital grade hulls.

Improving the HA's flux to damage ratio from the current 1.13 (or was it 1.15) to something like 0.9, therefore turning into a somewhat implied evolution of the Arbalest Autocannon (that grew into a large slot) would see it being employed much more effectively in the sector, namely Luddic Church, Hegemony and of course, Pirates. Improving the accuracy instead would only make it a tad more viable on ships with a lot of excess flux like the Conquest and very little anywhere else.
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SonnaBanana

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #597 on: November 08, 2020, 09:20:36 AM »

Will there be story point based toolbar abilities, like Go Dark but even stealthier or Emergency Burn but even faster?

What are the most interesting new skills?
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Ryan390

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #598 on: November 08, 2020, 11:01:48 AM »

Are we expecting an update this month or next month potentially? (rough ideas)
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Toxcity

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Re: Starsector 0.95a (In Development) Patch Notes
« Reply #599 on: November 08, 2020, 11:12:03 AM »

The current estimate is February next year.
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