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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 0.65a (Released) Patch Notes  (Read 257938 times)

Thaago

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #240 on: October 20, 2014, 04:58:07 PM »

Aw, hope you feel better soon!

:) Thanks! So far I'm having a blast playing the opportunistic trader. I've had a few in system "milk runs" pop up as profitable, but I only did one of them because it was between opposing factions and my rep plummeted... (Who, me? A war profiteer? Never...)
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Kommodore Krieg

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #241 on: October 20, 2014, 05:10:24 PM »

Engage download immediately, maximum speed.
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Cycerin

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #242 on: October 20, 2014, 05:18:44 PM »

So far all I can say is that things are.. way, way, WAY more immersive. Wow.
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Dark.Revenant

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #243 on: October 20, 2014, 06:06:41 PM »

Engines seem to have no health.  Even a couple stray pulse laser bolts are able to flame out an Onslaught with Heavy Armor.
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Toxcity

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #244 on: October 20, 2014, 06:14:31 PM »

The new sabots and swarmers are great!
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Alex

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #245 on: October 20, 2014, 06:16:17 PM »

Engines seem to have no health.  Even a couple stray pulse laser bolts are able to flame out an Onslaught with Heavy Armor.

You didn't put an unstable injector on it, did you?
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Thaago

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #246 on: October 20, 2014, 06:20:30 PM »

I'm loving the missile changes so far. I haven't had a chance to use them on a ship I'm piloting, but enemy Harpoons and LRM's are scary. And I bought a Condor and put LRM's on it... man are they devastating support weapons now!

[Edit] Btw - it seems almost all fleets are entirely green crew?
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Dark.Revenant

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #247 on: October 20, 2014, 06:36:56 PM »

Engines seem to have no health.  Even a couple stray pulse laser bolts are able to flame out an Onslaught with Heavy Armor.

You didn't put an unstable injector on it, did you?

No.  It's the default outdated Onslaught in Sinking the Bismarck.

Also, on a somewhat related note:



What the hell?
« Last Edit: October 20, 2014, 06:42:05 PM by Dark.Revenant »
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harperrb

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #248 on: October 20, 2014, 06:44:49 PM »

Alex.

You are my god.

Seriously though. 15 minutes in, and blown away. 
« Last Edit: October 20, 2014, 06:58:29 PM by harperrb »
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Alex

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #249 on: October 20, 2014, 06:44:54 PM »

Engines seem to have no health.  Even a couple stray pulse laser bolts are able to flame out an Onslaught with Heavy Armor.

You didn't put an unstable injector on it, did you?

No.  It's the default outdated Onslaught in Sinking the Bismarck.

Hmm, weird. Engines have 4x the hp they used to. They still feel pretty fragile, though, you're right. Going to triple the current engine HP and see how it feels.

Spoiler

[close]
What the hell?

That's not anywhere in-game, is it? Other than "edit variants"? Was using this for taking a missile-heavy screenshot just for fun. I guess it's in the codex, too...

[Edit] Btw - it seems almost all fleets are entirely green crew?

Bug! Will look into it.

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ciago92

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #250 on: October 20, 2014, 06:52:24 PM »

whyyyyyyyy I have to studyyyyyy :-( ten days til a Starsector marathon is too long :-(
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Thaago

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #251 on: October 20, 2014, 07:01:45 PM »

Related to engines: Salamanders are now scary strong and almost always give a full flameout. Its nearly impossible in a Hammerhead (what I was flying) to stop them, even with 4x lrpd lasers. On the other hand they are finally a weapon to be reckoned with, so maybe its not a bad thing...
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Emailformygames

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #252 on: October 20, 2014, 07:04:40 PM »

Is there a minimum amount of time between Hegemony scans because I approached a station, got scanned, docked, bought some supplies, undocked, started to fly away and then got scanned again.  Kind of annoying that I've had to pay ~1,800 credits to tolls when I only bought some supplies.

Edit: First scan cost me ~800 and the second ~1000
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Alex

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #253 on: October 20, 2014, 07:08:07 PM »

Is there a minimum amount of time between Hegemony scans because I approached a station, got scanned, docked, bought some supplies, undocked, started to fly away and then got scanned again.  Kind of annoying that I've had to pay ~1,800 credits to tolls when I only bought some supplies.

Edit: First scan cost me ~800 and the second ~1000

There's a timeout, but if there's a large change in the cargo you're carrying, they may decide to scan you again.


Related to engines: Salamanders are now scary strong and almost always give a full flameout. Its nearly impossible in a Hammerhead (what I was flying) to stop them, even with 4x lrpd lasers. On the other hand they are finally a weapon to be reckoned with, so maybe its not a bad thing...

Hmm, really? Turning into it to help the lasers aim seemed to work for me, but I haven't tried it in a while.
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Megas

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Re: Starsector 0.65a (Released) Patch Notes
« Reply #254 on: October 20, 2014, 08:06:51 PM »

Did not play much yet but so far...
  • Not happy with reduced AP/SP points to start with.  Now starts with 2/4 instead of 3/6.
  • With bounty hunter start, heavy blaster start (plus Technology for +OP) is a no-brainer.  Beams are weak without Advanced Optics, and heavy blaster gives the Wolf the power it needs to overcome shields.
  • I hoped that Lasher/Wolf had 240 shield arc, but now with only 150 arc, I miss my omni 120 shield already.
  • As much as I want to ditch the (easy start) Hammerhead (too slow even with Navigation 2), I need its power and capacity due to worse ships for sale in open market.
  • Engines get knocked out very easily.  I did not use Unstable Injector.  (Costs too much without +OP.)
  • BUG: I found Thermal Pulse Cannons, the Onslaught builtin weapon, for sale.  Worth 120,000, but with 0 OP cost plus its other stats, it would be a dream weapon for Sunder, Apogee, and Paragon.
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