Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 ... 86 87 [88] 89 90

Author Topic: Starsector 0.7a (Released) Patch Notes  (Read 574356 times)

Mazrix

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: Starsector 0.7a (Released) Patch Notes
« Reply #1305 on: November 29, 2015, 05:50:36 AM »

Overall I'm really happy with 0.7a. I love the terrains, the new weapons and ships are cool (though no one seems to sell the Gryphon, and if they do, they decided that I'm a traitor for no reason) and the commander system is fairly neat.

Everyone's probably already voiced their opinion on how silly the investigation system is so I won't go into that, but there're some peculiar things the commander AI sometimes pulls off that boggles my mind.

My "steady" Enforcer commander has this weird habit of burn driving towards the enemy the instant any random enemy frigate pops into sensor range. This happens when we're fighting a fleet twice our size backed up by several cruisers and sometimes capital ships. She dives in, is immediately surrounded by several ships of her class and dies within 5 seconds. I'm not convinced the commanders take into account the size of the fleet we're fighting, just what they can see that very second. Even the cautious commanders have a weird tendency to heavily overextend from the point I've ordered them to defend early in the fight and needlessly spreading out my fleet, meaning that I have to personally drive over there in the middle of a fight to make sure they don't waste their ship.
Logged

Linnis

  • Admiral
  • *****
  • Posts: 1009
    • View Profile
Re: Starsector 0.7a (Released) Patch Notes
« Reply #1306 on: November 29, 2015, 09:00:45 AM »

Yes i get that problem too. Often they are set on escort me orders and i cancel it when the fight starts so they can then decide to do whatever.
Logged

Abradolf Lincler

  • Commander
  • ***
  • Posts: 193
    • View Profile
Re: Starsector 0.7a (Released) Patch Notes
« Reply #1307 on: November 29, 2015, 10:27:17 AM »

Yeah, the bigger the enemy fleet, the more defensive your commanders should be.
Logged

Pushover

  • Captain
  • ****
  • Posts: 292
    • View Profile
Re: Starsector 0.7a (Released) Patch Notes
« Reply #1308 on: November 29, 2015, 10:42:36 AM »

Yeah, I now refuse to split my fleet for objectives, since whichever half of my fleet runs into the main enemy fleet tends to get too aggressive before the other half can get there. I feel like it hurts the fleet command/strategic side of the game. Perhaps simply increasing the vision range of ships would make them act a bit more intelligently.
Logged

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 7174
  • Harpoon Affectionado
    • View Profile
Re: Starsector 0.7a (Released) Patch Notes
« Reply #1309 on: November 29, 2015, 11:18:35 AM »

I find this is another reason that fighter screens and fast frigates are good - they provide that kind of intel before the destroyers reach the enemy. And if that frigate IS by itself, I'm quite happy to have my Enforcer burn drive over it :P.
Logged

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: Starsector 0.7a (Released) Patch Notes
« Reply #1310 on: November 29, 2015, 11:21:48 AM »

can't say i've had the same problem. i start most battles by just giving capture commands, which are primarily carried out by my fighters. the rest of the fleet usually does a good job of splitting in a way that matches local enemy strength.

but it might be that my current fleet setup just isn't very susceptible to the issue you guys are describing. my destroyers are Enforcers with SO (tough and still very mobile) and Sunders with long range beams (tend to stay out of enemy range). both of these do a good job at avoiding getting surrounded and overwhelmed.
i don't really use frigates in large battles anymore. they are much better at staying alive than they used to be, but every now and then one does get itself killed, so i prefer focusing on fighters and destroyers instead. frigates are still very useful for pursuit battles though, especially with SO.
« Last Edit: November 29, 2015, 11:23:45 AM by Sy »
Logged

Amazigh

  • Captain
  • ****
  • Posts: 284
    • View Profile
Re: Starsector 0.7a (Released) Patch Notes
« Reply #1311 on: November 29, 2015, 12:14:41 PM »

Not logged on for ages, but gotta say that this update is really nice.
Also, it's neat to see hybrid mounts are thing now. Guess with all the changes that have happened in the last Three Years Alex changed his mind about them. ;D
Logged

Troll

  • Lieutenant
  • **
  • Posts: 50
    • View Profile
Re: Starsector 0.7a (Released) Patch Notes
« Reply #1312 on: November 29, 2015, 12:31:51 PM »

Same as Thaago and Sy, I believe this is among the better reasons to use fighters . In my fleet they are the recon, point capturing, harassing and anti retreat ships.
I field a dozen fighters with the excellent Thunder wing as the main category (5 or 6 I believe), they are not really expensive, fast and hit hard.

Fighters completely change how the officers react due to having the enemy fleet revealed much sooner. They also make nice decoys for when your officers go in their main engagement, at times taking the enemy from a blind angle or badly placed shield.
As for frigates, I too dropped all bar the extremely survivable Monitors, with Brawlers as their ancestors when I still had none of the aforementioned. Most frigs are too fragile to survive those huge fights with tons of fighters and other frigates all around, unless used with cautions officers, but then they lose so much firepower they become useless.


On another note, it could be nice if we had a post battle report at the same time as experience rewards about ship losses. I know you are told about those things in the tactical screens between after engagements but as it is usually filled with so much stuff, the info tends to be lost.
Last time I had what I thought a easy battle with no losses, but then became aware I had lost my Eagle XIV in the fight, which I was sad about granted its rarity.
Logged

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile
Re: Starsector 0.7a (Released) Patch Notes
« Reply #1313 on: November 29, 2015, 01:00:24 PM »

Not logged on for ages, but gotta say that this update is really nice.
Also, it's neat to see hybrid mounts are thing now. Guess with all the changes that have happened in the last Three Years Alex changed his mind about them. ;D

Funnily enough, HYBRID mounts were mainly added for modders iirc.

Also related to ships charging in, maybe it could be more conservative and take into account what you deployed and what the enemy would deploy (not what they actually deploy, but an estimation).
Logged

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: Starsector 0.7a (Released) Patch Notes
« Reply #1314 on: November 29, 2015, 01:19:59 PM »

i just fought a fleet that apparently belonged to the faction "Neutral". not just a faction that's neutral towards me, but its own faction. so since i had my transponder on, i'm now Hostile with Neutral... is that intentional? ^^
Logged

Grievous69

  • Admiral
  • *****
  • Posts: 2980
    • View Profile
Re: Starsector 0.7a (Released) Patch Notes
« Reply #1315 on: November 29, 2015, 01:31:38 PM »

i just fought a fleet that apparently belonged to the faction "Neutral". not just a faction that's neutral towards me, but its own faction. so since i had my transponder on, i'm now Hostile with Neutral... is that intentional? ^^

Yup, noticed this too. I was on a bounty, so after I killed the bounty fleet around that planet was someone's fleet (no idea what the name was), it was grey even when i aproached it. They didn't seem interested in me so I just left.
Logged
Please don't take me too seriously.

Lucian Greymark

  • Captain
  • ****
  • Posts: 274
    • View Profile
Re: Starsector 0.7a (Released) Patch Notes
« Reply #1316 on: November 29, 2015, 03:03:18 PM »

I have to say that I'm finding the 14th battlegroup variants very underwhelming after all the second hand hype I recieved about it. The onslaught for instance tends to get itself killed in the simulator against the stock onslaught wether I pilot it or not. A general theme seems to be that they use far more flux than other variants and this gets them killed in 1v1 brawls, let alone 1v2 fights that many of the more modest variants can comfortably handle.
Logged

Pushover

  • Captain
  • ****
  • Posts: 292
    • View Profile
Re: Starsector 0.7a (Released) Patch Notes
« Reply #1317 on: November 29, 2015, 03:34:31 PM »

Isn't the only difference a slight decrease in manuverability and top speed in exchange for more OP and flux stats? If so, then it's just bad builds. A 14th should be able to slightly out-brawl a regular Onslaught.
Logged

Megas

  • Admiral
  • *****
  • Posts: 12118
    • View Profile
Re: Starsector 0.7a (Released) Patch Notes
« Reply #1318 on: November 29, 2015, 03:42:23 PM »

I tried some more XIV ships, and not all of them are great for their price.

Enforcer is great!  It gets +10 OP among other goodies.  The speed penalty is not too big a deal.

Falcon does not get more OP.  It gets better flux and armor.  Speed penalty is not too bad, but paying a significant premium for it is not so good.

<Have not tried Eagle XIV>

Dominator gets more OP, armor, and flux; but here, the speed penalty is enough to be painful.  (In other words, Dominator XIV cannot escape some ships that standard Dominator can.)  I prefer standard Dominator over the XIV because the extra +5 or so speed on an otherwise slow ship makes a big difference.

Onslaught XIV is excellent!  Generous OP to spend, and speed penalty (about -1 or -2) is minimal.  It will break your bank if you buy it (almost 500k), but if you are filthy rich and can afford it, by all means buy it and raze stuff.

Overall, the Enforcer XIV is worth getting, but the rest are a luxury you do not need to waste money for.

@ Lucian Greyhawk:  I usually put capacitors for standard versions of these ships.  If you find their flux capacity is too high, you can always skimp on capacitors, if you normally put points in standard versions.  What usually discourages me from getting the XIV ships is the price tag, and low speed in case of Dominator XIV.
Logged

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile
Re: Starsector 0.7a (Released) Patch Notes
« Reply #1319 on: November 29, 2015, 03:49:28 PM »

It's less that they have extreme flux stats, etc. and that they have an armor multiplier (depending on hull size) and extra OP. I currently have an Enforcer (XIV) as my flagship and it has 862 standard and 110 OP without any skills/hullmods. That lets you focus on those ships weaknesses, or other areas (they also look cool).

EDIT: Also the standard variants for those ships tend to be pretty bad.
Logged
Pages: 1 ... 86 87 [88] 89 90