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News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

Poll

What do you desire most?

More ships
- 140 (55.8%)
More weapons
- 65 (25.9%)
Something else?
- 46 (18.3%)

Total Members Voted: 251


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Author Topic: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19  (Read 225766 times)

NorthernWatch

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #420 on: December 21, 2019, 10:01:56 PM »

Apparently the Xu isnt the only ship in my game that fires its frontal weaponry when it faces the enemy to its sides to allow broadside bombardment, I had an issue with the Banshee Norm aswell where when it faces to the side any ally that gets in the way of Frontal Weapons will get shot at, I might have to look at the Weapon grouping as I always do the Auto Link anyways and its AI control not player.

even annoying is lately alot of my ships tend to stand infront of me when Im trying to kill the enemy.
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Deageon

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #421 on: January 14, 2020, 08:36:08 PM »

I spent a while looking for the damn thing and now I'm annoyed, how deep into the nebula around Shanghai is the mysterious entity thing I got a quest for?
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MesoTroniK

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #422 on: January 14, 2020, 08:46:09 PM »

Its location is semi-random each run, but does follow a set of rules and has a certain consistency about it. It shouldn't be as hard to find as you have experienced...

Have you been lighting up active sensor bursts every once in a while as you scout out the nebula on the outskirts of the system? There are some *things* that will help lead you to the objective.
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Deageon

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #423 on: January 15, 2020, 05:46:48 AM »

Its location is semi-random each run, but does follow a set of rules and has a certain consistency about it. It shouldn't be as hard to find as you have experienced...

Have you been lighting up active sensor bursts every once in a while as you scout out the nebula on the outskirts of the system? There are some *things* that will help lead you to the objective.

yeah, i have, i've been either sticking outside of the ring or actually in the nebula while spamming active sensor bursts every 30 seconds or so
i even hacked into Tiangdong's sensor array to try and get a bit of edge
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Gourdman

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #424 on: January 15, 2020, 07:53:45 PM »

I would suggest making yourself a nice little ring around the system.  Ping every now and then and you should find what you're looking for.  ;)

I completed that mission really coincidentally, but on further play throughs had to do a big ring and spend a few minutes looking.  You can find it pretty reliably.  Just don't fling yourself into the depths of the nebula, never to be seen again.
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Deageon

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #425 on: January 17, 2020, 01:59:03 PM »

so i shouldn't get TOO deep, just stick around the farthest ring of asteroids? hmm thanks lad
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MesoTroniK

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #426 on: January 18, 2020, 12:11:38 AM »

Apt advice indeed, you will find it soon.
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MesoTroniK

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #427 on: January 23, 2020, 10:02:54 PM »

It has been brought to my attention that there is some very different angles on the balance of the large THI modular ballistic weapons. Some think they are OK, but some think the Mauler Battery and Ultra Autocannon are too good and overshadow the vanilla large ballistic weapons. Personally I think they are both fine, but am not against changing them a bit if need be but I am not sure they need it.

Mauler Battery can't hit the broadside of a barn, it is an OP / skill tax to even get them to be fairly accurate and their DPS is just... OK. But of course it has longer than "normal" range.
Ultra Autocannon, I think is more complex. Since it is this trickle of DPS that is also fairly inaccurate, at negative flux efficiency. A lot of ships can tank them on shields for a while, in a way they cannot against say a Mk9 or Gauss which those two also do *much* more to armor. And of course the UAC has longer than "normal" range though a bit less than Gauss.

If anyone who reads this thinks those weapons or other THI weapons need balance tweaks? Please tell me here, and I will take the suggestions to heart and perhaps make changes to them.
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Gourdman

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Re: [0.9.1a-RC8] Tiandong Heavy Industries v1.2.1a - Updated 11/1/19
« Reply #428 on: January 24, 2020, 02:44:59 PM »

As far as the Mauler Battery and UAC go, I see them as niche AI-oriented weaponry.  They have really good range, good flux balance, but tend to be overall boring to use as a main armament and a bit lackluster.  They fill that niche of "I need a good weapon to give my AI".  The UAC doesn't have the burst and accuracy that the Gauss does, it's bullets spray in a shotgun like pattern that are mostly ineffective against most frigates as well as some destroyers and cruisers.  It's nice and all, but a Gauss shot ripping through space and slamming a shield is much more effective than a bunch of UAC shots sprinkling all over the shields.

Gauss is also way more effective at armor damage than UAC could ever hope to be.  The Mauler Battery is kind of the same thing.  Inaccurate, not quite as bursty as a Hellbore and you'd be hard-pressed to find a better HE assault weapon over the Hephaestus.

They're just dakka guns.  They are good for ordinance saturation in an area, and for AI due to the low flux overhead for each individual shot.  AI doesn't handle Gauss shots well and it can do that weird flutter-vent thing from time to time.  The UAC is a nice constant support weapon.
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