Second: i just started my first playthrough in 0.9.5 30 minutes agoNot to devalue anyone's opinions and feedback but come on. I know people are eager to say something about the new patch so why not play for a bit and then give feedback. This is basically a wall of text of someone who only read the skills without trying anything and then gave their thoughts. Which once again, is fine and perfectly legal, it's just smarter to actually try something in practice.
why not play for a bit and then give feedbackI agree, and i ll do it later. But most of the things work just as they worked earlier. Maybe average fleet size is slightly lower now. Maybe there are less carriers in fleets. Maybe there are few new weapons. I count with that. And if colonies changed a lot - i m not giving any opinions about them.
elite upgrades are def not free as u will use story points for lots of other stuff,also you lose the elite skills if u respec and u need to grind out the story points for them again
Automated ships. All automated ships: allow to recover and use botships. They can be captained only by AI cores. Man combat readiness 100% (at 30 or less total automated ship points, which is the sum of deployment points and AI core cost (10 for Alpha)).
IMO: again: 30 point threshold for automated ships sounds like you will have one Alpha-Radiant with 40% CR. Because, why will you want to pick any other ship? Because of curiosity, i guess...
Special modifications looks better. In fact, 1 extra build-in hullmod equals to 10% extra OP we lost now. 10 extra vents and capacitors is interesting change (was 20% in 9.1), because it is almost the same number for capitals, but way bigger number for smaller ships. I like it. Really.
Quote from: AlexAdvanced Countermeasures:I'm not sure Advanced Countermeasures should even exist to begin with, in light of these changes.
- Level 1: increased to -50% kinetic damage vs armor (was: 20%)
- Level 2: increased to -25% HE damage vs shields (was: 20%)
- Level 3: damage to fighters/missiles increased by 50% (was: 30%)
My concern here is: You get things like HVD/Gauss Cannon being moderately effective against some ships' armor while doing nearly nothing to other, visually identical ships, without a readily available indicator of why this should be the case. Likewise with sending fighters against a ship and them Doing Something or getting swatted like flies.
The invisibility aspect is true of many other buffs. But at least with something like a ship having the zero flux bonus with its shield up or its missiles flying faster, the player can easily see what's going on even if they don't know why. The damage calculation is completely hidden except for the final output. And unlike, say, Heavy Armor, the bonus from Advanced Countermeasures doesn't even appear on the stats card.
Whatever combination of skills made this Derelict fleet super hard to kill, I hate it:
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I agree that we need formulas badly! Or at least something in game that tells us HOW it drops off.
Here are the drops after 6 carrier bays for Carrier Group:
43% at 7 bays, 38% at 8, 33% at 9, 30% at 10, 27% at 11.
I THINK that is logarithmic decay? Can't tell.
I think I'll copy your formatting:)
T4R: Not hopeless, but other pick is straight up better. 30 DP is only enough for few player Afflictors anyway, and these benefit more from higher flux cap.Does Doom still cost 35 DP?
Does Doom still cost 35 DP?
If Doom is still good today as before, I probably want one or two before I think about Afflictors. Oh... and I might bring the new phase transports for raiding fun (and I do raid frequently).
Doom is still 35DP, but Afflictor benefited A LOT from skill system changes. It's much stronger than it was in 0.91 (which wasn't weak by any measure).How? AM Blaster spam? (I used Afflictor for Reaper spam in prior release, but the mounts changed, right? I have not found a non-pirate one yet.)
Industry:In fact, it gives you +1000 cargo and fuel space and +2500 crew space. It aint much, but
I1L: situational. Traders might like it?
There are only 2 universals now, so Reaper build is completely dead.Doom is still 35DP, but Afflictor benefited A LOT from skill system changes. It's much stronger than it was in 0.91 (which wasn't weak by any measure).How? AM Blaster spam? (I used Afflictor for Reaper spam in prior release, but the mounts changed, right? I have not found a non-pirate one yet.)
Doom is still 35DP, but Afflictor benefited A LOT from skill system changes. It's much stronger than it was in 0.91 (which wasn't weak by any measure).How? AM Blaster spam? (I used Afflictor for Reaper spam in prior release, but the mounts changed, right? I have not found a non-pirate one yet.)
Helmsmanship. Piloted ship: +50% maneuverability, +10% top speed. If elite: 0-flux boost works if ship doesnt generate flux.Thought the same! I'm thorn though, because it's arguibly less convenient, but more useful.
QuoteHelmsmanship. Piloted ship: +50% maneuverability, +10% top speed. If elite: 0-flux boost works if ship doesnt generate flux.Thought the same! I'm thorn though, because it's arguibly less convenient, but more useful.
The way the old version worked is if your flux didn't go past 1%, and shields constantly produce like 3 or 4 flux which is instantly dumped away, and the current version focuses on production. Ergo, you can't passively use the bonus while shielded.
But there's a new caveat: Any time you're not using flux you're faster. So hold fire and disable the shield and you can make a faster but dangerous run to safety, and you also have way WAY more maneuverability when your ship is overloaded or venting flux.
Deffinitely makes for more engaging gameplay in the heat of the moment, but I miss being able to stay tucked inside the shield when traveling to new encounters.
For someone that usually gives up their own combat skills to purely maximize the fleet this new skill system is a huge disappointment. The complete lack of elite skills in anything other than skill that only affect your own ship is very annoying and feels super imbalanced.Leadership tree encourages you to spend SPs on officers and colonies, Technology - on ships, Industry - on ships and colonies, and Combat... Well, it has no incentives to spend story points any different, than if you had no skills at all. You can elite personal skills precisely so that personal skills influence story point usage at all.
Mercenaries are just over-priced and pre-built officers, hired for a story point (but with 100% refund, so not an issue). I haven't had one for whole year, so I'm not sure what happens then (contract is stated for 1 year).
Well, as I've found Afflictor is incredibly OP in this release, so getting Wolfpack is worth it for piloted ship benefits alone. Officer'd frigates are a gravy at this point.
+15% CR is nice too, while your fleet isn't too large. And I upgrade my fleet in big steps:
- starter 10 burn fleet, before I have point to spare on navigation.
- 9 burn fleet, Falcons, DEs and frigates + piloted Afflictors doing all the heavy lifting. Fleet's role is just distraction and finishing blows to crippled capitals (because finishing some with Afflictor without dying yourself to death explosion can be rather difficult). This type of fleet fits nicely within 180 DP limit. This is already enough to handle highest level bounties (10+ capitals, 15+ lvl 5-7 officers), but only due to Afflictor being OP.
- 8 burn fleet + 2 Tugs. Focus shifts towards proper cruisers and Odyssey/Conquest.
- 7 burn fleet + 4 Tugs. Big capital fleet.
Only 7 or 8 burn fleets should be large enough to out-scale 180 DP bonuses.
Leadership has some pretty nice bonuses for early game, but I think the whole tree might be a trap for mid and late game unless specifically going for the wolfpack energy frigate/SO destroyer fleet.I came to the same conclusion. Tier 1 skills are both kinda dead skills in a large fleet, tier 2 requires a significant number of officers in frigates to get any benefit, so dead unless you play in a specific frigate centered way. Tier 3 skills are fine, but a bit lackluster in a big fleet, not worth taking the tier 1-2 skills IMO (Crew training currently would give my fleet +8% CR and +15s ppt, and my fleet is currently 12 cruisers, one destroyer and 5 frigates + civ ships, firmly a mid-game fleet IMO). Officer skills are nice. The tier 5 skills are also fine, but if I want to spend skills on colonies, the tier 5 industry skills seem just as good if not better, and AI cores will likely be the very long term solution. So I get one skill in 5 tiers that I really want late game (officer skills)... I'd rather get tier 5 skills from the other 3 trees.
Leadership has some pretty nice bonuses for early game, but I think the whole tree might be a trap for mid and late game unless specifically going for the wolfpack energy frigate/SO destroyer fleet. The 90 deployment point scaling for the damage boost and 180 point scaling for the CR boost are... well, they are just flat out worse than the boosts the technology skill gives. Coordinated Manevuers is worth it later game, but only if I can find 6-8 mercenaries to put in destroyers and frigates.
1L is clearly for wolfpack/frigate fleets. Its pretty marginal. 2R is for mixed tactics. You can get huge boosts and move a "civilian ship" into combat duty effectively reducing the overall DP of your fleet. Or it lets you utilize some of those combat clunkers more effectively. Lets take the Atlas Mk II at 24 DP. It still receives +187% bonus from the packages. A colosus MK 2 receives +562% bonus. Which comes to 66.2% bonus to flux dissipation, 66.2 armor DR! A Venture still gets +300% and so could theoretically get to 2170 effective armor(1980 plus 190 for the purposes of DR only). And could have 784 minimum armor with derelict contingent... That is one hell of a brick to stick in your enemies way.You're analyzing the bonuses when you have one ship in your fleet that benefits from them and ignoring the effect of non-combat ships that still require MS to have reasonable sensor profiles... That one ship will matter in early mid-game, but in end game? Not really. My fleet still has 40 dp of non-combat MS ships (5 colossus to have a reasonable cargo capacity for exploration and a prometheus). If you build your fleet in a specific way, you can leverage it, but it doesn't scale into late game, and it's limiting the way you can play a lot, just like wolf pack tactics. We all agree that the skills can be quite nice early on when your fleet is small enough to leverage the bonuses, but this is not a generally useful skill, it's a niche skill that's best in early game.
2L is for mixed fleets and 2R is for player frigates/destroyers. 2L is for mixed fleets because the bonuses stop seriously accruing at 3.5 frigates or 7 destroyers. 3.5 frigates isn't a lot. So its quite easy to have a few of them with officers. Especially once you add in 4LOnce again, 3 officers in frigates is very manageable early game, but in mid-late game, those frigates don't last long enough for a whole fight (because you can't also have wolfpack tactics), so now you need to retreat more than a third of your officers halfway through the fight and you have a bunch of unofficered cruisers on the field fighting against the enemy who often has a lot more officers than you. If this could be combined with wolfpack tactics easily, it would be good, but that costs 7 skill points...
3L is for wolfpacks but 3R is for mixed tactics. It only applies to the number of fighter wings you have in a fleet and the bonus is pretty big. 6 Fighter wings is 2 Mora. 12 fighter wings is 4 Mora. That is... a lot of ships when you're mixing your tactics.The skill is good, but it definitely hurts that ships like the tempest and odyssey cut into it without really benefiting from it. Also, your enemies will happily have many more fighter bays, and replacement rate doesn't really make up for big differenced in volume in my experience, you really need to have a significant number of your own IMO. I currently have 3 herons and a tempest in mid game giving me like 25% bonuses, which, don't get me wrong, would be very good, but I intend to add an odyssey, 1-2 more herons, maybe a legion etc. in the late game. At that point, it will be a fine skill (10-15% ish) but not worth two prerequisite skills that do very little for me IMO.
I'm not even sure its a bad thing: respeccing is built into the design, so good early game bad late game is only a single story point cost, and I would be respeccing on flagship change half the time anyways. But those permanent skills are really scary, I've stayed away from them so far because I don't have a solid understanding of the skills yet.This is a reason I plan to take Automated Ships instead of Special Modifications because I want to go nuts playing with AI ships (even if I cannot pilot it myself) and I can respec it away after the novelty wears off. I cannot respec Special Modifications away after I get it.
What is the point of the ability to reset your skills when both the technology tree and the Leadership tree has permanent skills pretty far into the tree? If you level both trees you are more or less unable to make use of the reset function.
There must be a better way to do so you aren't screwed like that
Last release, you could find officers out in space and have more than the limit, but those extra officers over the limit were red-out and you could not use them. Why not do the same here? You unlearn the skill, and ninth and tenth officers become red and unavailable until you fire some.
The more I play the game more I dislike it.Same. :(
The leadership line has all the useful skills (for me) gated behind 2 levels of things that do really do anything for me or are so trivial it's not worth a skill point.
This could be improved by shuffling some of the skill pairs around so there is a path through to the later choices that isn't seen as a 'waste' by a player who isn't looking to do that one thing the game is now trying to encourage you to do.
This tbf is more of a 'me' issue, as I look at the lineup and ask myself "do I want to spend 2 points to be able to even consider getting what I want?"
And the answer is likely going to be no.
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C4R and C5R: perhaps they could be switched. Loose thoughts.
But being forced to choose between system spec and phase spec would be a heavy nerf to phase ships, they all are very system-dependent.I would say that this is fine, especially in the case of Doom.
Hmmm, does T4L effect base + vents or just vents? If its base, then its more like a 10-15% total boost depending on ship as vents make up a big proportion of flux. Still extremely useful though.Base capacity and dissipation.
but I just feel like the fundamentals of this system are unnecessarily convoluted for the purpose of ... what exactly?As far as I know, the goal was to stop people from just always taking Loadout Design 3, Electronic Warfare 1, Fleet Logistics 3, Fighter Doctrine 3, Coordinated Manoeuvres 1. EW and CM provided massive bonuses for just one skill point, while LD3, FL3 and FD3 were basically always useful. Now, while T5L (the tech skill that gives you extra built-in) is generally useful, you have to spend 5 points to get it, which means you won't always get it (or you wouldn't, if not for the entire tech tree being top tier), and similarly with L2L/Coordinated Manoeuvres and L5L/one half of old Fleet Logistics 3.
The entire system feels to me like there a constant undercurrent of "play the game this way. no, not like that, like this. no, only like this. no you're not doing it right, you're not getting the thing until you do it right."Especially choices Leadership 2, 5, Tech 2, and Industry 2 and 5 give me this feel. Don't force me to pilot a ship if I don't want to, don't force me to put officers in ships I don't want to. Don't exclude clearly synergistic choices from each other. Another commenter told to take a look at Skyrim, and I concur that. Imagine if in order to play a stealth archer I needed to level and put perk points into, say, healing magic and two handed, because some essential perks were at the top of those skill trees. And that I'd also have to make a choice of whether I want to shoot with a bow or sneak. Can't have both now, or there aren't enough perk points to get two essential things from healing magic and two handed! This is how it feels like in starsector at the moment. Now, I'm not saying it isn't fun playing like the developer wants, it actually is, but that fun doesn't last forever. It's essential a game like this has replayability. A well designed skill system that enables different ways to play the game is a major part of it.
This is not how a class system works.I thought class system's point is to put optimal and suboptimal options together, so that players don't optimise the theme and possibly balance out of their class.
What is this supposed to mean? No I don't think a class system's point is to force players to take things they don't want in order to reach things they do, what?This is not how a class system works.I thought class system's point is to put optimal and suboptimal options together, so that players don't optimise the theme and possibly balance out of their class.
but I just feel like the fundamentals of this system are unnecessarily convoluted for the purpose of ... what exactly?As far as I know, the goal was to stop people from just always taking Loadout Design 3, Electronic Warfare 1, ...
This is not how a class system works.I thought class system's point is to put optimal and suboptimal options together, so that players don't optimise the theme and possibly balance out of their class.
Anyone know how to mod it so you can just pick any skills?
I agree that the issues I have with the new system are mostly with specific skill placement/balance and not with the fundamental structure of the system.
but I just feel like the fundamentals of this system are unnecessarily convoluted for the purpose of ... what exactly?As far as I know, the goal was to stop people from just always taking Loadout Design 3, Electronic Warfare 1, ...
I mean sure, but I think that goal failed then, as the "must always take" skills just got rearranged (ie. you will ALWAYS take navigation over sensors, special modifications over automated ships etc.) and some of the skills don't really make sense unless you have a specific use case in mind (ie. reliability engineering vs damage control - only time you don't take dc is when you want to pilot a ship with low cr/pot or SO, and even then I don't really think it's worth it). And I feel that making us pick between a useless and potentially useless skill (industry 1st pair) is the way to go either.
This is not how a class system works.I thought class system's point is to put optimal and suboptimal options together, so that players don't optimise the theme and possibly balance out of their class.
I thought it was the opposite; if you have one thing you're supposed to be good at why limit it? Spending points to buff the fleet means you don't buff yourself, like being a bard vs being a warrior. Why would giving the bard an attack speed skill be better for the class balance than just nerfing the other skills? And if you want to give the bard the ability to deal damage then why bother with a class system at all?
Also there are always going to be min-maxers, and balancing the game around them just makes it less fun for everyone else.
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I'm not sure how much of this is true or just our gameplay inertia. I took special modifications too and its really not as good as advertised, at least for my mixed heavy guns and missiles fleet. Like sure, its good, but spending another story point on every ship is a huge commitment of points.This is why, at the end, I took Automated Ships instead of Special Modifications. I know I will not play this game much beyond the end unlike in 0.9.1a, and I will need to hoard way too many Story Points to powerup my whole fleet, so why not have some fun with adding Remnant ships to my fleet and keep things easy (in terms of QoL)?
Combat 8 would be the next candidate but C1R and C2R are painfully useless for ships that want full C3 (Conquest, Paragon, and to lesser degree Onslaught).I didn't think about it until now, but combat tree changed the most for me, despite changing the least objectively. Previously, (https://fpdk.github.io/?s=0303132333405362718392x13001323314350607080x23031321334050x30001020304050) my optimal skill selection was neat 1/2 combat, 1/4 leadership, 1/4 tech. Now, what I would like the most would probably be 5/3/5/2 or 5/3/7/0*, shifting the weight way away from combat. It's mostly because skills are mostly exclusive. C1L I might want in a carrier, but I'll never want C1R in a warship. C2R is ok, but C2L, man. C3R is for Conquest and Paragon, C3L for everything else. C4L is for warships, C4R is for phase ships. C5R is for Gryphon and Falcon (P), C5L is for everything else. If I switch a ship, I can just respec, then respec back (though it isn't terribly likely).
I don't know how good automated ships is tbh because I haven't played with it yet, but I've seen some screenshots of people with swarms of remnant frigates with cores as officers. That would be insanely good for my current fleet if those contribute to nav and ecm, and I'm regretting taking special modifications!Lugging around 15 glimmers with 5 d-mods just to get +120% ECM rating (15*(2+6)=15*8=120), while pretty funny to think of, I'm not sure would be optimal. It gives you +2% ECM rating for every DP, so it's pretty efficient, I guess.
That said, Radiant is still crazy strong, and one with a Beta core is about 49% CR max (without Fleet Logistics from Leadership)Do you have just that Radiant? I'm pretty sure one Radiant with an alpha core can have 60% max CR thanks to reliability engineering, so either you don't know reliability engineering gives +15% max CR, or you have some more automated ships.
Do you have just that Radiant? I'm pretty sure one Radiant with an alpha core can have 60% max CR thanks to reliability engineering, so either you don't know reliability engineering gives +15% max CR, or you have some more automated ships.The core adds that skill. CR would be even less if I did not use a core. (I use a Beta core since I have not found an Alpha core yet, but the skills can be cherry-picked at will.)
It feels like a lot of the main complaints with the new system is that you can't pick and choose and therefore min/max your skills as easily as you could in the previous version.
What skills seem out of order, what late skills seem not worth investing getting both, and what skills seem to be borderline non-choices.And what makes this process so difficult is this is going to be different for every single player.
Fair enough, it could definitely use some adjustments!
What would you think of, for example, the industry mixing the tier 1 and tier 2 skills together so that a character could take combat as both I1 and I2, or take both salvage style skils as I1 and I2?
Maybe this isn't the best idea, but I think SP could definitely be used more in the skill system, aside from the just making a skill elite (which isn't even on every skill? I don't know why).Because leadership encourages you to spend story points on officers, technology - on ships, industry - on colonies, and combat is the only odd one out with no story point sinks.
Combat is a story point sink if I want to respec my skills (especially after I elite some of them) frequently to exploit tier 5 if I change flagships often. If I want Onslaught or... any ship that wants to use missiles today, I want Missile Specialization to make my missiles last longer (I am not elite-ing Missile.Spec. because I want my missiles to last). If I swap to Doom or high-tech ship with mobility system with charges for the day, I want the Systems skill (unless high-tech ship needs Sabots, then probably Missile Spec.) As for Paragon, I probably get Missile Spec. (and integrate Expanded Missile Racks) so that missiles may be useful option. Then again, maybe better to not get Combat 5 and wraparound Tech or Industry for campaign bonus or QoL.Maybe this isn't the best idea, but I think SP could definitely be used more in the skill system, aside from the just making a skill elite (which isn't even on every skill? I don't know why).Because leadership encourages you to spend story points on officers, technology - on ships, industry - on colonies, and combat is the only odd one out with no story point sinks.
Industry: Honestly, I haven't put a single point in because it's not my playstyle thus far. It hasn't been intra-competitive with the other trees (yet).Ah, it's all the other trees that aren't competitive. (https://fractalsoftworks.com/forum/index.php?topic=20227.0=) Heh.
If players are expected to elite skills, then just make changing skills free since elite-ing them back will cost several SP. I think someone else made the suggestion that once elite, always elite even if unlearned then relearned. I like that suggestion better.
Ah, it's all the other trees that aren't competitive. (https://fractalsoftworks.com/forum/index.php?topic=20227.0=) Heh.I take that back! (https://youtu.be/ma-xocWdZ6I?t=1) It's a shame soloing ordos with a Conquest is impossible now, though. It was harder than Doom. But also more boring, so I guess it evens out...
2. All specs say, that "some skills can be made "elite"", but Leadership spec has no such skills at all (while Combat has elite options for all of it's skills).
Also, since we will have 56 skill points just by getting 15 level, i ll concider "elite" upgrade as free (or something close to free...).
or an Eagle, or the like? Well, uh, no, actually, neither of these skills are going to do anything you really care about.Eagle and Conquest do benefit from reduced cooldown, since this means they effectively get more speed. Well, they benefit more than other ships with manjets, since they're the slowest two that use it.
The combat skill category, I feel, shows the failure of the "specialized versus generalist" paradigm - what you actually end up with is a system that actively discourages experimentation, since so many of the skills are just absolutely useless for certain ships, and respeccing - while now actually a thing, yay - is expensive, especially for combat skills with their elite levels.Respecing doesn't remove elites from old skills, so switching back isn't as expensive. I felt differently about combat: respecing might be worth it, but it depends on how long will you switch ships to benefit from respecing. Or rather, it will almost never be worth it, so you're discouraged from switching ship from one that fits your skills to one that doesn't.
Tier one: Target Analysis versus Missile Specialization. The all-but-mandatory damage-boosting skill - up against the only skill that's worth even considering in place of it, since MS offers you access to that many more armor-cracking missiles.I'd say that puitting Missile Specialisation right on the bottom is taking it too far. MS is really good and I'd say the other choice would be a choice only if you don't like missiles or plan on flying ships like Eagle or Paragon, where you just don't rely on missiles in any way in the first place.
Tier two: Helmsmanship versus Point Defense. Do you want to dodge, or just shoot down incoming ordnance? A tricky choice, and one that's liable to be more dependent on playstyle than it is on the details of what ship, exactly, you're flying.Helmsmanship was initially put against Strike Commander, so that a carrier could either be fast or hard hitting, but considering that carriers have been nerfed and there's like 2,5 (counting PD as 0,5) skills that benefit carriers, it might not be so bad.
And for Systems Expertise, I'd just have it mug Reliability Engineering - add that 15% max CR in to Systems Expertise's elite effect, and come up with something for Industry that's not a personal-flagship-only skill level.Buffing Systems Expertise elite to do more than nearly nothing would be neat. It's probably the only combat skill I would never elite.
Carrier Group vs Crew Training: This one's a bad choice setup - you can get one skill that benefits your carriers, if you build them in a way that cares about replacement rate... or you can get the other skill that benefits your carriers no matter how they're built, and benefits the entire rest of the fleet too. I'd probably put Carrier Group across from Coordinated Maneuvers instead?Crew Training's benefit to carriers is very minimal.
Phase Corps vs. Flux Regulation: Another bad choice setup - even if you're going heavy on the phase ships, Flux Regulation is the better call. The only reason to go the other way is if you're having trouble with a covert deployment mission - and most of those you're better off just eating the rep loss for failing than spending multiple story points on a respec.Phase Corps is a pretty good skill for phase ships, especially if you're double-dipping into tech, since it means you get to spend nearly twice as much time in phase. It's a very good build... Because Doom is very good and it buffs it a lot.
Yeah, there's technically some benefit from Systems Expertise here. Just like technically the ships I listed do all have a few small missile slots and get technically some benefit from Missile Specialization. It's just not very much benefit and not really worth a skill point.or an Eagle, or the like? Well, uh, no, actually, neither of these skills are going to do anything you really care about.Eagle and Conquest do benefit from reduced cooldown, since this means they effectively get more speed. Well, they benefit more than other ships with manjets, since they're the slowest two that use it.
MS is useful, but compared to a constant 15 to 20% damage buff against the ships that are actually hard targets? That applies to everything you have, including your missiles? MS is competitive, but only clearly superior for really missile-heavy ships. Plus, I think having MS at the front of the combat tree is a good idea - it's a good skill for an inexperienced player to have early-game, when they don't yet have a good feel for when to use missiles to best effect and are likely to waste a decent fraction of their limited ammunition.Tier one: Target Analysis versus Missile Specialization. The all-but-mandatory damage-boosting skill - up against the only skill that's worth even considering in place of it, since MS offers you access to that many more armor-cracking missiles.I'd say that puitting Missile Specialisation right on the bottom is taking it too far. MS is really good and I'd say the other choice would be a choice only if you don't like missiles or plan on flying ships like Eagle or Paragon, where you just don't rely on missiles in any way in the first place.
Maybe I'm mistaken, but doesn't the high max CR benefit carry through to fighters, making Crew Training an (up to) 5% bonus to fighter speed, damage dealt, and durability? There are carrier setups where the boost to replacement rate is more valuable... but that's certainly not all carrier setups.Carrier Group vs Crew Training: This one's a bad choice setup - you can get one skill that benefits your carriers, if you build them in a way that cares about replacement rate... or you can get the other skill that benefits your carriers no matter how they're built, and benefits the entire rest of the fleet too. I'd probably put Carrier Group across from Coordinated Maneuvers instead?Crew Training's benefit to carriers is very minimal.
...MS is useful, but compared to a constant 15 to 20% damage buff against the ships that are actually hard targets? That applies to everything you have, including your missiles? MS is competitive, but only clearly superior for really missile-heavy ships. Plus, I think having MS at the front of the combat tree is a good idea - it's a good skill for an inexperienced player to have early-game, when they don't yet have a good feel for when to use missiles to best effect and are likely to waste a decent fraction of their limited ammunition.Tier one: Target Analysis versus Missile Specialization. The all-but-mandatory damage-boosting skill - up against the only skill that's worth even considering in place of it, since MS offers you access to that many more armor-cracking missiles.I'd say that puitting Missile Specialisation right on the bottom is taking it too far. MS is really good and I'd say the other choice would be a choice only if you don't like missiles or plan on flying ships like Eagle or Paragon, where you just don't rely on missiles in any way in the first place.
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Respecing doesn't remove elites from old skills, so switching back isn't as expensive. I felt differently about combat: respecing might be worth it, but it depends on how long will you switch ships to benefit from respecing. Or rather, it will almost never be worth it, so you're discouraged from switching ship from one that fits your skills to one that doesn't.Just went and tested this in game: and yes, respeccing does remove the elite tag from skills. I'd be of the opinion that it probably shouldn't.
Officer Training: Well I was originally planning on heading to leadership 4 to get this. Glad I didn't. By endgame I've been firing level six officers in order to make room for rescued level seven officers; do enough exploration and salvage and you just don't need this skill.I got one just from looting a random encounter derelict in hyperspace.
Tier 4 and 5 Combat are annoying, because I will want to swap skills depending on the flagship I use for the day. I do not want to be married to a single flagship all game. (This is what I did not like about carrier skills last release.) The story point cost discourages respec, especially if player already elite'd skills or worse, got one of the permanent skills.
For general use, I would want Missile Spec just to have missiles last longer in a fight, and I would not elite the skill because I do not want to shoot most of them all at once. I do not care much about any other of the bonuses from Missile Spec., although I will take them. I just want more missiles.
...
...now that story points are coming faster in the upper levels.If they really come that fast, then hoarding points to feed geometric growth of colony improvement seems like a viable option. (I) Better hoard those points for colony improvement instead of wasting them for respec-ing and other frivolous uses, since I want my souped-up real estate.
Maybe if you could pick one skill from any pair without restriction, but could only double-up if you also picked something else from the same column?
Bump the level cap or just make xp required scale exponentially while giving out story points at the same pace as level 15 or so. Lets face it, hitting the level cap quickly in a long game feels bad.
The story points are genius. The elite skills are genius. Making the skills all feel more juicy... genius. Side note, building mods into ships was also pure genius.
Yeah. When you click to respec in the skills screen, the game tricks you into thinking that elited skills stay elite, even if you don't have them, when you actually will have to elite them again upon respecing for them again.
Automated Ships just feels too much like "go big or go home" to me, an automated battleship is a huge presence on the battlefield but if you use anything smaller you get like a frigate and a destroyer with basic AI cores.While true late, if player is still playing early game when he gets Automated ships, having three or so Lumens are useful, especially when they have more PPT than unskilled destroyers.
The new system is great. I love it. But I think the biggest reason people are upset is because it doesn't have enough diversity to cater to different play styles. Instead of two choices per skill we need 3. There are simply not enough choices to please every play style.
The new system is great. I love it. But I think the biggest reason people are upset is because it doesn't have enough diversity to cater to different play styles. Instead of two choices per skill we need 3. There are simply not enough choices to please every play style.
As I said earlier this is NOT the problem, or the solution.
The problem is that often the choices are between skills you want BOTH, because the whole tier is relevant to your playstyle, meanwhile other tier is totally irrelevant and you want neither.
that should ease up a lot of the issues I am feeling from the character progression, that and some hard caps on bonuses (either hard caps or less effect over, seriously derelict contingent is too OP and feels a bit counterproductive to make scrap heaps to be more combat capable than prisite vessels, at the very least they should ameliorate a bit the high D of some hulls, but I am not sure that is even a good idea, from a story perspective, or from a game balance, given how expensive is to restore a ship, on the same page I think the field repairs should also be gone, dmods removal should be a thing, but it also feels a bit cheap it should cost something)
The least Alex needs to do is move around the skills so their progression make more sense, for example you should be able to get both tier 1 industry skills without spending 6 points.
Well, I dislike the new skill system for the exact reason I expected. There's no good choices in it. Most of the time it's a "choice" between something I never wanted anyway (carriers, phase ships) and something that's a very minor benefit I don't really care about. On one hand it's working as intended, since different players might have different ideas about what they never want, but for an individual player there's little choice.
A lot of the time it's choosing between two options NEITHER of which I want just to get to the higher levels.
And looping around is very much not a thing. Can't loop around leadership and industry without wasting a skill point on colonies, can't loop around tech without wasting a skill on sensors, can't loop around combat because the only tiers where you want both are 2 and 5.
Worst part of Leadership if going to 5 for colony power is both Leadership 4 skills are permanent skills that cannot be unlearned.
Removing the sequential requirement from each "tree" and giving more choices would be a pretty good change I feel like. Would have to find another way to unlock all skills for a given choice, but with SP, that shouldn't be that difficult. I mean, we already use a huge amount on colonies, why not skills as well?
The only two combat skills that i believe should be swapped with each-other are ranged specialization and shield mastery. a choice between shields and phase are always non complimentary and dont need to be at same tier. Whilst impact mitigation is a low tech choice and so would benefit from the extra range choice at the next tier.
Correct me if im wrong, but doesnt the combat route only apply to the player ships? If so then the AI wont be a factor?Officers are offered skills in pairs, too. Officers have to choose between, for example, Target Analysis and Point Defence, and can't get the other skill (unless they're level 6 or 7, but I'm not sure how it works in that case).
Correct me if im wrong, but doesnt the combat route only apply to the player ships? If so then the AI wont be a factor?Officers are offered skills in pairs, too. Officers have to choose between, for example, Target Analysis and Point Defence, and can't get the other skill (unless they're level 6 or 7, but I'm not sure how it works in that case).
Correct me if im wrong, but doesnt the combat route only apply to the player ships? If so then the AI wont be a factor?
Yeah i considered that, but the alternative would be to jump another lower skill to a higher tier. And if you arent going to be piloting a phase ship at least the elite RS skill is useful in piloting frig/dest. Incidentally, theres nothing stopping you flying cruisers/caps and theres nothing else in the combat tree that explicitly conflicts with ranged specialisation. Do you have an alternative?
Edit: i had a thought, swap shields with energy weapon mastery in technology and plonk it next to ranged. boom.
Correct me if im wrong, but doesnt the combat route only apply to the player ships? If so then the AI wont be a factor?
Yeah i considered that, but the alternative would be to jump another lower skill to a higher tier. And if you arent going to be piloting a phase ship at least the elite RS skill is useful in piloting frig/dest. Incidentally, theres nothing stopping you flying cruisers/caps and theres nothing else in the combat tree that explicitly conflicts with ranged specialisation. Do you have an alternative?
Edit: i had a thought, swap shields with energy weapon mastery in technology and plonk it next to ranged. boom.
It seems to apply at least partially.
The only frigate to benefit at least a bit from RS is Grav/Tacs Wolf. And it's a joke for anything other than harassing starter pirates or killing fighters.
A DE could get a partial bonus at best (Hammerhead with Mauler/HVD).
I'd prefer to just remove mutually exclusive choices. Swapping EWM from t2 to c4 and replacing it with shield mastery forces every high tech ship larger than a frigate go for Tech 7 to be useful, since they need both GI and shields. At least Tech 7 is the most viable double-dip in whole skill-tree.
Other than that, looking at the other skill groups, the choice is real folks. You can even respec to a certain extent for the low low cost of a single story point. temporary re-specialisation is a thing now.Not true after player makes several skills elite, and it is a safe bet that any skill that can be made elite will be elite.
Removing the sequential requirement from each "tree" and giving more choices would be a pretty good change I feel like. Would have to find another way to unlock all skills for a given choice, but with SP, that shouldn't be that difficult. I mean, we already use a huge amount on colonies, why not skills as well?Given the geometric growth of colony improvement costs for each structure (2, 4, 8, 16, 32, 64, 2^n) per colony, player will need all the points he can get for improving colonies. Then, up 2 or 3 times how much ships the player wants in his final fleet, plus more for possible replacement ships.
Hello Valdeez, welcome to the forum.
Ive not seen that and its a good idea and i like it, but i dont see how thats not mechanically similar to just increasing the level cap?
Hello Valdeez, welcome to the forum.Increasing the level cap also makes story points harder to earn. The XP per level keeps increasing, so the higher your level, the more XP it takes to earn a story point. I'm also pretty sure that there are things in the game that scale off of character level, maybe bounty fleets?
Ive not seen that and its a good idea and i like it, but i dont see how thats not mechanically similar to just increasing the level cap?
personally i liked the old system better now its very hard to get even just 3 of the 4 colony nodes at the same which extremly limits what you can do with your colonies. i dont like that you have to pick every alternative node in a tree to grab the second tier 5... overkill! have to spend 4 skillpoints on nodes i dont really want just for that one node i actually do want
The colony master type player ...
Personally, I don't see why colony skills are considered tier 5 worthy in the first place. Doubly so for the ones in the fleet tree. How is +25% colony fleet size and +30% access on a colony you potentially don't even have better than an extra skill buffing all your ships with officers?
Just wanted to comment on this real quick: they're there because they're out of the way. The "real" top-tier skills are in L4 and I4. I don't think "colony master" is really a thing;I guess that enough players want to have it allowed just because they used to have it. It only took 9/51 points to get all the Industry you needed for it in 0.91.
Plenty of people play with increased max level so a lot?
Which is a fair counter-point. How much are people "wrapping"?
So I guess "space scrapper" is just skill blocked anyways? Tough luck, that's too bad?
(C'mon man, I did say want not must be able)
If Industry has "real" top-tier skills (as you say) which aren't in the literal top-tier, 5th, then what's the reason to keep Colony skills in Industry or even in the skill tree? Why not just throw them out and allow Story Points/gameplay elements imitate the benefits? Mercantile contacts might give the buff to output at the end of a successful contract or for SP investment. Military contacts might contract with your Shipworks to provide the +50%, etc
Quick thought on colony skills: I expect they'll be dead points for non-roleplayers as long as alpha admins are relatively abundant and safe to use.
And also an expensive skill to remove the downsides :PQuick thought on colony skills: I expect they'll be dead points for non-roleplayers as long as alpha admins are relatively abundant and safe to use.
(Yep - though in theory Alpha Core admins should get some actual real downsides at some point... Aside from inspections.)
@Wyvern: Ah, that makes sense! (I did say "wrapping", but what I was thinking was "a full 10 points" - though the same thoughts/concerns apply to a lower >5 investment, just to a lesser degree.)One thing that I would like to 'feel better' are choices over the 5th skill point (ie starting the same category again). You go from always having 2 choices to only having 1. That 'feels' pretty bad. It would really be nice if players had the choice between 2 again.
The colony master type player ...
Personally, I don't see why colony skills are considered tier 5 worthy in the first place. Doubly so for the ones in the fleet tree. How is +25% colony fleet size and +30% access on a colony you potentially don't even have better than an extra skill buffing all your ships with officers?
Just wanted to comment on this real quick: they're there because they're out of the way. The "real" top-tier skills are in L4 and I4. I don't think "colony master" is really a thing; there's only 4 skills total that have to do with colonies. And as you say, colonies are profitable without skills. You can pick a few skills there if you want them, but you're not obligated to in order to get the good skills in I/L (unless you're planning to wrap).
Which is a fair counter-point. How much are people "wrapping"? My assumption was that it would be a fairly rare thing. Incidentally - I'm now remembering - this is also why it felt reasonably alright to have Field Repairs and Derelict Contingent be contradictory, since the difference between I8 and I10 is basically just a "boring" colony skill.
So, to repeat, colony skills are in tier 5 so that you mostly don't have to pick them if you don't want to. And in some cases they have some non-colony bonuses so e.g. if you're wrapping Leadership, you can at least pick Ground Operations that boosts your fleet in some way.
(Yep - though in theory Alpha Core admins should get some actual real downsides at some point... Aside from inspections.)
Huh, I hadn't considered that angle. Now that you say it that way, I can see how that design decision to put them at tier 5 came to be. From my personal player perspective though, that is very non-intuitive and probably why I had not considered it before.
To me, the UI and mechanics seem to be telling me the further right you go, the more powerful or impact they have on a play style they are. This seems to be true for tiers 1-4, and tiers 5 in the combat and technology trees. Like, if I had come into the game without any Starsector experience, but experience in other games with skill tree like things, I would naturally assume the skills at the end of the tree are the most bang for your skill point, and that colonies in some way need these skills to be really, really good. I'm hard pressed to think of another game where skills are put at the end of the tree in order to be out of the way, as opposed to something to look forward to more than earlier skills.
Derelict contingent - well, you're aware of issues. :) Personally, hull tanking feels a little too much like a gimmick, and without the faster repair skill/free repair skill in the opposite skill, somewhat lacking. Waiting 10-12 days after a rough fight with the shield shunt radiants sets the combat cadence. I miss d-mod specialized fleets combined with the fast repair and 20-40% CR recovery if they get truly destroyed and recovered.
I haven't wrapped in either of my two complete playthroughs, because after going wide (some points in every aptitude) I've used up all 15 of my skill points. In each playthrough, I've reached tier 5 in only one aptitude (tech first time, combat the second).
Quick thought on colony skills: I expect they'll be dead points for non-roleplayers as long as alpha admins are relatively abundant and safe to use.
Which is a fair counter-point. How much are people "wrapping"? My assumption was that it would be a fairly rare thing.
Which is a fair counter-point. How much are people "wrapping"? My assumption was that it would be a fairly rare thing.
Just wanted to comment on this real quick: they're there because they're out of the way. The "real" top-tier skills are in L4 and I4. I don't think "colony master" is really a thing; there's only 4 skills total that have to do with colonies. And as you say, colonies are profitable without skills. You can pick a few skills there if you want them, but you're not obligated to in order to get the good skills in I/L (unless you're planning to wrap).Jesus Christ, Alex! This approach is so backwards. Why would a huge investment be an afterthought? Why should the player be punished (not rewarded) for specialising, if this was one of the reasons for skill rework? Come on! I thought you just run out of bonuses to give, rather than go "well whatever, tier 5 is for unwanted rubbish anyway". I think the only skill this would be okay for would be Phase Mastery, because it's both really powerful and totally useless for people who don't like phase ships.
Which is a fair counter-point. How much are people "wrapping"? My assumption was that it would be a fairly rare thing. Incidentally - I'm now remembering - this is also why it felt reasonably alright to have Field Repairs and Derelict Contingent be contradictory, since the difference between I8 and I10 is basically just a "boring" colony skill.
So, to repeat, colony skills are in tier 5 so that you mostly don't have to pick them if you don't want to. And in some cases they have some non-colony bonuses so e.g. if you're wrapping Leadership, you can at least pick Ground Operations that boosts your fleet in some way.
Re: Capstone at 4
While I can see the reasoning (because I might do it too if I made a game, after getting tired of hyper-specialization that is encouraged in other games), this really hurts those who want colony skills. In particular, getting Ground Operations is impossible without locking the player into an officer skills. That really hurts. Similarly, both Industry 5 skills work great together, but getting four unwanted skills after wrapping around is worse than three points in dead aptitude in previous release.
The colony master type player ...
Personally, I don't see why colony skills are considered tier 5 worthy in the first place. Doubly so for the ones in the fleet tree. How is +25% colony fleet size and +30% access on a colony you potentially don't even have better than an extra skill buffing all your ships with officers?
Just wanted to comment on this real quick: they're there because they're out of the way. The "real" top-tier skills are in L4 and I4. I don't think "colony master" is really a thing; there's only 4 skills total that have to do with colonies. And as you say, colonies are profitable without skills. You can pick a few skills there if you want them, but you're not obligated to in order to get the good skills in I/L (unless you're planning to wrap).
Which is a fair counter-point. How much are people "wrapping"? My assumption was that it would be a fairly rare thing. Incidentally - I'm now remembering - this is also why it felt reasonably alright to have Field Repairs and Derelict Contingent be contradictory, since the difference between I8 and I10 is basically just a "boring" colony skill.
So, to repeat, colony skills are in tier 5 so that you mostly don't have to pick them if you don't want to. And in some cases they have some non-colony bonuses so e.g. if you're wrapping Leadership, you can at least pick Ground Operations that boosts your fleet in some way.
Which is a fair counter-point. How much are people "wrapping"? My assumption was that it would be a fairly rare thing. Incidentally - I'm now remembering - this is also why it felt reasonably alright to have Field Repairs and Derelict Contingent be contradictory, since the difference between I8 and I10 is basically just a "boring" colony skill.
IMO colony skills should all be in one tree so they can be completely avoided without interfering with wrapping, or over specialized. I think it's fine to nerf them so that that is balanced. Officer skills make sense as capstones for leadership IMO.Colony skills are kind of underwhelming, especially Industrial Planning and Fleet Logistics. Colony skills better give something good for giving up combat power. Slightly more income or slightly bigger babysitter does not cut it.
1000 extra armorGood. And shield skill gives you many times more (potentially infinite).
Lmao why on earth would you take ranged specialization over impact mitigation when you are locked into flying a phase ship. If you are not planning on flying a phase ship, then taking the phase skills is very sub optimal. There's no way that's the best possible skill set lol.
... 50 residual armor is the equivalent of having 1000 extra armor base for the purposes of residual armor and hullpoints. BY the math for midcaliber weapons, it reduces incoming damage by more than damage control. The skill also has -25% armor damage total for medium/heavy armor ships, and 50% less damage done to weapons and engines, which is a really good benefit. Salamanders not knocking out engines alone is very nice for ships that rely heavily on maneuvering to live, and weapons staying online is great for ships that rely on slugging it out.
Is the skill overnerfed? Maybe it is a little bit yeah, but more than two days worth of playtesting with the new skill is needed to get a solid read on how it feels and how it changes things. Theory can try and address points before playtesting has matured by running the numbers, but the vast majority of posts about it show a lack of understanding of what the skill actually does and don't show any numbers, so its hard to take those posts seriously.
Lucky33's post is a good satire post that I got a laugh out of. Its a bit subtle because first it seems like a reasonable skill build, but then I looked more closely and saw whats really going on in relation to forum chatter and I just started laughing.
Lucky33's post is a good satire post that I got a laugh out of. Its a bit subtle because first it seems like a reasonable skill build, but then I looked more closely and saw whats really going on in relation to forum chatter and I just started laughing.I think Lucky was serious, because I would do the same if I did not care enough about Field Repairs and Industry 2 and 5.
Impact mitigation now gives +50 armor instead of +150. What a big buff, lmao...It's a bigger buff than +0% damage from Ranged Specialization since a phase ship is engaging at CQC in the first place.
does point defence skill work with tactical lasers?No. Description: Primary Role = Point Defence.
what weapons are "point defence" only the one with point defence in the description or PD in the name? like Heavy Burst Laser or PD Laser
Lucky33's post is a good satire post that I got a laugh out of. Its a bit subtle because first it seems like a reasonable skill build, but then I looked more closely and saw whats really going on in relation to forum chatter and I just started laughing.It's close to what I used to solo everything with a Doom. I took Weapon Drills instead of Automated Ships, as I had no use for other ships.
Anything else will severely hinder your combat capabilities and can be compared with shooting yourself in the leg. Yes, you can live with that but why would you do it?You can alternatively go with Derelict Contingent. Less efficient, since you can't solo everything with a Doom, but you can win battles by doing nothing.
Two best ships in the game are Ziggurat (err) and Radiant. You can't pilot one of them and another one is phase. So choose carefully since it is so easy to make a mistake.Doom is best.
Derelict Contingent is already marked for the nerf.
Reason for the Ranged Specialization is called Ziggurat.
Well, this ship is the most powerful thing in the current release so why is it a bad idea to center your build around it?
Thus, why would I choose IM over RS? To pilot non-phase ships? Well, about that, as I said, you simply cant pilot the best non-phase battleship. Whats left are subpar obsolete ships incapable of the same performance. Choosing them is choosing to handicap yourself. It's a struggle to get the third place. And, finally, Industry. Yes, it has a lot of potential to solve all the problems you are creating for yourself by picking large fleets of those obsolete ships mentioned earlier. Pick the optimal path and you don't need to think about logistics whatsoever. The only fun thing in the whole aptitude is already scheduled to get balanced.
And not we're into the extreme min-maxing. Just do everything perfect and play by math! Im sure you're good enough to pilot those ships perfectly and enjoy it, but I'm not. Nor are a lot of people, and none of us not in the phase ship party enjoy phase ships. Saying [redacted] battleship, SNK ship(exageration) it is, makes every other choice invalid is ridiculous. To just get alone is a nightmare and a half, often costing more than it's worth, and you need to drop a specific skill to even have it. Even if DP limits were removed it still wouldn't be black and white min-maxing since you're ignoring availability. Even if you weren't it's an issue with ship balancing at worst. You need to expand your horizons more man.Drover spam was the rage last release, but I did not like Drover spam last release because I could not respec skills (and carrier skill set was specialized), I needed to micromanage fleet more (as done in various videos), and it chugged my old computer.
I didn't say your build, I said the balancing of a skill in general. If a skill is defined by being only useful to a -single- ship, then it's so overspecialized as to never really be a pick for the player.
Remember, that thing is suppose to be a secret.
Agreed.I didn't say your build, I said the balancing of a skill in general. If a skill is defined by being only useful to a -single- ship, then it's so overspecialized as to never really be a pick for the player.
Many good builds in 0.95 are either for single ship or very narrow selection of ships. Reasonably universal builds are a thing of 0.91.Remember, that thing is suppose to be a secret.
Yeah... this doesn't really work on forums. We may use words like [Redacted] or [Hyper-redacted], but everybody knows what these mean.
Well, this ship is the most powerful thing in the current release so why is it a bad idea to center your build around it?
I didn't say your build, I said the balancing of a skill in general. If a skill is defined by being only useful to a -single- ship, then it's so overspecialized as to never really be a pick for the player. Remember, that thing is suppose to be a secret.Thus, why would I choose IM over RS? To pilot non-phase ships? Well, about that, as I said, you simply cant pilot the best non-phase battleship. Whats left are subpar obsolete ships incapable of the same performance. Choosing them is choosing to handicap yourself. It's a struggle to get the third place. And, finally, Industry. Yes, it has a lot of potential to solve all the problems you are creating for yourself by picking large fleets of those obsolete ships mentioned earlier. Pick the optimal path and you don't need to think about logistics whatsoever. The only fun thing in the whole aptitude is already scheduled to get balanced.
And not we're into the extreme min-maxing. Just do everything perfect and play by math! Im sure you're good enough to pilot those ships perfectly and enjoy it, but I'm not. Nor are a lot of people, and none of us not in the phase ship party enjoy phase ships. Saying [redacted] battleship, SNK ship(exageration) it is, makes every other choice invalid is ridiculous. To just get alone is a nightmare and a half, often costing more than it's worth, and you need to drop a specific skill to even have it. Even if DP limits were removed it still wouldn't be black and white min-maxing since you're ignoring availability. Even if you weren't it's an issue with ship balancing at worst. You need to expand your horizons more man.
Legacy fleets still work well enough to kill everything. If you don't want to play with phase ships, you can still do everything in the game. I personally think the phase skills should be removed entirely, and maybe some of the bonuses can be distributed to other skills in weaker forms.
There is no balance in the current version. You have legacy fleet (low, mid and high non-phase techs) what was designed as mutually balanced as possible and lives by its rules. And you have new fleet of ships what break said rules. Intentionally, since they are either fleet destroying bosses or "exotic touch" needed for other ship to look "normal". Of course they are hands down better. By design. I see no room for discussion here. We can have endless debate about whats better: Paragon, Onslaught or Conquest but not about this.
With all that said I must add that my point is that current skill system is non-existent because all that "no fun allowed" policy towards legacy fleet. Phase road is like fast track career option you know. You just got yourself your first Afflictor(P) and the next thing you know you are so overpowered that the game have nothing to offer as a challenge. But on the slow track you are getting your bonus armor cut into thirds because it is so important that old ships should be still vulnerable to medium caliber guns. I just can't stress enough how important this all is under Rift Torpedo fire... And since I'm unable to unsee the whole Zig blitz possibility I'm feeling like I'm done with the current build.
I can kill any fleet, that's good enough for me. I also tried phase ships, and I could kill any fleet, just two different approaches. I don't enjoy grinding SP, and I couldn't care less about min-maxing experience. I find that when my colonies get to max size with full cores and items and I've explored everything, there's nothing left to do that's interesting. I'll farm cores for a bit for the challenge, but I usually abandon the campaign some time around there.
Legacy fleets still work well enough to kill everything. If you don't want to play with phase ships, you can still do everything in the game. I personally think the phase skills should be removed entirely, and maybe some of the bonuses can be distributed to other skills in weaker forms.
Well enough? How many fights are you doing with them at 500% difficulty rating? And how fast do you farm SPs after lvl15?
Well enough? How many fights are you doing with them at 500% difficulty rating? And how fast do you farm SPs after lvl15?What are those 500% fights? I forgot the game has an XP bonus for fighting at a disadvantage until now. About SPs, I earn them at a rate of roughly one per bounty, thanks to a massive pile of bonus XP I can't get dispose of quickly enough.
[Phase ships are extremely high reward high risk ships, for lack of sustainable defenses you get near invulnerability.Heh heh heh heh heh heh...
As far as I know, with current balance, fleet composition tier list would probably be something like this: phase ships and derelict contingent at the top, then high-tech with a Radiant, then most other fleet compositions, then low-tech fleets.Well enough? How many fights are you doing with them at 500% difficulty rating? And how fast do you farm SPs after lvl15?What are those 500% fights? I forgot the game has an XP bonus for fighting at a disadvantage until now. About SPs, I earn them at a rate of roughly one per bounty, thanks to a massive pile of bonus XP I can't get dispose of quickly enough.[Phase ships are extremely high reward high risk ships, for lack of sustainable defenses you get near invulnerability.Heh heh heh heh heh heh...
- Gunnery Implants:So, pls, leave a comments there, how exactly to edit, i ll apply.
Switched elite effect (-50% recoil) with the electronic-warfare-boosting effect
Note: REDACTED fleets always have the elite level and are not affected by this
- Now also applies a 1% ECM bonus on cruisers and capital ships
Yeah. 1 per bounty.Assuming you have nothing but your current fleet. Ships in my storage that don't fit my current doctrine have a total of 21 s-mods. I also have 30 SPs that I didn't spend yet, but I hire enough mercenaries to always be at 2-3 of them, so that number could be higher. Admittedly, majority of my officers were found in cryopods, so I didn't really spend story points on them. I wonder how important making sure your officers are perfect is now, it was something I just kinda eye-balled in 0.9.1 and in this run in 0.95.
8 officers. 8 SP to mentor, 8 SP for elite skills, 16 SP for built-in modules for 8 ships. 32 SP.
32 bounties to try a new "normal" build.
Yeah. 1 per bounty.Assuming you have nothing but your current fleet. Ships in my storage that don't fit my current doctrine have a total of 21 s-mods. I also have 30 SPs that I didn't spend yet, but I hire enough mercenaries to always be at 2-3 of them, so that number could be higher. Admittedly, majority of my officers were found in cryopods, so I didn't really spend story points on them. I wonder how important making sure your officers are perfect is now, it was something I just kinda eye-balled in 0.9.1 and in this run in 0.95.
8 officers. 8 SP to mentor, 8 SP for elite skills, 16 SP for built-in modules for 8 ships. 32 SP.
32 bounties to try a new "normal" build.
Though if I wanted a radical change of fleet composition instead of gradual, I would probably start a new game isntead.
Uhh, did you actually read anything I wrote? You basically restated the exact meaning of my first sentence (after saying I missed the point) then ignored everything I said, including some pretty detailed reasoning about why you DO have a point from your perspective, and why other people might disagree with you from their perspective, what the problem is, and possible ways to fix it.
Skills:Pure buff for ballistic ships and stops non-Remnant fleets from destroying the player with ECM. Significantly lowers the value of Gunnery implants on frigates like phase ships.
Gunnery Implants:
Switched elite effect (-50% recoil) with the electronic-warfare-boosting effect
Now also applies a 1% ECM bonus on cruisers and capital shipsMore buffs for non phase frigates. ECCM to 10% is a major reduction in remnant fleet power.
Electronic Warfare/ECM: reduced maximum range reduction to 10% (was: 20%)
Coordinated Maneuvers: now also applies a 1% nav rating bonus on cruisers and capital ships
Energy Weapon Mastery: reduced max bonus damage to 30% (was: 50%)Nerf to phase ships and high tech ships, including endgame threats, makes this an indirect buff to everything else.
Impact Mitigation:This may be overnerfed but its still an ok skill for ships with high armor. It is a much weaker skill for high tech ships and other ships with light hulls like phase ships and remnants. With how many officers enemies have, the enemy got easier to kill, which buffs all player ship builds offense at the expense of defense. Given that phase ships generally avoid damage rather than tank in the first place, this narrows their margin of error but doesn't impact their 'ideal' use case on defense.
Changed effective armor bonus to 50 (was: 150)
This is now the elite effect
Old elite effect (-50% kinetic damage taken by armor) removed
Increased deployment point and fighter bay thresholds for some of the fleetwide skills
More skill adjustments etc will be forthcoming, but are not hotfix material
Wait, you think the skill changes between .95 initial release and now were that drastic and BAD for non-phase ships?
Thank you for the welcome, but I think I'll be leaving... I think all your points are unsupported by any reasoning and dubious at best considering that me and everyone else are using the so called "legacy" ships to defeat endgame challenges. And you again either didn't read or didn't choose to attempt and argue against any of my points that disagree with you, so there's not that much point in me trying to convince you.
Well, phase ships and derelict contingent fleets are way stronger than normal fleets. They are in their own league regardless of IM, EWM or SO changes (unless built-in SO is just that strong. I don't play with SO). It will be easier to nerf the two outliers, than to have everything else power creep to their levels. I wouldn't want this especially because that is too much power, when a Champion with an Enforcer escort can destroy several other capital ships and cruisers, and a Doom can destroy everything in the game on its own.
Okay. Then phase ships and DC are ***, because they remove all the challenge and fun out of the game. Simple as that.
Bit of a tangent, but if bonus xp multipliers could scale off of how much you have stored up, that would really help the problem of having to take the hardest battles to actually, well, use it up.Once player can comfortably take out endgame named bounties one after another, it does not take too long to use up bonus xp. But another way would be nice for those who do not want to fight much. For those who prefer to explore or trade, bonus xp just... stays there. Player needs to be a battle maniac at max power to use up bonus xp in a timely manner.
If everything was buffed to phase ship levels, then phase ships wouldn't feel high powered anymore, the numbers would just be higher... That's classic power creep. It's fine if people like playing with OP stuff that trivializes the game, but that should be the domain of mods, not the base game.Phase ships would not be as strong compared to others if the others were powered up, but at least fights would be faster and maybe more exciting. Maybe PPT timeout would be less of a problem since things die faster.
If everything was buffed to phase ship levels, then phase ships wouldn't feel high powered anymore, the numbers would just be higher... That's classic power creep. It's fine if people like playing with OP stuff that trivializes the game, but that should be the domain of mods, not the base game.Phase ships would not be as strong compared to others if the others were powered up, but at least fights would be faster and maybe more exciting. Maybe PPT timeout would be less of a problem since things die faster.
And power creep is not a bad thing when things were stronger, faster, and more fun before 0.8a. Not to mention AI before 0.8a was not as much a wuss. The only bad thing back then was replacing ships was a pain due to how rare things not in Open Market were.
Lately, we have had nerf creep or "no fun allowed", with exceptions.
As I see it, the major part of the legacy challenge is farming. You need larger fleet so you need more money and SPs, but you gain them 2-3 times slower and you have to struggle as to not got bored to death. For me this is the fun killer.For me, challenge is about how difficult it is to win fights/make progress. Being so strong that fights are not challenging is boring. I don't farm boring fights. If I get to a place where I need to do a lot of boring/easy tasks to get something, I stop playing. I like this game because you can have fun in difficult combats while also making money. Adding a bunch of OP stuff that trivializes combat makes normal/fun gameplay into boring farming and ruins the fun for me.
You forgot Auto Ships...I rank it between phase ships & DC, and normal fleets. With DC you can go make some tea while the battle goes on, with a Doom you need no other ship. A Radiant is good, but it can still fall to other Radiants.
The fun part is there.As far as I am concerned, parts where I'm overpowered and my victory is certain are those that make me want to play the game the least. If I will get the same results by fighting as if just typed "nuke" in the console and the only difference is that I don't waste a couple of minutes in the latter case, why not just skip it? Better yet, why not just skip playing Starsector entirely?
As far as I am concerned, parts where I'm overpowered and my victory is certain are those that make me want to play the game the least. If I will get the same results by fighting as if just typed "nuke" in the console and the only difference is that I don't waste a couple of minutes in the latter case, why not just skip it? Better yet, why not just skip playing Starsector entirely?Because it is fun killing and watching things explode and listening to the pew-pew and explosions. You do not get that by typing a kill all and the result is a simple "U WIN!".
A Radiant is good, but it can still fall to other Radiants.Also, if player does not have the best weapons, it can fall to a concentrated attack from a normal late-game fleet. At first, I only had beta core and Autopulse Lasers which, while decent, did not stand up to the worst threats. After upgrading to alpha core and three plasma cannons (and two Paladins for anti-small stuff), Radiant performed better.
Derelict contingent - well, you're aware of issues. :) Personally, hull tanking feels a little too much like a gimmick, and without the faster repair skill/free repair skill in the opposite skill, somewhat lacking. Waiting 10-12 days after a rough fight with the shield shunt radiants sets the combat cadence. I miss d-mod specialized fleets combined with the fast repair and 20-40% CR recovery if they get truly destroyed and recovered.
Yep! FWIW, for .1 I'd like to have it go back to roughly how it worked before as far as junkfleets go. The new DC was a bit of an experiment, and it's not looking like it worked out.
You forgot Auto Ships...I rank it between phase ships & DC, and normal fleets. With DC you can go make some tea while the battle goes on, with a Doom you need no other ship. A Radiant is good, but it can still fall to other Radiants.The fun part is there.As far as I am concerned, parts where I'm overpowered and my victory is certain are those that make me want to play the game the least. If I will get the same results by fighting as if just typed "nuke" in the console and the only difference is that I don't waste a couple of minutes in the latter case, why not just skip it? Better yet, why not just skip playing Starsector entirely?
There is gold in the concepts that you've brought forward with DC. It reminded me of the Hazard Mining mod's Junker ships that would gain ordnance points for each D-mod and had additional features to fight unshielded.
intrinsic_parityMy goal is to have fun, not get the most powerful fleet in the least amount of time. I do wish that those two things aligned though. For now, I intentionally ignore OP strategies so that the game is more fun, even though it bothers me to not use the best strategy. That's also why I wish the OP strategies would get nerfed, so that I can pick the best strategy and still have fun.
It was already mentioned in this topic earlier how much SP it takes to build a fleet. There is no real options here. You either farm less targets but at x5 rate or you have to take 2-3 more fights. New meta broadens up the definition of "easy target" and the legacy one more stuck to soloing pirate fleets in Odyssey or Conquest. I see no another way around it. Several dozens SP will not farm themselves.
Several dozens SP will not farm themselves.Not being able to farm several dozens of SP in [arbitrary short period of time] is a good thing.
DC allowing already tanky Capital Ships to tank planet killers and require turning them into the center of a all-sucking gravity well (several times) in order to kill them is a bit excessive.Derelict contingent - well, you're aware of issues. :) Personally, hull tanking feels a little too much like a gimmick, and without the faster repair skill/free repair skill in the opposite skill, somewhat lacking. Waiting 10-12 days after a rough fight with the shield shunt radiants sets the combat cadence. I miss d-mod specialized fleets combined with the fast repair and 20-40% CR recovery if they get truly destroyed and recovered.
Yep! FWIW, for .1 I'd like to have it go back to roughly how it worked before as far as junkfleets go. The new DC was a bit of an experiment, and it's not looking like it worked out.
WHY
intrinsic_parityMy goal is to have fun, not get the most powerful fleet in the least amount of time. I do wish that those two things aligned though. For now, I intentionally ignore OP strategies so that the game is more fun, even though it bothers me to not use the best strategy. That's also why I wish the OP strategies would get nerfed, so that I can pick the best strategy and still have fun.
It was already mentioned in this topic earlier how much SP it takes to build a fleet. There is no real options here. You either farm less targets but at x5 rate or you have to take 2-3 more fights. New meta broadens up the definition of "easy target" and the legacy one more stuck to soloing pirate fleets in Odyssey or Conquest. I see no another way around it. Several dozens SP will not farm themselves.
Several dozens SP will not farm themselves.Not being able to farm several dozens of SP in [arbitrary short period of time] is a good thing.
Not being able to farm several dozens of SP in [arbitrary short period of time] is a good thing.
Why is that?
Hiruma Kai has an interesting post on the subject as usual, but for me it's much simpler:Several dozens SP will not farm themselves.Not being able to farm several dozens of SP in [arbitrary short period of time] is a good thing.
Why is that?
Hiruma Kai has an interesting post on the subject as usual, but for me it's much simpler:Several dozens SP will not farm themselves.Not being able to farm several dozens of SP in [arbitrary short period of time] is a good thing.
Why is that?
If the game has a resource that's supposed to be at least slightly scarce, but is trivially available in large amounts, then it is not meaningfully a resource. Make it not trivial to amass, or remove the mechanic entirely: either make it actually infinite instead of only effectively so, or else remove it outright and remove all the things that used it.
If the implications of this are somehow not clear enough: Consider what the game would be like if the player had infinite credits (while everything else worked the same).
The technology tree is ridiculously good, and the leadership and industry tree need to be brought up to its level (rather than just coasting on a single broken skill like derelict contingent)
IMO the leadership and industry trees up to T4 are fine, it's just the colony capstone should be a whole other tree.
L1R is useless and poisons wrap-around.
L5 as you noted doesn't even belong, so also poisons wrap-around.
L2L CM is near useless without L2R WP (but would be strong together). Yet you can't wrap around because of the 2 above and lock in L4.
Industry is just one overpowered skill (Derelict Contingent) and 3 levels of tax to get there.
I wouldn't mind earning SPs quickier in the end game. It's really hard to get rid of bonus XP.
I actually kind of like L1R/Auxiliary Support's playstyle, and wish it weren't limited to just the early game due to caps.