Fractal Softworks Forum

Starsector => General Discussion => Topic started by: GUNINANRUNIN on August 22, 2012, 07:38:37 PM

Title: Phasing and Whatnot
Post by: GUNINANRUNIN on August 22, 2012, 07:38:37 PM
Share some PC phase strategies and load outs?
Particularly for that sodding 'Doom' class….
As far as I can tell its worthless. Just about anything else is better i.e. costs less, easier to use, provides better results.
Hum. :C
What IS cool is being able to sit under the guns of any Cap for as long as you damned well please!
Very satisfying indeed.
Title: Re: Phasing and Whatnot
Post by: frag971 on August 23, 2012, 08:46:13 AM
Honestly i haven't used the phase ships much, mostly because they are generally useless. since they are so vulnerable without shields and you can't do anything while phased AND your flux is pretty much a delayed deaths sentence. 1v1 works, sure, but anything more than that is kinda useless. IMHO it all comes down to Dakka: When there is not enough Dakka means you need more Dakka.
Title: Re: Phasing and Whatnot
Post by: GUNINANRUNIN on August 23, 2012, 10:07:54 AM
The Doom needs a new paint job.
Red ones go fastah.
Title: Re: Phasing and Whatnot
Post by: moontan on August 23, 2012, 10:35:34 AM
Honestly i haven't used the phase ships much, mostly because they are generally useless. since they are so vulnerable without shields and you can't do anything while phased AND your flux is pretty much a delayed deaths sentence. 1v1 works, sure, but anything more than that is kinda useless. IMHO it all comes down to Dakka: When there is not enough Dakka means you need more Dakka.

you got to know how to use it.

i fly the Shade with deadly results, for the enemy.  ;)

you don't want to stray too far from your fleet, because the enemy has a high bounty on your head.

i find the best way is to use the longest range weapons available, which means Tac Lasers, with the Advanced Optics for extra range.
3 of them is all i need.

with this set-up, it can outrange a Hound or Buffalo in a 1 on 1 fight.

but the Shade is best used in a support role.
and yes, you can do things while phased; make the enemy very nervous and divert their attentions. lol

hell, i should make a video for you folks.
Title: Re: Phasing and Whatnot
Post by: mendonca on August 23, 2012, 10:38:29 AM
hell, i should make a video for you folks.

I tried running a Shade for a bit, and found it a lot of fun, if ultimately disappointing (because I kept getting blown to pieces).

I would love to see a competent pilot in action, so I support this motion!
Title: Re: Phasing and Whatnot
Post by: GUNINANRUNIN on August 23, 2012, 10:54:10 AM
Quote
hell, i should make a video for you folks.
DOOOOO IIITTT  :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(
Title: Re: Phasing and Whatnot
Post by: frag971 on August 23, 2012, 12:41:22 PM
Don't get me wrong. Phase ships are very useful if used properly but they are, at the end of the day, a gimmick. Something nice to use in a particular situation but less effective overall. At the end of the day i stick to high-tech ships using pulse lasers and a strong investment in shields and flux efficiency.

I always get a Wolf frigate rigth  away and get enough money to swap for a tempest with double pulse. a double pulse tempest alone can kill pretty much any fleet up to cruisers or capitals. After that it's a simply matter of farming credits to get an Aurora, Eagle or Odyssey, drop a couple of fighter wings in there (thunder or xephos) and you're good to go. Get another capital and farm for the Paragon.
Title: Re: Phasing and Whatnot
Post by: Mr Magpie on August 23, 2012, 02:35:41 PM
Particularly for that sodding 'Doom' class….
As far as I can tell its worthless. Just about anything else is better i.e. costs less, easier to use, provides better results.

This isn't true!

I ran a simulation and found that if you replace the 4 sabot missiles with 4 light needlers you can quite easily go toe to toe with a Dominator.

Just use the needler to take down the shields and, provided you have better aim than I do, let the reaper torpedoes do the talking. Repeat this process a few times and then BOOM! Its not hard.   
Title: Re: Phasing and Whatnot
Post by: DM818 on August 23, 2012, 03:52:04 PM
Particularly for that sodding 'Doom' class….
As far as I can tell its worthless. Just about anything else is better i.e. costs less, easier to use, provides better results.

This isn't true!

I ran a simulation and found that if you replace the 4 sabot missiles with 4 light needlers you can quite easily go toe to toe with a Dominator.

Just use the needler to take down the shields and, provided you have better aim than I do, let the reaper torpedoes do the talking. Repeat this process a few times and then BOOM! Its not hard.   


The dominator is a destroyer though and if I remember correctly only costs 10 fp so the doom by all rights should mop the floor with it even an enforcer only costs 15 to the doom's 20 and I very much doubt that a doom could go 1v1 with it.
Title: Re: Phasing and Whatnot
Post by: K-64 on August 23, 2012, 03:55:39 PM
Dominator's a cruiser IIRC.
Title: Re: Phasing and Whatnot
Post by: icepick37 on August 23, 2012, 03:59:51 PM
yeah he swapped the dominator and enforcer

EDIT: And I have 1v1'd enforcers and dominators It's not THAT hard.
Title: Re: Phasing and Whatnot
Post by: GUNINANRUNIN on August 23, 2012, 04:48:39 PM
Quote
I very much doubt that a doom could go 1v1 with it.
It can 1v1. Great. Awesome.

But can you make it pull its own weight in a fleet?
Honestly I doubt it.
Title: Re: Phasing and Whatnot
Post by: Rowanas on August 23, 2012, 04:54:32 PM
They really aren't worth it. I've tried buying a few cheap-o phase ships, but they suck pretty hard, both with me in the cockpit and without. The only situation in which they seem even vaguely helpful is for getting round behind a big capital ship without 360 shields, and laying into the back of it. Unfortunately, most small ships can do this better, faster, and without being so useless in every other situation.
Title: Re: Phasing and Whatnot
Post by: Cycerin on August 23, 2012, 06:25:56 PM
A speed bonus while phased would be kinda fun.
Title: Re: Phasing and Whatnot
Post by: DM818 on August 24, 2012, 06:05:04 AM
Dominator's a cruiser IIRC.

Sorry for that I often get confused about the names of ships, but the point can still be made that the doom's 20 Fp are more than it should be given its effectiveness especially in large fleet battles.
Title: Re: Phasing and Whatnot
Post by: PCCL on August 24, 2012, 09:02:03 AM
ya... unless that thing can 1v1 an onslaught (equal FP) it doesn't really pull its weight...

plus it can only fight for so long if it relies on reapers as main damage dealer...
Title: Re: Phasing and Whatnot
Post by: DM818 on August 24, 2012, 09:17:28 AM
ya... unless that thing can 1v1 an onslaught (equal FP) it doesn't really pull its weight...

plus it can only fight for so long if it relies on reapers as main damage dealer...

And it will likely become even less powerful in large fleet battles because for example while it is possible to 1v1 an onslaught with a Hyperion you aren't going to be doing that in a fleet battle where you are under constant pressure likewise while there might be a small chance of 1v1 onslaught vs doom with luck and exceptional phase micro if you also have other ships nearby you aren't going to be nearly as effective.
Title: Re: Phasing and Whatnot
Post by: DelicateTask on August 24, 2012, 09:29:51 AM
A speed bonus while phased would be kinda fun.
Also added maneuverability. As it is, it's not always easy to approach a capital ship from behind. They just keep turning and you have to keep up. Perhaps easy for some of you pro pilots, but I'm merely average.
Title: Re: Phasing and Whatnot
Post by: icepick37 on August 24, 2012, 10:03:42 AM
So the entire point of phase ships is the alpha strike. They are very good at it. Since they can phase out they can choose the perfect moment to strike.

They are amazing when used properly, but it's fine if you don't like them. They aren't for everyone.
Title: Re: Phasing and Whatnot
Post by: neonesis on August 24, 2012, 10:43:30 AM
So the entire point of phase ships is the alpha strike. They are very good at it. Since they can phase out they can choose the perfect moment to strike.

They are amazing when used properly, but it's fine if you don't like them. They aren't for everyone.

I dare say that Alpha Strike is almost useless in Starfarer, most of the time. Exceptions being 1 vs. 1 battles (only simulation case, or very early in campaign), or enemy venting/overloading (that's what we have Harpoons for). Every other time, there is little use of massive alpha, because you can take the damage on shields and run&vent (as long as you are as fast/faster than enemy). It's the prolonged fire that works best (on shields). If that wouldn't be the case, we would all use Antimatter Blasters instead of Pulse Lasers.

In order to take advantage of huge alpha strike, you need to either overload enemy ship or make him vent. Both are pretty much impossible in Doom, or not very effective (mega sabot salvo works for shields, but what after that, to take down armour?). You could make one of your allied ships fight with the enemy, while you wait phased in. But hey, good luck pulling that off with Doom, and making it worth the trouble.

Phase frigates, fine, I see their use. Doom? Not so much.

I haven't used phase ships since patch-day mega-testing, when I came to realise that I'm not spending FP effectively if using them. A Tempest will most of the time perform better than Shade or Afflictor, because it can outrun rockets, evade projectiles, and shield itself from other threats (such as beams, or fast fighters).

Uhh, sorry for messy post.
Title: Re: Phasing and Whatnot
Post by: frag971 on August 24, 2012, 12:04:29 PM
I dare say that Alpha Strike is almost useless in Starfarer, most of the time. Exceptions being 1 vs. 1 battles (only simulation case, or very early in campaign), or enemy venting/overloading (that's what for we have Harpoons). Every other time, there is little use of massive alpha, because you can take the damage on shields and run&vent (as long as you are as fast/faster than enemy). It's the prolonged fire that works best (on shields). If that wouldn't be the case, we would all use Antimatter Blasters instead of Pulse Lasers.

In order to take advantage of huge alpha strike, you need to either overload enemy ship or make him vent. Both are pretty much impossible in Doom, or not very effective (mega sabot salvo works for shields, but what after that, to take down armour?). You could make one of your allied ships fight with the enemy, while you wait phased in. But hey, good luck pulling that off with Doom, and making it worth the trouble.

Phase frigates, fine, I see their use. Doom? Not so much.

I haven't used phase ships since patch-day mega-testing, when I came to realise that I'm not spending FP effectively if using them. A Tempest will most of the time perform better than Shade or Afflictor, because it can outrun rockets, evade projectiles, and shield itself from other threats (such as beams, or fast fighters).

Uhh, sorry for messy post.
Alpha Strike is impossible with the current balancing. If there was a way to cumulatively generate more ships and blow them up more often at the same time (net result stays the same~ish) then Alpha Strikes would be more useful. If the survivability of ships decreases together with their acquisition effort, or increase firepower together with cost to have it then we could have something like that. Increase the number of ships available, make the cheaper, increase the cost and damage of weapons, increase shield efficiency while at the same time reduce it's effectiveness (less flux per dmg + less hitpoints/speed/arcº), etc... A number of things must change at the same time to keep the game balanced and allowing for alpha strikes.

But that would change the whole pace and feel of the game. Would be more arcady, more call-of-duty (lol). Part of the game is knowing that there are people inside those ships, and those ships are big. Trivialising their lifetime would trivialise alot of what the game stands for. So moving forward i don't think alpha strikes are going to matter at all.

PS: god that was a longwinded post, mostly unrelated to what i wanted to say.......

PPS: Hey Alex, you gotta make tiny little people flying off our spaceships whenever a rocked smashes into the armor and vents the atmosphere in those compartments, hence the crew lost at the end of a fight. Also new subsystem: Escape Pods: Saves up to 50% of the ship's crew when disabled.
Title: Re: Phasing and Whatnot
Post by: PCCL on August 24, 2012, 12:19:00 PM
But that would change the whole pace and feel of the game. Would be more arcady, more call-of-duty (lol). Part of the game is knowing that there are people inside those ships, and those ships are big. Trivialising their lifetime would trivialise alot of what the game stands for. So moving forward i don't think alpha strikes are going to matter at all.

so much of this (sorry for OT)

I bought this game for epic, slow, space-opera-style battles where each ship feels like a mighty unit that have a sense of great weight to them...

mind you, even vanilla was too fast paced for me (ships move, turn, and die too quickly) and I had to mod the weapon damage and max speed to half and decrease literally decrease turn acceleration by a factor of 20

Title: Re: Phasing and Whatnot
Post by: BillyRueben on August 24, 2012, 12:26:02 PM
PPS: Hey Alex, you gotta make tiny little people flying off our spaceships whenever a rocked smashes into the armor and vents the atmosphere in those compartments, hence the crew lost at the end of a fight.
They did that in SPAZ and it looked pretty weird. I'm not sure I'm a fan of the idea.
Title: Re: Phasing and Whatnot
Post by: naufrago on August 24, 2012, 12:31:08 PM
So the entire point of phase ships is the alpha strike. They are very good at it. Since they can phase out they can choose the perfect moment to strike.

They are amazing when used properly, but it's fine if you don't like them. They aren't for everyone.

I dare say that Alpha Strike is almost useless in Starfarer, most of the time. Exceptions being 1 vs. 1 battles (only simulation case, or very early in campaign), or enemy venting/overloading (that's what for we have Harpoons). Every other time, there is little use of massive alpha, because you can take the damage on shields and run&vent (as long as you are as fast/faster than enemy). It's the prolonged fire that works best (on shields). If that wouldn't be the case, we would all use Antimatter Blasters instead of Pulse Lasers.

In order to take advantage of huge alpha strike, you need to either overload enemy ship or make him vent. Both are pretty much impossible in Doom, or not very effective (mega sabot salvo works for shields, but what after that, to take down armour?). You could make one of your allied ships fight with the enemy, while you wait phased in. But hey, good luck pulling that off with Doom, and making it worth the trouble.

Phase frigates, fine, I see their use. Doom? Not so much.

I haven't used phase ships since patch-day mega-testing, when I came to realise that I'm not spending FP effectively if using them. A Tempest will most of the time perform better than Shade or Afflictor, because it can outrun rockets, evade projectiles, and shield itself from other threats (such as beams, or fast fighters).

Uhh, sorry for messy post.

I agree with much of what you said here.

Personally, I wish the Phase ships weren't so fragile. I seriously think giving it armor comparable to that of a low-tech ship, possibly even higher armor, (but keeping their low hull strength) wouldn't be overpowered. The phase ships feel like they're made of tissue paper. Yes, they have the ability to avoid any and all damage, but every shot avoided comes with a high flux cost and any shot that gets through is more detrimental than it would be for any other ship. You could argue that these ships are extremely advanced, so they make use of advanced alloys or their special construction causes them to deflect damage more efficiently.

Having experimented with the Doom, I can say that it's actually pretty decent. The problem I have is that it costs too much FP for what it does. It seems to me that it's been given its high FP cost due to its speed, which makes it pretty good 1v1 against most things that are slower than it. Unfortunately, there aren't many things slower than it, which gives it a very narrow niche. It loses in situations that other cruisers would shrug off since its phase cloak is its only real defense, and most ships that are faster than it can take advantage of that (i.e. against destroyers, fighters, and swarms of frigates). Against other cruisers and some destroyers, it fairs better, but only about as well as the other cruisers would. I'm leaving out against capital ships because I haven't made any builds that are effective against them, but that's probably because I haven't put much effort into doing so and not because the Doom is incapable of taking them on.

There are a few things that I think could balance the Doom against other ships. The most obvious solution would be to drop its FP (and money) cost to bring it closer to the Dominator's cost, so about 15-16 FP. The other option is to make it worth its cost, which is what I would prefer. Maybe give it a large energy slot or two (anything that increases its firepower would be good, though), increase its flux capacity to ~15k, increase its flux dissipation, reduce its phase upkeep slightly, make it even faster, maybe give it a HEF, etc. Any combination of those things, in addition to increased armor, to broaden its niche and make it live up to its name would be good.

Personally, I wouldn't take any of the phase ships as they are now. Simply put, other ships can do the same job the phase frigates do and they're much less risky to deploy. And in the case of the Doom, much cheaper to deploy.
Title: Re: Phasing and Whatnot
Post by: neonesis on August 24, 2012, 01:16:02 PM
Actually, I have just found a way to fix Doom!

The problem with it is that it doesn't have enough weapon power to make use of phase/unphase hit'n'run tactics. It works on the Frigate scale, but only there.

So what's the solution? Give it better weapons! Now, you might say, "I'm just gonna mount 3 Plasma Cannons on it, and roll around being OP.". Well, instead giving it weapon slots, let's use the newly introduced built-in weapons!

Weapons that have rather low flux cost, giant alpha damage (bigger than AM blasters), but incredibly slow fire rate, plus not so good accuracy. All this while sustaining current Doom weaponry. That's a ship I would like to use, because it can be an Onslaught killer, a killer that doesn't have to care about giant wall of projectiles the Onslaught can shoot.

Criticism appreciated.
Title: Re: Phasing and Whatnot
Post by: GUNINANRUNIN on August 24, 2012, 01:18:22 PM
Actually, I have just found a way to fix Doom!

The problem with it is that it doesn't have enough weapon power to make use of phase/unphase hit'n'run tactics. It works on the Frigate scale, but only there.

So what's the solution? Give it better weapons! Now, you might say, "I'm just gonna mount 3 Plasma Cannons on it, and roll around being OP.". Well, instead giving it weapon slots, let's use the newly introduced built-in weapons!

Weapons that have rather low flux cost, giant alpha damage (bigger than AM blasters), but incredibly slow fire rate, plus not so good accuracy. All this while sustaining current Doom weaponry. That's a ship I would like to use, because it can be an Onslaught killer, a killer that doesn't have to care about giant wall of projectiles the Onslaught can shoot.

Criticism appreciated.
Hmm.... Let me consult the board.
*comes out carrying smoking handgun*
They all say yes.
Title: Re: Phasing and Whatnot
Post by: firstattak1 on August 24, 2012, 10:22:20 PM
Well I think I'm the only one who found a really nice set for the Doom. Don't hve my computer do I can't check it to verify do I'll post it tomorrow. Or maybe I could make a YouTube video about it? And good sets and uses for phase because i have actually been experimenting with phase ships.

EDIT: I do agree with a weapon mount on the doom. Maybe like a "phase" weapon?
Title: Re: Phasing and Whatnot
Post by: Alrenous on August 27, 2012, 12:07:22 AM
I'm in favour of Doom getting fixed weapons.




I'm not sure what phase ships are supposed to do in a fleet.

Are they supposed to exploit weaknesses, such as shield facings? Regular frigates can do that without being brittle and generally having more firepower per fleet point. (Although the Afflictor's alpha is serious - check out its baseline flux capacity, compare to any other frigate.)

Phase ships are fun and distinct to fly, but that means I only need one; two if I want the luxury of which choosing which car to drive.

Are they supposed to pick their fights? Its their speed that lets them do that, not the phasing.

Are they supposed to be masters at hit-and-run? Then I'd love to see built-in weapons that can fire while phased. It has issues with graphics and balance, but fixed weapons alleviate both. E.g. the projectile drawing could be chosen so that it can easily unphase gracefully.

Are they the ship version of missile systems - massive burst and no sustainability? Have them kill two other ships very suddenly, then flee the field? Seems like to do that, they just need to do their current thing, but moreso.

Once I know what they're supposed to be doing, I'll know what's holding them back.




I wonder if Alex would prefer to power up the Doom until it is worth 20 FP, or to lower its FP?
Title: Re: Phasing and Whatnot
Post by: neonesis on August 27, 2012, 04:50:26 AM
Are they the ship version of missile systems - massive burst and no sustainability? Have them kill two other ships very suddenly, then flee the field? Seems like to do that, they just need to do their current thing, but moreso.

Very good way to describe them.
Continuing that, it's rather dangerous to rely only on missiles in battle. They are a weapon of moment, they can turn the tide as easily as be blocked by shield and do no effective damage at all. The thing that differentiates missiles from Phase Ships is that you don't have to rebuy lost missiles. You are free to shoot them all, and pay no cost, as long as that won't get you killed somehow. You can do that, because the risk/reward choice is on the side of reward.

It's not, when using Phase Ships.
Title: Re: Phasing and Whatnot
Post by: PCCL on August 27, 2012, 08:02:51 AM
I think the idea is they lie in wait for that enemy cruiser/capship to vent/overload, then unphase, unload, and phase again.

the problem with that is they can't really stay phased for long enough to really get that "submarine" feeling.

maybe I'll try buffing phase cloak duration and see if that helps their cause...
Title: Re: Phasing and Whatnot
Post by: icepick37 on August 27, 2012, 08:13:34 AM
You are not supposed to be able to be phased forever. It requires judicious use of your resources.

Alpha strike is easy with amblasters or kinetic damage. The thing is covered in universals. It requires a lot of tweaking to find a good build, but it's not impossible.

Phase ships are fast and have lots of flux. And they can go invulnerable for short periods of time. 20fp is not that far off. Maybe some slight tweaking is in order, but it's not ridiculous.
Title: Re: Phasing and Whatnot
Post by: PCCL on August 27, 2012, 08:27:35 AM
the problem is, for all intents and purposes. their weapons fire hard flux.

that is to say, if you fire and immediately cloak (which is what you're likely doing for alpha strike), you'll have all that flux that you can't dissipate and those will eat into your escape attempt significantly

Title: Re: Phasing and Whatnot
Post by: BillyRueben on August 27, 2012, 08:28:15 AM
20fp is not that far off. Maybe some slight tweaking is in order, but it's not ridiculous.
20FP is a lot to ask for in any ship. That's a 1/5 of your max fleet size and roughly a 1/3 of your initial deployment in an engagement. If something is going to cost that much, it would have to be the linchpin of the fleet. The Doom isn't that kind of ship.
Title: Re: Phasing and Whatnot
Post by: DM818 on August 27, 2012, 08:35:35 AM
You are not supposed to be able to be phased forever. It requires judicious use of your resources.

Alpha strike is easy with amblasters or kinetic damage. The thing is covered in universals. It requires a lot of tweaking to find a good build, but it's not impossible.

Phase ships are fast and have lots of flux. And they can go invulnerable for short periods of time. 20fp is not that far off. Maybe some slight tweaking is in order, but it's not ridiculous.

I personally think that the frigates have alpha strike capability, however the main issue seems to be where the doom fits into the fleet dynamic, it is faster than many other ships of equal size but not enough so for the alpha strike capabilities which seems to be the intended strategy for phase ships.  It feels to me much like a ship without a real role which makes sense given its codex entry.  A possible fix could maybe be to reduce flux cost of remaining phased but allowing the phase anchors to be EMPed which would prevent them from phasing. this would allow the doom to utilize hit and run tactics better than it does now but also leave it vulnerable in head to head engagements.
Title: Re: Phasing and Whatnot
Post by: Alex on August 27, 2012, 08:39:56 AM
I'm not sure what phase ships are supposed to do in a fleet.
...
Once I know what they're supposed to be doing, I'll know what's holding them back.

Having a phase cloak doesn't determine a ship's role any more than having shields does. The weapons and the system are the determining factors there, and since phase ships tend to have more than their share of universals, there are plenty of roles they can fill. Of course, the phase cloak does play into how they go about filling them.


I wonder if Alex would prefer to power up the Doom until it is worth 20 FP, or to lower its FP?

Right now my feeling is it's only a tad overpriced - but it's hard to say just how much versatility is worth. Aside from changing individual ships, there's also the possibility of giving phase ships some special campaign-level mechanics.
Title: Re: Phasing and Whatnot
Post by: sdmike1 on August 27, 2012, 08:54:43 AM
Right now my feeling is it's only a tad overpriced - but it's hard to say just how much versatility is worth. Aside from changing individual ships, there's also the possibility of giving phase ships some special campaign-level mechanics.

Thant would be neat, would it be something like being able to chose were on not to engage an enemy fleet if all of you ships are phase or something more subtle...
Title: Re: Phasing and Whatnot
Post by: icepick37 on August 27, 2012, 10:05:24 AM
Having a phase cloak doesn't determine a ship's role any more than having shields does. The weapons and the system are the determining factors there, and since phase ships tend to have more than their share of universals, there are plenty of roles they can fill. Of course, the phase cloak does play into how they go about filling them..
True.
Title: Re: Phasing and Whatnot
Post by: naufrago on August 27, 2012, 10:49:19 AM
Right now my feeling is it's only a tad overpriced - but it's hard to say just how much versatility is worth.

This may be an odd comparison, but what you just said made me think of Druids in WoW. Druids are capable of filling any role with the proper spec, but for a while they were made weaker in their non-healing roles than the 'pure' classes to compensate for their versatility and flexibility. However, at the highest level of gameplay nobody valued versatility, since specialization is so much more important- better to do one thing really well than several thing subpar. This had many consequences on the game design which aren't really relevant, but it meant that very few non-healing druids were accepted into the most hardcore of guilds (the ones who min-max to the extreme).

I'd say that unless the Doom can be made to fill a role without feeling 'weak' compared to the alternatives, most folks will avoid using it.

If you're curious how Blizzard handled things, one of the changes was to make the Druid just as capable at the role they were spec'd into as the 'pure' classes.
Title: Re: Phasing and Whatnot
Post by: Brainbread on August 27, 2012, 11:21:54 AM
Right now my feeling is it's only a tad overpriced - but it's hard to say just how much versatility is worth. Aside from changing individual ships, there's also the possibility of giving phase ships some special campaign-level mechanics.

Thant would be neat, would it be something like being able to chose were on not to engage an enemy fleet if all of you ships are phase or something more subtle...

I'd like them to not be visible on the fleet map. Like, when you mouse over and see what a fleet has.

Eg.

"The design of the Doom-class phase ship interferes with long-range sensor systems. Though quite visible to visible light and short-range radar, it remains nearly invisible to long range detection systems. This technology has proved to be quite invaluable in baiting patrols and pirate fleets into otherwise hopeless engagements. They only realize that a trap has been laid when they are too close to avoid engagement."

Which would provide incentive for a civilian level ship that detects phase ships and allows you to see them prior to engaging with the fleet. From a gameplay mechanic, it would keep you on your toes about engaging a small fleet without the proper detection ships, and it would let players have a way of clearing out those small, fast harassment patrols and fleets that are too scared of a normal sized fleet.

But, thats just my take on it!
Title: Re: Phasing and Whatnot
Post by: icepick37 on August 27, 2012, 11:24:57 AM
My hope is for just skirting battles altogether if you are using phase ships. Your idea is probably better, though. Especially since you wouldn't need a fleet of solely phase ships to use it.

EDIT: Yours would take some doing on the AI side. Could you get ambushed by invisible fleets? Or attack a buffalo and find a doom backing it up?

Scary.  D:
Title: Re: Phasing and Whatnot
Post by: armoredcookie on August 27, 2012, 01:49:28 PM
I actually really want that. Boggling the AI with a wolfpack of 5 phase cruisers when it thought it was attacking a lone Buffalo  ;D
Title: Re: Phasing and Whatnot
Post by: icepick37 on August 27, 2012, 02:06:19 PM
Do you want the ai doing it to you?
Title: Re: Phasing and Whatnot
Post by: armoredcookie on August 27, 2012, 02:11:40 PM
Sensor ships then?  :-\
Title: Re: Phasing and Whatnot
Post by: Faiter119 on August 27, 2012, 02:15:14 PM
What if the phase ships was hidden in fleets, but you could see them by looking for the phase coils if you studied the fleet closely?
Title: Re: Phasing and Whatnot
Post by: icepick37 on August 27, 2012, 02:17:34 PM
I still like my idea of just avoiding battle altogether...   :)  Could be a bonus specifically for the player even.

EDIT: Or you could just reduce the collision radius of the fleet a bit for every phase ship. Little more boring, but probably less code for what is a small side perk and not the main point of phase ships.
Title: Re: Phasing and Whatnot
Post by: Gaizokubanou on August 27, 2012, 06:12:05 PM
Right now my feeling is it's only a tad overpriced - but it's hard to say just how much versatility is worth. Aside from changing individual ships, there's also the possibility of giving phase ships some special campaign-level mechanics.

Probably this...  I mean 20FP is what, how much an Onslaught is worth?

Phase cloaking, while doesn't dictate what the ship's role is, does restrict it from the role of tanking damage that larger ships can fullfill.  And if a ship this costly can match its cost with burst damage then it'll probably be downright overpowered by one shotting everything below capital ships.  Probably better to keep phase ships low cost for easier balancing.
Title: Re: Phasing and Whatnot
Post by: Alrenous on August 27, 2012, 09:08:54 PM
Okay. So how is a phase ship supposed to go about its role differently?
Title: Re: Phasing and Whatnot
Post by: Gaizokubanou on August 27, 2012, 10:17:54 PM
Okay. So how is a phase ship supposed to go about its role differently?

On individual ship level, phase cloaking is no different from invulnerable (better) version of fortress shield.  Only thing they can't do is take shots for other ships.
Title: Re: Phasing and Whatnot
Post by: naufrago on August 27, 2012, 10:23:16 PM
Okay. So how is a phase ship supposed to go about its role differently?

From my experience, you can either deck phase ships out in strike weapons to make it a strike craft, or slap some light needlers in the universals to give it a close support role. I actually prefer the close support fits because it's easier to avoid and phase through enemy fire (which is great considering how fragile phase ships are), gives you ample opportunity to get away and vent whenever you want, and keeps it fairly useful throughout most of the fight. The reason I never bring them along is because other ships fill their roles better.

My problem with phase ships boils down to this: other ships can shoot while under fire due to the way soft flux works. Phase ships often have to choose between shooting or living for a few more seconds, since shooting essentially generates hard flux for them. The only way to avoid this dilemma is to use hit-and-run tactics or outrange the opponent. As close support, it's really hard for a frigate or the Doom to outrange many opponents, even with light needlers. As a strike craft, getting in close to the target, firing, and getting out without dying somewhere along the line is harder for a phase ship than most alternatives, particularly with an AM blaster equipped since it generates so much flux.

One suboptimal way to fix that would make phasing act almost identically to Fortress Shields. By that, I mean have phasing generate hard flux, but be able to dissipate soft flux while phased. The other way would be to make phase ships able to take a few hits... in other words, give phase ships a ton of armor. That way, it can choose to fire instead of phase without being so harshly punished for doing so.
Title: Re: Phasing and Whatnot
Post by: zanar9786 on August 27, 2012, 10:49:57 PM
Quote
in other words, give phase ships a ton of armor. That way, it can choose to fire instead of phase without being so harshly punished for doing so.

Not a bad point, i have bee running around with my dual antimatter strike frigate and although fun and potentially very dangerous, one or two harpoons would destroy it. So, keeping the same hull quantities but buffing the amour quite a lot would be nice. Although it may have to have a special kind of armor as they are high tech. like Phase Armor? instead of cloaking you it gives you a massive amour buff for a few seconds then say, 30 second cooldown?
Title: Re: Phasing and Whatnot
Post by: Brainbread on August 28, 2012, 01:18:28 AM
My problem with phase ships boils down to this: other ships can shoot while under fire due to the way soft flux works. Phase ships often have to choose between shooting or living for a few more seconds, since shooting essentially generates hard flux for them. The only way to avoid this dilemma is to use hit-and-run tactics or outrange the opponent. As close support, it's really hard for a frigate or the Doom to outrange many opponents, even with light needlers. As a strike craft, getting in close to the target, firing, and getting out without dying somewhere along the line is harder for a phase ship than most alternatives, particularly with an AM blaster equipped since it generates so much flux.

Or fill all of those Universals with some missiles, and get efficient weapons on it (or Phase Beams to stop things from shooting back).

Title: Re: Phasing and Whatnot
Post by: Gothars on August 28, 2012, 04:18:45 AM
Aside from changing individual ships, there's also the possibility of giving phase ships some special campaign-level mechanics.

How about the ability to spawn at a different location then the lower border, maybe in the top right and left corners? Phase ship might be able to sneak behind the enemy fleet unnoticed (prior to the actual battle) and thus gain an advantage at capturing points or assaulting carriers. Would make most sense with defensive fleet behavior.
Title: Re: Phasing and Whatnot
Post by: Brainbread on August 28, 2012, 08:34:39 AM
How about the ability to spawn at a different location then the lower border, maybe in the top right and left corners? Phase ship might be able to sneak behind the enemy fleet unnoticed (prior to the actual battle) and thus gain an advantage at capturing points or assaulting carriers. Would make most sense with defensive fleet behavior.

Phase Ships lose out when they are not doing 1 on 1's, or are not being supported. Having them spawn in different points on the map would kill their chances of having support, and they aren't SO bursty that they can easily take down Destroyers on their own.
Title: Re: Phasing and Whatnot
Post by: BillyRueben on August 28, 2012, 08:39:32 AM
Phase ship PD buff? Give them the ability to mount flak cannons, or make it so whenever any PD is mounted it has significantly higher stats.
Title: Re: Phasing and Whatnot
Post by: bluntfang on August 28, 2012, 09:32:39 AM
What about phase ships not showing up on the system screen....so you engage what you think is a smaller force, only to find out they have more oomph than you thought.  Same with you, the enemy is more willing to engage not knowing you have additional ships.
Title: Re: Phasing and Whatnot
Post by: Alex on August 28, 2012, 09:45:28 AM
Okay. So how is a phase ship supposed to go about its role differently?

What I meant is, due to having a different defensive system, it plays differently.

On individual ship level, phase cloaking is no different from invulnerable (better) version of fortress shield.  Only thing they can't do is take shots for other ships.

This is interesting, because they do look similar at first glance, but key differences get lost in reducing it to "absorbs damage at constant flux cost".

These differences are enough so that it plays very differently than a full fortress shield would. In the end, it’s still a defensive system – but imo, it’s about as different from shields as you can get.

One suboptimal way to fix that would make phasing act almost identically to Fortress Shields. By that, I mean have phasing generate hard flux, but be able to dissipate soft flux while phased. The other way would be to make phase ships able to take a few hits... in other words, give phase ships a ton of armor. That way, it can choose to fire instead of phase without being so harshly punished for doing so.

Hmm. I actually like the hard flux idea. It does add some gameplay similarity to Fortress Shields, but the differences are still enough for my taste - instant activation and not actually destroying missiles on impact are both game-changers as far as any similarity is concerned. And, hiding out in phase while you flux comes down a bit just feels "right". This also gives hard flux a role for phase ships, which is a nice touch.
Title: Re: Phasing and Whatnot
Post by: Temjin on August 28, 2012, 09:53:17 AM
Do you want the ai doing it to you?

Actually, that'd be pretty freaking awesome. Being able to see the fleet composition of any fleet does make it very easy to avoid potentially dangerous/lethal/surprising encounters.
Title: Re: Phasing and Whatnot
Post by: PCCL on August 28, 2012, 07:54:55 PM
One suboptimal way to fix that would make phasing act almost identically to Fortress Shields. By that, I mean have phasing generate hard flux, but be able to dissipate soft flux while phased. The other way would be to make phase ships able to take a few hits... in other words, give phase ships a ton of armor. That way, it can choose to fire instead of phase without being so harshly punished for doing so.

Hmm. I actually like the hard flux idea. It does add some gameplay similarity to Fortress Shields, but the differences are still enough for my taste - instant activation and not actually destroying missiles on impact are both game-changers as far as any similarity is concerned. And, hiding out in phase while you flux comes down a bit just feels "right". This also gives hard flux a role for phase ships, which is a nice touch.

that actually works pretty well...

Made a quick mod in case anyone wants to try it

http://www.mediafire.com/?c7o0gkkeoqqdtiu

hoping this becomes official
Title: Re: Phasing and Whatnot
Post by: Alex on August 28, 2012, 08:09:52 PM
that actually works pretty well...

Made a quick mod in case anyone wants to try it

http://www.mediafire.com/?c7o0gkkeoqqdtiu

hoping this becomes official

Yep, it does. Made the change earlier today :)
Title: Re: Phasing and Whatnot
Post by: PCCL on August 28, 2012, 09:04:15 PM
(http://24.media.tumblr.com/tumblr_liuzbqmmPk1qbvc38o1_250.png)
Title: Re: Phasing and Whatnot
Post by: Brainbread on August 28, 2012, 09:22:19 PM
that actually works pretty well...

Made a quick mod in case anyone wants to try it

http://www.mediafire.com/?c7o0gkkeoqqdtiu

hoping this becomes official

Yep, it does. Made the change earlier today :)


The implications are Phase Ships are amazing now.

(http://i49.tinypic.com/1r8cv6.png)

I couldn't even beat Ambush prior, now 100% is a cakewalk with standard loadouts. If this is a thing, the cost of phasing activation and stuff might have to go up, or the base dissipation might need some tweaking.
Title: Re: Phasing and Whatnot
Post by: naufrago on August 29, 2012, 12:08:54 AM
Haha, I come back to this thread a day later to find out that the idea I thought was suboptimal (due to similarities to an existing game mechanic) is actually not as bad as I originally thought. =p I suppose it does make more sense, though; it would probably feel silly for a phase ship to be too tank-y with a ton of armor.
Title: Re: Phasing and Whatnot
Post by: Gothars on August 29, 2012, 01:35:26 AM

Yep, it does. Made the change earlier today :)

Great! Maybe with this increasing importance of hard/softflux differentiation it would be good to have a better visible marker? I went weeks without even noticing the current one.

Something like this maybe? :
 (http://img840.imageshack.us/img840/8604/53068272.png)
Or this?
 (http://img228.imageshack.us/img228/7613/92427796.png)
Title: Re: Phasing and Whatnot
Post by: zanar9786 on August 29, 2012, 02:24:13 AM
^^ Good idea, the mechanic for hard flux has been catching people out alot. I know seasoned pros who only just learn't about it. making it more obvious is a good way to draw attention to it. Also i suggest putting it into the tips on the main menu.
Title: Re: Phasing and Whatnot
Post by: Mattk50 on August 29, 2012, 04:00:42 AM
Perhaps a simple bit in the tutorial level that points it out very apparantly.
Title: Re: Phasing and Whatnot
Post by: naufrago on August 29, 2012, 08:55:25 AM
All that's needed is something in the game to point out the existence of hard flux. Once you know about it, the little tick on the flux bar is entirely adequate.
Title: Re: Phasing and Whatnot
Post by: Alex on August 29, 2012, 09:00:01 AM
Added a tip for now, but yeah... definitely something that needs to be explained better.
Title: Re: Phasing and Whatnot
Post by: DJ Die on August 29, 2012, 09:35:27 AM
Added a tip for now, but yeah... definitely something that needs to be explained better.
well once you get into the campaign there should be some kind of tutorial built into it....just few scripted things like taking dmg to shields showing the difference between dmg types etc.
Title: Re: Phasing and Whatnot
Post by: Gothars on August 29, 2012, 10:06:10 AM
Added a tip for now, but yeah... definitely something that needs to be explained better.
well once you get into the campaign there should be some kind of tutorial built into it....just few scripted things like taking dmg to shields showing the difference between dmg types etc.

A separate, in topics divided tutorial like the one we have now seems better. You don't have to do/skip it every time you start a new campaign, but can revise it at any time.
Title: Re: Phasing and Whatnot
Post by: DJ Die on August 29, 2012, 10:31:31 AM
A separate, in topics divided tutorial like the one we have now seems better. You don't have to do/skip it every time you start a new campaign, but can revise it at any time.
well you should be able to skip it of course  ;)
Title: Re: Phasing and Whatnot
Post by: Reshy on August 29, 2012, 04:12:29 PM
On individual ship level, phase cloaking is no different from invulnerable (better) version of fortress shield.  Only thing they can't do is take shots for other ships.

This is interesting, because they do look similar at first glance, but key differences get lost in reducing it to "absorbs damage at constant flux cost".

These differences are enough so that it plays very differently than a full fortress shield would. In the end, it’s still a defensive system – but imo, it’s about as different from shields as you can get.


Except one crucial difference, the Fortress Shield allows you to keep your regular shields with near-invulnerability and vent soft-flux while phase shielding does not it is therefore inferior for all intents and purposes.
Title: Re: Phasing and Whatnot
Post by: Gaizokubanou on August 29, 2012, 04:24:59 PM
Great! Maybe with this increasing importance of hard/softflux differentiation it would be good to have a better visible marker? I went weeks without even noticing the current one.

Something like this maybe? :
Spoiler
(http://img840.imageshack.us/img840/8604/53068272.png)
Or this?
 (http://img228.imageshack.us/img228/7613/92427796.png)
[close]

Simple and elegant solution!  I second something along this line.
Title: Re: Phasing and Whatnot
Post by: Aleskander on August 29, 2012, 06:12:08 PM
^^ Good idea, the mechanic for hard flux has been catching people out alot. I know seasoned pros who only just learn't about it. making it more obvious is a good way to draw attention to it. Also i suggest putting it into the tips on the main menu.
Really?
Title: Re: Phasing and Whatnot
Post by: GUNINANRUNIN on August 29, 2012, 08:52:24 PM
^^ Good idea, the mechanic for hard flux has been catching people out alot. I know seasoned pros who only just learn't about it. making it more obvious is a good way to draw attention to it. Also i suggest putting it into the tips on the main menu.
Really?
Really what?  ???
Title: Re: Phasing and Whatnot
Post by: icepick37 on August 29, 2012, 08:53:17 PM
I don't know that I'd call them seasoned pros if they don't know about a major game mechanic like that one....    ;)
Title: Re: Phasing and Whatnot
Post by: PCCL on August 29, 2012, 10:36:33 PM
well... I beat my first SDF before knowing what hard/soft flux is... so that's something....
Title: Re: Phasing and Whatnot
Post by: Aleskander on August 30, 2012, 07:05:11 AM
^^ Good idea, the mechanic for hard flux has been catching people out alot. I know seasoned pros who only just learn't about it. making it more obvious is a good way to draw attention to it. Also i suggest putting it into the tips on the main menu.
Really?
Really what?  ???
Really somebody could have this game for more than 10 minutes and not know what hard flux is
Title: Re: Phasing and Whatnot
Post by: DJ Die on August 30, 2012, 07:27:59 AM
Really somebody could have this game for more than 10 minutes and not know what hard flux is
i didnt know it for some time as well.....i just didnt notice
Title: Re: Phasing and Whatnot
Post by: Aleskander on August 30, 2012, 08:32:20 AM
I guess. It also depends on how you play at first
Title: Re: Phasing and Whatnot
Post by: firstattak1 on August 30, 2012, 03:45:39 PM
Well i never knew this had a name,(btw not saying I'm a pro) I've noticed it and saw that it did have some importance on how that line in the flux gadge worked. Like that when not getting attacked it would not go down and such, but ya it should be explained a little more.

Now going on topic, sounds like a great addition, I might experement a little to see if I like it but this could fix the problem with phase ships :D.
Title: Re: Phasing and Whatnot
Post by: Okim on August 31, 2012, 01:22:01 AM
Em. What`s a hard flux, guys? :)
Title: Re: Phasing and Whatnot
Post by: Reshy on August 31, 2012, 01:57:00 AM
Em. What`s a hard flux, guys? :)


Flux that cannot be drained with shields activated.
Title: Re: Phasing and Whatnot
Post by: neonesis on August 31, 2012, 03:13:08 AM
Em. What`s a hard flux, guys? :)


Flux that cannot be drained with shields activated.
I don't think drained is appropriate term here :P Dissipate is much better.

It's generated by projectiles hitting your shield, that is any weapon or missile, or ship, or space debris. The exception being beam weapons, these generate soft flux on your shield.

Firing your weapons generates soft flux.
Title: Re: Phasing and Whatnot
Post by: naufrago on August 31, 2012, 09:17:47 AM
Em. What`s a hard flux, guys? :)


Flux that cannot be drained with shields activated.
I don't think drained is appropriate term here :P Dissipate is much better.

It's generated by projectiles hitting your shield, that is any weapon or missile, or ship, or space debris. The exception being beam weapons, these generate soft flux on your shield.

Firing your weapons generates soft flux.

Also, most (all?) ship systems generate hard flux if they generate any flux on use.
Title: Re: Phasing and Whatnot
Post by: GUNINANRUNIN on August 31, 2012, 10:34:31 AM
I noticed it almost immediately since I flew around with my shields up all the time when I first got the game, and immediately noticed that hey, flux isn't going down, and that there seems to be a bar within the bar. It occurred to me right out, but I still wanted to make sure. So I went into one battle with my shields up..let myself take a few hits..backed off..dropped shields..*unsurprised*

Mech Warrior has a cool down mechanic and its very much similar to flux besides a few obvious differences. Namingly in Starfarer you don't explode when you alpha-strike while near your limit, which is only slightly less humiliating, and a lot more entertaing IMO.
Title: Re: Phasing and Whatnot
Post by: naufrago on September 01, 2012, 08:28:24 PM
Well, I finally got the chance to test out the new way phase cloaking will work and it definitely provides them with the buff to survivability that they needed. However, I still feel like they're a little lacking in something. It may simply be due to my aversion to missile weapons or that the other high tech ships fit my playstyle better, but I feel like phase ships need just a little bit more firepower.

For the frigates, I'd still recommend replacing one of their small slots with a medium slot and give them a corresponding increase in OP (so maybe 5-10 extra OP). For the Afflictor, I'd probably change the small energy to a medium. As for the Shade, I'd probably change one of the small energies to a medium energy, or even a medium missile to differentiate it a little more from the Afflictor.

For the Doom, it could use more OP (5-10 imo), slightly lower phase upkeep (50-100 flux/sec, possibly w/ a corresponding drop in activation cost) or a slight buff to its dissipation rate, and an additional weapon. Another medium or large slot would be pretty nice (along with a corresponding increase in OP), but I feel that with a name like "Doom" it deserves a unique weapon to make it live up to its name. My personal preference would be something like a shorter-range tachyon lance. Specifically- a burst beam weapon that does energy damage with 800-1000 range, 900-1200 burst damage, 250-500 EMP damage, 10 shots/sec, 300 flux/sec. Either that, or some kind of torpedo launcher (my preference is Atropos-class) with plenty of ammo (15-30, imo).

Of course, this could all be irrelevant when their campaign-level mechanics are implemented, but the way phase ships are right now feels a bit underwhelming.
Title: Re: Phasing and Whatnot
Post by: Brainbread on September 02, 2012, 10:56:47 AM
The phase change is not just a buff to survivability, but a massive increase to their damage output as well. Now that survivability and damage are not on the same "bar", they can put out a ton more damage  too. Have you tried swapping out some of the missiles on the Doom for Antimatter Blasters?

But besides all that, they don't play at all like other Hi-Tech ships (I'd really recommend to try not looking at them as that kind of ship). They don't have the same speed, mobility, or sustained damage that other high tech ships have, and fit into their own category.
Title: Re: Phasing and Whatnot
Post by: naufrago on September 02, 2012, 11:52:58 AM
The phase change is not just a buff to survivability, but a massive increase to their damage output as well. Now that survivability and damage are not on the same "bar", they can put out a ton more damage  too. Have you tried swapping out some of the missiles on the Doom for Antimatter Blasters?

But besides all that, they don't play at all like other Hi-Tech ships (I'd really recommend to try not looking at them as that kind of ship). They don't have the same speed, mobility, or sustained damage that other high tech ships have, and fit into their own category.

I've tried a lot of different fits, AM Blasters being one of them. I find that 4x Light Needler, 4x Burst PD, 2x Heavy Blaster (or 2x Pulse Lasers and 4 more vents), ITU, RFC, 17x Vents works better in more situations. Much longer range, better sustained fire, and generally easier to use without getting shot. But I feel like for 20 FP, it should be more desirable than the other high-tech cruisers in some way.
Title: Re: Phasing and Whatnot
Post by: Hypilein on September 02, 2012, 01:34:53 PM
Yes, I also tried to play around with them. Different loadout on all three of them. With the Doom I tried some different loadouts. One more Flux-Conservative build and one with Heavy Blasters in the Medium Weapon ones. The latter one was actually working surprisingly well, but it is very very dangerous. I think the Doom is relatively fine for now, except for the 20 FP. The Phase Mechanic which is not a better mechanic then the shield (just different) doesn't really explain the huge FP cost.

The Same thing goes with pretty much all of the other Phasing Ships. If you compare the Shade or the Afflictor with the Tempest (which is now totally badass) there is really no reason why they cost more FP. They just have a different defense Mechanic. Maybe with some more OP or just a larger Flux-Pool they could be outfitted reasonably well, but I still think they won't be worth more then 6 FP each.

Title: Re: Phasing and Whatnot
Post by: PCCL on September 02, 2012, 02:00:25 PM
agreed... especially in case of the doom

the thing costs an onslaught ffs