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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Salter

Pages: [1] 2 3 ... 15
1
Mods / Re: [0.97a] Everybody Loves KoC
« on: December 14, 2024, 09:33:52 AM »
Its working now. Thanks!

2
Buffing the Neutrino scan to not give you ghost detections would be nice in helping with the outer reaches quest problem. While I am not particularly bothered by the slow-down of clouds and hyperspace storms (I purposely make my games in survival harder) and see the benefit in riding out storms for quick movement & to save fuel, the net needed on some outer reaches is crazy sometimes. Spending multiple months circling a relatively empty star system for objectives is time better spent doing other things imo, especially when operating costs eventually outweigh the time and money reward for said objective.

3
General Discussion / Re: beams
« on: December 12, 2024, 06:29:26 PM »
But the IR autolance isn't supposed to be used against shields...

One of my more recent fleets I was using it on a falcon with 2 HVD's. With integrated targeting unit and both generally having the same range, the AI will keep its shields up so long as its getting lanced, making it easier to pop its shields, so its doing something.

4
General Discussion / Re: Dealing with numerous phase ships
« on: December 12, 2024, 01:54:41 PM »
Phase Ships dont much like fast ships with beams or fighter swarms. Most fleet configurations and types can handle phase in their own ways. Beams such as the ion or graviton beam can hold them down just by only burning flux and they dont have much armor either so IR autolance or High Intensity Laser's can melt through phase ship armor pretty easily.

Interceptors or heavy fighters like Thunders are not bad choices. Doom cruisers will give you problems cause they can drop mines and eviscerate your wings, but doom's slow, generally speaking. A few tempests with beam weapons and the relevant hull-mods will give them a bad time and something with a HIL like a sunder or apogee can give them a bad time.

Given that Phase Ships dont have shields, blasting them with EMP is never a bad option. They will usually hullmod resistant flux conduits in, but getting blasted by tons of EMP is likely to fry something and once something like the engines are gone they are basically dead in the water till they get overfluxed and hit by missiles and torpedos.

5
Mods / Re: [0.97a] Everybody Loves KoC
« on: December 12, 2024, 01:27:12 PM »
i tried redownloading but it keeps happening the ships look cool i wanna try it :(       

 39830 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.privatesuper.clone()" because "<parameter1>" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.privatesuper.clone()" because "<parameter1>" is null
   at com.fs.starfarer.loading.ShipHullSpecLoader.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.o00000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1447) [?:?]

I too am also getting this error thrown at me. I carefully sat through several hours of enabling and disabling my mod list to figure what was throwing this error and it stopped when I turned this mod off.

Ive got no idea whats causing it and I kind of want to add a few vanilla lore friendly factions to pad out my next Starsector binge. Attaching my mod list for relevancy.

Edit: If I had to make a guess, I think it may be im running current release and im getting warning of the game being for an older version.

6
General Discussion / Re: beams
« on: December 12, 2024, 11:06:46 AM »
I do feel Beams are a little lackluster but only because they (a) are constant but dont do much beyond secondary effects like graviton/emp or (b) are burst oriented like the Tachyon Lance or the Phase Lance and thus only contribute when off cool-down.

Paladin PD is also really lackluster. Ive never found a use for the Paladin PD system outside of the rare anti-fighter Paragon, where you probably want those large turret mounts for tachyon lances anyways because the doughnut I feel is going to want to field smaller PD and auxiliary carriers/ships to cover its fighter issues.

The small burst laser is good, but the large one consumes more flux for more damage and there arent alot of ships which are going to give their medium slot to a heavy burst laser, not to mention the 100 range increase compared to the smaller version. The problem with the heavy burst laser is more pronounced especially in bounty/endgame fleets, where you want the ability to duel enemy fleets who frequently outnumber you with anti-ship weapons. The Heavy Burst just does not serve a good function in play. Yes, it can overkill fighters and missiles, but there are other better positioned weapons that can achieve similar results (Such as the Paladin PD or IR autolance)

Short and Long Range PD laser is consistent but doesnt do nearly enough even when massed to deal with fighter swarms. The mining laser is economic and I feel it fits the role it was designed for perfectly (Almost no cost to mount, *** but it keeps the AI from going schizo due to a lack of PD).

I feel like the IR autolance is supposed to be the compromise to a weaker beam with a secondary effect and the stronger burst weapons. The problem I feel is that its not strong enough and should inflict hard flux. Its not enough that it does bonus damage to the hull or that it can double over as anti-fighter PD, which is nice, but there are other things flying around besides fighters (Missles, other ships, etc)

If I had a wishlist for Laser upgrades come christmas, it would probably be:

  • Buff Short & Long Range PD laser damage.
  • Give the heavy burst laser more range and charges, but keep the current flux efficiency & OP cost.
  • IR autolance should inflict hard flux.
  • Give Paladin PD more range and charges.
  • Make AI smart enough to not shoot HIL at enemies with shields up, or make them more flux efficient, one of the two.

In general this seems like a wishlist to buff laser PD in general, but I feel PD in general needs to be buffed up in terms of effect and range. I dont really see too many problems with graviton and ion beam. They serve niche purposes that are noticeable when massed or utilized properly and the burst laser weapons (Tachyon Lance and Phase Lance specifically) are fine as is. Its really just about giving laser that middle-ground in terms of being able to fight shields without being a burst weapon. Low-tech gets such variety of weapons (Anti-armor, anti-shield & anti-hull) weapons at relatively low flux cost efficiency. It would make sense that High-tech should get a similar array of an arsenal, minus the flux-efficient part.

7
General Discussion / Re: Legion is too underwhelming?
« on: January 20, 2023, 02:42:37 PM »
Brains legion build was perfectly fine. Its not flashy, but its a low tech capital it doesn't rely or focus on its shields anyways. Your worries should not be about your capacitors on low tech capitals, thats the domain of mid & high-tech which does it better. You use your armor to soak damage and weather the worst like torpedo's and so on with your shield.

If anything it could have used more vents. Legion could always use more OP on either of its versions.

8
General Discussion / Re: How to get rich?
« on: December 22, 2022, 11:51:11 AM »
Colonies are the most reliable forms of income. Bounties are good if you have built a sizable fleet and want to take a crack at being offensive. Salvage is good if you happen to come across untouched worlds and stations on your adventures.

If nothing else, for early game you take commissions so you dont bleed through your starting income and after you get a world or two set up you can work on other things.

9
General Discussion / Re: What is your prefered piloted ship type?
« on: December 22, 2022, 03:39:52 AM »
Im very glad most of us agree the appropriate way of commanding a fleet is from the battleship.

My preferred capital is the Odyssey. Sometimes ill run a double-hyperion tech build as flagships. Aurora is a pretty good flagship too. Sometimes if I limit myself to a pure wolfpack of destroyers and frigates my command ship is a Harbinger. Being able to selectively pop shields is pretty good.


10
General Discussion / Re: Dead Game?
« on: December 22, 2022, 02:50:38 AM »
starsector contents on a slow drip feed. The creator recently posted new ship stuff on his twitter, so he's active.

11
General Discussion / Re: The problem with the Radiant
« on: December 22, 2022, 02:49:26 AM »
Maybe a solution to the fleets being too strong is to limit the number of cores any fleet can have at a given time like your fleet does? Granted if you face down three stacks of 10 Alpha AI's in each you are probably going to have to do some real fancy flying to not lose that fight anyways.

Player control radiant is kind of 'meh'. You really wanna fit it with an alpha core, which is sufficiently aggressive with the loadout I mentioned. S-mod expanded missile racks will essentially let the ship just spam as many missiles at it wants to it's hearts content. Usually if the torpedo's and the sabots dont pop the shield, the tach lances will maul it till it does and 5 tach lances to the shields of frigates or destroyers is usually a death sentence.

12
My experience with missile conquest has largely been to give it a locust SRM to overwhelm/swarm a ship's point defense then follow it up with a harpoon/hurricane MIRV missiles. Point defense AI targets the closest thing to it and this gives you the opportunity to slip the real missiles past its defenses. Harpoons and MIRV's pack enough punch that they will inflict significant flux if they hit shields and inflict significant damage if they hit the ship, if nothing else.

Its a ship where having an officer with missile spec and all the related missile mod's installed makes it a top-tier pick in many situations. Even against remnant ordo's and the elite redacted enemies that hang around the coronal hypershunt.

Agreed. The Conquest is quite suitable for Remnant farming. If you field a fleet of only Conquests or Conquests with frigates, then I don't think enemy PD is really much of a problem. The sheer volume of incoming missiles will overwhelm point defenses. I should give Locusts a try in Remnant farming though, just to see if it does improve things. I would probably replace the Hurricane, so Squall-Locust, since this was also the best combination in testing.

Going a missile heavy fleet is not a terrible idea vs Rem's. Last fleet I ran nearly every ship had harpoons or reaper torpedo's. Mixed in two Harbingers and two Afflictors which is an extremely potent combo vs battlestations cause they will pop the stations shields and most missiles will make it through before the stations shields are back up again. You will need strong forward cruisers though to draw attention from the stations guns, or at least alot of smaller but tougher and faster ships. Omen's work great too as both escort ships and to EMP a target.

The more ships you have, the easier the fight gets really though casualties are inevitable and you might have to play at it a few times. The Conquest makes a great finisher ship, but you really need a fleet comp centered around EMP'ing shields and weapons off.

13
General Discussion / Re: The problem with the Radiant
« on: December 19, 2022, 04:11:23 PM »
The Radiant is pretty OP. In the players hands, you can mount it with cyclone reapers, tach lances & sabot pods and you can basically shoot down nearly everything in the game. Even fully armed remnant battlestations and elite remnants around the hypershunts have difficulty against them especially when supported by a real fleet. So the Radiant really is truly OP.

14
My experience with missile conquest has largely been to give it a locust SRM to overwhelm/swarm a ship's point defense then follow it up with a harpoon/hurricane MIRV missiles. Point defense AI targets the closest thing to it and this gives you the opportunity to slip the real missiles past its defenses. Harpoons and MIRV's pack enough punch that they will inflict significant flux if they hit shields and inflict significant damage if they hit the ship, if nothing else.

Its a ship where having an officer with missile spec and all the related missile mod's installed makes it a top-tier pick in many situations. Even against remnant ordo's and the elite redacted enemies that hang around the coronal hypershunt.

15
Oh, it works now! It was set to 5 seconds for some reason, though I dont remember setting it to be that high, or fiddling with the setting really. Thanks Alex.

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