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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 - MoyaOto

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1
Suggestions / Re: Maybe it's time to buff the armor?
« on: October 20, 2024, 01:05:20 PM »
People claiming low tech is slow often forget that Burn Drive.
Burn drive is only suitable for pursuit or taking up the initial position at the beginning of the battle.

About slow I mean that these pieces of armor can not but retreat, not concentrate.

Very often when I gather a low tech fleet and go to beat the ordos, some radiant bites into the onslaught, unable to repel the radiant, and at this time a couple of eradicators just stand behind the onslaught and can not do anything, because friendly fire.

2
Suggestions / Re: Maybe it's time to buff the armor?
« on: October 19, 2024, 03:29:36 PM »
Quote
Especially with mods.

In vanilla or vanilla-adjacent games, low tech ships perform perfectly fine and you can beat all contents including the [SUPER ALABASTER] bounty with very little losses or no losses at all. For 2 Paragons that will crush the game's content, I can take 3 Onslaughts that will also crush the game's content. Or 2 Invictuses. You get the idea.

If a mod adds challenges that are so hard, weapons and ships that are so above vanilla stuff that they make low tech ships and armor bad, then the problem is neither armor nor low tech ships. It's the mods.

If that bothers you, I seriously suggest you to learn how to edit .csv files (it's very very easy) and either buff low tech ships or nerf the ships & weapons from the most problematic mods.
Ah... Alright.
I'm wrong.

3
Suggestions / Re: Maybe it's time to buff the armor?
« on: October 19, 2024, 03:10:01 PM »
I know the author of the video.
Even he admits that the armor sucks.
He even has a nickname in Discord - "Problems? Take a paragon"
And this is an indicator.

I would like to build a fleet of dakka and not sweat like with a paragon.

Unfortunately, playing with low tech and especially with trash Conquest from mid tech is much more difficult than with high tech.

This is also observed in the early game.
Fury or Aurora are much higher than eradicator or dominator and especially falcon or eagle.
They are simply better - that's a fact.
Fury is worse due to its range, it overextends and tends to die to silly things. Aurora is better with officers due to it system. Turns out being able to take large amounts of shield damage, and then just leave is pretty good.

Maybe I'm thinking this way in the context of mods.
Because mods make the game much more difficult - so much so that only Paragon can handle it more or less decently.

For example, I can't imagine how a person would go through the endgame with low tech or mid tech of Knights of Ludd or Random Assortment of Things... Well... Maybe I'm wrong.
KOL adds ablative armor, which screws with AI targeting, frequently resulting in the armor being targeted even when the hull is targetable.
I don't know a lot about RAOT, however a brief look at some of the ships and weapons shows multi system ships, and super weapons with bonus effects. Both are a big no in terms of vanilla balance. Multi-system ships should only be ships like the Vanguard where they're giving up something that every other ship has (shields). Super weapons shouldn't have bonus effects, unless the bonus effects are small, and the main weapon has drawbacks. The Tachyon Lance is a good example of a balanced superweapon, i.e. a weapon that deals a massive amount of damage upfront.

I was thinking how there would be fewer problems with armor if it wasn't divided into cells, but simply acted as a value similar to flux... Hah.
It seems I am proposing to degrade the armor mechanics.  ;D

4
Suggestions / Re: Maybe it's time to buff the armor?
« on: October 19, 2024, 02:30:31 PM »
Invictus vs five ordos.
https://fractalsoftworks.com/forum/index.php?topic=27410.0

Legion vs five ordos.
https://fractalsoftworks.com/forum/index.php?topic=27607.0

Onslaught vs six ordos (closer to 5.5)
https://fractalsoftworks.com/forum/index.php?topic=27620.0

Persean League blockade defeated by shield-less Onslaughts and one Invictus.

I couldn't find the thread or topic for this one.

Some of these videos are slightly outdated, but all of the ships shown can still do what is shown with other loadouts.
There are other videos like Draba's, but he uses mixxed fleets so I didn't include them as the point is to show that armor is fine.

The Paragon is overpowered and stands far above the entirety of High-Tech, and all ships in the game, being the only ship that can reliably fight and endure ten ordos.
The only other High-Tech ship that can fight five ordos is the Astral, and it really struggles with it. The Odyssey can fight about four DP wise.

Midline has issues with endurance, tending to not push past two or three, but also tends to kill ordos the quickest.
The exception is the Executor.

Maybe I'm thinking this way in the context of mods.
Because mods make the game much more difficult - so much so that only Paragon can handle it more or less decently.

For example, I can't imagine how a person would go through the endgame with low tech or mid tech of Knights of Ludd or Random Assortment of Things... Well... Maybe I'm wrong.

5
Suggestions / Re: Maybe it's time to buff the armor?
« on: October 19, 2024, 02:18:51 PM »
Invictus vs five ordos.
https://fractalsoftworks.com/forum/index.php?topic=27410.0

Legion vs five ordos.
https://fractalsoftworks.com/forum/index.php?topic=27607.0

Onslaught vs six ordos (closer to 5.5)
https://fractalsoftworks.com/forum/index.php?topic=27620.0

Persean League blockade defeated by shield-less Onslaughts and one Invictus.

I couldn't find the thread or topic for this one.

Some of these videos are slightly outdated, but all of the ships shown can still do what is shown with other loadouts.
There are other videos like Draba's, but he uses mixxed fleets so I didn't include them as the point is to show that armor is fine.

The Paragon is overpowered and stands far above the entirety of High-Tech, and all ships in the game, being the only ship that can reliably fight and endure ten ordos.
The only other High-Tech ship that can fight five ordos is the Astral, and it really struggles with it. The Odyssey can fight about four DP wise.

Midline has issues with endurance, tending to not push past two or three, but also tends to kill ordos the quickest.
The exception is the Executor.

I know the author of the video.
Even he admits that the armor sucks.
He even has a nickname in Discord - "Problems? Take a paragon"
And this is an indicator.

I would like to build a fleet of dakka and not sweat like with a paragon.

Unfortunately, playing with low tech and especially with trash Conquest from mid tech is much more difficult than with high tech.

This is also observed in the early game.
Fury or Aurora are much higher than eradicator or dominator and especially falcon or eagle.
They are simply better - that's a fact.

6
Suggestions / Maybe it's time to buff the armor?
« on: October 19, 2024, 01:30:54 PM »
Every time I run into the starsector, I end up just buying 2 paragons, 6 monitors and 1 radiant with a neurolink.
Because shields rule... And this is the only ultimate build if you want to try the endgame without constantly losing ships... Especially with mods.

The game positions the classes (low tech - mid tech - high tech) not as a classification from least worst to best, but de facto it is.

Maybe it's worth adding armor regen with a special hull mod or improving the armor stats... I don't know.

Low vent stats, limited survivability, low projectile damage, low maneuverability and the need for high investment in skills and hull mods for armor and hull for low tech - all this is not worth it.
Dude, just buy a 2 paragons, take an 2 officers with Elite Field Modulation + Elite Energy Weapon Mastery + Ordnance Expertise and enjoy life.
I think something is wrong here.

7
Suggestions / Re: Broken pirates raids in 0.97
« on: October 18, 2024, 06:04:26 PM »
Hi - I think that would be a little complicated; it's technically possible but requires compiling code, a fairly deep knowledge of how the game works under the hood, etc.
Yeah, looks like it.
I downloaded the IDE and poked around a bit.
I really can't do it.

8
Suggestions / Re: Broken pirates raids in 0.97
« on: October 18, 2024, 11:33:12 AM »
Yes, exactly. So the way this works now is if there's the one-jump-point case AND the player hangs out outside the system for a month, some fleets will spawn inside it, which while less than ideal, also seems like a bit of an unusual case.

(I suppose the game could try to track how long it's been since the player has been *near* the system, not just in it, though that gets slightly more annoying code-wise. Hmm. Edit: this is actually fairly straightforward, can just use the recent spawns tracking that's already in place; did that.)

Hi Alex.

Can I make an adjustment to the behavior of pirate raids in the current patch?
The only thing is, I don't know what to edit...

9
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.0
« on: October 15, 2024, 06:08:13 PM »
Just in case, you can use portraits from the "More Character Portraits" mod, which are more vanilla friendly and generally more aesthetically pleasing than portraits from the "Interesting Portraits Pack" mod

And the author doesn't seem to mind (check the description).

https://www.nexusmods.com/starsector/mods/100

10
Suggestions / Re: Broken pirates raids in 0.97
« on: September 24, 2024, 09:22:16 PM »
... actually, looking at it, you're right, the change I made makes it happen *all* the time, not just sometimes. Changed it so that the fleets only always spawn in hyperspace if the player has visited the system recently. Meaning that in a case like yours, when you're approaching a new system with a bounty, you'll see most of the fleets be already inside the system. Thank you for bringing this up!
Thank you

11
Suggestions / Re: Broken pirates raids in 0.97
« on: September 24, 2024, 08:08:36 PM »
When pirates are targeting a system, but not actively raiding, they now show up in hyperspace when the player arrives to the system.
Before this update, they were already in the system, typically hovering around a jump point.
The old pirate behavior made it easier to fight them all at once to quickly farm system bounties.

That's what he is talking about, active pirate raids are unchanged since the last version.

Ahh! Yeah, this makes sense. Though IIRC(?) this isn't something that happens with *all* of these type of pirate fleets, there's just more variety in how they show up.
Pirates are waiting exclusively for the player to appear.

This is especially immersion-killing when the reward has been hanging in the system for 40 days, for example: I fly to the system and then a pirate armada arrives and starts wreaking chaos... Where... Where were they before? Hah...

And this happens every raid.

12
Suggestions / Re: Broken pirates raids in 0.97
« on: September 24, 2024, 07:44:29 PM »
(FWIW, I don't remember changing anything that specifically impacts this, so I suspect this may be a case of confirmation bias. It should still be possible to arrive when a raid is in progress, etc. A bounty does not necessarily mean a raid is incoming, so it sounds like you might be expecting connections that aren't actually there, hmm.)
When pirates are targeting a system, but not actively raiding, they now show up in hyperspace when the player arrives to the system.
Before this update, they were already in the system, typically hovering around a jump point.
The old pirate behavior made it easier to fight them all at once to quickly farm system bounties.

That's what he is talking about, active pirate raids are unchanged since the last version.
Thanks for explaining it better.

I'm trying to record a video now showing how it worked before in 0.95 and now in 0.97.

13
Suggestions / Re: Broken pirates raids in 0.97
« on: September 24, 2024, 05:22:31 PM »
(FWIW, I don't remember changing anything that specifically impacts this, so I suspect this may be a case of confirmation bias. It should still be possible to arrive when a raid is in progress, etc. A bounty does not necessarily mean a raid is incoming, so it sounds like you might be expecting connections that aren't actually there, hmm.)
And yeah... Sorry for the spam 2 posts...
I didn't see a "Suggestions" section, and there doesn't seem to be an option to delete forum posts yourself.

14
Suggestions / Re: Broken pirates raids in 0.97
« on: September 24, 2024, 05:20:02 PM »
(FWIW, I don't remember changing anything that specifically impacts this, so I suspect this may be a case of confirmation bias. It should still be possible to arrive when a raid is in progress, etc. A bounty does not necessarily mean a raid is incoming, so it sounds like you might be expecting connections that aren't actually there, hmm.)
This is weird... Mods have nothing to do with it either, because I was playing vanilla when 0.97 came out and had the same problem...

Hmm... Okay, I hope someone else has noticed similar raids behavior and will write in the comments to the post.

Thanks for the answer. <3

15
Suggestions / Broken pirates raids in 0.97
« on: September 24, 2024, 05:06:43 PM »
Before version 0.97, pirate raids took place regardless of the player's presence.
If you wanted to farm a bounty, you flew into the system, entered the jump point, and the pirates would attack you with a doomstack.

But now, when I want to farm money for a bounty, I fly to the system with a bounty and the pirates only now arrive for the raid, as if they were specifically waiting for me to appear.
And this happens every time, even if the bounty has been hanging in the system for a long time.

Alex, please... Return it to how it was... :>

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