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Starsector 0.98a is out! (03/27/25)

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Messages - StuffyEvil

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1
There's also a 3rd abyssal celestial body flavour text which is interacting with Black Holes, where the black hole transmit a sequence of prime numbers (or some kind of signal of prime numbers), which is generally considered an impossibility.

As for them still covering up their mining for rogue planets, there's possibly still massive fleets of Onslaught Mk.1s (the Vambrace Armor is a repeatable encounter) roaming around in the Abyss, continuing the ancient war against them. Well, there's not actually proof for this, it's just a theory that I inferred from what's encountered in-game.

2
Announcements / Re: Starsector 0.98a (Released) Patch Notes
« on: May 18, 2025, 05:44:23 PM »
I mean all shroud weapons are overpriced in OP, abbysal glare is ome of the less overpriced one. Rift lightning versus heavy blaster is far bigger offender. Rift lightning seems like a great weapon, until you see the OP cost.
Rift lightning *is* a good weapon even with the OP cost.. you save like 100 (0.4 effciency x 250 dps) compared to your standard heavy blaster. , you do end up sacrificing a lot of dps but I find it a lot nicer fit on frigate. And the PD tag it have is actually a very considerable advantage when you take PD elite into account.
What frigate? Not a good fit for Hyperion. Tempest? That is the only other frigate that can carry it and I am not sure it is a good fit.
I personally use it on Lumens & Medusas.

3
Lore, Fan Media & Fiction / Re: Lore: Marines (is there any?)
« on: May 16, 2025, 01:40:00 PM »
  • Mechanically, crew and Marines are separate because of gameplay concerns regarding, presumably, two resources overlapping in functionality.  In-universe, the reason Marines cannot crew ships is because of something only referred to as THE INCIDENT, which is currently the only material classified as Double Hyper Infinity Plus One Alabaster by Hegsec.

Quote from: Marines for Crew Association
This isn't exactly true, Hegemony used THE INCIDENT to deny Marines from crewing ship. This is because they refused to pay half of the Marines salary in crayons, citing ridiculous reasons such as "it isn't feasible to pay each Marine 10 credits in crayons, it takes up too much space to give each Marine 10 credits worth of crayons" & demeaning statement such as "just accept the pay in credit, you can buy all the crayons you want later".

4
Lore, Fan Media & Fiction / Re: Lore: Marines (is there any?)
« on: May 14, 2025, 08:46:57 AM »
Second of all: is there any official lore/stories around Marine armor/guns/equipment etc.? Some standartization?

There are some tidbits regarding Marine stuff scattered around in the game's dialogue. E.g. the one time event where you visit a Luddic Bar & someone tries to kill you, only to be killed by your bodyguards with low penetrating rounds, when you visit the bar of a faction that's vengeful towards you, your bodyguards shield you from the chaos.

There's also the various weapons you can bring when you go down to meet with Yarrick Ram at the start of the Usurpers, but that's probably not really marine armaments but rather personal sidearm weapons.

5
General Discussion / Re: New stuff on the simulator
« on: May 11, 2025, 11:27:54 AM »
I believe if you want to access them you need to be in dev-mode.

Quite sure it's an intended decision from the devs to not include these new endgame factions, makes sense lore-wise as these ships aren't really known to the Persean Sector compared to the Remnants which were Tri-Tachyon assets.

6
You should run Antimatter Blaster on your Omens instead of the Minipulser, I think the AI will use the ship system instead of the weapon and it will allow it to punch harder.
Just a FYI, apparently this isn't that bad of an idea as it can incite enemies to not put up its shield and thus get hit by the EMP Emitters, though I still think that an AMB are better overall.

7
Yeah Cryosleepers can be filtered but I believe you need to interact with them first (don't remember if you need to clear it).

Coronal Hypershunts needs to be cleared for planets within range to show up as a Hypershunt Tap option.

8
Announcements / Re: Starsector 0.98a (Released) Patch Notes
« on: May 10, 2025, 06:39:53 AM »
The autosave feature is just straight up broken.

It saves once after shortly after starting the game no matter what the interval is set to and then never saves again no matter what the interval is set to. Ive lost hours of playtime to this and I'm starting to regret the damn purchase.

I presume you also checked to make sure that the auto-save is enabled.

FYI, manually saving will reset the interval.

9
Suggestions / Make SPOILER Weapon Composite
« on: May 07, 2025, 02:58:27 PM »
Spoiler for THREAT:
Spoiler
The Unstable Fragment is actually quite effective, deploying a volatile fragment that functions similarly to a Stinger Proximity Mine. This can be particularly experienced when Attack Swarms lay down a field of these Unstable Fragments, thus providing ships with a screen that protects against missiles & fighters.

However, it as a weapon is rather subpar for various reasons:
  • When attached to a ship, it can't really lay down a "screen" of Unstable Fragments like how Attack Swarms can do
  • It's a small missile weapon, which has a rather significant opportunity cost when you run it over other weapons like Kinetic Fragments or Seeker Fragments.

As such, as the title states, I suggest to make the weapon Composite so it can avoid having the opportunity cost issue.
It will allow the weapon to potentially serve as PD for low tech ships that's running Fragments but doesn't have the small energy slots to run Voltaic Discharge, and thus allow it to see more use.
[close]

10
General Discussion / Re: Fighting Remnant
« on: May 07, 2025, 07:20:28 AM »
A good thing to ask yourself building a fleet to fight Remnants "What happens when a Radiant dives this ship?". If the answer is "It dies", you either need a different ship or some way to grantee the Radiant can't complete it's rush. A fleet of fast long range cruisers with a player piloted capital for directly fighting Radiants works pretty well.

This is also applicable to the Nova, though the Nova is far easier to kill so it mainly happens if you have an isolated destroyer or cruiser.

11
General Discussion / Re: Fighting Remnant
« on: May 07, 2025, 07:18:58 AM »
Note that Solar Shielding reduces energy damage by 10%, which is useful for low tech ships.
Solar shielding also affects shields so it's also good on high tech.

Oh I did not know that, kind of makes sense but also a bit weird, good to know.

12
General Discussion / Re: Fighting Remnant
« on: May 06, 2025, 09:56:28 PM »
Hmm, hard to give specific advice since I have no idea what your build is, so I will give some general advice instead.

Remnant ships with AI Core Officers are quite dangerous due to the sheer amount of additional stats from the Combat skills, see here for a list of them: https://starsector.wiki.gg/wiki/Officer#Use_in_non-player_fleets
  • Almost all Remnant ships are fast / mobile due to high base top speed, ship system & Elite Helmsmanship (or a combination of these); the only exception being the Scintilla & the Apex. This will allow them to engage & disengage quite easily.
  • Elite Impact Mitigation doesn't do much as these are high tech ships with lower armor, but are useful for bigger ships, still provides maneuverability & resilience against EMP.
  • Elite Combat Endurance complements their hit & run tactics, as it allows ships that survive hull damage to repair some back.
  • Elite Target Analysis, besides obviously increasing damage, also increases damage to weapons & engines, or in other words, makes the EMP weapons commonly found on Remnant ships a lot more potent.
  • Elite Gunnery Implants means that Remnants, especially the bigger fleets, will have high ECM rating. Of course, increased range is increased range even for Fearless personality.
  • Elite Field Modulation will further improve their shields.
  • Elite Damage Control also doesn't do too much, but does make them tankier & EMP weapons a bit less effective.
  • Also note that as you fight more fleets in a High Danger system, these AI Cores will become integrated and all AI Core Officers will gain a level.

With all of the above in mind, you should if you haven't already:
  • Have some EMP resistance for low tech ships, such as Resistant Flux Conduits, or have faster repairs with Automated Repair Unit (or both).
  • Note that Solar Shielding reduces energy damage by 10%, which is useful for low tech ships.
  • With the recent update, Brilliants now have a variant with a Paladin PD (and presumably Point Defense skill ocassionally), this will reduce the effectiveness of missiles & fighters. Maybe run ECCM for improved missiles, or if with some fighters, either decide not to run them or run more to saturate the PD.
  • Due to the aforementioned officer skills & the Brilliant with its Plasma Burn ability, lone frigates (especially without officers) can end up being easy target when ganged up on.
  • While Remnant ships are very agile, due to AI Core Officers being Fearless, some ships especially the smaller ones can overextend in face of capital ships & get bursted down before they're able to disengage. Bigger ships tends to be resilient enough to escape but can suffer chip damage.

Also to elaborate on what the other post is saying, initial available Deployment Points for the player is determined by the difference in fleet size & officer amount, and considering that Remnants Ordos can have their entire fleet possess officers, this will skew the DP heavily in their favour. Thus having ships to capture objective points & be able to bring out more of your fleet at a time is important.


13
Suggestions / Re: Abyss Content: The Oldslaught Lives in the Abyss
« on: May 05, 2025, 07:11:58 PM »
Hmm, I also feel that having the Oldslaught's automated system keep on combating the Threat & stay in the Abyss is also probably a bit too automated / intelligent for the Domain's liking, considering that the opponent is quite literally automated ships that strayed from its designated task to very disastrous fallout.

14
Maybe the ultimate evolution of a Ziggurat is becoming the Shrouded Dweller. Or maybe the Shrouded Dweller is what the Ziggurat was reverse engineered from

I personally believe in the latter, mainly due to the vast differences in matter (Ziggurat is very much normal materials while Shrouded Dweller are a lot more exotic).

15
Suggestions / Re: Give starliner a penalty free converted hanger
« on: May 05, 2025, 06:48:13 AM »
Yeah but Tarsus did not confirm it has a bay in the description, even though it looks like it having one.

Well the description of Converted Hanger is that it converts the standard shuttle bay to serve as also a Fighter bay, which all ships possess considering that you can take shuttles down to planets regardless of the size of ship(s) in your fleet, which more or less confirms that frigates have a shuttle bay but is presumably not big enough to support the other things needed for a Converted Hanger.

Also the Starliner description for its landing / launch bay is that it's small & for exclusive use for executive-class passengers, so in reality it could much smaller than the standard shuttle bay used as a Converted Hanger. Personally to me it sounds like the equivalent of a helicopter landing pad on a big expensive yacht.

I do think it's fine that the Tarsus doesn't gets a fancy enhancement considering that it's 3 DP, and I think Megas' suggestion is pretty good.

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