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

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Messages - LordDavenport

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Mods / Re: [0.8.1a] The Knights Templar 0.9.8c
« on: September 29, 2017, 10:34:50 PM »
Sentennia is still great; more range than normal energy weapons and homing?  I gladly leave other weapons empty to fit that bad boy in.  It is still one of the best weapons to use even after all of the tweaks over the years because normal energy weapons are generally bad to mediocre.  The only major weakness of Sentennia is windup, which kills shield bypass tricks teleporting ships can do.

Re: Templar start in Nexerelin
I just recover ships and use those instead of Templar ships until I can afford to use them.  Kind of silly since that makes my fleet a Pirate fleet with the Templar flag.

Man... after talking about how easy the templar start is, I started a new game with the mid level fleet size for templars in nexterline(frigate and minifrigate). I have remembered how much of a *** it is killing everything with the frigate. Mostly that the jaunt is an awkward distance for engaging ships sitting outside weapons range. Starting to remember how to work the ship now though.

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Mods / Re: [0.8.1a] The Knights Templar 0.9.8c
« on: September 24, 2017, 01:32:34 PM »
Ok, I know this might be a bad place to ask around such questions but... I am struggling to start the campaign as a Knights Templar with the Nexerelin mod. Any tips on how to start and earn money?

Step 1. Find a fleet of pirates/any unfriendly faction.
Step 2. Murder it.
Step 3. Loot it.
Step 4. Sell the loot to buy more stronk templar stuff.
Step 5. Go to Step 1.

Remember that all of your ships are effectively a size larger for combat effectiveness. So your frigate will go toe to toe with most Destroyers.

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Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC4.2)
« on: September 29, 2016, 09:05:01 PM »
So I am not sure this is even a bug, but it makes me laugh to hard to not relate.

I put three super heavy beam cannons(A.I. War) on a Maul. If I fire the beam cannons, and while they are firing activate the siege mode, I get a much longer sustained burst of fire. One that tends to one shot most capital ships, or at least overload there shields and tear out half their health. The beams seems to follow the increasing range as it grows. When fired normally in siege mode the bursts are standard duration. I haven't really tried this with any other burst fire lasers.

On the one hand, this is a hilarious amount of damage at an obscene range. On the other, it is one shot with a really long cool down.
edit: Ok, a) I think this effect is replicated with other beam weapons, but not to the same degree. More a fraction of a second rather then turning a sub second beam into a multi second long beam. b)With a maxed crew and maxed captain, the array of three super heavy beam cannons one shotted a corundum(A.I. War). Mildly terrifying, as the corundum is on the top end of capital ship armor/health values.

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General Discussion / Re: What is your favorite pursuit ship?
« on: August 22, 2016, 12:39:38 PM »
Once you bring in mods there's a number of options that are arguably superior to any vanilla design, but yeah, the Mantis is amazing.
And before anyone takes offense again, I don't mean it's overpowered, I simply love that ship.

For stuff that can fight back a Desdinova might work pretty well too, but she's a bit on the expensive side so whatever you're chasing better be worth it.

At this point, I can't imagine playing the game vanilla with the tiny ship variety.

The mantis is really nice, just kinda fragile. I guess the Feldspar has broken my sense of how survivable a frigate should be.

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General Discussion / Re: What is your favorite pursuit ship?
« on: August 21, 2016, 07:19:10 PM »
I have a new pair that is my current pursuit fleet.
For smaller stuff like shuttles, 4-7 mantis with a rail cannon, some phoenix II missiles, and a few assault guns(I forget the Diable Aveonics explosive small ballistic).
For heavier things, especially things that can fight back, 2-4 Hayle with three rail cannons, and 6 Phoenix II missiles. The alpha of a those missiles when fired linked is hilarious.

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Mods / Re: [0.7.2a] The Knights Templar 0.9.5h
« on: August 21, 2016, 06:33:03 PM »
Was there ever talks of a non-carrier capital ship for the Knights? I have been really enjoying playing a game as a knight captain(using star starsector +, Nex, and most of the mod factions), and I have slowly phased knight ships out of my fleet. The Carrier is to resource heavy to really deploy, and really it isn't like it matters how much armor you have on your carriers. The paladin is fun, but isn't really armed that heavily. It has a hard time brawling with several capitals in a row. At this point my flag ship ends up either being a pocket battleship with three arondalights on the front, or a Corundum. The Paladin was a nice midrange flagship... but it isn't big enough to really act as the center piece of an end game fleet.

I wouldn't mind something stupidly expensive or with an insane resource cost...

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Mods / Re: The Crystanite (Version 1.6) [0.7.2a compatible!!]
« on: August 21, 2016, 06:21:58 PM »
So... what is the Corundum's load out supposed to be? Like... I have taken to covering it in point defenses, with double SHMGs in the front just to keep the flux per second low enough to not die by overload.

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General Discussion / Favorite Gimicky Loadouts
« on: June 13, 2016, 04:29:03 PM »
So, I have built a lot of fairly straightforward ships that just do their jobs. Then I built some ships that are purely for the lulz. I wish I could hear about other peoples gimick ships.

Right now I am loving my Xu-Class Pocket Battleship with three Arondight Accelerator on the front. Has only 2 SHMGs, 2 dual flacks, and 2 LMGs besides the Accelerators for semi efficient PD... and also to allow for 60 vents, the 50 OP vent extension, and a shield bypass.

Relies on just volley firing the Accelerators, and a swarm of smaller ships that float around for short range engagements. Has to vent after each volley, but also eats basically any ship from outside the enemies range.

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General Discussion / What is your favorite pursuit ship?
« on: June 11, 2016, 06:54:13 AM »
Mine is a Wolf with Pheonix missiles, a gaux lance repeater, 3 PPCs, and augmented engines. Thing does 200+ at 0 flux, and can kill most any frighter or shuttle.

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Currently I am playing with a lot of mods on, and as part of the knights templar faction. My Paladin has gone down to gunfire a couple times... generally when I misjudge another capital ship. Usually though it dies to a constant barrage of Mayorate harpoons. I have a victory pretty much covered in LRPD lasers that I bring along against large mayorate forces... just so my paladin can vent under its coverage.

I have also had my paladin blown up by some bastard with a reaper I didn't see hitting me as I vent. Takes 3-4 but it has happened. Sometimes get away and damage control my way back to 75%.

In my pursuit sloop though(a overarmed wolf with augmented engines), I have died to gunfire a few times. The build is meant to be able to catch and kill unarmed shuttles as they run for it. Best recent death with it was from tapping my own Ravana after a pursuit that turned into an engagement.

11
Suggestions / Making alternating/llinked fire depend on mouse click
« on: June 10, 2016, 07:40:21 AM »
I have been playing SS for a couple weeks now, and something has been bothering me. On larger ships I run into the problem that sometimes I want alternating fire(Just want to fire one cannon at a frigate, or pop a fighter), but with the same weapon group I want to fire linked salvos. Something I really liked from World of Warships was that when firing you could click once to fire all cannons aimed at your target, or you could hold down the mouse to ripple fire your guns individually. Would it be possible to add this as a third option to the fire modes list? Would this be better as a mod?

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