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Messages - Fenrir

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1
Suggestions / Re: [REDACTED] Colony Threat
« on: April 21, 2024, 04:27:27 PM »
What do we get if we've won? The core returns and surrenders itself perhaps.

2
Suggestions / Alternative story dialogues
« on: April 17, 2024, 06:30:32 PM »
I would certainly love it if finding story stuff before being given the hints/breadcrumbs to them will have alternative dialogues with characters would normally be involved.
Spoiler
I often find sentinel by pure chance and recover the PK, it would really help if I didn't say "I have your PK" the first time talking to the station shepherd.
Same goes for the alpha site, tho I can't "unknow" the story and deliberately ignores the grav-well, but I guess someone might find it randomly their first game.
[close]
I really hope alts are coming but no pressure! Many thanks to the great dev team.

3
If not the direct benefit from spending them on options, then the bonus XP to speed up your leveling.

4
General Discussion / Re: New player lotsa questions?
« on: April 14, 2024, 07:54:30 AM »
Yup. Click on the sun and it will tell you to use an alpha core (consumed) to create a stable point.
I don't think the core is consumed but fuel and machinery.

5
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: April 03, 2024, 01:25:32 PM »
Now, i did realize after my previous message that lower ranger higher damage could be the intent, taking advantage of diable's high mobility and occasional flat 200SU range increase on a couple ships. Its just that i think it'd be worthwhile to go through the weapons and check whether or not they fit that idea or another. There's something about a couple of them that just feels a bit off. Diable has been a very carefully tuned mod that i dont think has quite kept up with updates.

Most notably that Harvest in burst fire mode has a stunning 0.47 flux efficiency while maintaining high range (700) and high dmg (150*3). I'm not sure if its intended, but it seems a bit off to me compared to the other 2 firing mode. Perhaps it was meant to deal 100*3 instead as the description does not imply increased dmg per shot compared to full-auto mode.

The general Diable ship&weapon used in set feels more powerful than vanilla counterparts, not sure if it's the mod or me using them correctly. I do personally like the fast hit wolfpack doctrines.

6
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.1
« on: March 28, 2024, 05:48:49 PM »
Lisan-Al-Gaib! Lisan-Al-Gaib!

7
I would keep it the way it is. I think nova has balanced (and outstanding) pros and cons.

8
General Discussion / Re: do you unironically use DEM missiles?
« on: March 16, 2024, 09:21:24 AM »
Dragonfire: meet side facing missile mounts

9
Blog Posts / Re: Simulator Enhancements
« on: March 15, 2024, 06:30:14 AM »
Does this mean all sub-factions are getting their own flags? 

10
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 17, 2024, 11:39:32 AM »
I think sneaking is fairly simple, despite running a 3+ capital fleet I can still lure the patrol guarding sensor array by turning off transponder while sustained burn and go dark immediately after. Sensor skill and phase ship in fleet chop off profile vastly.

11
Kind of stopped reading when I saw heavy mortar. But thank you for the writing anyway!

12
General Discussion / Re: About buffed storm needler and thumper
« on: February 12, 2024, 05:25:33 AM »
I still fail to comprehend why all needlers are still 700 range regardless of size after BRF is introduced. Why small needler should have longer range than larger cousins.

13
I barely played any non-themed play though with a commission...

14
Suggestions / Re: Domain era "components" as a salvageable resource
« on: February 11, 2024, 03:54:42 AM »
It's most likely what bottle-necking the construction of Domain-Standard relays and similar is the technology and installation equipment lost during the collapse, rather than components.

15
Suggestions / Dikat colony threat underwhelming
« on: February 11, 2024, 03:46:29 AM »
The colony threat amount created from meddling in fuel market against the Dikat kind of feel too low compared to other threat sources. You can easily ramp up event progress of other threats to 2-digits numbers without intentionally *** people off, while those from fuel can hardly reach 10, as player is most likely to only build one single fuel production facility, but still claim around 10%-30% fuel market share.

The low number feels underwhelming and make those who want a fight have to wait forever (if other sources has been "delt with"). Perhaps increase it by 50%-100%, its most likely that the Dikat value fuel market quite a lot, at least around the level how much Pathers care about an Alpha core admin.

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