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Messages - Arghy

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1
Mods / Re: [0.97a] Ashes of The Domain
« on: April 11, 2024, 02:17:55 PM »
I really like what you did with the new item economy, having to research terraforming before i could use it means i'm actually having to go explore more before i hit the end of the tech tree unlike before. The new modular things for advanced buildings rather than colony items is also a great change, no more worrying about eating my pristine nano because of a misclick!

2
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: April 10, 2024, 08:48:04 PM »
I feel like going side grade with the gall would solve the issue, make the 2 small forward facing slots composites so you could build a missile boat and give it a little more OP than the omen. The omen is 6dp and has 3 built in hull mods so making the gall be 1dp more with more free OP to spend would go well into it being this flexible ship. One of the combat problems of the Gall is it'll try to face tank much larger ships and just get exploded because it's bringing it's 2 small forward mounts to bear.

3
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: April 09, 2024, 01:50:18 AM »
The gall suffers from the omen being so good, it's 1 DP more and pretty much the perfect platform for the HRS(high res sensors) hull mod. Fixed mounts on a fairly fragile frigate is also not a great idea where a 2 x TL, 1 x swarmer omen will kite anything short of officer ships. It really needs to lose the 2 forward facing weapons for a medium hybrid turret slot but even then for an exploration themed frigate the omen will still overshadow it.

4
Mods / Re: [0.97a] Ashes of The Domain
« on: April 01, 2024, 03:19:17 PM »
It's been so long since i actually got a hypershunt working--is the 10ly radius still a thing with this or was that removed? I'm looking at colony systems and i want to know if i should take the 10ly consideration when choosing my colonies.

5
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 31, 2024, 03:40:39 PM »
It's actually slower than an eagle too haha it def could use a DP reduction and maybe 10 more OP though seeing its supposed to be a pursuit dom i could see leaving the DP as is and increasing other stats to represent it being a fast heavy cruiser. It feels a little short on OP to make use of the large mount as i wanted to give it a reaper launcher with expanded missile racks but at 26 OP the reaper is kinda out of reach without crippling the flux.

I swear the eagle being perfect in every way really forces other ~20DP cruisers into a corner--this is why i love the adventurer at 28DP because for what it brings to the table you actually want a few of them.

6
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 31, 2024, 01:09:51 AM »
I found the dual mining turret once during my last play through, no idea how though.

Is there a reason the 14th maraka is worse than a 14th eagle thats 2 DP cheaper than it? I'm assuming its the built in speed but i finally found one so i was trying to build it out expecting a faster dom with maybe less hardpoints but it's seemingly worse in most stats compared to other ships near its DP cost(22). I'm about to finish the gate quest and start some serious exploring so i'll give it some battle testing but off the bat its giving me falcon vibes for far more DP spent.

7
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 22, 2024, 10:23:46 PM »
I remember a small pilum from literally years ago, its surprising that it didn't turn up again.

The roamer/venture types are fun to use but the damn limited ship slots always make me drop them once i begin getting better ships. I love using odd ball fleet setups but its hard to pass over the combat steadiness that a 14th eagle brings then theres the versatility of the apogees, of course i'll need some carriers too... damn i don't have enough ship slots anymore! I really wish there was some more synergies with the civvy hulls beyond them getting a free 2+ burn if you take the skill. After the PSL events i was forced to fight new fleet types and i got to experience the horror that is monitors so now my frigates are all monitors haha.

Is there a reason the pirate roamers are 12dp and the normal ones are 13? I think i remember seeing a post about it but with only 4 small missile slots i don't feel the fast missile racks are better than a burn drive especially when 2 of them are composites and can't be affected by missile auto loaders.

8
Mods / Re: [0.97a-R7] Salvage Ship Expansion v0.4.5
« on: March 22, 2024, 06:47:53 PM »
I've been seeing the ships a lot at pirate bases and managed to grab the capital ship and the processor ship fairly early.

I love how i can replace my 3 salvage rigs with 2 bigger ships--never made sense i was scaling all my other ships yet this extremely important salvage role stayed destroyer size! It'd be like modern day aircraft carrier groups using abuncha smaller supply boats rather than large fleet oilers. I still want my jack of all trades capital support ships and just scaled the number i bring rather than multiple specialists.

9
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: March 22, 2024, 06:40:25 PM »
Gotta say i love the roamer and lockout ships, they add such a unique flavor that almost all these other mods add. Early game where you're just grabbing whatever you can find and experimenting with whatever weapons you get is a great time to use ships you normally never use. I love the venture already and the adventurer is always in my end game fleets but i kinda wish there was an eagle type combat ship of the same heritage.

Has anyone every tried making a small pilum? I'm just sticking breaches into every small missile slot as its got good ammo reserves and does more than swarmers but i'd love an opener small slot that didn't require missile auto loaders.

10
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: March 21, 2024, 11:38:59 PM »
Is there a reason the liberator light BB is only speed 7 instead of speed 8? I wanted to build up a fast capital force and i found it odd that this ship is the same speed as the onslaught and legion which are hands down better than it.

11
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: March 19, 2024, 01:44:43 PM »
The problem with the current version of the treb is that it's already borderline useless unless its on an auto forge ship or in larger numbers. I do agree the EMP component seems redundant and i'd love to see multiple versions as i love long range missiles but i'm not the one who'd have to make it 2-3 different versions. Ideally you'd have a full range of specialized warheads on the same long range missile body but thats a lot of work.

My answer to the treb being absolutely OP in large numbers is just not fielding it in large numbers. Just try putting it on 1 ship and you'll see the problem with balance, it'll quickly run out of ammo and if your lucky it will kill a few things because in small numbers it's not OP. If you stick 5+ on the field you'll cackle and enjoy swathes of enemy ships getting burnt to a crisp then just retreat them when they're out of ammo and call in new ships.

12
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: March 19, 2024, 11:50:19 AM »
Haha he already nerfed the treb already, you shoulda seen what they were doing with a venture MK II fleet. I was wiping the floor against ordos because they had i think ~20 ammo back in the day so space was just filled with fast long range missiles with more hp's.

13
Alphas are def the better option but i want to RP an independent faction rising to rival the core worlds. I always feel alpha core governors are incomplete because other alphas i talk to are talking about bad stuff so i feel eventually all alpha core colonies turn into beacon systems or at least will when we get to that part of the story line.

14
Nice! Well i'll at least be a guinea pig encase it goes wrong haha.

15
I basically want to do empire building so i've tweaked max colony size in settings and i wanted to tweak the max admins because i don't really like having an empire of alpha core governors. I was going to change the max from 3 to 9-10--will this have any negative impact on game stability? I want to expand my colonies late game but last time i tried it i couldn't get a competent capital force to comfortably fight off the hegemony fleets in time--onslaughts with lv7 officers are worse than goddamn radiants haha.

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