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Messages - vladokapuh

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1
i liked these, and think there needs to be a lot more of them, more types of crises per faction, for different reasons

2
General Discussion / Re: Termination Sequence continues to be terrible
« on: February 27, 2024, 11:43:48 AM »
i agree its a detriment to the ship in most cases

i would just give it back HEF, a lot of stuff was buffed in many ways since last time it had that, imo that would be OK now

3
The simulation once again proves itself to be an unreliable testbed for... anything?

... hmm, I wouldn't take that from this. If the admiral AI gave commands in the simulation, *that* would be a problem.

(this is a cry for help please rework it Alex)

(Guess what I'm doing *right now*.)
add another tab in sim menus to deploy player saved builds
add button in refit to "save to sim" which saves ship along with smod and its officer to be used in sim
add import/export buttons that generate/load a code containing the build, so we can send each other builds for testing

this would be wild

4
General Discussion / Re: Escort package and RC8 escort order
« on: February 10, 2024, 05:07:17 PM »
this is one of my favorite changes in game in a while
much much better

5
I am pretty sure it is still happenning, though maybe less often?
Wolves also happen to sometimes jump forward first before actually retreating

6
until burn drive retreat order is fixed (never)

(I have no idea what you're talking about)
Quite often telling burn drive ship to retreat will make it burn drive forward first, not always, but quite often

7
General Discussion / Re: 7 Skill Officers
« on: February 05, 2024, 01:38:11 PM »
So this officer has more than 1 wrong skill for just about any ship, which just makes him always a straight downgrade from a normal level 6 one
general for nothing specific, means just worse than normal one you level yourself
bonus skill and more elites does not make up for him just having unfocused skills

gonna keep using mods / save edits until you realize there is no point in making officers this much pain and finally make a way to make this work.

Ideas:
-ability to adjust skills on your colony in military base
-rare option for a paid training in military bars
-replace level 7 officer drop with a consumable domain item that upgrades officer to level 7, allowing player to choose the additional skills

8
Announcements / Re: Starsector 0.97a (In Development) Patch Notes
« on: January 22, 2024, 09:33:52 AM »
As it stands now, both ships seem to favor a long ranged Beam + Ballistic setup which makes them hard to justify taking them over anything else because everything else does that role better.

What other ships do beams+ballistics at this DP price?
I think he ment long range support rather than beams + ballistics combo specifically, and only named that as its the one specific thing these ships can do.

I much rather take a sunder/hammerhead than falcon, they are cheaper and do more damage. Falcon can be more tanky, but its a bigger target that likes getting itself shot up.
Only reason ballistic+beam builds are popular is because its really awkward trying to fit anything else on these

9
i find this very very annoying too

10
General Discussion / Re: Dominator and Dragonfire fun
« on: January 21, 2024, 05:11:33 AM »
One fun fact was the Mark IVs on fixed mounts with Armored Weapon Mounts and Gunnery Implants have like no spread.  It is kind of impressive watching 4 hits lands on a frigate out beyond 1000 units.
I do really love hardpointed mk9, i tried different weapons on the larges, but kept coming back to those.
Even with buffed hephag i ended up not really liking it on the dom, and went back to 2mk9.

I should check how the 2sec PCL do vs remnants

11
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 19, 2024, 07:38:47 AM »
Nope, my dom is not getting flanked, its in the middle and supported by other ships.
...
You are literally paying 30op for two railguns and acting like thats some sort of godsend to make ship not struggle with mobility. Giving it aux thrusters is both less points, and better value letting it shoot front guns at target if its getting flanked, instead of a single railgun and a mauler, but its not getting flanked that is the issue.
Let's step back a bit and think about that one.
You are getting aux thrusters to buff Mark IX or whatever you are using, for a ship that's already in the middle.
It can already shoot forward, and it can't reliably hit smaller ships with hardpoints anyway.
On top of that it already has at least 50% turnrate/turn accel buff from impact mitigation or maybe helmsmanship, ~10% from CR so another additive on top isn't that big.

2 L ballistics+aux is ~65 DP (61 for mark IXs).
For 29 you get what's essentially a much better 3rd L ballistic: great accuracy and projectile speed, fast turnrate and ~100% time on target, better efficiency than mark IX. It's also plain higher DPS that actually helps when a Radiant jumps in.
Protip for "overfluxing": even if the Dominator keeps firing EVERYTHING(including vulcans and hardpoints) continuously, with shields up that's still ~30s to flux out. AI tones down weapon use earlier, but soft buildup on line Domi just isn't a thing to worry about.
There is no excuse to not have at least light autocannons or rangefinderless railguns in the 2 front S mounts, S kinetics are really good and there is plenty of OP to support even more.


On that note, i also tried your dominator build, and it kept doing worse than mine, or doing worse and dying.
As expected, you overfluxing that ship only made it so after initial engagement, the additional weapons are just dead weight.
Very confident that in a full fleet aux thrusters and no kinetic in front is just bad, especially if the worst case aux thrusters helps most in (being surrounded) doesn't happen.
In the long range shootouts Dominator excels at the high efficiency high hitrate turreted kinetic is always better, once enemies jump in more power is obviously better, in neither case is soft flux buildup a concern.
That's just a bad test, a bad fleet or bending over backwards to make aux thrusters look decent for 25 OP.


Executor is double DP of champion, and also a lot faster than a dom.
Reading comprehension again:
Sure, Onslaught is generally better for the DP/officers than Dominators, just like Executor is generally better than Champions (and Legion is a step above both).
Executor comparison to Champion was relative to cost already, wasn't compared to Dominator at all so kinda pointless to bring up which has more orange paint (it's Dominator though).
Yet again making a lot of (wrong) assumptions rather than responding, so im not gonna continue this.

12
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 19, 2024, 05:59:44 AM »
And the fact an invictus can chase it down will just never stop being funny

13
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 19, 2024, 05:44:54 AM »
Isn't there something about the Dominator's size/layout that also gives it an unusually high number of armor cells, too? I have a vague memory of that.
I thought armor cells have finite size, not relative to the ship they're on. Maybe I'm mistaken but it's the first time I've heard of that.
Might be just that a big brick has lots of frontal cells to spread damage over?
Often wish it didn't do that though, the wiggling takes hardpoints off target a lot.


Because at the point of using 2 onslaughts vs 4 dominators, its 80dp, 2 ship slots, 2 officers, heavily outperforming 100dp, 4 ships slots, 4 officers, so why would anyone use these other than "looks cool" or "dont want to cap spam"
It is just a worse investment, with no redeeming features.

We had this same exact argument about eagles, with people fiercely defending them, giving same arguments about needing better fleet setup or builds, showing proof of them working as line ships etc, when it was mostly rest of their setup doing the work and not them.
This is the same exact situation.
Silly comparison, Eagle was actually really bad and maybe 1 or 2 people thought it's not. Look at one of the threads, as close to unanimous agreement as you'll get on the internet.
Here we have somebody filling Dominator with vulcans and complaining that Apex can turn towards flankers so fast it has none of Dominator's problems.
Apex has much worse turrets, much worse hardpoints and the same turnrate so that should've been it already (ok, Apex turn acceleration is better).

Sure, Onslaught is generally better for the DP/officers than Dominators, just like Executor is generally better than Champions (and Legion is a step above both).
Among the cruisers it's actually good, only held back by the hardpoint quirks.
Lots assumptions made here. All wrong.
Nope, my dom is not getting flanked, its in the middle and supported by other ships.
Problem is that its moving like a cap without having that range, firing arcs, durability, flux, or firepower.
Executor is double DP of champion, and also a lot faster than a dom.
Performance gap i got was onslaught doing almost 3x more than my dom, almost 4x more than your dom.

On that note, i also tried your dominator build, and it kept doing worse than mine, or doing worse and dying.
As expected, you overfluxing that ship only made it so after initial engagement, the additional weapons are just dead weight. You are literally paying 30op for two railguns and acting like thats some sort of godsend to make ship not struggle with mobility. Giving it aux thrusters is both less points, and better value letting it shoot front guns at target if its getting flanked, instead of a single railgun and a mauler, but its not getting flanked that is the issue.
I can see your ship performing a bit better if its getting babysat constantly or getting heavy missile support around it, but that works for well... everything.

In combat, even placed well, it has less range and has to point its front at targets, which in line combat will be going in and out at different angles, which is a problem for it. Having less range and that low of a speed/accel/decel, also means its gonna struggle getting forward to shoot, or getting back to cool off. If line has to move, dom will yet again struggle.

14
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 19, 2024, 04:44:57 AM »
I compare to onslaught since that ship moves similarly and has similar weapon loadout and role (relatively)
Aurora for example is a completely different type of ship with very different approach to combat.
Champion would make more sense, since its a heavy cruiser too, but its also a midline ship, has double the speed of a dom while armed and armored less. (with a twist of having damage system)
Champs definitely not as strong in a clean 1v1, but significantly easier to move around and position, also with large missile, they have easier time supporting each other, than doms do.

Onslaught seems like a better comparison to me due to how it will be used in fleet.

15
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 19, 2024, 02:04:10 AM »
... I feel like you're still too harsh on the ship. ...
I usually sound more harsh than i intend to.
It's not a hopeless ship or anything, but its quite a lot more clunky than it needs to be, and as i see it, a bit (just a bit, really) of speed and agility will make this ship much less pain to use, without making it overpowered, as at 40 it will still be a lot slower than competing cruisers, and slower than many capitals.

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