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Starsector 0.95a is out! (03/26/21)

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Messages - Arcagnello

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1
Anything apart from the triple amblasters is considered heresy and direct offense of the Phase itself.

But the AI is unitiated in the ways of the blaster, it does much better with more flux than brain cells so it can keep firing in the ass of the ship!

2
General Discussion / Re: Carriers post nerf?
« on: April 07, 2021, 10:13:12 AM »
I am using a single Heron in my current fleet right now, looking to get another one. Their job is to solely spam triple Longbow for by Champion laser line to melt the enemy and my two harbinger phase ships to have an easier life against big targets. The Longbow may be one of the most survivable bombers in the entire game thanks to its burst PD laser and shield so that is probably why I have not found my heros hemorraging fighter replacement time just yet.

3
System Override cheat must be Pather's Fleet only exclusive. This system really break normal game play as AI cant fight good enough against ships with passive vent and speed advantage. Playing vs SO full fleet is always a gamble as friendly AIs just lose ships while being surrounded without same advantage.

It's not really a cheat per say, it's a hullmod just like all the others and there have been quite a lot of good ideas to balance it properly in a thread over to the Suggestions subsection wich I highly suggest you read!

The rebalancing options I personally liked the most from that thread were
1)reducing the effects of SO and its ordinance point cost
2)making SO take up two Integrated Hullmod slots instead of the normal one all other hullmods consume
3)making all integrated hullmods refund only up to a maximum Ordinance Point Value when they're integrated, meaning SO would give quite a lot less than 15/30/45 OP for free
4)Introducing a mechanic dealing hull damage and possibly even applying d-mods to Overridden ships if they overstay their time in the battle and get into CR degradation.

4
The setup
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In the material plane
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While in phase cloak, wich translates to 538 space units per second at real speed. It's terrifying to watch it from another ship's perception of time.
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I know it would be better for me to NOT have overridden it (I am also still missing two Burst PD lasers to slap in the back), but the memes could no longer be dreams and it's actually REALLY effective at hunting frigades and other phase ships. It is so damn fast it even accidentally rams the enemy's shields from time to time. Also, can we all agree on the fact that harbingers spamming "Systems Distrupted" on a single ship 4 times in a row is possibly even worse than Doom mines? It does look absolutely hilarious tough.

Post Scriptum: I am really tempted to give it 30 vents so that it can just vomit Heavy blaster projectiles (it can already win flux against most destroyers and cruisers already, wich is hilarious) but I'm scared the AI might just get stuck in one of those loops where the phase ship costantly stays in phase while INSIDE the enemy just to get out of cloak next to it and CROAK. WHat do you think I should do with the capacitors/vent balance? Just keep in mind I do not plan on assuming direct control of my phase ships anytime soon, I feel dirty enough already.

Post Post Scriptum: wait a second, does giving an Officer at the helm of a Phase Ship the Shield Modulation skill mean that they will dissipate hard flux while phased? can anyone confirm this?

5
I am playing a Phase ship heavy fleet in this second vanilla campaign and I'm going to pick up both systems expertise and automated ships to be able to field officered Glimmer/lumens AND combine them with wolfpack. It should hopefully get as Disgusting as I hope it does.

P.S: The Hyperion is a 15 Deployment Points superfrigade and an officer that has made the Helmsmanship skill elite can actually teleport around with it all the time, to devastating effects. I am surprised no one mentioned how disgustingly strong a pack of those are!

6
General Discussion / Re: Oh dear..
« on: April 06, 2021, 07:52:28 PM »
is it possible to counter that?

Tachyon spam with range modules and stay out of the range of the station?

Nope, Systems Expertise actually boosts the mine deployment range by 50% so your ships will start getting surprise mine colonoscopies barely beyond their spawn point in the map. The best options for dealing with mine spam is simply Omni/360 shields and lots of AA/Xyphos support fighters. Auroras and Odisseys for example work REAL well.

Also to note that the Base AI will heavily focus fire the player driven ship with its mines, so try and play it by using a small, fast unit that can just outRun/outPD/outTank the sea of splody goodness.

7
1, what was the nerf to fighters?

2, ALL energy pd sucks, especially against fighters

Fighter recovery nerfed across the board, Expanded Deck Crew hit aswell. Most carrier ships tend to actually run out of replenishment rate in long battles if there's a lot of enemy PD and fighters.

8
aw, the new capital is a phase ship? god damit

It's...uh, definetly a lot more than just a phase ship, you'll have to see it for yourself, I promise you will not be disappointed in it...provided you can best it.

9
General Discussion / Re: Oh dear..
« on: April 06, 2021, 01:48:25 PM »
Not the colonial admin, the officer in charge of the station for factions, wich in the case of TriTach can sometimes be an Alpha Core wich as far as I know is not integrated into the station and "only" gets 7 elite skills to welcome you with.

10
General Discussion / Re: Oh dear..
« on: April 06, 2021, 01:30:21 PM »
Uh, are high tech stations supposed to be dropping a dozen mines in 2 seconds?

Yes, they do actually. High Tech stations have 2 modules that spawn mines and an officer in command of the station affects them both with the "Systems Expertise" skill wich buffs the special ability by:
-raising its max charges by one
-recharging it 50% faster
-increasing its range by 50%
-decreasing the cooldown between its charges by 33%

Sweet dreams, think twice before raiding Tri-Tach now  or they will show you the power of a fully operational battlestation!


11
I don't think I need to write much more than basic data to showcase just how horrible both Burst PD Laser and Heavy Burst Laser are at doing their ONE JOB and how these two PD variants along with the rest of the small energy PD weapons have singlehandedly, inherently made all High Tech ships (aside from, ironically, phase ships) in the entire game extremely vulnerable to missile, fighter and bomber spam as a result.

The hard data of
Burst PD Laser
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Heavy Burst Laser
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As you can see, both PD weapons are incredibly expensive, provide decent burst damage in the first 4 to 8 seconds (10 to 18 seconds if you also have expanded magazines) but fully expose their horrible, HORRIBLE 40 and 73 sustained damage per second when the shots run out.

The only ship types I've actually used such a god awful excuse of a point defence on are Phase Ships, wich greatly benefit from the burst values of said point defence to clear out the area of enemy ordnance to then vent, but that is it.

There is no incentive to even try and invest into these weapons, a Midline/high tech ship wanting to focus on point defence is much, much better off opting for plain old PD and LR PD Lasers or, for the non-plus ultra of energy based pojt defence, Tactical Lasers + Integrated Point Defence AI (+ Advanced Turret Gyros if you really feel like it)

My suggestion is twofold. Reasonably buff both small and medium version of the Burst Laser to allow for higher sustained fire rate to actually make them worth it. Also modify the way the Heavy Burst Laser works to both work better for standard midline/high tech ships and not make the life even easier for the Doom, wich hardly requires to basically also have Point Defence AI the moment it chooses to install two Heavy Burst Lasers in the medium mounts.

Proposed Burst PD Laser buffs:
-Increase the recharge speed of the weapon from 2 seconds/charge to 1.4 seconds/charge
-Decrease the fire delay of the stored up charges from 0.6 seconds to 0.35 seconds

Proposed Heavy Burst Laser rebalance:
-Remove the ability of the Heavy Burst Laser to ignore flares
-Increase the recharge speed of the weapon from 2 seconds/charge to 1 second/charge
-Decrease the fire delay of the stored up charges from 0.6 seconds to 0.25 seconds

New medium energy point defence weapon suggestion: the Heavy Point Defence Laser
-basically an upsized PD laser
-9 Ordinance Points to install
-better flux /damage efficiency at 0.3 flux/damage efficiency translating into 60 flux/second to fire
-improved range at 450 meters
-200 damage per second
-Perfect Accuracy and Excellent Turn Rate

Thoughts?

Post Scriptum: I am aware that hangar bays just might have been overnerfed especially if they use fighters and not bombers and that buffing energy PD weapons may just drive them into the ground even further, but I do not think that is adequate enough reason to keep an entire Point Defence type into utter irrelevancy. A slight, universal buff to fighter replacement rate recovery along with a slight nerf to bomber base replacement time (along with this energy PD rebalance) would go a long way to both make fighters a bit more useful and keep bomber effectiveness the way it is now while punishing bomber losses more.

12
General Discussion / Re: Don't sleep on the Glimmer drone frigade!
« on: April 06, 2021, 03:13:12 AM »
Honestly I might just use it for the officer bonuses.
It counts toward dp calculation?

Implementing a core counts as hiring an officer, so every officer type boon gets applied, not just dp calc
Then that's the win button lol

Isn't if fun that the Gamma Cores powering dominion-era toasters can actually serve as officers and equally compete with level 5 officers 216 years after the Collapse? A Gamma core integrated into an automated ship gets to pick 4 skills and that is arguably already stronger than 5 or 6 skills a regular officer guy gets. And then we get Beta and Alpha cores that can have 6 and 8 skills respectively. An Alpha Core does this by the way:
Perfectly balanced, as all 40 Deployment Points drone battleships should be.

I mean you can only get one of those with an Alpha Core installed and be above the malfunction Combat Readiness theshold, but do you really need more than one when a single Alpha-kun Radiant can solo two Onslaughts, a Conquest and a Dominator in the simulator, under AI control?

Dumb loadout, will get rect on another Radiant with more balanced loadout and couple of frigates, even a paragon can easily counter that.

That video was just a fun emphasis. This is the actual Radiant design I use and I'm pretty sure it can beat anything 1v1 under AI control that's not purpusefully even more overpowered for story reasons. Yes, even the new
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Phase Chungus, Big Phungus, Perfectly healthy, grossly obese Phase Weeb?
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-I left the medium energy slots empty because there is no energy weapon that could possibly fit there that would be better than more Ordinance Points to keep the penta-Autopulse firing for longer
-Extended+Accellerated shields because this thing really likes to faceplant itself into everything it fights and I would love its incredibly expensive behind to stay in a pristine state by being covered in a shield almost at all times too
-Max Capacitors and Flux Coil Adjunct because I did a Luddic Path and have not picked both Automated Ships and Special Modifications skills by going up the technology tree twice in this particular campagin. I can assure you that a 3 S-modded radiant with Max capacitors and Max vents is even stronger
-Automated repair unit because despite the shield of this monstrosity having 0.36 damage to flux ratio and dissipating around 315 hard flux per second the AI still likes to take it down from time to time for reasons that must be completely beyond my understanding. Repairing engines/weapons faster when the shields are pointlessly lowered by the AI (instead of just, you know, executing 4 Phase Skimmers in quick succession backwards) ensures the radiant remains combat effective no matter what.
-The ship only has 2 weapon groups. All 5 Autopulse Lasers and the PD lasers. Split the Autopulses between two groups and the radiant will not fire all of them at once nearly as much. It sometimes shoots the ones on hardpoints into the void -maybe trying to shoot down Ludd himself for calling Alpha-kun Electronic Satan- but it's heavily mitigated by the Phase Skimmer also reorienting the ship towards whatever it is fighting.

Have fun with it, make sure to use it irresponsibly ;)

Edit: I've actually spent around half an hour in the Simulator to better gauge the combat effectiveness of this build and I've deduced the following.

It really does not like fighters. It is more of an issue with the AI really but being attacked by fighters tends to distract the Radiant enough for it to waste its autopulses on them and not the enemy, meaning it can not defeat a full 160 Deployment Points reliably. It did however defeat a 160 Deployment Point contingent made up of 1 Conquest, 2 Onslaughts, 1 Dominator and 1 falcon three times out of four!

I have also weighted my setup options and decided to further modify my design and it seems to perform better across varied combat scenarios:
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1)I actually split the Autopulse Lasers into two weapon groups using the pulses on the turrets and the ones on the hardpoints respectively. The AI actually seems to use all of the shots stored in the 5 weapons reliably despite not being in the same weapon group.
2)I specialized into making the shield as easy and convenient to deploy for the AI as possible by cramming "Stabilized Shields" into the ship aswell. It costs 15OP but actually reduces the shield flux upkeep by 150, meaning it is basically the same as putting in 15 vents assuming the ship is always going to fire while the shields are on. The difference this hullmod seems to make is that the AI will keep the shield up for longer when it reaches high flux capacity as the upkeep of raising the shield is now roughly half the value the ship dissipates hard flux at thanks to the "Shield Modulation" skill.
3)I switched the front LR PD lasers to normal PD lasers since they have better DPS. I would love to also install PD lasers on those empty medium energy slots but they can't actually install anything but medium weapons, a shame really.

Post Scriptum: Ludd Curse you Alex! Axing the Medium Combat Laser and leaving us poor high tech enthustiasts with no medium energy PD options other than the absolutely atrocious Heavy Burst Laser makes my cry in my GammaCore-augmented space-hammock every night!




13
General Discussion / Re: Don't sleep on the Glimmer drone frigade!
« on: April 06, 2021, 02:44:51 AM »
Honestly I might just use it for the officer bonuses.
It counts toward dp calculation?

Implementing a core counts as hiring an officer, so every officer type boon gets applied, not just dp calc
Then that's the win button lol

Isn't if fun that the Gamma Cores powering dominion-era toasters can actually serve as officers and equally compete with level 5 officers 216 years after the Collapse?It's quite sad we can't actually raid or sat-bomb the Galatia Academy, because I'm quite sure they're definetly to blame for AI development if the Officers in the entire, known Sector suck so much.

 A Gamma Core integrated into an automated ship gets to pick 4 skills and that is arguably already stronger than 5 or 6 skills a regular officer guy gets. And then we get Beta and Alpha cores that can have 6 and 8 skills respectively. An Alpha Core does this by the way:
Perfectly balanced, as all 40 Deployment Points drone battleships should be.

I mean you can only get one of those with an Alpha Core installed and be above the malfunction Combat Readiness theshold, but do you really need more than one when a single Alpha-kun Radiant can solo two Onslaughts, a Conquest and a Dominator in the simulator, under AI control?

14
General Discussion / Re: Don't sleep on the Glimmer drone frigade!
« on: April 05, 2021, 01:55:15 PM »
Hey you.
Yes, you!

(...)

What do you say now, commander? No fancy cores, no need for it to be pristine and no need to even care for it in battle. Doesen't this very special chestnut feel like part of your fleet already?

Your first Assault Variant does remind me what I did today with my Hyperion.

Does the AI-officered Glimmer benefit from the bonuses from Coordinated Maneuvers and Wolfpack Tactics?

( also, by the way, nice writing, you are a crazy person, I mean in a good way  ;D )

Both Glimmer and Lumen are frigades so they should get the benef..

Oh sweet Ludd what have I unleashed upon the Sector?

Also, thanks for the compliment! I had the stupid idea of theorizing a Gamma Core from a Pirate Microwave being repurposed to pilot [Redacted] Ships instead and just wrote it :P

15
General Discussion / Re: Don't sleep on the Glimmer drone frigade!
« on: April 05, 2021, 01:06:34 PM »
Honestly I might just use it for the officer bonuses.

Oh yes, that is another good thing about gamma Cores. You just slap it in, give it Gunenry Implants and watch the enemy have their weapon range butchered by ECM rating! I did put Gunnery Implants on the Support variant since it basically IS a utility platform but the Assault variant needs as high of a recovery chance it can get because it IS going to die, not before doing a mess of things and distracting the enemy a great deal tough.

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