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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - shrek_luigi

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1
General Discussion / Re: Diable Avionics Help
« on: November 21, 2020, 01:44:47 PM »
put SRAB emitters on everything

2
General Discussion / Re: Conquest is bad - change my mind
« on: November 19, 2020, 04:21:28 PM »
its almost 2021 and modders STILL haven't made the ConSlaught, which is an Onslaught Conquest hybrid, smh my head

3
General Discussion / Re: The endgame enemy.....
« on: November 11, 2020, 06:24:53 PM »
the endgame enemy is a big ol' hyperspace storm

4
using this mod in conjunction with hyperdrive is nightmare-fuel, the remnant spooky-bois will jump right on top of ya, lots of fun  8)

5
I also think the armor stat is bretty gud, and that it losing-out to building around shields/flux is mostly a function of how bad Heavy Armor is comparatively.

There are quite a few hullmods added through community mods--Integrated Armor, Reactive Armor, the one from Imperium--and I've gotten a LOT more mileage out of them than the former; if you can wedge BOTH Hardened Shields & a clever assortment of armor & hull-related hullmods on the same, big ol' capital ship with already-high base hull stats, the difference in survivability is very noticeable.

Maybe comparing vanilla to modded content isn't entirely fair, but I think these things both mesh fairly well with the game (Imperium's not so much but w/e) & pose a good argument as to how Hardened Armor falls short in many respects.

6
General Discussion / Re: Starsector has ruined Mount & Blade games for me
« on: October 08, 2020, 11:29:47 AM »
people tell me that starsector is just mount and blade in space, but I tell them, that mount and blade is just starsector on the ground

7
General Discussion / Re: ETA for next Release?
« on: September 29, 2020, 02:25:48 PM »
one day later than before this thread was made

8
love me some squalls  :-*

in spite of their range, I most often put them on tanky capital-ships that fight at point-blank range/get into the fight quickly with burst-drive/plasma jets/etc, and dunk on other big ships or stations with medium mortars/beeg autocannon/etc. its a lot of shield-pressure for something that doesn't cost flux, has a nice EMP underpinning to it for when their shield goes down.....using them close-up helps overcome a lot of the weapon's flaws too, from both an AI decision-making standpoint & its pretty poor tracking against zippy light cruisers, for example.

right now I have one on my "melee mode" legion (gh) and, between that and hammer pods/overclocked longbows, there is a lot of missile spray goin on

9
General Discussion / Re: Ship Naming!
« on: September 29, 2020, 12:47:54 PM »
@shrek_luigi Please refer to the forum rules about necroing old posts - 8 years is a bit much! I've split the topic off from the old content.
I'm sorry, it was such a good thread, I just had to necro it

10
General Discussion / Re: Ship Naming!
« on: September 29, 2020, 10:30:57 AM »
i name all my ships SLS The Green Machine, gets pretty confusing sometimes  :'(

11
General Discussion / Re: Swarmers
« on: September 23, 2020, 01:37:59 PM »
they're quite good as a generalist HE weapon when used in large numbers, even though their per-hit damage is fairly weak, simply because of how much ammo they've got. on a destroyer or cruiser with numerous small-missile mounts, they sort of open the door to using more flux-efficient medium/large frag ballistic weapons or simply more kinetic stuff to blast through bare hull, instead of relying on a strong HE ballistic one as a crutch to cut through that armor before going in for the kill--albeit not quite as fast. still worth it tho!

they're also really good as a preemptive to larger & slower LRM/MRMs, to overwhelm the enemy's PD-screen and ensure more of your missiles meet their mark.

12
General Discussion / Re: Newbie fleet composition
« on: September 22, 2020, 01:38:34 PM »
up until you get to the point where you're pitted up against multiple cruisers/BCs or big fighter swarms, Shepherds can put in a lot of work & are dirt-cheap to field. excellent support ship for a rookie fleet, especially against pirates

sheppys have a mining drone wing which tends to trip up the AI a lot, and does a good job supplementing other PD lasers to take down missiles & the like. they've also give a boost to salvaging & a surveying supply-cost discount. two or three of them set to escort your bigger ships is a serious boost to your PD screen--a swarmer SRM in each of their front mounts will trip em up even more

i'm a big fan of centurions too--sheperds and centurions, man. they're some great ships :^)

13
General Discussion / Re: How to counter Carrier spam?
« on: September 14, 2020, 11:01:24 AM »
two or three centurions set to escort duty can make short work of both shielded & unshielded fighters with relative ease. they have great PD-coverage, a big OP budget for a frigate, and if you load them up with predominantly ballistic-PD stuff then you'll have a pretty huge surplus of flux for tanking shots from larger ships. the extra OP can go toward stuff like Hardened Shields & Subsystems to keep them on the field for longer, Unstable Injector to allow them to help them close the gap quicker when it comes time to wrap things up/chase ships down in retreats, Frontal Shield for da beeg 360 shield coverage.....its a great ship!!

360 shield coverage--or at least 120 omnishield + accelerated shields--helps a lot to tank shots from fighter swarms, while ships with frontal-shields of 180 degrees or less can be sorta risky.

some interceptors of your own can help as well.  8)

14
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.17
« on: September 13, 2020, 10:57:41 AM »
hello, the Great Houses Legion-variant is my favourite ship

well, that's all I had to say, have a nice day!  :)

15
General Discussion / Re: How do we make small ships useful?
« on: September 11, 2020, 11:04:42 AM »
frigates should careen into enemy ships and self-destruct in a fiery explosion at low CR--it would "greatly increase their viabililty"!  8)

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