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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 - Üstad

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1
Suggestions / Re: Add an "Ignore target" assignment.
« on: March 13, 2024, 08:52:13 AM »
Would be really funny if Alex added this and taught the AI commander how to use it on player Monitors.
Monitors should be mobile shields for bigger ships mainly for capitals though, not diverting and soaking damage for no given reason.

2
Suggestions / Re: Add an "Ignore target" assignment.
« on: March 11, 2024, 11:45:26 AM »
I suffer from the same problem. Not just gremlins, ships like monitor without offensive punch should be able to ignored.

3
Suggestions / Re: Armor damage visualization should scale non-linearly
« on: March 11, 2024, 11:43:11 AM »
Sounds like a good idea to me.

4
Suggestions / Re: My wishlist for the next update
« on: March 02, 2024, 05:00:34 AM »
When we use alternating guns ie: ion pulser, let us disable the blinking range aim thingy and make them appear combined like 'linked' weapons. It's an eyesore and it'd be nice QoL to fix that.

5
Planetary shield should negate negative effects of extreme weather conditions, meteor impacts and extreme heat. Shouldn't cost an industry slot, the defence needs to be buffed, it should lower pather interest and it should be buildable only in one planet.

6
General Discussion / Re: Expectations for 1.0
« on: June 15, 2023, 04:26:21 AM »
More diplomacy and  AI colonizing planets with each faction prioritizing different things.

AI learning how to use missiles.

More customizable simulation battles, from weapons to officer skills.

Remnant phase ships, which would make kinetic damage less important which is too important when dealing with remnants.

7
General Discussion / Re: Venture Mk. II Ordo Farming
« on: May 24, 2023, 06:41:51 AM »
For a trash Venture fleet, sure. Derelict ops is still a problem for better missile spammers, like Gryphons, or figher/missile spammers, like Mora. The skill makes silly fleets like Ventures good, and it makes good fleets disgusting.

Without missile d-mods, derelict ops is just a 30% discount with no real strings attached. That's too much.
I don't think the game should be balanced around min-maxers. D mods already cause shield, weapon and armor problems. So they already cause problems without directly affecting missiles.

8
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 19, 2023, 11:55:09 AM »
Several different ships were using quantum disruptor on same ship while the effect is still lasting. Is this fixed yet?

9
iirc the skills do have a floor, though idk how much sou need to spam to reach it
I'm not sure they do have a floor (aside from 0), just a very aggressive diminishing returns thing going on.
To get your fighter bonus down to 1/5 of normal (ie: +10% replacement etc) you need to have ~42 fighter bays.
And having 50 bays only pushes it down to +8%.

It looks like the bonus drops off like:
8 bays = full bonus (+50%)
10 bays = *0.8 (+40%)
16 bays = *0.5 (+25%)
20 bays = *0.4 (+20%)
42 bays = *0.2 (+10%)
50 bays = *0.16 (+8%)

You probably could get the bonus effect down to 1% (or less), but you'd need a lot more bays to do it than you'd ever realistically have.
Certainly much more than I have on hand rn.
What about with officers? How is the *1.5 bonus is calculated?

10
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 01, 2023, 04:04:00 PM »
Will anything be done about Doom mines? AI deems it as harmless so friendly ships get hurt even if it's easy to avoid them.

11
General Discussion / Re: Is there something off with the Zigguraut AI?
« on: January 28, 2023, 04:47:21 AM »
AI for phase non-frigates is currently quite bad. It's supposed to be vastly improved next patch(with Phase Anchor at least)
Will it only buff phase anchor ai or with any similar custom hullmod? I'm curious how Alex will handle it.

12
General Discussion / Re: About Shield Shunt... and more armor and guns.
« on: January 22, 2023, 01:41:02 PM »
To clarify what I mean by ablative armour is not to give the ship the same ablative armour hullmod as the Invictus. I mean to multiply the armour it has by 2~3 and then divide armour effectiveness by the same amount. This way the damage reduction from armour is kept the same but it lasts a lot longer.
That's also what I meant. Otherwise it'd be straight nerf. It needs to be tested and balanced.

13
General Discussion / Re: About Shield Shunt... and more armor and guns.
« on: January 17, 2023, 05:07:51 AM »
Shield shunt should work like the new dreadnaught Luddic Church is getting in the next update. Armor value gets super increased but armor doesn't protect as much. So ships can rely on armor to protect themselves even in the long run yet still get some hull damage, since there is a skill to repair hull damage it would compliment to this playstyle I think.

Edit:I didn't realize someone else has already suggested what I'm saying. Sorry about that.

14
Suggestions / Re: Buff the Medium Energy Slot
« on: January 13, 2023, 10:34:34 AM »
Yeah I'm really happy Alex listened to feedback and made LG ships unique and fun in their own way, instead of them being a pure downgrade while looking different.

But now with Mining Blaster getting a nice rework, and Gravitons having an additional effect on hit, medium energies are pretty much in a good place. Only other thing I'd touch is the Heavy Burst Laser.
What changed? Also %5-10 additional damage seem too weak for Graviton Beam buff.
Mining Blaster becoming a charge based burst HE weapon. Same range but much better efficiency. Alex showed the stats on twitter but it appears he'll change them as it's too strong currently.

Gravitons apply a 5-10% kinetic vulnerability on a ship that's getting beamed. That means from ALL sources. Sounds like a strong thing to me tbh.
Sorry I meant to ask how LG ships got better rather than being generic ships with a nerf hullmod?

15
Suggestions / Re: Buff the Medium Energy Slot
« on: January 13, 2023, 05:29:01 AM »
Yeah I'm really happy Alex listened to feedback and made LG ships unique and fun in their own way, instead of them being a pure downgrade while looking different.

But now with Mining Blaster getting a nice rework, and Gravitons having an additional effect on hit, medium energies are pretty much in a good place. Only other thing I'd touch is the Heavy Burst Laser.
What changed? Also %5-10 additional damage seem too weak for Graviton Beam buff.

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