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Starsector 0.98a is out! (03/27/25)

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Messages - dreamdancer

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1
I don't understand your complaint. You ship is over-fluxed and stays quite close. There is no doubt that a human pilot can do much better than the AI, but I fail to see a significant AI failure in this this case. Keep in mind that in typical battles, other ships are around and a better name for reckless officers would be suicidal.

2
I'm using a few Medusas and things are working fine for me. I haven't noticed any change with RC7.

3
General Discussion / Re: Question about Fighter Skills
« on: April 06, 2025, 10:09:23 AM »
It's the same thing for all the skills - everything in your fleet counts. Which is also why using militarized subsystems for your non-combat ships is a bad idea (once you have a decent amount of ships).

4
General Discussion / Re: Does anyone like the Paladin?
« on: April 05, 2025, 10:56:21 AM »
The thing is, I'm using Locust precisely because it's good against fighters (and nasty mosquito frigates). Much of the time, it's an objectively worse choice than using Squall (even with the nerfs).

Why are you so hung up on fighter effectiveness? IMO, they don't need to be as effective as other loadouts on the player side. As it is, they are extremely punishing against player fleets lacking sufficient defenses.

5
General Discussion / Re: Does anyone like the Paladin?
« on: April 05, 2025, 09:19:32 AM »
That 18 DP "survivable" ship frequently struggles with survivability, since it's a bit too slow against ships with mobility systems.
literally the 2nd fastest human cruiser in the game, only beaten by Fury

it has 80 max speed, which ties it with Heron, Aurora and Falcon, but it has acceleration stats of a Fury, and 12.5% higher deceleration stat than Fury.

(for comparison Aurora's acceleration stats are 50% lower than that of a Fury)
I specifically mentioned mobility systems. There is a huge amount amount of ships with burn drive, plasma jets, maneuvering jets and phase skimmers that can hunt it down. Backpedaling speed of the attackers is irrelevant.

IME, it needs to run overfluxed to be effective (Paladin is soft flux) and even if temporal shell isn't on cool-down, it may not have enough flux to activate it.

I can get 1.5 Medusas for the DP of an Anubis. They have much better mobility and can be extremely dangerous (needlers + phase lances seriously hurt - shields up or down). The AI is quite competent with using the phase skimmer and makes far better use of it than the temporal shell. If I give a temporary eliminate order against a capital ship (to flank and assist or to relieve pressure for someone else), Medusa will be able to tank and escape.

Anubis having Paladin against fighters and missiles does nothing for my fleet (except for the Z fight). Yes, I'm using Locust, which you despise.

6
The Synchrotron Core filter doesn't do anything.

7
I have found 4 (playing with Nex, don't know if that makes a difference).

Officer Extension adds the "OE_LocateExceptionalOfficers" console command, which lists the l7 officers. Officer Extension also allows you retrain their skills.

8
Bug Reports & Support / [0.98a-RC7] AI ignores disintegrator
« on: April 05, 2025, 03:39:07 AM »
The Paragon has s-modded accelerated shields. For some reason, it's completely ignoring the incoming disintegrator shots. All the damage it has taken is from the disintegrator.

9
General Discussion / Re: Does anyone like the Paladin?
« on: April 04, 2025, 10:11:05 AM »
The dev severely underestimated what a three-Paladin, extended-magazine, Temporal Shell ship would do to any rocket or fighter coming remotely close to it—practically removing those threats from the game. Having that level of defense on a single 18-DP ship that was also survivable and versatile was just too much.
I disagree with you on that. Against tough fighters, Paladin (even pre nerf) is nothing to write home about. IMO, against something like Tesseracts, having an Anubis makes no difference. There are quite a lot of weapons that are effective against fighters. Paladin isn't anything special. There is exactly one fight, where I think it was genuinely useful - against the Z(...).

That 18 DP "survivable" ship frequently struggles with survivability, since it's a bit too slow against ships with mobility systems. On paper, it has an incredibly powerful system. In practice, the AI wastes at least 70% of its potential. (Without temporal shell, it's a very underwhelming ship.)

10
General Discussion / Re: Anubis feels ridiculously overpowered
« on: April 04, 2025, 09:19:19 AM »
2 paladin and an autopulse seems to work fine-ish (If you have the means to allow the anubis to retreat and vent) So far they have been carrying me. Kinda wanna see how gigacannon works with it
Are you joking? There is a 2x flux penalty for energy weapons. Anubis is massively flux dissipation starved to begin with.

What is your setup? What are you fighting against?

I have an Anubis in my fleet. Before the Paladin nerf, it was very good at punching down and eliminating stragglers (Paladin deals soft flux, so it's a rather poor general purpose weapon). Now it's really struggling to get the job done and I wouldn't care at all, if Paladin and/or Anubis were removed from the game. IMO, any other energy weapon is worse  than Paladin on Anubis.

11
Bug Reports & Support / [0.98a-RC7] Tachyon Lance doesn't get fired
« on: April 04, 2025, 01:39:39 AM »
The Paragon is just spinning in circles and doesn't fire the Tachyon Lance. I've noticed the same thing with the Champion, for some reason it doesn't fire the Tachyon Lance in various situations (even when low on flux).

(The officer has elite helmsmanship. The Paragon has advanced turret gyros.)

12
Mods / Re: [0.98a] Console Commands v2025.03.30
« on: April 03, 2025, 12:48:30 AM »
You can use Officer Extension to respec level 7 officers. It has special handling for them:

https://github.com/qcwxezda/Starsector-Officer-Extension/blob/main/src/officerextension/listeners/ConfirmForgetSkills.java

13
General Discussion / Does anyone like the Paladin?
« on: April 02, 2025, 09:17:31 AM »
The Paladin got a rather massive boost with the 0.98 flux reduction. I tried using it on a Paragon alongside Plasma cannons, but I'm rather underwhelmed (vs. tachyon + autopulse).

Literally the only ship I would use it on is the Anubis. From where I stand, on every other ship (I've tried) it's plain bad.

14
General Discussion / Re: Anubis feels ridiculously overpowered
« on: April 01, 2025, 09:14:24 AM »
The thing is that you claimed that Anubis is worth 30 DP. IMO, that's ridiculous outside a couple of extremely cheesy fights (countering ridiculous cheese on the opponents side). 95% of the time a modest amount of flux-efficient frag damage (either AOE or something like an IR autolance) is quite sufficient.

15
General Discussion / Re: Anubis feels ridiculously overpowered
« on: April 01, 2025, 08:38:22 AM »
The Paladin is a really *** general purpose weapon. The hit strength is nothing to write home about and it deals soft flux. E.g., combat results from an Anubis with 3x Paladin and 2x heavy autocannons (which are kinetic damage).
 
The Anubis is great at punching down and eliminating isolated stragglers. However, without an officer with elite helmsmanship and elite systems expertise it's not a great ship in most scenarios. It seriously struggles against a Falcon equipped with kinetic damage (and struggles to escape). (I put my ships in storage for a mission requiring stealth and forgot to reassign officers. It was quite a struggle to keep the Anubis alive.)

In your video against the Astrals, you deployed more than 60 DP. A solo Paragon with burst weapons under AI control has no issues with tanking 4 Astrals attacking simultaneously and subsequently hunting them down. In fact, you deployed the other ships later - they likely would have been killed, if they had to weather the initial attack wave.

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