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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - mosshadow

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Point Defense wise are Shadowyards PD intentionally supposed to be bad but impressive looking? 2 Light CEPCs and one 1 Chain CEPC are unable to stop a single salamander from taking out my engines 3 times in a row. Do they benefit significantly from point defense related hullmods such as turret speed increases?

2
Mods / Re: [0.95.1a] Ship/Weapon Pack 1.13.0
« on: January 06, 2022, 01:48:49 PM »
I've been playing on the version posted on the discord. How much difference is the official update compared to that one?

3
Suggestions / Ship Squandrons?
« on: January 05, 2022, 12:07:33 PM »
Right now when ships are made to provide escort they tend to focus on defending the ship they are escorting. Can we get an alternative if we want to group ships together offensively?

For example if I have 3 hammerheads and I want them to work together to fight and attempt to target one ship together.  Could we have a way to turn groups of ships into squadrons for this purpose.

4
General Discussion / Premade ruined systems?
« on: January 05, 2022, 12:01:07 PM »
Now that there is a secret Extra-[REDACTED] quest location do you guys think there will premade ruined solar systems either as core systems that are uninhabited but contain ruined worlds and starbases with accompanying lore and quests or initially hidden discoverable locations in the outskirts that are like the randomly generated systems but with uniquely named locations and descriptions, a la Stellaris?

5
Mods / Re: [0.95a] Scy V1.65rc1 (2021/12/11)
« on: January 05, 2022, 11:51:48 AM »
I've been playing Scy recently and they are rather challenging since they are individually only worth half their deployment points. But their strategic capabilities are excellent with subcapital cargo ships being useful for both cargo and fuel while still cruising at speed 20. I can make plenty of salvage in the outskirts only to flop against a derelict fleet because of PPT.

Do Scy carriers also have some sort of fighter debuff? I feel as if my fighters on a siege carrier take longer to rebuild and fighter level drops faster than on an astral.

6
I've been waiting on Ship and Weapon pack to start playing again.

7
With the changes to combat in .95 I wonder if fleet sizes need to be changed more than they already are since combat is much harder. Fleet sizes feel smaller already but I still think pirate doomstacks are really hard to beat even with a late game fleet.

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Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 21, 2021, 03:27:53 PM »
Regarding ECM Range nerf, maybe the ECM hullmod should have the opposite effect of the ECCM Hullmod (reduce range reduction from superior enemy EW by 50%) and increase enemy range reduction if within a certain range of the ship with the hullmod or if a certain number of ships in combat in your fleet have it.

9
General Discussion / Re: Tactical laser vs PD laser
« on: June 22, 2020, 03:41:59 PM »
Why do Tac Lasers need to reach out and touch something while all PD lasers are instantaneous? Tac lasers and HILs should be as quick as PD lasers.

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Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.16
« on: June 21, 2020, 08:26:26 PM »
Other than starting with it, can the Metafalica be obtained by purchase or Blueprint?

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