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

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Messages - boredom974

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Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 05, 2021, 12:33:07 PM »
Is the tri-tach story mission phase fleet intended to show off how powerful the harbinger's system is? Because trying to beat that mission legitimately without using carrier spam was one of the most frustrating things I've attempted to do in my recent memory, before I gave up.

Yeah, many fights require the player to have fleets that counters the enemy specifically. I have encountered similar phase fleets doing bounty missions. Carrier spam isn't the only solution though. Long range high alpha beam weapons like tachyon lances are a viable counter, since they can instantly punish any ship that un-phases in range.

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Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 05, 2021, 11:29:51 AM »
What values in settings should I change to prevent enemy fleets from having any mercenaries? I don't like the late game officer spam, so I set "officerAIMaxMercsMult" to 0 and "officerAIMercsStartingFP" to something absurdly large. This seems to work for normal factions, but remnant fleets haven't had any officers at all. Are all remnant officers treated as mercs or something like that? Are there values I can use instead to get a better result?

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Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 01, 2021, 12:33:24 PM »
Is it just me, or are AI controlled ships a lot less opportunistic than they once were? Often when I see almost overloaded ships, mine or enemy, no nearby ships try to rush them down to kill them and I recall ships being much better about this in past updates, really pressing home attacks when they had the advantage. Do ships pressing advantages have the same behavior as with reckless/eliminate? Is this just the result of reckless/eliminate ordered ships mistakenly using optimal ranges rather than closing to minimal ranges as Alex mentioned? Or am I completely nuts and altogether misremembering that AI ships were opportunistic that effectively?

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General Discussion / Re: Bounties Can Get a Bit Excessive
« on: March 31, 2021, 09:17:22 PM »
It's not just bounties. As the difficulty scales, every remnant fleet will look like that. This many officers in normal fleets is a pain, but in a remnant fleet its broken. Outnumbered, out-ranged, twice the number of ships with officers that also have many more skills, all while the ships themselves are very strong.

The ECM in particular is really bad. So many remnant ships already could break off from engagements to vent very easily and my ships have even more trouble actually finishing ships off when heavily outranged like this. I could put a bunch of officers on frigates and counter the ECM of fleets with 15 or less officers, but against 20+ officers and 100+ enemy ECM strength, every point I have in ECM is a total waste. I can't ever close that gap without dumping ordnance points into ECM and then I'd just be diluting the strength of my ships and then I'd get slapped anyway.

And sure I can even out the deployment points with some fast frigates or destroyers capping objectives, but my frigates are so thoroughly outdone by the remnant that they are little more than a distraction once the fighting starts. In all my attempts at dealing with these remnant death squads, I don't know if I've seen a single frigate of mine kill a remnant frigate in the opening skirmish of the battle, let alone punching up and contributing to a fight against something bigger.

I could respec into automated ships and get a handful of AI officers in remnant frigates of my own so that I have, 2/3rds the officers that the enemy does at best instead of a miserable half. But I'd have to do more, cheese this and rebuild my whole fleet from the ground up, min-maxing which ships I use and their fittings in really boring ways. Not fun.

Overall, the game was better off with a hard limit on officer numbers and without officers having fleetwide effects through ECM and deployment points.

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Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 30, 2021, 02:20:26 PM »
The limit on officers is misleading. I thought I would be fine with the max number of officers and that the AI would play by the same rules, but now I'm stuck fighting every major battle outnumbered by 50% and with a 20% range debuff. While the effect of more officers on navigation and ECM makes sense, I feel that the officer effect on deployment points is counterintuitive. Just because I don't have as many officers my larger fleet is suddenly outnumbered on the field?

And if the AI can just double or triple its officer numbers beyond the default limit through mercenaries, what's the point of a limit at all? It's not even a soft limit for the AI, they just blow past the limit by a mile. Wouldn't it be more reasonable for really tough AI fleets to have 8-12 officers, only occasionally surpassing the limit with a couple mercenaries? Or am I expected to have a dozen merc officers myself to compete with this in the endgame, ignoring the limit myself? Is this even possible? What happens when a merc's contract runs out, can you renew the contract for free or do you need another story point?

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Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 30, 2021, 10:46:20 AM »
Settings.json has a value for the maximum number of officers in enemy fleets. The default value is 10, but I keep seeing enemy fleets that ignore this limit and have many more. I have seen fleets with as many as 19 officers and fighting these fleets is a real pain. Is this intentional or is the AI ignoring the limit in some unexpected way?

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