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Messages - RemnantAI

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1
General Discussion / Re: A Noob's Insight on: Ships!
« on: September 22, 2021, 02:38:17 PM »
Odyssey B tier. That's a good one.

2
Devastator.  Looks like a damn battleship gun, sounds amazing, always wastes most of its payload on empty space.  Gave up on it long ago.

Gunnery Implants tightens the spread into a narrow column, PD elite gives it +100 range, and Ranged Spec elite gives it +30% projectile speed. Together they make it pretty scarily effective at long range.

I ran them on my capital ships with GI and ITU in one of the 0.9.1a tournaments and they were really effective at both PD and dealing HE damage.

Quite a hit and miss weapon, but I like them.

Personally I love me some beam weapons, but I feel more like I am memeing getting a ship to work with them, than something else.

3
Honestly I want all the skills.

My gripe with the new skill system is that there are so many no brainer picks, it's really hard to deviate from them. I have run nearly a dozen different games since the .95a release, and although I want to pick up different skills and utilize them, I still have 50% of them dedicated to the same picks because of the quality of life it gives my playthrough. I like that the skills are more meaningful, and it makes my levels feel much more potent, but ultimately I feel more railroaded.

4
General Discussion / Re: Fury & Champion loadout discussion
« on: April 26, 2021, 12:50:41 PM »
My build, which is maybe obsolete now due to SO nerf is this:
Converted hangar, Shield conversion front, Hardened shields and subsystems, and Safety overrides.
Weapons: Sabot SRM pod, 2 heavy blasters on the medium right side slots, and 1 Antimatter blaster on the front left small slot.
As many points into capacitors as you can.

How was SO nerfed?

5
Mods / Re: [0.95a] Underworld 1.6.0
« on: April 19, 2021, 06:42:06 PM »
The beacons are lit! The Ludic Path calls for aid!

6
new update, just full of fixes but have some updated nex stuff and ody EX balancing


change log:
Spoiler
V:1.3.2: save safe (i think)
general changes:
fixed osiris star system placement
removed ground support package from phylactery MK.III
replaced the spectral cloak on the witch and geist with regular phase cloak
fixed the elemental weapons sound issue (wont be so loud and wont come through both ears when weapon is to the side)
updated faction ship starts with nex installed (with a new super ship start)


odyssey (EX):
added as a super ship start with nex installed
increased ordnance points from 280 to 310
increased shield efficiency from 0.9 to 0.7
increased peak CR from 600 to 700
increased supplies a month/deployment points from 45 to 55
    (prototype EMP emitter):
    increased arc damage from 200 to 300
    increased arc EMP damage from 1000 to 1300
    increased range from 800 to 900



wraith:
decreased supplies a month/deployment points from 30 to 25
[close]

I like the changes, especially the super ship start. My issue with the Ex Odd is that without the plasma burn it really loses that maneuverability that allowed it to brawl.

7
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0
« on: April 18, 2021, 02:15:18 PM »
Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Impact Mitigation: it now protects from small strength hits more than bigger hits, which I'm not sure is a good idea.
Standoff Tactics: it's better than Ranged Spec, since it works for more than two ships in the game.
Phase Mastery, Phase Corps: I suspect they will still be problematic.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Missile Specialisation: it stacks with ECCM, missiles are so fast now.
Officer Training: spend story points to spend story points... Come on.
Energy Weapon Mastery: what's up with that EMP resistance? It's not much, but it's weird it's there.
Special Modifications: again, spend story points to spend story points.
Automated Ships: it's hilariously OP now. Getting a Radiant for a single skill point is incredible value.
Colony skills: they presumably are the best moneymaker skills, making other (mostly industry) skills obsolete. It's in a similar position as Automated Ships, in that it isn't immediately strong, only after you can get what makes it strong, but then it blows other skills out of the water.

I also have more fundamental issues with what you're doing with those skills, but you have heard about them already.

Tis a mod, and a customisable one at that, the base game skill tree is hilariously out of balance as it is, why the intense scrutiny for this?

Big fan of this OP, will let you know if any issues come up!


I enjoyed the direction of the new skill tree, but it has glaring obvious issues and pidgeon holes certain styles. Having options is awesome so I agree this is a nice option.

8
I am doing a pirate play on Nexerelin, and I found it somewhat odd that Freeport is a hostile port to Pirates. I know they are part of independents, but their incredibly expensive wares are off limits. Just seems strange.

9
[edit] Less memey, could I ask for a definition of "support"? I've been looking at the columns and I just can't tell what its supposed to mean. In particular, why does a Paragon have a 5 in support when it has no mobility, missiles, active helper system, or fighters? Is it the "zone" around it because of its large range?
Support is mostly everything that isn't all other scores, so I probably need to rethink it. Paragon's high support score is mostly because of its range.

Yeah that 100% Range boost is substantial. well over 4000SU diameter coverage. The short fall is a low turn speed, but that reach is opressive.
isnt paragon an excellent harraser tho? especially because of its range? it is pretty hard to not get fired on by the paragon...

speed isnt everything when you want to harrass enemies, dont need speed when you can fight across the whole map

10
Odyssey plasma burn absolutely claps cheeks of anything sub capital.

Oh a 2v1 I don't like?  * Taps F twice and watches enemy ship fly across the screen*

Looks like a 1v1 now.

11
General Discussion / Re: Beam weapons need a buff
« on: April 14, 2021, 02:10:55 PM »
Even 25% hard flux would probably be worth it. I'd even pay a reasonable amount for a hull mod with a percentage that didn't eat at the rain.

50% Range 100% Hard Flux, or 100% Range 0% Hard Flux, are both rough options.
The range restrictions on High Scatter basically shoehorn you into a Safety Overrides build.

12
You are lowballing the Odyssey with
2 Lineholder
3 Strike
3 Sustain
The shields are efficient, it's point defense game is insane, and it's layout means it can hold hold center with a low profile or take advantage of broadsides on the flank.
The Bonk let's you ram Cruisers and smaller ships with impunity, and use your shield like a sword to clip and spin out enemies. You can also sandwich enemy ships between each other.
3,4,4 if you are utilizing it's strengths, which you should be.

13
I lucked out and found 1 early in two plays, and have had a dry streak in longer games with tons of exploration. They seem much more scarce.

14
Modding / Mod idea: Hyperspace travel requires Volturnian Lobsters
« on: April 14, 2021, 01:35:51 PM »
Kind of like the spice idea from Dune, a planet known as Volturn where all lobsters are sourced in the sector. The Volturnian Lobsters must flow.
Throw in a few Stormlight Archive references to chasm fiends, and also add in some Frigate+ sized Space Lobsters

15
Mods / Re: [0.95a] Roider Union 1.2.2
« on: April 14, 2021, 12:00:55 PM »
1.2.2 current version of Roider Union is working now with Nex. YAY

edit: Tried latest version

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