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Messages - bob888w

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1
Suggestions / Re: Hull Restoration is way too overpowered
« on: April 15, 2024, 01:43:09 PM »
I for one would probably enjoy this as a intentional buff for one of the industry capstones. Could even contrast hull restorations perfect player fleet with this for derelict operations where you focus around getting the best of enemy junk

2




I really should try this at some point... This is some real skillful piloting

3
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 15, 2024, 06:09:38 AM »
I think what Thaago said is my view on the leadership issue as well, I especially find it evident during my current frigate/destroyer focused combat+cyber aug playthrough. Sure I could get helmsmanship, combat endurance, and target analysis for a greater amount of individual buffs (And I eventually did), but with the leadership versions I can get almost the same level of individual power while buffing the entire fleet in a similar manner, and in the case of coordinated maneuvers, even more so.

Additionally, Im also surprised no one brought up how much more punishing it feels when doing combat builds sometimes. Stuff like misslespec, OE, and CE have parts locked only to the flagship. Sure it makes you more powerful and survivable. But, it also means if you do commit to 1-2 critical mistakes and lose your ship, a big chunk of your fleet powers is completely gone. Your fleet might not be good enough to pick up the slack and suffer fleet wipe. With leadership I am decently confident that I can have fun, and make a little difference in a flagship, while having vinf a fleet that can finish the job without me.

4
Suggestions / Re: Hull Restoration is way too overpowered
« on: April 14, 2024, 06:16:29 PM »
I'm currently Lvl 11 or so into a cyber augmentations, and combat build. I admit my opinion might be skewed by mods, and their propensity towards throwing Smodded enemies at you. But, I feel that the requirements needed to play perfectly through the combat tree in order to pick up the slack of dmodded ships is significantly harder then the hull restoration + leadership playstyle of just spamming perfect ships and recovering afterwards

5
I always end playthroughs sitting on 20-40 SPs. I get they are supposed to be for fleets, but I've always considered them "cheaty" in a way since they squeeze essentially free OP out of a ship

As a sidenote, if anyone wants the mines as a disengagment thing, industrial evolution by hartley has something similar already implemented

6
General Discussion / Re: Looking for a list of vanilla-like mods
« on: April 05, 2024, 10:10:13 PM »
Star federation might work with just a version change, its ships are pretty dang vanilia adjecent

7
General Discussion / Re: I love the slipstream mechanics
« on: April 01, 2024, 04:01:18 AM »
I'm not sure if I find slipstreams to be completely useless, or if it just takes too long to get the upgrades to make them useful, but I've played two games to level 15 and have yet to unlock reverse polarity, so slipstreams still remain "95% chance to press e-burn and waste supplies to get where you're going, with a 5% chance of being helpful".

You have to be pretty proactive with it, talk to every scavenger, take the blackhole and binary star CR hits, and overload every sensor array

8
General Discussion / Re: should we just nerf the Onslaught?
« on: March 24, 2024, 05:32:39 AM »
Off topic slightly, but the Conquest is good... Just not in the way its visual design indicates. It screams in the thick of it double broadside firings.

But in reality its a weapoms platform that can get 2L ballistics and 2L missles to bear on a single target, and have the flux to support it.

9
I feel like as of now, the use case for heavy mortars fall off pretty hard when facing later game bounties.  A lot of the end game threats are either very speedy, or very tanky. In both cases the accuracy + better armor cracking of the mauler provides a lot more value, not to mention the added range

10
Blog Posts / Re: Skill Tweaks
« on: December 16, 2023, 05:30:55 PM »
Call me nostalgic, but I still wish the old DC was included in some way, although the new elite certainly has better implications for AI use, especially in cases where they love to shield flicker

11
Blog Posts / Re: Colony Crises
« on: December 16, 2023, 08:17:04 AM »
Im personally still saddened that the end of crisis means the end of expeditionary forces. Until another system replaces expeditions late game, losing the 2nd best way to test your fleets will be unfortunate

12
Blog Posts / Re: Skill Tweaks
« on: December 14, 2023, 08:00:17 PM »
I think i'm personally aligned with gg_pilot in most of the cases looking at the changes.  There should be legitimate tradeoff in opportunity cost for taking defensively minded skills. Getting free damage along with better tanking abilty makes choosing to sacrifice skill points in such options less of a conscious choice.

I also agree that I prefer the current iteration of damage control, and would rather lean into the concept that your crew is specially trained to mitigate a disaster on board versus the captain just magically knowing how to do more damage

13
Blog Posts / Re: Salvors in the Ruin, a digital painting story
« on: November 02, 2023, 09:57:35 AM »
I personally prefer the more busy option, in most of my playthroughs I end up with hundreds or even thousands of crew members in order to run my fleets. While the setting is overall lightly grim dark, I find more realistic for a salvage operation to have multiple people on scene.

14
General Discussion / Re: Tell me, where did we go so wrong? [Story spoilers]
« on: September 09, 2023, 03:20:23 AM »
The main frustration, like with all difficult starsector battles is that losing is super punishing, since you lose smods, ships, cargo space, and supplies all at the same time. If you arent save scumming and not immediately set up for the zigg boss, it might take at least a few hours to garner the required equipment to retry. Espically since normally you arent expected to be in the multi millions of credits when you first attempt it

15
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: August 13, 2023, 03:57:02 PM »
The update on discord is an authorized unofficial patch made by Avanita, friend of Timid. Go to the discord if you have bug reports for that version

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