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Messages - Kanjejou

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1
General Discussion / Missile slot balance between size is... dubious
« on: April 13, 2023, 08:41:51 AM »
After playing a lot i feel like small and medium missile slot are a bit of a waste and large missiles are just too good to not use.

Small and medium mlissile dont send tha tmuch ordinance aroudna nd run out of ammo quite fast thus if youa re not a griffon (that will have extended missile rack anyway) you will have missile rack extension for the extra ammo which put a strain on the OP of the ship that already is using OP for its gun vent capacitor and other mods AND is paying for missiles


Large missiles send massiv amount of damages at very long range, still for no flux, all of them specialised or not have deep ammo pool good tracking and projectile sturdiness
their damage per salvo to OP, total damage per ammo pool to OP are exceptionnal...

It mean that very often i keep every missile slot empty except the large one or if the ship got a missile forge (thus griffon).

I feel more like most small medium missiles work more like finisher than real weapons that can be used all figth long , exception of sabot that cna be used both as utility (for emp) or openner for shield overloader.


Torpedo are nice on paper but mostly work against capitals or heavy cruiser with low PD they are damaging but so slow and easy to shoot down that it end up being an all or nothing weapon, and that what i have achieved with torp woudl have been achieved withotu them, just a bit faster...

Right now i only enjoyed two missiles user ships... Eagle (P) which speed tankiness and massiv ordinance allow it to go nuke somebody out of the battle quite hard...Griffon since you can reload your missile, so you can go ham with them.

2
General Discussion / Re: Atlas MK2 compares to cruisers
« on: April 12, 2023, 03:11:47 PM »
Atlas doesnt feel like a pirate ship to me and more like a free world ship, why? Simple

It doesn't fit the low sensor profile, high speed of pirate raider fleet need and usually go for. Most of pirate ship have burndrive(eradicator P) mobility booster(eagle P, mule P) or phase tech(gremlinP)but they are brittle and have lower OP and maintenance than the "best" same size ships becaus eof D-mod.

The promethean MK2 in comparison totaly fit the Ludic path concept, its fast, dangerous and crap hazardly keep duck taped in a single piece of a ship.and luddic path dotn try to hide themself


But for neutral world league? Its a super cheap capital both in price and DP that allow super long range in a pretty static fleet, perfect for planetary defences or sieges as it allow to help or attack space station more easily. And also its  an easy to get this Hull in lore!

Personally i think civilian hull is a bit of a problem in game it doesn't serve much purpose since usually civi ship are bad in combat so most of the time except if you make a trading/fuel fleet they serve no purpose that another mili ship wont do better. They are already undergunned OP starved and have often inferior stats to military ships, they dont need ot also have poor profile and sensor range.

3
Modding Resources / Re: [0.95.1a] MagicLib v0.46.0 (2023/02/08)
« on: April 12, 2023, 01:47:39 PM »
when i installed it ask for lazylib 2.6 but we are at lazylib2.7b, is that normal?

4
General Discussion / Re: Your One Ship
« on: April 10, 2023, 06:19:31 PM »
Lasher... very simple ship but damn it can do so much and its ammofeeder allow it to punch so hard for its size and price

Ammo feeders go HARD.  Any ship with an ammo feeder automatically gets a second look from me, even if it's otherwise seen as terrible.

Yeah each ship with ammofeeder can at least be a glass canon that deliver the killing blow/ bring massiv flux toa  target.

Lasher brawler(lp) Eradicator Atlas MK2

5
General Discussion / Re: Atlas MK2 compares to cruisers
« on: April 10, 2023, 06:16:43 PM »
If it didn't have civilian grade hull, I would be more interested. Militarized subsystems costs too much OP.

its a problem i have with every civi ship that can be decently upgunned, atlas get a pass from me thx to it being a capital thus it can have great range and and THE ALMIGHTY AUTO AMMO FEEDER!!!!

6
General Discussion / Re: Militarized Subsystems
« on: April 09, 2023, 10:48:25 AM »
I take Bulk Transport early game and then drop it later. Atlas and Prometheus are burn 8 with Augmented Drive Field which matches my capital of choice (Odyssey). Militarized Subsystems makes your logistics ships count towards the deployment cost total for skills with caps so I avoid it once that comes into play. It's mostly useful for smuggling/trading, particularly with the Hegemony variant of the Buffalo where it's a built-in system so you can add 2 more logistics mods without a story point for each one. Even though it's an extremely good way to earn money, I usually don't do much early game smuggling/trading because it skips past very fun early game exploration and combat.

im using militarised only on"fighting civi" like atlas and prometheus MK2 or MK2/MK3 civilian ships

7
General Discussion / Re: Atlas MK2 compares to cruisers
« on: April 09, 2023, 10:46:07 AM »
Oh, it should go without saying but I would never entrust the AI with atlas II's.  It's far too sluggish, far too fragile and requires far too much good decision making for the AI to succeed with it.  When I see enemy atlas II's I see free salvage because they're so easy to pop.  It's a flagship for the cultured man, not the AI pets.

With a lot put into shield (ITU+wide shield+hardened shield+fast shield) with a captain (with balistic mastery, guneery implant and improved shield, system expertise and missle mastery if you can) is better of course but it wcan work without one, put mostly very long range gun and/or gun with low flux/sec and decent range and its good to be put in AI hands just put some tanky frigate or destroyer around it and its will mostly never die and slap other quite hard, remember it reach capital range and thus can easily pressure/punish them with barely any help.

Atlas Mk2 is a ship that stranglely get more dangerous with mods ususally because a lot of mods create low OP long range  or low Flux/sec guns, the imperium mod for exemple make the Atlas a beast to be feared when facing pirate mid late game when they get their hands on blueprint for imperium guns they lack in dps but the low flux/s and long range or low dps get balanced byt he AAF, or with Syndrian fuel compagnie and  UAF also give tool to make it more deadly

8
General Discussion / Re: Militarized Subsystems
« on: April 09, 2023, 08:21:53 AM »
I use civilian fighting ships quite a bit and I hardly ever use Militarized Subsystems, because it makes them slower.
(Bulk Transport owns.)
And the profile can be reduced with Insulated Engines, which is cheaper and doesn't inflate my logistics.

antoher reason i think it need to be rebalanced, if a single point in skill allow ot pretty much do better than it...

9
General Discussion / Re: Your One Ship
« on: April 09, 2023, 12:51:06 AM »
Lasher... very simple ship but damn it can do so much and its ammofeeder allow it to punch so hard for its size and price

10
General Discussion / Re: Militarized Subsystems
« on: April 09, 2023, 12:22:05 AM »
I know also the escort and assault package are a too weak for their price...would expect them to be free to make Militarised system more worth while...

i mean +1 burn +10flux dissipation +10 armor +100% minimum crew needed

 then
+10% hull+5% armor+10% flux capacity
OR
+10% manuverability +30range to point defence +10% damages to fighter and missiles

that could be making it almost worth its price.

11
General Discussion / Re: Atlas MK2 compares to cruisers
« on: April 09, 2023, 12:15:41 AM »
Atlas MK2 is very nice as a cheap large balistic Large missile user but isnt very modifiable because it suffer from a couple of problem to me...

They have too low OP (50vents 25 IRF+25 for another mod +two big balistic and two big missiles so usually at least 68 if twin hellbore+twin for such a big ship, have very high base stats for its price and maintenance but almost no way to improve them effectively. meaning you end up with a very classic build, integrated targetin unit+reinforced bulkhead(except if you dont fear losing it) then maybe other stuff (since the ship get blasted quite often if there too many missiles frigates or fighters...

Militarized subsystem look to be made for it but bring nothing usefull for its price(i use it to get the fleet militarized ship bonuses) to it even with the offensiv or support improvement because of the OP cost...25+15OP that two much price when most good capital mode are 20-25op

Shield is too small so I want to make it a bit wider to protect the side a bit and avoid side shots...but once again your short in OP, both wide shield and front shield conversion are quite costly

Which is sad with this ship is the same than with most vanilla ship, too many gun slot not enough OP...

Usually my build is ITU+ReinBulk+Wide shield 2hellbore+2 squall(for pressure) or 2xLocust (for anti frigate/fighter/bomber) then usually two needler or railgun at the front and sometime 1heavy autocanon on each side(to get some extra support firing for the fleet, if not just extra vulcan) then the rest vulcan to not get missiled+bombed/fightered to death

another decent build is basic light autocanon(or twin ofr more pewpew) in every non large slot+balistic range finder make a funny ball of pewpew

12
General Discussion / Militarized Subsystems
« on: April 08, 2023, 11:37:43 PM »
Even after those hours of playing starsector i still dont get why militarized system is payed in OP (and quite costly) and not just in crew fuel and maybe supply...

I mean you ignor eit if you take it for burn speed since we have a skill that give it.

The armor and flux bonus are weak... the only real stuff that get buffed are sensor and stealth... which are extremely limited in use anyway...

How many civilian ship have some use in fleets as fighting ship anyway?

The few that come to mind are... the gemini, the venture and the prometheus and atlas MK2 all which dont gain much from going militarised and are already OP starved...

13
Bug Reports & Support / is the lost activation key message up to date?
« on: April 02, 2023, 04:52:03 AM »
Just asking  because I lost my key during a pc update and the message on the board is from 2014

14
the ransom option is always grayed out is that normal? do i need ot do somethign special to use it?
Have you gone to a system with said prisoner's faction existing? if yes then I have no idea why it's greyed out

thnaks that what i needed to do...

15
the ransom option is always grayed out is that normal? do i need ot do somethign special to use it?

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