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Messages - Warruk

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1
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 08, 2021, 06:53:09 AM »
Spoiler
As a mostly low-tech player, very glad to see the Legion and Dominator both get some buffs.  I was going to write a longer post on the Dominator, as it's been my main ship to pilot for most of my time playing and I have some thoughts, but I didn't do so in time to beat all this patch.

All the buffs it gets are great, but I don't normally have issues with the Dominator on OP, dissipation, or longevity.  The fact that the two large ballistic weapon slots are hardpoints and spaced widely, coupled with its low maneuverability, really defines the ship and provides some challenges in how to outfit it and use it.  I found that for normal enemies all the way through high level bounties, it was a good ship and grew well along with the rest of the fleet.  It's usefulness fell off pretty hard with [Redacted], though, and I think point out two issues that plague the ship most.

First, it normally shines when duking it out with capitals.  The Dominator can't rotate quickly and its main damage dealers (missiles and large ballistics) are hardpoints, so something that is large or moves slowly will stay in its crosshairs.  It can't win a solo flux war with a capital, but it can with some help, and then pound in some damage as the ship tries to retreat.  Against a Radiant, though, the Dominator can not take much of the damage to shields, and has to armor tank pretty quickly.  That's fine, it's made for that, but its main weapons are routinely knocked out of commission as it does that, so then it can't fight back.  I think this is a general weakness of armor tanking vs. shield tanking, but I suspect the Dominator struggles with that more than a Legion or Onslaught as its main weapons are all along its front and located close together.  When fighting a Radiant, I find my normal role is to take that damage and let the other ships take the Radiant down.  It works, but not a lot of enjoyment in it.  What fun is it to get hammered on with no chance of launching a reaper (or three!) in something's face when it gets fluxed out?

Second, the Dominator does not excel close-in fighting with even semi-agile opponents, which the [Redacted] very much try to utilize (specifically, groups of Fulgents/Glimmers). Their typical style is to pelt you from a few angles, swooping into and out of range as they take shield damage.  I can pressure one of their shields with the turreted mediums (H Needlers) and sabots, but it's tough to convert that pressure to hull damage as I normally can't spin fast enough to use the larges to hit them.  Also, even if I can turn fast enough to hit that weakened ship, the close range will make only one of the two large hardpoints usable...the other is firing into space.  Again, I can tie up a decent number of enemies for a while, enough time for the rest of the fleet take things down, but I take damage and don't do much in return. 

I'd humbly request two things.  First, some kind of way to make the impact of damage to weapons less brutal.  Losing most of your DPS in a few moments is tough to plan around, and not much fun for a low-tech fleet relying on armor tanking.  Perhaps a Hullmod where instead of a weapon becoming unusable when it runs out of HP, it just reduces to 50% of normal rate of fire?  Or maybe a 50% chance to become unusable instead of 100% when it runs out of HP? 

Second, I really think the ship needs some way to deal damage at brawler range, either by converting the fixed missiles and LB to turrets (even a small amount of movement would provide a lot of good), or perhaps with another turreted medium ballistic (with no additional dissipation to power it) if the fixed nature of the craft is an important point.  With its crazy-low speed and maneuvering, the Dominator cannot dictate terms for exchanges...it's got to have a way to be effective at multiple ranges.  It's too easy to just rush it down and make the LB's and missiles semi-useless, and the two mediums just are not enough.  The Enforcer has more than that.
[close]

I appreciate the detailed write-up! Hmm. Impact Mitigation, Damage Control, and Automated Repair Unit (and Armored Weapon Mounts!) are all intended means to counteract weapons getting disabled, and to bring them back online faster. Resistant Flux Conduits also help reduce EMP damage taken. In the next release, Polarized Armor will also help by reducing EMP damage by up to 50% when flux levels are high, and having a bit more ordnance points will let you take advantage of more of the other options, too. It feels like there is a large number of options here, and they'll be broadened somewhat. You're right that due to how the ship is, its weapons are more exposed (though the larges can actually avoid a lot of fire due to being offset, it's really the medium missiles that suffer the brunt), but I think that's just the breaks for this specific ship.

For engagement range, the changes to Burn Drive should help it be able to dictate range more. But the trouble it has with faster attackers that get close is very much part of its intended design, a weakness that's meant to be compensated for with allies on its flanks.

I think if it ends up brawling with a Radiant... you just kind of have to expect that it'll have some trouble. That *is* a battleship, after all! But, just trying it for a bit now, with a focus on using these options, its weapons get remarkably resilient.


Sorry about the wall of text, it swear it didn't appear as long when I wrote it. 

I currently use IM, DC, and armored mounts (along with solar shielding), so I'm trying to keep the guns firing with the tools that are available.  My experience has not been the same as what you are describing, and I do find it's difficult to keep the mounts working well (in particular the missiles which often have only a limited time to use).  I appreciate you trying it out.

To be clear on the close range weakness, my issue isn't that close-range flanking won't be painful...it is and that feels fair.  It's that the fixed nature of the weapons really limits the damage you can deal back in those cases.  That's true even if you have a partner to avoid flanking; if your target moves laterally at close range, it will really reduce your effectiveness.  The best counterexample is the Legion XIV, which I found to be surprisingly strong in my LT fleet.  With 5 turreted heavy needlers and two hurricanes, it can flux out attackers from a number of angles and then pursue them with missiles, all while being slower than the Dom. 

Related to the various comments on Radiants and close attackers, I think you are hinting at what I see as the Dom's identity crisis.  Against those end-game enemies, what is it supposed to be good at?  Not really tackling a Radiant when it is the target, and not attacking faster-moving enemies that close distance.  I find it's just got a small list of cases where it works well against Redacted.  It's a shame, as it's a pretty decent ship against non-Redacted fleets that respect range a little more, but struggles with the transition to the major leagues. 


2
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 07, 2021, 07:39:34 PM »
As a mostly low-tech player, very glad to see the Legion and Dominator both get some buffs.  I was going to write a longer post on the Dominator, as it's been my main ship to pilot for most of my time playing and I have some thoughts, but I didn't do so in time to beat all this patch.

All the buffs it gets are great, but I don't normally have issues with the Dominator on OP, dissipation, or longevity.  The fact that the two large ballistic weapon slots are hardpoints and spaced widely, coupled with its low maneuverability, really defines the ship and provides some challenges in how to outfit it and use it.  I found that for normal enemies all the way through high level bounties, it was a good ship and grew well along with the rest of the fleet.  It's usefulness fell off pretty hard with [Redacted], though, and I think point out two issues that plague the ship most.

First, it normally shines when duking it out with capitals.  The Dominator can't rotate quickly and its main damage dealers (missiles and large ballistics) are hardpoints, so something that is large or moves slowly will stay in its crosshairs.  It can't win a solo flux war with a capital, but it can with some help, and then pound in some damage as the ship tries to retreat.  Against a Radiant, though, the Dominator can not take much of the damage to shields, and has to armor tank pretty quickly.  That's fine, it's made for that, but its main weapons are routinely knocked out of commission as it does that, so then it can't fight back.  I think this is a general weakness of armor tanking vs. shield tanking, but I suspect the Dominator struggles with that more than a Legion or Onslaught as its main weapons are all along its front and located close together.  When fighting a Radiant, I find my normal role is to take that damage and let the other ships take the Radiant down.  It works, but not a lot of enjoyment in it.  What fun is it to get hammered on with no chance of launching a reaper (or three!) in something's face when it gets fluxed out?

Second, the Dominator does not excel close-in fighting with even semi-agile opponents, which the [Redacted] very much try to utilize (specifically, groups of Fulgents/Glimmers). Their typical style is to pelt you from a few angles, swooping into and out of range as they take shield damage.  I can pressure one of their shields with the turreted mediums (H Needlers) and sabots, but it's tough to convert that pressure to hull damage as I normally can't spin fast enough to use the larges to hit them.  Also, even if I can turn fast enough to hit that weakened ship, the close range will make only one of the two large hardpoints usable...the other is firing into space.  Again, I can tie up a decent number of enemies for a while, enough time for the rest of the fleet take things down, but I take damage and don't do much in return. 

I'd humbly request two things.  First, some kind of way to make the impact of damage to weapons less brutal.  Losing most of your DPS in a few moments is tough to plan around, and not much fun for a low-tech fleet relying on armor tanking.  Perhaps a Hullmod where instead of a weapon becoming unusable when it runs out of HP, it just reduces to 50% of normal rate of fire?  Or maybe a 50% chance to become unusable instead of 100% when it runs out of HP? 

Second, I really think the ship needs some way to deal damage at brawler range, either by converting the fixed missiles and LB to turrets (even a small amount of movement would provide a lot of good), or perhaps with another turreted medium ballistic (with no additional dissipation to power it) if the fixed nature of the craft is an important point.  With its crazy-low speed and maneuvering, the Dominator cannot dictate terms for exchanges...it's got to have a way to be effective at multiple ranges.  It's too easy to just rush it down and make the LB's and missiles semi-useless, and the two mediums just are not enough.  The Enforcer has more than that. 

3
General Discussion / Hardened Shields OP?
« on: November 05, 2021, 08:31:26 AM »
I had read in another thread that Hardened Shields was generally considered OP, or that it helps high tech over low tech.  I was surprised to read both statements, as my experience was the opposite. 

For the general question of "is it valuable for LT?", my experience is a strong yes.  I originally started my run (all low tech) avoiding shield upgrades and favoring hull/armor hullmods and skills.  Over time, I noticed my Enforcers (which had hardened shields in addition to other defensive upgrades) were pretty darn rugged, even in the face of Remnants.  I put HS on the rest of the fleet, usually by removing other lesser hullmods.  My gut is that this moved me from 20-30 DP of losses per battle to 0-10 DP.  This is all subjective, but it felt like a fair upgrade.  It's not like Remnants got easy.

For the question of it being OP, I had recently been considering HS on my Legion, so I pulled data on the impact of HS or an equivalent amount of capacitors on a variety of cruisers and capitals.  The metric I ended up with was the amount of damage the shield could take to hit full flux.  The ships I was using for this had officers with different skills, so the exact numbers are pretty specific to my fleet, but the trend should be general (I think).  The data is at the bottom.  I don't know how to format tables, so the presentation is a little clunky. 

For almost all the ships I looked at, the difference between HS and equivalent caps is very small, equivalent to less than 1000 damage.  The Paragon is the oddball.  (I think this has mostly to do with the way the flux pool grows with capacitors (a = mx + b), and the Paragon seems to have a large 'b' term, so the impact of adding capacitors is relatively small.)  I do understand that the impact of reduced damage can't be simplified in the way I did it; in particular, reducing damage can enhance the impact of dissipation.  A larger flux pool can be used for weapons, though, which can be very helpful on badly overfluxed load outs (see Onslaught). 

I guess, as a non-s-modded upgrade, it doesn't feel OP to me.  With the s-mod, it gets a little better as you aren't debating an equivalent amount of capacitors, but likely compared to the next best upgrade (I normally go heavy armor, missile racks, and HS as the s-mods, so ITU is the next most-expensive).  That gives a bigger relative difference to HS, but I'm still struggling to say that's OP.

Am I just missing something?

Ship - HS or not - Capacitors - Flux capacity - Shield efficiency - Damage to full
Dominator XIV - No - 18 - 16380 - 0.76 - 21550
Dominator XIV - Yes - 0  - 12599 - 0.57 - 22100
Champion        - No - 18 - 15789 - 0.76 - 20520
Champion        - Yes - 0  - 12000 - 0.57 - 21050
Aurora             - No - 18 - 16800 - 0.76 - 22100
Aurora             - Yes - 0  - 13200 - 0.57 - 23160
Legion XIV       - No - 48 - 25119 - 0.76 - 33050
Legion XIV      - Yes - 18 - 18900 - 0.57 - 33150
Paragon           - No - 48 - 39350 - 0.57 - 69040
Paragon          - Yes - 18 - 33350 - 0.43 - 77560




4
General Discussion / Re: Efficient fleet to kill pirate/luddic bases?
« on: October 15, 2021, 06:00:20 PM »
Revolve,

I am toward the end of my first play through right now, and I recall that divide between a fleet that could take on other fleets and one that could take on bases.  I have only used low tech ships and have not attempted any kind of wolfpack tactics, so YMMV, but I find that frigates and destroyers don't do well.  When the bases target them, mine did not have enough shield or dissipation to stand up, and frequently got overloaded and damaged.  I focused on trying to clear out the enemy fleets using my entire fleet without being in range of base, then engaging just the base with only capitals or cruisers.

I found that 3 Dominators with the proper hullmods could take on just about any base.  Probably two Onslaughts could do the same.  I am extremely partial to Onslaughts (XIV battlegroup if you can find one) as a capital ship.  Other ships may be better, but nothing is more fun than watching an Onslaught take on multiple enemies from all angles, tanking hits and keeping guns blazing the whole time.  It's like a bull in someone else's china shop!

Here are the two threads that I used to pick my load outs: https://fractalsoftworks.com/forum/index.php?topic=21786.0, https://fractalsoftworks.com/forum/index.php?topic=22178.0.  Onslaughts are great as even if you don't want to invest any story points, they have a large amount of OP for weapons and hull mods.  Annihilator pods are great all-purpose missiles for the medium slots, but for base busting, I'd consider putting using reapers.  Bases are massive stationary targets, and Onslaughts will flux them out and make them open for some good hits.

Good luck!


5
Bug Reports & Support (modded) / Re: Campaign mode is very slow
« on: October 14, 2021, 05:44:02 PM »
Nick and Alex,

Thanks both for the help.  I reverted the RAM allocation back to 1536 and tried again.  I still got the VRAM/System RAM error, and the campaign mode was still slow.  I followed Nick's instructions to purge the combat results, then de-selected it as a mod and reloaded.  The VRAM/System RAM error is gone, but the campaign mode is still just as slow. 

Tough to describe, but when in campaign mode, it's just like watching slow-motion video.  The cursor movement is still rapid (no lag).  Hitting 'i' or 'e' brings up the respective menus, and those are normal speed.  Moving things in inventory is normal.  It's only ship movement that is impacted.  The ships (and hyperspace lightning, etc) move very smoothly...just very slow.

With the reverted memory and DCR de-selected, I'm still getting 60 fps and ~40% idle time.  I looked at the activity monitor for the Mac OS, and it's indicating that SS is taking 1.13 GB of memory.  Total system usage is like 9 GB out of 16 GB total.  Nothing on my computer is running slowly. 

6
General Discussion / Re: AI: Escort vs. Normal
« on: October 13, 2021, 05:32:39 PM »
Thanks for the advice, Thaago.  I have two questions for you:

1. I don't see an option to assign an individual Enforcer to engage an enemy.  I can choose an enemy and hit 'engage,' but that appears to be a general order.  Am I missing something with the orders I can give?
2. What was your battle size?  I'd love to bring in 4 condors, but I'd have to sacrifice something pretty large to do so.  I currently have a battle size of 300, so my max is 180.

7
Bug Reports & Support (modded) / Re: Campaign mode is very slow
« on: October 13, 2021, 05:17:06 PM »
Sure, no problem, and thanks for the help.  I realize I left our some information in my original post, so I'll add it to my email and here, in case someone else has the same problem. 

When I installed Detailed Combat Results, I read a thread (https://fractalsoftworks.com/forum/index.php?topic=8726.0) that I should increase the amount of allocated system RAM for SS by modifying the starsector_mac.sh file, so I did so (increased to 4096).  After that, I started to get a warning upon loading that my system RAM and VRAM were both low.  However, that warning comes up for both my older save (slow) and newer saves (normal speed).  The FPS and Idle indicator both read about 60 fps and ~40-50% idle both in the campaign map view, and during combat.  Campaign is very slow, combat is normal.

In any case, I'll email both my save and my mac.sh file.  Load save, navigate from spot to inner system jump point and jump, navigate to pirate base around Beta Basmaida I planet, enter combat.  When I do this, the navigation steps are extremely slow and then combat is normal.

8
Bug Reports & Support (modded) / Re: Campaign mode is very slow
« on: October 12, 2021, 04:58:58 PM »
Alex, it has mods (detailed combat results).  I tried to deselect that mod, but then the saved game won’t load at all. 

9
Bug Reports & Support (modded) / Campaign mode is very slow
« on: October 11, 2021, 10:22:14 PM »
I've been playing the same save for a while, and I've noticed that the game has slowed markedly when flying around the star systems, but is fairly normal when in combat.  The game appears smooth, both when running very slowly or when I speed up using 'Shift.'  I think the process has been gradual.  Due to how slow the game has become, I have increased the SpeedUpMult twice (to 3 then 4). 

The impact appears to affect the particular save only.  If I open a save for a brand new game, the speed is back to normal (and I have to drop the Mult back to 2). 

Any thoughts on what I could try?  I'm playing on a Mac.

10
General Discussion / AI: Escort vs. Normal
« on: October 09, 2021, 02:22:57 PM »
I've gotten to the point in my first play through where I'm fighting Remnants.  I've read a good deal on these forums about how that jump from high level bounties to Remnants is pretty big, and it was.  My early encounters were pretty one-sided.  I have slowly gotten to the point where I can hold my own against 2 Radiant Ordos, but I'm struggling with one aspect of these fights, and I'm curious if my problem is fixable.

My fleet is all low tech.  I use XIV Battlegroup variants of the Onslaught, Dominator, and Enforcer.  For all fights up to Remnants, I had the Enforcers escort the cruisers and capitals, and they seemed to be effective at both protecting the escortee and dealing damage; all the Enforcer officers are either Reckless or Aggressive.  In my Remnant fights, where I need every ship to do some good, I started noticing the escorters often do not join the battle.  I'll find my ship (Dominator) taking a major beating from 3-4 Fulgents/Brilliants while the Onslaughts take on the Radiant, and my two escorting Enforcers are staring down Glimmers threatening to flank.  It's like, you guys do know your escort is not doing well, right?  Those Sabots and Harpoons that you have a ton of, just target a Fulgent and hit your LMB a few times!

I'm currently dealing with that issue by putting eliminate orders on the nearby Remnants from each Enforcer near me.  It works at driving back the pressure, but then their Aggressive/Reckless nature makes (typically) one Enforcer take a silly risk and die.

I read a suggestion that it might be better to ditch escorting, and just assign the fleet to a few waypoints and let the various ships pick their own location near them.  I tried that, but found the Enforcers consistently got in front of the big ships, blocked shots from the bigs, then died miserable.  Their behavior as an escorter is just hugely different than an unguided ship (or when they have an eliminate order, but I think that's supposed to have the ship take more risks than normal).

Regardless, I'm consistently ending these fights either losing one Dominator (me) if I give no orders, or losing one Enforcer if I have them eliminate.  Is it possible to have escorts work better at attacking the main force (non-flanking)?  If that's not possible, would Steady be a better choice for these Enforcers where I'd direct them via orders?

Would appreciate any thoughts you guys have.

11
General Discussion / Re: A list of myths and misconceptions
« on: October 09, 2021, 08:24:14 AM »
If you press 'w', your ship will show larger flames out of the back and that means you are going faster.  I thought this for an embarrassing number of hours until I realized that when you are at max speed, the large flames are just for show.

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