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Messages - Candesce

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1
General Discussion / Re: Atlas MK2 compares to cruisers
« on: March 24, 2023, 08:13:34 PM »
I don't consider them to be true Capitals or expect them to have the same battlefield presence. If they were re-labeled Heavy Cruisers, I wouldn't bat an eye.
They're priced like cruisers, so that's what they compete with for slots in my fleet.

But the Atlas II really needs the range boost that comes from technically being a capital ship.

2
General Discussion / Re: Atlas MK2 compares to cruisers
« on: March 24, 2023, 09:04:43 AM »
However, I tried sending a fleet of 6 of these ships, and my special Ordo Farming Doom and Paragon to fight a Remnant Ordo with 3x Radiant using the usual tactics of defend order on Paragon. They just get slaughtered by the Radiants in fleet combat - they actually deal good damage but are extremely vulnerable to getting flanked by mobile opponents.
A) The ship is vulnerable to being flanked, yes. Give it escorts rather than trying to force a monofleet.

B) It's made of paper. Why would you stick short-ranged Storm Needlers on it? Put those on something that wants to close, like the Prometheus Mk II.

I've had quite a bit of success using them as artillery ships, armed with 2x Squalls, a Haephestus, a Mjolnir, and some PD. Pair them up with some more maneuverable and tougher ships to force separation, and they'll wreck ***. Best used with Blast Doors and Containment Procedures, though.

3
General Discussion / Re: The good, the bad and the useless - Warthog
« on: February 27, 2023, 03:05:49 PM »
My test bed was definitely at a much smaller scale so the ability of Warthogs to “clog” even Dominators (which typically have good PD) went unnoticed.
Seems less "clog" and more "barely interact with." The PD won't do anything to stop Light Mortar shots, and with 600 range the Warthogs might not be in PD range themselves very often - and with their armor, they're pretty resistant to what hits they do take. Like, an individual Warthog has all the armor and a full half the health of a Vigilance, with only 10s base replacement time.

This is one of the things I've been really looking forward to with the upcoming energy missiles - if you're using missiles as your dedicated armor breakers, the fact that most ships with really high armor also have really good close-in PD is something of a problem. Warthogs are actually a decent answer against that kind of target.

Call it one more vote for "low-tech" style end game fights.

4
General Discussion / Re: The good, the bad and the useless - Warthog
« on: February 24, 2023, 01:47:11 PM »
I'm now imagining a bomber armed with a Thumper that needs to dock to reload the magazine.

5
Suggestions / Re: Kinetic AI fix
« on: February 22, 2023, 07:01:17 AM »
... Maybe try and check (or remember) whether your ship had an explicit attack order against the station?
It was my flagship, so I can confidently say it did not.

(Unless there's something in the background that makes your flagship count as having an attack order when you fire missiles at something, anyway.)

6
Suggestions / Re: Kinetic AI fix
« on: February 21, 2023, 01:53:38 PM »
Just had an incident that seems like it might be related to whatever was happening here.

I was experimenting with a Storm Needler Conquest build, and took my fleet up against a Pather station. Part way through the fight, I'd settled down into a close broadside to the station, having killed off all the ships nearby and one of the three station sections, and was pouring fire into a second section - only, the Storm Needlers (and possibly other guns, but the Needlers were really easy to notice) weren't willing to fire at that section, despite being easily in range and having an empty flux bar. They only started firing once the third section rotated into an available firing angle.

I'm guessing I might have gotten too close, and my guns were shutting themselves off to avoid catching me in a death explosion?

I don't actually have a save of the incident, but if it comes up again, I'll try.

7
Suggestions / Re: Minor bug with Fighter IR Pulse laser
« on: February 18, 2023, 10:39:07 AM »
I'll note that the Gladius uses both IR Pulse (High Delay) and paired Light Machine Guns, and so changing the flux dissapation of the Gladius is not equivalent to changing flux cost of the IR Pulse.

(If you brought the Gladius down to 40 rather than leaving the IR Pulse at 50, the Gladius will actually fire the Pulse MUCH less often - the machine guns use 38 flux dissipation between them.)

8
If everyone is dead set on Solar Shielding being reworked, consider having it use a similar logic to tugs.
One equipped ship can give some protection to the entire fleet. More ships equals more protection.
Given that storm strikes already scale based on the size of your fleet, the simplest option might just be for Solar Shielding ships to not count for strike scaling.

9
General Discussion / Re: Help designing a "stealth" fleet
« on: February 15, 2023, 05:07:58 PM »
Also even with 0 sensor profile other fleets can still detect you from quite far.
Sensor profile is summed with the searching fleet's sensor strength to determine how far away they can see you from, yeah.

That said, I'm pretty sure the Sensors skill / Phase Ship bonus / Running Dark all apply their effects after the summation. And there are a lot of systems you can get real close in on without flashing bait to distract the patrols, because the asteroid and dust fields definitely apply after the summation, and can get right up on top of your destination often enough. I've actually done spy sat drops with my transponder on using those.

10
Suggestions / Re: The Vigilance would make a good drone tender
« on: February 13, 2023, 07:07:21 AM »
The vigilance isn’t a sexy ship by any means but it’s ok.
The new selection of stand-off energy missiles will probably do quite a bit for it. The extra ammo for the medium Reaper, too.

But the Vigilance has always been an escort ship rather than a duelist or flanker. It's too slow to close with its peers using short-range weapons and can't keep range or reliably hit them with its long-range ones, so stick it next to a bigger, badder ship so it can apply what it's got to the targets it's got the tools for - other big ships.

11
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 06, 2023, 10:05:56 AM »
The beam missiles will certainly make the "use vulcans everywhere and nothing else" strategy less attractive.

Probably won't be enough to make Paladin PD Champion a thing, but the longer-ranged energy PD are likely more able to deal with the energy missiles than small ballistic PD.

12
I think the implication is that the ship is either stolen, or gets sold because it was used for smuggling and the authorities are looking for it. The sob story is likely lies.
I think stolen would get you more than just searched, so it's probably that the contact is a mule who's gotten enough attention they can't effectively smuggle anymore - or simply doesn't have enough resources to replace their ship with one that isn't on a watch list.

The "token" cost you pay for that beater is still a massive amount of dosh for someone not trying to operate a fleet, after all; 6k credits is what, ~$6million? Not enough for a new ship, but more than enough to start a business that doesn't require the kind of capital investment a merchant vessel does.

The sob story doesn't have to be completely manufactured, is what I'm getting at.

13
Suggestions / Re: Converted Hanger Rebalancing
« on: February 04, 2023, 08:58:57 PM »
What if Converted Hangar cost something like 5 OP across the board, the fighters had no penalties (increased cost or otherwise), but it increased the ship's deployment points by something like "+3 or 10%, whichever is higher"? It would be something that unquestionably augments the ship's capabilities, but "is this worth using on this ship" becomes a more interesting fleet-wide question.
... Huh.

It'd make Converted Hanger relatively more attractive to destroyer wolfpacks, I think, since getting the full 160/200/240 DP captained while still sticking to ships that use your bonuses can be tricky. But that probably makes sense - a big heavy metal fleet is a fleet that should be bringing dedicated carriers.

I'd probably use it more frequently because of that, even past the early game - a fighter wing can provide very useful augmentations to a lot of destroyers, especially since they're a convenient way to mix tech styles on a single ship.

14
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 04, 2023, 02:18:52 PM »
Wasn't DTA the cheapest hullmod in the game? +100 range seems like a fairly minor upside then.
A lot of fighter weaponry is short-range point defense guns. +100 range is especially noticeable on those.

Elite point defense is better, of course, but the elite part of elite skills is pretty high-value, usually.

15
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 04, 2023, 06:50:08 AM »
I feel like the Medium Energy has to be a an assault weapon (and HB is generally optimal). The two Small Energies up front are a bit of an afterthought.
I've frequently played around with 2x Pulse Laser and 2x Antimatter Blaster. The incoming Pulse Laser buff will make that a much cheaper and more effective build than it was.

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