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Messages - Psigun

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1
What does TM-Mult column in the results mean? Thanks!

2
General Discussion / Re: Your One Ship
« on: March 21, 2023, 01:40:46 PM »
Apogee. Gives a platform to play with large missile and energy slots as well as being a very flexible cruiser to lead exploration missions. Plus I just really like the design.

3
Apogee! Love how it's reminiscent of the Galaxy-class from Star Trek in both appearance and function. Well, except that it's a Cruiser rather than Capital in Starsector.

4
General Discussion / Re: What would a midline capital carrier be like?
« on: March 08, 2023, 09:30:14 PM »
Like has been said already, a bigger Heron. Mobile and a good amount of bays, fighter-support subsystem. Not too great in a standup fight, but fast enough to keep away from the nastier capital ships and enough bays to make it a high-priority threat over long engagements.

5
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 02, 2023, 11:19:23 PM »
How dare my lovely Galaxy-class--- errrr, I mean Apogee--- flagship of every game I've ever played get a nerf!!!

Oh, it's just 2 OP? Doesn't matter... I'll keep shield-tanking everything while getting cheap planet scans and sniping with a Tachyon Lance and overwhelming PD and fighters with Locust SRMs.

Kidding aside the Apogee is a beast and just paying a bit more to field it is appropriate, but not enough to take its personality away.

6
I like it because it makes optimizing built-in mods more diversified. In the current game version it's always like... ITU, Heavy Armor, Hardened Shields, etc.

If we get buffs on cheaper hull mods, and debuffs on the costlier ones, we will be pushed to mix builds up. More options are good for players.

7
General Discussion / Re: Exploration
« on: May 23, 2021, 04:30:13 PM »
  • Two or three Apogees and Ventures
  • A couple Falcons, Furies, Gryphons, or similarly mobile and punch-y cruisers
  • A couple Hammerheads or Sunders or Mules
  • A few Omens, Tempests, and Afflictors
  • Standard mix of support ships: Shepherds, Phaetons, Buffalo, Colossi, Salvage Rigs, etc.

I like durable, supply efficient, mobile platforms for exploration. Capitals and carriers stay at home for exploration as they tend to be a drag on these doctrines. I usually start with just one or two ships from each of these categories and scale it up as I get more creds and skills.

Apogees and Ventures are both great. A gryphon with a Missile Mastery officer can saturate point defenses nicely. Falcons and Furies spread the engagement out in your favor with their mobility. Hammerheads and Sunders punch above their weight, and Mules don't do much but soak up damage and pester enemy fleets with their toughness and maneuvering. Omens are just fantastic combat support and point defense ships. Tempests punch waaay above their weight and with Heavy Blasters and an Energy Specialization officer just brutalize most of what you encounter exploring. A single Afflictor with Anti-Matter Blasters and a Phase Mastery officer for the +100% speed tears through retreating ships. Support ships... Whatever works. You need more? Add more.

Just my preferences that I've settled on when out deep in the Persean exploring and scavenging. Can take most things you encounter without being a real resource hog. If you encounter something you can't deal with? Just come back with your favorite OP capital or whatever.

8
General Discussion / Re: What's your favorite ship?
« on: September 05, 2019, 05:56:55 PM »
Apogee! It's the sweet spot for an exploration cruiser ship. Love the asymmetrical aesthetic and large missile and beam hardpoints with surveying equipment. Lets it be the core of both the combat and surveying roles in one balanced cool-looking package through mid-game into late game.. I fancy the High-intensity Laser and Locust SRM Launcher with LR PDs on the aft and mid-ships medium and small energy slots, and tactical lasers on the fore slots. A single Salamander missile on the last spot is the cherry on top.

Wish there was a capital ship size upgraded version for late game to ease into. The Odyssey is very close, but lacks the built-in utility, large missile hardpoints, and is a broadside combatant rather than frontal standoff like the Apogee.

9
General Discussion / Re: Colony defense fleets without Heavy Industry
« on: August 29, 2019, 09:42:20 AM »
that's probably the biggest part of the colony-building experience that could be smoothed out. a nice difficulty curve that pressures your colonies in a way that doesn't force you to go all-out 100% right from the jump rushing specific structures.

as it stands, i save up a few million credits and find a system with all the resources and start up several colonies concurrently. generally i look for a farming/organics world for ag and light industry, a ore/rare ore world for refining and heavy industry, and a volatiles world for fuel. lowest hazard rating and best modifiers possible. all that doesn't matter much though, what matters is having money for getting defensive structures spammed ASAP so you don't just deal with constant disruptions and raids, and for getting heavy industry up and running ASAP.

scrappy backwater colonies require an inordinate amount of player intervention from the jump barring spamming defenses and rushing heavy industry. i wouldn't be surprised to see this changed in new versions.

10
General Discussion / Re: Combat use of Solar Shielding
« on: May 27, 2019, 11:19:35 AM »
I just look at the combat benefits as a bonus to go along with the huge economic savings it gives to running an exploratory fleet. It just so happens that the main enemy you run into exploring, Remnant, also gets the most combat benefit from Solar Shielding when you face them as well due to all the energy weapon use. Love me some Solar Shielding! 75% less supply recovery from storms and stars hugely outweighs the combat portion of the mod. I get you're specifically asking about combat, but it's hard to ignore the economics behind it when running to the far corners of the map to analyze, survey, and scavenge.

I play more of an economic/exploration oriented game than a combat oriented game so I am probably biased.

11
Blog Posts / Re: Fighter Redesign
« on: September 11, 2016, 07:25:43 PM »
Fighter redesign sounds wonderful. Looking forward to the next update.

12
Blog Posts / Re: Economy Revamp
« on: April 22, 2016, 12:00:25 PM »
Looks great. A robust trading system and economy was something I really wanted out of this game.

13
General Discussion / Re: Recommend similar games?
« on: October 25, 2015, 11:29:37 AM »
Rebel Galaxy will scratch the itch while waiting for the next Star Sector release the best imo

It's quite a fun little game and while it's more similar to Freelancer, it fits the bill close enough.

14
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« on: February 12, 2015, 06:18:07 PM »
The 0.65.2a conversions are already done.  The real time is going into content.

looking forward to it with eager anticipation

15
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.1.1
« on: November 26, 2014, 10:08:07 AM »
Got the error message to go away. Thanks for the heads up, installing JVM 64 directly to the jre sub-directory in the starsector directory did the trick. Hopefully this took care of the save corruptions and Fatal: Null error too!

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