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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Unex

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Mods / Re: [0.96a] Exotica Technologies v1.6.5 - updated Aug 18
« on: August 19, 2023, 09:48:35 AM »
Hello, I would like to report an UI issue. I updated from version 1.6.4 to 1.6.5 mid save. When I opened the installs upgrade window, UI is like this
Spoiler
[close]

The same is the case for me, also the scaling issue when you open from ship refit screen is still not fixed completely, although it was at least usable in v 1.6.4

Another question/suggestion, does anyone feel like the hacked missile forge is way to overpowered, especially on a phase ship with phase anchor. You can stack up 3 stacks of harpoons onto a single target using that. Now with highly specialized phase ship from ED shipyards I can mow legions with only 52 points in deployment (granted it is s-modded and piloted by me). The issue might be that the AI does not refit its ships to abuse the infinite missile stuff so the player benefits multiple folds from it.

I suggest not counting the reset timer while phased or counting the 1x speed battle timer, whatever it is called.

2
I don't know if it's just me, but I think that the range for friendly planet when reviving special task force is way too low, it's so low in fact, that you cannot revive even when the force is orbiting the said planet. I am periodically forced to come to the task force and make them follow me until they intersect the planet directly. That is a pain to do as I need to come, change orders, try to randomly intersect, then revive and change the orders again.

Edit: Just for the record and everyone else, as I already posted this on discord: "seems like I was wrong, if you set it to orbit, it will orbit close enough if there were no disturbances recently. But when the task force is automatically defending (for example waiting for an invasion) it will fly around the planet just out of range, so in those situations you need to set the order to orbit manually and the set it back to auto again. Is that an issue, I don't know, but as the time does not pass in the intel screen, I fell like you could skip the order reset step."

3
Mods / Re: [0.95.1a] Idoneus Citadel Exiles v0.42
« on: September 10, 2022, 01:00:40 PM »
Very cool concept and interesting mechanics, but as it stands now, this mod is highly unbalanced and has some unfun interactions that make the game drag out for unnecessarily long.

Lets start with faulty interactions:
Why should you fight an easy fight 4 times over? The retreat mechanic is cool, but it should be made so that you cannot deploy these ships below 30 CR, cause fighting against 10 phase ships with critical malfunctions is boring and a pointless waste of time. They literally die themselves from the malfunctions if you just wait. But in some cases, a few of these 0 CR ships still manage to retreat manually. And what does that mean? Yes, another pointless fight. Then they think that these few malfunctioning battleships + 10 freighters is a good composition for battle and so instead of retreating for real, they will force another fight. Idk if this faction has a reduced chance for escape from potential combat or what, but they just seem ridiculous:
Spoiler
A transponder inspection in hyperspace(????), and even though they have only 4 frigates, they would rather fight than run :D


[close]
Another thing is the balancing issue. Some ships when in player hands are way too overpowered. The biggest offender for me is the Kelpie class cruiser. When I pilot it, I can solo 10 - 15 non-omni shield capitals or 5 - 10 omni shield high-tech capitals. And all that for 25 deployment points. The last 3 reports from "Starship legends mod" show that I do around 3000% of my hull as damage that's just a little bit shy of 300000 dmg per combat.
Admittedly, I have almost all combat traits and that phase ship trait, also, I have all S-mods, but even without the level (you do need field modulation for phase cooldown) and S-mods you can achieve superb results. All you need is 4-6 anti-matter blasters max flux capacitors (more capacity = better results) and a phase anchor, you employ a strike and run tactic, but don't get confused, you shouldn't run after each volley, you should just keep phasing and blasting, because that's where the phase anchor comes to play, it makes the phase activation cost 0 and weapons recharge at 2x speed, so in turn antimatter blasters recharge over 5 seconds. That means that while phased, you can just dissipate the soft flux from the blasters, while only 1.5k hard flux comes from phase upkeep (300 per/s by default). At 0 vents you dissipate 800 per sec by default, so 4000 flux per 5 sec, then phase anchor DOUBLES that dissipation to 8000. In turn you can basically dump 8000 flux worth of ordinance for only 1.5k hard flux, and that is when you have 0 vents, 1.5k per shot per blaster means you can run ~5 blasters with 0 vents.
I personally run 4 blasters with extended mags and some other strike weapons. Other weapons don't have an ammo limitation so I can cause mayhem even after I run out of blaster ammo. One of those ways to cause mayhem, or more specific, reduce the amount of mayhem that falls upon your ships, is using that OP system ability that makes you invincible. You can just keep in front of high flux friendly ship and with efficient phasing block almost everything, system expertise skill helps a lot, as you don't need to stay phased for that long to recharge the ability. By the time you have lots of hard flux, the ship you were protecting most likely cooled off and you can just vent behind it and continue near invincibility play.

Suggestions on how to balance the Kelpie class:
First approach: Simply make it that high flux penalty also applies to ship speed (To a min of 50% speed at 75% flux), and not only to time dealation increase multiplier. Because as of right now, you can traverse half of the map in moments and that speed penalty would deter staying surrounded by enemies (because right now there is close to no risk even if 10 ships are firing upon you). I don't think that this is enough, so you should combine it with a lesser second approach (instead of 75% - 125% increase, change it to ~40%).
Or instead of second approach, combine it with third.


Second approach: Remove phase activation cost, but increase phase cost per second (I feel like increase by 75% - 125% should be right, as you get some free extra time by not paying the activation (or at least the AI will get it for free cause phase anchor is still good for 2x flux dissipation and weapon cooldown)). This shouldn't nerf AI that doesn't use phase anchor, but will be a significant nerf to player pilot that can abuse Phase anchor.

Third approach: Make phase anchor incompatible with ICS framework. Simple. Nerfs only player.

A must do change is for the System ability. It shouldn't allow for no consequences tanking. Make it so you still repair armor instead of taking damage, but 15 % of that damage goes to hull (Idk about the values of this one, as I usually just kill the enemies instead of infinite tank)

You could also make the AI use some heavy strike weaponry, cause the current loadouts for the AI on this ship are not great, I noticed that they use lots of fast firing weapons or beams that do not play into this ships strengths at all.

But who am I to speak, I did not put any work into this mod, so you can chose whatever you see fit. I wrote this long comment because I respect your efforts and wish to see them shine. Good luck in Your future endeavors.

4
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: June 14, 2022, 02:21:41 PM »
Someone uploaded an updated version to the "mod_updates" section in the discord server. Saw no mention here, so thought will post this for more to see. I just hope they got the permission from the original author.

5
Hello, I would like to report a possible bug concerning the Transcendence class.

Spoilers of battle ahead:

When battling the ship, after it splits into smaller pieces, the pieces retreat after taking a small amount of damage, even though they can still split several more times. The retreated pieces just disappear, they never reengage and you cannot find them in the sector. In turn, the battle yielded close to no loot and was several times easier then it should be.

Unfortunately that's a bug with vanilla behavior, because it's a fleet and not "Automated Defenses". I see the flag to no retreat in Magiclib, but alas! Luckily they only seem to retreat if you have overwhelming firepower - but I am aware of the current behavior. Apologies!

No problem, Sir. The mod is still one of the best!

6
Hello, I would like to report a possible bug concerning the Transcendence class.

Spoilers of battle ahead:

When battling the ship, after it splits into smaller pieces, the pieces retreat after taking a small amount of damage, even though they can still split several more times. The retreated pieces just disappear, they never reengage and you cannot find them in the sector. In turn, the battle yielded close to no loot and was several times easier then it should be.

7
Mods / Re: [0.95.1a] Junk Yard Dogs - V 1.75a - 04/09/22
« on: May 06, 2022, 09:25:09 AM »
Really cool mod, but damn the planetary building is way too op, it makes refining, mining and fuel production almost irrelevant.
My suggestions on how to balance:

Just make it cost an industry slot without the upgrade, and remove the possibility to upgrade.

or

Make it scale worse with planet size, like void extraction from "Legacy of Arkgneisis" by Gwyvern mod did.

Unique solution I thought on the spot:
If you want to get more "spicy" you could make the industry increase the hazard rating of the planet if built and keep the same output. It would make sense lore wise I guess :D

Anyways, Lovely mod, and no matter if this get changed or no, I will still like the mod, good luck.

8
Mods / Re: [0.95a] Caymon's Ship Pack v1.1.4
« on: February 23, 2022, 06:27:06 AM »
Vrita Frontline Droneship with safety overrides is just ridiculous. One spawned in a [REDACTED] ordo and managed to hold down 3, 60 point, capitals including a drone battlership with 5 tachyons and a Onyx-class (from Seeker mod by Tartiflette) that can overload a drone battleship in seconds. It held us down for 3 mins and even managed to lower one of the capitals hull to critical. Sure, mid/low tech weapons would have overloaded it much sooner, but against a high tech fleet with laser weaponry it is a nightmare. Luckily, I noticed that and focused the other enemy capitals and with proactive retreating, went out of the battle with minimal loses.

9
Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: February 19, 2022, 06:14:10 AM »

Why does it have a shield ? where is the neutrino plating ?

This ship always had a shield, in fact, most of the ships did. Neutrino plating was just a cherry on top.
BTW, the shield animation is from a Tomatopaste's hexagon shield mod.

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