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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - keckles

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While the money you get from exploration contracts can be lucrative when bundled together as you've discovered, the real value comes from the resources and stuff you find in the process of fulfilling said contracts. As Alex mentioned, they tend to lead you to interesting systems, if there's something in the system it's unlikely to be the only thing in that system. It's more likely than not that you'll actually run out of storage space for everything you find and often you can be completely self-sustaining simply through the salvaging of derelicts.

Don't forget to always salvage after stripping down research/mining/orbital stations, their debris clouds often contain further valuables.

2
General Discussion / Re: N00b questions
« on: July 23, 2023, 07:54:26 PM »
For exploring, you don't really want to rely on caches, not when it's possible to have the endurance or sustainment capabilities for long-range exploration. The unexplored sector has tons of ruins, derelict ships and stations that you can plunder for supplies and fuel, to the point where you actually just don't have the room to carry everything you find. The logistics skills are incredibly useful for increasing the longevity of your supplies and fuel as well as reducing your overall logistic needs; you can always swap out those skills later on when your fleet is more capable and you want to focus more on combat skills.

Ships like the Apogee, Venture and Odyssey are great for exploring though any cruiser or destroyer will do as your early flagship. Have a destroyer and a frigate or two as support and the rest should be tankers, freighters and salvage rigs. The Efficiency Overhaul Hullmod and Solar Shielding can both help a ton for exploring, IMO Solar Shielding is somewhat underrated as it lets you freely boost through storms for improved fuel-efficiency without worrying about your supplies burning away for CR repairs.

You can definitely let your ships handle themselves, 90% of ship combat comes down to how well you build your ships and your options are going to be limited early game. Once you have more money and can buy or find better weapons and hullmods it gets easier but in the beginning you'll struggle to find the weapons and even ships without too many bad Dmods to field. As a few rules of thumb, you want your non-point-defense weapon ranges to roughly match and have more flux vents than what the weapons generate if the ship isn't super fast or tanky; overfluxed ships won't be able to keep their shields up after firing for a bit(depending on how much flux capacity they have) so they'll need to either be fast enough to back away or tanky enough to hold up to enemy fire without shields.

Carrier fleets are 100% viable but probably rely a bit on having the right player skills and good fighters which can be surprisingly difficult to find in usable numbers. You'll also find carriers are kind of like frigates in that they rely on critical mass, you need to have probably at least 4 wings before you start seeing an appreciable effect. It's especially important once you get to having larger battles as there'll be a lot of PD and other *** in the air that can take out fighters and their ordnance at the point of contact, you'll likely still need some battlecarriers or regular combat vessels anyways to prevent the enemy ships from making contact with your backline carriers. Most people suggest pure fighters but IMO a mass of daggers and longbows unleashing waves of Atropos and Sabots can still be pretty potent.

3
You can also sort of keep Sustained Burn on by oversteering into the turns as hard as you can. It seems you can't go across slipstreams with sustained burn unless you hop a hyperspace storm and are already going 40 burn when you hit them so you can use SB to ride slipstream turns.

4
General Discussion / Best Omega Weapon Platforms?
« on: June 30, 2023, 02:51:44 PM »
I've finally gotten around to acquiring some of the Omega weapons in my current run after having acquired the Zigg, I'm wondering what people think are the best ships to mount these powerful but highly limited weaponry on. Obviously the biggest limitation is the number of them, which ones and how many you get are going to be random every run, but scarcity aside what are the best platforms for them? The Zigg is an obvious choice for the largest weapons thanks to the synergy with Phase Anchor letting you fire them off willy nilly, but I'm finding it harder to figure out where to stick the medium and small Omegas.

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But that would mean... leaving loot behind:o

In the early-mid game that's definitely a concern but once you get into the late game and you already have a colony running the resources are unnecessary, they're just extra profit and you don't need it by that point.

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General Discussion / Re: Venture
« on: June 18, 2023, 08:40:56 AM »
It's maybe not something you want to purposefully try to build but I like Ventures as tanky mini missile platforms. Even if the energy/ballistic weaponry can be a bit lacking it's usually enough to keep frigates from easily swarming it and with EMR, Missile autoloader or an officer with missile skill the venture can sling quite a few Harpoons.

Don't also forget it has relatively large cargo holds for it's class as a non-dedicated freighter.

7
General Discussion / Re: Combat in this game is frustrating
« on: June 17, 2023, 10:04:59 AM »
If you aren't/weren't using a flagship then it purely comes down to your fleet composition and builds. As others said, the AI of all ships are mirrored, your ships are losing because they are bad compared to the ships they fight against. 99% of the time when people complain about the combat or how the AI doesn't work they way they want it to it comes down to their builds being very very bad. Short of you reinstalling the game and posting a build yourself there's no easy way of helping you figure out what you did wrong.

8
General Discussion / Re: Dragonfire DEM
« on: June 16, 2023, 12:04:48 PM »
In practice, I haven't found the Dragonfires to be especially effective in place of any other large missile I could mount, especially for the OP cost. If I only mount a few of them across the fleet I might occasionally see one successfully hit it's target and very rarely see it kill. Mounted en masse obviously nets more success but the low ammo count and restrictions it places on other weapons and mods due to the OP cost causes the fleet's overall performance to drop. A lower OP cost would really help it, but I think the high OP cost is lore-appropriate for an 'advanced' missile so maybe just increasing the ammo count and targeting speed would help.

One other issue I've noticed with the DEMs in general is how easily they get blocked or destroyed by debris. I suppose that isn't abnormal for missiles in general but as an 'advanced missile' I think it wouldn't be inappropriate for them to be able to maneuver around debris so they don't get wasted nearly as often. This would also help give them another advantage over standard munitions.

9
General Discussion / Re: Colony Threat event
« on: June 14, 2023, 08:39:51 AM »
Having played through a good 25 or so cycles on my latest save in the new patch and after having established a 3-colony system not too far away from the core, I think the hostile activity system is fine and works as intended. Mostly vanilla(no added factions or ships, no nex), no AI cores used and with a high command and after making a deal with the pathers I have absolutely zero growth in the Hostile Activity bar. Even during the creation of the colony it only ever got up to the first tick in Hostile Activity, all I needed to do to manage was babysit the colony a bit by destroying fleets and pirate bases. So long as you aren't using AI cores(which in my mind bring no real extra benefit) hostile activity doesn't seem like a big problem.

10
General Discussion / Re: Storm Needler vs Mark IX
« on: June 12, 2023, 08:57:18 AM »
I wonder if more explosive ballistic options in different ranges would help as well. A lot of the issues with the needler come from the awkward 700 range, having some HE ballistics in the 700 range with appropriate characteristics would help. IMO we're also missing a good medium ballistic in the 700 range to match the Arbalest and the Autocannon, otherwise all you've got to work with is the Heavy Mortar and the Mauler.

11
General Discussion / Re: I suck at piloting
« on: May 29, 2023, 06:19:38 PM »
Holding 'Shift' will keep your ship pointed at your mouse just in case you didn't know, this is great for most ships which have the majority of their firepower facing frontally, this won't work as well for broadside-style ships. Starting out with something like a Destroyer or a light Cruiser is how I started learning to control the ships. It can still be hard to manage all the different weapon groupings, I think the best compromise is to position your ship yourself and then set the ship to Autopilot to let the AI handle the weapons and shields.

12
General Discussion / Re: 0.96 Feedbacks from FOSSIC (Updating)
« on: May 11, 2023, 06:09:17 PM »
Maybe something that has a system that's kind of the opposite of the Astral would work for a high-tech carrier, rather than recalling their fighters/bombers back to the vessel they can teleport them and allow their craft to attack from unexpected directions or completely change which part of the battlefield they can influence. IMO it would certainly make for a more aggressive carrier than the Astral as you'd have to have the carrier fairly close the frontlines to take best take advantage of the system.

13
Ah, so the specific placement of this ship and officer wasn't a mistake then, I understand now. Very cool detail, loving the new content that's been added!

14
Bug Reports & Support / Derelict droneship having an officer drop?
« on: May 11, 2023, 12:00:01 PM »
Spoiler
[close]

Not sure if this should be possible considering drone ships aren't meant to be crewed. 0.96a-RC8.

15
General Discussion / Re: Can't find a single Heavy Mauler.
« on: April 24, 2023, 12:30:52 PM »
It's definitely odd you haven't seen them mounted on any ships yet since they aren't an especially rare weapon. Have you explored most of your sector yet? It's possible there's a blueprint out there somewhere on an abandoned station or mining platform.

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