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Messages - spazza

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Mods / Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« on: September 29, 2022, 01:56:55 PM »
immediately invaded tigra city and installed an alpha core admin, the first step towards n o h e g e m o n y except mine

General Discussion / anyone else despise the buoy mechanics?
« on: September 27, 2022, 06:32:09 PM »
im essentially obligated to do something each fight and if i dont do it well enough my enemy summons 36 ships in a fight, probably a case of dont like dont play but i like every single other piece of gameplay besides "sometimes you just straight up fight each other and sometimes you have to jockey over buoys mostly so the enemy doesnt get to summon a sector sweeping fleet because i dont have as many ships"

Bug Reports & Support / bug report
« on: September 25, 2022, 08:06:14 PM »
i disabled ongoing repairs while i still had resources, i lost a ship, crew and marines despite believing my repairs would merely be halted where they were, which was no where near 0 cr

General Discussion / Re: dominator vs eagle 1v1
« on: September 24, 2022, 11:02:10 AM »
i have realised im a dummy and i was 1v1ing the support dominator, i tested against the next assault variant and i still won but it was more of a fight

General Discussion / Re: dominator vs eagle 1v1
« on: September 24, 2022, 10:49:17 AM »

Did you have any skills or S-mods? Also, were you using safety overrides?
nope just automated repair systems and augmented drive systems

Mods / Re: [0.95.1a] Realistic Combat 1.20.7
« on: September 24, 2022, 10:45:01 AM »
i had disabled the mod and decided to try it again after reading some fixes but my assault chainguns still wont fire while my pulse lasers and mining blasters are autofiring fine still

General Discussion / Re: dominator vs eagle 1v1
« on: September 24, 2022, 10:18:06 AM »
So what were the loadouts?

A particular 22p ship variant beating a 25p variant is pretty normal. It would be a pretty boring game if DP values determined everything. Just don't try anything out against the dominator with the gauss cannons.. cuz it sucks vs anything.

dominator loadout was the one in the top right of the simulator selection, and my eagle had 3 assault chainguns, 2 sabot srms, 2 tactical lasers, a mining blaster, 2 ir pulse lasers, and various point defense weapons, 1 burst pd 2 lr pd and 2 mining lasers.

General Discussion / dominator vs eagle 1v1
« on: September 23, 2022, 10:49:55 PM »
is it news that the eagle kicks dominators ass or is the ingame simulator not very accurate? my eagle class can facetank a dominator to death and from its reputation i expected the dominators to be chonky

Timid ships are going to stay out of enemy range whenever possible. Their utility is extremely limited, and you should just avoid them. Cautious officers can be useful on long range ships, but for more general combat vessels you're looking for steady/aggressive officers. Reckless will get itself killed unless your fleet is designed for it.

say if i had realistic combat which enlarges weapon range, would timid captains completely try to stay out of range and therefore go off the bottom of the map?

Mods / Re: [0.95.1a] Realistic Combat 1.20.4
« on: September 21, 2022, 05:15:53 PM »
would this mod affect timid and cautious captains engagement distance? my timid captain has retreated from battle immediately after deployment from a pirate station and it is infuriating me that my rank 5 captain is absolutely useless even when i order him he says *** you and ignores the order after a second

i am new player and i even retrained this worthless sunovabitch to be cautious instead but after deployment WITHOUT FAIL they just turn the ship around and retreat, absolutely useless

General Discussion / are timid captains supposed to never fight whatsoever
« on: September 21, 2022, 05:11:20 PM »
i put my timid captain with 5 abilities in a ship and she *** runs every single battle no matter the odds

Mods / Re: [0.95.1a] Realistic Combat 1.20.3
« on: September 21, 2022, 01:48:12 PM »
it just started randomly working, i cant even

as long as it stays that way i guess i dont mind

Mods / Re: [0.95.1a] Realistic Combat 1.20.3
« on: September 21, 2022, 01:32:46 PM »
i tried what the person above did even disabling, loading in, exiting the game and then enabling and restarting, and manual fire only worked when the mod was disabled

edit: tried turning off modifyweaponspecs but it just made the range smaller, and i also dont even see a lead indicator...

Mods / Re: [0.95.1a] Realistic Combat 1.20.3
« on: September 21, 2022, 12:47:15 PM »
im also still having problems manually shooting guns, same issue as the person above is saying except my turrets only fire on autofire, and i cant manually shoot them, but i can get them to rapidly fire and build up infinite flux by switching to them and holding click

D: D: D: Does this bug happen even when they are on target?

im not sure what you mean, they only fire when i select a different weapon and let autofire take over, but i can still manually aim and fire lasers and missiles, like i just did a sim against a brawler gunship and it shot both its arbalest cannons 10 times each and instantly destroyed my ship, so i think ai have this burstfire nug as well, but on my ship i cant fire any weapon that seems to have a kinetic projectile, ir pulse lasers, ion cannons, autocannons, i cant fire any of them myself

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