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Starsector 0.98a is out! (03/27/25)

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Messages - Buggie

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1
No reason to speculate though, 12K flux+temporal shell is more than enough to handle staggered 3K shots and as you can see it's a pretty solid cruiser that way.

arguing that GC on Anubis is fine because it has enough flux to fire it is like arguing Gauss Cannon on Mudskipper is fine because it has enough flux to fire it. What you call "staggered shots" is just wasted DPS on an already low-DPS Gigacannon.

I really don't see how that comparison holds any weight at all when based on the video he posted on another thread, the anubis approaching something with temporal shell always seem to be a death sentence to the ship, even to apexes and radiants. Meanwhile a mudskipper shooting a gauss once at something has very little impact on the fight in any way. Seemed like it was performing very well for an 18 dp support ship.


2
General Discussion / Re: Do Trade Contacts need a massive buff?
« on: July 26, 2023, 08:45:40 PM »
The buy ship mission is from nexerelin i believe, its not in vanilla

3
General Discussion / Re: PCLs are overpowered
« on: July 19, 2023, 01:54:28 PM »
PCL shots aren't affected by eccm boosts, but yeah i believe they're still quite a bit faster than the flash version

4
I don't think i've ever seen an atlas mk2 cost that much? They're usually around the 100 something K range.

5
General Discussion / Re: Money balance
« on: July 07, 2023, 05:48:18 PM »
There ARE real punishments for that though.

OK so if you go in with your transponder on and you get scanned you can simply let them scan you and since you have no illegal goods (as you just sold them all on the black market) you take a minor rep hit and leave. This is fine, because this rep hit will build up unless you're doing other things in the game that increase your reputation. You cannot just be a full time smuggler smuggling illegal goods and buying on the black market. You must go do other things.

This means that the income you get from said smuggling is not a full time income. In order for it to be full time income you must invest into the smuggling game to avoid rep hits. And this is fine and good. You go and do a pirate base. And then come back and sell the loot. You take a rep hit and come out slightly in the negative (its like +5/mission and -6 per scan*)

If you have an AI core you have three options. One you can allow the scan and hope they don't find it. This is a huge potential loss as AI cores are very valuable. The second option is you can spend a story point to disengage. Which costs a story point which is a significant cost. And the third option is to fight the fleet and go instantly hostile with that faction. Not "-13" but "-whatever it takes to get you to -50." Which has significant downsides in that they will attack you whenever you're around with your transponder on and will refuse your docking requests unless you manage to make it into the planet without having to attack a fleet. Which means you must engage in the actual smuggling game and use the smuggling skills and tactics.


If you don't have your transponder on then you're playing the smuggling game (and its a pretty hefty penalty for getting caught too -3 for the immediate interaction, -3 for refusing to turn your transponder on, -? for the combat) and of course since you were caught and engaged in combat you're no longer able to use that ports in that system for a month or so.

*-3 for the scan and -3 for the black market activity.

Well, obviously if i stated that you lose -13(which i was wrong, if you lose only -3 for being caught and for refusing scan it would be -11) for a combat i was talking about having your transponder off, why on earth would you even have it on while black market trading anyway? I'm guessing theres a benefit for doing so that i'm not aware of?  I do play with starpocalypse which bars entrace to the black market unless you have your transponder turned off.

And thats the thing, i play with difficulty mods that make it so you have tarrifs on the black market, you still gain suspicion even if your transponder is turned off, and i also manually lowered the value of drugs and heavy armaments, and STILL i find that i have to play with the ''no trading allowed'' self rule because the downsides for smuggling are non existant, you just get two colossus, put mil systems and either expanded cargo holds/advanced drive field depending on your preference and done, you are never getting caught by a patrol so long as your head is attached to your neck and you know how to press 2, now the gameplay just becomes go from point a to point b until you have enough money to buy the entire sector, which by the way, takes no time at all even with all the bs i added to make it harder to do so.

And the crazy thing is that's not even like a cheesy strat or anything, its just using the game mechanics normally. This stuff exists in other games too but its always some insane cheesy thing like making an ethnostate of villagers in minecraft so you get the enchancements you want or glitching to make your character invincible in terraria while standing above a pool of lava to farm items, and those two cheeses still have more gameplay involved than going from point a to point b over and over with genuinely 0 danger unless you mess up massively.

Of course thats just two examples but i'm sure there's more, i just don't play simulator games much. Or maybe there isn't? I have seen some complaints in here that i just can't wrap my head around at all, but it could be that this whole time i'm the dunce and i'm just expecting something that i shouldn't be. Is rimworld dwarf fortress kenshi and other games in this sort also like this where you can just skip from the early game to what should be the peak of power in your playthrough with very little effort when you know the ins and outs of what to do?



6
General Discussion / Re: Money balance
« on: July 07, 2023, 12:57:34 PM »
I mean… no?

So bounties aren’t that bad sure. Especially if you have a commission. But you still have to be doing stuff and you still cannot also have things like alpha cores on your person. So there is a limit to the amount of things you can be doing while also selling to the black market.

As for sneaking in… yea it’s relatively easy if you buy all the skils for it so you can transverse jump outside of patrolled lanes and then take your time to sneak in. But some places are still hard and you’re limited in the type and number of ships you can field (more ships may not increase your sensor profile but it will increase the size of your warp bubble. )

There's not any real punishment for any of that though, if you lose rep from a scan you can just increase it very easily as others have said, one of the worst case scenarios like you said is when you get scanned and you have a good item on your person you really don't wanna lose, which at that point you either lose a story point by running away if you're weaker, or you just kill the fleet who scanned you if you're stronger, you're gonna lose like 13 rep i think? But thats better than losing an item, even if that 13 rep gets you to the point of being hostile with that faction because in vanilla ss there aren't really that many downsides to being hostile with a faction, you only lose some acessibility which may not even be enough to make your planets profit change. And if you don't have a planet, then thats even less of a downside.

I suppose the absolute worst case scenario would be if you get scanned, the enemy fleet is stronger with a star fortress supporting them, and you don't have any story points at all so you can't escape. The amount of things you need to mess up in order to get into that scenario is so insane though, i wouldn't be surprised if it just hasn't even happened to anyone who played the game yet.

7
Yeah grievous hit the nail in the head there, its when you start mixing mods that stuff really gets in the realm of broken. Theres a phase ship from apex that has a system that doubles projectiles,
when used with the weapons from the mod/vanilla its a fine ship, maybe even slightly underpowered for its cost, though it gets insane when you combine it with some of the hard-hitting stuff from other mods, theres a weapon in particular from i think arma that spawns a ball that shoots more projectiles from itself, when used with that shipsystem it spawns more balls that spawns more projectiles and it just loops infinitely until you have 0 fps and everything in the fight is dead from you firing a single shot.

That's an extreme example, but you will find stuff like this in a smaller scale all over the place once you got a bunch of mods downloaded, i know from experience.

8
General Discussion / Re: Money balance
« on: July 06, 2023, 09:30:49 PM »

Purchasing and selling on the black market in any sufficient quantity either requires you actively avoiding patrols or requires you to take a hit to rep and not have any illegal goods on board. And so isn't something that is repeatable.


Uh, the problem is that doing any of that is not even remotely difficult.

9
I find modded stuff to be about on par with vanilla most of the time, the vanilla heavy hitters like the afllictor or monitor don't have counterparts, but honestly i think thats a good thing, i hate the trivializing those two do to the game.

The radiant is an automated ship that you have to spend 5 skill points if you wanna get and 3 more if you wanna pilot it, so it makes sense there is no counterparts. There is the hel* scaith from tahlan who is in the same boat but it is a lot weaker than the radiant in both the hands of the player and the ai still, but if i remember right that wasn't always the case and it only happened because people bitched endlessly for the author to nerf it.

10
Suggestions / Re: Keep more means of progress open in the end game
« on: July 06, 2023, 07:24:42 PM »
jesus i don't want to be the get good guy but seriously? ive never seen this kind of complaint in ANY other game ever, both as a pilot or a commander you can beat any fight in the game if you put even a modicum of effort into it man, the only things that need actual ''''meta'''' minmaxxing are insanely difficult self challenges like the vs 5 ordo fleets thingy that capn hector likes to do

i have the bad habit of exaggerating stuff with insane hyperboles, but i actually can't come up with anything more ridiculous than what you've said. i mean, unless i'm reading this wrong, and i hope to god that i am, you are suggesting that the things that limit the player should instead be infinite or that there should be some other kind of system where you could increase your strength infinitely, yes?

i've looked at this comment for like the past 20 minutes and i have realized it comes off as rude and demeaning, i will still post it anyway because it is my true unfiltered opinion on the topic, but i want to make clear that a lot of that is just my stupid impulsiveness and anger issues talking and that your opinion is equally as valid as any other. but i will say that respectfully, i do hope the game goes in the exact opposite direction of what you want it to be and that even more constraints are added upon the player.


11
Hey man, turning a backline carrier ship like the astral into a battlecarrier that can kill four and a half ordos is still insane, this is still something to be proud of

12
It gets moved to the storage.

13
General Discussion / Re: Money balance
« on: July 05, 2023, 03:41:13 PM »
Yeah, its definitely way too easy, thankfully some of what gives money can be changed from the settings file, just gutting colony income and increasing crew upkeep can make stuff a little harder.

You do need to have some knowhow of java in order to change mission payouts unfortunately, but it isn't THAT difficult, you just need to find where the mission data is stored through the csv and change the min and max payouts/base values/creditreward thingies.

The game certainly got a lot less boring after doing all this, i do wish there was some kind of ''extra hard'' difficulty setting so we wouldn't have to mess with stuff in the game files though.

Oh and like the other gentleman said, installing mods like ruthless sector and starpocalypse do go a long way as well.

14
A little confused about point 3, wouldn't the dps be affected if you're firing the lance more often?

15
Huh, i had no idea astral's missile slots were turrets either. Now i'm wondering if there might be a nice player controlled battlecarrier build for them


As for the fleet do you think switching a kinetic blaster with a cryoblaster might be worth it, or is the flux cost too much of a hinderance for it to be worth it?

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