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News:

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

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Messages - Cruacious

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1
Mods / Re: [0.98a] Lobster cruiser v3.2.1
« on: April 02, 2025, 08:29:07 PM »
Thank you!!!
I'm especially glad you like the mod specifically for the design decisions that have been hammered into it over many iterations

BTW, May I ask you to share your favourite build(s) (Screenshot would be sufficient), I want to update options for 0.98a and wouldn't mind some external inspiration



This is currently the build I run as I have yet to get all weapons and ship in this run and have not maxed my player level. This LG base model Lobster runs 2 Pulse Lasers, 1 Ion Pulser, 2 Ion Cannons, 2 Reaper Torpedo Launchers, and 2 PD Lasers rear. It is fast, aggressive, and not overly fluxed.

2
Mods / Re: [0.98a] Lobster cruiser v3.2.1
« on: April 01, 2025, 09:02:03 PM »
I've gotten my hands on the different variants, bashed together a bunch of builds and fought others and can give my impression now. It's honestly good! The ship actually fits in between a fury, an eagle, and a falcon. It really is not overpowered but can scale decently with some S-mods, better with an officer, and good weaponry. However, it is pretty fragile and easily over-fluxed if outmatched or overwhelmed. Frankly, I would say this could fly in any vanilla game and I wouldn't even feel it was out of place.

In short, I like it. A lot. Kinda like the Hammerhead's natural evolution into cruiser form.

3
Suggestions / Re: Switch the name of Glimmer & Lumen
« on: March 30, 2025, 02:20:42 PM »
Corona

4
Suggestions / Re: Pirate Wolves should not use high-tech weapon skins!
« on: March 30, 2025, 10:16:40 AM »
It would honestly be solved by applying a skin from the ship to the weapon, but I think that's pretty low priority.

5
General Discussion / Re: Anubis feels ridiculously overpowered
« on: March 29, 2025, 12:42:40 PM »
Honestly, I think 20 DP for it would be more fair but this speaks more to the Paladin buff than anything else. Just my opinion.

6
Mods / Re: [0.98a] Lobster cruiser v3.2.1
« on: March 28, 2025, 09:24:09 AM »
Good news everyone!

3.2.1 is out:
I have updated the mod for 0.98a-RC* + polish the variants a bit

Enjoy !
Thanks man. I just saw this mod and, after a quick review, have decided that this ship fits into the cruiser line doctrine we NEED in vanilla. Not want, need. Besides, who likes to use Dominators as the only heavy ballistic cruiser anyway?

7
General Discussion / Re: Late game challenges
« on: March 28, 2025, 09:16:31 AM »
Come back after you've seen the threat and the clouds. Maybe this will challenge you?

Out of context this sounds like some kind of obtuse fortune-telling.
That's because it is. Threat Detected.

8
General Discussion / Re: .98 wishlist!
« on: March 01, 2025, 09:54:06 AM »
So, what cruiser niche do you think is unfilled? Large ballistics are (generally) for slugging it out at range with capital ships, as opposed to the more varied and burst/support-oriented large energies. I guess Dominator would be the low-tech analogue, but midline's ethos of high speed and light defenses doesn't seem to provide for that role.

A shoot-and-scoot cruiser with one large ballistic, a couple of mixed medium mounts, and enough speed (or a ship system promoting it) to allow it to rapidly exit an engagement to allow other ships to fill the gap. Basically, a highly effective and mobile strike cruiser.

9
General Discussion / Re: .98 wishlist!
« on: March 01, 2025, 02:43:32 AM »
as of now i think we just don't have enough Midline capital ships

right now we only have 2

maybe that's why it feels odd

Right now, we have (newly added in italics)

High: Astral, Odyssey, Paragon, Radiant(?), Nova(?)

Med: Conquest, Prometheus II(?),  Pegasus, Executor(?)

Low: Onslaught, Legion, Atlas II(?), Invictus, Retribution

Classed Prometheus II and Executor as midline and Atlas II as low because of their respective mounts - Prometheus has a split setup of missile, energy, and ballistic weapons, while Atlas is slow and ballistic/missile only. Any rate, we've got 3-5 high tech capitals, 2-4 midline capitals, and 4-5 low tech capitals. I don't know that there's any outstanding niche to be covered.

Also, hard to say where a third midline capital would go. League's already got Conquest and Pegasus, Diktat is probably sticking with Executor, and nobody else really uses midline capital ships. An independent-only exploration capship might be interesting, as a step up from things like the Venture and Gemini.

Honestly, I could see an exploration cap but it would likely be extremely rare due to cost. However, I don't think we need another cap ship at present as I still feel the desire for more cruisers. I'm a cruiser school boy at heart (yes I midline hard).

10
Suggestions / Re: New Ship System Idea, Reverse Thrusters (working name)
« on: February 28, 2025, 09:38:09 PM »
Yeah, probably should up it to 1.5x to 2x or higher depending. It's just a spitball idea to create a new tactical niche for a skirmisher style of ship heavier than a frigate that is designed to get in, unload flux-heavy weapons, and get out. However, since it strictly increases only reverse speed it would be more restrictive than maneuvering thrusters. Hmmm, should have looked at the math behind those first.

 

11
General Discussion / Re: .98 wishlist!
« on: February 28, 2025, 08:54:29 PM »
I personally want to see what I consider a major gap in midline ships filled, which in particular to me is the lack of a large ballistic mounted ship outside of the Conquest. Perhaps a new cruiser?

12
Suggestions / New Ship System Idea, Reverse Thrusters (working name)
« on: February 28, 2025, 08:52:23 PM »
So, I was thinking about how we have ship systems that allow for a rapid acceleration forward, but nothing that explicitly throws you backwards. So, I'd like to suggest a ship system (or a ship designed around this) where when the system is activated the ship flies in reverse at 1.0 to 1.25x its top zero-flux speed for a few seconds, preferably while still under control and without disabling shields. This would allow the ship to fly in under normal power, unload a ton of flux worth of ordinance, and then scuttle back to cool off. It would open some very interesting tactical options in my opinion.

13
Suggestions / Re: Support ships
« on: February 15, 2025, 07:12:53 PM »
What about a dedicated repair ship? The ship can be destroyer or cruiser class and have a built-in hull mod that can allow it to more rapidly repair hull and armor damage for a ship or ships in a fleet. I can see a real niche for such a ship although I'm not entirely sure about how the mechanics of the ship should work.
Personally, I'd go with this being an effect of the Salvage Gantry hullmod: add free & instant post-battle hull/armor repairs, ala the Field Repairs skill. Amount is equal to double the post-battle salvage bonus, with a hard cap of 50% - so a max of 75% free repairs if you also have the relevant skill. (Not that you can practically reach said hard-cap with vanilla ships, but you could hit it with mod-added capital-scale salvage vessels.)

...I probably still wouldn't cart around a salvage rig, but that change would make it actually tempting to keep one or two of the things in my fleet.

That actually also makes sense. It would make the salvage rig far more worthwhile running in a fleet late game as it really is practically useless past the early game. Oh, how about a hull mod that can act as a comm link so you can get news and bounties? Would probably cost a TON of points though.

14
Suggestions / Re: Support ships
« on: February 15, 2025, 02:44:33 PM »
What about a dedicated repair ship? The ship can be destroyer or cruiser class and have a built-in hull mod that can allow it to more rapidly repair hull and armor damage for a ship or ships in a fleet. I can see a real niche for such a ship although I'm not entirely sure about how the mechanics of the ship should work.

15
Suggestions / Re: Missile Spam: Fratricide?
« on: February 12, 2025, 07:48:05 PM »
Would have to depend on the missile frankly but I am not entirely opposed.

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