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Messages - Lawrence Master-blaster

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1
Oh damn I really like the multiple offciers per ship idea. It even fits thematically, i.e. if you have, say, an Engineering Officer with Ordnance Expertise and Polarized Armor you instantly understand that's the "I'm giving her all she's got cap'n" guy.

Quote
The biggest disadvantage, of course, is the time it would take to overhaul (and recode) the skills system and the officer system to do all this

And drawing all the extra portraits since the average number of officers per fleet would double/triple/quadruple!

2
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 11:21:23 AM »
Are you implying that all-officer focused playstyle is the best in the game? Because that's, uh, something.
It is the strongest.
I agree when all of the best multi-Ordos killers seen are all no-flagship units builds.

No no-flagship fleet comes even remotely close to Vanshilar's flagship Onslaught fleet composition(and yeah, that's pretty much the fleet - Onslaught flagship and "stuff") in clear times. I don't even know what to say here, "All-officer playstyle is the strongest" is an objectively, measurably incorrect statement. Has been for years.

I really need to spend some serious time with a no-flagship style and see how it feels; it's just so antithetical to how I normally play the game, though. I'm so used to relying on personal piloting early on - even if I'm beelining for 5 points in whatever non-combat tree - how would you even get off the ground? Hmm. I feel like I'd still want to personally pilot to jump-start the process and *possibly* get forced out of it at some point around level 10+. Is that how it normally goes? You could probably make a personal impact even past that point with just the tech/industry personal skills, hm.

People who use all-officer fleets don't do it because the flagship would not be effective, they do it because they simply don't want to use a flagship. Some simply don't like the combat, some do it for challenge/RP, some are just lazy.

3
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 14, 2024, 05:46:19 AM »
In my experience, it helps flagship and balanced playstyles get closer to the officer-focused playsyle power level.

Are you implying that all-officer focused playstyle is the best in the game? Because that's, uh, something.

4
Suggestions / Re: Hull Restoration is way too overpowered
« on: April 11, 2024, 10:21:38 PM »
Hull Restoration feels like cheating. Pick this skill, and your ships will magically fix their severe, overhaul-requiring problems mid-flight.

Wait until you learn that you can magically fix their severe, overhaul-requiring problems as soon as you buy them, with a press of a single button. All you need is to be docked!

Hull Restoration saves money. Money is not a limiting factor in the game. As a result Hull Restoration is completely meaningless in its D-mod removing role - which takes forever anyway - and functionally only serves as a +15% CR bonus. Now +15% CR bonus is obviously very good, but when you put it on a capstone skill at the end of the most useless skill tree in the game it's just not worth it. It's not 4 skillpoints level good, especially since you can just get it elsewhere. Even if you do actually want to get Ordnance Expertise AND Polarized Armor(which is a very niche scenario) you still pay 2 skillpoints for it.

You can't even defend Hull Restoration "in early game" because it's a capstone skill, so you need to be at least level 5 to get it, and ideally you want to also grab some other QoL skills early like Sensors or Navigation, or how about Crew Training that benefits your entire fleet whether they have D-mods or not? By the time you actually get to Hull Restoration in most cases it's not early game anymore.

Also: I am getting a very strong sense of deja vu from this thread. I swear I've read something very similar(and just as aggressively wrong) before.

5
General Discussion / Re: Is the Hephaestus at a good spot?
« on: April 11, 2024, 10:06:08 PM »
I never believed in IRAL, so I'm glad my blind lack of faith was rewarded for once

6
Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 10, 2024, 11:03:40 AM »
My saves currently look like this so descriptions are most welcome...

And no more writing down where everything is in a text file!

7
Suggestions / Re: Integrating the Independents and Nova Maxios
« on: April 09, 2024, 04:18:54 AM »
I think for starters we could just make Independents require transponders. ANY faction that exists as some kind of political entity(so, everyone but Pirates and Pathers) should require it.

8
General Discussion / Re: Punishing Remnant Points / Character Points?
« on: April 08, 2024, 10:11:20 PM »
Integrated Alpha has up to eight skills, all elite, and is more aggressive than a reckless officer. It had to be limited somehow.

Technically the fixed Reckless personality already is a limtation. Quite a big one too.

Given that Automated Ships now competes with recently buffed Cybernetic Augmentation it could get some love, like upping the DP limit to 150 for example.

9
You might be missing that there's not really a limit to the number of SP you can get, once you hit max level you just kill remnants and you get tons of them, way more than you need to respec a fleet multiple times if you need to.

But that's a problem in itself. The choice of "Do I want to elite a skill for myself, or do I want to Mentor an officer, or do I want to S-mod a thing" doesn't really exist long term. You can just do it all.

Quote from: Amoebka
Alex doesn't seem to understand ironman games at all. Playing Starsetor ironman is definitely doable (I do it myself too), but it's an undeniably a much worse experience than playing it with saves or playing a properly designed ironman game.

What does that even mean? What's a "properly designed ironman game"?

10
Magpies are not crows, but they're still pretty smart.

Magpies are the only birds that pass the Mirror Test, they are likely most intelligent birds on the planet.

11
General Discussion / Re: Why the pirate Falcon is a terrible ship
« on: March 31, 2024, 11:13:39 PM »
Regardless of what OP is talking about, I never understood the love for Falcon P either. Seems like a flagship queen from five versions ago.

12
Suggestions / Re: Making (some) money should be easy...
« on: March 27, 2024, 11:33:51 AM »
Even when the game's storyline is finished, I doubt it will result in "you win, game over" screen. I expect it to be more of "Congrats, you finished the storyline, you got all your toys(i.e. gate travel), now you can still do what you want just better"

13
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 27, 2024, 11:30:56 AM »
I believe people used to put Tactical Lasers on Scarabs for this very reason - 3x time multiplier from the ship system means 3x higher hit high strength vs. armor.

14
Suggestions / Re: Making (some) money should be easy...
« on: March 27, 2024, 12:34:35 AM »
TBH Bulk Transport is kind of busted. +50% cargo/fuel capacity AND +2 Burn to all civilian ships. It's almost as if it's two skills rolled into one. I mean, imagine if you had a combat skill that increased your hull by 50% and also gave you a 10u/s speed bonus on top of that.

The only reason why Bulk Transport is not a balance issue is because, well, ultimately logistic skills don't matter(again, because money is almost meaningless - see OP) So it doesn't matter if they're bonkers like Bulk Transport or borderline useless like Industrial Planning.

15
General Discussion / Re: should we just nerf the Onslaught?
« on: March 27, 2024, 12:21:58 AM »
...To be fair, i wouldn't call Executor's shields good. It's, at its core, a missile boat someone mad put energy hardpoints on. It has base flux stats of a Legion, which would just get it chewed up and spit out if it didn't have a 0.6 shield to compensate. It's basically the reverse of Sunder and Conquest having "worse" shields.

It does have terrible flux dissipation, that's why it's built around hit and run tactics: very fast for a battleship, High Energy Focus for a spike in DPS and a range bonus to Autopulses or GIGACANNONs so you can go in, unload and get out. In which case flux dissipation doesn't matter as much, only the total flux pool does, and it has plenty of that(again helped by very efficient shields)

Although ironically it seems like the community has settled on double HIL being the more effective build...

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