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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 - Zenaria

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1
Mods / Re: [0.97a] Interstellar Imperium 2.6.4
« on: August 19, 2024, 12:30:14 PM »
What factor that AI use to decide when they gonna use "Turbofeeder".

I had a trouble to customize Dictator cuz they rarely use system.

Especially when flux reach over halfcap.

Except for Elite core it threat that like maneuver system instead.

2
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.2a
« on: August 09, 2024, 11:30:29 AM »
I found sniper kit mod sold almost regular at any black market.

ain't that suppose to be sold only at diable market ?

3
Mods / Re: [0.97a] Diable Avionics-Joestar edition v2.9.2a
« on: August 04, 2024, 02:30:22 AM »
Am I just using them wrong or are the strife wanzers literally useless they do barely any damage to enemies with stripped armour I get it's fragmentation but I swear I see more than half their shots just land around their target and miss kinda a shame since their animations are so cool only really useful for numbers but i'd rather just bring frosts for that which actually do damage and are cheaper seriously for 12 op the strifes just kinda do a whole lot of nothing then on the other end we have the avalanche which is frankly ridiculously good to the point it feels a waste to bring any other wanzer besides maybe a raven I have regularly watched them solo frigates other than that I like the new ships except maybe the frigate I used it maybe 3 times and it just dies without doing much no matter how I built it but honestly that might just be me lmao the new destroyer is pretty fun though large slot on a destroyer is great and a lot of fun to mess around with haven't played diable for a while but overall enjoying the new aditions!

they are good against small target like fighter or frigate.

or act as portable PD.

kinda good pick for early game but against larger/harder ship Horst mayb a better choice because EMP.

4
General Discussion / Re: should we just nerf the Onslaught?
« on: March 09, 2024, 04:41:41 PM »
IMO Onslaught being too powerful could come from

- they're good match against late game fleet like ordo.
everyone try to proof how good their fleet are by number of ordo that they can handle. right ?
and my pure midline fleet struggle so hard cuz they outclass me in every aspect (firepower , speed , quality)

- they build simple.
shoot everything at your front. it can hardly go wrong or misposition like high tech.

- Stat bloat
20k hp 1.5k+ armor Heavy integration and 360 OP i don't think anyone having a hardtime try to fit their Onslaught
combine with Ordnance Expertise you can hardly say onslaught have a bad flux.
if only legion can have 360 OP too.

- Exploit
Surely Onslaught have a big weakness at its arse but it only when you fight against it.
when player using them they simply erase this by hugging corner and made a firing line.
i saw that happen a lot

judge by how popular Onslaught are. it already proof how good it's

how to nerf ?
remove Heavy ballistic integration should be enough.
reduce flexibility of weapon choice would do a trick.

5
General Discussion / Re: Weird reason for wanting to mod.
« on: March 09, 2024, 02:30:44 PM »
if you want more interact with people in the world especially your officer.

how about combat chatter mod.

it made your fight become lively

6
So hypothetically if I were to start a new game from scratch, when should I first start a colony? When I have $3 mil and at least two capital ships with 50+ fleet?

some didn't start colony to make profit. they use it as gas station.

to me there some condition to convinced me that a good time to start colonized
- found a good food source & low hazard (usually terran)
- have some colony item (production boost)
- have lotta fund (fully develop cost no less than 2m)
- have full roll of decent officer (and mayb one capital depend on your style)
- have some ship BP (to use it as defender and build for personal use)
- found nanoforge (either are fine and fine ship mean fine patrol)
- mayb atleast hit lv 15

if few condition met that mean we can deals with crise ourself. one way or another

let's say league crisis propose is . . .

to prevent player from start colony too early or growth it too fast.
they didn't obliterate your colony. at most they made your financial in red.
and same thing goes to TT crise but few people have a prob with that.


No I am not good at both building a fleet and earning credits. By all means please teach me the ways of the master, because I've looked at dozens of god damn youtube videos (big brain energy, GrumpyThumper, Uran92, Papa Chedder, etc.), builds, loadouts, strategies, guides, etc. etc. all to keep from getting my teeth kicked in and it clearly isn't working. So tell me the right meta to play this game.

i assume you don't want to choose violence for cred.
you can just go to kanta's den. here they always have excess lux/dos goods and drug if nothing go wrong.
bought all lux goods and haul it to Nova maxios. you will get 30-40k cred from selling all of those
while you're there bought supply from Nova too and sell it to kanta's den (it should be deceit)
by these step first 100k could be easy.

Another way for simply cred is become fuel merchant.
Pirate always have high demand for fuel so you can just grab couple of Fuel ship stock it on Sindria or Nachiteka.
and sell it to any pirate it may not much but quite stable source of income.

As for building fleet you can just looking for lowtech type with proper loadout (autofit)
they don't need much command to maintance. they win ai wars for a reason

and by doing that let take a look at autofit name. it told you which role of that loadout going to play.
just avoid elite variant.

7
General Discussion / Re: Partial commentary of 0.97a
« on: February 26, 2024, 05:47:48 AM »
While Escort Package is a must for destroyers late, it looks like a lemon for cruisers who do not have excess OP to waste on stuff like this.  I certainly would not take Escort Package in place of ITU for cruisers for the same cost.  For destroyers, they can get more than ITU from Escort Package at times, but not cruisers.

also Smod give a reduce damage taken by shield which made destroyer become more tanky than cruiser.
while most of people didn't care about maneuver and top speed.

usually i glued destroyer with cruiser to become hunting pack.
but putting cruiser to escort capital for escort buff feel like not worth it.

8
General Discussion / Re: How is battle difficulty exp determined?
« on: February 25, 2024, 07:17:27 PM »
Officer mainly contribution on initiative Deployment point.

if officer contribution base on ship size. it would discourage people to put them into anything else but capital ship.

judge by amount of ship they might be a little stronger.

but civilian ship never have a chacne against military ship to begin with.

let say it just give you some free xp  ::)

9
General Discussion / Re: Obsessively Optimizing Wolfpack (Updated)
« on: February 25, 2024, 11:28:27 AM »
Yup it insane but with extra flux i kinda feel like you just brute force in.
along with AFF you just fire more ammo than your enemy.

have you try hightech wolfpack ?
you don't need to dodge shots you only need to take enough shots.

Glimmer with alpha core most likely become cheater but what i can say.

even so wolf pack didn't mean you can only use frigate

bring some destroyer and cruiser to hook attention might be a huge help

10
it depend on what kind of result that you want.

if you feel like it waste of OP mayb salamander cause it can keep firing nad might cause some serious opportunity

DEM missile like gorgon also good against small target but lack of critical damage for bigger one.
If it was design for hunting small target it could be a choice.
But DEM kinda powerless against strong shield

Atropos also a good choce for frigate since it cost few OP have decent damage and better tracking compare to harpoon.

and swarmer kinda like no brain pick. it won't go wrong but it won't shine either.

for AI aurora i didn't give missile on small slot cause i need a decent DPS on it.
but for medium i recommend proximity charge it won't give strong pressure like anni pod but it hit harder. (i put an ion pulser for emp)

11
General Discussion / Re: Obsessively Optimizing Wolfpack
« on: February 24, 2024, 05:57:50 PM »
I gotta call it small SO Fleet instead of wolfpack.
they play different.

only thing you can change could be switch from Bomber to interceptor.
main propose is to make clearways for your pack to prey.
lessen time to fought fighter. (mayb they just shrug it off since it's SO+reckless)

12
give them a harpoon and you will see they good at finishing.

the problem is it likely goes to frigate.

13
how about having a big ship to discourage those pirate from fighting you ?

since it will be pursuit battle. so i can slap two or three cruiser for a job and done with it.

14
you can access to faction armory if you have good relationship with them.
and more if you're on commission.

using story point in trivia thing also give you an xp boost it not that bad.

or visit a bars someone might offer a good ship too you. especially hedgemony.

15
General Discussion / Re: Is changing combat size to 400 easy mode?
« on: February 13, 2024, 09:06:08 AM »
i wonder.

are every fight become easily or just once ?.

cuz i guess you can deploy more ship by doing it but other side still same.

and usually [REDACTED] have a fleet that come with absurd amount of DP fleet.

it might do them a favor too.

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