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Messages - Sealgaire

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General Discussion / Re: Combat readyness poll.
« on: October 15, 2013, 01:46:49 PM »
Huh, judging from forum discussions I was expecting the poll to be much more skewed towards the hate option. That's the vocal minority effect at work I suppose. Can't wait to see how CR is further integrated into the campaign myself.

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Suggestions / Re: CR Mechanics and Frigates (Rant)
« on: September 26, 2013, 07:50:21 PM »
The problem is with you, not frigates.





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General Discussion / Re: Combat Readyness isn't fun..
« on: September 24, 2013, 07:47:44 PM »
I think the version of .6 I downloaded must be broken, because my main character flies around with a fleet composed entirely of high tech frigates and I accumulate probably 7 or 8 times more supplies than I use, while according to many in this thread I should be broke and drifting around the system in a bunch of CR depleted ships.

Pretty much every fleet composition I've tried has raked in absurd amounts of supplies. All fighters and carriers, a balanced mix of mid tech ships, and a fleet of low tech destroyers and cruisers with an Onslaught flagship fleet. With each of these, I can deploy the whole fleet in every engagement and still come out way ahead. My main criticism of the CR system is that it hasn't really forced me to change my playstyle at all from .54a, and if anything has made the game easier with money coming in way too fast.

What am I doing so right that so many of you aren't? My only real strategy is going after the biggest fleets I can catch and destroy without losing ships. That's it. Works every time in iron mode even.

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General Discussion / Re: Energy weapon frigates obviated by Combat Readyness
« on: September 19, 2013, 09:56:58 PM »
A fleet of tempests and wolfs as another commentator posted is a MASSIVE force deployment if you look at it not based on ship numbers and hull size but supply cost used, bringing an easy victory but a very expensive one - exactly the sort of thing CR is supposed to be discouraging.

The supply cost isn't really relevant at the moment to be honest. My Wolf/Tempest fleet brings in probably 8 times more supplies than they use, including daily and when restoring CR and repairing. I almost immediately had more money than I could spend. I hoping this will change as the system gets tweaked.

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General Discussion / Re: Energy weapon frigates obviated by Combat Readyness
« on: September 19, 2013, 09:00:21 PM »
By the way... You are aware that the Hyperion accelerates faster than the Tempest right? Also.... It can teleport :P
I can't imagine complaining that the Hyperion isn't fast or maneuverable enough because it literally takes first place for both of those.

This must have changed, as I just tested it and my Tempest maxes out at a speed of 375 with 10 helmsmanship and unstable injectors while the Hyperion maxed out at 343 with the same. The acceleration doesn't seem to be listed but it also feels more sluggish than the Tempest in that department as well. The teleportation is great but doesn't make up for the speed difference for my playstyle.

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General Discussion / Re: Energy weapon frigates obviated by Combat Readyness
« on: September 19, 2013, 07:14:19 PM »
Ah, sorry. Missed that part addressing Lasher vs. Tempest.

As far as the rest, no offense, but it sounds like some of you guys are doing more spreadsheet theory crafting than actually playing the game.

As Psygnosis is onto, the heavy blasters are all about burst damage. I haven't done the math, but my Tempest has a flux dissipation rate of 390, which becomes 585 when venting with the power grid modulation skill at 5 and resistant flux conduits. I can unload 8 shots in about 4 seconds, then vent all my flux in another 4, then do it all again. With the skill that increases projectile speed and turret gyros, it's easy to place all those shots in almost exactly the same spot, absolutely shredding armor, weapons and engines. The Tempest is fast enough to dodge any projectile weapon even at close range, so I don't even use shields except to get behind beam using ships, all the vents and venting bonuses are only for vent speed. Most ships only have a few weapons that can shoot behind them, and they're easily disabled with that amount of accurate burst damage, especially with the skill that increases damage to engines and weapons. At that point I can just hang out behind most ships keeping their engines flamed out while easily dodging any missile that comes my way.

I prefer the Tempest over the Hyperion because the Hyperion doesn't have quite enough speed and maneuverability for my tastes, making it hard to get behind more maneuverable cap ships and forcing me to raise shields occasionally instead of dodging everything. Also they don't have enough staying power for longer battles. They only have 120 seconds before CR starts to drop and once that's gone, they start malfunctioning almost immediately due to their 75% deployment cost and .33%/sec CR deterioration rate. I think this serves to balance them well, but doesn't really work for me.

Most importantly, the Tempest with heavy blasters just fits my hit and run playstyle the best and is an absolute blast to fly. No other ship is as much fun for me. Also my favorite looking ship, which doesn't hurt.

As far as high tech frigates in the hands of the AI go, I do very well with them. Their speed and shield efficiency make them more suvivable in my experience than the low tech frigates. As I said, I can take out the Sindrian Diktat garrison fleets with 5 Tempests and 3 Wolves without suffering any losses most of the time. Even in these battles the CR loss isn't really an issue, as you have 3 minutes until CR starts to decrease, then another 2 or 3 until CR gets low enough to notice. I've never had a battle take long enough that CR was a factor.  I haven't tried taking on the Sindrian Diktat fleets with 8 low tech frigates, but I don't think they'd fare as well. They don't seem to be able to keep their distance and get swarmed by fire.

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General Discussion / Re: Combat Readyness isn't fun..
« on: September 19, 2013, 02:33:46 PM »
Hey, another long time player but new registree here to chime in on CR. I love it, but it has some kinks that need worked out as can only be expected with such a huge change. It's obvious the system will work better when other (non-combat mostly) systems are in place to support it and interact with it. Right now my biggest problem with it and the thing I think leads to the harsh learning curve is the progression. The hardest part of the game is probably the beginning, especially if you're new. You basically have to learn how to buffalo hunt to survive the start, but once you get a decent fleet of frigates going, it's not tough to stay afloat.

The second difficulty spike the CR and supply system creates is when you move up to cruisers and suddenly can't catch prey big enough to sustain your supply needs while at the same time actually being able to defeat it. Tugs (if you're lucky enough for them to be in stock) and the navigation skill are crucial in this regard, and I don't think you can run large fleets without them, at least at the moment where combat is the only source of resources. Once you learn how to boost your max burn, the game becomes pretty easy again.

In fact, my biggest problem with this update is that once you've learned the basics, the game becomes easier than it's ever been and your progression speeds up exponentially. Getting a fleet of destroyers and cruisers with a battlecruiser flagship should take more than an hour or two, but I'm guessing future updates have some major tweaking in store for the economy.

By the way, I've heard people mention that freighters are useful or even critical now, but I'm really not seeing it. Using my logistics for combat ships seems like a better idea, as even after a huge battle where I gain over a thousand supplies, I still have plenty of time to sell them to a station for huge profits before the logistics penalty hemorrhages them away. My suggestion would be to actually limit what you can carry based on cargo space, maybe letting you go 25% over for huge logistics penalties. It would encourage more diverse fleet compositions and make freighters feel more like freighters.

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General Discussion / Re: Energy weapon frigates obviated by Combat Readyness
« on: September 19, 2013, 02:06:40 PM »
High tech frigates are still murder machines. I run a Tempest with dual heavy blasters and a single reaper torp and as much venting as I can cram on it. This thing can solo Conquests without taking a scratch well within the 180 sec time limit. My fleet consists of nothing but Tempests and Wolves, can't remember how many exactly, but I haven't invested in the logistics skill and my logistic rating is still at 100%. We can mop the floor with the Sindrian Diktat garrison fleets, usually without any significant casualties.

It's true that they're only good for one or two engagements, but that fits their theme perfectly. You get one shot to use your superior shields and speed to take down enemy forces, but beyond that the low tech ships can easily wear you down through attrition.

As for the guy comparing the Lasher to the Tempest, I hate to burst your bubble, but nothing a Lasher can equip will ever even be abe to hit a competently piloted Tempest, even if the Lasher pilot was human, too. I like Lashers, but speed and maneuverability shut down ballistic weapons pretty decisively.

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