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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - Chroma

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That custom great house ship looks so incredible, I love it. The ship lineup in general looks like a great compliment to vanilla ships too.

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Mods / Re: [0.8.1a] The Knights Templar 0.9.8e
« on: August 30, 2018, 01:18:01 PM »
ALSO, Templars for me just interesting opponent. And here the REAL opponent at me here:

Templar are supposed to be more than 'just interesting opponent' they're supposed to be an end-game challenge. That's why Templars at the same time have bonuses for armor and for shield for Templars matrix.

3
General Discussion / Re: Fleet compositions
« on: June 01, 2018, 01:43:27 PM »
Making Talons 0 OP and giving them Swarmers on top of that immensely devalued all other fighters.

The primary issue with talons is you'll end up burning through your carrier readiness, slowing the reproduction of talons. Some fleets will just eat talons the second you use them. They are still extremely effective for their cost, as you say, however. Just don't write off all other fighters. Specifically, they can't fulfill heavy fighter or bomber roles, specifically broadswords which have a unique function.

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Announcements / Re: Starsector 0.9a (In-Dev) Patch Notes
« on: June 01, 2018, 01:14:29 PM »
Forget the Centurion, what's this about? 0.0

Quote
Renamed "Guardian PD System" to "Paladin PD System" (reasons REDACTED)

Either way, my own excitement is minimal as I know this patch will likely take upwards of a year or more. Even so, I really appreciate all of the hard work in this game!

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General Discussion / Re: I'm so ready for a development post!
« on: March 27, 2018, 12:19:42 PM »
I'm more excited for more mods.

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Mods / Re: [0.7.2a] Tiandong Heavy Industries v1.1.2 - Updated 1/10/17
« on: March 27, 2018, 01:13:27 AM »
Oh *** the wait is truly worth it!!! Thank you very much for that update and sneak peek.

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Mods / Re: [0.8.1a] Space Janitor 1.0 [Utility]
« on: March 13, 2018, 04:22:04 AM »
Ooh, nice!

In the words of a certain clone from a certain free to play game,

"Brothers! I've done my part. Now clean up this... mess.

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General Discussion / Re: Your opinion for best ballistic weapon
« on: January 28, 2018, 01:05:35 AM »
the better question for me myself is which ballistics I dislike. I kind of hate the thumper, Hephaestus and arbalest. I've found a good or fun use for every other mount. Not even to say those weapons are bad.

I'll say I have a personal fondness for all 3 sizes of autocannon, though. I think it's because I relied on them on my first playthrough back when Corvus was the only system. When I want HE I like the heavy mauler and PD I like vulkans or machine guns, depending on where the mount is for PD. And of course flak is great.

Even the devastator has some funny uses.

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General Discussion / Re: What factions are you going to form?
« on: January 01, 2018, 07:33:14 AM »
The only two headcanons I've had for lore on my character were a faction based after The concept of Metal Gear's Army Without Borders, and a faction secretly ruled by an AI that escaped from TriTachyon with a small force of other humans and they just do their own thing.

I'm boring compared to the other people making more fun references here xD

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Blog Posts / Re: Colony Management
« on: December 25, 2017, 02:53:22 PM »
I've been reading up on the conversations here for a little while and didn't have anything to add, up until now at least. Particularly pertaining to Megas and Alex's conversation about character skill points particularly. Not so much officer, I have nothing to really add there that's worthwhile.

Firstly, I want to ask - when Alex says Combat should be weaker because it's cheaper, he means the idea that you would use less ships because you rely on your flagship more, correct? If that's the case, I don't think that's correct. I enjoyed Starsector before the combat skill changes and I still thoroughly enjoy the game! However, as it stands now I wouldn't call a combat path cheaper. If you want to face end-game fleets, it's impossible to do a combat-focused player build without investing in a large fleet or investing in a very long, drawn out battles. Like Megas said, the AI is usually pretty cautious with a few odd outliers who like to be suicidal. This means if you're playing a combat-heavy ship and playing a 'cheaper' game AKA less ships, you're going to have a huge range disadvantage as well as a numerical disadvantage when the AI clumps up waiting for its moment to strike. If you don't want to die, you'll need a fast ship. Ships that are incredibly mobile usually seem to lack the power to actually do serious damage quickly, and if you're not incredibly mobile the AI will swarm you once it has proper numbers to wreck your day. A medusa can solo an onslaught, but not it can't solo the onslaught's fleet in good time. This means you'll either run out of CR before you kill the fleet and have to retreat, suicide several flagships to do damage or field a larger fleet to support your flagship. The CR one means you're investing much more time into the battle than you otherwise would, while the latter two incur a larger credit investment, which have their own time investment of course. Then of course you might need to have a duplicate flagship or several flagships to deal with CR problems if you're stuck fighting many battles or need another flagship to pursue enemies for whatever reason, which also adds to the cost.

Then there's also the ECM mechanic which completely requires you to deploy more ships to overcome, if only to act as ECM buoys. Or use the ECCM hullmod, which reduces what your combat ship would be capable of otherwise. I'm not trying to argue anything above needs a huge change, I'm just saying that as it's currently designed I think calling combat 'cheaper' is not true. Even if it costs you less credits, it costs you more time per battle, especially with the more cautious AI. All I care is so long as it's all still fun.



Also I'd like to mention to Megas' side of the argument, I feel like it's a little silly to expect frigates to suicide into a paragon. I understand you're probably arguing purely from the fun side of things, which is fair enough. I think it's more fun to expect the frigates to be smart and overcoming it by deploying another flagship if there's only frigates around, like a destroyer or cruiser that would deal with thirty frigates more effectively. But I do see the fun in having a paragon wipe out a fleet of frigates too, and how frustrating it is to have ships just... stand there outside of anyone's range, waiting, yet not retreating.

I had that happen a lot when playing as the Knights Templar using only those Crusader cruisers, trying to save on supply costs by only deploying a cruiser. There would only be like two frigates and one destroyer left, but they would refuse to fight until their CR got low. That was a pretty special case, what with playing a mod not even designed to be played by the player, but yeah it's really frustrating.

EDIT: I forgot the Crusader was a destroyer, but come on. That thing is basically a cruiser!

11
Mods / Re: [0.8.1a] Diable Avionics 1.87 (27/09/2017)
« on: December 19, 2017, 08:01:59 PM »
Just wanted to say, your mod is a blast to play with! I just want to say my experiences here, they aren't balance suggestions or anything. Just my thought as a player playing with Nexerelin without random planets and with several other mods enabled (Blackrock, Nomads, Imperium, Templar, Dynasector, a few of the mods suggested in this thread such as audioplus, underworld, scy and maybe a few others)

Sadly with my playstyle some of the missiles don't really mesh with me incredibly well. I like the micro missiles because they seem to cause havoc with the AI and act as distraction for fighters, but the banish torpedoes and thunderbolts seem to pale in comparison to other similar missiles. As for PD, lately I've been trying to use the magicbox PD more to see if they're effective against torpedoes launched at the front-facing shield capital ships of the Diable Avionics.

Anyway! I absolutely love the wanzers and the fast long-range interception craft. I'm not completely sold on how well the fighter craft perform for larger fleet engagements, but I'm convinced that every single wanzer has great potential! I've had trouble using the sniper and bomber wanzers; the former I just haven't used a lot because I like frosts, ravens and valiants so much more, the latter bomber wanzers seem too slow and weak to be effective against most ships compared to other bombers, though they definitively carry the firepower. I think the Strife is excellent in small engagements and I can see them bei

I also love the Maelstrom, Calm, Gust, uh... the battlecarrier, and the Pandemonium. At one point my fleet consisted of 7 Calm destroyers each with a converted hangar, just because my faction had been hit hard by the Shadowyards early on and the only military market I had left didn't have any battlecarriers until after I started a war with the Imperium following a random ceasefire with the Shadowyards. Calms seem to do pretty well surviving as a combined unit, though lately I seem to only have 3 Calms left because of all the damn hunter fleets after my butt. Usually they died to specialized ships like phase cruisers or Blackrock bombers the Shadowyard's really mobile capital ship sneaking up on them, so I don't blame the Calm for that. I think it's honestly my favorite ship, even if my Versant and Pandemonium are my flagships. The Maelstrom is especially good given it uses less CR, but the Pandemonium's just got so much armor on it on top of having 3 fighter bays and 4 large mounts! I fell in love instantly.

The only ship I just hated was the Draft. Just as I was warming up to the cute little things with a unique mechanic, I saw something horrifying that reminded me of Starsector like over a year ago. When I saw a Draft die to a destroyer's death explosion ((Or was it a cruiser?)) without an officer on board to make it aggressive and without a fleet command to make it aggressive, I knew I had to make sure my fleet never again ever used a Draft. >.>
(Note; There might've been an 'eliminate' command, my memory is shoddy as this was a week ago. Even so, I would hope the AI would be smart enough to not commit suicide on a lone destroyer with fully functional engines to move away with. I even held back my own fire from my ship to give it a chance to run away))

12
Storage even saves the CR of all ships you put in so you don't have to spend supplies getting it combat ready if you store it combat ready!

This is extra useful if you need to go searching for rare weapons or ships but don't plan to use your whole fleet to look for them. Can save on maintenance. Also helps to keep extra replacement ships in storage if you don't save scum.

13
Blog Posts / Re: Economy & Outposts
« on: September 26, 2017, 11:04:48 AM »
Sounds like soon we may all be able to make our own Army Without Borders <.<

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Discussions / Re: Using starsector sprites for mods
« on: July 18, 2017, 12:32:44 AM »
Fascinating! For the wolf, you should have totally created some manner of laser weaponry at the front as opposed to somewhat cosmetic armor, or perhaps make a variant with a huge laser ((Which any player can do actually thanks to how fancy the WTF system is)) I'm not sure you would be able to feasibly power the laser on a smaller ship, but it's a thought? Missiles is a good choice too.

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Blog Posts / Re: Drawing [REDACTED] Battlestations, part 1
« on: June 28, 2017, 12:48:09 PM »
So, Derelict motherships. I love their design, but actually fighting them (and their defense fleet) in their current iteration feels a bit underwhelming. This probably isn't a place to post this feedback, but it kind of fits!

Although fighting one was fun, it was kind of easy to defeat the mothership and all of its defense drones with a fleet of 8 ships ((3 carriers [mora, heron, condor], 2 destroyers [hammerhead, sunder], 3 frigates [lasher, brawler, monitor].

Though while I was fighting it, I just assumed it was thematic that it was really easy, considering how old and battered all of that technology is. However, I did have a voidcraft-heavy fleet ((those Khopesh Rocket Bombers seem to be the bane of their existence)) so maybe they need more anti-fighter anti-missile support drones mixed in there? In particular, those destroyer-sized drones with like 6 or 8 machine gun turrets and active decoy flares did not seem to be very helpful for the enemy. They were usually not in a position that would give support to their more vulnerable allies and even then those drones couldn't defend themselves against 2 squadrons of Khopesh Rocket Bombers. One or two attack runs was all that was needed.

It sure is satisfying when those things land rockets, though. Much more satisfying than Piranhas.

Oh, and the drones all scattered far away from the Mothership, outside of its firing range. What's more, it seemed completely defenseless against voidcraft as well!

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