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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Clockwork Owl

Pages: [1] 2 3 ... 53
1
General Discussion / Re: Seeking Ziggurat Advice
« on: June 27, 2023, 01:47:15 AM »
the loss of EMP from going to 2x cascade can be an issue.
Should siccing motes on enemy be considered a last-resort option and not the MO?
also: is Disruptor an acceptable / superior alternative there?

2) yes absolutely. Even without weapon cooldown/recharge benefits, Phase Anchor doubles your flux dissipation while phased, which lets you unphase and unload multiple times instead of limping out of the engagement after single burst. If it could be S-modded I would have 100% of the time. Also you never get D-mods if it's the only ship in the fleet with the Anchor.

3) don't build in efficiency overhaul. Or any logi mods without combat benefits. Ziggurat is your big bonk stick and, due to its logistical overhead and the unique penalty, not meant to be carried all the time. Bring them when and only when something needs to burn.

* Resistant Flux Conduits is a solid choice for a phase ship and, if not S-modded, should be installed with OP.
* Armored Weapon Mounts makes weapons more durable and even add armor which is always desirable, and S-modding lets you magdump slightly faster(with clip weapons) or fire more often(with long cooldown weapons). I find the penalty mostly negligible.
* you can't go wrong with either flux stat mods or Integrated Targeting Unit, though consider the oppertunity cost.
* Heavy Armor heavily increases your staying power significantly, but comes with a hefty OP cost. If you can bear the burden of its S-mod penalty, which is maneuverability nerf and may result in you staying longer in phase than you would have needed to otherwise, the lump sum of 50 OP savings can be a significant boon.
* Solar Shielding lets you preserve precious CR(Ziggurat's repair and CR recovery takes ages) and gives 10% damage reduction from energy weapons, which you should encounter a lot during the dorito fight and the multi ordo busting, both of which you might want to bring the ship for. Also enables blackhole diving cheese, but why are you bringing a ziggurat to that

2
dorito weapon blueprints
...now that's a horrifying thought isn't it

3
General Discussion / Re: Dragonfire DEM
« on: June 22, 2023, 03:48:03 AM »
You'll have to go into the missile's data file, not weapons.csv.

4
Tri-Tachyon is a corporate entity, even disregarding whatever arcane AI decisionmaking they do it's going to be swayed by stockholders and the board etc.

Hegs have been in martial law for 200 years at this point it's basically a slippery slope all the way to the military dictatorship land. I would guess it's military vote of confidence not a democratic one. If they do still hold votes for common people that would be a remarkable adherence to principles.

Good point on authoritarian != dictatorship however. I still maintain that the major difference is the higher ups get to talk smack about Diktat and not very felt much from down the dirt.

5
It's not dictatorship because we have different name for it

6
General Discussion / Re: Dragonfire DEM
« on: June 21, 2023, 10:02:13 PM »
Just from a quick test, both the Reaper and the DF break the Onslaught's armor, dealing around 2600 armor damage. The reaper then deals ~1800 hull damage, while the DF deals ~600.
Then I'm left with 1 / 4 Dragonfires versus 5 / 19 Reapers, while the latter also saves me 2 OP. It's just, doesn't feel too worthwile. I concur the difference between each unit ordnances themselves are, despite almost double on-paper anti-armor power, not drastic enough and can be considered an exchange for Elite Damage Control bypass.

I get the reasoning behind the low ammo count but also feel like you should pull some other balancing levers. Either some other role a Reaper cannot fill at all(go all-on with dual anti-shield anti-armor pressure and add some extra shield damage?), reduce OP to be in line with one size lower(potential risk of feeling like waste of the slot), or give slow ammo regen?

For all beams the hit strength is half the dps in the weapon_data file
Guess the wiki page I've referenced for this is either incorrect or outdated then.

7
General Discussion / Re: Wacky Eradicator (P) build
« on: June 21, 2023, 08:04:52 PM »
BoB and build Distributors in. SO if you"re inclined to.

Which weapons are on autofire and which are manual, and what order?

8
General Discussion / Re: Dragonfire DEM
« on: June 21, 2023, 07:55:30 PM »
Hit Strength, the weapon's virtual damage for armor's damage reduction calculation is:
* for burst beam(not continuous), equivalent to single projectile with (DPS / duration) damage, accounting for damage type modifier. For the Dragonfire, it translates to 32,000 during its peak.

9
General Discussion / Re: Dragonfire DEM
« on: June 20, 2023, 01:21:42 AM »
Missile flameout causes the projectile to become neutral and a friendly fire hazard.

Shouldn't the Dragonfire OP be in line with other torpedoes, however, if we're paying the premium with low ammo count? Total damage inflicted is also a factor when choosing missiles, though I will note that Dragonfire has an unrivalled armor hit strength.

On that note - does Dragonfire bypass elite Damage Control?

10
Bug Reports & Support / Re: [0.96a-RC10] Missing bounty fleets
« on: June 17, 2023, 04:17:44 AM »
wait what
I checked with Console Command /reveal though?

in the interest of future case validation, is the reveal command not reliable for this purpose?

11
One remnant fleet pursues me, and while in contact, tries to engage every few frames. Except the dialogue informs me it "seems ready to fight despite being faced with superior forces, but isn't likely to press the issue"
I think I'm hitting a particular threshold for threat assessment here.

Save file attached.

12
Happened few versions ago as well if I recall correctly

Sometimes, when the last enemy combat ship is eliminated, the enemy deploys every noncombat ships it has at the same time the system displays "the enemy fleet is defeated" message, which then tries to turn around and retreat immediately.
Had success semi-reliably recreating the behavior with Lion's Guard fleet. I suspect this only happens in a fleet that is forced to not retreat until all combat ships are eliminated.

13
Bug Reports & Support / [0.96a-RC10] Missing bounty fleets
« on: June 17, 2023, 02:12:18 AM »
I have submitted the exact same report last version. At least the symptom is same - not sure if the cause is too. I tried but unable to parse the save file myself.

Sometimes bounty fleet does not exist in the designated system. Seems to happen mostly for Remnant and Derelict bounties. Had it happen multiple times in current playthrough alone, with one instance of two simultaneous no-shows.

Only mods active are Console Commands(2023.05.05), LazyLib 2.8, and GraphicsLib 1.7.0. Theoretically should not affect fleet behavior.

Attached is the save file of current playthrough, in the middle of a no-show bounty.

14
Mods / Re: [0.96.a] Realistic Combat 1.25.2
« on: June 13, 2023, 05:11:15 AM »
How does this mod change additional armor damages such as Breacher and Disintegrator? Especially the latter, given it makes sense that Disintegrator reduces armor locally?

15
General Discussion / Re: The lore stuff on the website
« on: May 28, 2023, 10:59:47 AM »
The sprites there are outdated as hell too dear god

EDIT: upon further inspection they are in fact up to date. Weird how it looks out of the game.

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