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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 - sotanaht

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1
It doesn't really work against Tesseracts and I haven't even tried the Ziggurat, but my current vanilla fleet is a paragon, and a mix of (built in SO) Hyperions and Tempests.  Tempests are really just filler.  Works well enough against multiple remnant ordos and most bounty fleets, although high tech bounties give me some trouble.

2
General Discussion / Re: Beam weapons need a buff
« on: April 08, 2021, 07:00:02 PM »
Again, beams are supposed to be support weapons, not main damage weapons. Other some fee exceptions like the tachyon Lance, beams are mainly used to support main damage weapons at low flux cost. I have an eagle with 2 gravitons and 1 ion beam and they do their job pretty well as a long range pressure weapon
If they cost more than they do AFTER you consider the effect of spending that same OP on vents, they are worse than useless: they hurt you more than they hurt the enemy.  Remember that.  The OP matters as part of their flux cost, because it's vents you won't have.  If you're filling slots with beams theres absolutely no way you are going to max out vents/caps, even without including the flux hullmods.

3
General Discussion / Re: Tier 5 skills
« on: April 08, 2021, 05:49:42 PM »
The ONLY tree I could even theoretically want both tier 5s for is Technology, but the droneships aren't really worth using anyway.  Only the radiant is any good, and there are problems with using it.

Leadership and Industry I'd prefer to skip the 5th skill entirely.  There's absolutely no reason to get colony management skills when I can simply use AI cores.  Even with hegemony bribes it's better and cheaper in the long run.  Combat's 5th skills are both good, but not for the same ship so it's easy to choose one or the other.

4
General Discussion / Re: Got XIV legion blueprints from raiding ?
« on: April 08, 2021, 05:45:06 PM »
Well the whole idea of the XIV being unique very old ships you salvage while exploring was really cool, but since you can produce them with blueprints like any other ship, they lose a lot of weight/coolness in my opinion

the battlegroup legion is the only low tech ship i use, and the fact that we can now produce them makes them much more usefull as mainstay ships

meaning i can acutally use them as line ships instead of only keeping them as flags and banking all others i find in case of.... "failure"
With the d-mod removal skill and the guaranteed recovery officer skill, you don't really need to worry about that.  The only way you could end up losing them is if you lost your entire fleet.

5
General Discussion / Re: Carriers post nerf?
« on: April 08, 2021, 05:40:40 PM »
I noticed this espechially hit pirates hard. I just ignore broadswords and talons now they do such minimal damage to even a frigate they might as well be human piloted flares.
How? I've had multiple instances where pirate broadswords brought my Sunder from zero to overloaded in around five seconds flat. I've gone out of my way to equip every ship I have with IPDAI and tons of PD just because broadswords kept punching hard enough to flatline destroyers and even pause cruisers on some occasions. What secret am I missing?
Probably that you're running ships with almost the worst shield efficiency in the game and then spending all your OP on PD instead of boosting the shield values (hardened shields, max caps/vents).  Not that I know whether that's any good for sunders or not, I don't use them because they are frailer than most frigates and die whenever something breathes in their direction, but it's the general theme of my fleets.

As it currently stands though, even if massed fighters can kill one or two weak ships, by the time they do so they are spent, and then their replacement rate is so slow the carriers may as well be out of the battle anyway.

6
General Discussion / Re: What about making Hyperion a Phase Ship?
« on: April 08, 2021, 04:08:20 AM »
I don't run SO anything. Too short PPT. It's hard to imagine AI making good use of it.

Plus, my fleet is mostly there to survive, distract and finishing blows to crippled capitals. Rest is done by player-piloted Afflictors.
That must take hours.  I always try to finish my battles in minutes.  If two thirds of the enemy fleet isn't dead within 3 minutes of real time, I probably did something horribly wrong.  I go after the biggest fleets I can find, multiple at once when possible.

SO Hyperions with reckless officers get the job done, even on remnants.  Try it some time.  Just a handful of those and a paragon or two to hold the enemy's attention.  Heavy Blasters only on Hyperions of course.

7
General Discussion / Re: Impressions about skills in 0.9.5
« on: April 08, 2021, 03:27:29 AM »
Hello Valdeez, welcome to the forum.

Ive not seen that and its a good idea and i like it, but i dont see how thats not mechanically similar to just increasing the level cap?
Increasing the level cap also makes story points harder to earn.  The XP per level keeps increasing, so the higher your level, the more XP it takes to earn a story point.  I'm also pretty sure that there are things in the game that scale off of character level, maybe bounty fleets? 



My impressions on the system:  Too few points, I don't like the scaling, and I don't like being forced to spend those extremely few points on useless skills to progress the tree.

8
General Discussion / Re: What about making Hyperion a Phase Ship?
« on: April 08, 2021, 03:25:05 AM »
New Hyperion is good, but is not exclusively overpowered. Scarab displays quite similar level of performance under AI control, despite only half the DP cost.
I haven't actually tried it, but I highly doubt that.  My SO hyperions run 3x Heavy Blaster and pose a legitimate threat even to Radiants.  I don't see how a scarab could even hope to match that with small mounts only and way less flux.

9
General Discussion / Re: Carriers post nerf?
« on: April 08, 2021, 03:23:01 AM »
Seem pretty useless to me.  Fighters die too fast, don't do enough damage, and don't get replaced.  Astral in particular also got nerfed to complete uselessness, so much so I'd actually rather a Legion now.  Herons seem to be the only real usable carriers now, but again with the individual fighter and blanket replacement nerfs I don't see any point in using them.

Against AI fleets, carriers can still be somewhat dangerous, but only to players going Rambo on their own in the flagship.  Not a threat to the actual fleet, just enough to threaten a single ship if it wanders into massed fighters without any defenses.

10
General Discussion / Re: What about making Hyperion a Phase Ship?
« on: April 08, 2021, 03:13:48 AM »
The new Hyperion's system doesn't require 0-flux, it requires the zero flux boost. This means that with Elite Helmsmanship you just need to put your shield down and hold your fire to teleport at any time. This does, however, have the issue of making elite Helms a must-have skill in order to use the Hyperion to its fullest.
I suspect the AI won't be smart enough to do that, but I give them SO anyway so it's not a big deal.

New Hyperion is pretty overpowered honestly.  I had originally thought it would be gutted when I read the patch notes, but it carries my endgame fleet, and the AI does better with it than any other frigate (AI in general is about as dumb as a box of rocks, but it still gets something done). 

One thing I did notice, I'm pretty sure old Hyperion's teleport made it instantly untouchable, like a phase ship entering phase.  New Hyperion is vulnerable to damage in its original location until it fully vanishes.  Might be vulnerable in its destination too but that's a little harder to test.  In any case it means that I have to fly out of immediate danger first before teleporting away unless I'm willing to take damage.

11
General Discussion / Re: Beam weapons need a buff
« on: April 08, 2021, 03:07:36 AM »
Dual Phases is my go-to for Tempests.  Zip in, pop F, unload a pile of damage, and zip back out to cool off while the lances cycle.  Advanced Optics can give them the extra poke range to stay relevant in larger fights where the battlespace becomes more hostile to small ships, and jumping Phase Lances from 600 > 800 range is way more relevant than any other range bonus you can get on a frigate hullmod.

The sheer volume of soft flux is enough to overwhelm anything else in their weight class, even REDACTED frigates.
I used to use Phase Lances with Hyperions last patch.  If you can get them on an exposed target they are pretty good, although blowing through shields isn't usually possible.  Damage on Phase Lance is OK but its usage is extremely niche, and probably obsolete now.  I figure boosting it to the same 1000 unit range as every other offensive beam would probably be sufficient as a buff, but even that is less absolutely essential than buffing gravitons.

12
General Discussion / Re: Beam weapons need a buff
« on: April 07, 2021, 04:51:32 PM »
I've been running around with Wolfpack Tempests equipped with Hvy Blaster and Scatter Amped Gravitons and the gravitons have been doing a pretty good job of providing shield suppression at a flux cost offsetting the Hvy Blaster's hunger. Especially with other Tempests hanging around ganging up on a single target. Don't forget that Gravitons are Kinetic damage and so in this case will do 200 hard flux DPS on shields for a very minor 75 f/s.

2 Pulse lasers can do 600 DPS on shields at 1 to 1 flux to damage but has issues against punching through heavy armor common with bounties, and 1 Hvy blaster with a pulse laser can do 800 DPS but will be very flux hungry to a tempest lowering its sustainability.
You don't need or want sustainability with fast frigates.  The longer you are in the more danger to you.  Better to dump your load fast and get out.  2 heavy blasters works best for that (maybe even 2 mining blasters).  The AI actually does that anyway, they never stay close to the enemy for long.

13
General Discussion / Re: Beam weapons need a buff
« on: April 07, 2021, 03:33:19 PM »
Beams have long range and low flux cost. They kinda have to be weak or enough beams on a fleet would turn them into a death wall that no frigate or fighter can cross since you're not gonna dodge them. The 1000 range ones will hit you before any serious weapons on a smaller ship are in range.
A massed fleet should be a death wall.  No frigate or fighter should be able to get in between 20 ships all bunched up and waiting for it.  And that's exactly true with non-beam weapons.  As it is, if you are piloting a frigate and see the enemy fleet is beam heavy, you know that it's SAFER to try to get between them than it would if they didn't use beams.

I've been testing with doubled beams and tripled gravitons in my own game and frigates still get through remnant fleets, so it's probably still not enough.
Use High Scatter Amplifier.

Problem solved.
With the range reduction, it turns them into worse IR Pulse Lasers that cost more OP.  Just get IR Pulse Lasers instead.
Not with Advanced Optics and ITU they don't. The flux cost is lower, the range is still higher and they either do more damage to shields or do the same damage to hull.
Way less damage to shields and hull.  300dps is the low-end for medium weapons.  Even small weapons usually do more than the 100 that the graviton does.

Use High Scatter Amplifier.

Problem solved.
With the range reduction, it turns them into worse IR Pulse Lasers that cost more OP.  Just get IR Pulse Lasers instead.
Not with Advanced Optics and ITU they don't. The flux cost is lower, the range is still higher and they either do more damage to shields or do the same damage to hull.
You forgot the part where you spent a half of the OPs on hullmods just to make beams wacky and quirky.
I forgot the part where you wouldn't get those hull mods in the first place.
The only hull mod that is "extra" is High Scatter Amplifier.
You wouldn't get Advanced Optics either, if you aren't using beams, because beams are too weak to be worth the OP.

14
General Discussion / Re: Beam weapons need a buff
« on: April 07, 2021, 06:46:13 AM »
Except that's not how it works at all.  Beams do not cripple the offensive capability of anything.  Ships keep firing until they run out of flux, or the AI fears they are about to run out of flux.  Beams don't cause that.  At best, they might make it happen faster, but that's what every weapon does.  Beams are simply worse at it than every other weapon.  What they need is a higher DPS number until they are able to accomplish the job.
Which is the price for being a long ranged perfect accuracy, fast turning, instantaneous and continuous weapon type.
There would be no reason to use hard-flux weaponry if those were less effective than the soft ones in every way.

And yes of course i'm talking about flux denial, just forcing the shields and reducing the on-paper available flux at a guaranteed pace and ratio mean that the AI derps once at high flux as is doesn't know what to do and just stands there not firing and shield-flickering until it's too late.
Beams suffer from BOTH soft flux and low damage.  If it were just one, they wouldn't be too bad.  Both though makes them worthless.  Graviton beam is 100 dps, for a medium slot with 9 OP.  A pulse laser is 300 DPS in the same slot for 1 more OP that does hard flux.  Soft flux alone would be enough of a penalty for the range, losing two thirds of the DPS as well is overkill.

15
General Discussion / Re: Beam weapons need a buff
« on: April 07, 2021, 03:38:03 AM »
No they don't need buff...
Care to explain?  Let's focus on Graviton Beams for now, since they are the most egregious problem.  If you can explain why they don't need buffs, it probably covers everything else as well.
Gravitons do hidden work, as they constantly reduce the flux available for the enemy. 2 gravitons is -400flux/s which can seriously cripple the offensive power of most enemies, useful when you want to save op for high quality weaponry and win the flux war.
It's a 1000 range pressure armament, of course it's not going to single-handedly kill anything with it's damage equal to that of a LR-PD against armour.
The simplest beam combo would be Tachyon Sunder with two gravitons.
Except that's not how it works at all.  Beams do not cripple the offensive capability of anything.  Ships keep firing until they run out of flux, or the AI fears they are about to run out of flux.  Beams don't cause that.  At best, they might make it happen faster, but that's what every weapon does.  Beams are simply worse at it than every other weapon.  What they need is a higher DPS number until they are able to accomplish the job.

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