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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Grievous69

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General Discussion / Re: Omega Weapon Tier List
« on: June 15, 2024, 12:12:35 AM »
It's weird for me to say this for a tier list, but I do not have a single remark, everything you said is on point.

Just want to add that the Cryoflamer feels real bad unless it's on a SO ship with s-modded Exp Mags. Then it becomes rather scary, I still don't like using SO but I can't deny how it makes Cryoflamer pop off really hard.

General Discussion / Re: unnecessary weapon tier list
« on: June 11, 2024, 02:29:28 AM »
But I don't understand how can you value Cyclone so much higher than the Squall. Squall is just reliable long range kinetic pressure, while Cyclone requires a ship to get into range and even then it can miss or just waste them on destroyers. Cyclone was also heavily nerfed in the latest version.

This looks even weirder if you're basing your opinions on how good a weapon does vs Remnants.

HIL is also amazingly good at clearing Remnants, the most successful build for clearing bunch of Remnants was a ship with two HILs...

So yeah it's not really clear what makes them "infuriating" or "very difficult to make work". While somehow Cyclone isn't infuriating to use on AI ships.

And last thing, I'd consider AMB mandatory on Fury and Aurora which are standard High tech ships. Fury will die once it uses its system, it might as well burst something down before.

General Discussion / Re: unnecessary weapon tier list
« on: June 11, 2024, 02:15:40 AM »
Is this supposed to be satirical? I genuinely can't tell because some weapons are described and valued perfectly fine, but then with some I begin to question did you mix them up with something else, or are you just playing a heavily modded game.

Kinetic Blaster being in the best group while AMB being in the worst feels like bait.

For UI and performance reasons mostly, there is rarely ever a reason to go beyond it unless you're making a meme fleet.

I don't believe you're hitting the cap by "wanting to sprinkle some smaller ships". Do you maybe have 10 Buffalos and Phaetons in your fleet?

Well the goal is to enable the Paladin on more ships so I'd say that's a pretty decent direction to go in. We already have countless speedy high tech ships with movement abilities.

I've actually got a TODO item to look at that at some point! Probably a high-tech cruiser with a few large energy turrets but without the flux stats to automatically want to put proper weapons in all of them; something along those lines.
At more than one large energy turret you're looking at a Capital ship. For reference Nova has two, Odyssey has three, and the Paragon has four.
Check out SWP and TADA mods, both are just content expansion for the current factions. SWP has Zenith, a heavy cruiser with 2 large energies. TADA has the Whirlwind heavy cruiser which has THREE large energy mounts, but nothing else. I forgot how much they cost but these are really heavy cruisers, in the Aurora ballpark. Obviously you wouldn't make 20 DP ships which could mount double Autopulse.

One front-pointing large energy. And another acting as coverage 270 degrees on the back.
Please one 360° i beg
you need to learn that good things in life don't exist
Which is why we could at least have them in a videogame.

Well this conversation shifted a lot, somehow the topic always ends up about midline ships.

Anyway I'm really happy it's at least on the TODO list since I've really wanted a platform for Paladins and Gigacannons for a while now. And the greatest thing of all, it would be the first high tech cruiser that has a large energy on a turret, crazy. Just please don't put Plasma Burn on it lol.

Suggestions / Re: Paladin and Tachyon Lance
« on: June 02, 2024, 12:08:57 PM »
So if you agree that the answer in broad terms is "it depends" then you can see how a blanket rule of never firing unless x condition is met is not a great idea.

Suggestions / Re: Paladin and Tachyon Lance
« on: June 02, 2024, 10:09:27 AM »
It is actively worse to fire a soft flux weapon with <1 damage/flux into shields than to not fire it at all in many cases. You are literally doing more 'damage' to your own flux pool than to the enemies.
This only matters if it's an honest duel, it's weird to say things like that in a fleet combat game.

Ships being shy with their weapons only leads to your fleet getting surrounded. If there's little pressure the enemy gets too brave. But I guess that's fine as long as you don't break the sacred rule of efficient weapons lol.

Suggestions / Re: Odyssey feels weaker than Aurora
« on: May 27, 2024, 12:16:51 AM »
I still have yet to see anyone post actual evidence of SO being overpowered. Lots of forum posters claim it is, but not a single video or Detailed Combat Results screenshot of it in action showing an SO fleet performing better than non-SO fleets.

If anything SO needs to be buffed, since outside of the early game, it quickly falls in effectiveness compared with other fleet setups.
No idea what you've been reading but not a single forum member claimed it's broken for late game. The problem with it is being a no brainer and making otherwise balanced ships insanely strong, all while the fights last short enough that PPT isn't a problem. So you basically have a mega upgrade with no downsides. I mean there's a downside but it practically doesn't exist until you hit late game.

Suggestions / Re: Odyssey feels weaker than Aurora
« on: May 25, 2024, 07:59:29 AM »
I feel much stronger and safer piloting SO Aurora, than this junk.
Well that figures, any SO ship is going to feel much stronger than something else without it (even if it is bigger and more expensive). SO Scarabs faceroll anything that's not an armoured brick, what's your point.

Discussions / Re: Forum test
« on: May 23, 2024, 11:13:18 AM »
This is a reply.

Suggestions / Re: Regenerating DEM
« on: May 22, 2024, 10:52:54 AM »
I'm consistently amazed by how people care more about not "wasting" missiles than securing quick and unavoidable kills. If your ship "wasted" all its harpoons to kill an enemy ship, you still have a ship with some guns left, and the enemy doesn't. That's the point.
I'd argue that doesn't matter much since the enemy's numbers are almost always greater than yours. And in the hardest fight in the game you're heavily outnumbered. But that point IS connected to the real benefit of missiles. Bursting ships down so your ships become "braver" and surround the remaining enemies, leading to an easier fight while you wait for their reinforcements.

Blog Posts / Re: Codex Overhaul
« on: May 12, 2024, 03:43:08 AM »
Well, devs really shouldn't bet on players having broken equipment. Not to sound insensitive but a basic mouse that works fine is like 10 bucks. And if you make an effort to accomodate such a small number of players, then there's no end to implementations like that. What if I have a broken spacebar, what if my middle click doesn't work, etc. Rebindable keys are one thing, not having a scrollbar when playing pc games just sounds miserable.

Btw how do you even pilot ships without being able to zoom in and out?

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