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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - intrinsic_parity

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Suggestions / Re: Add more rare loot to (red) Nexuses
« on: March 19, 2024, 02:16:57 PM »
More rare loot is useless since leaving the Nexus alive produces never-ending rare loot in the form of Ordos fleets (that must be killed for loot and xp).  For Nexus to be worth destroying, it has to drop unique loot that cannot be obtained any other way, like a Remnant blueprint set, or at least limited loot like Omega weapons.

Either that or made as a requirement to win the game or to start/finish a mainline quest.
You only need one farming system. Every other red system can be cleared.

Suggestions / Re: Officer promotions
« on: March 11, 2024, 07:51:27 PM »
There is no point at which the xp return makes something strictly or “mostly” up-side.

Before level 15 it is 100% at all times strictly beneficial: a player should ALWAYS have maxed out bonus XP before max level, even if all they are doing is flying up to pirate fleets and then running away for 100% bonus XP (though there are so much better uses than that).

Any argument about it being wasted time only applies at max level. Even then, there is a tradeoff between time and value, because the S mod gives value. In this case: a new officer. If you want to think of it in terms of return on investment: there is an initial period where an S point has been traded for an officer (negating the need to find one). Then after enough fighting to earn what would be 1 S point, they have recouped ALL the initial investment, but still have the officer.
I think it's precisely the opposite. Any argument that you get a story point back from he bonus XP only applies AFTER max level. You get no benefit from additional bonus xp until you exhaust your existing bonus xp. So effecitively, there is NO benefit from the 100% bonus xp until whenever you run out (which is usually super late game in my experience).

You will be in exactly the same situation minus one story point until super late game when you have already finished creating your fleet/officers, at which point it is much less important IMO. You are effectively delaying an S-mod or elite skill until super late game to save 2k credits on an officer, which is a terrible trade IMO. I never spend any story points on things that I can get in other ways. I pretty much only get s-mods, elite skills, and officer mentoring (no other way to reliably get the right combos of skills and aggression) and that is enough to maintain bonus xp until well after max level. As long as I have bonus xp, spending story points on anything else is just delaying me getting those benefits that I cannot get in other ways.

The only time I would even consider promoting is if I ran out of bonus XP and didn't have a single s-mod I thought would be useful long term and I was having trouble finding officers (which is usually not an issue for me).

General Discussion / Re: Obsessively Optimizing Wolfpack
« on: February 24, 2024, 01:41:17 PM »
I'm quite fond of scarabs with wolfpack. I think hyperions are probably still good too.

General Discussion / Weird Missile Targeting
« on: February 08, 2024, 08:39:20 PM »
I've been noticing quite regularly that ships will target missiles at some enemy far away (nearly out of range) while being actively engaged with a ship right next to them. Sometimes the ship they are targeting with missiles is not even high on flux or overloading. It can be a problem if they need the missiles to deal with the ship they are directly engaged with.

Here is an example:

The conquest has had an eliminate order on the close ship for a while as well. I have also seen this with harpoons on my onslaught.

Has anyone else seen this behavior at all?

Suggestions / Re: Internal fleet promotion buff
« on: February 07, 2024, 06:57:19 PM »
I just spam smods on whichever ships I think will be sticking around. I tend to grow my fleet pretty quick, so that is pretty much an endless story point sink along with officers.

Suggestions / Re: Internal fleet promotion buff
« on: February 07, 2024, 06:23:46 PM »
I usually have a big stack of bonus xp well into end game, so I don't get that story point back for a long long time (when I finally burn through all the bonus xp). I don't consider that free at all. I don't really think it's worth the opportunity cost of having an extra s-mod that whole time and a little less bonus xp, I would much rather just pay 2k credits or get a free pod officer.

General Discussion / Re: Grendel AI needs a bit of work
« on: February 07, 2024, 06:16:51 PM »
Phase lances are incredibly good with phase anchor because of the cooldown reduction. When I did a doom pilot run, they were my go-to medium energy

Suggestions / Internal fleet promotion buff
« on: February 07, 2024, 05:14:43 PM »
Currently, you are sometimes given the option to promote an officer randomly from your fleet, but you have to pay a story point. I don't really see how that can ever be worth it (paying a scarce resource) when you can easily pay like 2k credits to get a low level officer by just flying around the core for like 2 minutes, or you can go exploring and find level 5/7 officers for free.

Either it shouldn't cost a story point, or there should be some bonus to promoting internally, like being able to get an extra level or something.

General Discussion / Re: [0.97a] Best 6 Officer Skills and 2 Elite Skills
« on: February 06, 2024, 01:30:53 PM »
I've become a big fan of elite ballistic mastery when combined with gunnery implants. It makes a very large difference on hitting shots on moderately fast ships at max range.

I've generally felt more and more like range is a very valuable stat for the AI because it requires 0 finesse to get full value out of. When I build short range agressive ships, the AI is just not that good at taking advantage of them and spends a ton of time loitering and doing nothing because it can't find openings. Fast/agressive builds are good for handling smaller ships but they just don't get much done against big ships in the hands of the AI in my experience, and they also tend to die much more frequently against end game threats.

General Discussion / Re: Grendel AI needs a bit of work
« on: February 06, 2024, 01:14:08 PM »
I definitely noticed the grendel being overly phase happy which frequently led to it fluxing out when it needed to either run and vent or tank some damage to trade. Definitely felt weaker to me because of that.

Bug Reports & Support / Re: Officer not leveling up
« on: February 06, 2024, 09:14:49 AM »
I played another fight after I sent you the save and the bar still appears empty. I'll see what happens when the XP reaches the level up amount.

Bug Reports & Support / Re: Officer not leveling up
« on: February 05, 2024, 09:12:34 PM »
I think it might be a UI bug. I see the notification pop up that he gained experience, and when I paid attention I think I saw the xp number increase inside, but the bar still looks empty. I think the bar is just not updating the reflect the current xp.

Bug Reports & Support / Officer not leveling up
« on: February 05, 2024, 06:17:36 PM »
One of my officers seems to be stuck at level 5 and does not gain experience, despite being in combat and me having taken officer training, and officer UI showing they are not at max level and should be able to gain experience. My other officers have reached level 6. It might be a pod officer, but I thought they should be able to level up past level 5 if you take officer training?

I don't think it has finite range, I think the strength of the returns decreases with distance and so functionally can fade into the background noise for small objects, but larger objects like stations will be visible from across the system.

I have definitely found things that were not near landmarks as well. Particularly systems with large asteroid belts tend to have stuff like mining stations randomly in the belt in places you would not reasonably look otherwise. I would not say domain colony items from stations are 'crumbs', and I have found stuff like that on occasion that I would have missed. Also, domain era stuff can spawn randomly out on the edge of the system, far enough away that you would not find it otherwise. I have found survey ships that way before.

Another big plus for ND is negative returns. You know you DON'T need to fly across the system to check if anything is orbiting the outer jump point or a distant gate or a big asteroid belt etc.

I also don't spend any extra time with it on flying around. I just have it on while checking the normal landmarks, and then it will let me know if I need to check for other stuff. It's pretty easy to pick out the false returns like that if you know what you are doing. A lot of the time I only need to turn it on for a couple seconds to know there is nothing worthwhile to hunt for in the system.

For smaller systems, it is mostly useless though since one sensor ping will cover most of the possible locations things can spawn. It's only useful for very large systems where there are too many spawn locations to reasonably check.

I have found a decent number of abandoned stations and domain era stuff with neutrino, it's definitely not useless. It also burns volatiles VERY slowly. I never buy volatiles, using ND in every system barely puts a dent in the amount you will find exploring.

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