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Messages - Sarissofoi

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1
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 20, 2023, 07:14:22 PM »
BTW
Can venture get Salvage gantry?
Sure it would make Rig obsolete but then Rig could grant ability to add Logistic Hullmods in space or/and speed up repairs or ability to change weapons or maybe even hull mods (without losing CR(or at discount in case of Hullmods).

2
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 19, 2023, 08:21:36 PM »
I just want to say that its the worst update since(lets me check) 2022. Of course some people may argue that ist actualy the best update since 2022. We may both right because it was only update since 2022.
So far having fun, Luddic quest is quite nice and wholesome. Really great art.

3
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 11, 2023, 07:16:06 AM »
Yeah Ordinance Expertise is unchanged afaik?
Exactly!!!!!!
How it is even possible?

4
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 10, 2023, 01:40:57 PM »
What the hell happened to Ordinance Expertise?!?
Like anyone can explain?

5
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 09:00:49 PM »
Update when?

6
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: April 17, 2023, 03:08:23 PM »
So release when?
or its another tease and playtests gonna take another year?

7
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 07, 2023, 08:39:44 AM »
Cheers
Any chance for Makeshift Shield generator getting any buffs? Currently its in really bad shape.
>90 degree arc, 1.2 efficiency, it saps 20% of your speed, and its upkeep is half your flux. It's also massively overpriced.
The speed penalty and OP cost far exceed any gains.
And yes I get that its suppose to be weak but now its not really worth.

Tried to play around it on LP Cerberus yesterday. Unfortunately in it's current state this hullmod is just useless. Without it Cerberus was able to take down an Eagle, but with it it can't beat even a frigate, 4000 flux, 1.2 (less with HS hullmod), and 20% speed loss is just too much.

Also i think it would be fun to have an alternative in the form of a Damper Field.
The only ship where makeshift shields was decent on was Rampart (Derelict ship), but even then, Rampart all-in on armor still did better.

On human ships, makeshift shields seem to make them weaker and/or more vulnerable, not to mention make the ship more cowardly.  (Ships with shields and high-flux will cower, which hurts those with bad shot range or speed.)
Exactly what I meant.
Ships without shield usually have poor flux anyway but at last they can shoot their guns all the time. With MSG they are useless. No OP, no flux, can't shoot guns because flux choke them.

8
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 06, 2023, 08:46:29 PM »
Cheers
I just seen a Alex twitter message about fighters adopting tech colors of the carriers.
It disturbed me greatly and tbh I don't even really see a point in it.
Does it change fighters armament? Does it change  anything?
What even point it is?
Sure putting Xypons on some jury rigged old cargo ship may look out of place but its fine because it should be that way.
ITBH I don't mind this being a optional feature.
Please Alex make it optional.

9
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 06, 2023, 05:43:06 AM »
Cheers
Any chance for Makeshift Shield generator getting any buffs? Currently its in really bad shape.
>90 degree arc, 1.2 efficiency, it saps 20% of your speed, and its upkeep is half your flux. It's also massively overpriced.
The speed penalty and OP cost far exceed any gains.
And yes I get that its suppose to be weak but now its not really worth.

10
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 05, 2023, 05:39:14 AM »
Small question
Do issue where game with hidden UI(F12) run much better than the one with UI on top was addressed?

11
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 03, 2023, 10:50:09 PM »
Just wanted to say that I like buff to Legion and the new Sarissa fighters.
I bet they will be the best fighters ever and not because they have cool name(which they have of course, very cool name).

12
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 02, 2023, 08:37:29 AM »
So release soon?
Like in 3 days? Or 2 weeks?
Or we should expect another 1 year wait?

13
General Discussion / Re: Next Update?
« on: December 04, 2022, 04:54:45 AM »
Every new blog post lower my enthusiasm for Starsector. Sadly it is a steady trend.

14
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 15, 2022, 03:54:47 AM »
Just read blogs and logged in to write that i don't like new Andrada lore and that Lion guard ships are now hot garbage.

15
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 14, 2021, 01:26:07 AM »

Was short on fuel and used distress signal(have fleet - 1 destroyer+tanker and like 6 frigates). The hegemony patrol offered 3(three) fuel. Could thank them with 20k credits. Not amused.

Hmm, nothing changed there, so I suspect you probably had barely enough fuel to get back - iirc how much you get offered depends on how much fuel you need (considering what you already have) to get back to the nearest core world.

Well I have like 30 fuel and the 3 more fuel wasn't making any difference.
In the end I drifted like half way to the core world but that was kind of close. Maybe there was some pirate or panther base nearby.

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