Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Morgan Rue

Pages: [1] 2 3 ... 10
1
Modding / Re: [0.97][WIP] United Aurora Federation 0.75c ( Hotfix 3 )
« on: September 05, 2024, 08:09:02 PM »
Some FeedbackTM or something.

Gatchapull is really not my thing.  I'd much rather just have a regular marine raid or whatever personally.  I think this is with the Shady Informant, or something?  One of the missions which says 'you should bring at least 300 marines'

Various 'breve missiles claim to be nuclear warheads.  This is a little weird when we have an established missile system with a nuclear warhead in Starsector.  The Reaper Torpedo has an 'enriched AM-catalyzed nuclear warhead'.  Why am I picky about this in specific?  Not sure!  I think it's probably because the Reaper is quite iconic.

All the missiles reload.  This... is vaguely alright, I guess?  It's... very much not how the game normally plays.  Auroran missiles are strange in general, though.  Those kinetic torpedoes, though.  Those are... you're probably aware of the whole Sabot issue and the reasons behind Sabots being changed from single big damage shots to the shotguns they are now.  Very large kinetic damage values are fairly good into armour.  They're... maybe fine, since they're perhaps sufficiently unwieldy, unlike old Sabots which just hit you.  I've not experimented with the other missiles very much.  'breves appear to deal more damage than their description says?  And appear to be capable of killing things through shields due to multiple damage instances?  It'd be nice if auxiliary damage could be included in their description somewhere if these things are actually true.  Outside of these things, I have not used the missiles enough to give substantial feedback.

The energy weapons!  They all seem, uh, very bad?  I'm not sure why I would want to use them.  Maybe the Edge-type stuff is good, but I can't really say because it doesn't tell me what they actually do.  Auroran energy weapons seem to be universally both inefficient and low-output though.  I look at, say, Edge Type 2 MPC, the medium Edge weapon, and then I look at the Heavy Blaster.  The Heavy Blaster costs the same amount, has higher output, is more efficient and has higher per-shot damage, and is thus better at punching through armour.  A lot of the energy weapons are also claiming to be good versus armour and exposed hull while doing just energy damage.  This seems incorrect?  They should be effective versus both armour and shields.  Or, perhaps, bad versus armour due to low per-hit strength- though that large anti-shield energy weapon, Cyrexa II 452 SXC, has a hit strength of 370 vs armour which is pretty substantial actually.  The inefficiency of Auroran energy weapons makes me worry that their ships are perhaps too strong when used with vanilla energy weapons.

The ballistic weapons are... strange.  The perfect mirror ends up with some odd relationships in comparison to vanilla weapons- notably the... wait, it's not even a perfect mirror.  The Contata and Claris 50 Cannons probably shouldn't claim to be identical to the other except for damage type when they are very clearly not.  Also, their range is slightly short- the Light Assault Gun, Light Autocannon and Railgun are all 700SU range.  The Light Dual Autocannon is 600SU, which I guess the Claris is the most comparable to.  Contata feels fairly weak compared to the LAG though?  They are, again, the same OP cost, but the LAG has higher output and longer range.

HE weapon systems should probably also not claim to be more effective versus hull?  It's... sort of vaguely true given how minimum armour works, I guess...?

Fighters!  I like that the heavier fighters are actually fairly large.  One thing which annoys me significantly about vanilla fighter balance is fighters are often very durable, to the point where you want to shoot them with ship weapons rather than point defense weapons, but have tiny hitboxes which make them very hard to hit with ship weapons.  Vanilla's solution to this is the IR Autolance, I think?  Outside of this thing I noticed, I've not interacted with the fighters enough to give any substantial feedback.

overall, it'd be nice if the tooltips told you more about what they do / were more complete.

oh, the colony items also all seem really strong.  This is probably fine?

2
Suggestions / 'Fleet Command Frequency Open'
« on: September 01, 2024, 03:21:26 AM »
It'd be nice if closing the tab menu did not close the fleet command frequency.  I genuinely did not know that the Fleet Command Frequency thing lasted for any amount of time at all, as I tend to open the menu, make some orders, then close the menu, then remember a bunch of orders I should have also made and make those too.  Even if I don't unpause the game doing this, it takes another Command Point.

3
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: August 29, 2024, 02:18:43 PM »
That's strange- ah, it's probably an interaction with RAT system generation, or something similar.  I have been finding abandoned stations just around, but I'm using RAT +50% system generation thing, which could be causing the issue.

4
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.8)
« on: August 29, 2024, 09:46:51 AM »
Bug!  'Abandoned Station' can be targeted by exploration quests but cannot be 'scanned' to fulfill exploration quests.  Abandoned Stations are this mod, yea?

5
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.5)
« on: March 10, 2024, 07:48:15 AM »
getting a crash when mousing over Gravity Manipulation tech in AoTD research menu thing.  Notably, I have Planetary Agrav Field set to Disabled.  With Planetary Agrav Field set to Enabled I still get the crash though.

6
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.4)
« on: March 06, 2024, 03:58:53 AM »
Atmosphere Processor appears to count as Seafloor Cities for water world hazard.  Unless there's something else funky going on, unsure.
Did you remove Seafloor Cities then add Atmosphere Processor? There's a bug in Seafloor Cities that doesn't correctly remove the pseudo suppression on the Water Surface condition when it's removed, fixed in 9.0.5

Hm.  I might've started construction on seafloor cities and then immediately cancelled it?  I'm on 9.0.5 though.  Unsure.

7
Mods / Re: [0.97a] Terraforming and Station Construction (v9.0.4)
« on: March 05, 2024, 10:42:22 PM »
Atmosphere Processor appears to count as Seafloor Cities for water world hazard.  Unless there's something else funky going on, unsure.

8
Mods / Re: [0.96a] Ashes of The Domain
« on: October 14, 2023, 07:30:59 PM »
Water taking up extra cargo space results in some trade missions being very deceptive and, in my opinion, 'breaks' them sometimes.  I'd strongly recommend making it take the normal amount of cargo space and be moved in higher volumes to prevent undesired behavior.  If you really want it to be bad per-volume price, then just make it have a bad per-volume price, like raw ore.

9
Mods / Re: [0.95a] Fluff's Ship Pack 0.2.3
« on: November 07, 2022, 10:50:55 PM »
The Firecrow's Strafe Drive says it prevents use of shields but does not actually prevent use of shields.

10
General Discussion / Re: Mining blaster vs heavy blaster which one to use?
« on: November 08, 2021, 01:43:43 PM »
Mining Blasters are effective as secondary burst or armor breaker weapons. You generally shouldn't use them as primary weapons compared to Heavy Blasters, but they work well as complementary weapons on Cruisers and similar.

If you can get them, Antimatter Blasters are likely better than Mining Blasters for this purpose, though they have slightly shorter range, have lower output and are generally less flexible in exchange for twice the burst damage.

11
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 05, 2021, 06:56:05 PM »
I will note that previously, you could run a Heavy Mauler and use it as sustained pressure to overwhelm shields over a longer period of time. When combined with an HVD, due to it's reasonable refire rate, it can force shields to be up at 1000 SU, and apply a fair amount of pressure to ships at long range.

Sustained HE weapons are generally in a weird niche, yes, but they do work. Leaning more heavily into HE weapons rather than Kinetic weapons shortens your TTK once you do overwhelm shields.

This is visible in both the Hephaestus Assault Gun and the Heavy Mauler. I'm generally a fan of the Heavy Mauler being high-ish sustained output, premium long range HE.
The Heavy Mortar being HE burst would also be reasonable and make an amount of sense. It's currently... not used all that much?

12
The Gemini was changed to have Civilian-Grade Hull, but did not have a reduction to it's crew requirement. This means a militarized Gemini takes about twice as much crew to man as a normal combat destroyer. I guess it has a flight deck, so it having a higher than normal crew requirement is reasonable, but it seems like it requires too much crew. It gets very close to it's maximum crew capacity in skeleton crew with Mil Subsystems.

13
Maybe tac lasers just aren't good PD no matter how much you try and make them and people should just accept that instead of trying to make them into PD.
Allow me to introduce you to the Tactical Scarab, slaughterer of Fighters and Missiles alike.

Advanced Turret Gyros is required though, and Advanced Optics is probably a bad idea.

14
Suggestions / Re: Possible buff to Low Tech Ships idea
« on: June 05, 2021, 06:42:29 PM »
CanaldoVoid, I think your doctrine is just really unusual and not used by most players. You kite hard with stacked beam weapons yes? This sort of style is going to be really effective against Low Tech ships, which are lacking in dissipation and will not be able to catch faster ships with longer range. This is probably part of why you feel the way you do. It's a cool doctrine though, and it's neat to see all the ways people play the game.

I usually fit a lot of LRPD Lasers or PD Lasers on my ships, as they are fairly flux efficient and are usually good to shoot at enemies in addition to shooting down fighters and missiles. LRPD Lasers can also be used to provide point defense for allied ships as well, which is quite helpful.

I usually won't fit stuff like Single or Dual Autocannons on ships, but this is more because their ranges do not match up with the larger weapon ranges rather than the weapons themselves being ineffective. I generally like Light Machine Guns a lot though, and personally prefer them to Vulcans because of their longer reach and ability to pressure shields extremely well at close ranges. I usually don't use much ballistic PD outside of Flak Cannons though. Light Mortars are notably extremely efficient HE weapons and can be very effective on a number of ships. Fitting a Hammerhead with two Light Mortars and two medium kinetic weapons can be quite effective.

I've not killed any real late game enemies recently, at least not with vanilla stuff, but there was that time I faced down a few small groups of Remnants with just Hounds and won without any losses. Lots of hull and armor damage though.

15
Suggestions / Re: Possible buff to Low Tech Ships idea
« on: June 04, 2021, 09:29:28 PM »
Am just here to state that you are probably not putting Integrated Targeting Unit or Dedicated Targeting Core on your Cruisers and Capitals, CanaldoVoid. One of these range boost hullmods is essential for larger ships to function properly. This is perhaps why you feel outranged and outspeeded?

either that or your entire game consists of only Paragons somehow?

Would you mind posting some screenshots of the ship fits you use? The base game will take a screenshot when you press printscreen and put it in the Fractal Softworks\Starsector\screenshots folder

Pages: [1] 2 3 ... 10