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Messages - Warhunterpro

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1
General Discussion / Re: Best missile ship to pilot yourself?
« on: April 14, 2021, 08:22:22 AM »
gryphon is the best "dedicated" missile boat. with its missile forge that fully replenishes your missile ammo
and many of the capital ships tend to have a few large slots
odyssey 1large 3medium
atlas mk2 2large
astral 2large
conquest 2large 2medium
legion 5medium
legion XIV 2large

but theres no dedicated capital missile boat

2
i guess its just me being annoyed by inaccurate weapons like the heavy autocannon. through i do mean the weapons start with the inaccuracy debuff as if they had a poor accuracy stat and had been firing for a few seconds to get the spread as it's best accuracy. so with EW the heavy autocannon first few shots at best accuracy will have the same accuracy as if it had been normally shooting constantly for a few seconds

3
just a small idea. but maybe give varying timers depending on the action? (pls note all time i provide is a rough estimate and not as a final number)
salvaging a debris field - 2-10seconds
salvaging an derelict ship - around 5 seconds
salvaging a equipment cache - 0-3 seconds
salvaging a research station - 5-15 seconds
salvaging a probe - 3-5 seconds
salvaging a mothership - 5-15 seconds
restoring a derelict ship - 0-10 seconds (based on size and how many D mods it has to get it back into working order. and if restoring multiple ships only take the longest time for all)
surveying a planet - 5-20 seconds (based on size and hazard rating)

when attacked during these periods of time you are missing the crew you sent. so before battle you can pick which ships will be crewed (similar screen to picking which ships you want to restore) so if you sent off 90% of your crew you probably won't be able to use most of your fleet.
and if you retreat during the time period or after you got engaged you will lose the crew you sent and all ships without crew will be considered mothballed for the retreat (or a portion of what you sent will be ejected into a pod near the location you were surveying/salvaging so you can reclaim some of them)

of course adding time for surveying may not be worth it until we get outposts out as there really is no real reason to give them extra time to do for an unfinished part of the game
and if we ever do make salvaging take time we should remove the can't salvage ship because enemy fleet is nearby. no more 1 ship fleets stopping us from salvaging our loot

4
this is a bit different from where the topic is going but make the EW affect accuracy and not range? for example when affected by EW all your weapons suffer an accuracy penalty causing them to miss there shots more often instead of just reducing their range.

(the accuracy penalty is for all weapons including those with perfect accuracy as to simulate your ships firing at where they think the target is but in reality the ship is to the side of where the shot went)
through not sure if this will work with continuous beams.

5
Mods / Re: [0.8a] Green Knight Security (v0.7)
« on: May 09, 2017, 07:32:37 PM »
just curious. is the strauss C supposed to cost more than some battleship class ships? just saw one in the market that costs 300k a bit more than the legion in the same market

(just looking through the files and see
Spoiler
Strauss C,claudius,Carrier,reservewing,8,4000,300,3000,,200,70,2,85,50,40,30,25,750,OMNI,,90,0.5,1,,,50,80,90,80,2,,9,250000,6,16,360,0.1,10,10,,,,,7995
[close]
i assume the 250000 has 1 too many 0s
of course i have no clue how all the coding is worked so i could be looking at the wrong area to change it)

6
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 20, 2017, 08:23:56 PM »
how do you tell if the neutrino scanner is picking up a false reading or not? (i don't mean at a glance when you first activate it i mean when you follow the ping but don't find anything by the time you reach the end of the grid in the system map view?

7
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 20, 2017, 12:40:36 PM »
on a side note i died during the tutorial. didn't notice the hit F5 to quick save so i decided to go to the nearest planet since i didn't know what to do after salvage. apparently you start with transponders off and since turning it on/off is disabled in the tutorial i got wrecked by a hegemony fleet. woops XD

8
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 20, 2017, 12:33:46 PM »
quick question.
(not sure where to put them since they are kind of minor)
is 3rd lvl helmsmanship supposed to work at 1% flux? probably forget the 0 perhaps?

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