Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - Awe

Pages: [1] 2 3 ... 5
1
General Discussion / Re: Lets Talk Harbinger
« on: February 13, 2024, 11:28:31 PM »
I am beginning to love pure phase fleets with Phase Field.  It is nice to easily sneak into heavily defended worlds buying whatever I want from any black market or to raid for items, or easily do stealth missions if they happen to be along the way for easy rep gain.  I will probably write more about phase ships in general in another post later.

Built-in insulated engines are so good nowadays. :P You even don't need to go for pure phase fleet, just sneak with capitals. Atlases for black market bulk trade, paragons for escort - it's so good to have opportunity to shrink capital sensor profile to half of a frigate.

2
General Discussion / Re: New cheapest way to deal with Z-fella
« on: February 13, 2024, 10:31:47 PM »
Devastators in legion? Afaik in vanilla legion don't have a large ballistic slots.

PS Nvm, usual legion actually does have large ballistic. Just never used it.

3
Four elite skills is like a hardwired gamma core, but there's not much synergy. The ideal ship would be something that has flux problems, heavy armor, and energy weapons. And ideally doesn't rely on missiles.

What would be a good flagship for this character? Executor? Prometheus Mk II? Apogee?

Sunder is quite good flagship with just gunnery implants. Fit - tach lance, IR autolances, light needlers, ITU + advanced optics. Optionally need extended shields to not suffer from salamanders and helmsmanship skill/built-in auxiliary thrusters for easier frigates tracking and normal mobility. Role - removing annoying enemy frigates and destroyers from front line. Could be very aggressively used with 1-2 omens and 1-2 afflictors(p) escort to kill everything during point capturing phase and later for killing carriers/flanking capitals.

4
General Discussion / Re: What is your general take on v0.97?
« on: February 08, 2024, 02:48:30 AM »
Pirate raid was equally pathetic, and it didn't remove pirate penalties either. Apparently that wasn't a real pirate raid though.
Currently waiting for pathers, although the event description makes it seem like defeating them won't be permanent either.

In my game first crisis was pirates sending a blob of 15 fleets at my 3 colonies (4/4/5 size) and after pirates Syndria sent only 4 fleets. Seems pretty random.

PS Crisis fleets need adjustment to their behavior - it's silly then such strong fleets chasing pity pilgrims.

5
ND is useless. Same thought about "remote survey" and "solar shielding"(for exploration). Things should be easy to use(clearly not ND), provide real benefit over default routine(remote survey *cough*) and at least not compete with really precious OP or S-mods like solar shielding. But tbh I'm not care if they are in game or not as far as I'm not forced to use it.

6
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 02, 2024, 07:31:22 PM »
Quote
"Take all" button no longer takes over-capacity fuel

Yes. Yes! YES!!!11
Btw, can we have similar mechanic also for metal? So it would be exchanged with other other loot up to fleet capacity. It's also quite annoying to manually dump metal after each battle/scavenge almost as fuel overflow. :P

7
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 11, 2021, 02:35:20 AM »
40‘s too less, 45 I say. Also that one type bomber like Longbow, Dagger and Flash do well on themselves. Longbow's sabot may be countered via lowering shield and use armor but then its EMP damage well take effect and cause problems, especially on ships having main output weapon at front of hull

Combo damage is much better. Incoming Atropos torps from Tridents force AI to keep shield active, so Sabots from Longbows usually hit shields and cause crapton of hard-flux or even overload, so following Atroposes easily hit hull. 3 Longbows/3 Tridents is best practice as for me.

Not sure about deployment cost. 45 was before - with more OP and without cooldown on recall device. Now you need to spend more DP, most likely need to sacrifice more non-vital weapontry/mods or built-in 2-3 mods to fit at least something defensive after bombers. -_- Imho nerfed too hard.

8
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 10, 2021, 10:11:48 PM »
I noticed that Astrals tend to activate recall device as soon as first wave of bomber drops bomb.
This is very problematic when using long bow + cobra: Astrals AWLAYS recall cobra before they use their reapers.
#
easy fix: dont mix bombers

which you shouldnt do anyways because of the way wings work

One type damage bombers countered by AI pretty efficient. AI drop shield before Longbows to take kinetic damage on armor or just shield deflect HE bombers like Cobra.

@Sutopia Tridents+Longbows combo should work for Astral.

Btw, imho, with nerf to recall device Astral should cost now 40 DP, not 50.

9
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 09, 2021, 09:35:17 AM »
@Alex, can you please make Atlas more common at market? I'm played 3 runs and managed to buy Atlas only once, while Prometheuses are pretty common.  :-\

PS Also, question about phase cargo ship - did it work like shielded cargo mod at pirate mule/buffalo?

10
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 09, 2021, 09:32:00 AM »
I still wonder if Bulk Transport could be improved, because people probably will still prefer Salvaging skill

Always take more capacity over the salvage. Nothing vital in salvage skill, but more capacity mean slightly more slots for combat ships or just a bit easier early game because you need to buy less transports. :)

11
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 31, 2021, 08:41:16 AM »
Oh, I don't think I've mentioned this yet: The new escort order is fantastic! I feel like my escorts are almost always doing the exact right thing. They don't get in my way, they cover my flanks, and they wrap around to attack targets in my frontal/side region.

I have exactly opposite feelings. My escort omens still continue to fly in front of my paragon, and also old suicidal behavior not fixed - from time to time they are just bump itself do death even on straight flights without enemy nearby.

12
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 30, 2021, 01:22:00 AM »
Wow. Just found Coronal Hypershunt and its guardians.  :'( New end-game threat, yay.  ;D

13
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 29, 2021, 10:45:35 AM »
High Resolution Sensors has had an overhaul - its not broken,

Oh, I see now. Thanks.

14
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 29, 2021, 08:22:27 AM »
Slow speed calculate incorrectly. All my fleet can do 8+ burn(some civilian ships has 7 burn initially, but all with militarized subsystems, so 8 is minimal), so slow mode should be 8/2+3(skill)=7, but game limit it to 6.

PS Also, high resolution sensors broken - doesn't work even on apogees. -_-

15
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 28, 2021, 01:26:52 PM »
High resolution sensors on civilian grade+militarised systems don't increase sensor strenght anymore?

[attachment deleted by admin]

Pages: [1] 2 3 ... 5