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Messages - Phenir

Pages: [1] 2 3 ... 23
1
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: April 18, 2024, 08:18:34 PM »
same. would spawning a new one by console work?

That's the meme bounty cathedral that's only the core and engine. It's (probably) not supposed to be repaired. Even when you fight it, it's only the core and engine.

2
Even vs a doom, a single light needler burst against no armor does ~215 hull damage when the Doom leaves phase. That's actually more than a phase lance is going to do!
What. Are we talking about the same phase lance? The one that does 1250 raw damage and is definitely going to do more than 200 hull damage against stripped doom? Phase lance does more than that against FULL armor lmao.
For reference, each Harpoon will do 720, but they travel so much more slowly and are so much easier to shoot down that they are less effective vs phase imo than sabots.
I mean if we are going to be shooting point blank sabots, I think there's a pretty good chance of those harpoons landing, but I wouldn't use harpoons against them, I'd be using hammer or reapers or atropos, maaaybe gorgons.
The thing is, fleets consisting of only phase ships are incredibly rare in vanilla. There's like the alpha site kill squad and that's it? Maybe those funny smod mercs but those are less phase fleet and more frigate fleet and they also only have like 10 ships. Maybe I just don't see them, you know, cause they are phase fleets lol. So basically, you know when you are going to fight a phase fleet assuming prior experience. In which case I wouldn't be bringing needlers and sabots, I'd be bringing lags and hammers or basically any torpedo. Or if its AI, PCL cause you know the AI is gonna be launching missiles like crazy, might as well give them the ammo to do so.

3
while being as tanky as a brick for their immense speed (the Doom has 1250 armor
They have more armor than most other ships in their hull size but their total hull isn't anything special. Doom only has 7000 hull, that's less than other cruisers except falcon and fury which are both fast cruisers, and heron but that's a carrier and the rest are not intended for combat. A far cry from an actual brick like dominator with 14k hull and more armor or venture that has the same armor and 3k more hull. Once you get through their armor, they get too scared to come out of phase, flux out, and die. Which is the key to beating them.
Vs Phase really comes down to winning the staring contest and forcing that contest in the first place. To that end, keeping your ships close together so phase ships can't find open flanks and having good anti armor to force them to cloak or take damage. HIL, hephaestus, tachyon, phase lance, maulers, etc. Certain bombers work well too, pirahnas (a bunch of condors can beat zigg with pirahnas handly) and flash create big fields the phase ships can't afford to uncloak in without getting demolished, missile/torp bombers are less useful because of timing issues. Warthogs can be a menace and xyphos or thunders mean any ship that unphases is immediately locked down. Just watch out for dooms planting mines on top of fighters right next to ships for cheap hits. In the worst case scenario, you can force them to phase as much as possible until CR death. Phase cloak has a 3x time dilation, meaning for every 1 second of ppt you spend, they spend 3 and high tech phase ships also have delicate machinery so once their ppt is up, they lose CR fast.
"instant" high alpha damage weapons such as needlers, sabots, burst PD, IR autolance, and phase lances do well  vs phase enemies. Alpha striking a phase ship when it just emerges from phase to attack, before it can rephase, is key to fighting them close.
Alpha weapons are good but needlers and sabots are not really the best examples of weapons to use against phase ships. Needlers due basically nothing to them due to low hit strength unless it's a frigate I guess. Sabots are better off because of emp and higher hit strength but I wouldn't pick sabots as my missile of choice against phase.

4
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 18, 2024, 09:05:10 AM »
A new battleship costs around 500k, maybe a bit less if built yourself.  Restoring costs more than that.  No public bounty offers that much, they top at around 350k.
Well, I know just the skill that saves you that 500k lol. And you could also just not restore it and keep using it.

5
Suggestions / Re: Exempt automated ships from crew training
« on: April 18, 2024, 08:26:01 AM »
This is fully intended; automated ships may not have crew in combat, but when they're in your fleet, they have to be maintained and so on, and the quality of that is affected by the training and skill of your crew.
So who does maintenance in Remnant fleets where there are no humans? Do Remnant fleets just fly around until they fall apart, whereupon the Nexus *** out some more? That does sort of explain the condition of those Remnant fleets you find in hyperspace with Tri-Tachyon codes a hundred years out of date.
How is this a question? The AI does maintenance. In your fleet, you don't allow the AI to do maintenance because it could physically remove the safety checks you put in place, checks which are the reason AI ship dp is limited. Those beatup fleets you find in hyperspace have presumably been out there for a loooooong time, longer than they had maintenance supplies to be out there for so naturally they are basically falling apart. In systems, the fleets regularly return to the nexus to resupply or hunt unfortunate travelers.

6
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 18, 2024, 08:19:43 AM »
Losing ships at all is effectively a loss - a pyrrhic victory at best, unless it is something like a cheap small ship in a 300k+ bounty.  Also, with the lack of skill points, if player does not boost the fleet, the flagship has to pick up the slack when the enemy has a better fleet than him.  Today, the flagship does not have significantly greater skill power than a high-level officer (6/2+ human or alpha core), assuming player took some Combat.  If the game is hard enough that losing half the fleet is the expected outcome, then either rewards need to be much higher or Restore needs to be almost free.
I don't get this part at all. If you deploy a full 240 dp, that's 240 supplies to recover, assuming no ship losses or running past ppt, right? So that's around 24000 credits. Easily covered by the bounty. If you lose a paragon (and recover it, you definitely put an smod or officer on it right?) that's another 25500 credits (assuming 85% max CR, it cost 255 supplies to get back to max CR). So tell, how is losing this paragon in that 300k bounty a net loss? Even counting logistics, if it took you a month to get there and back, that's maybe around another 25k credits from supply, like 20k from crew, and around 30k for officer payroll(I am not even going to get into fuel because 1) it's super cheap and 2) it's extremely variable thanks to slipstreams and gates). So while it "cost" you around 130k to take on the bounty, you got 300k + whatever dropped. You made almost twice what you spent and that overhead carries over to any other nearby bounties. Even if you lost several paragons, like up to 7, which you can't field all at once anyway lmao, you'd STILL make profit albeit a very slim amount. You'd only be losing profit if you lost several low tech capitals since that's a ton of crew loss and ironically they cost more supply to recover to full CR. Although even that is questionable if you were specced into industry so recover costs are essentially halved.
I guess the issue here is "losing half the fleet". Who is losing half their fleet? Where is it said to expect to lose half your fleet? I think if you are losing that many ships, it is not the skill system's fault. It's your fault, either for not piloting well enough or not commanding or building your fleet well enough or picking fights way above your fleet's power level, especially against basic fights like bounties where even skill-less player should win just from player advantage (human piloting/commanding and smods).

7
General Discussion / Re: Early game colony?
« on: April 18, 2024, 07:33:08 AM »
2. Sell them to HIGH accessibility worlds. This allows the entirety of their demand to be filled by your colonial imports.
Demand is demand, it doesn't matter how much access they have.

8
Consider the idea earlier in this thread of using a "minefield" item to enable the disengage without fighting option. Now there needs to be a new item, the player needs to buy it and actually have it on hand when it's needed, you have to figure out how much it should cost, and so on. That specific idea, mainly it's 1) a hassle for the player, and 2) added clutter for the trade/inventory screens. Now, imagine this times 20 or 30 or whatever - for all of the various story point mechanics. Different mechanics, new items, new rules. It would just be a straight up bad idea to add to the game, dev-time entirely aside (and that's a pretty big aside), just for the sheer amount of complexity and hassle it would add.
This actually sounds pretty interesting! And let's be honest - managing resources and dealing with scarcity is a significant part of the game already.
You have to manage 3 resources; credits, fuel, and supplies. This suggestion, consumable items replacing story points, would add at least 10 I can think of offhand; combat escape, quick repair before combat (which could possibly be reused for difficult recoveries but then why do you only need one for both when the former can repair several ships at once?), stable point generation, stealthy raids, elite skills, skill respecing, officer mentoring/retraining, smodding, colony improvements, AI core integration. This is ignoring all the various story story point uses like having sword training or talking your way out of a fight or the upcoming hostile activity escalation. And what about mods? Now they have to add their own items for their own story point uses.

9
General Discussion / Re: Early game colony?
« on: April 15, 2024, 09:12:15 AM »
Commissions exist.

I have avoided commissions because the rep system is unforgiving.  Last time I tried them I had Heg at 'vengeful' pretty quick.  This feature is compared to 'Mount and Blade' mechanics but it really is not like that.
Probably because your commissioned faction went to war with heg. When the war stops, your rep gets returned to the level it was previously minus 10 points.

10
General Discussion / Re: Early game colony?
« on: April 15, 2024, 07:28:03 AM »
I have some deep-seated need for some kind of regular income to offset costs in this game, without having to devote my fleet's life to colony protection while I'm still exploring.  The latest build seems to discourage this. 
Commissions exist. But yes, a size 3 colony will mostly avoid, if not completely, hostile activity including core and item spam.
A moderately high hazard planet won't grow without hazard pay, like 150+ hazard. You can also nuke its accessibility through removing the starport but that also really cuts into its profit. If it does get growth somehow, it'd probably take years to reach size 4.
I don't know how profitable just one colony would be without upkeep reduction from demands met but I guess cores cutting expenses would help a lot. I suppose you could have many size 3 hazardous colonies each specializing in a single industry, just like the domain. Food demand would probably need a water world. Get permanent pollution on it to further increase hazard, which requires a heavy industry + forge for like a year.

11
General Discussion / Re: Anyone have data on the Pursuit mechanics?
« on: April 13, 2024, 08:48:38 PM »
I'm beginning to think only Alex knows what's going on under the hood here.
What's under the hood is there for you to look at if you want.

12
General Discussion / Re: New player lotsa questions?
« on: April 13, 2024, 08:47:54 PM »
Do not spam install Gamma cores, there's some complex market math that can end up making you less money.
This hasn't been a thing almost since colonies were introduced. Your own colonies don't contribute to total market share so reducing their demand through gamma cores (and higher ones) doesn't reduce income ever. See the notes of patch 0.9.1a, "Income from exports no longer counts demand at player colonies for total market value". You still don't really need to spam them though, especially with the new hostile activity system.

13
General Discussion / Re: Anyone have data on the Pursuit mechanics?
« on: April 13, 2024, 08:55:20 AM »
I assume it just does a round of autoresolve similar to AI vs AI combat. That would mean what matters is total adjusted FP, which takes into account dmods and smods. See the patch notes for .9a where it mentions autoresolve (AI vs AI and pursuit) for dmod and the patches notes for .97a for smod.
Also there is this old blog that talks about some aspects of auto resolve such as shield strength affecting chance of damage and escaping. Keep in mind this blog is from before fighters became lpcs so that aspect of carriers buffing fighters doesn't matter anymore (more likely, having fighters on a carrier just makes that carrier "stronger" in the eyes of the auto resolver, just like a weapon on a ship would I assume). It's also so old that maybe that stuff doesn't even matter and it is just FP vs FP now.

14
General Discussion / Re: New player lotsa questions?
« on: April 13, 2024, 08:11:36 AM »
The system I'm in doesn't have a slot for a com relay! also the rest of the planets are like 200 hazard should i still colonize them?
Make a slot. Either destroy existing infrastructure or create a new slot by interacting with the central star.

Depends on the resources but probably not? If you have a mantle bore, putting it on Ib will cover ores, your main planet has organics and food, and the gas giant has volatiles so you have everything covered resource wise at that point. If you don't have a mantle bore and one of those planets has +1 (with admin or alpha core or improvement) or +2 ores/rare ores, then sure.

15
He's fine lmao, even posted here 6 days ago. I also see he posted on discord today even. He just hasn't updated the banner to point to the git releases page. If you actually read the OP, there is another link below the banner for a .97 compatible version.

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