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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - ShadowStalkar

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Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: July 22, 2021, 11:54:23 AM »
it can actually give chase to radiant.
kinda,If it wont get overloaded by massive front burst then yes,being able to catch radiant on this thing is a no-joke blessing and it feels really great,but it will be a massive problem of either not having enough firepower alone to overpower radiant alone in close range,or just getting overloaded itself due to lack of flux capacity
but with wall vs wall fight it works somewhat decently

I don't see the point in building panda as a front liner when it has dampened mounts.. The description of panda even says it's a bombardment platform.
exaaactly,best possible use you could make of it is dumbping all little mounts with just several DPs installed(credit to author,i like those PDs,they are great,and not just front design)and use this as a combat carrier+missle spam with piloting it yourself,but having no big frontliner is why all of this banter exists

Mods / Re: [0.95a] ScalarTech Solutions 0.8 - I forgot to update this
« on: July 20, 2021, 04:25:32 AM »
Mod update! Better late than never!

usual stuff, really

here's a changelog:
- Added Dessous-class Assault Fighter
- Added Twine-class Interceptor
- Added Strass and Strassette low-energy blasters
- Thread swarmer
   - Increased hp from 200 to 300
   - Removed shields
- Fiber bomber
   - Bombs no longer have proximity fuse
   - Now drops 3 bombs per fighter
   - Bomb hp and damage reduced
- Skye
   - System no longer affects ballistic weapons
   - Increased debuff duration from 3s to 3.5s
   - Lowered top speed from 90 to 80
- Seam
   - Reduced spread a bit
   - Improved projectile spread from 800 to 900
- Stocking
   - Increased OP cost from 12 to 14
   - Lowered shield hp from 400 to 300
- Red rings on engines now disappear when engine is flamed out
- Updated variants
- Improved turn rates on various weapons
   - Did these in one pass and was too lazy to write down which ones
- Various Rate of Fire increasing effects now also increase charge regeneration:
   - Cycle Accelerator system
   - Limit Release system
   - Dual Capacitor Banks hullmod
   - Upscaled Capacitor Banks hullmod
- Updated fighter credit costs
- Touched up some sprites

more fighters is always great,i always felt like bombers were BIS for the faction,gotta try them out
edit:tested it out,probably now something that can compete over being a fighter slot,same cost as a bomber and a good firepower with main weakness being.... its still just a fighterdesign is also great,not so big in interceptors as they tend to die constantly
now i guess its time to wait for the large variation of missle launcher  :)

I never seen a super-capital (dont know it name) from preview, in NPC fleets and my agents didnt see it fraction rodster - it is some sort of quest ship or cut from mod? Like kadur Caliph?

As was said its named "Gown",90% of the time(unless they are getting absolutely raided,which hasnt been a thing for me) you can find it at their special market or milita market that i belive requires you to have a good standing and a commision,it costs around 3mil the last time i bought it
great ship tbf,quite slow but totally worth it

Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: June 29, 2021, 04:23:13 PM »
2. Idk, I just killed paragon, onslaught, and maelstrom 1v1 with a no smod, no officer panda, only took damage on the paragon and that was about 300 damage. Maybe you just don't know how to build ships? Just in case, here is the build I used: 6x recson v, 2x uhlan, 3x hoars, stabilized shields, extended shields (unnecessary in a 1v1 really), ITU, heavy armor, 60 vents, 38 caps. If I dipped into other mods, I could replace those uhlans with some 1200 range HE damage for even better results. I didn't use any of the smalls because no long range HE smalls (again without dipping into other mods) and don't need PD thanks to the hoars.

i dont see radiant or doritos on the list)

1)jokes aside,objectively, you compare not the best 60 dp and 40,45 DP ships to a 60 dp?they are in different weight categories to begin with so it doesnt make sense in my mind

2)sounds like it was full manual ..... ppl usually just throw AI vs AI to test things out,if that was actually full AI then i take my words back

i can see that build being the most efficient and stuff(i resorted to using it myself,PD on this ship feels off tbf,as sustaining in CC is pain),and this thing rocks really well as a missle/long range support(6 med and 2 big mounts do their job but quite expensive for what it does i must say)but dont think thats an issue that was talked about as people want this to be an actual head frontliner
i feel bad for pande being this beaten and thrown around,lets just wait for the tweakes to builtins the author talked about and go from there

Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: June 18, 2021, 03:53:28 AM »
2)IF you terraform a planet,do you also remove things like ore/org/vol deposits along with negative hazards?(MAJOR factor)
No, deposits on the planet already will stay even if you terraform to a planet type that wouldn't normally have those deposits. So yes, you can get a 50% hazard planet with ore, rare ores, volatiles, organics, and farming if you want. There is a structure for removing rare ores if you want to use nanites.
well in this case is trully something i would use on regular basis then,thanks for the info

Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« on: June 17, 2021, 12:23:12 PM »
Yes, by default VIC has been working hard to get on the Hegemony's good side, and if someone (like, say, the player :V) doesn't work hard to put a wedge between the two, they will often end up allied.

In my own experience, though, VIC doesn't dominate that hard; even in the new patch, they kind of seem to struggle as an NPC faction. They especially have trouble with station sieges, as a lot of their ships and their AI isn't well set up for siege warfare. Taking on anything bigger than an orbital station can be a challenge for NPC VIC. It helps keep them in check, but trying to help out your commission-mates can get a bit frustrating when Apolloyons suicide against a battlestation's guns. :V

I do have to agree that the lack of medium/large missiles feels... odd? I know VIC also outright uses "base" weapons like Tach lances, but it does feel odd that they have ships with the larger missile slots and no in-house solution for arming them at all.
yes,100% on this one as personally the abyss one on appolyons front side is the only missle launcher i have found withing the faction....and tbf it have my expectations high up due to just how cool they look,i hope the others will live up to that ;3

and about tanking,its in a very weird superposition,let me explain
if the fight is about very small amount of big ships the VIC ships will most likely win at 90% rate due to how "broken" the appolyon+overhaul is in regards to sustain wall frontfire on 1v1,if you have ships bigger then you like onslaughts modded variants you just flank them and they cant do any harm to you,making them almost utterly OP if it comes to duels or low number fights
at the same time ....the faction outright sucks when it comes to wall vs wall fights(for example redacted hordes),AI is just unable to pull out high skill plays overall VIC ships need and will most likely kill itself by jumping in to enemy lines early,or just overtanking and getting overloaded (like,again,the class overhaul that reduces flux capacity but makes speed at which it goes off to be insane,OP in hands of a player,suicide in hands of AI)
in some other cases the fight might be near infinite due to both your ship and enemy getting ton of hard flux,and your ship retreats instead of finishing the job,and then it repeats over and over again untill one of them just surrenders
which brings it to this weird state of superposition of being horrible and outrigth OP at the same time
aaand i have not a single clue how to get away with this issue

Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« on: June 16, 2021, 04:53:37 PM »
i really love the design and looking foward to seeing more weaponry(specifically missle based as i havent found even one to fill the slots on my appolyons),maybe even a dreadnought ship type in this design would be interesting to see just my bias towards big ships

for feedback, i would have to say that appollyon class capital with it active system kinda gets suicidal(often actually VERY successful),if you dont set it to ascort a specific ship just it goes charging through enemy lines, often gets quickly overloaded and beaten (specially if its something like redacted ships in my cases, or just BIG ships fight),or in other cases not use it at all,its not a problem with system itself,but more of a AI thing,bcs oh boy you can do some crazy things with it on manual

and the second thing i have to say that making use of the shields mechanic sometimes gets quite painfull,its not bad,even more i would say that i like it,however you sometimes have to place your camera in to weirdest of positions so your shield will get maximum coverage....dunno about this one,its interesting and encourages you to actually position well,but dunno,maybe someday we would be able to controll shield ark regardless of camera position
whats also bothering me is that by the design,gun placement,and personal experience it feels like they ment to be front faced rather then one of the sides which kinda conflicts with it but okey
and a two little questions....can you actually change the prints on ship wings?(only noticed it on oriax so far) and how do i obtain other overhauls for the VIC ships?i havent found them in any of the shops so far and none were found in i have to fight these guys?

Mods / Re: [0.95a] DIY Planets - Terraforming and more!
« on: June 16, 2021, 12:53:11 PM »
Looks alluring to be a must-have mod for colony geeks like me


I do not see (maybe i am just blind) any specification regarding two things

1)Does these stuctures also take industry slot or not?(kind of important),and yes i do see that they are called industries but still......

2)IF you terraform a planet,do you also remove things like ore/org/vol deposits along with negative hazards?(MAJOR factor)

I would like to know these and i think its something that should be specified on the mod page as well

Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: June 16, 2021, 08:38:01 AM »
I can see that being a thing if you do custom/RP starts
(for example like i usually just transfer the character level(its a pain to get levels past 25),and 10-20% of the money from last run(just to nulify early grind),in some cases officers that i liked or something along these lines so early game wont feel that blank and same,or just fast ups on something that require just raw time passed)
But i dont see it being that easy if you do "fair" fresh starts,from what i remember invader fleets are quite the feat to beat early and actually helping kadur is not really a thing

What is actually the problem is that in some cases you simply cant help them if you start off from a faction that is base bad relations with them for obvious reasons

Mods / Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
« on: June 15, 2021, 05:27:31 AM »
"Yo dawg, I heard you like fighters, so I put some fighters on your fighters so you can engage while you engage!"

a fighter....with a fighter deck.....

processing what did i just read


few seconds later,eyes light up red

Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: June 14, 2021, 08:17:58 PM »
Just gonna note that anyone who is playing with nex AND wants to experience what this faction has to offer you better to either hurry up,or do some cheating to make these guys survive till you are willing to do something

maybe i am just unaware if theare are some friendly factions from mods to them that are close by so they wont take the punch each time,if thats the case i would want to know,maybe some adjustments to their early wouldnt hurt if the author is willing (like give them immunity to being invaded with nex for a while,so other factions would not target them first)

As for now,in like nearly every single modded start i have done so far these guys are the first to fall in 99% of the times,be it from just vanilla pirates faction with new ships, or another pirate analogies(basically "i hate everyone" the faction) but kadur for whatever reason is the first kid to get punched (lethaly in this case),kinda sad as i havent seen or fought them much
as for everything else,i havent played much around the faction itself to tell,due to the same reason above,maybe add smth later to this if details pop up when i get to start with them by default to grasp more of it and actually fly on the ships myself(as again,i couldnt even get them due to faction being just dead),at least the test set-up battles looked decent along with that big boy with shields like i have never seen before,i suppose getting it in real game would be one ass of a ride tips on this would also be appreciated

Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: May 20, 2021, 10:25:09 AM »
some of the smaller ships feel kinda killer machines(maybe i am wrong on this one as i usually manual them early,so it could be just that)

They're nice but not better than some vanilla designs or ships from other mods, at least as far as I can tell.
They also happen to be the only thing in this faction that I'm somewhat decent at piloting myself, so I'd appreciate it if they remained that way. I'm not good enough of a pilot to make any of those long heavies with tiny shield arcs work for me. Except the Haze maybe.
yeah,thats what got me in to the mod,getting to pilot these speed machines felt way different from usual

dw author,noone expects as much as that : ) ,i was actually expecting a nerf

Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: May 20, 2021, 12:18:24 AM »
well,good to see that changes are being made based on what seem to be collective ship bullying feedback

from what i guess,if you say "different",i suppose you will just remove some of the weaponry pile it has to have the intended role of battle cv?(and not confuse people who tries to fully outfit it and runs in to issues)as i havent seen anyone point at it yet,but this also might be wrong on this

Mods / Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« on: May 19, 2021, 12:27:13 PM »
This faction has an amazing design but balance-wise it is too strong. Their ships themselves aren't that op (except their battle carrier which is nimble like a destroyer and hits like a truck) but heir weapons are insanely powerful and their fighters (and especially bombers) are utterly broken.

I am curious about what is their weakness?

after playing a bit more ,their main weakness imo is their conservatizm and nothing else,you will simply have a hard time getting things you would want unless you just get BPS and start making their products by yourself(instead of checking up on markets in hooes of finding something specific),also probably higher DP  cost then usual vanilla on few things,but its clearly justified just by how strong some of the individual ships are combined

still kinda sad about that part :(,i had hard time equiping bigger ships with weapons early, untill started own production on own colonies,maybe just bad luck as author said its enough

i would also like to know how to get BPs for some big boys like the phase cruiser that i seen only one so far or the freighter,or that is not a thing in "normal" game?

Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: May 19, 2021, 11:54:36 AM »
After playing around with this mod....imma be honest,i just love some of the designs not so much on asimetrical ships,not a fan but i have a few issues on the balance side of late game things ,that where probably talked about before multiple times
(i cant check all of the 90+ pages from all over 5-6 years,sorry)
two things:some of the smaller ships feel kinda killer machines(maybe i am wrong on this one as i usually manual them early,so it could be just that)
mainly - pandemonium capital (yes i am aware of it being a lore - show-off for the faction, but still),from what i can see its intended to be more of a legion-like battle carrier,but that weaponry makes me feel like it wants actually to be a flagship ,and i am not sure if thats miss-balance or just flexibility

but maybe its just me being crab-ass and not knowing smth,i just end up using this as a missle long range support instead of actual capital flagship ,as when i did try i run either in to heavy flux issues or just lack of weaponry due to op used on flux

my main suggestion , if you are willing to hear it - either increase dp cost but provide a solid OP boost,or make ship modular to trully deserve "oversized hull" title and its rarity,as i dont really think its that oversized compared to vanilla ships or DA itself

or dunno,some sort of heavy balistic integration analogy?to reduce OP used by faction weapons/fighters or smth along the lines of wanzer perk,that shoulnt break any lore?

if you ask me how do i determine how ship is underpowered?throw radiant at it and begin the countdown,then compare to vanilla ships for the same-ish cost : )

Mods / Re: [0.9.1a] ApproLight v0.8.6-RC1 (2020-12-29)
« on: May 16, 2021, 05:08:30 PM »
has anyone tried to force the mod to work by changing it's version number?
TMK As things usually work ,the best result you can make out of this is the game simply not crashing when its loading the mod,but in most cases it wont even load,sadly we HAVE to wait untill original author decides to update things out

and a little question to the author,do have a chance of seeing more weapon-based flagship/motherships to the faction?(if you still plan on updating it,who knows)from what i can see the bigger ships tend to mostly be with fighter bays and less weaponry for AL

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