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

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Messages - Kos135

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General Discussion / Re: The Making of a Ramming Ship.
« on: April 28, 2024, 04:36:13 PM »
Since ramming is a feature in Starsector perhaps we'll get equippable ramming weapons, or other ramming-related features in the future? Maybe hullmods that increase damage from ramming or reduce damage when executing a ramming maneuver?

Also, is there a thread that goes in-depth on ramming mechanics? As someone who enjoys his shield-shunted assault Dominators and Onslaughts I'd be interested in that.

General Discussion / New feature idea: Non-weapon equipment slots on ships?
« on: November 03, 2023, 04:42:40 PM »
This idea has probably been floated before, but imagine this:

You can equip modules related to armor/hull, shields, engines, etc in the same way we currently equip weapons. Each ship has certain slots, of certain varieties, in certain locations. The modules drop as loot, get sold at stations, and are produced at colonies with heavy industry just as weapons are.

But this would require a total rebalancing of the fleet meta. Imagine for example, a XIV Onslaught that's completely armor-maxxed. Heavy Armor, s-modded Shield Shunt, lvl 6/elite 4 officer, plus all of the armor modules it can fit that increase its armor value. It would become invincible.

Would this new feature add to the game by giving us more options, or would it just make things too complicated? Would it create a static meta where certain ships like the aforementioned XIV Onslaught totally dominate everything else?  What do you guys think?

General Discussion / Re: Help piloting a flagship upsidedown.
« on: October 12, 2023, 05:32:10 PM »
I don't understand this thread. If your flagship is high tech then just turn back around, if it's low tech then you never turned around to begin with.

General Discussion / Re: Pirate themed fleet
« on: September 27, 2023, 08:37:57 AM »
The pirate Afflictor is very powerful. I recommend taking the Phase Cool Tuning and Support Doctrine skills, then taking 8 pirate Afflictors with 2x AM Blasters each. No officers.

Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 19, 2023, 10:35:06 AM »
Can the Gremlin get some love in 0.96? I know it's not supposed to be an S-tier ship but could it at least be usable? Better flux stats, more OP, more armor & hull, more speed, a built-in hullmod, a different ship system like FMR or AAF? It could really use some kind of upgrade.

General Discussion / Re: Survey: Your preferable game difficulty
« on: February 13, 2023, 09:56:58 AM »
Nowadays I just use console to playtest builds. I don't even play the campaign. Waiting for 0.96 to spice things up.

Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 05, 2023, 02:25:04 PM »
Speaking of the upgraded campaign hullmods, what about giving combat ships one free campaign hullmod each? Maybe through a PC industry tree skill or something? Without something like that I would never take a non-combat hullmod on a combat ship. In fact I wouldn't even take a PC skill that gives a free campaign hullmod to combat ships, unless that same skill gives a combat-related bonus as well. I would take a few tugs with IEA before I give AFD to one of my cruisers or capitals.

Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 04, 2023, 09:50:16 AM »
The addition of the Energy Bolt Coherer hullmod and the upgrade to Pulse Lasers are pretty big game changers.
Energy Bolt Coherer may not be freely available and just limited to ships with it builtin.
That would be a shame.

Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 04, 2023, 08:51:31 AM »
The addition of the Energy Bolt Coherer hullmod and the upgrade to Pulse Lasers are pretty big game changers. Combine that with the upgrades to the Eagle and you've got a pretty mean brawler on your hands.

But it will change things across the board, pretty much any ship with a high proportion of medium energy turrets is being given two very good reasons to use Pulse Lasers. I wonder if Support Doctrine Shrikes will become viable now?

Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 02, 2023, 03:52:51 PM »
Aside from the new capitals and P/LP variants, I am looking forward to the upgraded Legion, Eagle and Vigilance...

-Legion with +40 OP will allow for viable 4x Xyphos builds. Today I tried one out in simulator. It requires support (as all capitals do) but it was a brutal line-breaker. Shield Shunt build with max armor/hull, officered 6 skill/4 elite. Experienced players can guess the skills.

-Eagle has been sighed at for a while for being so mediocre.
It's not bad so you don't see a challenge in making it good, but it's not good enough to be optimal in any way. So it falls into this undesirable roll of being a relatively pricey, long range kinetic cruiser with lacklustre ability to punch down.

Frankly, the Eagle is boring. I would rather it be bad than boring!

The update enhances the Eagle in that role but still keeps it in that role. It feels like a gigantic point defense turret, scaled up to targeting light-mid destroyers.

-Vigilance, I haven't monkeyed around with flux/armor/hull stats to see how this thing will perform with the proposed upgrades. But those upgrades and the upgrade to Typhoon Launcher make it clear, this ship will be a Strike Frigate. 1x Typhoon, 1x HMG. Just run up and hammer them, with a cheap frigate built for Support Doctrine, I love it.

But regarding the new capitals I am looking forward to the Invictus most of all. Its system gives it enormous potential for burst damage. Just imagine 4x MK9's or even GC's with that ship system, it would be incredible.
And I hope that by now everyone has learned the value of un-officered frigate gangs w/ Support Doctrine skill.

I'm also looking forward to the lore expansion of the Luddic Church, which their fleet doctrine contributes to. Religion, philosophy, none of us can escape from those categories of thought.
Everyone has a worldview and must, at some point in their life, wade into the weeds of A-Priori thought: epistemology, ethics, telos, metaphysics.

It's impossible to believe that most of the Persean Sector has simply avoided such questions! Humans are greater than animals, we philosophize and invent technologies. Technology is a means, not an end.

General Discussion / Re: I would like the game to be harder (economy)
« on: January 25, 2023, 06:55:57 PM »
I've thought the same thing many times before and I'm not sure what to think about Starsector's pace of character progression.

On one hand, we are able to advance very quickly and become a major power with little effort, which gives a feeling of cheapness to our accomplishments.

But on the other hand, experimenting with ship builds is the endgame of Starsector and the only part of the game with true replayability which motivates you to advance quickly.

It would be interesting to have a gameplay mode which somehow compensates for our inherent advantage as the player, but I don't see that happening outside of something like the Dark Souls perma-online autosave system.

Starsector is, and according to Alex himself will remain a single player game. That means the player's only opponent will be the AI, which means advanced players will only be able to challenge themselves through self-imposed limitations.

I pray for the advent of a multiplayer mod that allows us to upload ship builds to a sim battle server and leave comments on builds, so others can fight and critique our creations. Or even a single player sim mod that lets me upload my own builds to ths sim to fight them.

General Discussion / Re: High Scatter Amp Builds
« on: January 25, 2023, 11:18:12 AM »
I'm posting on mobile so I can't give specifics but I recently tried a HSA Sunder build with Tachyon Lance and 2x Phase Lance. It had to get up close and being a Sunder it was flux-starved with low shield efficiency, but it hit like a truck. Tons of burst damage plus the EMP from the Tachyon.

However I did have Best of the Best and both officer buffs, meaning 3 built-in hullmods, level 6 officers with 4 elite skills, so this build may not be viable without significant investment. Later when I get to my computer I'll post the build specs.

General Discussion / Re: About Shield Shunt... and more armor and guns.
« on: January 21, 2023, 06:23:49 PM »
I disagree with the ablative armor idea. Lore-wise you're talking about stripping all the armor off the ship and replacing it which is far more radical than just turning the shields off.

Gameplay-wise it's eliminating a whole design style. Could you imagine if we replaced builds with super high shield efficiency (0.5 or so) with some other kind of shield that feels less powerful? Maybe a shield that has 1/3 normal flux cap but can't overload?

On second thought that sounds like a cool idea, but I digress. We want to have the maximum number of design styles, not less of them. I'm not opposed to a hullmod that swaps normal armor for ablative armor but shield shunt shouldn't do that.

General Discussion / Re: Legion is too underwhelming?
« on: January 21, 2023, 02:07:30 PM »
I'm excited for Defensive Targeting Array as well, but more for the Mora than the Legion.

General Discussion / Re: Legion is too underwhelming?
« on: January 19, 2023, 04:16:59 PM »
Its been a lot of pages but my feeling is still that the ship just needs like 50 OP, enough for a few hullmods or premium options, and it would be fixed right up.
I suspect I already gave this opinion in this thread, but I'm too lazy to look back right now:
I think the Legion should get +30 top speed and a new system to replace Burn Drive. I recall suggesting Damper Field or Reserve Deployment, with at least one person being horrified at the prospect of a low tech capital with Damper Field.
The Legion is supposed to be support/escort for the Onslaught, so this change allows it to fulfill that role while also boosting combat ability and not pigeon-holing it into a frontline role by giving it Burn Drive.

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