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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Flunky

Pages: [1] 2 3 ... 6
1
General Discussion / Re: Low tech doctrine play through comments
« on: April 30, 2021, 12:41:40 PM »
I'd be pretty interested to see some of the staple loadouts you're using there, too. I find myself having trouble making good loadouts for Enforcers and Dominators, particularly when it comes to AI loadouts that can manage their flux effectively.

2
Noticed an odd behavior recently, whereby SRY Redwings ships (and only Redwings ones, it seems) will show up in the Yardie military shop at 0% CR... until you mouse over the '?', at which point they'll pop up to 50%. The price will also go up accordingly.

This does affect the purchase price you pay, but the ship you get is at 50% CR regardless of what it said at the shop, so it functions as a way to shave a little off the asking price as long as you don't mouse over the '?'.

(Quite possible this is not an SRY-specific bug, of course.)

3
Suggestions / Re: More restraints on s-mods for more interesting usage
« on: April 16, 2021, 01:58:46 PM »
Considering you get more bonus XP for cheaper s-mods, putting some on smaller ships shouldn't make a perceptible dent in your late-game SP count, no?
The math could very well say it shouldn't, I've never checked, but it always feels like it does. I think the issue is that in practice lots of bonus xp just means a larger bank which gets paid out at the same consistent rate. It doesn't matter whether I've banked enough for one SP or ten, I get them at the same consistent rate. Well, assuming I can keep the bank filled, which expensive s-mods don't do, but I find enough uses to keep the bonus xp going.

Going to add to the chorus on this point. In my playing thus far I've found it relatively easy to end up in permanent bonus XP that never gets fully paid off. I do tend to avoid the SP choices that give low/0 bonus XP payouts, though.

4
Suggestions / Re: Allow pick of personality for AI core officers
« on: April 15, 2021, 01:46:54 PM »
There's a mod-ship that's basically a Derelict version of the Condor, and when running a Gamma core it doesn't seem to be completely suicidal. (I was mildly surprised.)

5
How about a note regarding other officers like there currently is for other ships? Wouldn't have to be exact, but something like "the fleet may contain a few/several/many other officers."

6
General Discussion / Re: Carriers are not dead!
« on: April 14, 2021, 01:36:08 PM »
Though as others have pointed out, for bigger fleets crew training is no longer giving +15% CR, its less. Which might tip the balance back in favor of carrier group. So for a small carrier-centric fleet, Carrier Group is best because of the massive bonus; for a ~180DP fleet of any kind, crew training is best because either there are lots of combat ships that want +15% CR, or lots of carriers that also want 15% CR instead of 15% replacement; but for a muc larger fleet, ~5% CR is a smaller bonus, but a non-officered carrier support group of like 6 destroyers with thunders would get 25% faster rebuilds, which is fantastic. So the balance of the skill relies heavily on total fleet size. A bit screwy tbh.

This is part of what bothers me about the current carrier skills - they're each contending with pretty solid generalist skills that also benefit carriers. If I'm going to be switching up or adjusting my fleet from time to time and don't want to burn story points, why not the generalist skills? Even for a carrier fleet it's not a clear benefit to take the carrier skill over the mixed skill (though maybe the upcoming nerf to ECM will make the tech choice less lopsided).

7
Suggestions / Re: Docking Fighters
« on: April 13, 2021, 06:42:05 PM »
Something like this would also help with having a way to get fighters to repair. Unless I'm mistaken, it seems that they'll only dock for re-arm and not if they're fine on ammo but have 5% hull.

(Regardless, this should probably go in Suggestions instead of general discussion)

8
Mods / Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« on: April 13, 2021, 02:27:59 PM »
Duchess was admittedly in simulator, but Outlaw was a situation of facing multiple Outlaws in a pirate fleet. While ultimately they were outflanked and overwhelmed, that was only after they barreled through my non-capitals with lower than 65 speed. They're durable and well-armed enough to shrug off anything less than a dedicated assault, while being fast enough to dictate engagements better than most capitals and chase down slower cruisers with relative impunity.

9
Mods / Re: [0.95a] Arma Armatura 1.4.4 (4/13/2021)
« on: April 13, 2021, 01:52:09 PM »
What determines which carrier the Einhander picks for refit? First time I tried it in battle it trucked past a number of other carriers to stop at one battlecarrier knee-deep in fighting.

Regardless, Einhander is good fun.

10
Mods / Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« on: April 12, 2021, 10:27:21 PM »
Some scattered feedback on (in my opinion) outliers:

- Many of the capitals are a little too good, particularly the fast (60+ speed) ones. Duchess and Outlaw stick out particularly, having high speed, decent flux, high OP, and still pretty good durability.

- Antlion is way too good - 4 fighters with regular ion cannons and decent PD is just too handy. At least change the ion guns to high delay.

- Flea is maybe a tad too good compared to the Wasp, at least for being 2 OP cheaper.

- Bandit, Brute, Cudgel, Cutlass, and Buccaneer are generally fine & interesting, though the Cudgel may be a tad too good overall - maybe tone down its flux stats a tad?

- M21 light blaster is fun, but maybe a tad too useful for being a energy ballistic with high spike damage and relatively low OP/flux requirements.

11
General Discussion / Re: friendly AI behavior
« on: April 12, 2021, 08:24:42 PM »
Other than the turning towards frigates thing, I haven't seen ANY of that. For those that aren't already, I highly recommend using only aggressive or reckless officers and setting the fleet doctrine to aggressive in the fleet tab.

Wait a sec, I didn't realize that adjusting fleet doctrine affected your own fleet's non-officered ships too, but there it is in the pop-up. Huh, good to know.

12
I'm still trying to find a good fit, but Escort Package range boosts to PD also applies to the Heavy Machine Gun. I put it on a Gemini and gave the ship a high DP escort fighter and an officer with elited Point Defense (another +100 range). Not going to win any duels, but having over 600 kinetic damage with roughly autocannon range on a 9 DP freighter can make for good fleet support (and good PD, of course).

Probably a better choice for an HMG auxiliary than the Gemini, though...

13
Mods / Re: [0.95a] Arma Armatura 1.4.3c
« on: April 12, 2021, 06:35:56 AM »
I found it from a (pirate, I think) contact offering custom production.

And as for EX, it is only a 20 DP superdestroyer - having something that can take out a cruiser or even capitals for only 20 DP is pretty good already, hah.

14
General Discussion / Re: friendly AI behavior
« on: April 11, 2021, 09:08:11 PM »
I realize this is drifting a bit from the original topic, but...

If ECM cap is going to be 10%, could non- capture point source be a little smaller? I get the sense it's going to be too much of a 'I'm wasting too many ECM points doing nothing' or 'my ECM's going to be screwed anyways so why bother' whipsaw. Probably best to see how it just a lowered cap works in practice before fiddling more, I suppose.

And more on topic, Reckless officers do have their place. Despite what others have said, I'm a big fan of putting one on a Tempest, if they're sufficiently high level. Tempests have a lot of survival in addition to bite, so if the officer ends up biting off more than they can chew a retreat order will usually see them out safely without too many crew losses.

15
For campaign quality of life, reduced logistics needs, and greater strategic flexibility, I generally run drive fields on all my <9 burn vessels. It's nice to have a fleet with big vessels that can still pick & choose engagements, hide in that nearby asteroid field, or catch a fleeing fleet and go guns blazing.

Admittedly I tend to only run with 0-2 capital vessels, but it's nice to be able to have a generalist fleet that can either bust stations or go on expeditions without needing to swap out too much of it.

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