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Messages - coldiceEVO

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1
General Discussion / Re: Prometheus mights need a nerf. (Update)
« on: March 15, 2024, 06:17:35 AM »
I see no issue with that. Get civ logistic ship involved in combat and turn them into slowly moving buff beacon and post risk to logistics.

2
General Discussion / Re: Help satisfy my urge to maximize Pilums
« on: December 05, 2023, 10:49:05 PM »
Make up your mind, you are either in the mood or you want to use regular missiles.
Trash 5dmod ship with abysmal combat stats but cheap dp can go throw and regen pilums.
They are distraction provided for retreating combat ship, knowing there is a minute worth of pilums to distract enemy movement.

3
General Discussion / Re: Gifting Ships to Defence Fleets?
« on: November 03, 2023, 06:46:37 AM »
I would have 1 or 2 screen of old ships collecting dust in abandoned stations by the time I am done.

4
General Discussion / Re: Ramming Speed!
« on: November 03, 2023, 06:44:17 AM »
You've never seen a shrike dashed to his death?
Anyway make them flank, hold them in reserve and escorts until anvil has made solid contact, or pack a few of them together.

5
General Discussion / Re: Bounty fleet size
« on: October 25, 2023, 08:13:00 PM »
And battlestation bounties need to pay more like they originally did.  They are at least about as hard as a 150k bounty, but pay only about 50k-80k - cheapskates!  As they are, the battlestations can bully the core worlds as much they want.
I just don't sack them anymore unless I wanted to respawn them in another location. Free comm and salvage midway in 3+3 locations without any additional investment.

6
General Discussion / Re: Bounty fleet size
« on: October 18, 2023, 10:44:19 PM »
I suggest cooling off this type of bounty with other bounties and activities while you are still learning. In worst case scenario, shelf unnecessary ships in storage, even the paid storage are better than paying supply and fuel all the time.
Recent bounty success massively bloat up enemy size. You can't keep up unless you know how to snowball a strong fleet and plan tripsm

7
General Discussion / Re: Pirate themed fleet
« on: October 10, 2023, 12:18:01 PM »
Try gauss and squall maximum range build for atlas mk2 with Ipdai or officer gunnery skill for target leading if you can't funnel enemy in dense formation that would still land on miss, otherwise swap gun to devastator against fighter and missile spam. They should stay in line formation. And faster ships in flank.
Try falcon p, colossus mk3 with thunder.
They had also used brick like venture, but it traded shield, speed and missile capacity for armor, guns and missile cd skipping system.
Against redacted capital, you would need to have faster ship blocking it from breaking through to your slow bricks.

8
My experiences are pretty dated.
Pilum is ship seeking smoke screen and AI jammering bouy. Any ship anywhere can launch them, and they just slowly wiggling through friendly like school of fish towards enemies. Enemy AI would keep prioritizing and reacting to these nothing burgers like slowly impending doom thus tuning down their normal aggression with say range and number advantage. I don't remember if AI core cares.
Trash ships with fast missile rack can quickly lay a bunch of them out from the back instead of direct combat.

9
Just kill fleets for supply and fuel anywhere you want.

10
Blog Posts / Re: Wormholes and Sundry - Getting Around the Sector
« on: September 01, 2023, 08:00:10 AM »
I want hyperspace trash patch.

11
It looks like a solid build. It maybe weak against emp

12
General Discussion / Re: Destroyers
« on: July 31, 2023, 07:32:50 AM »
It is by design to be replaced as battle size went on. Every addition of crusier and capital means some destoryer has to make room for big guns, big missile, thick armors, more fighter/bomber/storage and has to reduce the role to be the flankers and escorts than being main assault element.
A simple solution is to increase the bonus to destroyer to 80% to full bonus like frigates on ecm/navi/CmdPt/ppt etc., which already are designed to tip the balance for smaller ships in large battles. The bonus-cost ratio makes no sense for destoryers because you get half of the bonus for twice as long for more DP to deploy. Alternatively frigates and destoryers can lean differently on how they provide their bonus so each has a style of its own: frigates with more speed and smaller profile to exploit angles and destoryer with more room and closer match to larger ship.
Alternatively AI work can be done so that agile ship(s) can rotate behind the shade of large ship for weapon repair and venting and rotate out with burst weaponry like a moon around the planet in a very coordinated way, acting like station module.

13
As escorts and xyphos carrier. Destoryer has the PPT, stat and speed to stay with bigger ship and lean enough in DP. And range build and CH build are less affected by dmod and further reduces logistics

14
It is as if bounty is looking for you after you've completed some bounty. The fleet growth rate of bounty generation is ridiculous and this is coming from an industry salvage addict. You should take a break to explore when you dont have hullmods and officers fully in place to take on enemy of superior quantity(I see you've completed some 10 destoryer battle, now its time for 20 cruiser stack, oh you' are having fun with crusier stack? Here is 30 ships with capital stack).
To chase that growth rate means getting hull even with bad deals(buying hull instead of salvage or cheap sale) whenever possible for even worse deal(bang your head with enemy ship of larger size, and fleet of larger size and hope you get one size larger ships by chance). And the barrier of capital means money dont buy you bigger hull for those who didnt take on commission. Atlas mk2 costs 1 million.
But ignore the above if you SO by default.

15
General Discussion / Re: Money balance
« on: July 09, 2023, 10:52:55 AM »
Money isnt useful past early game.
Even mediocre sources of income like bounty and explore for me is 800k-1000k in the bank after 2 tours(120 days each) with additional benefits. Now what?
Not everything can be bought or paid to be done. Rare item, strong fleet, build colony, beat a faction, body guard, capital... Even as mundane as mission gathering, ship or item purchasing is unskippable legwork. The closest thing being blackmarket weapon dealer, doing so at some fold of market price, and market price weapon is already blantantly costly.

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