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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Messages - Amoebka

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1
Suggestions / Re: Odyssey shield radius is too large
« on: June 23, 2021, 09:37:22 PM »
Is there a particular reason why odyssey is using an obviously oversized shield?

If you bonk into someone with your shield down and then raise it at just the right moment, fun stuff happens. Larger radius makes it easier to time.

2
General Discussion / Re: Your best themed playthrough ideas?
« on: June 19, 2021, 06:25:00 PM »
Have you done the usual faction cosplays? Only allowed to use ships that say "pirate" in their design type, only allowed to use pather ships, only allowed to use "hegemony" / "hegemony auxiliary" design type + XIV versions of ships, etc.

3
I have on this save file alone 20 (potential) contacts, of which 18 are medium and 2 are high. Both high are underworld bosses who wanted spaceports down - those are easy to spot. MOST mediums are station commanders, base officers or quartermasters, so I'm calling bull on that part. I intentionally only do bar missions which seem to be "important" - tactical bombardments, industry disruptions, bounties that seem hard (even then, the guy who gave me the derelict bountry turned out to be medium).

Mediums with priority aren't even remotely the same as high. The "4 missions" they offer are always low quality. High on priority does seem to have good stuff (capital ships offered, production with over a million limit, merc bounties). I can only imagine what very high is.

Point is, it should be less random and have a safeguard of some kind. If I did 10 bar missions and weren't offered a high value contact, the game should start gradually raising the probability until I do.

4
...And the only high improtance ones were underworld and story-related.

Can we please either make it less random or make medium contacts less damn useless? Even with 25 rep + priority they offer nothing good ever.

5
Modding / Re: [0.95a-RC15] Trophy s-mods [0.3.1]
« on: June 17, 2021, 03:38:29 PM »
Hegemony has medium priority for ship quality IIRC. But since they have a pristine nanoforge they still get no d-mods. TT has to overcompensate with doctrine because they only have a corrupted one.

6
Modding / Re: [0.95a-RC15] Trophy s-mods [0.3.1]
« on: June 16, 2021, 05:36:26 PM »
TT fleet doctrine is basically ship quality at the expense of everything else. Which makes it even more weird that they get the least s-mods with this mod.

7
Modding / Re: [0.95a-RC15] Trophy s-mods [0.3.1]
« on: June 16, 2021, 02:10:51 PM »
Played with the mod a bit, seems stable enough now? Makes the game surprisingly hardcore - most enemies have s-mods, and you have none.

My one complaint is how it ties the number of s-mods to officers. It means Hegemony will often have 4 s-mods on their patrols, but you have to be lucky to ever see a TT patrol ship with 2. So no high-tech s-modded ships until super late game, but plently of midline/lowtech. Maybe it should just scale with fleet points instead?

8
General Discussion / Re: Some thoughts on phase ships
« on: June 11, 2021, 07:52:34 PM »
Yes please. The more phase-heavy fleets the game has, the sooner people will realise how fudamentaly broken, uninteractive and antifun they are.

9
Suggestions / Re: Where is the player's "inventory?"
« on: June 11, 2021, 06:51:20 AM »
It is somewhat more relevant now that player character can get caught with their pants down in a bar by cops. That said, I would prefer Starsector to not have Space Rangers inspired text quests with character inventory and such.

10
General Discussion / Re: the #1 reason I don't play this game
« on: June 10, 2021, 11:29:51 AM »
Incremental improvements in armor tanking behaviour.  :D

It is annoying when ships with super-efficient shields decide to drop them to armor tank, but it's also annoying when ships with garbage shields never lower them. People complain about both regularly. It's hard to get it right.

11
Modding / Re: [0.95a-RC15] Trophy s-mods [0.2.0]
« on: June 10, 2021, 10:55:19 AM »
I'm guessing it adds S-mods to the enemy ships and allows to recover them without losing S-mods? But yeah, the OP does a rather poor job of describing the mod.

12
Blog Posts / Re: A Tale of Two Tech Levels
« on: June 10, 2021, 07:26:00 AM »
The paladin Brilliant makes me doubt if you are being sarcasic. I case you aren't, both your examples (Brilliant and Eagle) would be much better if you used other slot types for anti-armor (large energy and medium ballistic, respectively) and medium energies for other roles (pd and long-range supression, in these cases). Even if you insist on wasting good slots on meme weapons, I'm still not convinced phase lances are worth using. Your HMG Eagle would be better off just using one heavy blaster instead of two lances.

13
Blog Posts / Re: A Tale of Two Tech Levels
« on: June 10, 2021, 07:07:21 AM »
AMB I mentioned in my post. It has many drawbacks and is extremely AI-unfriendly. Mining blaster is a strictly worse heavy blaster that exists for flavour reasons and shouldn't ever be used by players. Phase lance fails hard against anything that's not a frigate or a Sunder. Go into sim right now and try to kill an Enforcer using a phase lance.

14
Blog Posts / Re: A Tale of Two Tech Levels
« on: June 10, 2021, 06:06:22 AM »
Well, yeah, you pretty much have to use heavy blasters to do any hull damage at all. Doesn't mean the weapon is very good, just means there is no alternative.

15
Blog Posts / Re: A Tale of Two Tech Levels
« on: June 10, 2021, 05:57:21 AM »
Observation: Energy weapons are most effective against poorly shielded targets, as very few of them do kinetic damage but plenty of them are effective against armor.

Most energy weapons have very poor per-shot damage, making them horrible against armor. Large ones are fine, but not a lot of high-tech ships can even mount them - just Paragon, Odyssey and Apogee. The vast majority of high-tech battleships rely on medium energy for damage, and among those only the horribly inefficient heavy blasters and mining blasters are good against non-frigate armor. The only small energy that does anything against armor at all is antimatter blaster, which has tons of drawbacks to compensate for it.

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