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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Daynen

Pages: [1] 2 3 ... 31
1
General Discussion / Re: GLORY TO THE SINDRIAN DIKTAT!
« on: January 07, 2025, 10:09:28 AM »
You know why I DON'T satbomb the diktat?  Because they always have a great stockpile of reasonably priced fuel.

PRAY THAT NEVER CHANGES, SINDRIA.

2
General Discussion / Re: Maximum Ground Defense
« on: January 07, 2025, 10:07:21 AM »
Massive ground defense there.  Shame it won't matter because the game just does the math and goes "okay I'll spawn enough marines anyway."

3
General Discussion / Re: Retribution builds for sale cheap
« on: January 01, 2025, 05:51:20 PM »
Two storm needlers and a hellbore for the large mounts and a pair of thumpers on the mediums.

Yeah, I know.  "Thumpers?"  Sounds insane, works better than it has any right to.  You've got constant kinetic pressure to keep targets at high flux (and consequently nerf their return damage output a bit,) a hellbore for that initial armor crack and then thumpers to add cheap, flux efficient, nonstop damage.  Set your hullmods to make it work for you, jump around until you find your target and just listen to the carnage as you absolutely eviscerate, reveling as your damage increases inversely to the enemy's remaining healthbar.  You've got all three damage types doing exactly what they do best at every stage of an engagement and the mobility to apply them all with extreme prejudice.

4
General Discussion / Re: Phase ships
« on: January 01, 2025, 05:43:45 PM »
Weird random thought: what if entropy amplifier affected damage sources from everything -BUT- the afflictor?  What would that game look like?

5
General Discussion / Re: Onslaught is laughably bad
« on: November 22, 2024, 09:00:33 AM »
Guys guys guys!  How can you call this scholarly gentleman a troll when I regularly box with Onslaughts in an Atlas mk II?  Of COURSE it must be terrible because I can beat it for half its DP cost!  I demand you all apologize promptly and forthrightly to this misunderstood pariah and offer reparations in the form of... uhhhh... in the form of um...

Well I'm sure I'll think of something but in the meantime I wag my finger at all of you.  DISAPPROVINGLY.

6
General Discussion / Re: I wish pirates weren't just murderous
« on: October 29, 2024, 10:56:02 PM »
Real pirates shouldn't be going after big, well-armed fleets anyway; they should be chasing down merchants and supply fleets for easy loot.  They should be interested more in fast raiding ships and combat freighters so they can chase something down, blow up the escorts and hold the logistics ships at gunpoint, not engage a Hegemony armada.  Safety overrides should be their bread and butter and they should be ultra-aggressive in a fight right up until the moment they think they might lose, at which point they should be turning tail and running because they're not there to challenge a navy; they're there to score easy money.

Realistically, if they got their hands on a paragon they'd more likely tear it apart for useful tech for their smaller, faster fleets...and they honestly shouldn't have permanent bases on planets either; they should be trying to stay hidden, possibly even nomadic, to avoid the authorities.  Seriously, Kanta's Den is just BEGGING for a Heggie sat-bomb.

Ironically, I have to agree that the Luddic Path act more like pirates than the pirates do.  At least they actually stop you and demand money before they attack.

7
Now see, I WOULD HAVE posted my Atlas MkII build but it's definitely NOT "ineffective" because I probably have more lifetime kills with that ship than most others combined.  Easily the best pirate ship in the game and for those who explore it thoroughly, it punches WAY above its 24 DP weight class.

8
I'm not sure how "ineffective" it is but I love Monitors built for pure shield focus.  No weapons.  They just dance around dodging big stuff and soaking up little stuff until the enemy either dies from their built-in flak guns (which in itself is hilarious) or they run out of PPT first (because of course I'm giving my boys as much PPT as possible.)  They'll never kill anything of note but they WILL be the last picket ships on the field.  Bring around 8 of them, send them to objectives and then engage whatever looks like a good target as the enemy fleet splits up.  Capital ships can't bring them down because they convert so much flux to soft that they just never drop their shields.

For more funsies, deploy only four at a time and no other ships.  Waste the enemy's time and missiles, then send in your workhorses and clean up the empty, worn out bastards who dared challenge your memery!

9
General Discussion / Re: Looking for a mod that adds powerful small ships
« on: October 15, 2024, 09:46:40 AM »
Try Hazard Mining Incorporated.  Get a Monjeau.  Think you might enjoy it.

10
General Discussion / Re: How many duplicate ships do you have in your fleet?
« on: September 12, 2024, 10:42:15 AM »
I've got three Retributions in a fleet alongside eight omens, four monitors, and a smattering of hammerheads, sunders, a fury and...I think I still have an Apogee in there somewhere.  Haven't loaded that save up in a bit; I've been busy. XD

11
General Discussion / Re: Help with Pegasus loadout against Domain drones
« on: August 26, 2024, 01:22:31 PM »
Yeah if you're going pilums you kinda have to go all in.  Past a certain density they reach critical mass and just overwhelm PD as they surround the enemy and close in.  Below that, you're just mildly herding the target away from you and wasting time chasing it.  cyclone reapers?  On a Pegasus?  With the nonexistent convergence of those hardpoints, that's just asking for things to go horribly wrong.  Why not just load up four hurricane MIRVS?  They're guided enough to make it count, cover a wide area on the target and deal HE damage; they're perfect against derelicts.  If you've got them, it's not a bad way to use them.

12
General Discussion / Re: Salvage guidelines?
« on: August 22, 2024, 10:55:11 AM »
S-mod the ships you want to keep and use through your career; the extra OP you get back from a couple S-mods can elevate your fleet to a completely different level.  I don't S-mod most frigates except for perhaps omens and monitors; once built out they make phenomenal picket ships that can waste a TON of the enemy's attention, missile ordnance and PPT while they sit on objective points and just refuse to die.  S-mod once you've got a build in mind; story points are probably the most valuable resource in the game and wasting one on the wrong mod/ship can waste a lot of your time.

As for logistics, I look for things that make them more cost-efficient to run; solar shielding is my favorite since it removes those bursts of supply usage from storms and coronas, making your logistics ships not only cheaper but more predictable to maintain, reducing the variance and easing your guesswork on how many supplies you need.  Insulated engines is nice since capital logistics are otherwise a massive neon sign saying "CHASE ME!" to anyone onscreen.  I'm tempted to try S-modding efficiency overhaul and solar shields to see just how cheap I can make my logistics but that seems better suited for late game where you're not really running from enemies as much.

Never really felt the need to S-mod augmented drives; I'm comfortable with 18 sustained burn and with my skill spread I only need ships to hit 8 burn on their own, which is only an issue if you've got a super slow capital ship with a D-mod to get it down to 5 burn.

13
Ains Ooal Gown would like a word with you...

14
General Discussion / Re: Salvage guidelines?
« on: August 21, 2024, 09:45:33 AM »
I don't bother with ships that are regular and common.  Anything smaller than a destroyer is basically out; those are cheap and everywhere.  Only ships I'm specifically trying to find are worth a look, only if they're not loaded with D-mods and IDEALLY not costing a story point because I'd rather use those on things like S-mods, colony improvements, elite skills and evading bad engagements.  Besides, even the game tells you the math: salvaging and restoring a junked ship is going to return less value than the scuttling and that's BEFORE you consider the extra cost if you're undercrewed.  Hell, even if you brought tons of extra crew just for salvaging, you're paying their salary every month anyway.

In other words, I only salvage ships I SPECIFICALLY want AND don't expect to see again anytime soon.  The rest I can build with heavy industry anyway.

15
General Discussion / Re: Wow......just wow
« on: August 19, 2024, 01:03:37 PM »
Welcome to the sector, captain.  Think it's awesome now?  Just wait till you dive into the mods...

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