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Messages - Daynen

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1
Announcements / Re: Starsector 0.97a (In Development) Patch Notes
« on: January 29, 2024, 10:30:31 AM »
Reduced OP cost of auxiliary thrusters?

YOU JUST BUFFED MY ATLAS MK II, SIR.

2
General Discussion / Re: Nexerelin turned me psychotic.
« on: December 28, 2023, 09:49:51 PM »
I am an incorrigible weapon hoarder.

3
General Discussion / Re: Building for [REDACTED] fleets + stations
« on: December 28, 2023, 10:26:56 AM »
Personally I wouldn't be going after Ordos year one anyway; they're more prepared for you than you are for them.  Kinetics ARE important against them, yes, but if you don't have anything else it can be hard to close out the engagement because they tend to be fairly mobile too.

As for stations, personally I don't like to go after those until I have some cap ships with some decent large guns (read: something bigger than hellbores.)  The right cruisers CAN put in work but, while mobile enough to not just instantly pop, they generally can't facetank a station very long and not all of them have guns big enough to put real pressure on station shields.

Since the topic of burn speed is up, personally I find that aiming for 18 sustained burn is sufficient to keep pace or outrun basically anything in the sector.  Post-hyperspace topography bonuses you'll be at 20 in the great outdoors, but I find 18 in-system to be ample speed for catching things and turning to run when you're spotted.  I haven't used an Ox tug in forever.

On the topic of S-mods, I prefer S-mods that actually provide additional bonuses to building them in.  Sure, augmented drives is a LOT of OP to save, but S-mod slots are even more finite and precious than ordnance points.  With the right skills, ABD's not needed on anything but the most glacially slow vessels anyway; certainly not on cruisers.  If it doesn't drag my sustained burn down below 18, it's fine for me.

And yes, +15% CR is big.  Not only does it give you a bigger window of engagement before malfunctions, having higher than 70% CR provides passive bonuses to a ship.  The fleetwide CR bonus is basically THE reason I dip into leadership when it's not my primary skill line.

4
General Discussion / Re: Nexerelin turned me psychotic.
« on: December 28, 2023, 10:09:33 AM »
That's why I make sure my colonies are OUTSIDE the core, so I have plenty of time between a raid announcement and its arrival to decide whether to bomb the *** out of whoever's getting uppity or just let the salvage come to me.

Yeah, Nex is pretty fun.

5
General Discussion / Re: Atlas and Prometheus (mk.I)are gods.
« on: December 28, 2023, 10:08:12 AM »
Me, over here enjoying my S modded solar shielding and insulated engines as I merrily bounce from storm to storm taking no damage and evading entire pirate armadas on my way to plunder habitats and research stations with abandon...

6
General Discussion / Re: I think I just hit the motherload
« on: December 12, 2023, 03:33:07 PM »
Damn.  That's a monty haul of a system right there.  Don't waste it.

7
General Discussion / Re: Help satisfy my urge to maximize Pilums
« on: December 12, 2023, 03:31:31 PM »
.. but do all those Pilums actually do something, other than make the red ships spend flux on PD?

They also make a lot of ships waste PPT dodging them and staying away from your fleet while you pick your targets.  Additionally, pilums are actual objects and can even pop a shot from several weapons if they incidentally intercept.  Fighters can run into them too.  If you keep a steady carpet of new pilums filling the screen, the enemy WILL behave differently to avoid dying to them.

8
General Discussion / Re: Help satisfy my urge to maximize Pilums
« on: December 09, 2023, 10:50:14 AM »
Falcon (P).  Four medium missile slots on a reasonably maneuverable cruiser should scratch the itch nicely.  Alternatively, the Atlas mk II has two large missile slots for the new large pilum launchers, with plenty of ballistic slots for various sizes of PD if you wish.

9
General Discussion / Re: How does Ship Salvage/Restoration work?
« on: November 30, 2023, 09:31:33 AM »
Given that ships don't always break apart when disabled and this seems to affect the salvage chance, it would be cool if we could prune the salvage lists by purposely breaking up disabled ship hulks we don't want.

Deterministic gameplay is always pretty cool.  Take Battletech, for example.  If you just blast a mech, destroying weapons and knocking off limbs until its engine explodes, you get scraps.  On the other hand, if you knock its legs out and disable it, you get more choices from its parts or equipped weapons.  If you headshot it and kill the pilot directly, you can salvage pretty much the whole mech.

It's trickier in a real-time battle system with dozens of ships, but being able to directly influence our salvage by our combat methods would be cool.

10
You have to remember that once the game stops trying to beat us, it gets boring fast.  Successful colonies can easily negate a vast majority of the challenges the game throws at us, so colony-specific problems keep things from getting stale.

11
The thing about high hit strength is that it's better against HIGH armor because it peels through that high damage reduction to reduce more armor which reduces damage reduction sooner.  Once you've stripped the armor though, higher ROF weapons are better for hammering home the damage without giving your opponent windows to turn, fire, flicker shields or retreat.  DPS calculations are all well and good, but don't forget your enemy's not going to just sit still and stuck his exposed hull out if he can help it.

Not all ships will find it practical but If I've got the OP and flux to support it, I'll take a Heph over a hellbore any day.

12
General Discussion / Re: Why do AI inspections always succeed.
« on: November 13, 2023, 09:45:02 AM »
It's also not impossible that your fleets were otherwise engaged by something else and the inspection fleet just snuck through.  I've had that happen.  It's infuriating, but legitimate.  That's why I prefer to settle in systems with multiple planets so I can have multiple bases stacking defense fleets.  Even if the don't clean house, they WILL catch whatever slips in, buying time.

And yeah, if you're not enemies with the hedgies, be sure to change your colony's orders so they don't just hand the cores over.

13
General Discussion / Re: Stations, Probes, Etc
« on: November 13, 2023, 09:38:24 AM »
It would make sense to me that on the first trip, your crew bring back things that aren't nailed down, like supplies, blueprints, fuel, food, volatiles; you know, things that are IN the derelicts.  The SECOND trip would be where you pick up things like the metals, the transplutonics, etc.  meaning the derelicts THEMSELVES.

'Hardspace: Shipbreaker' demonstrates my logic; FIRST you go in and take all the valuable stuff like electronics, possessions, key components out safely, THEN you tear the ship apart for scrap.

If all that's not worth the trouble, then yes, a single salvage trip makes the most sense to me.

14
General Discussion / Re: On SO Eradicators
« on: September 12, 2023, 10:47:01 PM »
The problem with pathers is that unlike the player, they don't give two thirds of a whole crap about losses.  You do.  They can absolutely afford to make every single ship SO and suicide bomb you because they suffer no consequences for losing.  The advantage is that, should the need arise, you can run out their PPT quite easily and watch them flop and flounder as their ships become dead weight.

But if you think they're scary now, try the luddic enhancement mods.  Their fuel tankers become actual, LITERAL suicide bomber ships.  There are few things that will put you on edge faster than seeing a Prometheus IED ship barreling towards you.

Good times!

15
General Discussion / Re: Manual Piloting vs. Autopilot
« on: September 12, 2023, 10:43:04 PM »
Watch the AI handle Gryphons with reapers and tell me how badly you wish you were the one in control after it pops your own frontliners.  No way in HELL am I letting the AI run around like a drunk cockroach piling up D-mods on my flagship.

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