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Topics - tseikk1

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General Discussion / Officers are a pain!
« on: July 15, 2023, 10:10:28 AM »
Changing combat personality costs a story point, up to THREE if going from timid to aggressive for example.

Choosing the skills you want costs a story point. But you still aren't guaranteed to get what you want. Trained an officer to level 6 all the way from 1? Didn't get the skills you wanted, even after spending a point? Too bad.

Making skills elite costs a story point PER SKILL.

Promoting promising officers from fleet costs a story point.

No way to change officers skills, leaving 99% of cryopod officers entirely useless, even the rare level 7's.

Officers are still uncommon enough that it takes me a good chunk of midgame just flying from place to place looking for level 1 officers.


What is the purpose of the current officer system? It for sure can't be lore, in the story the player is surrounded by incredibly competent crew. Surely we can have someone equip the new kid with Gunnery Implants, or tell them not to pilot their ship as if they're suicidal without these being considered "exceptional feats".
An argument could be made for balance... Except the newest update just added a way of getting 100+ DP worth of ships piloted by alpha cores for no skill investment.
Is it vision? Are officers supposed to be scarce? Then why is every non-player fleet (even pirates) and their dogs running with more and higher leveled officers than the player could get?

If you didn't guess, I'm not a big fan of how officers work in this game. I think they should be less rare, I should be able to choose their skills and personalities freely and I should be able to retrain them if I wanted to.

2
General Discussion / [shitpost]Speculating next patch
« on: January 11, 2022, 04:10:47 AM »
It might be time.


3
I've assigned my ships to groups using control + number, and can easily and quickly select which ships to send to battle using those numbers. I can't do that when pursuing an escaping enemy and using the "order your second-in-command to handle it" option, and must instead manually select each ship I want to send. My suggestion: let me use numbers there too :)

4
General Discussion / Support Doctrine and Derelict Operations
« on: December 15, 2021, 01:01:52 PM »
How exactly do these skills work in conjunction with skills that use total deployment cost, such as Crew Training? If I have a 5d-mod unofficered Onslaught, will it add 20 or 40 total deployment points to the calculation?

5
General Discussion / Vanguard
« on: December 14, 2021, 11:10:16 AM »
Has anyone of you managed to make this ship actually work? It seems to me like it's just a worse version of lasher or centurion. I think AI doesn't use its damper shield enough and without shields and with low speed it dies to everything.

6
Bug Reports & Support / Missing quest NPC
« on: April 27, 2021, 04:47:05 PM »
I got a delivery mission from my contact - only the person i'm supposed to deliver to does not exist.
Vanilla, no mods.



7
General Discussion / Revenant and Phantom
« on: April 24, 2021, 03:03:28 PM »
Apparently they still count as both combat ships and phase ships for phase corps, weapon drills etc.

They are (still) classified as "phase(civilian)" in custom production and can't be viewed in either phase ships only or civilian ships only mode

Despite reporting this as bug quite a while ago (before the latest hotfix) this hasn't changed. This leads me to believe it's intentional. I wonder if that's the case? and if it is, why? They can't even equip weapons.

8
Suggestions / Two small annoying things
« on: April 20, 2021, 04:26:42 AM »
Upgrade the built in dedicated targeting core in certain salvageable legion XIV's into built in integrated targeting unit

Let us change the personalities of officers found in cryopods, nothing like finding a level 7 officer and seeing it is timid/cautious

9
General Discussion / Low tech is being left behind!
« on: April 17, 2021, 09:00:43 AM »
We've had a lot of time to play out 0.95a, test new skills, ships, weapons etc. Vast majority of fleets I now see on the forums, reddit, and discord are mostly high tech, with maybe some mid-tech mixed in. This is despite low tech getting some nice buffs in form of enforcer armor and onslaught integrated ballistics. I think there are two reasons for this:
1. the new skill system does not favour low tech. Energy weapons mastery and wolfpack tactics are two very strong skills that low tech cannot utilize in almost any way. Low tech frigate options are quite bad, in that its best ship is the lasher, which is basically only good in the early game, and its second best is the worst phase ship in the game. Oh and it also has kites I guess?
2. The ship lineup of low tech feels lacking in general. They are meant to be the dakka/missile heavy tech, but they don't even have a dedicated missile ship (no the buffalo mk2 doesnt count) OR a non-lasher user of accelerated ammo feeder.

While both high and mid tech work well on their own, low tech feels like it DESPERATELY needs to borrow stuff from mid tech (gryphon, hammerhead, monitor/centurion/brawler) in order to function. What can be done? Well I think low tech needs a couple new ships to fill gaps in its roster:
A proper, flexible, 6-8DP attack frigate with accelerated ammo feeder that can be overloaded to make it a bully of smaller frigates/light destroyers or equipped with pd/long range weapons to provide cover for easily flankable low tech heavy hitters.
A dedicated missile destroyer. 10-12 DP range, some medium/small composite slots (maybe even a large missile? might be too OP), missile autoforge ship system. low speed and shields, meant to be protected by others but offering finishing power for pure low tech fleets.

While we're at it, although it's not like high tech needs any buffs, why not give it a destroyer-size carrier with interceptor-benefiting ship system as well :)

10
General Discussion / !!SPOILERS!! Hardest bounty in the game?
« on: April 15, 2021, 05:30:05 AM »
Is this the hardest bounty in the game, or are there harder ones?


11
General Discussion / Automated ships combat readiness
« on: April 06, 2021, 11:59:44 AM »
The way combat readiness is calculated for player-owned remnant ships feels wrong. the skill description says my ships would have 64% combat readiness, but I also have +11% from crew training and +15% from officer skill. I'd expect my ship to be at 90%, but for some reason it's at 60%.

12
Bug Reports & Support / Revenant and Phantom oddities
« on: April 01, 2021, 01:29:54 PM »
Revenant and Phantom seem to have a fifth (invisible) ship type completely unique to them. Trying to search for them in custom production tab by using warship/phase ship/carrier/civilian configurations does not work, they do not show up in any of those. (they do show up when using ship size though)
Also despite their blueprints classifying them as "Phase (civilian)" they count both as a phase and a combat ship towards all skills, such as crew training and phase corps, that take their DP into account.

13
General Discussion / Help with wolfpack fleet and late game
« on: March 31, 2021, 07:32:47 AM »
So to start off, I've been having a great time with the new update. Toying around with the new skill system has been fun, and I've come to love the wolfpack tactics and energy weapon mastery skills. My fleet of falcon(p)s, omens, afflictors and tempests had demolished everything the game threw against me. Up until the point I decided I wanted to try the new automated ships skill that is.
To get a few droneships I'd have to disable them first. Now, I didn't think my only-frigate fleet would have a chance against a proper remnant ordo, not at all. So I sold my falcons, bought a paragon and an astral, and respecced a couple officers to better fit into piloting them. Now I was ready, I thought. Walzed into a red danger system, picked a fight with the smallest ordo that still had a Radiant, and got properly destroyed.

NOTHING worked. First of all, the remnant fleet had a 61% ECM rating against my 30%-ish. Instant -20% range.
Usually my strategy to beat much larger fleets was to encircle them, then use eliminate orders to pick off targets (prioritizing defenseless ships like carriers) little by little until going in for the kill with full assault. This worked, because my omens, tempests and afflictors were always much stronger than my opponents' flankers, which meant my ships could clean up the sides before going for the encirclement. Against the remnants this did not work. Not only were the remnant frigates INCREDIBLY tanky for some reason, but they also had large amounts of fighters to kill my tempests (I even had extended shields! not enough.) and pressure my afflictors. Basically they used my tactics against me. Killed the frigates and surrounded the paragon and astral.

Now, I've spent a lot of story points on my officers, their skills and their ships. I know they are a renewable resource, but I'd still rather make the existing stuff, or at least most of it, or even some of it(please) work instead of grinding for new stuff. So I am asking for your help. What do I need to do to make this fleet good?

Skills:


Fleet:


Ship builds:




14
General Discussion / Commander playthrough. Good fleet/ship builds for AI?
« on: December 21, 2019, 05:08:46 PM »
late game fleet action consists mostly of three things: fighting ordos, battlestations and large endurance battles against targets much bigger than you (pirates, faction fleets). To handle everything at once, I've mostly relied on a flagship such as doom, paragon or astral controlled by me and my overpowered character with all the good combat perks. For the AI I mainly focused on durability, so that they could better distract the enemy. Although the power trip was great, This made the game pretty easy. Next playthrough I will try out this build:

https://fpdk.github.io/?s=0000102030405060708090x13031323334350607081x23001023334353x33031320334353

The idea behind it is that for my own ship I will only ever have a valkyrie with command center, nav buoy and ecm package phaeton tanker with ecm package and command center or a kite(a) with command center. I will have literally no firepower at all and thus no way to influence the battle directly. Instead, I will have ALL the fleetwide buffs, 10 officers, and lots of command points so I can order them around.
This should hopefully 1. make me pay more attention to my whole fleet instead of just a single ultra-ship 2. teach me to play around officer personalities, ship builds, skills, orders and command points 3. make the game more difficult. Last playthrough I could stomp pretty much everything the game threw at me. With AI vs AI, everything should be harder and I will have to choose my battles.

For this kind of playthrough I will need some help with ship builds. I have little clue on what the AI is actually capable of piloting well or what skills or personalities are good on officers. I am not interested in playing any kinds of monofleets, so no mass tempests or drovers. Everything else is welcome.
I will also be playing with tahlan shipworks and ship/weapon pack mods, so if you've got builds that utilize weapons or ships from those mods, I want to hear them too.

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