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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Topics - Warnoise

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General Discussion / We need weapons that counter fast ships
« on: January 10, 2022, 09:04:46 PM »
Currently there are no counters against fast fleet. The only way to counter fast fleets is to fight them with a fast fleet.

Especially knowing how the AI performs way better with a fast ship than a slow ship, speed is the most important stats in the game.

Currently the only weapons that supposedly counter speed are:
-Salamander: a meme missile that hits 5% of the time. And ironically it only hits slow ships since fast ships can easily dodge it or block it with shield
-Emp weapons: Unfortunately low tech ships don't have access against those but currently they are the best method that counter fast ships
-Mines: another weapon which is mainly used by a fast ship (doom)

So my suggestion is to introduce an area denial weapon or give salamander emp buff (make it hit through shield when high Flux)

Currently, In a fleet vs fleet battle where all ships are properly equipped, fast ships perform better than slow ships

When I explore early game, I sometimes find an interesting thing, such as a derelict capital ship or something else that I couldn't deal with at that moment but plan to deal with it later. The current problem is that there is no way to "mark" these spots. Therefore, it would be so helpful to have a function on the map that allows the player to set notes on the map where he can write some information.

That way, later in the game we can set our own helpful information which I consider a pretty qol improvement imo.

General Discussion / Let's talk about the Prometheus MKII...
« on: May 13, 2021, 09:54:34 PM »
So I am correctly doing a LP run, and I just got my hand on one of these ships.

After trying it in combat, well...for 32 points, it clearly didn't pay for its worth of dp.

I wish Militarized subsystems was built-in so at least it leaves some OP for better weapons/hullmods.

I am thinking about tweaking ship files and give it some tweaks, so how do we make the promotheus MK2 viable?

General Discussion / Let's talk about xiv ships
« on: April 09, 2021, 09:51:46 AM »
Considering how rare they are and how hyped up in the story they are, I was expecting them to be absolute beasts in battle. When I bought my first xiv dominator (double the price of the original dominator) I was expecting some op monster of a cruise who could make a difference in the battlefield.

Well to my dismay, the ship felt arguable even worse than the original. It was slow and sluggish as hell making it extremely hard to aim properly with its main weapons at anything faster than an onslaught. So I though, did I pay double the price for a measle 100 armor and little bit of flux capacity? Well at least the original dominator is already kinda slow so it wasn't that big of a loss.

The xiv falcon, enforcer and eagle are downward Garbage. Paying a higher price for a slow orange junk that can't handle a high tech frigate on its own is a net loss that made every battle higher than pirates a huge challenge.

The only xiv ship worth its price is the legion. Those 2 large missile slots are good. Xiv onslaught is a little bit better than the original but still not worth its price (almost as expensive as an effing paragon ffs)

XIV hullmod is an absolute garbage and need a total buff to make the ships worth their price. I like the vayra XIV hullmod better since it goes well with the elite style of those ships.

General Discussion / Enforcer needs another ship system
« on: April 03, 2021, 02:32:08 AM »
Feels like the enforcer doesn't have a ship system. The current system is not only useless, it is also never used by the AI. If the enforcer can turn around while boosting, it would be decent at least, but currently, the enforcer feels as if it doesn't have burn drive because it is never used neither by the AI nor by the player.

General Discussion / Slow ships are lackluster now
« on: March 28, 2021, 06:43:47 AM »
Since everything zips around like a formula 1 and hits like a truck, ships like dominator and onslaught just get bullied and die.

If you want experience how being kited forever and not being able to kill anything feels like, then just play one of the ships above.

General Discussion / Is it the end of system override?
« on: March 23, 2021, 07:29:48 PM »
With the nerf of assault chaingun a, I think there is no point in ever using system override now.

Considering its op cost the and the disadvantages it brings with there simply no weapon that fully benefits from it anymore.

Personally I disagree with assault chaingun need since it is a high risk/high rewards weapon. With the nerf now it is a high risk low reward weapon.

On top of that, we don't have any other weapon that fills that nich (low range high dps).

I guess this patch will kill off system override and proves the supremacy of range playstyle.

Your take on this?

General Discussion / Let's talk about low tech ships
« on: March 09, 2021, 10:03:02 PM »
So I tried to field different fleets of various techs ships.

I made 1 high-tech fleet, 1 mid-tech fleet and 1 low-tech fleet (4 capitals, 5 cruisers, the rest are frigates/carriers)

I used them against remontant Ordos.

High-tech ships performed far better than the other two. Next come the mid-tech which also did pretty well, and lastly came the low-tech which every time sustain tons of damage when they win.

So why would anyone use low-tech ships? They are supposed to be the most admired of the bunch, but is armor even important in this game? One harpoon can destroy the armor of everything other than a fully armor buffed onslaught.

The lack of shield coverage makes low tech ships in general very weak against fighters and phase ships.

Imo low tech ships should be attack oriented ships that get in your face and unload hell on you, but ironically it seems mid-tech ships like the hammerhead are designed for that.

So what advantages would low tech ships in general bring to a fleet?

Can anyone tell me what are they meant to be? Unfortunately currently the game lack the weapons that go well with the burn drive skill (low range but very high damage)

What would you add to make low tech ships in general perform closer to their counterparts?

General Discussion / How do we balance fighter spam?
« on: February 28, 2021, 10:44:01 AM »
Fighters now are the by far the best in terms of cost/performance. They play so many roles that having (a lot) of them in a fleet is a must:
-They bomb targets without worrying about ammunition
-They can block incoming damage. Especially incoming torpedoes and other high damaging projectiles
-They can aggro AI turrets, leaving your actual ships safe from damage
-Fighter spam will melt absolutely anything without having to worry about ship losses

Seriously, every playthrough I found myself changing to fighter spam fleet without realising it. All that because fighters so much better than anything else.

I am aware however that they are in a delicate place currently, but for a start I wish at least they don't stop non pd projectiles (unless they are heavy fighters) because having your torpedo getting stopped by a small spark is kind of frustrating.

General Discussion / Are low tech ships supposed to be the "lowest"?
« on: October 19, 2020, 02:18:38 AM »
Currently, I have a feeling that overall, High-tech and mid-line ships are better than low tech. Not only they have the best ships (doom, astral, paragon) they have also better fighters, better dp and also better survivability (shield+speed).

Meanwhile low tech ships feel like playing the game at a harder difficulty. Anything below destroyer struggles against mass salamander. Fast fighters like the thunder are a bane for low tech ships. Sabots also are 1 way ticket to overflux city whenever they target a low tech ship since it outranges most of the ballistic PD's.

What I want to say is, low tech ships are designed in a way that makes them have tons of weaknesses. Very few low tech ships standout compared to mid tech and high tech.

Is this by design?

Currently the armor stat isn't useful to be honest. It all takes 1 harpoon salvo to destroy the hardest armor (onslaught).

Also, there are so many tools that make armor kind of useless (this is why low tech ships are least popular)

I feel that armor should be higher overall on ships that have poor shielding (for example Onslaught armor up to 4k?) That way, even without shield, it still can eat many shots before crumbling.

Also armor related hullmods should be better imo. A +% based armor mod instead of flat bonus in armor would be a great asset for ships that are naturally armored.

Some mods added an amazing function for armor, and that is a detacheable armor, like a sort of independent module attached to the ship that needs to be destroyed before it reaches the ship's armor.

So what do you guys think about the current armor system?

General Discussion / Is there a guide on how to use the AI combat?
« on: September 23, 2020, 03:47:42 AM »
I am currently at a stage in the game where I always fight.

What I noticed during fights is how the enemy ships are so well coordinated and how they retreat fast when their flux is high.

I tried so many things but I couldn't manage to make my ships move the way I want. I set for example my legion to protect my onslaught, when fight begins I find my onslaught standing back while my legion is fighting an army alone.

So how do you guys handle the AI to make it effective?

For example you want to flank, or maybe you want them to stay close together, etc..

General Discussion / How to counter Carrier spam?
« on: September 13, 2020, 09:17:46 PM »
So I am fighting Tri-Tachyon, and one of their invasion forces has only carriers. 5 Astrals, the rest are assortment of Heron and Dovers.

For the life of me my fleet can't even approach them. Their Astrals just stay in the back demolishing my onslaughts with their bombers and interceptors. I tried to change the loadouts, but it was fruitless since my ships always end up overwhelmed.

Is there a decent strategy to counter mass carriers?

General Discussion / How do we make small ships useful?
« on: September 11, 2020, 01:06:27 AM »
In the current state of game, anything below frigate is a waste of money and resources.

There are some few exceptions that can fill a specific niche role, and that's it.

In general, small ships are supposed to be harrassers and cheap cannon fodder. But currently, they are not fast/nimble enough to dodge incoming fire.

This is why in my opinion, small ships should have their speed/maneouvrability to be increased overall. That way, they are they flank capitals quickly and become useful even late game as distraction since they can dodge better.

Anyone has an idea on how to make small ships more useful?

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