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Starsector 0.98a is out! (03/27/25)

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Topics - Bummelei

Pages: [1]
1
General Discussion / Unloved and Forgotten - Dominator
« on: May 04, 2025, 04:43:53 PM »
After having a great time playing with Grendel, Eradicator and Retribution, I decided to turn my attention to the Dominator. No one talks about it, it's like it doesn't exist, and the rare comments about it boil down to a simple phrase "just take Onslaught". Something is wrong here. So I decided to test it. And the result was somewhat disappointing to my expectations. Let's start in order:

1. Maneuverability and OP taxation.

The ship, like all other ships with frontal weapon mounts, suffers from the inability to engage multiple targets at once, but compared to a light Hammerhead or Midline cruisers with a maneuverability system, the Dominator is a complete brick that has truly colossal problems with this.
The ship requires both maneuverability perks, Auxiliary Thrusters and in no case S-modded Heavy Armor. We've only just begun.
He needs a means to fight off flanking opponents:

Kinetics in medium mounts? Suboptimal. Without defensive mounts, the frontal hemisphere is open to being pounded by all types of missiles and torpedoes, and offensive mounts pale in comparison to the options provided by small mounts. Therefore, offensive weapons with a Ballistic Rangefinder.
Let's summarize: in total 47 OP + ITU 15 OP + 2 maneuverability perks out of the basic 5.

But why did I even decide that this was necessary? Empirical experience. I played with the Dominator for a long time, and I can say that the Dominator without this "minimum" is simply a punching bag, it simply cannot keep up with the flanking enemy, who ultimately comes to its rear with an obvious result. At the same time, the described measures allow the ship to feel much more confident and if regarding the issue with maneuverability I have seen the difference with my own eyes on my ships, then regarding small mounts I have also seen it on opponents (railguns help the ship a lot).

My suggestions? Increase the ship's maneuverability by 50% and integrate the Ballistic Rangefinder as was done with the Lasher in its time. Having played with these settings, I can say that the ship finally feels like its 25 DP.


2. Sub mediocre weapons:

Annihilator Pod.
The most optimal options for Dominator loadouts require Harpoons and possibly Gorgons (at the time of writing, I completely forgot about them). PCLs work better on capital ships, Reapers are deceptively good, and Sabot seems completely out of place. Annihilator Pod. An option that seems like a glove for the ship, but in practice is a trap:

Low HP.
Slow projectile speed.
Terrible rate of fire.

Even when assembling a ship entirely for them, they simply hang like dead weight. Almost every second ship in the enemy team has a perk for PD, in battles against Low-Tech and Remnants, even taking ECCM, the player rarely sees hits, all missiles are simply shot down on approach.
I suggest adding stats to the Annihilators and if necessary increasing their OP cost, because in modern realities it is difficult to imagine their use not only on the Dominator, but also on other ships for the banal reason of the existence of PCL (even nerfed).

Gauss Gun.
Everything is simpler here. This weapon is rarely worth mentioning - a gigantic flux profile against the background of suboptimal DPM completely bury it not only on the flux-starved Dominator, but also on other ships (people in 10 out of 10 cases simply take Mjolnir). With all the other disadvantages (long warm-up, terrible turn speed that does not get better with hullmod) its cost monstrously limits its use, literally making it impractical.
After the Multi-Needler was brought back to life by buffs, I would like to believe that a similar fate awaits the Gauss Gun. In my opinion, this is one of the options that could greatly help Dominator.

It would be interesting to hear your opinion on this matter.

2
General Discussion / SUPER REDACTED
« on: April 19, 2025, 10:42:16 AM »
Guys, is there a way to reliably find the Threat, because I have problems with it, I spent hours looking for them, but instead I only fight Dwellers exclusively.
My most anticipated opponent since the introduction of the Abyss and no result at all.

3
Suggestions / Change Shepherd's universal point to missile
« on: March 27, 2025, 02:24:38 AM »
It seems like Shepherd was completely forgotten when Missile Autoloader was introduced.
It would seem that he has all the conditions to get a hullmod, but the Universal hardpoint simply doesn't allow him to get it.
The ship's Flux and OP pool are clearly not enough to use anything other than missiles, so I don't think anyone will be sad if the slot is changed.

4
General Discussion / Let's talk about Battlefreighters
« on: February 20, 2025, 06:11:45 AM »
Not long ago I started a battlefreighter-themed run to see how they were doing. In the past, this was one of my favorite ship classes in the early and mid game due to its versatility and fairly tolerable combat effectiveness, but in the current version, only a small part of them can be called worthy. I would like to share my opinion and at the same time hear yours. I will start in the order of the most painful.

Gemini.
In previous patches, the ship received a number of generous improvements and looking at the dry stat numbers, one could say that the ship should play much better, but in fact, absolutely nothing has changed. The ship has not become better. The root of its problem is its behavior. Gemini, being a light carrier, considers itself immortal and CONSTANTLY tries to find a way into the heat of battle and even under close supervision still manages to get punched in the face in seemingly the safest situations for it. At first I thought that completely abandoning the offensive weapon in favor of a defensive one (flak-cannon) would smooth out the situation, but even removing all weapons does not change the situation, they still go where they should not. After thinking, I decided to give the Gemini a CARRIER tag expecting that this would dramatically improve the situation and ... in general, survivability has improved infinitely, but the disadvantage was turning it into a reskin of the Condor. A flaw in behavior was also revealed - the ship always stayed outside the weapon range (approximately at a distance of 1200-1300), which did not allow it to fire in 90% of cases. At first I thought that this was the ideal solution to the situation, but the taste of mediocrity did not cease to leave me - among all the light carriers, it has the best set of weapons and it is wasted, turning into a pale copy of another ship. But without this measure, it simply does not survive the appearance of cruisers in battles, starting from the early mid-game they begin to die in almost every battle and the only option is to issue long-range support weapons: Pilums and Thunders. What other options are there? Buff the speed by 30-40 units, put it on the same level with other Midline destroyers. The situation is so sad that it requires either a review of behavior, or a radical buff.

Wayfarer.
Weak link between Hound and Mule. The first is good as a "cheap as dirt fast harasser", and the second as an early-game anchor-truck toothless but capable of surviving an attack by a cruiser, Wayfarer suffers from a lack of literally everything. Starting with cargo space and a higher cost compared to Cerberus and Hound and ending with poor combat effectiveness. And what's worse is that other frigates of comparable cost have been receiving buffs of varying degrees from patch to patch, thus hammering the final nail into its
coffin. Its cargo hold does not justify its disability. It would be nice to see it as a "premium cargo frigate", seriously increasing its stats along with OP and credit cost (or increasing the cargo hold by 100-150 units by turning it into a truck, although this will disrupt the consistent progression in cargo space among other freighters).

Cerberus.
This is a case where the Hound upgrade went wrong. Compared to its younger brother, it looks pale, due to the loss of almost half of its speed and an increase in size. And although it seems that the increase in flux capacity allows it to take Makeshift Shield Generator, in practice this further reduces its survivability due to the decrease in its already low speed. As a solution, I would like to suggest either a serious increase in speed, or the removal of the 20% speed debuff from hullmod. It would also be interesting to see the S-mod effect on Makeshift Shield Generator (without these things, this modification will remain forgotten and useless).

Venture.
I absolutely adore this ship. Seriously. I buy it in every game, right after the start, as soon as I get 100k. Evil missile box. It has everything, and cargo space, and fuel tanks, and Surveying Equipment hullmod, and armor. Although each build option is awkward and clumsy in its own way due to the energy weapon in the center slot (and I desperately hope that by version 1.0 Alex will change his mind and give him a hybrid), I still love it. But in addition to the above-described energy slot and very sad flux stats, it also has an unpleasant drawback - an extremely low turning speed. This is a disaster. The basic version without any maneuverability skills does not turn at all, and with S-moded Heavy Armor, which Venture loves very much, it simply turns into a brick. And everything would be fine, but the ship has limited weapon arcs and most of the time it can fire only 2 slots out of 3, which is why its already low firepower (for a cruiser) drops even lower. I would like to separately highlight the LP version, the release of which I was really looking forward to thinking that it could become my ultimate player ship. Due to its abysmal maneuverability, even in the hands of Pathers, it does not pose the slightest threat. A 50% maneuverability buff would greatly help the ship, the low amount of OP simply does not allow it to take Auxiliary Thrusters on its own.

I will only mention the other ships in passing, since they do not experience any particular problems.

Hound.
Since the Rugged hullmod was added, the idea of using Hound does not seem so desperate. Depending on the need, give it a Mauler to fight against armor, or an HVD with HAC to harass opponents and it is ready to go.

Mule.
Clinically underarmed. Can be turned into a tank if you give it armor and speed.

Colossus mk.2
Exclusively an enemy ship. Only found as wrecked hulls, too expensive to repair, and by the time you can farm them from Pathers it's completely obsolete. Can quickly wipe out several player ships in the early game if you're not careful.

Colossus mk.3
A brutal Swiss Army knife. Has cargo space, two hangars, and a Ground Support Package for raids. S-moded Insulated Engines makes Phantom obsolete.
lmao
[close]

5
General Discussion / The current state of fighters and carriers
« on: November 05, 2024, 11:37:53 PM »
I recently started a new game and was curious about how carriers were doing, so I decided to spend the current run testing them.
Some of the results pleasantly surprised me, while others simply upset me. I don't want to turn this thread into whining (I'm brilliant at that), but I'd like to speak out and hear your opinion.

FIGHTERS:

Talon - perhaps the biggest revelation for me was these little mosquitoes, it always seemed to me that they overload the replacement rate due to their fragility and large losses, but surprisingly they don't have any problems with this, and despite their weapons, they confidently saw through lightly armored targets and are even quite capable of melting heavy armor in large quantities (the active heron system is especially helpful in this). Thanks to converted hangars, their low cost in credits and OP, you can fill the entire battlefield with them, the increased cost of DP doesn't seem so terrible (although they are not very effective against remnants and doritos).

Wasp - for the same +1 DP, they are a more specialized interceptor for destroying missiles and fighters, they are very good in their niche, but they have huge problems with the replacement rate, which is why they often get stuck at 30% after several strafes.

Gladius - despite my skepticism, a very good fighter, the only problems of which are the too high similarity to Broadswords and its high price (12,000 on the black market, 20,000 from arms dealers). Slightly better speed, slightly better kill potential, better hit strength against armor, but less survivability and fewer numbers in the wing, overall a very solid option.

Broadsword - the love of my life: tough, numerous, cheap, versatile, kinetic. There was not a single situation when I was dissatisfied with them, they work like clockwork.

Sparks - not as good as they once were, suffer from replacement rate drain (hereinafter simply RR) as much as Wasps, as does the next one on the list. I'm sure they can be replaced with Wasps without noticing much of a difference. Today they are not such a desirable reward as before.

Claw - this thing is cursed, there is not a single situation in which a person in their right mind would want to take this abomination. Complete lack of survivability, complete lack of damage, this could be explained by the presence of EMP, but the existence of shields and its constant misses reduce it to zero. It does not matter whether you use it in tandem with other fighters as a support, or just throw them alone, they are just a waste of OP sparkling with white flares. If the only reason for their worthless state is EMP, then you need to reduce the chance of ion arc without reducing damage (pull it up to at least 60 from 25 as it is now) and increase the turn speed so that the Claw can fire more accurately. It will not get worse from such changes, they will still die like flies, but at the same time doing at least something (or as an option, introduce a new system temporarily increasing the rate of fire with damage).

Lux - almost completely forgotten by everyone, average, not too outstanding, does not like heavy losses, but has a large number in the wing, is durable enough and has high hit strength due to which it deals damage to armored opponents. If it gains critical mass, the RR problem goes away, but the main problem is their rarity, which is why this is not the easiest task.

Thunder - loses to Talon in damage, it would seem that it should be "thunder" for frigates and other small targets, a real apex predator, but no, its kill potential is simply non-existent. But after long-term use, I noticed its strange behavior, the fighter simply cannot keep the target in sight, missing almost 80% of the time, I thought about how to solve this problem and ... BAM! Auxiliary Thrusters hullmod solves the problem entirely, bringing the machine's power to the level of Gladius! I would really like to draw Alex's attention to this problem. Otherwise, Thunder is a stupid rattle rushing around the map at the speed of light, unable to bite anyone.

Warthog - overall good, but extremely limited in its use, on slow aircraft carriers like Mora often does not participate in combat at all due to short range, an increase of 500-1000 to which would greatly help. The fear that he will begin to remove frigates from existence is in vain; other fighters are doing just as well, if not better already.

Sarissa - is a good escort fighter, nothing to say, its only problem is its use on ships with converted hangars, +3 DP is too expensive.

Xyphos - same as above, but with a cost of whopping +4 DP. Maybe it's worth revising the system by making the limit at a maximum of +2 DP?

BOMBERS:

Piranha - well, the list opens with a certified cripple. Strange AI behavior, when it keeps its finger on the "engage" button without waiting for the entire wing to rearm and respawn, killing RR at 30% per minute. This problem haunts all bombers, but the piranha suffers from it almost more than all the others, and fast respawn and a small number of units in the wing do not really help. And then there is low speed, extremely low bomb release speed, lack of accuracy, inability to hit even a large stationary target make the Piranha the worst choice, and even filling the battlefield with them does not help one bit.

Khopesh - good, fairly reliable, cheap, but due to his HE and unguided nature he has a hard time finding a place in the late game against Remnants and Hi-tech.

Longbow - *sigh* once this was almost my favorite bomber, but in today's reality it is very bad, as was said earlier the problem is in the behavior of bombers, missiles being dropped too close to the target and in the shield of 100. All this is a death sentence, Longbow is overloaded by any stray kinetic projectile, after which inevitable death follows. 100 health is the survivability of a Wasp with a respawn of 5 seconds, but certainly not a bomber with a respawn of 20. And this is not to mention the fact that the medium Sabot completely replaces the entire Longbow wing without a single con. Longbow requires a survivability buff, up to the level of Dagger to be somewhat viable.

Cobra - miraculously does not suffer from problems with RR like other representatives of bombers, fast respawn, fast rearm, Reapers. Legion on full Reapers with 4 Cobras is a blood chilling red nightmare. Watching how cruisers burst like balloons is an exceptional pleasure. The minus is like other unguided bombers in low accuracy. But the pros outweigh all the cons.

Dagger - reliable, guided, can survive some hits, but low payload compared to others. Works entirely because of its versatility. Solid choice.

Perdition - misses even at point-blank range, unguided, RR overloads due to losses, costs as much as 20 OP. Next.

Trident - is incredibly expensive. Compared to Dagger, it has +1 torpedo for the price of +7 OP. Ridiculous. Someone might say that it has an advantage in its cheaper replacement of the entire wing unlike the Dagger, but in my opinion this does not justify its price. Maybe someday they will lower its cost, or at least replace the torpedoes with, for example, Dragonfire. Who knows...

CARRIERS:

Gemini - despite the buffs it has already received, the ship still suffers from a lack of OP to a greater extent and to a lesser extent from low speed. I believe that a +5-10 OP boost can finally bring it back to order.

Drover - is completely dead, 14 DP could be justified by his old Reserve Deployment system, but not with today's placeholder Flares, and no, the new hulmod doesn't help him at all. I hope in the next patch the devs will either return the system or lower the DP.

Heron - >fast carrier
             >doesn't have 9 burn for some reason
There's been so much talk about the ship needing buffs, well, perhaps I'll bring this up as well. The fighter meta is long gone and while battlecarriers can still offer something other than fighters, pure aircraft carriers have become very weak along with their flying cargo. The lack of flexibility in its armament greatly affects its self-defense ability, turning it into an ordinary space freighter limited to Tac-Lasers. Changing four small slots from energy to universal and adding extra OP should at least somehow diversify its mortal existence.

Astral - once this was almost the most broken ship. Times have changed. Desperately requires Legion treatment to remain relevant. Without it, it continues to stand with 12000 shield and empty slots.

Battlecarriers are good and great, nothing more to say.

Skillwise tho requirement to have officer to get that sweet x1.5 on skills should be lifted, there is no way in hell player would want to have officer on Heron or Condor (they doesn't benefit from any personal skills except System Expertise on Heron).

6
Suggestions / A couple of suggestions
« on: June 30, 2024, 05:04:01 PM »
QOL suggestions

1)Turn off forced Command Frequence shutdown. It's extremely anoying and barely serve any purpose, it's easy to mistake F or Q buttons and machinally press TAB instead and loose a command point when you try to look around, or to see what skills enemy or allied commanders have, you cannot do this while looking through camera. It would be great if this could be fixed. (if it's not an intentional discrimination against frigate piloting players)

2)Currently if player tries to assign multiple ships to capture a point, order "Assault" automatically applies instead of "Capture", so you need to manually mark point as "Capture". It's not very convenient: because of that frigates most of the time simply allow small bugs like hounds to capture the point unopposed, or struggle to capture the point in presence aforementione insects.

3)Let civillian ships to be counted as warships if "Millitary Subsystems" is installed. (slight PPT bonus would be nice a nice addition) It would be nice to use some of the low tier ships such as Hermes, Mercury, Tarsus as an ersatz substitutions to Kites, Wayfares, and Mules just to add some diversity into the early game.

4)Add the ability to change officer personalities without a max level and S-point invested, and allow to AI ships to change from "Fearless" to "Aggressive".
In the latter case AI ships have an extreme tendencies to suicide (Glimmer, Nova i'm looking at you), and need a manual control over them almost all the time. I know it's a design feature, but I really don't see a problem with loosening it up a bit. (considering that Nova and the frigates the only ones having a hard time)

balance suggestions

1)Lift movespeed debuff for S-moded Makeshift Shield Generator hullmod. Having both low speed and weak shield is just a worst combination for a survivability of the ship. Many hullmods with the introduction of s-mods got their cure, but MSG somehow passed under the radar. It's unfair, and it needs some love considering how situative it is.

2)Omni-Shield for Wolf. With addition of Front Shield or Extended Shield, the ship will be able to survive Talons attacks, considering how common they are, Wolf cannot play without having it's soft and exposed body chewed down to the bone by them.
 
3)Decrease of Drover, Falcon(P) and Manticore(LP) DP by 2. The time of tournament Falcon and mass Drover menace has passed long ago, now they are just an overcosted mediocre ships.
Having a Drover in your fleet is only excusable when you have it as a starting option, otherwise it's always better to get cheap alternative in the face of Condor, or simply save up for a proper CV in the form of Mora and Heron.
Falcon have a destroyer grade survivability at the price of Eagle is just too much.
Manticore is not THAT good to justify it's DP, in Pather's fleets it's barely more dangerous than Colossus(LP), in player's fleets tho there were a lot of arguing that common Manticore is barely passable at 12 DP which i don't really agree with, but at 14 it is certainly an overkill.

4)Reduce Astral's DP by 5-10 DP. There was a brief time when Astral was unironically almost the best capitalship, since then there was a CV rework, and a DP nerf which i kinda guess was proper back than, but now feels like an overreaction. Today Astral is an outlier, taking into account with what monsters it has to compete with in it's class.

5)Add Vulcan or Light Machinegun to Piranhas for self deffence. IIRC they had it a long time ago, it would be pleasant to get it back, i doubt it would become unbalanced because of this. But watching other bombers have some sort of protection (hi-techs have shields and Khopesh have more speed and strike from a longer distance), Pirahna feels a little deprived of that.



7
General Discussion / Grendel - poor bastard
« on: February 23, 2024, 11:37:50 AM »
Recently i've been messing with Wendigo, and i just don't get the purpose of this ship.
I thought it's gonna be a solid gunship, but it got Distributed Fire Control for whatever reason, and turtle speed on top of that. Retribution has an impressive firepower and "boom-boom-boom" so it can happily live with it, but Grendel? It slow as brick, it can't engage targets without being constantly kited, nor retreat.
This hullmod should not be on this ship, this a mistake. Let it go up in DP, by five, by ten, but let it have ITU. It just struggle to breath without it, and it's painful to watch.
There is just no point to have this instead of Eradicator at this point.

8
General Discussion / What da Harbinger doin'?
« on: January 21, 2024, 08:52:48 PM »
I've been thinking about Harb's state in the current meta lately, i haven't touched him since his nerf, and i was curious how bad it could be.
Got him right at the start, and oh boy how painful it was. Without level 8 at the very least it can't function at all, even on a completely basic level.
The variety of it's loadouts is pretty scarce, there is only 3 builds i was managed to come up with:

1 - AMB
Pretty safe one, with system expertise it's skill CD is 1to1 with it's guns. Convinient. With this you stay on the field less time than with other 2 variants. The damage output tho is tremendously low, energy mastery didn't proc on Harb like it do on Afflictor, and the ammo count is very limited. Fighting low-tech with heavy armor and officers feels like throwing peas against the wall, it's just a waste of ammo for nothing.
No risk, and even less reward basically.

2 - Phase Lance
Before nerf it was my personal goto, but currently it's even worse than with AMB. With them you will overstay more frequently, damage per strafe is lower. Enemy frigates and destroyers survive with "1 HP" too often, and you have no instruments to finish them off, so you just watch them helplessly or trying to pin them down without Disruptor (and get your face leveled in the process). Omni-shield jukes with how long it winds up is very unlikely to work.

3 - Mining Blaster
With S-moded Mags it feels much better than the rest. Almost the same damage per system use as AMB, but has no ammo limit, and you won't have seizures after every miss. Burst is tight, so enemies with shields has too little time to react, i even caught myself thinking that I use the system much less often because of this. And unlike AMB you can mow partcularly anoying fighters if needed. So far so good.

Then how does it feel then?
It's no good.
It's not by any means bad tho, it's not at all a terrible and unplayable ship.
It's just not good. That summarize everything.

The only niche use that i can come up with is cheese strats against Ziggy and Doritos. Outside of it Harbinger is just mediocre, if not worse.
He's not particularly fast, nor do impressive ammount of damage, nor super tanky, nor fun to play. Also AI seems broken, it just press F on cooldown without even intending to attack.
90% of the time it is better for the player to use Afflictor instead, and he will not miss anything interesting. Afflictor is fun, fast, does damage, it can do everything that your wife cannot! Still don't have it? Then we have a limited offer just for you! Don't miss out, for only $9.99 you can become a happy owner today!

With CD that high, ship is basically toothless, and it's most clearly seen in late game against Toasters and Hegies. In every battle you will constantly hesitate and cannot decide whether to use it on Kites, Hounds with shields, and similar roaches or hit larger ship instead (if latter, then you can easily got overwhelmed; if former then you will SEETHE that you wasted 10 secs of your life on mf Kite).

Was it that necessary to go that rough on it? In my humble opinion, no. He didn't deserve this.

Maybe there is something that i completely missed. But anyways, i'm curious to see your opinions.

9
General Discussion / The good, the bad and the useless - Warthog
« on: February 24, 2023, 03:55:12 AM »
Great respawn time. Impressive durability. Heavy firepower. Cheap OP cost. And there is three of them! God loves trinity! But their max range is only 2000...
Coupled with the snail's speed, Warthogs is just unable to engage the target. Frigates, destroyers, and even light cruisers are completely unreacheble for these fighters.

The moment when enemy ship sees them flying towards, he just takes one step back and the fighters can no longer follow him so they changing target while he just comes back like nothing happen. So 99% of the time they just helplessly hover around from target to target, or stick to the allied ships.

I tried almost all variants, but they just doen't work.
Fast destroyers and cruisers? Check. Herons and Moras? Check. Heck, even fleets made entirely of them! Only piloted Legion seems to work.
On paper they looks great, but on practice they are a great disappointment.

Dunno, maybe my hands growing out of my arse (sorry for my french) and i'm doing everything wrong. In that case, i humbly invite you to teach me how to cook them, and will be extremely grateful for this.

But if it's not the case, then i have a couple of suggestions:
1) Restore their range back to 4000, a bit boring but atleast they will work.
2) Replace their system for Burn Drive or Plasma Burn, and add 500-1000su (needs playtesting) so they will at least be able to engage enemy.
3) Add even more weapons! Vulcan turret, or Dual Machinegun from the front, turn them into little Death Stars which ferociously defends their mothership!

I would like to hear your opinion.

10
General Discussion / Glimmer is behaving strangely
« on: July 05, 2022, 08:28:01 PM »
In the comparison to the last patch Glimmer feels extremely weird. They fall from being an "elusive terminators" category, to "dying like flies in every single battle". What happened? Exactly the same build, the same conditions. Feels like their instinct of self-preservation has been turned off. Flux level sky high, so it cannot afford using shield and firing it's gun? Things like that don't bother our little friends, they just keep twitching in front off cruiser\capital while being pummeled to death with no hint of retreat. The first 5 times i didn't pay any attention to it, but it began to bother me. Like they survived encounters with the Tesseracts as if they were normal in the last patch, but now they constantly dying from pirates.
This suicidal behavior seems abnormal to me. Has anyone experienced something like this?

11
General Discussion / Legion is too underwhelming?
« on: June 25, 2022, 03:48:38 PM »
I tried this ship in many configurations, but results always the same.
Legion is the capital ship which can only bully the lesser ships, and cannot stand against not just 40 dp capitals, but even cruisers.

For it's current dp and credit cost it feels useless. Player can easily get Dominator which frontal power is on the same level as of Legion, it costs much less money and dp, every loadout on it feels whole and complete without leaving empty slots and sacrificing everything just to get it work somehow, and it has higher burn level (I personally don't understand why it has the same map speed as Onslaught, while being the light battlecruiser\battlecarrier as Conquest).
Main problems of the ship is his extremely low ammount of OP, cruiser-like flux, and low burn level. In most times it's cheaper and more accessible for player to get Mora and Dominator, instead of using Legion.

The whole design and concept is amazing, but in it's current state it's garbage like LP Prometheus and it's kinda sad.

P.S. If you think otherwise you can share your loadout, i would appreciate this.

12
Suggestions / Change to Venture's energy mount
« on: January 01, 2022, 02:58:48 PM »
Since the release of the 0.95 i tried a lot of builds, including one Alex suggested, and full stat build with HBlaster that i extensively used in 0.91, and from my experience, forward energy mount just doesn't do much.

In current patch any attempts to run HBlaster fail, simply because Venture equipped with it lacks speed and range, so almost every ship will just kite it.

Alex's build with kinetics and Graviton severely lacks of punch, it's just wasted nine OP, which you can spend on something more important, on flux stats for example. Same build but with Ion Beam is viable, but too flux hungry, and still doesn't do any damage.

And I thought the most reasonable option would be to use Phase Lance, but there are still problems with the range and any attempts to increase it will lead to the loss of the OP with no real result, questionable perfomance of single Lance against armor, and how the AI uses it against shields, forcing the enemy to run before the Venture can do any damage.

Then i came to the build equipped with HVD, Mauler, and PLaser. This build has a little bit of everything, it has range, a bit of Kinetics, a bit of HE, an acceptable ammount of universal damage in CQC, and the enemy responds appropriately, not trying to run 99% of the time.

And finally coming to the question - wouldn't it be better to replace energy mount with hybrid energy/ballistic? This will simplify the choice of ship weapons, make it more intuitive, and will also allow you to maintain symmetry, without making ship too powerful.

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