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Topics - Bummelei

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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.

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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.

3
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.

4
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?

5
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.

6
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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