Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Dri

Pages: [1] 2 3 ... 7
1
EDIT: WOW. Like literally 10 min after I posted this, our entire area on the canvas got nuked. RIP

https://i.imgur.com/J6pZDCo.png
It is humble, but it is ours!

Swing by time to time and help maintain Starsector's "S" logo that we managed to carve out on Reddit's limited time pixel canvas event! We were attacked last night and nearly wiped out but managed to rebuild today.

Here's the link to the canvas https://www.reddit.com/r/place/ and to find our logo just look at the coordinates in the screenshot above! Around 1724, 955

Help keep us from being fluxed out and demolished by Reapers! The entire canvas is also just plain amazing to look at as it gets built and fought over in real time. Quite the spectacle!

2
General Discussion / New official battleship. What are those weapons?
« on: March 05, 2022, 02:50:02 PM »
https://twitter.com/i/status/1500231285696040960

The two on the sides that aim rearwards? Another new large mount missile?

EDIT: More info has been gained from Alex's comments.
  • Has 4 Large missile mounts
  • The new beam weapons are called "IR Autolances" and they do not deal Energy/HE damage (frag damage then?). They have a "charge" system that depletes as they continue to fire
  • It has 1,500 armor
  • Its ship system is Fast Missile Racks
  • The two large, rearward facing missiles are most likely the Hydra DEM missile that was shown off awhile ago

3
https://twitter.com/i/status/1251963943549108225

So from what I can tell upfront it has 1 large missile and energy, 4 small energy and 2 medium ballistic. On the sides it has two smalls (empty in GIF) and at the rear we have two small energy. Not sure if some are hybrid/universal/composite or what have you. Looks like a powerful ship at first glance!

The slots that jump out @ me are obviously the large energy and missile along with the 2 medium ballistic—just those slots alone I can think of some powerful sets. The first that comes to mind is a Squall or Sabot Pod in the missile to burst down shields and backed up with a HIL or Autopulse to eat through armor and hull. The medium ballistics could be all sorts of things like needlers/flaks/maulers/HVDs.

Does that pink glow on the energy mounts mean High Energy Focus ship system? Not a bad system but means the ship will be built around what you put into that large energy, if so. As far as ship systems in general, I feel Alex needs to put out a few new ones! Some are being reused pretty heavily.

4
For those of you who have played with the Remnant ships, just how good are they with player designed loadouts and piloting? The Fulgent (destroyer one) looks like you could make some nasty loadouts for it, at least! And then all those universal slots on the cruiser... :o

Anyone mod together a fleet of playable Remnant? Are they OP-starved or maybe don't have flux stats that stack up to the standard high tech ships?

5
Suggestions / "Cooperate" command—a less severe "Escort".
« on: June 04, 2017, 07:16:08 PM »
Cooperate would essentially be a way to keep your ships in the same general area while not choking them with the short Escort leash. Ships commanded to "Cooperate" with a lead ship will still have enough of a leash to flank and even circle around enemies but will avoid the tendency to get themselves separated way off to the side somewhere (and thus become easy pickings). It would be ideal if ships would prefer to attack the lead ship's target, thus focusing fire!

While Escort works to keep ships together, I often find that they tend to stay too close, getting in each others way and limiting their ability to maneuver—Cooperate would be an ideal way to keep ships somewhat together while still allowing for a decent amount of freedom.

I'm tired of setting Defend commands to keep my fleet relatively together at the start of combat, and then rescinding that order when battle is finally joined. Carriers seem to react oddly to Defend anyways...

6
The biggest, baddest beast in Starsector—the fully operational Remnant Battlestation! Have you guys risen to the challenge and turned one into space scrap!?

If so, what is the best method of going about it? Do you all agree that getting a Paragon and setting it up with shield hullmods so it can tank the damage while carriers bomb the station to pieces is the best? Or do you have some other clever/efficient method to take one down?

7
Suggestions / Give AI Cores a greater purpose...
« on: April 23, 2017, 09:03:28 PM »
Given the description of the AI cores, especially the Alphas, it seems a crying shame to simply peddle them off for credits/rep. I mean, even in the tutorial a "lowly" Gamma Core was able to re-stabilize a flippin' jump point by simply using a ship's engine!

Add a new equipment slot to ships so you can place an AI Core into them to boost OP or something. So you gotta choose between selling off that Alpha Core or having it enhance a ship in some way.

Enable them to be slotted into the upcoming Outposts to boost production or have them run your own drone defense/guardian fleets.

Their current role as money tokens just doesn't match up with their rad descriptions!


8
Jangala has been sitting around 5 and I'd like to get top dollar for my Survey Data and AI Cores. Anyone know of a 8-10 stability Hegemony market? The two in Atzlan aren't high either...

9
General Discussion / Ordinance Expertise vs. Target Analysis...
« on: April 21, 2017, 09:37:40 PM »
Which of those two is better for taking a enemy ship from 100% to dead? Provided you'll be hitting shields and of course having to crack armor. Over the course of destroying a ship which will get it done faster?

Ordinance Expertise has a flat 15% bonus to all damage you do, but then Target Analysis has 15% dmg to shields + 50% bonus to armor damage calculations.

But it seems that OE is the clear winner as it also applies its bonus to hull. Can TA even compare? What gives? I feel TA should have a larger bonus to shield damage.

10
General Discussion / Worth it to survey gas giants?
« on: April 21, 2017, 05:27:19 PM »
They seem to be by far the toughest to survey with some requiring over 600 crew and over 100 supplies. So, before I start burning through giant stacks of supplies, can you get some high class survey data off them?

On a mostly unrelated note...I just found a random derelict with nearly 900 units of fuel—as you can see though I had to leave behind over half of it! D:
Spoiler
[close]

11
Bug Reports & Support / -25% fuel perk not updating relevant tooltips.
« on: April 20, 2017, 11:46:19 PM »
This perk does not update the ship tooltip fuel/per LY. I believe it should since the -50% supply maintenance does update the relevant tooltips.

I also question if it's properly factored into other various tooltips such as fuel range overlay.

12
The Remnant. Appears to be ancient TriTach drone fleets—advanced stuff! Or maybe they are more than drones and are controlled by some type of AI? They mention the "Creator"...

I came across a warning beacon near a system that I was sent to survey a planet on and as soon as I popped into the system...BLAMMO! A fleet of like 3-4 all new ships (some even destroyer sized) jumped me. Thankfully my new Drover-class light carrier was able to keep them distracted with its fighters and I picked them off, but damn, they have shields AND ship systems.

I also found a "Damaged Remnant Battlestation" but no way in hell was I kinda try to take that on with my ragtag fleet. Something to come back to later...

13
Bug Reports & Support / [0.8a] Main menu background issue
« on: April 20, 2017, 07:46:18 PM »
Spoiler
[close]

So I was in a hyperspace battle and then exited the game midbattle, when the main menu loaded it had a frozen hyperspace BG.

Also, if you scuttle any of the ships you must salvage for the tutorial before you've recovered them all then it sequence breaks and you can't advance it.

14
https://twitter.com/amosolov/status/846772589959806981

Thanks to Aron0621 and The Soldier for their efforts in welding this beast back together! It was you guys that probably got Alex to post the real deal!

As for the ship, NOICE! Having two forward large ballistic turrets means it'll have some serious stopping power. I wonder though, are those FIVE medium missile mounts "composite" meaning you could slot medium ballistics in there or are they missile-only slots? Also, it is defs vulnerable to the rear what with possibly only two small ballistic mounts available for PD!

What are those other 3 fighters?! I only recognize the Tridents!

How long did this one take you to make, David? Was it one of the easier capitals to put together or tougher?

15
Could any image editing pros zoom and clarify this pic? I thiiiiiink the several cruiser sized ships might be new; they don't look like an Aurora or a Paragon! They almost look like an Eagle but they have the blue high tech engine flares and have an indentation at their front. And don't give me no bogus claims about resolution being too small either! Haha

Spoiler
[close]

Taken from Alex's twitter, btw.

Pages: [1] 2 3 ... 7