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

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Topics - Kanjejou

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Without it, it flux fast and cannot burst/ fast enough to make its almost capitla price worth it reliably.

Its also quite big and slow after the Harbringer the gun arc also require to be in at a sweet spot to shot all of them and not just short or long but some kind of strange middle ground...

also AI struggle when using it

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General Discussion / Are crisi fleet supposed to be so big?
« on: April 07, 2025, 08:23:42 PM »
12-16 fleet of 10capitals 10 cruisers and 20 frigates+destroyers per fleet

That like 100+ capitals and cruiser and 200+ frigates and destroyers for a total of

In crews its the active population of a rank 6 world comming to slap you...
Trillions of credits of S-mod guns and ship. just to slap a colony that make a couple ten thousand credits of ressources...

Solution to crisis being often bend over and lose 20% of you planet value or lose a planet or see your planet being glassed (without nobody carring about it)
or saturation bombing all into submission crippling your political situation with every faction.

The Hegemony leader and/or every faction see a guy move a war fleet big enough to glass chicomopopo (dont remember name) and are perfectly fine with that.

i mean it is doable since i had insulated engine Smodded on every of my ship so i could kill 2-3fleet at a time out of the massiv blob until they gave up but still...

3
General Discussion / Coming back to starsector from 0.95 to 0.98
« on: April 07, 2025, 09:33:12 AM »
Lately im trying a bit of everything that i kind of never used anymore since i stopped playing around 0.95.

Phase ship :very fun, liking the harbringer and grendel, a lot, a bit more reserved on the Doom (mostly because of somewhat low OP kind of slow and bad gun arc...) the shade and afflictor are still very nice, Gremlin still suck(missile/torpedo being very often stopped by stray shots and lacking OP to compensate/stayrelevent)...
 
Combat Freighter: Mule and Gemini need better gun arc/more OP/raw stats any slight buff... taking a same size freighter and a cheap Destroyer use less DP in battle and is way way better and not just slightly better...
Shrike: wasnt good in 0.95 to me and still kind of meh in 0.98 because of Plasma burn being kind of wasted on it (would prefere Maneuvering Jets as a system instead for the agile destroyer idea...) maybe if shrike had some kind of ramming module plasma burn woudl feel better as a high risk high reward destroyer. or slightly bigger shield size so moving around ennemiew ith plama burn wouldn't be so suicidal... also small energy mount lock you into long range soft flux caster or knife range attacker ... the firstn dont need much mobility the second also need to ahve a way or to garanty a win(hammerhead/sunder) or to garanty an escape (medusa), or they are big block of steel and shield (enforcer/medusa)

And finaly it brought me back to using fighter since usually i used no missiles and no fighter since non PD guns were shooting everything down already, making PD redundant, in 095 you need to spam lots of spammale missiles and fighters wing to make one other other work decently.

Carriers: full fighter and full bomber seem to both struggle because capital ship tend to ignore fighter and smaller stuff simply dodge bomber but with a balanced wing composition ennmies seems to at least panic quite often when the wing arrive allowing my ship to get opportunity shots and eventually kill the opposition.
Still missile and fighter getting melted by everything mean they barely survive anything bigger than a couple a of frigates, and maybe destroyers.


Didnt find much ship after that that were too horrible to work with in general( even Pegasus Astrla and Parangon are nice if  a bit costly in logistic and DP) .
Except maybe all the small unshielded ones ( that arent phase)
Still need to get the rare ones tho...

Any big change since 0.95? how do you feel about it?

4
Missiles and Fighter kind of suffer because everything can hit them, making the need for real PD weapons almost null...

 Just make medium and large wqeapons unable to hit missiles and fighters woudl oblige ot put PD on ships withotu instantly making frigate suffer since they mostly have small guns anyway.

Also small pd are actually too weak to stop/punish most fighter/missiles before they impact.

5
General Discussion / Question about Fighter Skills
« on: April 06, 2025, 07:39:56 AM »
Sot hey take into account how many fighter bay ar ein combat or in your fleet even if they all arent in the fight?

For exemple sinc eth elimit is 8 fighter bay .

Puting one legion and 2 anubis with converted hangar thus 8 wings and having other carriers in reserve to replace the anubis when they run out of peak efficiency time, do i get less bonus from the skill or do i guess less bonus only when the fighting carrier wing total go above 8?

6
General Discussion / Crisi spamming is too fast!!!
« on: April 05, 2025, 08:27:46 AM »
I cannot leave my colonies because every few month a massiv fleet arrive
add the classic pirate ludith and faction bullying and no planet are profitable...

enjoy permanant -8 stability and decivilised world everywhere.

I play vanila and even basic pirate world are getting decivilised (Garnir losing its space station and decivilisizing, starting a loss of stability in the area because of ressource shortage) even tho i have only been trading with them.

Crisis cannot happen every year it take so much time and money to restabilise that you cannot do anythign else...

for the power of crisis i kind od dont care the fleet are ridiculous but the bigger problem is the battle AI refusing to obey order (not retreating not attackin staying in ennemy range but nor getting closer to fight back thus eating free hard flux)
 




7
oftne with slwo ship if i ask them to retreat they just go in the middle of the map and stop moving and wait to get killed as the rest of the fleet escape

thus i cant really fight flee ttoo big without spammig more capital sinc emost of them refuse to retreat anyway

8
General Discussion / Missile slot balance between size is... dubious
« on: April 13, 2023, 08:41:51 AM »
After playing a lot i feel like small and medium missile slot are a bit of a waste and large missiles are just too good to not use.

Small and medium mlissile dont send tha tmuch ordinance aroudna nd run out of ammo quite fast thus if youa re not a griffon (that will have extended missile rack anyway) you will have missile rack extension for the extra ammo which put a strain on the OP of the ship that already is using OP for its gun vent capacitor and other mods AND is paying for missiles


Large missiles send massiv amount of damages at very long range, still for no flux, all of them specialised or not have deep ammo pool good tracking and projectile sturdiness
their damage per salvo to OP, total damage per ammo pool to OP are exceptionnal...

It mean that very often i keep every missile slot empty except the large one or if the ship got a missile forge (thus griffon).

I feel more like most small medium missiles work more like finisher than real weapons that can be used all figth long , exception of sabot that cna be used both as utility (for emp) or openner for shield overloader.


Torpedo are nice on paper but mostly work against capitals or heavy cruiser with low PD they are damaging but so slow and easy to shoot down that it end up being an all or nothing weapon, and that what i have achieved with torp woudl have been achieved withotu them, just a bit faster...

Right now i only enjoyed two missiles user ships... Eagle (P) which speed tankiness and massiv ordinance allow it to go nuke somebody out of the battle quite hard...Griffon since you can reload your missile, so you can go ham with them.

9
General Discussion / Militarized Subsystems
« on: April 08, 2023, 11:37:43 PM »
Even after those hours of playing starsector i still dont get why militarized system is payed in OP (and quite costly) and not just in crew fuel and maybe supply...

I mean you ignor eit if you take it for burn speed since we have a skill that give it.

The armor and flux bonus are weak... the only real stuff that get buffed are sensor and stealth... which are extremely limited in use anyway...

How many civilian ship have some use in fleets as fighting ship anyway?

The few that come to mind are... the gemini, the venture and the prometheus and atlas MK2 all which dont gain much from going militarised and are already OP starved...

10
Bug Reports & Support / is the lost activation key message up to date?
« on: April 02, 2023, 04:52:03 AM »
Just asking  because I lost my key during a pc update and the message on the board is from 2014

11
General Discussion / The ai do eveything to make you lose
« on: March 21, 2023, 12:18:51 AM »
Been playing a few game after coming back and the Ai do everything to get itself killed freely

Going 1vs1 staying in ennemy gun range but making sure none of its gun can shot back
opening shield to eat torpedoes but keeping it up against pd laser, nbever retrating out of ennemies fun to vent


And ignoring any order except "retreat"

Ask 8 ship to attack a single on that is isolated ... nope stay aty max range to get slowly killed one by one

Ask to attack ship A they all go to ship B and spread get isolated then each go attack their own ship and get demolished 1 by 1

Ennemy AI: a stay in group and make sure their pd and gun have focused arc of fire, and block reaper with shield and block normal shot with armor

even reckless officer do nothing, they just or suicide or stay in range to get slowly ***... and all mys hip have at least +25 more speed than ennemies....

Edit: they dont even shot back they just let themselves get killed one by one until im alove and see the undergunned outnumbered ennemies come on top to finish me having lost no ship to speak of... only super long range build and carrier try to do anything

12
Here i go:

Excellent:Lasher, its just overall a good frigate for very cheap price tag and supply cost. I am never dissapointed by it, even in late game. tanking, flanking, dpsing it can do so much with so little.

Enjoyable: ATLAS MK2, i know its not the best ship around here, even more with mods, but damn is it enjoyable to unleash hell with the ammo feeder ON! its also super cheap in DP for such firepower. even with 2helbore gun its bring a lot of range and firepower for quite a low price.

Disapointing: Mule, its a combat freighter but in its weigth class it feel outgunned by ship half its price and DP cost like the lasher...even the pirate one with its universal med slot feel weak, its decently mobile and got a good shield for a low tehc shiep but its lack of venting and maxs flux make it unfit to fight as a frontliner since it doesnt have enough frontal fire power (1 med 2 small is quite weak) as a support with energy gun or laser (thus the two small are almost never used) and as a missile user its not that good(2small and one mif if pirate).
alw0ays feel like taking one civ frigate for cargo and one fighting frigate would be more usefull...
and yet i always come back for it as i love the concept of figthing carog from the fringe of space.

And you?

13
General Discussion / fixed weapons ships any beneficial effect?
« on: June 11, 2022, 08:10:14 AM »
Do fixed guns get any buff? because I feel like a lot of fixed gun design on frigate and estroyer suffer from having fixed guns like:

Muskipper MK2, Brawler and Wolf,

Hammerhead(saved by its module), Sunder,

Apoge, Aurora, Falcon and Eagle, Dominator

and to a lesser extent the Onslaught twin energy canon

all struggle abit to make their fixed gun really interesting even when its medium or large slots because they don't have enough flux and capacitor anyway to use such guns reliably thus make those fixed gun a bit of a OP waste


but since the gun are fixed a lot of space isnt used for the turret the rotation rings ect... why not make those guns a bit less flux intensiv since the ship is build around those medium/large slots, or give them increased range, thus brawler won't be so pushed into using SO

14
General Discussion / Balance of cruiser and capitals
« on: May 25, 2022, 04:20:55 PM »
It seem that on those ship very often the best builds are the one where you leave the small weapons slot empty...ands only use large and mediums weapons slot so that the flux consumption and OP usuage of the ship stay good.

Astral · Atlas Mk.II · Conquest · Legion · Odyssey · Onslaught · Paragon · Prometheus Mk.II and also Dominator  are pretty much all the better without those small guns on them...

which is a bit sad because it mean the best thing to do it to never use them, and never to really DAKKA

Maybe its just me but except for missiles maybe, small slot are more of a destroyer shuttle and frigate kind of guns...

15
General Discussion / Hardened system is a bit weak/illbalanced
« on: January 10, 2022, 06:54:12 PM »
Most of the use of hardened system is keep a ship in the fight longer.

Most ship that do need it are the smallest ones because the cruser and capital already do enjoy massiv a time of PeT

And most Frigate barely gain 60 seconds thx to it, and destroyer barely 120seconds... so if you want frigate that stay in battle longer(for big battles) like a lasher tempest or wolf, fat luck its pretty much useless...


for destroyer its okaish, cruiser its meh and usually they already struggle to get what they need to really shine.

Feel like its a system that doesnt give enough to make it wanted...


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