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Topics - Doctorhealsgood

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General Discussion / How 2 equip a Gemini?
« on: February 19, 2024, 05:06:25 AM »
I felt like adding an Astral to my fleet and as a result i went to put some points on the carrier skills but an astral alone doesn't hit the cap so i decided to add two Geminis fill those slots because reserve redeployment i get to have 2 more wings without them counting towards the softcap. But now i am kinda stumped on what to use Escort package might be interesting on them i suppose but other than that i feel pretty clueless for some reason.
Anyone have any ideas?

General Discussion / What do the ship orders actually mean?
« on: January 03, 2024, 08:10:43 AM »
It seems to be a common known thing that the orders you can make on the command menu aren't exactly intuitive. But i assume that someone knows what they actually do. Their meaning and use doesn't seem to be recorded on the wiki or anywhere else so might as well make a thread asking for everyone to pool what they know about them here.
Maybe with some luck if this goes well someone will put the info on the wiki for everyone to know too!

General Discussion / Help satisfy my urge to maximize Pilums
« on: December 05, 2023, 09:01:14 PM »
Lately i have been on a mood to build a fleet that floods the entire battlefield with Pilums and the new Pilum catapults look very promising.
But i don't know what would be the ideal ship to use them. The Pegasus at a first glance looks promising with the 4 large missile slots and fast missile racks but i feel that using a pegasus for Pilum saturation is not as good as it sounds at a first glance.
There is also the matter of dealing with PD as it doesn't matter that i flood the screen with them if none of them never reach.
Any suggestions?

Suggestions / Carrier skills suggestion again
« on: May 27, 2023, 01:21:33 PM »
One problem that the carrier skills have is that their diminishing returns are determined by the number of fighter bays meaning that if you ever decide to use a ship like a vanilla venture or a shepherd that have built in fighters that you might not be interested in buffing you will end up effectively wasting a ''slot'' that might had been used on a carrier with fighters you might be interested to buff BUT there is also the issue that if you were to make it so built in fighters don't count then things like the tempest might suffer for it.
So here is my suggestion: Just be able to choose what carriers you want to be affected by skills

How? Well, my idea was for the skills to each have some skill exclusive hullmod like neural link does so you can put them only on the carriers you want without any waste. Or maybe you want a carrier affected by only one of the skills but not the other? You could do that too.
The only issue i see currently with the idea is that Carriers are already OP starved things and if these hullmods exert even more stress to them it will be another Neural Link case. I mean Expanded Deck Crew far as i know is seldom used already.
Maybe you could make the hullmods just cost 0 but i dunno...

What do you guys think?

General Discussion / The luddic path has done it again!
« on: May 16, 2023, 06:48:25 AM »
They have built in Safety Overrides on their Gremlin now. At least i think they did because now that it doesn't have delicate machinery it can be a sensible option
I think it can be fun to mess around with.

Suggestions / Carrier stuff
« on: October 09, 2022, 06:13:27 AM »
I have been thinking about some stuff about carriers so maybe i should put it here to see of it something is a nice idea

Carrier OP is used as "DP" for the purposes of calculating skill diminishing returns.
Be it mining drones or trident torpedo bomber wings the current system effectively weighs their worth all the same because it just tracks fighter bays. This doesn't feel good to play around at all. To alleviate this issue i would suggest for carrier skills to instead track the OP value of the fighters used on your fleet so that way you are still disencouraged to spam a massive amount of fighters but you won't choke you. (For the purpose of not unfairly hurting the use of Converted Cargo Bays i would also suggest to track the unmodified OP cost too). Built in mining drone pods are not that much of an issue but ships with built in terminator drones might be concerning if they are "free" so an internal cost is probably necessary as now they have an OP cost of 0.

More support fighters
The only support fighters available to outfitted on your ships are the ultra budget mining pods and the premium xiphos and nothing inbetween. So it would be nice to have more options. (Bonus points if some of them are autonomous drones)

Going on a tangent what is the purpose of interceptors exactly? The name interceptor implies their purpose is against fighters and missiles and the like but they seem to rather go be a bit too agressive and go jump against ships leaving the poor carrier exposed to a torpedo or something. And it doesn't seem like they have the firepower or survivability to not die horribly against PD for the most part. I might be blind but i don't get why would you use them instead of a heavy fighter. They feel too situational in my eyes.

Uh i that's all i think. Maybe i edit this post a bit more if i come up with something else.

Since the last update gave rugged construction to all of the derelict drones i wanted to try out a build where pretty much i just send tons of these drone ships to go nuts on the enemy.
However i just can't figure out what sort of loadouts i should use for the ships to be effective and they just blow up without doing enough damage for me to be satisfied about their performance.
If someone can give me some pointers about what to equip on each of the derelict ships i would appreciate the help.

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