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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - Sendrien

Pages: [1] 2 3 ... 5
1
General Discussion / 0.97a Seed Compatibility?
« on: February 02, 2024, 11:19:49 AM »
Since 0.97a is save-compatible with 0.96a, does that also mean that I can use a 0.96a seed for 0.97a and expect the exact same map and experience?

2
Bug Reports & Support / Reaper bounced off my Invictus?
« on: February 02, 2024, 09:57:03 AM »
My Invictus is equipped with 6 Gauss and 2 Pilums. I noticed an Aurora fire its Reaper at me, and to my surprise, it literally bounced right off the front of my Invictus. I've been trying to reproduce this situation in sim, but to no avail. Usually, the Gauss shots just rip right through the Reaper.

Thought I'd throw this in here in case Alex can figure out if there's some wonky interaction. If this is expected behaviour, please feel free to delete the thread.

3
General Discussion / Help Required: 1 HP Challenge
« on: February 01, 2024, 06:06:14 PM »
I'm currently trying to play an entire game without any of my ships taking a single hull point of damage. So far, indexing heavily into high tech ships, this has yielded great results. However, as I progress towards fights against Doritos, I'm starting to get worried.

Anyone have any ideas what kind of fleet might be able to take on this challenge?

Thanks in advance for any and all suggestions!

4
General Discussion / Questions about the Doom
« on: August 31, 2023, 03:08:02 PM »
I've seen several videos on this forum showcasing the upper limits of the Doom's potential, but I myself have difficulty getting anywhere close to that amount of value from the ship. I also recently read Alex's comment about enjoying watching SCC put all of his knowledge about piloting the Doom to use in Hiruma Kai's challenge. It dawned on me that beyond needing to improve my skills as a Doom pilot, I'm probably also missing some key information.

So here are some questions I've assembled about the Doom, and I thank all respondents in advance for taking the time to help me learn about this ship.

1. What is the primary/most important mechanic to master in order to get the most out of the Doom?
2. Given how slow the ship is, how do you not "over-phase" to avoid damage and then have no flux left to attack? What should you do when you need to vent?
3. What is the Doom's greatest weakness and how do you cover for in combat?
4. What combat situations must be avoided at all cost while piloting a Doom?
5. Can the Doom actually face off against one or multiple Paragons without taking egregious damage? Seems like the 360 degree high flux efficiency shielding should be a hard counter to the Doom. (Is it even possible?)
6. Does the Doom excel more as a solo operator, or as a flagship in a confrontation with large numbers of allies and enemies?
7. What are key considerations to think about when building a Doom?
8. Are there any important questions not asked above, the answers to which would help a fledgling Doom pilot?

Thanks again to all who reply!

5
I was just idly playing around with the concept of Expanded Mags on the Onslaught (to enhance the TPCs), and in order to get more value out of the S-Mod, I decided to replace the 3 forward facing mediums (2 Heavy Needlers and a Heavy Mortar) with 3 Thumpers. And suddenly, my Onslaught is laying waste to practically everything, even though the vast majority of all my weapons deal Fragmentation damage???

This makes no sense, can someone figure out why there was a huge jump in lethality by downgrading my weapons to Frag damage?

(Also, if you see any way to improve my build, I'm all ears  ;D)



6
Suggestions / QoL Suggestion for building ships
« on: August 05, 2023, 01:46:59 PM »
With mods with variable effects like Ballistic Rangefinder and Missile Autoloader, it would be really nice to have those mod effects be reflected in the information pop-up when the player hovers over a specific weapon loaded into the relevant slot. Somewhat like how you currently have the following format for the overall ship stats:

(Example)

Flux Dissipation 1600 (+1000)

So for Ballistic Rangefinder, you might have something like Range 900 (+200)

7
General Discussion / IroncladLion's review of this patch
« on: August 05, 2023, 11:36:35 AM »
This video was randomly recommended to me by Youtube.

For any who are interested in a comprehensive review of the changes for the most recent patch. Includes some feedback that might be interesting to Alex as well.

https://youtu.be/dwpTTPfl1m0

8
Suggestions / Feedback - Planet Aesthetics
« on: August 03, 2023, 08:01:54 AM »
During my survey/exploration playthrough, I couldn't help but notice how beautiful some of the Gas Giants in the Core Worlds are. Their colours are vibrant and their atmospheres give them "individuality".

In contrast, Gas Giants outside the Core Worlds are very uniform in appearance, apart from their size.

Why not increase the range of possible appearances when the world is being generated? Part of the joy of exploration is sometimes finding a unique looking planet.

I noticed this the most with Gas Giants, but I'm guessing that my suggestion could be applied more universally to other planet types as well, especially those with atmospheres.

Edit: Good examples would be Chaxiraxi, Chijoraji and Melikah.


9
General Discussion / Historian special item limit?
« on: August 01, 2023, 09:42:32 AM »
Assuming hypothetically infinite story points, is there an actual coded limit to the number of special colony items you can obtain from the historian?

10
General Discussion / Solar Shielding Clarification
« on: July 31, 2023, 12:39:45 PM »
Do you actually need to have shields to benefit from the energy damage reduction and the protection against solar effects from Solar Shielding? (i.e. will it still work on ships with natively no shields, or on ships outfitted with Shield Shunt)

11
General Discussion / When is Shield Shunt worth it?
« on: July 31, 2023, 10:02:50 AM »
Question for you ship build enthusiasts: which ships have you found to best employ Shield Shunt, and how much PD is needed to support running around without shields?

12
General Discussion / Destroyers
« on: July 30, 2023, 07:07:19 AM »
Each class of ship should maintain a unique role at all stages in the game. Destroyers currently do not, and the problem is exacerbated in the endgame.

Frigates have the mobility to capture strategic locations as well as harass slower ships. When well-built, they don't have problems surviving and contributing in a large endgame battle.

Cruisers have the durability or long range of capital ships, and sometimes have mobility exceeding that of destroyers.

Capitals, with their durability, range and firepower, obviously have a role in endgame fleet encounters.

Which leaves the destroyer in a very weird spot. If you need mobility, you'd use a frigate for less DP. If you need firepower and range, you'd use a cruiser for slightly more DP, but get a whole lot more durability against tough enemies. The only destroyer that brings something completely unique to the table is the Harbinger, with its ability to leave an enemy ship defenceless for a tiny window. So currently, the best use for a destroyer is to bully frigates in the early game, and even that role is heavily contested by the Pirate Falcon.

I'd love to see destroyers carve out a unique role for themselves, being able to contribute to endgame encounters instead of being a combination of a frigate and a cruiser, while in reality being a worse version of both.

As a thought experiment, think about going up against various endgame fleets. Now, think of any destroyers you'd want in your fleet that you would not prefer having either frigates or cruisers filling that role. For me, I come up blank, except for the Harbinger, in select cases.

I realize this opinion is likely controversial, so if I'm missing something, I'd love to hear your thoughts and reasoning!

13
Bug Reports & Support / Pirate double-selling blueprint location
« on: July 27, 2023, 06:11:16 PM »
When you "thank the flashily dressed man for a drink", it is possible to be sold a blueprint location for a ship type that you already have a location for, but haven't picked it up yet. In this case, I almost paid 1.7M twice for an Invictus blueprint.

14
General Discussion / Do Trade Contacts need a massive buff?
« on: July 26, 2023, 06:26:47 AM »
Military contacts tend to always have interesting offers, be it bounties, offering you a ship at a really low price, or paying you to perform some act of subversion on another faction.

Underworld contacts are similar to military contacts, but achieve their goals through underhanded means. For instance, you can get a nice ship but instead of paying, you have to raid for it.

Trade contacts are currently terrible. Even a "Very High" importance trade contact will have extremely underwhelming requests IF you can get a request at all. Unlike the other two contact types, which almost always have something for you when you dock, a Trade contact can go months with nothing to ask you for. And when they finally do, it might be a special pirate bounty or a 50K credit procurement of ore. The most profitable trade mission, moving some quantity of goods from one system to another, I don't think I've ever seen.

As things stand, Trade contacts are a complete waste of a slot, and if a certain warlord would grant my faction clemency in exchange for the head of a Trade contact, I would consider this a win-win in less than a blink of an eye.

Am I missing something here?

**

Also, as an aside, since Contacts seem to cover the different aspects of gameplay, I'd be interested to see a contact with the Exploration tag, one which gives surveying missions and the like. Potentially even paying top dollar for planet survey data, and topographic data, which currently you just sell at some random Black Market.


15
Bug Reports & Support / Market price differs from reported price
« on: July 26, 2023, 06:01:58 AM »
I wish I could provide a screenshot here, but for whatever reason, Print Screen screenshots of Starsector do not capture pop-up menu contents. I hope the following description will suffice:

I am currently on Asher. When I go to buy supplies in the Open Market or Black Market, the price is 82/unit. Never leaving the dock, I press F1 to view more details about the best places to buy, and Asher is listed as 3rd cheapest place to buy at **84/unit**, behind Chicomoztoc at 83/unit and Kazeron at 84/unit.

When in reality, of course, Asher should be ranked first at 82/unit.

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