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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Topics - majk

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1
General Discussion / I figured out why i dislike the new crisis system.
« on: February 24, 2025, 06:14:23 AM »
It's not the difficulty or being railroaded into dealing with suddenly extremely hostile factions.
It's the simple fact that the game turns from chill space mercenary into a tower defense.

Before the colony threat rework I could use colonies to fund my fleets (Yes multiple fleets since i died often and had to build new ones) and go into hauntingly awesome outer space to fight AI horrors or other factions and pick best tactics/start a new fleet if old one blew up.

After the rework i actualy started reloading the game. The chill vibe of the game supported by the awesome music is just not there before I have to beat every faction into submission and losing a fleet when you have to deal with PL blockade or The Church demanding their potato farmers back tends to be deadly.
I know you can make deals with factions but those guys are MY potato farmers dang it.

And your faction defense fleets don't really matter unless you get cryoarithmetic engine up and running.

2
General Discussion / Derelict Operations + Support doctrine are hilarious.
« on: February 22, 2025, 10:26:21 PM »
I had to get some planets before i could even pretend to have money for the upkeep but with those two skills there is nothing in the game you can't handle.

With almost 50% dp discount you can get 10 onslaughts deployed and the game turns from tactical combat to execution squad with Orc level of dakka.

Don' t sleep on DO. Just because your ships are hot pieces of garbage does not change the fact that two ships will easily clap one of their kind.

3
General Discussion / LP Brawler and Scintilla spoiled me so much.
« on: February 21, 2025, 11:29:14 PM »
I know my capitals are better and i take them out + escorts whenever i need to bust a star fortress or such but 20 LP Brawlers + 5 flash bomber Scintillas/Condors (or something) is so good at being cheap, replaceable, stealthy and killing fleets quickly it's not even a competition.

You can't kill multiple fleets unless it's garbage that can be done quickly like pirates or Diktat but for single fleets you can go into red beacon systems to hunt single ordos and frigates recover so fast you just need a 2-4 days to recover and hunt more.
I'd use LP Brawlers alone but you need flash bombers(or Piranhas if you don't have them yet) to break enemy formations. It's not as much about killing as forcing the enemy to spread out and die.

Is there anything as good as that for early/mid game? I like the dakka from capitals but they are ridiculously slow, expensive to maintain and stealthy as an elephant.

4
Suggestions / Fleet Size By DP as a game option.
« on: February 17, 2025, 11:35:02 PM »
I know that you can just use a mod but this feels so natural it should be optional part of the game as it makes playing feel so much smoother without artificial 30 ship soft cap.

5
Suggestions / Ui improvements suggestions.
« on: February 16, 2025, 12:03:54 AM »
After spending way more hours than healthy on this awesome game i think the following could use some tlc:

Deployment window:
1:
Key+button press mouse drag ship selection.
Pressing a key + mouse button and hovering cursor over ships you want deployed would be amazing.
2:
Key+mouse click for selecting the entire row of ships.

Main Window:
There should be different keys for toggling double speed and pressing a button for double speed.
I know you can change press/toggle in the menu but having both would be amazing.

Refit menu:
Key+restore/refit to apply changes to all ships of the same type in your fleet.
Key+restore/refit to apply changes to the ship your mouse is hovering over without confirmation.

Salvaging sounds should have an option to make them more quiet.
If you go on an expedition and encounter a bunch of junk ships clustered together the noise can get annoying.

6
General Discussion / High tech feels like a wet noodle.
« on: April 21, 2024, 11:25:26 AM »
I know, i know, high tech ships are great at dismantling slower out of position ships and bursting things down, but not everything can be a Nova.
With enough low/mid tech kinetic dakka you delete high tech shields and without them, those ships are made of paper.
On my current game made a killing developing Tri-tach contacts and farming their high tech bounties. It was incredible how much faster they die.

I have no idea how, or if they could be changed and to be honest, they DO work against slow ships without burn drives/enough speed but at this point, it just feels unfair to bully them. I kinda hope Tri-tach gets a rework at some point.

7
Suggestions / Fix Fast Frigate aiming.
« on: April 14, 2024, 10:40:40 AM »
Fast ships ai loves to flank enemies and shoot the engines, the problem is: they suck at doing that, the average fight is like this:

AI Attack Steps:
1:
Attack slower ship.
2:
Keep shooting it, while trying to circle towards engines.
3:
Keep shooting thin air while circling.
4:
Bugger away before reaching the engine since enemy frigate is looking at you funny.

The behavior would be ok, if they actualy hit the enemy, the way it works, AI can't curve their ballistics/unguided missiles to account for their own speed and keeps missing. It's ok for stuff like Tempests with beam weapons, but fast 'melee' range ships like anything with unstable injector, or SO fail hilariously.

It would be amazing if ai learned to properly lead their shots.

8
General Discussion / I am a monster.
« on: March 29, 2024, 01:32:58 PM »
It all starts innocently enough, i start the game, smuggle some stuff, get caught(and i remember that), get rich, make friendly with other factions and i start a colony.
As soon as i do that and other factions start their bs attacks, i end up with a sector populated by pirates, pathers and sometimes (if i can be bothered to make them like me again) independents since i bombed everyone else into stone age.

It's Rimworld all over again, i feel like a total monster.

9
When i use a frigate fleet with fleet behavior set to reckless, giving a Full Assault order makes my assault ships bugger away from an enemy, spread out and generally jump in, shoot for a few seconds and fly away and quite often just fly in random directions far FAR away from an enemy.
They are far more aggressive with basic fleet wide reckless setting, something in full assault seems to be kinda broken.
I tried this with both modded and vanilla starsector and the results are the same.

Fleet details:
Support doctrine and officers only in monitors
20 lp brawlers(hmg,AC,2x swarmer)
3monitors
5condors(2x piranhas/2x daggers/2x broadswords depending on what i fight)

I also tried it with glimmers, wolves, lashers and the results are the same. It's better to just set fleet wide reckless doctrine than giving full assault order.

10
How on earth can you beat the nexus or high tech star fortress without piloting a ship?

I tried a balanced fleet, frigate spam, carriers, close and long range and the ai is so dumb it keeps hitting shields and only from time to time damaging the exposed bits.

It is very easy to do it by yourself but ai ships seem to turn super dumb when trying to kill the nexus.

11
After updating the game and mods a few days ago some of them flash red in version checker and my fps went down to 21 pretty much forcing a new start.
Did something bug out, or...  have no idea what tbh.

After turning off HMI, Brighton federation, Lost Sector, Ore refinery and UAF everything went back to normal. Doea anyone know what's going on?

12
General Discussion / Prometheus mights need a nerf. (Update)
« on: March 12, 2024, 03:01:34 PM »
The basic Prometheus is a capital tanker with 10k hull and 1.2k armor.
This was a joke before .97, but now you can slap some extra armor + hull on it for a super cheap 10dp destroyer anchor.
If you use 3-4 prometheus tankers and fill the rest of your fleet with destroyers with escort package, you can make short work on anything in the game, i know it sounds hilarious, but i tried it vs. Remnants and it works wonders, try this fleet:

3-4x prometheus (+armor, hull, itu, and whatever kinetics you can slap on it)
3-4x monitor       (to put in front of radiants or other heavy hitters gunning for prometheus)
?x Sunders      (HILs and some spare Tach lances)
?x Enforcer      (4x HVD and dual flak for pd)
Destroyers get ITU and escort package
The amount of Sunders and Enforcers depends on weather you took Support doctrine or Direlic Operations.
You might think, that HVDs are poor dps, but when you can focus 40 of them over long range, it's more than enough.
This setup surprisingly melts anything, has enough range to match capitals and destroyers with escort package are WAY more manuverable than said capitals and to top it all off, you have enough pd to delete any fighters/missiles in your way. It's so much fun!

Update:
I am not saying that it's an optimal build, just pointing a fact, that this supposedly pure civilian tanker that i managed to unironicaly use in Remnant fights and win.
Prometheus is not there to provide firepower, other than plink shields with railguns, provide escort package bonus to destroyers and not die.

13
General Discussion / Putting Luddic Majority(upgraded) to good use.
« on: March 09, 2024, 03:38:49 PM »
Thanks to massive colony growth from double luddic majority bonus after clearing church crisis combined with massive accessibility bonus from tri tech and pirates deal you can get size 6 colonies ridiculously fast.

Once that happens disable farming starport and luddoc majority bonus and watch the planet speedrun decivilizing and after that?

Brand new ruins to tech mine! Repeat until you run out of habitable worlds.

14
General Discussion / I love fleet power scaling in this game.
« on: March 07, 2024, 01:48:02 PM »
When you are tiny, everything can kill you BUT! If your 'fleet' is a tiny ship or two, almost noone gives a damn about you and will let you retreat easily.

Once you get a few ships, those annoying tiny pirates and luddites stop being a probelm but you start having problems with retreating.

With a big fleet, all but biggest, mucho fleets will tangle with you and anything smaller runs away like widdle chihuahua, it's such an amazing feeling. ;D


15
I thought i was being clever and i killed ai inspection fleets as soon as they entered hyperspace... That was a mistake.

This just resets the timer and next ai inspection fleet will be bigger... The one after that will be bigger and so on and so forth.
After 4th loop i decided to quit being clever, killed 4 fleets in hyperspace and fought the rest in my system and that thankfuly ended the crisis.
It makes me wonder if the size scaling ever stops.

Update:
To clarify: I killed 4 inspection fleets in hyperspace and during the 5th i killed 4 fleets while the rest made it to the system and got clapped by the patrols and the crisis ended.

I tried to recreate this situation few times again and failed, the crisis ended with 3 fleets and talking to Daud.
I have no idea how i did this originaly. :(

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