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Topics - Locklave

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General Discussion / Is the Enforcer too slow?
« on: February 20, 2022, 05:58:43 AM »
Before saying no please consider the recent changes and new ships added. Consider the Eradicator (a cruiser) speed 70 and Vanguard (a frigate) 135.

Shouldn't the Enforcer (a destroyer) be someplace between 70 and 135 instead of 60, 10 slower then the cruiser? Those overall ship designs follow a pattern but the Enforcers speed seems like an outlier.

If I'm overlooking something please fill me in.

I'd also like to add the Dominator to this line of thinking being 30 speed. Even the Onslaught speed should be reconsidered given the change in design concept for Low Tech.

General Discussion / Wobbling Player AI
« on: February 15, 2022, 12:49:52 PM »
Slapped a shield shunt on a Onslaught, run a simulation against a Dominator with both under AI control. The player AI controlled Onslaught is flying like drunk, swinging back and forth failing to fire more then missiles and point defense. The other ship flies and fights normally.

Do the same thing again this time against another Onslaught. Again the Player controlled AI is drunk swinging wildly back and forth unable to center and fire on the enemy while the enemy AI sits head on and showers my drunk Player AI with death till it explodes.

I've seen this before with other big ships in real fights, 100% of the time when under player AI control, never seen it happen under enemy AI control. Never been able to identify or get it to repeat like this. Doctrine is set to reckless, Full assault On, Auto pilot engaged (no captain), if that matters. No mods installed and never had mods installed. Is this a bug or am I indirectly causing this somehow? Maybe a specific problem to Engage Auto pilot AI?

It reaches the engagement normally then the problem starts.

Just tested it 1v1 on a station and it tried, not for long, to wobble before getting wrecked. Does Shield Shunt alter AI behavior?

General Discussion / Vanguard is terrible
« on: January 12, 2022, 02:01:35 PM »
It's not a premium heavy low tech frigate and does not fill any role in a fleet except that ship that explodes 45 seconds into every fight.

Dampening field
When it was being described, back before it's inclusion in the game, I clearly misunderstood how it was intended to work. It is functionally useless as it exists. I incorrectly assumed it would function when the ship is actually trading fire with the enemy, which would actually make it a useful system. 600 armor is a joke without shields and no other real way to mitigate damage.

Rugged Construction
Specialization in failure. It needs a system that prevents it from being destroyed every fight. This doesn't make up for anything, it still costs you tons of crew and supplies to recover it every fight.

Damage output
Too low due to terrible survival time, too low due to weapons ranges. Why didn't this ship get a Ballistic Rangefinder?

4 times the cost of a Lasher. The Lasher is a better ship, I would take 1 Lasher over a Vanguard in all cases.

This ship is meant to be good in AI control.

Imagine throwing 20 of these at a station. Not gonna happen even against a level 1 station.
Now imagine throwing 20 Lashers at that station. Interesting that the Lashers might actually be able to win the fight.

Put simply, I do not want this ship in my fleet. I will never buy one or recover one and if I get one for free I'll mothball it till I can sell it. That makes me a sad panda.

Suggestions / Improve colony leaders
« on: January 05, 2022, 02:21:28 AM »
They are far too costly 20,000 and are completely overshadowed AI cores. Finding one on salvage is not a good thing, you need to fire them asap or they milk you for 2000 a month doing nothing. Finding extremely skilled ones isn't a thing anymore so finding them isn't working like that captain you find with 7 skills 5 of them elite.

Frankly they aren't worth it in their current form. Colonies aren't the money printing machines they once were.

General Discussion / Logistics hull mods cap
« on: December 26, 2021, 07:34:10 AM »
Why is there a limit on logistics systems and assuming it's a balance issue, which is my only guess, why are non combat systems included in the logistics limit?

Additional Berthing
Auxiliary Fuel tanks
Expanded Cargo Holds
Converted Cargo Bay
Expanded Crew Deck
High Resolution Sensors
Survey Equipment
Insulated Engine Assembly

Why are these included with mods that have a large impact on combat? I wish we had metrics on usage of the player base for these systems. Because for example I believe High Resolution Sensors are nearly never used, the 2 logistics limit forces required hull mods and regardless of willingness to pay the OP cost.

If I could magically have a free insulated Engine Assembly on my entire fleet would it be unbalanced and the limit didn't apply? Would it be unbalanced if I had to pay OP for it and the limit didn't apply? If the answer to either of these questions is true then explain why it has this limitation attached to it.

Does this 2 logistics hull mods limit even need to exist, if it's gone next patch does anyone really freak out about a massive meta change? I feel like this needs to be rethought.

General Discussion / Free Legion is a trap
« on: December 24, 2021, 05:16:45 AM »
I know the truth now. These damn free Legions floating around in space that I foolishly recover are flushing my playstyle down the toilet. The second I find 1 I find 3 then my lean cost efficient fleet is transformed into a supply/fuel/crew ***. I then am forced to bite off more then I can chew to pay the bills and my surplus of cash I was saving to build my own world ends up being devoured by this bottomless pit.

I'm scraping these ships forever now. My best ship is a Mule atm, I just found 3 of these things. Learn from my past mistakes and scrap them unless you are going heavy into bounties and actually need them.

General Discussion / Shield Shunt
« on: December 19, 2021, 04:18:59 AM »
When would use of this be optimal, on what ships, in what situations?

+25% armor doesn't seem worth it unless I'm not understanding connected mechanics.

General Discussion / Holes in the Low tech lineup
« on: September 16, 2021, 02:25:41 PM »
I know they need a mid range/high end frigate(s), they got tons of junk and the current best is Lasher.
Maybe a destroyer size carrier that isn't a junk ship.

What all is missing relative to other tech levels for size and role? I assume some of them will be more high end with the burn changes. Feel free to mention midline or high tech if you feel a spot is missing. I'm just trying to quantify everything in my brain so it's all welcome.

General Discussion / Any chance
« on: September 03, 2021, 10:07:10 AM »
Any chance we could get a patch/hotfix simply for the burn drive changes without even the new ship(s)/skills and all the extras? Without that one thing I kind of feel like I'm riding a bike with 1 wheel.

Also the testing side of things, people who understand the mechanics better then me being able to give details feedback.

Just the Burn drive changes. Please consider it. I expect nothing but feel it is worth a shot asking.

Suggestions / Requesting Captain aggression bias
« on: June 08, 2021, 01:29:34 PM »
I feel we need a better way to find captains that suit our fleet. Specifically Aggression settings.

For example if you wanted

Reckless officers they would be more common on LP planets/stations
Aggressive officers they would be more common on Pirate planets/stations

It would be fairly thematic and allow people shopping for certain types of captains to have specific destinations instead of unfocused randomness. I'm not asking for 100% chance, just a greater likelihood of specific types to be from certain backgrounds.

Anyone that reads between the lines can tell which I want more of from my examples.

I also suggest allowing SP to increase the likelihood of finding specific types in your own ranks using the existing promotion system added in .95. Say +50% rate of finding skilled individuals in your ranks for 1 year. I'm just spit-balling but the concept seems sounds and more SP options is good.

I think it would be a nice QoL change everyone could benefit from.

General Discussion / Ludic path .95
« on: May 23, 2021, 07:13:04 AM »
What changed about them since last patch? I know they target colonies using items but I haven't seen them in any strength in the core. Shouldn't their actual fleets be raising a bit of hell?

I ask this because I would like more chances to steal their ships early game... I mean for lore reasons.

Bug Reports & Support / Station combat, ships crashing
« on: May 22, 2021, 12:12:09 PM »
I just fought several station battle in a row with a mostly frigate force. I'm literally only losing ships to them crashing into each other and not the stations fire.

10 Aggressive captains, 4 Luman piloted by Gamma Cores. Full Assault On.

Lumans and Tempests seem to be first place for killing each other ramming. Last battle had 4 destroyed ships via rammings.

If I had to describe it, it looks like they don't understand where the shields are since that's the constant thing they slam into. This does not occur in normal fleet battles.

General Discussion / Low Tech ship worst logistics
« on: May 21, 2021, 02:24:51 AM »
Low Tech ships

1. Use the most fuel, by design
2. Use the most crew, by design
3. Use the most supplies, not by design but in practice because they take more hull damage meaning they use many times more supplies
4. Use the most crew. This again why? Because of 3, more damage means more losses of crew, meaning more base crew required
5. Use the most money, by design because of all the above and especially 2 & 4

I made a thread like this some time ago and it was unfocused, this is not.

High tech is benefiting from crazy power creep, SO was taken away from SP because of High tech power creep. Low tech lost SO SP because of High tech. Low tech design and gameplay are punishing with no upside.

General Discussion / Two questions, completely unrelated
« on: May 17, 2021, 02:50:14 PM »
1. Are nebulas completely non viable colonies locations now given the changes in profitability? Hazard ratings seem back breaking and they all have Darkness & Extreme cold for +100% on every world.
2. What is the function of a Vigilance frigate in a fleet? Please include a build if you got something that works, they always seem energy starved no matter what I use.

General Discussion / Asteroid impacts
« on: May 16, 2021, 11:45:49 AM »
I personally find them frustrating and mildly rage inducing after I win the jackpot and my ships bounce off 4 in a row. Having to slow down for them is not fun or engaging gameplay. I get why hyperspace storms are in the game for example. They are a double edged sword, riding them messes up your ships but get you around faster, on the flip side you can slow down to save supplies.

Asteroids have no up side, they only slow you down or cause repairs and mess up the autopilot.

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