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Messages - Trensicourt

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1
Same treatment as in different deficits? I think that makes them unique. If every ship was flexible, then they would all be the same. The fleet should be flexible but that does not have to apply to ships.

2
For example, an Astral could have more OP to fill in all its slots but you could add a unique deficit that causes missiles to fire 50% slower. These deficits can be unique across different carriers. This would help dedicated carriers feel more full without making them feel as strong. As a side note, in general I'm in favor of more deficiencies across different ships to make them feel more unique.

3
Suggestions / Re: Make fighters cost deployment points
« on: July 13, 2023, 07:22:13 PM »
I'll speak for myself and not for others, since we argue with mostly personal experiences and not raw data.

First, the issue with fighter balance is not with itself but with its competing OP costs aka everything else that cost OP but fighters. In many ways, fighters are the most efficient OP investment. Not only that, fighters may invalidate the hull functionality by being more useful as a hulking carrier than anything else the ship was designed for. This has been very true for many starsector tournaments where the best builds were the spammy fighters builds where the ships themselves were no more than floating hangers with many empty weapon slots. Take that out, and many ships become floating wrecks, whom mind you, weren't designed to be one.

Balancing itself is way easier than balancing the entire OP deck that the game has to offer. So in other words, it would be wiser to add a separate more controllable factor for balancing fighters than juggle the same pool of resources. And that controllable factor would be DP with base hull DP compensation.

Trust me, if the issue was just balancing fighters between themselves, we wouldn't have had any of the fighter imbalances we've exclaimed across many threads over many patches.

4
General Discussion / Re: Money balance
« on: July 05, 2023, 04:35:55 PM »
Earning money in this game is way too easy. Trade is way too easy. There's basically no challenge. You could play safe and not even fight a single battle while earning buckets load of cash. I know from personal experience.

There needs to be more pirates, bounty hunters, and hostility towards the players.

5
Suggestions / Re: Make fighters cost deployment points
« on: July 04, 2023, 06:55:00 PM »
My proposal isn't that we can't balance using OP given your example of a power structure. My emphasis is on how we can enhance the current gameplay by making ships with fighters bays more versatile by having fluctuating DPs based on the fighters they employ.

So yes, we can stick with pre 0.96a meta where nothing affected DP points up till an old patch some time ago. But clearly, the meta has been disrupted with increased DP for conversions. I think it'd be appropriate if we could work backwards on ships that already do have fighter bays and give them benefits of not using their bays. This means a lower a base DP to however much is appropriate with fighters. And changing up the meta with something more versatile is something I always like to see.

6
Suggestions / Re: Make fighters cost deployment points
« on: July 04, 2023, 09:38:07 AM »
Its an interesting idea, but maybe increase the cost per hagar, not per fighter cost.
Occupying hangars with fighters will increase DP by 2/3/4 for destroyers/crusers/capital ships for each hangar.
For example:
Heron - 20 initial DP are cut to 14 for fighterless hull.
Condor - 8 DP are cut to 4, for 2 small ballistic slots and 1 medium missle.

This opens a path for a lot of carriers to become makeshift direct combat vessels and adds a lot of flexibility for different playstyles...

I thought of that at first, but clearly not all fighters are the same. It's best if we let fighters themselves affect DP cost.

7
Suggestions / Re: Make fighters cost deployment points
« on: July 02, 2023, 08:58:23 PM »
I want to know what others think about dedicated carriers as well.

But my take on ships like Heron without their fighters is that they will likely need to be a bit more expensive DP per OP compared to their nearest peer. So for something like the Heron, its nearest peer would the Falcon at 14 DP. Assuming you'd account for weaker offensive loadout and general stats, Heron should be around 12 DP base + 2 DP to adjust for being slightly more expensive. So in the end, you could say a Heron should cost 14 DP, which can fit 3 broadswords at 20 DP. The reason I'd argue they should cost a bit more expensive is that they are more versatile.

Something like a Drover won't need as much of a buff because of its B-deck. Maybe 14 to 11 DP should be a good balance. You are essentially paying 3 more DP for two more fighter bays with extended duration compared to the Condor (using my main post example of Condor being 8 DP)

8
Suggestions / Make fighters cost deployment points
« on: July 02, 2023, 06:59:37 PM »
I like how converted cargo holds increase the cost of deploying your ships. It makes sense because fighters are mini-ships. They require a lot of the same fundamental components as larger ships with drives do. When it comes to gameplay, I think this also makes sense. Some fighters are drastically more powerful than even a frigate; others are even better as infinite rocket launchers and fluxless PD drones. This has been meta for the past couple years to prioritize fighters in converted cargo bays over mounts of many ships.

On the other hand, we see many dedicated carriers struggle. Many of whom have received consistent buffs but haven't quite found their niche. They are either just floating platforms or underpowered jack-of-all trades. The most recent example is the Legion, whom after many buffs is finally up to par with its peers.

This balance between fighters strength, carrier loadouts, and non-fighter combat ability is difficult. I think we should all tie them together into deployment points. I strongly believe carriers should be somewhat viable on their own without being a full blown battlecarrier like the Legion, but shouldn't be hamstrung on lacking ordnance points like the Astral pre 0.96a. In exchange, we make deploying these ships without these fighters much cheaper.

Therefore, my suggestion is this: We take the concept of deployment penalty from converted cargo bays and apply them to the cost of the ship. This means that any ship with a fighter bay and uses fighters will cost deployment points. Every 5 ordnance points a fighter costs, the ship cost 1 more deployment point with a minimum base deployment point of 1 per fighter. This means a broadsword would increase deployment points by 2 because it has 8 ordnance points. That's a fair trade, because one set of broadswords every X seconds are stronger than some frigates and certainly some civilian ships.

This will gimp ships like the Conder so we make the Conder cost 8 DP from 10 DP. This means it's as effective as before if it had one wing of broadswords but if you choose to use it without fighters, it will still be more competent per DP at 8 instead of 10. Battlecarriers whose effectiveness relies a lot more on its mounts could use a proportionally less impactful DP reduction. For the Legion, that could be 36 DP. This means they are most DP efficient when using low OP fighters but you could build them without it and it would make the Legion cheaper to run. I think you can argue that this is a pretty effective change since a Legion without fighters at 36DP is a comparable warship to a Retribution at 35DP. On the opposite side of the spectrum, an Astral without fighter decks is just a sitting duck and may even lose to certain cruisers. Therefore, a more significant DP cost reduction is needed. The base DP should be a reduction from 50 to 38 DP or -2 DP per each fighter bay it has. A 38 DP Astral may seem OP, but adding all the bombers could easily exceed 3 DP per slot, meaning the DP cost of an Astral could easily exceed its original cost.

Let me know what you guys think. I really do think this has potential to better balance the game and spice up the gameplay.

9
Suggestions / Re: Modest Retribution buff suggestion
« on: June 27, 2023, 08:54:24 AM »
Maybe just reduce its DP again? I don't see it as a 40 DP ships when it was first released. Even after a reduction to 35, it's arguable whether you'd want this ship over two Eradicators (P). I think a 3DP reduction to 32DP would make it more feasible.

10
General Discussion / Are [Redacted] too weak?
« on: June 26, 2023, 08:53:10 AM »
Just a general question out there.

They don't feel like an end-game boss to me. I'll be honest, certain fleets in the main storyline are scarier. Even the Doritos are okayish, since you just have to build around their weakness.

I think what makes them seem strong is their officers. But the ships themselves with few exceptions seem arguably meh. Nothing too scary. As long you got enough speed or stopping power to break their momentum, you can hold out. I have some bias since I have been playing this game for a while (maybe not too long by some standards). In general, you can beat most of their fleets without maxing out your DP. In some cases, you can even beat multiple fleets at once as have been show cased.

I don't want them to be too overpowered, but right now they seem like a hodgepodge collective of odd ships that are mostly meh.

11
Enforcer (XIV) spam please!

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I think the Executor is in a fine position. It's not as straight forward to build effectively. It's like the Eagle of Capital ships. Overall good stats but its functionality as a whole is questionable. You then end up with crazy ship load outs to justify. The Conquest is similar. People building it like a double broadside brawler found it effectively useless. But when you invest in mostly one side, you'd get a pretty powerful and agile dueler.


13
I don't bring any. Getting Heavy Machinery from salvaging is so easy that it's a joke. I'd often have to sell hundreds and even thousands. I wish I can turn my Heavy Machinery into something consumable like supplies. (Thus why I use the supply forging mod)

14
General Discussion / Executor vs Pegasus
« on: June 17, 2023, 11:50:22 AM »
In short, the Pegasus is the king of missile ships, and the Executor is an versatile tank. Yet both are based on the same chassis and are considered sister ships.

Which is your favorite and why?


15
General Discussion / Re: Bulding proper fleet
« on: June 16, 2023, 04:06:30 PM »
Annihilators are better on the Onslaught. You have way too many HMG. I'd remove the HMGs in favor of two flaks, since those are more efficient and deal area damage. Put Ballistic Range Finger to buff your railguns. Remove ECCM. You aren't using guided missiles and Typhoons still take a bit of time for reapers to accelerate to top speed. Like I said before, just use annihilators for best OP for buck. You should have saved enough OP from removing the HMGs for heavy armor. I guarantee my setup will be much more effective.

For Legions, remove your HMGs and add Ballistic Range Finders. Instead of broadwings and warthogs, get Sarrisas.

For your Dominators, replace your Mark IXs with HellBores. These are very efficient at destroying armor and will melt through any fighters that stand in their way. Your railguns will do a good enough job at dealing kinetics. Add Ballistic Range Finder to buff them. Remove all your light needler. You are way overfluxing the Dominator. Save the OP on more vents and caps and heavy armor. I would replace the heavy maulers with flak cannons and remove the two vulcans in the back as if you are flanked already, your ship is already dead.

For Eradicators, don't have small needlers. Use Ballistic Range Finders to buff them. Your Heavy Maulers are okay here.

Don't bother with Enforcers. At this stage in the game, they will only be meat shields and conflict with the battles lines. You should get support ships that can prevent ships from flanking your lines and be mobile enough to support other ships on the other side. Enforcers are too slow to do this unless they have unstable injectors or safety ovverride. Brawlers and omens are good examples. The rest of the ships are odd but usable. I would scrap the Shrike as it can be deleted in two seconds against any serious threat.

Don't get the Invictus. You already have an Onslaught.

I didn't go through all the possibilities or the specific reasonings for why I preferred certain changes but what I posted above should dramatically increase your fleet performance.

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