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Messages - Undead

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1
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 22, 2021, 07:56:05 AM »
Decided to try out this update with my old save, and encountered a bug: some of my level 6 officers now only have 5 skills, and I cant seem to figure out how to fix it. Restoring both officer training and officer management that were resetted along with all other skills of my character didnt help

2
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 08, 2021, 01:19:47 AM »
"Kite (S) now has 30 ordnance points"

Operations center kite is on the menu, boys!

3
Blog Posts / Re: Skill Changes, Part 2
« on: July 16, 2021, 03:54:53 PM »
Not sure if this question has been asked already but why the elite effect of polarized armor is in direct conflict of interests with the effects of the skill itself? I mean skill favours you being at high hard flux levels by providing bonuses to armour, but the elite effect makes you vent better, thus youll spend more time in the "no bonus to armor" levels of hard flux. Seems a bit counter-intuitive

4
General Discussion / Re: Xyphos - The sim queen
« on: July 11, 2021, 11:02:05 AM »
Xyphos is okay on Odyssey that use fighters as Gradius options or Chmmr zapsats.  Odyssey is primarily a close-range brawler (plasma burn and short-ranged energy weapons), and does not have enough OP to get both Expanded Deck Crew and a viable weapons package, so it needs to focus on guns and treat fighters as a bonus.

Odyssey is one of the few ships where it makes sense to use Mining Pods on.  Xyphos is deluxe pod with burst PD (and ion beam).  May be a bit overpriced compared to other fighters.

Chmmr? From the ur-quan masters? I vaguely remember them when I watched playthroug of that game. And what is zapsat?

5
Blog Posts / Re: Skill Changes, Part 1
« on: July 09, 2021, 01:05:30 AM »
How long does transfer take? If I can't have 2 Radiants, then deploying Paragon(or at least a Conquest) + Radiant seems optimal. But this wouldn't work if result of going far over 50 total DP for 2 ships is ridiculously long transfer.

Somewhere in this thread Alex told that the upper time limit is 5 seconds

6
Blog Posts / Re: Skill Changes, Part 1
« on: July 08, 2021, 04:03:11 PM »
I am still confused about this Elon Musks neuralink hullmod/skill, especially the "your ship is blown up but you still get to remotely pilot" part, but hey. At least I have chicken 30 OP operations center s-kite. (In the future update. I hope)

And what about those 2 unnamed industry skills? The one with the gun increases the number of shots like expanded magazines, I bet

7
Blog Posts / Re: Skill Changes, Part 1
« on: July 08, 2021, 10:32:50 AM »
Regular shuttle transfer doesn't let the other ship enjoy your flagship skills at the same time.

Oh, so thats the catch of the skill. Still, I feel sceptic about the skill, and this doubling of your combat skills. I was hoping that the skill would actually not transfer your skills, and would have kept the skills of the officer of the ship you have transferred yourself to. So this way you could have invested in other trees than combat, while also having the opportunity to contribute to battle on a piloted ship that wouldnt suck because you have no combat skills. And something like that feels like something that can compete with the redacted skill as alternatives for the end of tech tree. This way you still can pilot the radiant, but youd have to spend 10 sp for that. Or you can have a strong tech/leadership combo, taking command of the fleet as a general aboard kite in the back, transferring yourself back and forth from time to time to make adjustments to your ship positioning/venting/etc.

8
Blog Posts / Re: Skill Changes, Part 1
« on: July 08, 2021, 10:19:02 AM »
The whole neuron transfer thing is a bit too confusing. I would have made it either a regular hullmod, or a skill without the need for hullmod. I mean, we already can do the same thing the neural transfer does - which is transferring yourself in a shuttle pod, it just takes a bit more time. And spending a whole skill point plus needing to install a hullmod plus having that 2 ship limit just feels too much for something that just saves a bit of time

9
Blog Posts / Re: Skill Changes, Part 1
« on: July 08, 2021, 06:50:42 AM »
3 DP shuttle flagship

But what about the droid attack on the wookies 2 DP mudskipper mk2?

Even with unlimited missiles

excuse me, whut

10
Blog Posts / Re: Skill Changes, Part 1
« on: July 06, 2021, 06:47:53 AM »
But the problem is that in any non trivial fighter you do lose fighters, because even the toughest of them cant withstand the heat of the battle for long periods of time. And I also agree of the expanded deck issue of being mandatory - there are no other hullmods that are that much mandatory, even ITU is not mandatory if you intend to make a close-range ship, and hardened shields also sometimes are not needed even though its a top tier hullmod.

11
General Discussion / Re: whats your preferred fleet doctrine?
« on: July 06, 2021, 04:22:59 AM »
Maximum 14th onslaughts, so that even fast pickets have them

12
Blog Posts / Re: Skill Changes, Part 1
« on: July 05, 2021, 04:05:49 PM »
One fun use was to slap Escort Package on double Mercuries. Arm it with extended PD lasers, build-in range improving mods and advanced optics. Optionally piloted by point defense admirals. All of that makes a normally useless civilian ship into a fearsome little escort with something close to 2k range.

The funniest use of auxiliary support is the antimatter missile kite with huge (thanks to assault package) flux pool. Also somebody mentioned that a single venture with the skill becomes quite a formiddable battle ship, despite being 10 deployments point above the skill limit. Who knows, perhaps the skill will come back some day (or will be modded in)

13
Blog Posts / Re: Skill Changes, Part 1
« on: July 05, 2021, 02:56:33 PM »
..
Any changes to Energy Weapon Mastery, Missile Spec and Long Range Spec?

No, yes, and :-X


oh no

14
Blog Posts / Re: Skill Changes, Part 1
« on: July 05, 2021, 11:57:56 AM »
Alex, what do you think about boosting "Auxilary Support" cap to 8 from 5? I want to run a wolfpack fleet with a pather colossus as my capital, with ultimate point defence performance. My main ship will be like a moving base smaller ships can fall back to for a breather.

While I like the idea, Im afraid that 4 kites with 6k flux and antimatter missiles would be op. But generally I think the skill has lots of potential for proper implementation, and could be especially useful in early game. Shame it got scrapped.

15
Blog Posts / Re: Skill Changes, Part 1
« on: July 04, 2021, 08:10:33 AM »

...

I hope fighters without skills become useful again.  Currently, in late-game fights that are not trivial, fighters with only Expanded Deck Crew are somewhat relevant for about a minute before they are wiped out at 30% and become irrelevant for the rest of the fight.  Fighters in 0.95a seem to be about as weak as they were in the 0.7a days, and they seem low-tier without skills (and Expanded Deck Crew on all carriers) to back them up.  By late-game, I phase out carriers for better ships as I move from pirates to 200k+ bounty equivalents or Ordos with Radiants.

...


Yes, thats exactly the problem, that could be solved by the skill that I have proposed earlier in the thread. Something like "fighter nanoforge mastery" in an industry tree that would improve the replacement rate, or just directly reduce the time it takes to construct a fighter. Or perhaps something else entirely - like improving the fighter AI, making them backstab/outflank enemy ships, etc. I feel like direct stat buffing of fighters (like +20% damage or whatever) doesnt fit the spirit of fighters, that fits regular weapons much more.

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