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Starsector 0.96a is out! (05/05/23)

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Messages - Deageon

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1
Hi, first time trying this mod and having a lot of fun with it!

I am a little confused by the Richardson Cannon. The description calls it "surprisingly flux efficient," but it uses 3200 (!) flux per second. It also supposedly does 6400 dps. Are these typos or what?

Thanks!
I think something's really wrong with that thing's efficiency. 0.5 flux per damage on a frag weapon (which has 25% damage against anything except exposed hull, which would be 2 flux per effective damage to shields and probably even worse against armor due to hit strength mechanics) is clearly not "surprisingly flux efficient", that would instead be "so inefficient it'll build up flux for you faster than it does to the enemy's shields".
And good luck actually applying that 6400 DPS with the terrible accuracy and reliance on the enemy not having much remaining armor coverage, because if it's armor is stripped on an entire side, it's probably going to die to other weapons anyways.
I'm not really sure if it actually serves any niche that other large ballistic weapons have, or at least one that's worth the extremely high sustained flux per second. If you're fielding ships with large weapons, then you probably have the DPS to chew through hull anyways, so you won't need an overspecialized weapon for that purpose. And if you want saturated PD, just use a devastator cannon, paladin PD, or any other modded large PD weapon.

Maybe all this is the reason why the weapon's blueprint was left buried in the middle of goddamn nowhere, only being recovered and used by a faction of scavengers known for using literal trash as part of their fleets. I would probably not even notice if the Richardson Cannon gets removed during the next de-bloating spree, and that trash getting removed from the HMI blueprints could probably be a useful buff for the faction's fleets so they won't run out of flux as quickly, as I've been hearing discussion on other sites about how HMI's ships tend to be on the underpowered side (at least regarding junkers/modified mining hulls) and I don't think terrible weapons help with that. (I'd also prefer being able to loot weapons that are actually useful, by the way)

This rant is probably a bit long, so i'll just throw out a TL;DR question: Why is there a terribly flux inefficient large slot fragmentation weapon without the accuracy, range, or hit strength to accomplish anything that other weapons can't do better?
oh and sorry if this post feels a bit harsh, I just really wanted to vent (hah) about how inefficient the Richardson Cannon is. If you want to keep it, find some way to buff it or just rework it.

You know you're not supposed to use frag damage weaponry against shields (and armor, too), right? The frag damage information is very specific in it being the worst of the four damage types to use against both. Thus, you shouldn't be using it when shields are up as you mentioned. It's meant to be a finisher sort of damage, as frag weapons tend to have an impressive DPS that is only fully used when armor is stripped and shields aren't blocking. In this case, the Richardson has absolute batshit RoF and damage which will smash any damaged ships (and batter incoming missiles/low armor fighters) leading to it's strange assault-and-PD role.

2

why does fang society still have finches
I thought the base hull was removed during that time you went over removing pointless ships because the finch was just another redundant barely armed civilian ship
and unlike other modded faction's generic transport ships, the finch didn't have the excuse of matching said modded factions' aesthetic styles so they wouldn't stick out like a sore thumb, so the finch didn't even have that excuse for being kept

anyways next patch, remember to get rid of this skin

relax, brother, it's just a single ship in their line up, no need to get demanding about it.

3
Modding / Re: [0.96a] More Military Missions
« on: May 18, 2023, 09:32:05 AM »
It WAS a little surprising to see Omega, "Player", and Taken fleets pop up. You might wanna set up a blacklist/whitelist for certain factions that only pop up super rarely or are ingrained into other mods' quests.

4
Mods / Re: [0.96a-RC7] Diktat Enhancement 1.2.1e
« on: May 17, 2023, 10:07:19 PM »
Just wanna report, that the Sagirtarius happens to have two unusable small mounts that still show up as existing in-game, just without the capacity to have anything put into them.

5
Mods / Re: [0.96a] Bultach Coalition v1.1.2
« on: May 17, 2023, 03:39:39 PM »
I have to say, this mod seems pretty damn enjoyable! Honestly, the thing I like most is the added ships to the Pirates and Pathers, really giving them a little bit more of a bite at times. The guns are fun to mess about with, fighters neat if not usually my kind of thing, and the lore is fun. *** tri-tachers!

Can't wait to get jumpscared mid fleed-battle by one of the bigger ships added in, if you get my drift.

6
Mods / Re: [0.96a] Osiris Alliance v4.0.2
« on: May 11, 2023, 11:58:58 AM »
the non-nex starting capabilities are VERY very welcome, given how detailed it is!

7
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 08:21:04 PM »
Also uhhh, Centurion (LG) appears to have AAF while not having any energy mounts. Intentional bad diktat engineering moment?

8
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 05:18:01 PM »
Yup! I'm using the station as storage, so it was noticable when I swung back around and saw him again.

I gotta say, I'm loving these new quests!

9
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 04:46:27 PM »
I do believe the "Old Man" mission might be ... repeating? Though, perhaps something got gummed up in the works when I reloaded a save at some point or another, but I'm fairy certain I delivered that man already and yet he's popped up again.

10
Mods / Re: [0.95.1a] prv Starworks v26.2 (2023-04-18)
« on: April 26, 2023, 04:02:21 PM »
Ah. Part of me was wondering if some of the house's membership were still poking around, but that makes a lot more sense!

Also, I /always/ love it when we get to find little goodies like those two ships left behind in the station. Is 4D Lensing a hullmod available through the Lab/buying at prv markets? Or is it on the way rarer side?

11
Mods / Re: [0.95.1a] prv Starworks v26.2 (2023-04-18)
« on: April 25, 2023, 11:10:55 AM »
I have to say, it's pretty cool that we can find the home-system of the (destroyed? diminished?) prv house Regalvarven! I love little details and such like that which pop up in the campaign actually instead of just being background fluff. Though, I'm a little curious, should the planet below be actually inhabited (or at least holding a decivilized population)? Because the description mentions people in hazmat suits around in the landing area.

12
This is, like, the perfect mod for the kind of playstyle I like

lately I've been using the settings in Nexerelin and Adjusted Sector to create a large sector that contains only 1 inhabited station by default (themed as a frontier outpost in an unexplored region adjacent to the Persean Sector), and this mod really, really helps make that kind of playthrough much more interesting

big thank mr. mod dog

Unironically, I would love to hear how you set this up, because that sounds like real damn fun! Long term exploration and salvaging is one of my favorite things to do in the game.

13
Mods / Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
« on: March 19, 2023, 10:16:07 AM »
THE TUBE AND Pharrek DP cost downturn? Holy ***, it's Christmas! Glad you're still kicking, this is still one of the mods I can never do without.

14
Mods / Re: [0.95.1a-RC6] The Xhan Empire, version 2.4 Thousand Eyes
« on: March 17, 2023, 10:20:32 AM »
An interesting mod so far but what the hell is up with the mind control ships they are literally untouchable I got jumped by one at the far end of the sector and it mind controlled my fleet. It could not be harmed. How do you /kill/ it?

Haven't done it personally, but I feel like a chaff force of "disposable" frigates for it to focus it's mind control on would likely help your other ships last longer. Plus, it can't directly take control of a ship you pilot yourself, it just overloads you for a bit. Hit it with a superfrigate or something.

15
After role-playing as a pure Brighton loyalist for a couple of weeks, here are some of my thoughts:

1. As stated, the Brighton is a desperate polity: "a weakling polity". It has been a frustrating experience moving from mid-game to late-game stage, and it has been a mixture of a love-hate relationship. I love it because they grow so slow; I'm constantly buying more crews and supplies because my ship gets blown up a lot (maybe I'm just a terrible captain). Yet, there is satisfaction in seeing progression while constantly resisting the temptation to pick up stronger and faster ships from other factions. I hate it because the AI is terrible with using missile. So during the late game - fighting the Remnants in large groups, it has been a rough experience. Not to mention they outspeed and outmaneuver most of my ships. Making progression against the Remnant base has come to a halt.

Perhaps include a larger cargo + civilian ship into the list? At one point, I was running 3 Colossus (BRV) to keep up the supplies cargo space, and it takes up the 30 ships limit. The Nubula (BRV) is fine for the early game, but I feel like we need a bigger crew ship for the mid to late game. After one or two big fights, I'm constantly under-crew. Going back to base re-crew has been a very tedious experience. Is Junk meant to fill in that role? This would lead to my next thought.

2. I don't understand the lore well enough. HMI constantly declares war on the Brighton. Is it just bad lucks? Or are we meant to compete against each other? Cause I noticed they are on the far west region and I'm on the east side, and they are willing to travel that far to fight over my territories. I tried politicking with them, and there are all these random events that make them flip 180 on us.

3. I'm running the skill: Derelict Operations. It's pretty cool to field a Radiant (BRV) for 35 deployment points. But both of HMI's Junker and Rapid Repair System hull-mods... oh the temptation. If I could get some clarification between the relationship of HMI and Brighton, I feel like it would brighten our role-play future.

4. I saw you included 4 new Remnant ships, but any chance will we see the BRV version of them?

5. Since the Brighton is packed with missile slots, will we see a BRV faction missile? Perhaps include built-in extra missile hullmod for some of the BRV ships?

By the way, you have done an outstanding job with the ship models and details. These factions really feel like they are part of the original game.

1. The Junk is a super-logistics ship. Terrible burn speed and fuel use for good stats otherwise for fuel, cargo, and crew holding.

2. HMI isn't really related at all to Brighton, though Brighton IS related to a special system added by HMI in the outer areas of the sector.

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