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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - UNSpacecommand

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i have been trying out the Hiigarian ships and from my experience it seems they are more suited for General Armour and Hull tanking while relying out shields only to block off torpedoes and missiles. That said, Vanaar missile cruisers can be kinda ridiculous. I fielded a squadron of 6 of them along side 2 Woodan class carrier and they demolished a station with supporting fleet so fast it was actually amusing. Macross missile massacre for the win XD

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Mods / Re: [0.9.1a] Hiigaran Descendants v2.0.4/v5
« on: January 20, 2020, 06:33:31 PM »
Just tried this Mod and wow.... The missile Cruiser is downright OP no matter who uses them. Very fun though and does make it more interesting in terms of point defenses. That said the Vanaar Cruiser is just a flying Macross Missile Massacare dispenser.

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Onslaught and other ships with awkward turret arcs would benefit from autofire AI not firing weapons, unless the centre of the target is inside the weapon's fire arc, or close to it. Currently, it fires either when shield radius or collision radius is inside the arc, and neither one is any form fitting.

Exactly this. Sometimes the side larges will fire at a target dead ahead despite being juuuuust out of arc. So they always miss, but are costing hundreds and hundreds of flux/second.

I've taken a liking to putting a Hellbore in the front large. Its a very efficient way of dealing heavy armor damage, and honestly its DPS/OP isn't all that bad because of how cheap it is.
the hep gun is also a good alternative when u want to put pressure against a shield. works decently well when paired with forward focus hyper velocity medium guns

4
General Discussion / Re: What use are Marines?
« on: January 14, 2020, 12:19:28 AM »
Worse comes to worse u can always load the jarheads into cannons and fire them at the enemy.... ORK style :P Joking aside Originally they were used for ship boarding before it was replaced with ship salvaging. Now they are just used as raiding in general right now.

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General Discussion / Re: What is the nascent gravity well?
« on: January 14, 2020, 12:15:43 AM »
I only just figured that the traverse jump skill is hidden behind the "next" button (duh!), and am now trying to figure out how to use it.

Using it to jump out of a system is easy but costly. But I still haven't figured out how I can use it to get into the system. I only see in hyperspace the gravity well of the star and sometimes a gas giant. But I can jump to those without using the skill, so what is the other part about?
to use the nascent gravity well is just move next to it and use the traverse jump to jump out next to the planet that corresponds with that gravwell. Be warned that while it lets u bypass fleet guarding known jump point, it will take a bit of trial and error to figure out how to correspond a nascent grav well to which particular planet in a system as the planets are not fixed in spot.

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And you can make paragon builds that 1v2 sim onslaughts in AI vs. AI... optimized loadouts vs sim loadouts is not a fair comparison.
Did a tweaked design and basically had 1 onslaught XIV solo 2 ai ones.

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Hmmm i tried this Onslaught build in AI vs AI and it rekt the AI paragon though?
https://imgur.com/a/0XpXnTb
The only annoying thing is the AI seems to switch to missiles a lot but never fires them 80% of the times

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General Discussion / Re: Hmm food for thoughts on this Odyssey build
« on: January 13, 2020, 07:44:50 PM »
I beg to differ in regards to the AI using the build. sure there are moments when they make just plain silly decisions (I.E. charging 2 Onslaughts head on and getting pincered *facepalm*) but when i ran a squadron of 4 of these odysseys for my AIs officers to us they basically soloed everything that came at them without any reinforcement

AI doesn't know what to do in an Odyssey when in a large fleet confrontation. It treats it like a Paragon in terms of usage as a line capital when it should be ripping a flank apart.

Odd. when i gave them to AI they seems to flank quite a bit. though the AI does sometimes get in the way of each other's firing arc

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General Discussion / Re: Hmm food for thoughts on this Odyssey build
« on: January 13, 2020, 04:31:19 PM »
I wrote what I thought was a nice review of the Odyssey awhile back.

Copypasta version: With double plasma cannon and triple sabot pod, odyssey can shred any cruiser and below while also being mobile enough to chase down destroyers and still being relevant in capital v capital fights. With double lance, Odyssey loses its ability to quickly kill most cruisers but has longer range, less flux usage, and increased anti hull/anti armor burst potential. Double autopulse is the best for AI however, since it uses the least flux. For fighter bays, Xyphos (PD + Ion beam), Spark (insane pd), or Longbows (same PD as Xyphos but with Sabots instead of ion beams). In addition it has the BEST logistical profile of all the capital ships and comes with ECCM and Sensor hull mods for free. For the large missile, either Hurricane, or Locust (Squall is kinda useless when triple sabot pod + 2x Longbow + 2x plasma). It is just such a versatile efficient ship although it remains a player flagship as AI is not very good at exploiting its strengths. I left all the right side small energies empty and put burst pd on front and rear smalls

*end copy paste*

my preferred hullmods for odyssey remain ITU + hardened shields + stabilized shields. Depending on the build, I might or might not add advanced optics. (no front shield emitter for me)
I beg to differ in regards to the AI using the build. sure there are moments when they make just plain silly decisions (I.E. charging 2 Onslaughts head on and getting pincered *facepalm*) but when i ran a squadron of 4 of these odysseys for my AIs officers to us they basically soloed everything that came at them without any reinforcement

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General Discussion / Re: Hmm food for thoughts on this Odyssey build
« on: January 13, 2020, 04:24:30 PM »
Hi, welcome to the forum!

Personally I prefer LRPD or Burst PD over Tactical Lasers, even including the IPDAI hullmod. The beam "extend" speed (the speed that it travels to its target) is low enough that the tactical lasers will attempt to target something, lose the lock, stop firing, and then try again, without ever actually doing damage.

true but i picked tac lasers cause with the integrated targeting system and IPDAI, tactical lasers still murderized any barrage of missile and fighters from extremely long range and helps alot when actually shooting something (since it does 75 dmg over LRPD 50 + with range boost looking at almost 1600 range from range boost) i tested the build with a one of them can basically neutered the rocket barrage from an onslaught quite handily. and when running 4 of them together, they kinda support each other pretty well using tac lasers to zap missiles and fighters from long range. lost count of the number of Mora and onslaught spam the computer threw at me when running 500 battle points.

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General Discussion / Hmm food for thoughts on this Odyssey build
« on: January 13, 2020, 07:55:33 AM »
Large slots: 2x plasma cannon +1 hurricane MIRV
Medium missile slots: 3x plum
small slots: all tactical lasers
Fighters: xylphos fighter x1, mining pods x1

Hull mods:
integrated targeting unit
integrated point defense ai
hardened shields

vents: x60
caps : x4(leftovers)

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