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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 - Kpop

Pages: [1] 2 3 ... 6
1
General Discussion / Re: Coming back after 2 years...
« on: September 03, 2023, 05:45:47 PM »
Thanks for the feedback fellas. That said, I think I read somewhere on one of the blogposts that the Pathers being on your colony are a significant threat now.

2
General Discussion / Coming back after 2 years...
« on: September 03, 2023, 12:34:15 PM »
Last time I played was like 2 years and 3 months ago, around the time story points got added. I wanna get back into things and probably go pure vanilla. Anything in particular I should rush to see the new stuff? Also any major balance upsets happen I should know of?

3
They can drop good stuff. It also feels satisfying to fight those fleets going heavy on HE weapons without having to even use capital ships and being able to wipe the floor with them.

4
General Discussion / Re: How are you supposed to beat redacted now?
« on: May 21, 2021, 05:57:06 PM »
6x AM missiles? When I killed the goons at the first hypershunt I found I only got 2...

5
General Discussion / Re: How are you supposed to beat redacted now?
« on: May 19, 2021, 04:58:27 PM »
What I deployed
https://imgur.com/a/Uu2WZqF
What redacted lost
https://imgur.com/a/L8aZYww

I really don't understand... they were not even close to being this difficult in last major update. I guess I just can't consider remnant farming until I have 1m income a month to throw bodies and money at them. I could deploy many more ships this time but the end result was exactly the same. Only reason I destroyed 80% of what did get destroyed was because of my doom.

@Thaago I'm not playing on most recent version, probably 2-3 updates back. Also replaced 2 typhoons with 2 sabots.


6
General Discussion / Re: How are you supposed to beat redacted now?
« on: May 19, 2021, 12:30:42 PM »
I took the +1 built in hullmod over the automated ships but looks like I should have done otherwise(not to mention that skill uses up more of your story points to get value).

I'll try using those ships instead.

7
General Discussion / Re: How are you supposed to beat redacted now?
« on: May 19, 2021, 03:09:00 AM »
Hmm, could you share with us a few of your builds for the ships you've tried? Fully officered remnants are quite powerful, but a player fleet Paragon should beat an AI radiant 1v1. In general, one trap to avoid is using too many big ships: remnants love to swarm because they are so fast and mobile, so if the player is too outnumbered then they are just going to get picked to pieces. I'm a fan of 1 or 2 capitals + many destroyers or high performance frigates (8-12 DP range ships). Gets a nice big ship for duelling radiants and then a lot of mid ships for numbers and hunting enemy frigates/destroyers.

Paragon
2x Plasma, 2x Tach, 2x Heavy Needler. 2x Grav, 2x salamander and some PD. HS, UI, Front shield conversion, Resistant flux conduits. With built ins comes out to 58 caps/60 vents. Officers have applicable skills, both aggressive.

Falcon(p)
4x typhoon reapers, 2x small sabots, 2x burst pd with hardened shields, ECCM package with 2 steady missile spec officers. Flux 15/15.

Tempest
Phase lance, pulse laser, breach or sabots with HS and ITU built in and hardened subsystems. Most officered. Flux 2/20.

Harbinger
2x Ion pulser, 1 Heavy Blaster, 2x Burst PD with UI, Resistant flux conduits and EM. No officers. Flux 14/6.

Astral
2x Squalls, 2x Grav, few pd with EMR and expanded deck crews. One officer for one Astral. Fighters 2x Longbow 3x Dagger 1x Broadsword. Flux 15/16.


And some shrikes(p) and Fury class with stock "Attack" autofit, Sunders with stock "Assault" autofit. No officers.

Flagship is 4x AM, 2x Ion Pulser, 2x Typhoon Reaper Doom with ITU and Heavy Armor built in, Resistant flux conduits with most points dumped into capacitors. New phase ship has a similar configuration but with 2x plasma, 2x heavy needlers, 2x Disentegrator and 6x small sabots.
 

8
General Discussion / How are you supposed to beat redacted now?
« on: May 18, 2021, 10:48:34 PM »
Even with 3x paragons vs a single radiant I get smashed. I can deploy 2 paragons only with maybe a tempest or two when theres a radiant plus 8 or so destroyers/cruisers they can field. How on earth are you supposed to win any of these fights without just thowing bodies at them for AI cores???

Edit: I even made a go at a double radiant fleet with the new phase ship and I was only able to take out 4 cruisers before the radiants forced me to retreat due to taking so much damage. The rest of the engagement ended up in my fleet getting wiped.

9
General Discussion / Re: First impression - Story points
« on: May 16, 2021, 09:04:32 PM »
One thing I always want to ask reading something like this: you don't by chance have any mods that increase your maximum level, do you? That will slow down story point gain once you get to max level - potentially, by a *lot*. I've actually just made a note to decouple the XP required for story points at max level from the XP required to get to max level, since - even if this isn't the case for you here - this seems to be a trap a lot of people can easily fall int


No, playing vanilla. Good info though, thanks chief.

10
General Discussion / First impression - Story points
« on: May 16, 2021, 01:50:06 PM »
After getting to mid/lategame in my playthrough, I'm really starting to regret using my story points for one-of minor things like getting patrol fleets to go away in the earlygame or putting them on ships that I won't be using the rest of the game. Especially after losing a few ships I put 2 built in mods on. I didn't know they could be used to improve colonies and that's kind of a big deal to make them profitable. When I was up to 20 points or so I very wrongly assumed I would still be getting a fair number of them later into the game but when you're max level getting them is horribly slow.

Seems like best thing to do would be to use them sparingly even if you have a lot of them, and use them mostly for building in hullmods on ships that you can get early but still stay relevant into lategame(Tempests come to mind) to get some bonus XP. With the rest of them you can beef up your endgame ships and improve your colonies.

11
General Discussion / "Free" raids
« on: May 13, 2021, 07:00:51 PM »
Whenever I need supplies, I quickly learned after acquiring a phantom that I can just load up with some marines, head to Asher and raid them for easy 1.5-2k supplies then go back to my business.

Anyone find any other similar targets that are easy pickings for another commodity?

12
As if the first ships aren't enough. Each ship might as well be worth 2 5x tach radiants at once.

13
If you just want to bang your head against Hegemony because you refuse not to use them, that's on you for not acknowledging the game as it is, instead of what you'd like in your head. I like that the game has meaningful choices and look forward to exploring them a bit. Maybe my next character will be a Tritac officer who assembles an AI fleet and crams as many alphas as possible into his colonies. It will feel very different from my current playthrough and that's pretty cool!

You make it sound like its difficult. If you set up your colonies at the proper time when you are already strong with some cash to burn and turn that into self-sufficiency with good income. Well Hedge can't really stand a chance as you approach doomstack status and burn their worlds.

14
General Discussion / Re: watching my ships stupidity is just to much.
« on: April 18, 2021, 04:59:25 PM »
works fine on my end haha

1. Hovering out of weapon range is not usually an issue for me with aggressive officers. All of my ships that are ballistic/energy focused gets ITU as baseline. I usually outrange the enemy with ECM though so idk. I'm speculating but I think the amount of flux buildup on a shield when a ship is trying to make an attack run makes a difference. If flux gets too high before it can really start unloading it will back off. Hardened shields might mitigate this problem.

2. Orders don't happen instantly all the time. Even though an order is given a ship might be in one of the complex flanking dance/mating rituals that it needs to complete before complying.

3. Get longer ranged weapons I guess? Or have less direct fire ships and more carriers. Just the fact of the matter is there's limited room sometimes when fighting stuff. There are examples of course(I've seen it) where its you + 1 vs enemy ship and your ally is getting in your damn way even though he could have went literally anywhere else. This happens more with fast destroyers and frigates with short range weapons from my experience. Missile cruisers for instance usually try to flank effectively.

15
Um. Flash bombers aren't good lol.

Use crossbows and daggers instead.

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