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Messages - sackofsand

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General Discussion / Problem with dumb fire missiles on bombers
« on: February 03, 2022, 02:53:44 PM »
I'm sure people already know this but non guided missiles and bombs cannot pass over friendlies. This is usually fine when we are talking about normal ships, but on fighters and bombers there are situations where this can turn out really annoying.

Take a perdition bomber for example, if there is a friendly ship close range brawling an enemy ship, the bombers must travel past the friendly and launch the torpedo at point blank range where the bombers themselves are greatly exposed. Daggers won't have this problem because as soon as they are in range they just launch the missile and can even use friendly ships as cover that protect both the missile and the bombers from the enemy PD.

The worst case example of this is the flash bombers and maybe even the piranha. Since these bomber need to launch their bombs as they are traveling towards the enemy, a friendly ship in-between the enemy and the bomber is a massive problem. They won't launch their bombs before passing through the friendly and end up dying to PD before they have any chance to do what they are supposed to do. Not to mention the potential for both of those bombers to outright delete one of your own ships due to friendly fire.

I don't know if fighters getting an exception to the rule of non guided missiles doing friendly fire is the solution to this, but as it is right now I never use the flash, and rarely consider something like the perdition due to reasons above.

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General Discussion / Re: Ship quality questions
« on: February 01, 2022, 01:43:07 AM »
I just went to a pirate base and checked what affects the ship quality stat. It seems like there are only two things that could affect it, one being the development stage of the base, and the other based on stability. So it seems like the outposts don't really care if a pirate orbital works exists or not, they are pretty much completely independent from the core world pirate bases. I suppose it is still possible to weaken fleets from a base by reducing it's stability through raiding, but it is only a 25% reduction this way.

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General Discussion / Re: Ship quality questions
« on: January 31, 2022, 09:26:50 PM »
That's good to know. I already knew the normal factions would get tons of D mods on their ships if their heavy industries get disrupted, but pirates don't always follow the normal rules. Especially the pirate outposts which is what I'm most confused about, even if you disrupt their Star Port they still get their demands fulfilled because it is "brought in by smugglers". I'm wondering if there is a similar loophole for the pirates to avoid the downsides of not having any active heavy industries for fleets that are spawned from outposts rather than the core world pirate colonies. Particularly the fleets that spawn due to pirate raid events. Those fleets usually seem to be of higher quality in general so I'm assuming disrupting the orbital works at Starworks won't do anything to weaken their never ending zombie march against the core world colonies.

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General Discussion / Ship quality questions
« on: January 31, 2022, 03:04:59 PM »
What exactly affects ship quality for the custom productions? Is the custom ship production quality affected by the doctrine? If I were to temporarily change the doctrine to favor ship quality(up to +50%) would that help with the custom productions make pristine ships?

What affects the pirate/pather ship qualities? Pirates only have one orbital works at Starworks, so if I disable that will the pirates have even trashier ships than they already have now? Are the pirate fleets that spawn in outposts outside the core world also affected by this or are they considered separate? It seems like some pirate armadas have 0 D mods in their entire fleet and I believe they are simply spawned in differently.

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General Discussion / Sharing an amazing Duzahk seed
« on: January 30, 2022, 01:52:57 AM »
MN-4556880832179770340

For current build 0.95.1a-RC6, the only mod is Speed Up which as far as I know doesn't affect the sector generation so basically vanilla.



Overview of the system









Obviously the 50% hazard rating Terran World is the spotlight here, the Terran Eccentric is not bad either. It has all the planet types to make use of every colony item that exist, and with two Extreme Heat planets you can have a sizable defense fleet as well. The only downside might be the rather lacking rare ore deposit, but you can make up for it using the mantle bore if you find it later. I do not know if there are hypershunts or cryosleepers nearby. However, considering the number of planets you can just spread out your industries across them, so hypershunt is probably not even needed. Duzahk being in the middle of the core worlds will also have a pretty big accessibility bonus which helps with growth as well. Overall it is a great seed if you want to have an early colony start that has everything you need in a single system.

6
General Discussion / Re: The lack of midline capitals
« on: January 29, 2022, 10:50:54 AM »
I guess the question is, is a ship system difference enough to make a pure 6 flight deck carrier feel different from another pure carrier?  And do fighters/interceptors have enough armor penetration when we're discussing capital tier ships?

It absolutely would, Astral is a wasted ship if you don't put bombers on it. It makes no sense to pay 50 DP for a carrier that brings 6 un boosted fighters into the field. When I want to field fighters/interceptors in the late game Astral is out of the question, so only the Legion comes to mind. But I build my officers to be backline carrier support so I don't really want the battle carrier AI to make them charge into the enemy.

Also I don't expect fighters and interceptors to be killing enemy capitals, that's what bombers are for. I use them to kill small craft/enemy fighter and help break open the shields of larger ships or sometimes EMP support as well for fighters like Thunder.

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General Discussion / The lack of midline capitals
« on: January 29, 2022, 12:00:33 AM »
Not counting Pirate/Path/Special ships, we currently have two capital ships for low tech(Onslaught, Legion), three for high tech(Paragon, Odyssey, Astral), but only one for midline(Conquest). Always found it odd that midline gets the short end of the stick only in the capital department, considering how there are many midline ships that are very competitive and fun to use in almost all other ship classes. We also currently lack a capital class carrier with a ship system that boosts fighters. Legion has burn drive which doesn't help and Astral ship system is only really good for bombers. I was thinking a new capital midline carrier could fit that role, since midline has a pretty heavy emphasis on specialization as well as the use of carriers.

8
General Discussion / Collection of minor gripes
« on: January 23, 2022, 01:44:23 PM »
1. The story point cost for making officer skills elite is too high.

I had a run where I took all the skills I could to make my officers as strong as possible, resulting in 10 level 6 officers each getting up to 4 elite skills. The problem here is in order to reap the full benefits of the officer related skills, I now need to spend a whole 40 story points on my officers. I understand 40 elite skills across 10 officers is certainly a big boost in combat potential of the fleet, but is it really necessary to force the player to spend such a huge amount of story points in one area? Especially considering I already spent skill points getting those skills like Officer Training and Cybernetic Augmentation? Cybernetic Augmentation especially is a skill that is totally useless until you spend story points on your officers. I think it is fine that some skills require more investment or build up to reach their potential, but the way it is now I believe the cost outweigh the benefits.

2. Officer skill choices being random.

Related to the first point, in a run where you rely heavily on officers it is important to have your officers take skills tailored to a specific role. It can take a long time for your officers to reach level 6 even with the mentoring boost. There is nothing worse than having to dismiss a level 5 officer because their final skill choice gave you none of the skills you actually wanted, and this is with the expanded selection of 6 skills with mentoring. This is even worse if you already spent story points on that officer from things like promoting, mentoring, and making skills elite. There needs to be a more reliable way to get skills for officers, because I don't want a level 5 low tech armor tanking officer to get Energy Weapon Mastery as their last skill.

3. Standardized drops for the [Redacted] weapons.

Those weapons are some of the most fun things to play around with, but it can take a while to get your hands on them. That is not really a problem, after all they are endgame weapons. The problem is that sometimes after sinking dozens of hours into a playthrough to get all 4 opportunities to earn those weapons, you still might not get enough of a specific weapon to outfit even one ship properly. I'm not going to abandon a playthrough because I didn't get two volatile particle drivers to try on my Ziggurat, but it is pretty disappointing not being able to try certain loadout with those weapons.

9
Bug Reports & Support / Re: Emergency repairs not working as intended
« on: December 17, 2021, 02:11:05 PM »
I think I figured out what happened, I must have moved my officer out of the Harbinger to a different ship so the repairs did not apply to the Harbinger. I do not remember the emergency repairs only affecting the flagship and officered ships, is that a recent change or is that how it always worked? Apologize for the confusion.

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Bug Reports & Support / Re: Emergency repairs not working as intended
« on: December 17, 2021, 01:24:01 PM »
Currently playing a vanilla playthrough of the latest version RC5, my fleet at the time was composed of a an Eradicator, Enforcer, two Manticores, Hammerhead, Harbinger, two Drovers, and some other frigates. The repair option brought one of my Manticores from around 42 CR to 48 or so, and no other ship was affected even though my Harbinger was in the yellow CR zone. I will try to reproduce the result again and come back.

Edit: I should also mention that I checked the settings and the emergencyRepairsMaxDPValue was set to 80

11
Bug Reports & Support / Emergency repairs not working as intended
« on: December 17, 2021, 12:29:39 PM »
When you use the emergency repairs story point option before a fight with multiple ships damaged, only the first ship is affected by a tiny degree. I suspect maybe the DP limit for the repairs is set to a very low number.

12
General Discussion / Re: Bad luck with legions?
« on: April 05, 2020, 08:21:09 PM »
I play with 100 fleet cap and 1000 battle size so I don't think it's an issue with maxed out fleets. According to the wiki it says some will be recoverable but not all, and I always thought this meant at least a few XIV Legions are guaranteed for every run. In a different save I even recovered 5 XIV Legions, I'm starting to think this is just really bad luck though so I might just make a new save.

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General Discussion / Bad luck with legions?
« on: April 05, 2020, 07:25:16 PM »
I'm currently doing a low tech run, only using low tech ships in my fleet. I really wanted to complete my fleet with those XIV Legions and I found a total of 7 derelicts in the same constellation, none were recoverable. As far as I am aware XIV Legions spawn in the same constellation and some are supposed to be recoverable 100%. Will I find more derelict Legions in other places or is this just really bad luck? I'm considering restarting if that is the case.

14
I was playing with CR, with fleet logistics I had 85% CR to start with and as I remember it never started to tick down since I finished with 85%.

15
They were slightly overlapping when I found them and once I salvaged both and tried to salvage from the debris I could only salvage the debris from the Mining station because it was covering the debris of the Orbital Habitat.

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