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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 - snicka

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1
Suggestions / More rewards for estabilishing colonies
« on: March 21, 2024, 01:29:04 AM »
As of last patch the colony system is fleshed up in a way more immersive way - factions do actively take issue with you. That's good.

What's not as good IMO, is that the blockades, very Big fleets, and threat of saturation bombardment do not lead to interesting payofs. Colony building presently is much, much more challenge for little reward.

New weapons / ships that can only be produced? Buildings providing logistical benefits? Officer upgrading center? Unique hullmods requiring orbital works?

Please, give some more carrot to all that stick.

2
Suggestions / Re: Hellbore buff?
« on: February 21, 2024, 10:27:00 PM »
A practical counterpoint to the lack of need to buff it - not only do I not know a ship i would like it on, but more importantly i don't really recall a build posted here featuring Hellbore like ever

3
Irl even North Korea has something they're good at - for example production of statues and monuments.

It only makes sense that a mono-ideologicall society is more stable, it's quite common for highly religious people to have high birth rates.

The causal relationship could also be reverse  - people already focused on farming are more likely to be luddites.

Imo plenty of ways it makes sense.

4
General Discussion / Re: What is your general take on v0.97?
« on: February 09, 2024, 02:21:11 AM »
My first big crisis was a bombardment ( saturation? ) risk from path, triggered when i still had a year of galatia stipend left. Only defeated thanks to repair cheese after each fight.

I can see why a new ( or not veteran ) player would find that mighty opressive. Perhaps gatekeep the events in ascending order of severity?

5
General Discussion / Re: What is your general take on v0.97?
« on: February 07, 2024, 02:34:10 PM »
Anecdotal: An ordo with 2 radiants seems to be harder now than a hypershunt. Maybe due to AI changes, maybe due to elite skills, especially how good they are now at backing off / pushing at the right moment.

How aggressive are they? Yes.

https://streamable.com/lbuss3

6
General Discussion / Re: What is your general take on v0.97?
« on: February 07, 2024, 04:51:44 AM »
My grain of salt: the pre-crisis indicating fleets seem to agregate a little too densly.


https://ibb.co/ph4BcN0

7
A personal side note  - my main gripe is not that I'm not overall strong without player skills, but that I feel shifty having flagship numerically inferior even to Basic officered ships.

8
Subjective point of clarification - it usually is actually more effective in pursuit scenarios, likely only taking DP proportions and not calculating actual chase scenario, at least in my experience, allowing fat ships to clean up drams.

9
And intuitively you'd think you want as many medium kinetics as possible. This game is SO hard to optimise...

10
General Discussion / Re: Post your shield shunt builds
« on: May 31, 2023, 04:43:18 AM »
With the shield shunt and repair unit s-mod bonuses being what they are it seems like shieldless builds are a lot more effective now and I'm curious what you guys have come up with. I'll start with the obvious, shunted Onslaught XIV:

Spoiler
[close]

Why it's only kinetics are the railguns, why dual hellbores? Can you elaborate?

11
Suggestions / Re: Fixed Skill Sets for Level Seven Officers
« on: May 27, 2023, 12:25:29 AM »
Would be really appropriate for the historian to be ale to locate them, too..

12
General Discussion / Re: I love Pegasus
« on: May 13, 2023, 12:21:49 AM »
Just a side note after reading all that: God bless Alex balancing the game at the same time for both the casual " I mount gigacannon beause it goes PEW" and for you guys basically making excel sheets.

13
General Discussion / Re: 0.96 Feedbacks from FOSSIC (Updating)
« on: May 10, 2023, 02:20:09 AM »
A stray idea that just popped into my mind reading all that - some things seem to perform way better in player hands than in all other scenarios.

Would some kind of asymetric, player-piloted-only balancing be possible?

14
General Discussion / Re: Current notes on 0.96a
« on: May 08, 2023, 10:23:05 PM »
Retribution has a Secret passive going for it, though.

It is immune to salamanders, since they target it's.. idk why it sounds dirty.. - Orion Device. Instead of engines on left and right.

15
General Discussion / Re: Current notes on 0.96a
« on: May 07, 2023, 11:03:51 PM »
Poor FooF writing as if imagining Alex glancing over his shoulder holding a spiked nerf bat :D

Pegasus - absolutely overpowered. Combining fast missle racks with 4 large missle slots, this thing can launch a volley of MIRVS thicker than a locust volley, obliterating the sim onslaught before it can reach TPC range. Absolutely nuts. Makes the poor, poor executor look all the sadder in comparison.

Luddic path fleets with tons of gremlins feel like a genuine zerg rush now. Very, very threatening mix of SO and phase frigates.

On one of the new missions in central systems, where you can murder a patrol "free of charge", you can do so while "pulling" other things with it - such as the sinidrian main station - which looks like it's unintended.

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