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Starsector 0.98a is out! (03/27/25)

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Messages - Bummelei

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1
General Discussion / Re: Unloved and Forgotten - Dominator
« on: May 06, 2025, 10:45:52 AM »
*responding to all points in reverse order*

It rolls down the balance of all ships, except hardpoint users like Dominator, that's the point. That's what would make Dominator stronger

Yeah, Flak Cannon and Guardian... Those things are a *** nightmare. I hate them. All the people who said Paladin needed buffs are like from planet Mars. I have no clue what they are talking about

Gauss flux efficiency is the way it is, cause if you are firing from that far away you are not being shot back. The excess spending is not as significant if you do not have to spend flux on shields. Making Gauss also be able to deal with armour. Be viciously unpredictable. Long-ranged would make it very easy to spam. All you would need is to just have a few Dominators with it or Manticores. And then just destroy everything. Sure, this wouldn't work against Remnants or Threat. But those two enemies are very much over the top. And it's less about what would work against them. And more about what it's fun to play against. Imagine you are fighting a swarm of Dominators with instakill Gauss sniper cannons that slaughter both frigates and cruisers. Would that be fun?

Use an Eradicator then. Or a Fury
Question though, did you use it with both Helsmanship and Elite Impact Mitigation? That should make it 24 24. With Auxiliary Thrusters that can go up to 30 36, I think? That's pretty gosh darn fast. And that's not counting possibly building Aux Thrustrs
I have some fond memories of piloting a Dominator. 3 Sabots and a pair of Mjolnirs makes it a fat Shrike. Good at crushing cruisers, I guess. In the early to mid game. Then it becomes more efficient to obviously get that 200% bonus damage or whatever it is you're getting with the damn Cyber Augs on a ship with twice as many guns

Nu-uh. No OP buff for HMG. It needs to have 25% faster turn rate so it can be a better PD. And Flak Cannon needs a mega nerf of having its range reduced by 100 units. So HMG becomes a competitive option at the medium PD slot

*responding to respond in reverse duh*

I don't care if it's an OP buff or a turn speed, HMG is absolutely useless as a PD at the moment. It's completely uncompetitive compared to flak cannon.

I take Impact Mitigation, Aux hullmod usually lacks extra OP, and Helmanship for the sake of turning is too much. I'm currently playing with a build of Sabots and Hellbore, a kind of funny evil brick with a shotgun that disembodies shields and armor.

I understand everything perfectly, but at the moment, spamming HVD is cheaper and generally more effective than Gauss by about two times, let's give it 1400 range then, then the difference in distance will be noticeable more than now. Well, you yourself mentioned 900 damage, I'm just developing the idea.

What you're describing is simply a nerf for everyone, and how is Dominator supposed to feel better about it? He should console himself with the thought that no one can use Hephag normally while he's being hammered by Reapers and Tach-Lances? Is that it? Hardpoints should provide benefits greater than slightly better accuracy, give additional rate of fire for example, but all this should only concern ballistics.

2
General Discussion / Re: Unloved and Forgotten - Dominator
« on: May 06, 2025, 08:46:42 AM »
Okay, I agree 50% is too much, 25% is enough, I miscalculated. It's late, I can't think straight.

As for the rest, my idea is to make an immobile fortress out of the Dominator, so to speak, an oversized Enforcer, the LMG cost won't help in any way in a situation where the ship wants railguns or needlers. Right now it's just a brick with a rifle sticking out of it. Doesn't inspire much excitement, does it?

As for the Gauss Gun, the barrel is generally sensible, it's just that no one else can afford it except the basic Legion: it's too expensive for the Dominator, too expensive for the Manticore, and the Invictus is also suffocated by such a flux cost (then it's easier to put Mjolnirs again, they're better in everything at the same price). On top of that, the one-time damage is already quite tolerable, 700 is enough to penetrate light and medium armor, with 900 and even more so 1000 you will want to howl in pain when meeting Gauss on the enemy side.
It would

with LMG being cheaper, players would be able to rely on it without feeling like they're being ripped off. Creating more defense around the Dominator. Maybe even making it possible to equip medium ballistics in medium slots

Shield Shunt buff would help Dominator spec into its actual stats and not just pray it won't get attacked in combat. And it would help it with its limited flux

Turn rate buff would definitely be of a huge improvement

Gauss Cannon dealing 900 damage is the most I think it should ever have. You have to remember it will scale with all the damaging things in the game. So with Ballistic Mastery it'll deal 1035 damage. And that gets further amplified by Target Analysis, Tactical Grills, CR, etc.

Annihilators probably deserve a small health buff all things considered.
But their strength is mostly limited by the incredible strength of Flak Cannon, Devastator, etc. If you buff it too much. It becomes unstoppable against ships that don't really have that much to deal with it. But when that has ever been a problem I guess. We can always just power creep those too

Also you can nerf Hephag. With Hephag having its old *** accuracy. Ships like Conquest, Onslaught would no longer be b-lining towards using it. And Dominator would be appreciated for its hardpoints. Not despised

I'm not against the LMG buff, although I already effectively use them instead of volcanoes (if I want them to reliably shoot down missiles, I use IPDAI) without any problems. In theory, it would be nice to reduce the cost of LMGs (double and single), as well as HMG, which is not used anywhere except SO builds, in order to somehow diversify the ballistic PD pool for practical use, after all, energy PDs received their improvements.

As for mobility, having played with a 25% buff, I don't want to go back to the current Dominator at all, it's too slow. Watching how slowly the AI wags back and forth is simply physically painful.

Regarding Gauss, I played with them once again on Manticore and Dominator to once again see how precarious their position is now and I see two options:
1 Reduce the flux load, with the current cost neither Dominator nor Manticore can afford to take an auxiliary weapon for Gauss, nor even just fire it stably, one or two Gauss is not enough to effectively fight enemy ships and 1200 range is not an excuse for its miserable current position.
2 Increase damage to 1000+ with an increase in projectile flight speed and a decrease in rate of fire. Turn Gauss into a destructive sniper rifle.

I agree with the excessive power of flak-cannons (and now Paladin), I think that the PD perk should either be removed from the game or seriously reworked, this clumsy attempt to counter missile spam only kills the already weak weapons. Increasing the HP of the Annihilators (both) will be the only right decision.

As for Hephag, to be honest, I don't understand at all how their nerf should help the Dominator without rolling down the balance of other ships.

3
General Discussion / Re: Unloved and Forgotten - Dominator
« on: May 06, 2025, 08:18:46 AM »
I like the Dominator. No, it's not as durable or hard-hitting as an Onslaught but it can reliably slug it out with other Capitals and hold the line. Does it need help? I'm undecided but there is a slight buff I think it could use.

The Dominator is labeled a "Heavy Cruiser" but many historical heavy cruisers could match the range of true battleships, they just didn't have the same level of armor. The line between Heavy Cruiser and Battlecruiser was very thin. The point here being that the Dominator could have the range of a Capital. Give it a hullmod (let's not get fancy, just call it "Heavy Cruiser") that makes it so that DTC/ITU gives the Capital-sized bonus instead of the Cruiser-sized. Thus, the Dominator, despite being a extremely slow brick, also outranges its peers and can engage Capitals without the range disadvantage. This makes the Dominator worth its increased DP cost vs "normal" Cruisers.

One could make the argument all Heavy Cruisers could also receive this treatment: Champion, Rampart and Line Unit. Now, The Aurora, despite costing 30 DP, would not get this treatment, nor would the Doom. They're expensive for a different reason.

Actually it is a very smart decision to give the Dominator a cruiser analogue of the ATC, this will justify its higher cost of DP compared to other cruisers and give it an extra 15 OP, for which players can take an extra hullmod. Otherwise it will turn out that the Atlas and Prometheus have a longer range and better firepower, being approximately in the same niche. But I would not give such a hullmod to the Apex, because of its higher speed than the Dominator (twice) and Rampart (it can afford to be cannon fodder).

4
General Discussion / Re: Unloved and Forgotten - Dominator
« on: May 04, 2025, 05:49:55 PM »
You gave it Eradicator's turning stats. Faster actually
18 18 vs 15 20



If you want to buff the Dominator whilst preserving its original identiy. I guess I could give a proposition. Even though I'm no longer a fan of buffing things. Except carriers maybe and some deserving junk ships like Vanguard

Reduce LMG and DLMG costs to 2 and 4, instead of 3 and 5
So, it's easier for a Dominator to guard its flanks without spending so much of its OP budget

Increase its mobility stats to 15 15 instead of 12 12, not a big fan of this. But meh. Instead of 18 18

Champion for comparison has 15 20 if I read correctly

Buff Shield Shunt to provide 25% bonus armour instead of 15%. Shield Shunt is Dominator's bread and butter. This will buff the Onslaught too. But we should nerf the Onslaught. So something in return wouldn't hurt

I don't know... You wanna buff Gauss?
Probably increase damage from 700 to 1000. Unsure. 900 maybe?

Okay, I agree 50% is too much, 25% is enough, I miscalculated. It's late, I can't think straight.

As for the rest, my idea is to make an immobile fortress out of the Dominator, so to speak, an oversized Enforcer, the LMG cost won't help in any way in a situation where the ship wants railguns or needlers. Right now it's just a brick with a rifle sticking out of it. Doesn't inspire much excitement, does it?

As for the Gauss Gun, the barrel is generally sensible, it's just that no one else can afford it except the basic Legion: it's too expensive for the Dominator, too expensive for the Manticore, and the Invictus is also suffocated by such a flux cost (then it's easier to put Mjolnirs again, they're better in everything at the same price). On top of that, the one-time damage is already quite tolerable, 700 is enough to penetrate light and medium armor, with 900 and even more so 1000 you will want to howl in pain when meeting Gauss on the enemy side.


5
General Discussion / Re: Unloved and Forgotten - Dominator
« on: May 04, 2025, 05:26:33 PM »
Comparing Gauss to Storm Needler and then saying that there is finally a reason to pick Storm Needler is something I think should not be how the game is... Built

But who cares... Whatever

TPC needs to have 200 flux per shot, instead of 150. So Expanded Mags s-mod can't just allow the Onslaught to indefinitely fire 0.6 flux efficiency 2000 range projectiles that pierce medium to heavy armour. That doesn't make any sense
Personally, I don't see any problems with Onslaught. I'm constantly messing around with Hegemony and I wouldn't say that TPC causes any particular problems, even with s-mod Mags Onslaught doesn't feel like something terribly unbalanced.

That's intended. Eagle is just overpowered
Heh, nice try.


6
General Discussion / Re: Unloved and Forgotten - Dominator
« on: May 04, 2025, 05:05:13 PM »
and the rare comments about it boil down to a simple phrase "just take Onslaught". Something is wrong here.

Yeah - the Onslaught is undercosted.

Even if that was true, the dominator would still suck. You make it 50 and its still worthless to bring 2 dominators over an onslaught, you go to the absolute extreme and make it 60 and...bringing two dominators and a random destroyer would barely be better if at all.

Meanwhile there are multiple 40 dp combinations right now that are arguably as valuable as bringing an onslaught. This is a dominator issue.

This ^

7
General Discussion / Unloved and Forgotten - Dominator
« on: May 04, 2025, 04:43:53 PM »
After having a great time playing with Grendel, Eradicator and Retribution, I decided to turn my attention to the Dominator. No one talks about it, it's like it doesn't exist, and the rare comments about it boil down to a simple phrase "just take Onslaught". Something is wrong here. So I decided to test it. And the result was somewhat disappointing to my expectations. Let's start in order:

1. Maneuverability and OP taxation.

The ship, like all other ships with frontal weapon mounts, suffers from the inability to engage multiple targets at once, but compared to a light Hammerhead or Midline cruisers with a maneuverability system, the Dominator is a complete brick that has truly colossal problems with this.
The ship requires both maneuverability perks, Auxiliary Thrusters and in no case S-modded Heavy Armor. We've only just begun.
He needs a means to fight off flanking opponents:

Kinetics in medium mounts? Suboptimal. Without defensive mounts, the frontal hemisphere is open to being pounded by all types of missiles and torpedoes, and offensive mounts pale in comparison to the options provided by small mounts. Therefore, offensive weapons with a Ballistic Rangefinder.
Let's summarize: in total 47 OP + ITU 15 OP + 2 maneuverability perks out of the basic 5.

But why did I even decide that this was necessary? Empirical experience. I played with the Dominator for a long time, and I can say that the Dominator without this "minimum" is simply a punching bag, it simply cannot keep up with the flanking enemy, who ultimately comes to its rear with an obvious result. At the same time, the described measures allow the ship to feel much more confident and if regarding the issue with maneuverability I have seen the difference with my own eyes on my ships, then regarding small mounts I have also seen it on opponents (railguns help the ship a lot).

My suggestions? Increase the ship's maneuverability by 50% and integrate the Ballistic Rangefinder as was done with the Lasher in its time. Having played with these settings, I can say that the ship finally feels like its 25 DP.


2. Sub mediocre weapons:

Annihilator Pod.
The most optimal options for Dominator loadouts require Harpoons and possibly Gorgons (at the time of writing, I completely forgot about them). PCLs work better on capital ships, Reapers are deceptively good, and Sabot seems completely out of place. Annihilator Pod. An option that seems like a glove for the ship, but in practice is a trap:

Low HP.
Slow projectile speed.
Terrible rate of fire.

Even when assembling a ship entirely for them, they simply hang like dead weight. Almost every second ship in the enemy team has a perk for PD, in battles against Low-Tech and Remnants, even taking ECCM, the player rarely sees hits, all missiles are simply shot down on approach.
I suggest adding stats to the Annihilators and if necessary increasing their OP cost, because in modern realities it is difficult to imagine their use not only on the Dominator, but also on other ships for the banal reason of the existence of PCL (even nerfed).

Gauss Gun.
Everything is simpler here. This weapon is rarely worth mentioning - a gigantic flux profile against the background of suboptimal DPM completely bury it not only on the flux-starved Dominator, but also on other ships (people in 10 out of 10 cases simply take Mjolnir). With all the other disadvantages (long warm-up, terrible turn speed that does not get better with hullmod) its cost monstrously limits its use, literally making it impractical.
After the Multi-Needler was brought back to life by buffs, I would like to believe that a similar fate awaits the Gauss Gun. In my opinion, this is one of the options that could greatly help Dominator.

It would be interesting to hear your opinion on this matter.

8
General Discussion / Re: SUPER REDACTED
« on: April 19, 2025, 11:09:41 AM »
No biggie about the black holes, i have 25k supplies and 40k fuel, also emergency burn exist so you are not losing that much.

Already got Big Boy a long time ago (even two of them before fix)

9
General Discussion / Re: SUPER REDACTED
« on: April 19, 2025, 10:51:59 AM »
Rogue planets, gas giants and black holes (not recommended!) in the abyss all have a chance to have threat fleets spawn. The issue is that they spawn a fair bit away from you, so it's advised to fly around at maximum visiblity to bait them in or use neutrino scanner to find their fleets.

I did all of this in the distance of 40-60 ly and nothing. Like they doesn't even exist! Also, what's the problem with black holes?

And yeah i completed the quest and only quest fleet i saw.

10
General Discussion / SUPER REDACTED
« on: April 19, 2025, 10:42:16 AM »
Guys, is there a way to reliably find the Threat, because I have problems with it, I spent hours looking for them, but instead I only fight Dwellers exclusively.
My most anticipated opponent since the introduction of the Abyss and no result at all.

11
With APC, your speed literally cannot bottom out.

Brother...

"Increasing the threshold at which speed bottoms out by 50% For standard-design coils with no other modifications, this takes the threshold from 50% to 75%."

It literally says that speed bottoms out at 75% instead of 50% of flux scale.

12
The first misconception is that Grendel is a phase ship, this is not true, Grendel is an enlarged Vanguard without mobility...
Any attempts to install phase hullmods on it are doomed to failure...

These aren't separate issues: you *need* Adaptive Phase Coils (and the phase skill) for Grendel to have decent mobility, although it never goes above "eh, it's aight".

No it doesn't. Phase Coils only gives you around 5 second of time before speed drops to it's rock bottom, AI just wastes this time sitting in phase afraid of being beamed by tac-laser. Grendel doesn't have any mobility whatsoever, so it is not very reasonable trying fixing it. But allright, i'll take Coils and Injector to prove my point that it doesn't help AI one bit.

13
Ideally it should look like this:

Spoiler
[close]

Replace Helmanship with MissileSpec in this case.

14
I tried your build thinking that I might not understand or know something, it didn't work out very well. There are a lot of misunderstandings and misconceptions in your build. The first misconception is that Grendel is a phase ship, this is not true, Grendel is an enlarged Vanguard without mobility, or a Rampart with a crew. Any attempts to install phase hullmods on it are doomed to failure, instead it is worth concentrating on survivability and on Autoloaded Breaches instead of Salamanders and Armored Weapon Mounts. Also, there is not enough vents, the ship should get read of flux while it is firing, so as not to go into a cycle when it cannot go into phase and fire at the same time.

Here is my example build:

Spoiler
[close]

Ideally, you can install s-moded Flux Distributor and take the Flux Regulations perk so that it can get rid of flux during continuous shooting.

15
Mods / Re: [0.97a] Arma Armatura v3.1.5 [1/11/25]
« on: April 17, 2025, 12:09:21 PM »
After playing with this mod for a month, I have several suggestions:

Valken 3
Sera never gives it to you under any circumstances, she gives you Hullmods and Raj, but never Valken 3, maybe you should definitely give the player the stuff when you reach relationship levels? I started new runs 3 times and she never gave the desired prize.

Spriggan
The shield bursts after a couple of kinetic hits, too little stock, too fragile.
Flux pool and OP are not enough to fully equip it with anything other than the cheapest options.
Too slow and fragile, meeting a devastator, it is guaranteed to die after 3 volleys.
The built-in PD plays a bad joke on it, even with HVD equipment, the Engage or Eliminate order forces it to approach the PD distance, which is guaranteed to lead to death.
Maybe it's worth giving him a Damper Field on the alternative and a replaceable weapon from Leynos, in addition to improving the above stats?

Bakraid
A very cool concept, it's just a pity that it is reserved for hegemony. Unfortunately, his speed is too lame, which is why he is perceived as a quirky brawler. Maybe it's worth increasing his speed by 20-30 units? It would also be nice to replace the panther's loadout with a chaingun instead of a mauler. And the panther's 5000CR stretches across the entire screen, somewhat spoiling the impression. I also think it would be a good idea to give Bakraid a rugged construction, since the AI cannot independently separate the panther from the armor.

Fenris
Too dull an aircraft carrier, doesn't stand out well against the background of Mora and Heron, maybe it's worth replacing a number of weapon slots with small missile slots, adding another hangar and increasing its cost to 25-28 with a corresponding increase in OP?

Valkyrie AA
Behaves too aggressively for what it pays for, maybe it's worth giving it a CARRIER tag instead of CIVILIAN and increasing the range of its wing?

Valken P
Loses to Talon and Guppy in literally all respects: too fragile, slow and underequipped, despite the KINETIC in the name it does too little damage to shields.

And finally, it seemed to me that earlier in the mod there were more strikecrafts like Broadsword and Warthog, it's a pity that you cut them, they seemed cool to me, without them the game looks a little empty. Eventually it would be possible to replace them with super fighters, but I'm afraid it's too much work to add them, so coming from me it sounds too shameless.

P.S.
Kouto is missing it's description.

Einhänder's weapons struggle very hard against armor.

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