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Messages - Sorbo

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1
Blog Posts / Re: Skill Tweaks
« on: December 13, 2023, 04:18:05 AM »
Quote
Ordnance Expertise increases the ship’s flux stats (in brief, flux builds up when you fire weapons, the more of it you can dissipate, and the higher your ship’s capacity, the more weapons fire you can sustain). Its elite effects isn’t flashy, but it’s good enough. The baseline effect, +2 flux dissipation for every ordnance point spent on weapons, though… well, it’s too strong. This skill is almost an auto-pick on an officer, but more problematically, it changes the balance of the game by letting ships fit too many offense-focused weapons and making things like point-defense less valuable. There are other factors involved here, for sure – some overall reduction in weapon flux generation, a few new low-flux weapon options, other means available for improving flux stats – but Ordnance Expertise is part of the picture, too. So the baseline effect gets a modest reduction – 1.5 instead of 2 points. It doesn’t need to be nerfed into the ground, just enough that other skills might be more competitive against it, so I think it makes sense to start with a conservative change.

Tbh, I grew to resent this skill because of flux dissipation gains. Its practically enslaved me. I always grab it on every single officer or I just can't help myself but feel like I am missing out. Winning flux war is always useful, no matter the build or ship design. Doesn't matter if you build for offense or defense (shield elite allows to vent hard flux with raised shield so more dissipation = better). For the same reason, I never leave any weapon slots empty anymore. This skill made me obsessed and I definitely enjoyed tweaking builds way more when it was not a factor.

2
Suggestions / Story point to increase Hypeshunt range
« on: August 13, 2023, 09:54:29 PM »
Would love to see story point option of expanding the range of Hypershunt by half. Which would cost a lot. 5 story points seems reasonable? Though of course I would pay any price. You would get 5 light years expansion range for this. 2 light years if 5 is too much.

I find colony building aspect of the game enjoyable, but it can get pretty frustrating when you find a lucky close-to-coreworld hypershunt spawn (or not) but it is just 1 or 2 light years away to reach your colony, with nothing you can do about it but restarting the seed or pick a shittier system in range...

Recently, I found super lucky Askonia seed, well and guess what, hyper shunt is close to core worlds as well. Alas, just a single light year too far.

Close, but not close enough :(



Wouldn't say no to a similar feature for cryosleepers.

3
General Discussion / Re: Combat in this game is frustrating
« on: July 02, 2023, 05:09:16 AM »
I considered skipping it, but I figured "I've got 2 capital ships, tachyon beams, plasma cannons, fighters galore, lvl 5 officers - I should be able to take this!" and still got utterly rekt. Like, only killed 2 or 3 ships while my entire fleet got picked off one by one rekt.

When I fought this fight I had 4 capitals, the 60 DP Paragons considered to be the most powerful and technologically advanced mass-produced capital ships in the sector. With lvl 6 officers specked into improving Paragons performance. Stuff like shields, energy weapons, damage etc. All of them had increased range thanks to beam hull mod. Each had 3 build in hull mods, and 99% combat readiness. Point is, I was as end game ready and pimped out as I could be.

It still took me 7 attempts to win that fight without loosing a ship. And I basically resorted to what I consider cheese strategy.  I corner camped with Paragons given the order to stay near corner spot. And then it was basically a luck game, because sometimes one Paragon would overextend and would get focus fired and when you are so close to the map edge you no longer can control ships that easily because there is no space to retreat to. But yeah, in the end I won simply because I endured their onslaught thanks to Fortress Shield and outlasted their combat readiness (since phase ships burn through it at an accelerated rate) and then annihilated them when their phase capabilities stopped functioning.

This fight is tough. Definitely not a good pick for novice benchmarking.

4
I'm pretty sure salvage bonus effects weapon drop rates.
Does it? It specifically says "but not rare items like blueprints'. Omega weapons seem to be rare enough.

5
Posted this one before. Everything you need to be next Askonia. Galatia's gas giant has +2 volitiles and the only other free planet in the system has no atmo for Synchrotron Core fuel production.

MN-9206278576907048703



6
General Discussion / Re: Starsector 0.96a-RC6 XP Bonus
« on: May 06, 2023, 10:38:31 PM »
My understanding is that now, once you reach max level, you could use up to 3x your base XP in bonus XP, so that you can use up that bonus XP much faster
Quadrupled actually.

7
Discussions / Re: Now That's Entertainment!
« on: April 11, 2023, 03:17:19 AM »
and maybe finishing that film about the Dune that didn't get made at all
What about Dune miniseries from 2000s? It has two parts, 3 series each, for total of six hours of runtime that adapt first 3 novels. It is a lot more faithful to the original books thanks to plenty of time for plot to develop and intent by showrunners to be so as close to source material as possible.

8
I just don't like the idea of s-mod penalties. S-modding shouldn't make things worse, it feels bad conceptually. Top tier hullmods could use no bonus instead, and everything else get bumped up accordingly.
Pretty much how I feel. Like game punishes me for no reason.

9
Alex said that ships that come with built-ins (not smods) won't receive the penalties. So your gryphons will be unaffected at least. I'm not glad to see the penalties personally, but I understand why they're being added.
Yeah you're right, but I kinda wanted to replace them with new missile cap ship. Do they also come with them preinstalled? Judging by the screenshot it doesn't seem so.

10
General Discussion / I don't like the idea of build-in hull mods debuffs
« on: January 05, 2023, 07:20:58 PM »


Looks like top tier ones are getting debuffs and I'm not really a fan of that. Missile racks in particular was one of my favorites on Gryphons. That rate of fire debuff kills my missile specialization elite, pretty nasty.

Stated goals are "variety in what gets built-in (not "always most expensive", and more ship loadout options". I dunno feels like a club way of achieving this. Add buffs to all build-in hull mods, with low tier giving high bonuses, mid something minor and high tier giving nothing extra at all.

11
General Discussion / Re: Dead Game?
« on: December 23, 2022, 10:09:25 AM »
The current plan is finish up most things on the TODO (or decide not to do them)

Did the solar mirror UI fix for galaxy view made it on the current patch list?

12
Modding Resources / Re: [0.95.1a] GraphicsLib 1.6.1
« on: December 03, 2022, 07:45:42 AM »
How do I enable vanilla ship explosion flashes?

13
I believe in my game I just finished wiping the floor with the sixth or seventh Inspection sent against my AI-centric empire, our Throneworld situated in a High Risk system with my faction industrial base directly beneath a Remnant Nexus.

The Hegemony has dedicated, and lost, thousands or more likely hundreds of thousands of souls and trillions of credits towards fruitless attempts at 'inspecting' my worlds for evidence of AI activity, when for decades I have been essentially been willing to publicly volunteer that information towards them and in any case they can plainly see that the lengths I am willing to defend my sovereignty is probably a good indication that we're up to something.

I would suggest that after enough inspections go horribly bad - i.e. resulting in the deaths of thousands - the Hegemony eventually stops attempting to verify your crimes with little things like evidence and declares you a Rogue state, probably calling on all aligned powers of the galaxy to stop you before it's too late, launching a third AI war. It just seems a little silly for them to be banging their heads on a brick wall so hard and so often.

I suggested something similar a while ago. Didn't get much traction.

https://fractalsoftworks.com/forum/index.php?topic=20935.msg317605#msg317605

14
Bug Reports & Support / Re: This world should be 75%
« on: February 24, 2022, 03:13:10 PM »
Yes I thought about it. But didn't know solar shades counter effects. I'll check it next time, this is most likely it.

Wouldn't happen if shades showed up in the planet list UI tho  ;)

15
Bug Reports & Support / This world should be 75%
« on: February 24, 2022, 03:58:21 AM »
-50% hazard from mild climate and habitable and +25% from hot = 75%?


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