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Messages - PsychoThruster

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1
General Discussion / Re: Why no Steam?
« on: June 06, 2023, 03:53:34 PM »
Early Access games are also required to estimate how long they will be in EA which sets expectations for people who buy it. I know I get irritated by EA titles that are slow to update when they expected to be done within 12-15 months and 9 years later it's mostly engine refinements(looking at you exanima!) Starsector being slow to update doesn't bother me because it's a mod friendly sandbox with a small team. Plus I like that the forum here is the hub for the community, it is very chill compared to steam pages. Steam pages tend to attract two extremes of people, the angry and the ones who think it's the best game ever made in the history of mankind. It gets volatile.

2
Love it

3
Suggestions / Make herding our cats easier.
« on: June 06, 2023, 02:29:58 PM »
First I would like to suggest that each cat class can shoot over the classes smaller than it on the same side to reduce instances of friendly cats blocking your guns and generally being a nuisance in large fleet battles when ordered to escort or defend or god forbid ordered to eliminate a target when there's a friendly destroyer in-between.

Second we desperately need a formation system to help our cats do what we want them to do. I would like to see this tied into skills. The player starts with being able to create one or two formations utilizing frigates and destroyers. A formation can only include 3 cats. They are customized out of combat on a screen like the fleet screen with a grid. The grid boxes equate to 100 weapon range. You drag and drop your chosen cats onto the grid. In battles the ai will always try to maneuver to keep the formation. At least one cat in the formation must have an officer. Formations will always try to focus their fire on the same target. Skills can increase the number of formations you can field by a modest amount, as well as the class of cats available. Or perhaps it should be based upon DP instead of class directly. That might be tidier. Formations break when the officers ship dies or can be ordered to disperse with a command point.

With such changes I think our job as cat commanders will be made much less frustrating. Additionally I believe this will make cats that have been historically neglected or considered less than ideal able to be incorporated into our fleets in an organic way by reigning in their behavior with a system that can leverage their unique talents.

4
Suggestions / Re: Automated Ships Rework
« on: June 03, 2023, 02:35:12 PM »
That or just give them more OP. The ships have excellent mounts and not terrible stats for what they are but are hamstrung by not having the OP to fully leverage them, other than the Rampart. This is from spending some time trying to make use of them. For example the Berserker, this thing has 60 OP to make use of 3 Medium Ballistic mounts. The Manticore gets 90, Hammerhead 95 and Enforcer 110. If the Berserker had 90 it would be much more interesting.

But then, I figure the idea is that Derelict are the weak opponents explorers must face. Rampart can be a monster though, if outfitted correctly. With 30 more OP so you could make a proper SO build or give it flux stats it would be a compelling choice even over Remnant ships but maybe that's not intended.

Maybe give them a d-mod that's built in which reduces OP and DP in the wild but can be removed on a hull restoration? So that way they can serve as a weaker event for exploration but be restored into a viable ship for players skilling into automated?

5
Suggestions / Re: High scatter amplifier changes
« on: June 02, 2023, 03:59:46 PM »
Thanks for elaborating. Personally I'm not swayed from my original suggestion of incorporating the HSA effect into the normal range band of beams so that it applies at close range and synergizes with energy weapon mastery at those ranges, while operating as normal beams beyond HSA range. It competes nicely with advanced optics this way, offering a choice between leaning into longer range OR normal range with enhanced close range utility.

What you're proposing could end up very overpowered or hard to balance simply because 135dps tac lasers with the 800 range, plus pd conversion, plus ITU is simply a straight buff to beam damage and grants hard flux. Putting 6 of those on a Medusa for instance would give you 810dps at anywhere from 960-1350 range depending on skills. So it comes down to careful hull selection to make the ship worthwhile yet not overtuned.


6
Suggestions / Re: High scatter amplifier changes
« on: June 02, 2023, 02:17:56 PM »
Baking into any existing hull without buffing it in some capacity will just make that ship worse though. So what kind of buff do you suggest if you advocate making it a built-in only mod?

7
Suggestions / Re: High scatter amplifier changes
« on: June 02, 2023, 03:57:42 AM »
While it is pretty useless now. The worry is if it doesn't have a big enough range penalty then they become amazing kiting weapons due to the range and difficult to dodge nature.

You misunderstood what I suggested. The HSA effect only applies to the portion of the beam equivalent to the range of current HSA beams, but does not reduce the overall weapon range. So at 1k-500 or so range it's typical soft flux beamage, inside 500 however HSA comes into play.

8
Suggestions / High scatter amplifier changes
« on: June 01, 2023, 07:28:17 PM »
I'd love to see this mod made useful outside of extremely convoluted builds by either making it so that the effect applies at close range without nerfing overall range, or if that doesn't sit right then make it a toggle ability with a flux cost/cool down or something. Right now it just exists to turn beam weapons into subpar melee weapons or novelty pd builds.

9
Suggestions / Re: Phase Lance range buff?
« on: June 01, 2023, 03:57:48 PM »
Actually a percent chance to bypass shields would be neat. Maybe something like a random 5-40 percent chance per hit. Keep the shorter range, but give it a unique twist as a skirmish weapon.

10
Suggestions / Re: Phase Lance range buff?
« on: June 01, 2023, 01:39:23 PM »
Give it 1k range, spread it's damage out over a longer firing interval, and maybe reduce tracking speed a bit?

11
General Discussion / Re: DEMs: not enough range?
« on: June 01, 2023, 04:06:11 AM »
Squalls don't have eminently spammable small mount equivalents. The last PL bounty I tackled in addition to having about 8 hydras, had roughly 24 gorgon srms, plus several gorgon pod vigilance's.

12
General Discussion / Re: DEMs: not enough range?
« on: May 31, 2023, 02:52:00 PM »
Not really, hurricanes will get monched by vulcans all day on any ship large enough and thus slow enough to be threatened by them. My dominators don't fear the mirv, but the Dems will overwhelm them. I didn't build a point defence legion flagship to counter hurricanes, harpoons, locusts, or squalls. I did it to shutdown Dem spam. And thanks to encountering several pirate fleets with a bunch of venture mk II's rocking traditional missiles, I am fairly confident in my asseveration.

13
General Discussion / Re: DEMs: not enough range?
« on: May 31, 2023, 02:27:59 PM »
Go fight a large persean bounty where every ship has gorgons and witness the gorgon spam trivialize all but cruiser+ itu grade pd and then overwhelm even that through sheer volume. In previous versions I could take five ships and clear such bounties easily, now it's borderline impossible. That's not a bad thing, Dems work quite well as is, but do require fleet wide adoption to really shine, also not a bad thing. The trick to the dragons is to fire them when the target is already dealing with gorgons.

On just one or two ships they seem weak, on the entire fleet they absolutely slay.

14
General Discussion / Re: Safety Overrides Rework
« on: May 31, 2023, 01:18:11 PM »
Here's what I'd do, keep the extra dissipation, remove the speed buff, remove the range debuff. Ship explodes if it gets overloaded. Can s mod. Done

Now change unstable injector to give the speed buff that so used to provide but it makes engines fragile and reduces flux capacity. Remove range debuff. Can s mod. Done.

15
General Discussion / Re: Beam fleet loadout
« on: May 31, 2023, 06:49:03 AM »
I'd get champions with gunnery implant officers and go 4 tac, 2 grav, 1 hil. With their system running they're pumping out 1400 shield DPS, and 2250 armor DPS. Build the fleet around high intensity lasers, they do the most shield DPS of the beams despite being HE.

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