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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 - Tigasboss

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1
Mods / Re: [0.96a] Tahlan Shipworks 1.2.3
« on: June 30, 2023, 11:24:08 AM »
Im not sure if this is normal or if its a bug.
At the start of the game the Legio has a lot of their LI variant ships on their fleet, from castigators to broncos, etc but once they start spawning the daemons their fleet compositions change and they spawn a lot of normal pirate ships instad of their own along with the daemons.
Their fleets are composed by mules (both variants), Ventures (both variants), bentos, and other pirate ships with some daemons in the mix with very few LI ships. Is this intended, or is it a bug on my end?

2
Mods / Re: [0.96a] Tahlan Shipworks 1.2.3
« on: June 30, 2023, 11:11:49 AM »
is it possible to beat legio unchained with under 240 dp?
Did any of you guys do it?

   I'm waiting for an Industrial.Evolution 0.96a update before starting a new run, so I haven't tried that yet. That said, I would advise to face the Legio toasters with their natural faction counter, the Scalar Tech Defence Force (certainly, Nia wouldn't let us down...). When I used a STDF strike group fielding 15 (yeah, I ignored my Golden Rule in this case) of their phase destroyers and an assortment of Spindle frigate classes, included the distinguished Skirt, with a typical faction weapons layout with an emphasys on Ion damage (Baste ion dischargers and such), the Legio Rising bounty was relatively easy to win. Be sure to ALWAYS use a Percale Phase Cruiser as your flagship to fight against the accursed Daemons, since it is one of the few ships with a highly enough energy and ion ALPHA STRIKE damage potential as to cripple and overload any cruiser class and below WITH ONE BLAST, or two. Give the annoying Daemons its ion medicine, especially the hounds and centurions, before they can cause disruption among your combatants. Even the dreaded Hel Scaith is marked for destruction if caught flanked and unaware of your presence, a very common situation. That assumes a specialization in energy weapons on the player side.

   So give it a try. Swarm them with the Spindle version of the wolf pack. A very EMP pack that is certain to counter Daemon speed and deathyness. Set as your primary targets any Kodai Daemons you find and destroy them ASAP with a surprise attack from P-SPACE. They are the most dangerous Legio warmachines IMHO, but are often vulnerable to the rear.
Yea i used an iron shell XIV fleet with an XIV Skysplitter as a flagship and used a similar strategy by using its big alpha strike potential to kill the hel frigates (specially the hounds *** those things) and managed to win the legio rising bounty only losing a few frigates, but on the unchained bounty they all have SO and the double tachyon lances+Annihilation protocol isnt enough to get through a lot of the bigger ships shields since it deals soft flux damage, and the hel retributions with SO are just plain broken lol.
Also im unfortunately not using spindle in this playthrough

   So you now see the need to give'em plenty of ION love to those fiends. More so if the fleet is SO based. If they have no engines, they cannot escape. A possibility would be to grab a Phasegon Battleship (from Caymon's Ship Pack) and equip it with two gigacannons and 4 ion pulsers. I suppose that's as deadly as a Percale from Scalar Tech at least. If not, get a buncha Auroras and/or Oddyseys and do the same: Ion pulsers aplenty and expanded magazines (S-modded if possible) to have sustained firepower and deny the Daemons the chance to escape. Doom cruisers and Revenant destroyers similarly equipped could help to flank them. Phase ships have an easier time positioning themselves without fear of retaliation before unleashing their killing salvo. Wish you good hunting and tell us if you manage to melt their sorry bulkheads  ;D
*** was too hard, i had to cheat and built a starfortress on the system the bounty was.
The reward was pretty neat though, too bad im on an iron shell playthrough so i havent the automated ships skill to go with it :/

3
Mods / Re: [0.96a] Tahlan Shipworks 1.2.3
« on: June 28, 2023, 04:16:24 AM »
is it possible to beat legio unchained with under 240 dp?
Did any of you guys do it?

   I'm waiting for an Industrial.Evolution 0.96a update before starting a new run, so I haven't tried that yet. That said, I would advise to face the Legio toasters with their natural faction counter, the Scalar Tech Defence Force (certainly, Nia wouldn't let us down...). When I used a STDF strike group fielding 15 (yeah, I ignored my Golden Rule in this case) of their phase destroyers and an assortment of Spindle frigate classes, included the distinguished Skirt, with a typical faction weapons layout with an emphasys on Ion damage (Baste ion dischargers and such), the Legio Rising bounty was relatively easy to win. Be sure to ALWAYS use a Percale Phase Cruiser as your flagship to fight against the accursed Daemons, since it is one of the few ships with a highly enough energy and ion ALPHA STRIKE damage potential as to cripple and overload any cruiser class and below WITH ONE BLAST, or two. Give the annoying Daemons its ion medicine, especially the hounds and centurions, before they can cause disruption among your combatants. Even the dreaded Hel Scaith is marked for destruction if caught flanked and unaware of your presence, a very common situation. That assumes a specialization in energy weapons on the player side.

   So give it a try. Swarm them with the Spindle version of the wolf pack. A very EMP pack that is certain to counter Daemon speed and deathyness. Set as your primary targets any Kodai Daemons you find and destroy them ASAP with a surprise attack from P-SPACE. They are the most dangerous Legio warmachines IMHO, but are often vulnerable to the rear.
Yea i used an iron shell XIV fleet with an XIV Skysplitter as a flagship and used a similar strategy by using its big alpha strike potential to kill the hel frigates (specially the hounds *** those things) and managed to win the legio rising bounty only losing a few frigates, but on the unchained bounty they all have SO and the double tachyon lances+Annihilation protocol isnt enough to get through a lot of the bigger ships shields since it deals soft flux damage, and the hel retributions with SO are just plain broken lol.
Also im unfortunately not using spindle in this playthrough

4
Mods / Re: [0.96a] Tahlan Shipworks 1.2.3
« on: June 27, 2023, 01:36:14 PM »
is it possible to beat legio unchained with under 240 dp?
Did any of you guys do it?

5
Mods / Re: [0.96a] Ashes of The Domain
« on: June 18, 2023, 04:34:34 AM »
Hi you all shmucks who play AoTD
I will be unable to hotfix /update AoTD  for period of two -three weeks due to working 10 hours per day and also having university on my head with finals as even with my high tolerance for stress and work this begans to be too much. I hope you will enjoy you all my mod and have nice day/ night
Okay, hope it goes well, good luck on your finals.

6
Mods / Re: [0.96a] Ashes of The Domain
« on: June 16, 2023, 03:55:32 PM »
Will this mod be compatible with unknown skies? Right now i have an archipelago world which has adequate farmland, but i cant upgrade past monoculture plots because it says it requires farmland, im guessing its because the mod reads the archipelago world as a water world.
Yea probably is  because of how planetype works, i will probably include hotfix to block monoculture and instead let fishery there
Shouldnt it be the other way around? The planet has the farmland condition.
Edit: Or maybe include both?

7
Mods / Re: [0.96a] Ashes of The Domain
« on: June 16, 2023, 03:37:17 PM »
Will this mod be compatible with unknown skies? Right now i have an archipelago world which has adequate farmland, but i cant upgrade past monoculture plots because it says it requires farmland, im guessing its because the mod reads the archipelago world as a water world.

8
Mods / Re: [0.96a] Ashes of The Domain
« on: June 14, 2023, 02:34:02 AM »
whats the difference between all the orbital works? (besides the demands they require)
isnt normal orbital works with pristine nanoforge better than the fleetworks and skunkworks?
Fleetworks got scalebale bonus to fleet size globally so all planets got 25% fleet size increase and skunkworks gives chance for patrol fleets to spawn with  fom 0 to 2 or even sometiems 3 smods
Oh thats pretty cool

9
Mods / Re: [0.96a] Ashes of The Domain
« on: June 13, 2023, 01:29:35 PM »
whats the difference between all the orbital works? (besides the demands they require)
isnt normal orbital works with pristine nanoforge better than the fleetworks and skunkworks?

10
How do you guys build the valkazard?
I cant seem to make it work, feels like it takes sooo long to kill stuff

Sorry for the long response, here; things got a bit out of hand.  A lot of this might be redundant information (or maybe incorrect - I've no doubt people are willing to point out what I got wrong or assumed incorrectly about, thankfully) and a bit disorganized besides, but I'm going to try.  Just remember that the most important thing about piloting a one-of-a-kind high performance war machine that uses combat stimulants and direct neural interfaces to push the pilot beyond human limitations is having fun and being yourself.

Spoiler
  • As stated, the Valkazard isn't a brawler - none of the strike craft are, but this one especially.  You can fight toe-to-toe early on and just overwhelm frigates and lighter destroyers, but once battles get large enough it's easier and safer to be an opportunist who picks away at easy targets or blows chunks out of the hulls of distracted ships ("Hold my beer, I'm going to shoot out that Onslaught's engines.").  The combat stimulants make getting behind targets way easier, provided you get good at grazing shots.  If you're not, my advice is to start playing shmups.  There's a lot of skill crossover between them and Starsector.
  • Until you get good at piloting it, keep a Fenris-class carrier around.  Hell, keep it around even after you get good at it; if/when you get into trouble it'll teleport you to it, where you can dock and repair at an accelerated rate compared to other carriers.  It's saved my life more times than I can count, and you can use the refit time to reflect on what went wrong.
  • Considering how many weapons have ammo in one form or another, the Valk gets a good amount of mileage out of S-modded Expanded Magazines - with that, you can fire the Shotgun basically non-stop as long as your flux holds out, and can sustain fire with the Machine Gun for an impressively long time.  Hardened Subsystems is nice too because oh man are you gonna be running down your PPT with the Silversword system.  Hardened Flux Conduits for EMP resistance and faster venting; the latter to keep up pressure better and the former because oh boy do Ion Beams screw you over.  Personally I also go with Reinforced Bulkheads because it's a little bit more of a safety net, but that's just me.
  • Skill-wise, Combat Endurance is useful for the same reasons as Hardened Subsystems (I mean yeah, you can dock at a carrier, but this minimizes down time).  Systems Expertise is also good, because it means your "kill stuff more gooder" system recharges faster.  Gunnery Implants lets you squeeze out a bit more range, Polarized Armor is good for the same reasons Hardened Flux Conduits is good... Ordnance Expertise is not ideal, since none of the built-in weapons count for the bonus, so it's just going to go off of what's in the missile mounts.
  • Speaking of missiles!  I... actually don't use them.  I tend to forget that I have them, use the OP for hull mods, or otherwise succumb to the "what if I use them but REALLY need them later on???" problem.  Generally speaking though, you can just keep the Reapers on when you need to solve a problem or make a hole in something so damage gets through, or use Breach SRMs for making more holes in more things during longer engagements.  Considering the engagement ranges you're going to be fighting at, shorter-ranged missile weapons are perfectly acceptable.  The Dorito small missile weapons work well, natch, if you can find one.
  • Loadouts!  Machine Gun, Chaingun, HE Beam is a solid go-to: Pressure shields with the MG, hit armor with the Chaingun, use the HE Beam to peel off armor against larger targets.  Or to help out your allies by sweeping it across incoming bomber wings.  If you've ever used a Safety Overrides build on smaller ships then you generally know what to expect.  Barring access to a big laser, of course.
  • Harpoon and Shotgun is something of a high-risk big ship hunter, where you flank the ship, shoot the Harpoon into its engines and then pound away with the shotgun as the EMP fries everything.  Strong disabler, but a little bit lighter on conventional offense since the Harpoon is a utility weapon first and foremost, and you're going to want something else to distract the target if it's got an omni shield.  For this you're definitely going to want some way to punch through heavy armor better for the Shotgun's sake.  Reapers work, of course, but they've got an arming time and there's the whole "being a fragile ship that's very close to the Sector's strongest torpedo when it goes off" thing to consider.
  • Two Recoilless Rifles and the Kinetic Cannon for the core work weirdly well for an ersatz sniper build.  A bit light on kinetic damage, sure, but if you're flanking stuff then that's not as much of a problem and at least you have it, just in case you need to keep up shield pressure while one of the larger ships vents or something.  Plus the Cannon's got an EMP component to it's still got some use.  800 range on everything means that you can outrange a lot of point defense systems easily; it's probably one of the safer setups you can use.  Think of it like what Leon said in The Professional, where you start with a rifle, then work your way towards shorter-ranged weapons as your skills improve.
  • If you absolutely, positively cannot wrap your head around loadouts, two Pulse Lasers on the same weapon slot works.  You point, you shoot, things explode.  Same for two Shotguns, if you build in Expanded Magazines or don't mind not shooting for a little bit.
  • Even if you don't use the core module's weapon much, it's still got passive bonuses applied to it.  No shame in using one just for that if you're relying on your main weapons; just remember that it's there should the situation demand either it, or a better one.
[close]
Thanks for the in depth response ill be sure to try expanded magazines!
Ive been using the two lazers + he lazer combo because i was having trouble with radiants and it was disheartening not being able to kill even the small ones quick because even knowing im playing a strikecraft it is still a 20 dp ship.

11
Im not sure why but sometimes when using the Einhander i take damage while phased

12
How do you guys build the valkazard?
I cant seem to make it work, feels like it takes sooo long to kill stuff

13
Mods / Re: [0.96a] Ashes of The Domain
« on: June 10, 2023, 03:55:25 AM »
Im glad to see this mod finally got an official release :)
I've only been playing with the first two modules since the knowledge one was still very experimental( and killed my save lol), but once im done with this playthrough the next one will include this for sure!

14
Mods / Re: [0.96a] Nexerelin v0.11.0 "Dark Tower" (update 2023-05-28)
« on: June 05, 2023, 06:28:59 PM »
Here's a hotfix .jar (place in Nexerelin/jars) to make it stop printing the warning message. I still need to look into what the game and mod are actually doing that causes the issue to begin with.

Thanks a lot :)

15
Mods / Re: [0.96a] Nexerelin v0.11.0 "Dark Tower" (update 2023-05-28)
« on: June 05, 2023, 04:30:17 AM »
Is there a way to stop the special task group from having the "does not match variant" error?
Or at least remove the warning?

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