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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Kanjejou

Pages: [1] 2 3 ... 12
1
General Discussion / Re: fixed weapons ships any beneficial effect?
« on: June 11, 2022, 03:19:36 PM »
(They also have twice the hitpoints for purposes of getting disabled!)

by the way how much HP does a weapon slot have??

2
General Discussion / Re: fixed weapons ships any beneficial effect?
« on: June 11, 2022, 09:28:44 AM »
I like the fact that often those fixed medium and large gun are a way to "upgun" the ship but with no extra OP or bonus stats its pretty hard to use them effectively

Manticore is a upgunned ship and even if it struggle in the flux/capacitor departement it get extra range thus stay relevant after early game

3
General Discussion / Re: fixed weapons ships any beneficial effect?
« on: June 11, 2022, 08:23:30 AM »
That a bit weak sinc e alot of wepaons doint have much spread anyway...

4
General Discussion / fixed weapons ships any beneficial effect?
« on: June 11, 2022, 08:10:14 AM »
Do fixed guns get any buff? because I feel like a lot of fixed gun design on frigate and estroyer suffer from having fixed guns like:

Muskipper MK2, Brawler and Wolf,

Hammerhead(saved by its module), Sunder,

Apoge, Aurora, Falcon and Eagle, Dominator

and to a lesser extent the Onslaught twin energy canon

all struggle abit to make their fixed gun really interesting even when its medium or large slots because they don't have enough flux and capacitor anyway to use such guns reliably thus make those fixed gun a bit of a OP waste


but since the gun are fixed a lot of space isnt used for the turret the rotation rings ect... why not make those guns a bit less flux intensiv since the ship is build around those medium/large slots, or give them increased range, thus brawler won't be so pushed into using SO

5
General Discussion / Re: Balance of cruiser and capitals
« on: May 26, 2022, 02:47:47 PM »
Is this true? Do you not put PD on your small slots?

I usually have fighters in most of my carriers so the PD is done by them

6
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: May 25, 2022, 04:31:45 PM »
A little question for the mod maker do you plan to change the stats of the ship or make other modifications? import new ships?

Since some of the weapons brought by the mods don't bring something different since the vanila guns have been modified?

7
General Discussion / Balance of cruiser and capitals
« on: May 25, 2022, 04:20:55 PM »
It seem that on those ship very often the best builds are the one where you leave the small weapons slot empty...ands only use large and mediums weapons slot so that the flux consumption and OP usuage of the ship stay good.

Astral · Atlas Mk.II · Conquest · Legion · Odyssey · Onslaught · Paragon · Prometheus Mk.II and also Dominator  are pretty much all the better without those small guns on them...

which is a bit sad because it mean the best thing to do it to never use them, and never to really DAKKA

Maybe its just me but except for missiles maybe, small slot are more of a destroyer shuttle and frigate kind of guns...

8
Fan Media & Fiction / Re: [Fan-art]Ship's Personification
« on: May 15, 2022, 08:23:43 AM »
Very nice i will wait for the smaller ship to appear if it ever

9
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: February 05, 2022, 12:24:19 PM »
A little bug with the pike weapons. They all shoot a little too short. So its purely wasted flux.

Most gun need a little range of efficiency upgrade. which is saying a lot because they were well balanced compared to vanila before the update

by the way for every edith AWAC user heavy armor is an excellent mod to improve its survivability.

10
It also depend what you want from your bombers:
-devastating strike: any torpedo bomber, always good but also the most costly to use, also inneffectiv most of the time vs frigate and destroyer they wioll just dodge the torpedo
-massiv disruption and chaos: Pyranha or Flash, with their slow and numerosu projectiles they make AI panic a lot and can be deadly to slow targets
-reliable damages: kopesh, trident or dagger, kopesh use fast rocket volley and the  two other guided torpedo so they almsot always hit the target but they dont hit that hard. very good against destroyer and cruiser, but lack number and punching power to pass throught capital PD screen and too slaow to hit frigate at all...

11
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: February 02, 2022, 09:46:02 AM »
does can mrm really work well against shields? i find in my fittings i dont pack so called finishers. no torpedoes,, or powerful missiles....sabots, nothing,.

The "Mrm can" is quite good agains shield as a kinetic missile reloasd is just super long, the "Mrm rod" is weaker annihilator rocket that start as guided ordinance then keep going strait a bit like Squalls, thus is quite nice on ship with side or strange angle small missiles slots

Needle PDM is super good vs fighter and meh vs missiles.

12
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 30, 2022, 03:52:36 PM »
Excellent news! Happy to learn you found builds and tactics that work better for you.

also S mods help but its true for any ships not just the ARS ships

Maybe I will do a fighter and guns review later. But right now the "baron" fighter wings seem extremely bad only two fighter long to repair time(20sec) weak basic weapons (4xlighthouse) that are good only for quick fights and vs fighters and missiles and only two unguided rockets... the stats are okay but its not a fast fighter or long range either...Ace already fill the role of interceptor and space superiority fighter, and jack is already the "Jack of all trade" of the mod and also use unguided rockets, I think it need something to make it truly shine or in its role or give it another one...
Maybe give it "needle PDM" instead of rocket to make it the absolute super interdictor it should be, or "Can mrm" so it can overloard shield, or go for "monogram rail" or "incendiary sprayer" or "shield spike" as its secondary armement" to make it a small gun boat

13
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 30, 2022, 12:12:27 PM »
Where can I start the quest "A scent of adventure"

didnt even knew sucha quest existed so I can't help you there

14
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 29, 2022, 08:54:32 PM »
Burst PD laser is always good since its a vanila PD weapon. For light house PD, I don't know I never used them, I expected them to be as bad as mining PD laser, if you do try them... tell me your opinion about them I am curious...I used light plasma driver because I try to use as much mod weapons as possible on my builds.

And no unfortunately you cannot tell weapons that can hit fighter to not shot at them, its a problem even for vanila large weapons like "hellbore canon" that shot super slow projectiles but still try to hit fighter with it...its why the railguin of this mod are nice because if they do try to shot fighter they melt them from very far away.

if big ship are escorted it mean they lack ship somewhere on the battle line, just keep the big ship occupied as you search for an attack vector. At worst put a "avoid at all cost" order on those big targets, it will start a chase usually, the AI will often break its battle line which may give you an opportunity to strike one of its ships

15
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 29, 2022, 07:30:57 PM »
Take some "Edith AWAC" (i take two and tell one them to escort a big ship  then bring the other one mid battle when the first one have to retreat) they are costly and mostly support but they will give you the extra range to make even mid range guns like chemical thrower, bulldog autocanon and  other reach 1200+units range. Also help smaller  ship against capitals and cruiser.

You have to use your ability to bully the small ship early on and dont hesitate to retreat after a good engagement(even if you dont have 100% clean dissengage) to restart a battle even if you cannot escape, not rare for me to win against very big fleets(like 2-4 hegemony fleets) in two or three engagement, first battle kill the frigates en destroyer seconds one win or destroye cruiser third one finish the capitals.

My line up is way lighter in big ships, and I was able to defeat equal or bigger threat than you so IMHO you put too much emphasis on big ships:

1Arsenal (the Missile box, or Boombox in short)
1Alistair (the Hammer of the ARS)
1Macnamara (the bigger better and badder Reid)
1Lyons (decent guns to fight destro/frigate and brign two wings
1King (as a long range glasscanon it has its place but i can see the point of more than 2 in my fleet)
2Osmond (a bit less powerfull than the Victoria but got a perfect support system)
2Victoria (good ship with an awesome system)
2Caswell (for fighter defence if ennemies are fighter heavy, with twin jacks/aces or barons)
2Edith (for the extra range aura, only deploy one at a time)
4Walsh (omnilaoder spammer and support siege canon to focus/finish a target, destroy fighter/bombers squadrons)
2Sheperd (perfect distractions)
2Reid (flank like no other ship in the ARS)

A classic deployment for me is:
1Arsenal 1Alistair 1Macnamara 2Osmond 2Victoria 1Edith 4 Walsh 2 Reid, that is 14 ships instead of your 10 it cna make a big difference to avoid seeing your big ship picked one by one. The ARS dont have Onslaugth or Paragon, don't try to 1vs1 the big stuff.

Dont forget to avoid to lose too much CR before retreating. Also ARS ship lose low tech amount of CR than most ship of their size if summoned into battle.

As you said Alistair don't have great flux nor capacitors so use guns that are less flux intensiv even if you lose raw power because its BIG and cannot avoid taking hits so it need flux for shield...
Mine don't use pellet canons(too flux intensiv) I prefer common Arbalest/Heavy autocanons
Here my load for my Alistair

ITU, Hardened Shield, reinforced bulkhead (to not lose it if it dies)
2monogram shredder good range 1600 and deny any form of venting safely
2Heavy autocanon for fluxing and 1280range
1buldog autocanon dont need more the siege canon already hit quite hard in explosiv damages
6x Can MRM for the burst fluxing against shield
4 light plasma drive, nice to kill missiles and fighter or small ship that comme too close can be removed for extra OP
2back CIWS BASS for circling missiles and fighters, can be removed if you need extra OP
if i use S-mod 2 Earl or Baron, twin Duke is too costly for a battle carrier...
if no s mode  2x jack(all rounder) or 2x monorail drones(extremely cheap and put pressure)
55cap and 55vent, the base stats are so bad you need to max at least one and have the other at around 30-35 at least...

It cannot win any 1vs1 but its not its job, he come in battle as a hammer, get in with its 110speed when at 0flux, unleash hell then retreat to vent and reload its "can MRM" get another target rince and repeat.

The best weapons of this mod are the unlimited missiles like the Can MRM, String MRM and PD Needle, put some on every of your ship to counter ennemies fighter and missiles(Needle PDM) to break shield(Can MRM), saturate the ennemies PD and sometime EMP them (String MRM). And more importantly generate pressure all the time. Avoid sabots Breacher and more normal stuff if you can.

Avoid micro/gun/canon Pellet if the ship doesnt have max vent and capacitor or few guns like Walsh, Arsenal or King(thx to the Omni loader), Macnamara work better with flux efficient guns like common Autocanon than pellet guns for shield fluxing, it is a fast ship that will usually get into the fray because of its system because he try to EMP other ships.

Bullpup/dog Autocanons, Incendiary Sprayer/Blaster and shield pike/Lance are all very good, thanks to equivalent/better range than their common counterpart but stay Flux sustainable.
Monogram rail and shredder are very good as pressure or anti fighter guns, dont under estimaet them because they don't bring big numbers.
Pellet and Plasma guns are more situationnal. light Plasma driver are always good since they PD and shoot small ship well. Plasma Driver are... meh but work well if you can overload the target then want to dps it down to death the large Plasma canon is super meh because of the soft flux...
Except Walsh(med slot  and omniloader), King( large and med slots and omniloader) and Macnamara( med slots and speed) I saw no other ship that can use plasma well.

Also dont forget the Hawk and its variant, the P variant is a very good and fast gunboat and the standard oen bring a very good wing of heavy drones yet still have 110OP for guns and mods, or the Burkes they are good for a battle line type of play, for exemple the Burke P bring a large missile slot for very cheap and the standard Burke  has Cruiser with ITU range(+40%) and 1large gun+2small gun slot that shot at the front and 4 PD slots for covering its self and other.


If you try to do a battle line strategy you will need to undergun most of your frontline ship(no pellet guns, use hardened shield mod ) to have a decent flux economy, without hardened shield or officer with shield mastery your ship wont be able to trade flux effectively. and have 1-2 hammer like Macnamara(my prefere), King(if long range) or Victoria/Osmond (if you manage to use their systems), build them as glass canon with massiv capacitor but less vents, pilot them or tell them to get in unleash and get out, for exemple use only can mrm+50-75%kinetic guns and 1-2 explosiv ones for armor, overload the target with the MRM and kinetic then unleash you full firepower until it retrear, let it go, vent, find another target , repeat.
If it goes well after a few trade the ennemy line will begin to crumble where you are pushing as ship die or retreat and you will slowly but surely flank them, be carefull with reinforcement if you push them to  the border of the map. Also you can drop Alistair completely and get more Arsenals...they are cheaper in DP and do the front line brawler job better

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