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Messages - boogiebogus

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I’ve posted about it before (with solutions), but generally my view of the problem is that there is very little “mid-game” to speak of, and it is incredibly easy to acquire and field higher-end ships that immediately outclass those you mentioned. If the journey towards purchasing and equipping the aforementioned Paragon (or Fury, or Hyperion) was filled with engaging battles of Mules and Buffalos vs Geminis and Colossi, you’d feel a lot better about their role and place in the game.

Have you ever tried starpocalypse? in my experience, it does a wonderful job of extending the mid game. Without a commission, it makes getting good ships and weapons a whole lot harder. And with the most recent update, I believe there's a setting to remove capitals from even military markets, so you'll need to either salvage or build one.

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Suggestions / Re: Chain of Command
« on: January 25, 2022, 10:53:48 AM »
I feel like there would be a nice way to simplify this - make it so that the officer can select some ships under them to give minor buffs.

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General Discussion / Non-SO enforcer: is it outclassed?
« on: January 25, 2022, 09:42:01 AM »
So, I ran a game with only vanilla ships to try out the new update stuff, and I found the enforcer without SO to be kind of a bad choice now. Here's why I think so:

- Tanking: despite heavy armor + reinforced bulkheads enforcer being probably the toughest to kill destroyer in the game, I still don't feel like it's quite enough to armor tank. Especially with eradicators providing a fast cruiser option for low tech and pirates, it's not hard to rush down an enforcer and kill it in one go. So you more or less have to have them operate in teams, at which point you might as well use something with more firepower and less armor (like a hammerhead).

- Close-range brawling: Might as well put SO on it if you're gonna do that, and I'm complaining about enforcer without SO.

- Mid-range combat: The enforcer's rather lacking flux stats means that you can't pack much mid-range firepower. Two arbalests and a heavy mortar is close to nothing compared to stuff like the hammerhead, and it doesn't really excel at trying to deal its damage in a burst, either (compare to hammerhead or medusa).

- Long range support: The enforcer used to be a pretty good destroyer for escorting larger ships with weapons like the HVD, but now there's the manticore which really takes over that role.

- Missiles: Admittedly, 4 small missiles is very nice, but I feel i'd rather take the two medium missiles on the manticore.

- Low cost: I find that the cost range of destroyers makes DP cost something I don't really consider too much. Enforcers also don't particularly excel at a niche, like the shrike does (it's great at killing frigates), so I also don't have a reason to bring one along for a specific task.

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Mods / Re: [0.95.1a] Starpocalypse 2.0.0 - more apocalyptic settings
« on: December 28, 2021, 06:41:19 PM »
I feel like while removing nanoforges from planets more or less works out, i think it would be better if the synchotron cores stayed. It leads to planets with high command being incredibly ***, with massive fuel shortages (holy ***, sindria is not okay) - not to mention fuel prices being very high.

Sometimes, i stare at how many credits it takes to refuel, and i cry.

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now here's a minor bug you probably never expected:

on the revanchist claims line in the diplomatic profiles tab, there's a minor issue with the text color. if the faction name has part of one of the market's names in it, the faction name will be colored and not the market name. in this example: the luddic church has a claim on a planet named chu. so, it's colored as luddic church.

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Mods / Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« on: December 08, 2021, 07:31:51 PM »
Hmm, downloaded this for a new playthrough today. seems the custom skin mods (specifically Rosenritter in this case) are not compatible with current version for some reason ? thought the main faction mod seems fine.

You can manually edit the version. They're just image files so it works fine.

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General Discussion / Re: Ships that could use a slight OP boost
« on: December 08, 2021, 07:21:42 PM »
Personaly i would prefer ITU to not be ship size dependant... because it make a lot of smaller ship unable to even get close to capital and cruiser...

Well, that's sort of the point, isn't it? If destroyers and frigates could get away with flying close to a cruiser and getting out safely, then larger warships would have trouble with even a few frigates. The only solution would be to make large ships even more bristling with weapons which would get real silly real quick.

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Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 09, 2021, 03:36:45 AM »
On missiles that are bad:

Pilums: everything that I have to say about this one has been said already
Squalls: not only are these distressingly low on ammo, the AI likes to waste these - they fire them even if there's nothing stopping you from taking it on your armor.
Proximity charge launcher: this one's honestly so useless I forgot it was vanilla at first. Why would I use this when I could drastically increase the brawling power of my ship with proper missiles?
Single missiles: seems like a waste of a missile slot, TBH. I remember someone saying they made a personal rebalance to make them have infinite ammo, but a very slow reload - which sounds interesting but is probably unbalanced.

Things I don't agree on:

Cyclone reapers: these seem pretty good to me. Endurance throughout a whole fight is a pretty good quality for a missile IMO, and this can do that.
Breaches: these are honestly almost good. They help a lot on ships with poorer armor cracking, like some falcon/eagle builds (though mauler rework is changing that). The large ammo pool almost - but not exactly - places them on similar ground with other missiles for me.

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On the topic of NPC invasions, I've had some trouble with assisting them in-system, especially when the target planet has no orbital station. They always try to go for a cloud of tiny fast pickets that don't have enough total power to actually start an engagement, so they sort of just spam emergency burn and distract the invasion fleets. Maybe it would be better to make invasion fleets drop everything and beeline for their target?

Also, I find it pretty strange that they go dark once they get close. There's just about no point to this except delaying the start of the space battle (which i suppose is a good thing if you're defending... but then again, with NPCs getting land battles too there's gonna be a considerable window to stop them anyway)

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Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: October 22, 2021, 10:48:03 AM »
After some thinking, I'm really not sure how a feel about this addition, to be honest. The main problem, I think, is the fact that there's not much of a reason to take a slipstream path outside of the core more than once. Most of the time, when I go exploring, I haul enough supplies and cargo space to last several months outside of the core, and sweep a large quantity of the outer stars - 15 to 25 percent, generally - in a single exploration trip. And usually, that space has gates nicely distributed throughout the entire thing, so I can hop between the core and the fringe at a moment's notice, so there's no need to traverse long sections of empty hyperspace. This means that the only real use would be to take a slipstream going away from the core to start a trip. Plus, the fact that slipstreams randomize every now and then means that if it does happen to bridge a gap between a gate and a system I want to return to, that would only last a short time, so I may not be taking that lane ever again.

I feel like one solution would be to reshape and split up the core. Cut down on the number of gates, and instead have slipstreams form trade lanes between star clusters. You could even make some areas that aren't so civilized, like the pather controlled planets, exist in out-of-the-way clusters that are unlikely to be bothered. I think it'd make travel in the core more interesting, too - you'd have to work out the order you hit each market in with the direction of slipstreams as a consideration, too.

Overall, neat feature - but it doesn't feel like it'd see as much use as one would like from players.

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Mods / Re: [0.95a] Diable Avionics 2.63RC5 (2021/09/27)
« on: October 06, 2021, 02:34:46 AM »
Hello! I've been lurking on the forums for a while, and finally did a diable mono-fleet run (which is still going), so I decided to write my thoughts. While it's mostly complaints here, if I don't mention it, it's safe to assume I liked it a lot.

- As a small note, I couldn't get the virtuous because some other fleet merked it and the wreck fell into... the center of the sun, somehow. I plan on cheating it to myself once I accomplish something significant, though.
- I found recson v + artdeux to be a very hard to beat combo. I had some ships running graves + glowtusks, but they started performing a lot better once I switched over.
- I found the mostro cannon slightly iffy - shorter range, plus the back-seated mounts of the capitals... well, at least the AI handles it ok so I'll take that as a sign that this is just me.
- Lazyhorns good. Maybe even too good. As a side note, I beat the zig using a fleet of nothing but missiles and lazyhorns which was really funny.
- I couldn't really find a place for gusts or pocket gusts in my fleet comp. I'd bet they work great in mixed fleets, though.
- I tried to get calms to work... but hayles seem like straight up the better choice due to their superior mobility.
- Uhlan maelstrom is one of the most fun ships i've used. Phase grazer rocks.
- Had a hard time seeing why I should use frigates other than vapors. Sleets aren't very offensively solid and the other one without shields doesn't even get hit on the armor module much. Not to mention the other problems of a shieldless ship :p
- I don't see much of a reason to use arbitrator z. The damage output of normal arbitrators is already enough to turn an unlucky ship into paste...
- I found my fleet struggling a lot against doritos. Their weird arc PD plus their cryoflamers wrecks fighters and wanzers (the latter of which they can outrun) and they have enough flux stats to always catch any missiles headed their way without risking overload. Could probably stomp with a revised fleet but the standard saturation build doesn't work well.

That's all I could think of. Maybe more later?

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