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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - Stroichik

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1
That Mod is amazing. I really love it more than vanilla game. I hope author won't be staying away from modding forever and will update mod.

2
Hmm. i explored half of Sector, but haven't seen any High-danger system. Was this tweaked or am i just unlucky?

3
I pitted my Revenant without officer against 2 Elite Onslaughts XIV. And he won. Same with 1v2 Pillagers, even easier.

I put 1 Megalith (no officer) without any Apocs against 3 Onslaughts XIV - 2 Elite ones and 1 Assault. They had bigger range and same speed. Megalith won.

Low tech ships usually have less OP and about twice less Flux capacity. So even if ballistics generate slightly less flux, Low Tech ships have less points to spend on either Flux management or weapon caliber. Plus ballistic weapons are either good against shields or against armor, while energy weapons are equally good against anything + some of them have EMP bonus.

Maybe i haven't found all legendary ballistic weapons yet, but so far i haven't seen any Low Tech that could threaten any of my high tech ones. Except for Legion, but Legion is good all by itself.

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Yeah i understand that missles have long range and are no longer limited for a battle, but if they can't dmg anything that is not disabled but EMP, then they are practically useless.
So some little tweaks are needed. So far only missles that hit targets - are those that are fired either in huge volleys, maybe even from several launchers at same time, or fired at point blank range (like how AD missle cruisers do with Reaper torps, now thats dangerous, but those cruisers die after first volley(point blank range)). So far its Squall and Widow.

Also, Resonator MRM are actually the only medium volley missles that are also good - i`ve seen them hit targets at least with some realism (not all of them make past PD, but at least its not 1 out of 4). They dropped from Hypershunt Remnant ships.

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Considering changing Squall's attack pattern, if they are gonna behave like Widow - it`ll be grand. But i think the would also need to have reduced EMP dmg (and/or disabling arc chance), otherwise its too imbalanced with how many of them you shoot.

Actually having anti-engine swarm rockets is nice too, it gives option to control enemy ship's movement.

4
A bit weird to see, how Squall missles are circling around target trying to hit its engines, when it have 360 degree arc. I suppose it follows vanilla anti-engine rocket attack pattern, although its current role is anti-shield. That only gives more chances for PD to shoot them all down.

5
I think ballistic weapons should be boosted a bit. High tech ships are my main firepower, and when i compare them to any low tech variants - low tech is always looser, simply because ballistic and missle categories weapons either have not enough kick against shields or accuracy (ballistics) or can't breach PD systems (missles).

Phase orbs bombers btw are simply useless, compared to them taking 32 OP per squad, and incapable of even hitting Megalith shields 90% of time due to PD. Same goes to phase orb weaponry - its interesting and super longranged, but any PD system shoots it with just 1 hit, so its practically useless. Currently i try to use widow launchers as much as i can, simply because they launch a swarm of fast missles which could at least dmg enemy fighters due to sheer amount of them launched. They are also good at hitting enemy hulls, when shields and armor is down too.

I tried several different missle weapons, dont remember their names, though. But generaly all missles have very poor shielding against PD. So when i choose missle weapons i only look at amount per shot and speed stats, otherwise they wont make it to target. Any solo missle is useless, since even frigates can blow it up with 1 PD hit and capitals got lots of PD + fighters, who shoot missles too.

I tried sending 9 squadron of Dagger Torpedo Bombers against Megalith - it looked scary, but only 1 torpedo actually reached shields, and it wouldn't even harmed him, if shields were dropped. Considering that bombers get blown and next volley won't be as strong - its practiacally safe to say, that any missle-based attacks are always inferior to any other type of attacks, sending heavy gunboats with damper fields would've at least distracted Megalith's PD for a few seconds to let missles from main ship to hit him. Only Squall MRM launchers are good, because they have number per burst of widow launcher and EMP dmg, which disables target's systems for a while. Any other missles, that doesn't fly as fast, or shoots less than 8 rockets per volley 95% never reaches target.

6
When i referred to Derelicts, i only meant exploration Domain-era Derelicts - probes, ships and motherships. Not every derelicts ships from any battle. Just making sure i`m correctly understood.

If u give fighters a damage reduction against frigates, then those damper frigates packs will be simply unkillable by carrier fleets. Even capital ships have to spend some times to break those damper fields, while using large weapons too. If fighters will be made 50% less usefull against them, that would be a real buff to pirates and nerf to every carrier-fleet faction.

And i see no problem with Apoc cannons, since they are a rare weapons, expensive to craft or buy, plus player needs to upgrade ships to actually withstand flux generation. For example, Heavy obliterator cannons are even more dangerous, since they have huge EMP dmg as well, effectively disabling enemy ships and their weapons, but have a lot less range.
If Apocs will be nerfed, i`ll just switch to Obliterators and disable whole enemy fleets with massive EMP barrage, even if i`ll have to fly closer.

And Apocs dont do nearly as much dmg as a single shot of Atronach Beam weapon. Those are 100% accurate beams of Doom, very good against smaller, faster ships, since Apoc just misses them too much. And also good to burn through big tough enemies, due to huge dmg.

I see no problem with either of those 3 types of weapons, since they serve each their own purpose:
Apoc - long range artillery, inaccurate.
Obliterator - mid range suppression artillery, inaccurate, disables enemy ships.
Atronach - mid range damage-dealer, very accurate, low rate of fire.

I tried replacing Apoc with Obliterator, and due to Obliterator's disabling effect it was even more effective in 1v1 battles. I used Revenant against Paragon, Onslaught and Megalith. Paragon and Megalith had Apocs. And my Revenant with Obliterators still got them, even though he had no officer and had 400 less range on Obliterators compared to Apocs on Megalith and Paragon (their massively larger shields and flux capacitors).

Can't say Apoc is OP, since its just serves its purpose - to shoot far at big slow targets. It doesn't have bigger dmg, since Obliterators have almost same dmg + huge EMP. And single Atronach is 3x times more damaging than Apoc.

To me getting those weapons is just a part of game progression. Since i really could upgrade half of my fleet with those only at around 10 cycles in game. Before that i was only using weapons that i looted. Using those types of guns gives a good range against NPC, but also reduces effectiveness against fighter-swarms and smaller/faster ships (damper fields, phase ships), since artillery-type cannons cant really hit them effectively enough, unless i`m using beams.

Whats the point of having 100+ weapons in game, if there are no good ones (since they will be nerfed). With how slow capitals are, its quite logical for them to have big guns to shoot far.
Nerfing their stats will make some of them simply useless compared to other weapons with larger range. Not to mention u can't put Apoc on Low Tech ships without energy turret slots. Its by default reserved for a higher tech fleets. And what about station defenses if long range cannons will be reduced in range? Or NPC fleets of high-tech factions? It will nerf them too. If Megalith with its speed wont have long range weapon, it will be simply useless in battle.

Capitals should have top-tier weaponry, otherwise whats the point of buy, searching or crafting those rare weapons?

I`d also suggest adding missles some more healthpoints, otherwise they feel quite week compared to how OP PD systems are, not to mention fighters shoot incoming missles too.

7
Quote
This would be neat, but I'm not sure I'm up for the work of replacing all the vanilla systems required to make that happen. At least not until a lot of other things are done anyway. It wouldn't be a trivial to do I'd imagine.

Yeah, it depends on how it is realised in game. If its something like a loot table list that gets assigned to certain objects - should be relatively easy. If its made in some other way - its harder.

But i thought vanilla did dropped weapons sometimes from derelicts, no? Maybe its not dropping now because it needs to have new weapon Ids pasted somewhere in whitelist too? Or derelicts never dropped weapons? I think it even dropped AI cores sometimes. But i really dont remember.

8
i dont remember about blueprints, but maybe some occasional rare weapon drop should be added based on what derelict i salvage?
Like probe is minimal chance to get any weapon,
ship - low chance of mid-game weapons up to medium size,
and motherships - low chance of rare weapons up to large size and slightly higher than low chance of several medium weapons + extremely low chance of single legendary weapon.

Derelicts supposed to be Domain-era and space usually preserves things quite well, so its kinda strange to not see anything weapon related.

And for ships whitelist i opened ships.csv with Excel, took Id column and posted it in I.E's whitelist file, removed anything related to "modules" and "station". In other ships' files those were called "hullIds". I wasn't including anything else, since it was a whitelist for reverse engineering feature, so it only needed a sort of permission on which Ids to perform that feature. Didn't added to whitelist anything except those Ids. Seems to be working fine.

9
i just noticed that when i salvage derelict probes, ships and motherships i only get resources. Not a single weapon or blueprint or anything. Is it supposed to be that way?

10
Is there a way to get somewhere a list of all modded hullIds? I want to add it to Industrial Revolution whitelist for reverse engineering.

Oh, Excel actually helped me with that.

So it should be 208 ships, if i remove all station hullIds and modules, right?

11
If u gonna do some changes, can u look at Mine Strike ability? I got Tyrant-class Battleship and i see it makes those teleporting mines sometimes, but it spawns so far away from any ship that i haven't noticed it actually damaging anything. I`m not sure it can even damage fighters, to be honest. Maybe it needs bigger AOE radius.

12
In vanilla those ships had good range and were very agile, making it hard to hit them long enough to drop their shields, and they did constant dmg to me, since they had good range and unlimited energy rockets and torpedoes.

In TC, player can get weapons with range that is greater than vanilla allowed, plus ships generally have more weapon turrets and unlimited missiles too, some with good range. So, i feel like my ships were upgraded, but those enemy ships still use vanilla weapons, actually.
Also in TC player have a lot more fighters to fight NPC fighter-shards and a lot more PD weapons, and PD is generally more efficient than vanilla, so those fighter-shards are not as dangerous as in vanilla.

In vanilla i used Radiant (and Prometheus Mk2, Dominator and several other cruisers) with plasma throwers and rapid fire lasers against those NPC ships, and they almost killed my Radiant (which is strongest ship in vanilla). In TC NPC couldn't even make a dent in my armor (which is also a lot thicker than vanilla), although i haven't used Radiant. I used Tyrant, Megalith, Odyssey, Revenant and some cruisers, because i expected a real tough fight, so i threw everything i had at them.

I`d give them at least 25% more flux capacity, to hold shields against dmg, and maybe a unique hullmods for 15-30% weapon range. This way u wouldn't have to change their weapons directly, to prevent imbalance for player, but NPC could shoot farther and be generally more dangerous. Plus its only 2 ships, so if player uses TC values for fleet size and battle points, he still have a lot more weapons in battle compared to vanilla fleet, so maybe make them 3-4 ships, or even 5?

13
I also just noticed that Archean Order Military tab doesn't have any cruiser sized ships. Its only Capitals, frigates and destroyers. Not a single cruiser size anywhere.

However i just found an Archean Order Justicar blueprint in ruins. Its a cruiser, says its Archean Order design. But i have never seen in on sale anywhere, nor any other cruiser-sized vessels in Military of Archeans. I thought they didn't have cruiser-sized ships, but it seems they do, or at least they should have.

Also, i don't see any cruiser sized ships in Archean fleets too. Capitals, frigates and destroyers only.

14
Is there Unknown shard vessels with weird weapons in vanilla and TC? They appear in Hypershunt.

If there is - they need some power boost, i think. In vanilla it was really hard to fight them with vanilla weapons. with TC weapons they are not really that dangerous.

If they are not part of vanilla or TC - forget it.

15
Yeah. I suspected it to be related to severely increased weapon types and roles. And it differs from battle to battle, due to different enemy speeds and weapons. At least its how i feel, when i watch battles. Improving my own weapons and fire range seems to help a bit, at least i`m shooting enemy more and have higher chance to kill them, before they get me.

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