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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 - strinn

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Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: August 30, 2024, 04:56:04 AM »
Recent patch did increase the base XP gain, it is also been a config in the mods LunaSettings for a while now.
The Hull Restoration equivelant not being the "I always need to pick this" skill is pretty much intentional, kind of bad for a mod with a bunch of customisation to encourage a skill like it to much. Though i think it generally does its job fine.

I dunno, I always felt like Hull Restoration was more of a "there's no good alternative to this essential thing" rather than a "this is overpowered beyond belief". Kinda similar to the Helldivers 2 situation with weapon nerfs if you know about that. Ultimately it's your mod and your decision but I do think stronger D-mod removal skills that can be acquired early would benefit it, at least until/if restoration costs are tuned down or other ways to remove D-mods are introduced.

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Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: August 26, 2024, 09:31:23 PM »
Hello!

I think the mod is really good except for one issue: D-mods. In the vanilla tree I and most people I know rush the Industry tree to get Hull Restoration. I feel like there's no other good way to get rid of D-mods other than this skill considering that restoring hulls manually or through Restoration Docks added by that colony mod is still too expensive for early and mid-game when you ACTUALLY need to remove D-mods (your fleets are weaker and you can't just buy a new ship). Also, I don't like seeing red indicators next to my ships.

The issue with this mod is that executive officers all level slowly and you can only get D mod removal by around levels 8-10. Even then, it's inefficient, seemingly removing 1-2 D-mods per fleet killed. This is pretty late in the game around the time you can already do remnant hunting.
I'm sorry, but I don't think I will be running this mod in the future due to this, which is a shame because it's very cool.

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Mods / Re: [0.95.1a] Unusually Gullible Hullmods 0.4.2b
« on: January 19, 2023, 03:49:53 AM »
Hey is there any way to manually change this mod? Everything I've tried didn't work. I want to alter a few hullmods. Maximal Shields I want to remove the shield arc reduction as it's very restrictive in shipbuilding (you usually only want to use it on omni-shielded ships and 360 degree omni-shielded frigates because otherwise they die to mines), increase the upkeep, and reduce the flux per damage benefit.

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Mods / Re: [0.95.1a] Supply Forging 1.5
« on: January 11, 2023, 06:10:09 AM »
Hi there, I've noticed something while playing with the mod: the hullmods can only be installed on ships with base cargo capacity of over 200/400, which means mods that use the same ship but different variant for cargo and fuel such as Apex Design Collective cannot benefit from these mods. The ships I'm talking about in this example are the Spectrum series

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Mods / Re: [0.95.1a] Polaris Prime v0.25 EN Edition
« on: January 10, 2023, 07:59:47 AM »
Hey. If it's possible, could you nerf the range at which Perturbation wings can shoot their missiles? It's very OP. Thanks

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Mods / Re: [0.95.1a]Epta Consortium - 1.5.1
« on: August 17, 2022, 12:59:48 AM »
Any way to disable Takeshido fighters in other factions like Pirates? It's a bit harder to face pirate carriers in the early game because of that and their use by other factions doesn't seem to make much sense

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Mods / Re: [0.95.1a] Hiver Swarm - V0.97 - 07/13/22
« on: August 08, 2022, 01:55:27 PM »
So I've done close to a full playthrough with this mod, and I have to say that it's still not very balanced after the last patch.

My biggest problem with the mod is that the added ships feel like they have no weaknesses. Many ships have strong shields, absurd levels of armor, strong hulls, damage boosting systems, lots of weapon slots, maneuverability, and speed. Missiles track targets indefinitely while dealing large amounts of damage and being shot in large numbers and being fast enough to track a Scarab, which makes them more threatening than Reapers even at their optimal distance. Fighters are too tough due to having both shields a lot of armor/hull while being able to deal absurd amounts of damage, especially through missile barrages, which some of them have multiple of by the way, unlike vanilla fighters and bombers that have to come back to the carrier to replenish theirs. Many of the carriers also have strong frontal weapons and good maneuverability which are things that carriers are meant to lack. Phase ships either have too much flux capacity, due to which they can stay phased much longer than they should reasonably be allowed to.

Comparing them to the [REDACTED], the [REDACTED] don't have strong fighters/interceptors or bombers since they die quite fast, many of their ships don't have good burst damage, many of them don't have good enough maneuverability, mobility, and tankiness to get out of dangerous situations, most of their systems only improve survivability and mobility slightly (like the flare launcher on the brilliant). Hiver ships have very few, if any, of those weaknesses.

In my current game, I'm playing with ScalarTech ships which are able to reliably enough destroy Hiver fleets since the ships are balanced well enough around the stronger vanilla ships, but I don't even know if killing Hive fleets would be possible while playing as a weaker faction like Diable Avionics where ships rely on grinding out the enemy, fragile strike craft, and burst damage high-cost weapons because of the high shield and armor/hull values, hull regeneration, and high density of fire + strong point defense weapons.

The idea of the mod is cool and I have definitely enjoyed trying to come up with strategies against them, but I don't think I'll be using this mod in my next playthroughs because the Hivers' fleets ultimately just aren't fun to play against

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Mods / Re: [0.95.1a] ScalarTech Solutions 0.8.4
« on: August 08, 2022, 03:10:09 AM »
So I have almost finished a full playthrough with this mod as my main source for ships and I have to say that the ships both look and play amazing but I do have some balance and design complaints/feedback/suggestions.

1) Cruisers feel weak compared to destroyers (and 1 frigate). Cruisers are generally the bread and butter of a low-tech/midline fleet since they are able to absorb damage and deal large amounts of damage back (ex: Eradicator; Dominator; Champion). High-tech cruisers, however, tend to struggle in the base game and this is probably for one main reason: vanilla medium and large energy weapons suck for sustained fire engagements due to most of them either having low range, high flux cost, limited number of charges, no hard flux damage, or some combination of the 4. This was not fixed with the weapons added in the mod since most of them share these exact same weaknesses. This also means that the eradicator/hammerhead-type frontline ship roles are not viable with the Verge, Skye, and Midi due to them not being able to properly get in range of the enemy fleet or not being able to deal enough damage from a distance. I understand that these were probably made with other modded energy weapons in mind, but taking only vanilla and ScalarTech weapons into account, all of this makes them strictly inferior to destroyers (and 1 frigate) like Brim (and Skirt) since it fulfills the hunter roles that high-tech cruisers usually serve. I don't think there is an easy fix for this since the ships themselves aren't the main problem. The way to solve it would probably be to add more high-range, high-suppression energy weapons.

2) There are too many variants of same ships that essentially play the same way. There are two versions of the phase ship with armaments on the front, three versions the energy weapon hammerhead-like ship with 1 large weapon, and two versions of the carrier with hardpoint slots on the front. My problem is not that there are too many of them, but that the similarities between them make some of them redundant. For example I found myself not using the Strand because the medium hardpoint slots on the front of a carrier do not provide nearly as much value for DP as you would get by just bringing one more fighter bay into the fight due to the AI not wanting to approach the enemy ships with carriers even with medium energy weapons on the front.

3) Some ships look a bit strange compared to others. Specifically I am referring to the Corset, Midi, Verge, and Peracle. The Corset looks very different from the other two capitals and I can't stop seeing it as a mushroom. The Midi looks like a crab. The Verge looks like a brick. The Peracle (and Skye to some extent) look too short and chunky. I'm not saying that this is a big problem but I would like to see them maybe changed a bit if that's even possible.

4) Sateen and Corset are much less useful than the Filament. The thing with Sateen and Corset is that they don't have (unlocked) fighter bays unlike the Filament. Fighters are very versatile, able to act as point defense, burst, suppression, or all 3 at once (like Twines and Broadswords) and this is what energy weapons used by the other two lack. Filament also has a better system than the other two since it enhances the three functions I previously described. Corset has a pulsedrive which is one of the worst systems in the game since it doesn't provide a dps boost, is used badly by the AI, and doesn't allow you to go backwards without stopping fire, which is the entire point of mobility. Sateen's system is a bit stronger, providing some point defense as well as close-range emp and allowing you to go sideways and backwards, but has the problem of being used very badly by the AI which makes it unusable in non-player hands.

5) Frigates are a bit too weak compared to the better vanilla frigates. Normally, the better vanilla frigates serve one of, or all 3 roles: swarm; tanking damage; dealing high close-range damage. This applies to Brawler (LP), Centurion, Hyperion, Monitor, Scarab, Tempest, and Afflictor. Those that can either do all 3 roles well or 1-2 roles really well are often considered the best. If you notice, a lot of these also have 1-2 medium weapon slots, which is a big contributor to why they are good. Small weapons usually aren't good enough to be the main armament of a ship unless that ship can serve the assassin role (Afflictor) and even if it can serve that role, it's generally not used in large quantities. The Margin and Curl can only use small energy weapons but aren't nearly mobile enough to make good use of them. The Hem does have 1 medium but not enough mobility and tankiness for the AI to effectively make use of it.

Looking at the better ships in each size category the roles go somewhat like this: capitals tank damage, deal high burst or sustained damage from a large range (fire support); cruisers tank damage and overwhelm other ships with long range suppressing fire; destroyers kill smaller ships and provide medium range fire support; frigates distract larger ships, deal high close range damage, tank damage, and swarm.

All that said, I do think that most of the ships look amazing and have interesting play patterns but I do wish there were more strong ships (and weapons) besides just the carriers, civilian ships, the Skirt, and the Silken Banshee.

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Mods / Re: [0.95.1a] Diable Avionics 2.64rc1 (2021/12/11)
« on: July 30, 2022, 04:01:33 AM »
So I recently started a modded playthrough with this mod and a few others, and almost every ship and weapon seems weaker than most B+ tier vanilla ships which I was disappointed with since I heard this mod is 'balanced'. Does balanced mean something else than what I think it means or am I building these ships wrong?

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