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Messages - Voyager I

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1
Blog Posts / Re: Of Slipstreams and Sensor Ghosts
« on: September 24, 2021, 02:18:27 PM »
Worth clarifying precisely - are ships in slipstreams protected from hyperspace storms (even if it's only because the two forms of stellar geography can't overlap), or are they protected only from the speed debuff and still liable to the slipstream taking them on a ride through a bunch of lightning strikes?

2
General Discussion / Re: What are your favorite "bad" ships?
« on: August 07, 2021, 08:41:22 PM »
Actually the Vigilance is pretty good for it's size.

My favorite bad ship is the Mule. A mule helped me quite alot through the beginning of my first Playthrough.

The Mule is honestly a pretty good ship in the early game, when you're just putting together your fleet and are taking on small enough engagements that one of your freighters being able to participate in combat is a relevant contribution. It doesn't scale well, since its modest combat stats make it a liability more than an asset in any fight larger than a couple of Destroyers on either side and you can afford to have dedicated freighters in addition to dedicated combat ships, but it's not designed for those kind of fleets.

I'd also put Kites in the pile of ships that are actually pretty good at what they're meant for, which is being tremendous little jerks in tiny early game engagements.

3
Yes, this is basically the perennial article about how a Millenial paid off their student loans in just three years (by renting out the three-unit condo their parents gave them).

Mods have in unbalanced interactions isn't noteworthy or interesting.

4
Blog Posts / Re: Skill Changes, Part 2
« on: July 15, 2021, 05:12:50 PM »
I am not going to miss this long, cold winter of phase ships having complete dictation over the terms of engagement against any vanilla ship not cowering in a corner.

5
Blog Posts / Re: Skill Changes, Part 1
« on: July 05, 2021, 06:40:37 PM »
A pretty big fan of the changes so far, especially switching the skill distribution to broader tiers from the current version, since this greatly reduces the risks of the player being forced into bad choices like having to take a skill they didn't care about at all simply to progress down the path or being unable to pick complementary skills on the same node without having to do unpleasant things to their character progression. If I'm being frank, looking over the development of the various skill / aptitude systems we've seen over the years, it looks like you've come pretty close to reinventing the wheel here. There has been a lot of iteration to come with what is probably one of the most common systems of character development.

6
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: May 05, 2021, 06:12:21 PM »
Okey, maybe 1650 it is too high
Maybe?  1650 is more base armor than any ship in the game has except 1 (2 if accounting for variants), and you declared it to be an average value.
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Also i use all medium slots with blasters,
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I do not have maximum vents with my blasters.
I'm curious yet concerned as to what your builds look like.  That sounds eerily like the builds newbies show up with when asking why their guns aren't firing, and why are their flux bars full all the time...

1650. Okey, key. Than calculate 100 armor, not 83 as I

All medium mounts with blasters. No maximum vents. That ship can hunt everything including remnants, and it has sane armor/hull damage. You shoot hull fast, no need to shoot it for half of hour with weak bullet weapons.

You realize Safety Overrides completely changes the flux economy for a ship and also necessitates specialized builds to leverage the rules it imposes, right? Most ships won't have SO, and the ones that do don't play by the same rules as normal ships.

7
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 21, 2021, 05:01:09 PM »
Story Mod Overrides was on the short list of most overpowered things in the game's history.  Don't pretend to be surprised that it only lasted a few weeks.

While we're on the subject, the Fury definitely needs to be gazed upon by Alex's baleful eye.  I've had a lot of fun with that thing but it is absolutely wild for 15 DP.

8
Note:  they can tell when you yank all the cores.

9
General Discussion / Re: Strange ship loadouts in some NPC fleets
« on: April 18, 2021, 03:25:01 PM »
Think the Paladins in the forward hardpoints transcend this from emergent gameplay to art.

10
General Discussion / Re: Let's talk about xiv ships
« on: April 11, 2021, 05:54:44 PM »
Spoiler
First of all, you gotta chill. I don't know why you got all gungho in your post, but remember this is a video game so let's not get serious here, now that being said...
If a mild debunking of most of your points translates as "gung-ho" to you, well, ok, I guess.

Clearly this is not going to be a productive discussion, so I won't continue debating on most of these points, except for the one below which subtly implies that I'm being untruthful or clumsy with my testing.
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This is just a blatant lie.  Base Enforcer has 60 speed, +30 base for SO, +50 for zero-flux boost always being on for 140 top speed in-combat (almost double your claimed speed).  This is further upgradable, +20 more for Unstable Injector if you want it, +10% for a Helmsmanship officer, +25 flat to zero-flux boost with Wolfpack, up to +20% from Navigation boosts...

Before accusing people of lying, maybe you should make things clear first...  https://ibb.co/y6RnXj7
I was very clear.

Let me repeat my claim, with some underlining for emphasis on parts that were apparently missed:
Base Enforcer has 60 speed, +30 base for SO, +50 for zero-flux boost always being on for 140 top speed in-combat (almost double your claimed speed).  This is further upgradable...

That shot's not using a base enforcer so we're already off to a poor start, but to be fair a mere 7% speed malus is not going to make a significant difference to the "spirit" of the claim.  So I'll quickly acquire an XIV Enforcer myself and test using that instead of my original claim.

More importantly, that screenshot doesn't capture the +50 zero-flux speed boost that is always on due to Safety Overrides, the critical component of the claim.

My own XIV Enforcer in the hanger, similar speed value to yours


Same XIV Enforcer on the field, please note the "speed" value in the bottom left corner.


While the speed boost isn't shown in the hanger, having a rudimentary understanding of the Safety Override hullmod, or simply taking minimal effort in actually testing the ship on the field, should have revealed that even a SO XIV enforcer not only has in-combat speeds far in excess of 80, but effortlessly breaches into the low 100's.
[close]

Why are you even talking about base enforcer when I was talking about xiv ships is beyond me.

And my point still stands, by "top speed reaching the 80's" I clearly meant the value displayed on the ship profile.

If you read carefully what is written in the screenshot, it is written: Top speed: 83

Going as far as accusing people of lying to win some sort e-peen measuring contest ruins the "constructive" discussion that apparently you were trying to have.

Typically when people are talking about the speed of a ship, they are talking about the speed at which the ship moves in the game.

11
General Discussion / Re: The Frigate Bias
« on: April 11, 2021, 12:15:01 PM »
The aurora has significantly more converging mounts so I'm not sure how fury could have better weapon convergence. Aurora also has double the dissipation and a better maneuverability system, so it can easily chase down any non-so frigate already.

I had stopped using that aurora a bit when I was fighting lots of capital ships, but then I got some spoilery weapons and now I'm using it again.

Having used both as a Flagship with analogous mounts, it's tough to really recommend the SO Aurora over an analogous Fury.  Doing the obvious loadouts of Heavy Blasters, Sabot Pod, and AM Blasters to taste, the Aurora packs appreciably more punch...but not enough to justify being double the deployment points.  Even accounting for the fact that officers are a limited resource and you really want to make the most out of every ship you put them in, there are absolutely more impactful ways to spend 15 DP on upgrading a ship than going from Fury > Aurora.  On top of all that, the Fury has a significantly more efficient shield (going from 0.7 to 0.8 may not seem like much, but it's substantial) and a capacitor pool that's nearly as deep, meaning that combined with slightly better mobility I've found it to be more durable in practice.  Then you've got to think about the campaign-level differences.  The Fury is much cheaper to acquire, has half the upkeep, and burns fast enough to naturally cruise with Destroyer fleets and be a huge bully in the early game.

Again, the argument here is not that the Fury is individually superior to the Aurora (it isn't) or that an SO Aurora won't pull its weight in a fight (it will) - it's that the SO Fury is an absolute monster for what it costs and upgrading it to an Aurora doesn't justify the investment.

12
General Discussion / Re: Let's talk about xiv ships
« on: April 11, 2021, 11:43:53 AM »
...having a rudimentary understanding of the Safety Override hullmod...

Funny you should mention that...

13
General Discussion / Re: Let's talk about xiv ships
« on: April 10, 2021, 08:46:14 PM »
Have y'all looked at the math on how armor works?  The way it diminishes incoming damage based on its current value gives it a compounding effect such that each point of armor gets better as you stack them up, meaning that the XIV bonuses are a significant boon to the durability of the ships it comes on.

Also, being real frank here, pretending that a minute speed debuff is going to meaningfully change the way a brick like the Onslaught or the Dominator functions on the battlefield is laughable.  Why is your whole shtick finding the most inane parts of the game to complain about?  We're on a brand-new version with tons of glaring balance problems to harp on and you're making threads about this?

14
Suggestions / Re: Broadsword-wing is in a weird place stats-wise?
« on: April 10, 2021, 10:01:06 AM »
The proposed changes would be a pretty significant nerf to the Broadsword - a significant portion of its value comes from the fact that it can afford to linger on a target and apply substantial amounts of shield pressure.  Being faster doesn't especially help with that, but they'd definitely feel the loss of HP, and I don't think you're arguing that the Broadsword is overpowered.

The Gladius could use some help, though.  Thaago's idea is interesting, though then I'd be worried about it overlapping with the Warthog's role.

15
General Discussion / Re: Beam weapons need a buff
« on: April 07, 2021, 08:11:21 PM »
Dual Phases is my go-to for Tempests.  Zip in, pop F, unload a pile of damage, and zip back out to cool off while the lances cycle.  Advanced Optics can give them the extra poke range to stay relevant in larger fights where the battlespace becomes more hostile to small ships, and jumping Phase Lances from 600 > 800 range is way more relevant than any other range bonus you can get on a frigate hullmod.

The sheer volume of soft flux is enough to overwhelm anything else in their weight class, even REDACTED frigates.

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