Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Cruis.In

Pages: [1] 2 3 ... 9
1
Modding / Re: Presenting the USS DEFIANT
« on: February 08, 2022, 02:34:55 PM »
ah thanks for the feedback. Ill look for the mod. Would be so cool to kind of do a total conversion for all the factions eh? :)

I have uploaded 0.2. Logistically, I've made the fuel/ CR recovery rate, and cargo capacity less stringent. I also corrected an error in the torpedo damage, it was kinetic, and was supposed to be explosive. I increased the range of pulse phasers from 600 to 700, lowered their rate of fire from .22 to 0.25 and increased the acceleration from 60-80. It's now more maneuverable and suited to its tactics. So really minor tweaks to the combat side, nothing grand.

And less annoying on the logistics side if you were flying it solo or with only a few ships.

Also lowered the volume of the pulse phaser sound, it was loud.

Let me know what you think!

2
Modding / cool ships to fly
« on: February 05, 2022, 04:53:34 PM »
what are some cool ships from mods you've flown? I am new so haven't heard of a lot. There are some mods like VIC that make some pretty cool special weapons and faction weapons, nice effects and stuff.

I like the weapons of the VIC and their Apollyon Capital.

I've tried to ballisong a couple times, kinda cool. I've also seen some ship from a pink themed mod which has moving engine pylons, so it moves a to a speed mode and it goes like 600....speed is always life. a good flank wins the battle and a good retreat saves you for another pass.

what cool ship abillities have you come across?

3
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: February 05, 2022, 01:12:24 PM »
I usually heavy armor most my ships. Especially since the shields are weak and i fight with them down a lot. pesky fighters and missiles on the sides add up.

4
Mods / Re: [0.95.1a] Volkov Industrial Conglomerate 1.4.3
« on: February 04, 2022, 10:49:57 PM »
hey so I so someone using the sturm capital ship..looked cool. Tried it myself, man I love those weapons... this whole faction comes together neatly with the ships and weapons. really cool effects and specialties and stuff.

i was fighting some unshielded things which guard the domain era probes, and man those laidlaw canons lay down the law lol. splat them left and right. im talking about the default fitting you have for your ship the sturmcapital variant or whatever. 3x laidlaw heavies. so ive now switched off the 3rd laidlaw on the nose and put in a psotronik anti shield thing, that uses way less flux than the heavy laidlaw and really hurts shields bad. the 2 heavy and 3 medium laid law are enough. i even experimented with the thermal lance on the nose tip but in the end i like the large posintronik. it really beats back pesky destroyers who come to close and gives you room.

my new favorite ship im flying it.

the thing is a beast. or the hulk smash. I love its versatility. its got good point defense weapons by VIC. can certainly take care of pesky fighter groups.

https://www.youtube.com/watch?v=fY0noQ1R8cc

5
Modding / Re: Presenting the USS DEFIANT
« on: February 04, 2022, 07:44:49 PM »
hello, no it doesn't attach to a faction. just a stand alone ship. I am not aware of any federation factions from star trek.

I wish i had more feed back. I think the pulse phasers are terrible. I wanted it to be fast and hit hard, and be able to take a hit. But it isn't fast enough to make a difference. And its pulse phasers don't pack a punch to get through shields very good. I thought I would make the CR recovery slow if its too powerful at least you couldn't deploy it right away in another fight. So you have to consider when to use it...but it seems very weak for a 'special ship'.  It seems in my quest to make it balanced I made it terrible :)

I will consider some tweaks to the pulse phaser weapon.

6
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: February 02, 2022, 04:48:01 PM »
fought my first battlestar today in a scalar fleet..wooo that thing scared the *** out of me. damn big ship....i went balls the to wall and selected all ships and right clicked on its. most fun ive had. i realised it was now or never as the bloody thing plowed through my lines..

looking back at the replay and actions of several different ships i get to see what i missed....had a hero mcnamara tank the bastard and draw his attention long enough (still very short), but just long enough for my other ships to close into position, and for me and one other to pour some fire in it, to start the process of taking it down. and then a timely launch of a siege missile by a strafing victoria destroyer off my starboard bow finishes the right side of the beast and the rest is history. Very satisfying. I pause my battles alot tho...i have to take time to process stuff like that as its happening, it was a delicate balance to win that.

https://www.youtube.com/watch?v=kmNqb18UhZ4

note the hero MacNamara which tanks the guy on the right...

and note the victoria uss einstein who delivers the final siege cannon to take down the wing. Unfortunately for some reason I couldnt recover Einstein after the battle, and I have the level 4 industrial skill where ships almost always recoverable. guess I got a bad roll. She was with me from the beginning. Immediately I have built a new one. Good thing no officer was aboard.


did i mention i destroyed two hegemony fleets, hassled their patrol systems,  launched a tactical bombardment of their world, killed two stations and basically blockaded a system for a few days just for fun? since i didnt have any troops to invade with??

well they got the MEMO.....

https://i2.paste.pics/00a38cd547a6683649a4fe9f200bf7cd.png

I count 4 battleships..3 battle carriers. like 8 heavy cruisers, and then support... to my 2 battlecruisers, 4 heavy cruisers, and support. :) and a battlestation...


7
General Discussion / what DP settings do you play on?
« on: February 01, 2022, 04:30:19 PM »
I play on 550 currently. But I could up it to 1000. I've seen videos of people with probably more than 100 ships on screen, I am wondering if theres any real fun in that? Not sure how it works in 2d theres only so much screen real estate, and well it just seems theres a whole lot going on that your missing.

thoughts?

8
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: February 01, 2022, 01:04:00 PM »
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,.

9
Suggestions / storing ships
« on: January 31, 2022, 04:30:43 PM »
So I have noticed when you store ships and take them out you have to re-assign officers, i learned the hard way by storing, taking them (changed mind) didn't reassign and got engaged by a big battle fleet, without my officer bonuses :(

10
Discussions / Re: Similar Game
« on: January 30, 2022, 04:15:22 PM »
Wayward Terran Frontier (WTF) and starsector have similarites in space combat, but the entire similarities end there.

WTF is more an entire simulation of your ship or where you are down to a single guy. You walk around your ship/space station in 2d, etc. you are a character, who controls the ship, and you explore, fight etc. The ship is simulated down to pixels, so individuals pixels explode etc. And the game entirely takes place in one view in real time.

Starsector has 2 modes, a strategic kind of galaxy flight mode, where many cool things are, like emergency burn, sensor detection, and kind of like a whole real time meta game with a high level over view on the galaxy/system map.

Then starsector really shines in its tactical 2d combat.

but WTF has been in development limbo for years. Just wasnt as successful as starsector.

also, WTF best gameplay is locked behind an INSANELY slow grind up explore system. theres no time speed up, traveling far is fairly slow and you need to find blueprints to make weapons or ships...at least in starsector you can buy ships and weapons from market before youo find blue prints.

It's like this games content is locked behind baffling design decisions. who wants to spend months looking for blueprints in a 2d game? or any game? I remember playing a couple days to see if there was a silver lining but there was none and it was an exercise in frustration, wanting to like it and progress, but being unable to and just not worth the time.

unlike starsector which every play through i start is addicting and i put in 200 hours in 2 weeks before taking  a break :)

11
interesting. following on steam.

12
Suggestions / Re: Sort feature for fleet screen
« on: January 30, 2022, 03:53:24 PM »
i second this, i store ships a lot depending on what im doing then when i take out the MAIN fleet again, i need to order them in the list properly..

13
Suggestions / point defense toggles for main/all weapons
« on: January 30, 2022, 03:52:22 PM »
hi, could there be something added to stop your MAIN guns firing at fighters? like my tachyon lance firing at fighters if i so wish? a button which means "hold fire on fighters" so they re left to point defense only or AT your discretion you can make weapons free. hence a toggle.

14
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 30, 2022, 01:57:29 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

I was not impressed with the lighthouse.

So I actually put my officers on ships... levelled them up....take out the pellet cannons from the large slots on the alastairs and replaced with 2x tachylon lance each, 2x heavy auto cannon and kept 2x bulldog auto cannon. put the light plasma driver on the back x 4. And the Base Drum medium point defense in the medium ballistic slot.

I tweaked some other ships as well nothing major...but instead of pellet canon, my king class each now have tachyon lance. And I also put some light plasma driver where it made sense.

McNamara:
I removed 2 x bulldog autocannon and replaced with 2x heavy auto canon. The pellet guns stay because the medium versions are very worth the damage, range, and flux it uses. But when a targets flux is high, no need to use the pelletguns, so I shut them off and just let the heavy autos keep him fluxed, while the bulldogs fininish the armor.

That fit remains the same, except for 3 changes because I have 4 heavy cruiser. In the center ballistic on one of them I have a medium combat laser, to keep pressure on a ship retreating to lower flux. On another mcnamara I have a base drum in the center in place of the combat laser providing point defense. in another one I have a heavy plasma driver in place of the medium combat laser.

The light plasma driver is SO good against missiles and fighters, so they work perfect on the alastair, and even though the heavy version for the ballistic medium slot isn't listed as point defense like the light version, it still can target those fighters, and it also is 100/100/100 shield/armor/hull.

With these tweaks and some better management of my weapons and auto firing on the flagship im piloting (an alastair) I beat Janus 3rd group. I lost some ships but I won the fight. Was a tough fight. I found with me controlling my tachyon beams, instead of  on auto fire, i fired them more tactically, i even got rid of some smaller ships first, and some time combinations of my tachyons with my king class which has a tachyon each, melted the smaller guys who ventured too close. I killed the smaller guys faster. The fighter spam was taken care of by my better point defense the Base drum and light plasma driver additions, and alastair's web when well placed.

I realised at one point during the fight i had an opening, and ordered 4 ships to close and destroy a battleship. From there I had too much pressure on and with having taken out a good chunk of his destroyer/cruiser escorts, the battleships remaining although they had some were out flanked.

I played the range game better and with his smaller targets of opportunity and also slight pressure caused thoise smaller targets to move forward to  help their battleships. The Edith class sure helped too.

I think everything I did with your advice, my officers, my leveling up, the fitting, my better flying and strategy, the point defense, sealed the deal. Also the combination of ships to take in. I could take 2xalastair. 2x heavy cruiser, 2x king, and some destroyer backup and the edith. with my king's better fitted with their tachyon instead of the terrible pellet cannon, that with the 4x tachyons combined on my 2 x alastair helped hold the center.

Also, ace-wing...I use one each on my alastair and they stay escorting, they shoot down the clouds of missiles those guys were firing, in addition to my pooled point defense, better point defense and the alastair web and ace wings on at least 3 of my ships, able to keep the missile spam off. because i have my shields down alot, because the flux isn't ideal. and the missile spam used to hurt. clusters of small missiles. ace-wing is  an ace up the sleeve vs missiles combined with the 4x light plasma driver helping out.

I use 1x ace wing and jack combat drone now on any ship with 2 bays. so my lyons have 2 bays, and the alastairs. tempted to put 2x ace wing on the alastair.

The pelletcannon might work well for other races with the flux, but it don't work well for us. also i found the arsenel ship a good tank, but useless otherwise.

15
Mods / Re: [0.95.1a] Legacy of Arkgneisis 1.9.11 [12/20/21]
« on: January 29, 2022, 07:53:55 PM »
i realise it looks like i should be able to beat that...but i guess i havent got the hang of using command points. the enemy big ships always have a cruiser and a destroyer escorting each capital ship faithfully. so trying to take it on means getting flanked by those if your escorts arent up to the task..


also i realised too i didnt have officers assigned to most my ships for that battle. and all my officers were level 1. i hadnt leveled them up. ive also switched out the pellet cannon from the alistair and given them each a tachyon lance. the added 200 range of the pellet cannons isnt worth it. not when its being used sometimes to fire at fighters and missiles. is there any way to STOP certain weapons from firing at missiles/fighters?

so with my officers to now put to level 4, AND actually piloting the ships AND some tweaks to the alistair, i believe that fight wouldnt be as crushing defeat as it was.

you said light plasma driver on the back of the alastair in the small slots, what about the lighthouse PD? or burst pd laser?

Pages: [1] 2 3 ... 9