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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 - majk

Pages: [1] 2 3 ... 10
1
General Discussion / Re: Automated ship skill seems backward
« on: March 04, 2025, 06:27:55 AM »
I agree that it feels backwards and wrong the way AI ships work but:

AI ships with cores are ridiculously more powerful. If you need an example try running Direlict Operations fleet with 4 built in gamma core radiants.
That's enough to kill anything in the game. Just add some junk ships to act as decoys/pd boats and you win. Radiants without AI cores are much weaker.

2
General Discussion / Re: So what if we just increased the battle size?
« on: February 28, 2025, 09:28:15 AM »
Instead of increase in in DP i'd rather see increased fleet ships limit.
30 ships cap instead of DP limit feels artificial.

3
General Discussion / Re: Are carriers weak or not and why?
« on: February 26, 2025, 05:35:05 AM »
For me the biggest problem with carriers is that low tech has so much pd it swats your fighters like flies.
Second problem is carries support skills lose their power when you have more than 8 fighter wings out.
Third problem is that giving broadswords to non carriers is enough.

I have to say fighters are amazing vs. Ordos since they are suicidal and charge right at you so their pd is much less of a problem.

4
General Discussion / Re: I figured out why i dislike the new crisis system.
« on: February 25, 2025, 11:52:47 PM »
My dude, you still can, only slower.

I think it's pretty Lore accurate right now.   Look at Askonia. When the Great & Glorious Philip took over that system, he had an entire armada with him, and he still had a helluva time holding it.

You, my son, are a cheeky rich-boi (who almost certainly got his money through at least half a dozen underhand ventures) who thinks he can just dump multi-millions, equaling the GDP of entire systems in the core, into setting up a planet or system that can economically and militarily challenge multiple factions.

I'm not going to draw hypothetical real world examples because if you're playing a game like this you probably have some imagination too, but just think what a country like…say… Australia, only fully militarized popping up in less than 5 years and run by a single guy who has seemingly unlimited wealth, a powerful navy, excellent strategic and tactical acumen, and a shakey moral compass, would do geopolitics.


Use the abandoned stations and keep a low profile until you can afford to field a full defense fleet. Look for ways around the violent clashes, even if it's just while you gather your strength for the final hammer fall.

Use this as a chance to change your strategies for colonizing.

As a personal example, I used to look for worlds near the core to colonize, now I want them far, far away.  Ok, I make less due to accessibility, but I now have 70-80 days or so to deal with fleets that try to harass me.  And I use that time to jump them in hyperspace, where they can be split up and destroyed piecemeal.

o7

Actualy the easiest way to start is by colonizing rich 200% and higher hazard rich planets and keeping them at 3 population. It can bring you ridiculous money without making the whole sector go crazy but that feels like cheating.
Or just colonizing one terran world building a star fortress and letting everything crash against it as you kill everything as it tanks.

Your arguments are sound except all factions magically pull largest fleets you will ever see in the game before or after. Where are they when they get raided by pirates or other factions or when they leave their own systems unprotected for the entire game.
Only Sindrian Diktat has decent fleets protecting the system and that place is a glorious warzone you can scavange a brand new fleet from.

5
General Discussion / Re: removing D-mods from the automated XIV ships
« on: February 25, 2025, 11:41:57 PM »
You could do that, or you could get a few more dmods and field it and 8-10 more onslaughts for 22dp.

It's a logistical nightmare but so much fun to see enemy AI derp out when it sees what it has to deal with.

6
General Discussion / Re: Endgame / Ordo-hunting fleets that use the Eagle?
« on: February 25, 2025, 04:41:59 AM »
Have you tried SO Eagle + LP brawler?

Derelict operations + support doctrine + best of the best and just slap 10 Eagles and as many lp brawlers as you can.

This pretty much murders single red beacon fleets in no time.

7
General Discussion / I figured out why i dislike the new crisis system.
« on: February 24, 2025, 06:14:23 AM »
It's not the difficulty or being railroaded into dealing with suddenly extremely hostile factions.
It's the simple fact that the game turns from chill space mercenary into a tower defense.

Before the colony threat rework I could use colonies to fund my fleets (Yes multiple fleets since i died often and had to build new ones) and go into hauntingly awesome outer space to fight AI horrors or other factions and pick best tactics/start a new fleet if old one blew up.

After the rework i actualy started reloading the game. The chill vibe of the game supported by the awesome music is just not there before I have to beat every faction into submission and losing a fleet when you have to deal with PL blockade or The Church demanding their potato farmers back tends to be deadly.
I know you can make deals with factions but those guys are MY potato farmers dang it.

And your faction defense fleets don't really matter unless you get cryoarithmetic engine up and running.

8
General Discussion / Derelict Operations + Support doctrine are hilarious.
« on: February 22, 2025, 10:26:21 PM »
I had to get some planets before i could even pretend to have money for the upkeep but with those two skills there is nothing in the game you can't handle.

With almost 50% dp discount you can get 10 onslaughts deployed and the game turns from tactical combat to execution squad with Orc level of dakka.

Don' t sleep on DO. Just because your ships are hot pieces of garbage does not change the fact that two ships will easily clap one of their kind.

9
General Discussion / LP Brawler and Scintilla spoiled me so much.
« on: February 21, 2025, 11:29:14 PM »
I know my capitals are better and i take them out + escorts whenever i need to bust a star fortress or such but 20 LP Brawlers + 5 flash bomber Scintillas/Condors (or something) is so good at being cheap, replaceable, stealthy and killing fleets quickly it's not even a competition.

You can't kill multiple fleets unless it's garbage that can be done quickly like pirates or Diktat but for single fleets you can go into red beacon systems to hunt single ordos and frigates recover so fast you just need a 2-4 days to recover and hunt more.
I'd use LP Brawlers alone but you need flash bombers(or Piranhas if you don't have them yet) to break enemy formations. It's not as much about killing as forcing the enemy to spread out and die.

Is there anything as good as that for early/mid game? I like the dakka from capitals but they are ridiculously slow, expensive to maintain and stealthy as an elephant.

10
Suggestions / Re: Support ships
« on: February 18, 2025, 04:44:08 AM »
High tech gets THE Revenant. It's a  phase cargo/tanker that is obnoxiously good and will carry you to end game fleets.
Whenever i start a new game i keep looking for one and will buy it even if i have to blow all my money on it.

You have almost no sensor presence with those guys in the fleet.

11
Suggestions / Fleet Size By DP as a game option.
« on: February 17, 2025, 11:35:02 PM »
I know that you can just use a mod but this feels so natural it should be optional part of the game as it makes playing feel so much smoother without artificial 30 ship soft cap.

12
Suggestions / Ui improvements suggestions.
« on: February 16, 2025, 12:03:54 AM »
After spending way more hours than healthy on this awesome game i think the following could use some tlc:

Deployment window:
1:
Key+button press mouse drag ship selection.
Pressing a key + mouse button and hovering cursor over ships you want deployed would be amazing.
2:
Key+mouse click for selecting the entire row of ships.

Main Window:
There should be different keys for toggling double speed and pressing a button for double speed.
I know you can change press/toggle in the menu but having both would be amazing.

Refit menu:
Key+restore/refit to apply changes to all ships of the same type in your fleet.
Key+restore/refit to apply changes to the ship your mouse is hovering over without confirmation.

Salvaging sounds should have an option to make them more quiet.
If you go on an expedition and encounter a bunch of junk ships clustered together the noise can get annoying.

13
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: February 15, 2025, 09:50:25 AM »
Review after 2 playthroughs:

I love the way this mod looks. The visual part is great and looks like a part of the game.

The variety of officers is big enough to do many different builds and at the same time it's not too big to be overwhelming.

The gameplay however is a mixed bag and the most jarring is spreading skills from one skillset to different officers
Examples:
1: Take Derelict Operations from Improvisation, it lost part of its skill power and it was shoved into Pirate skill Provisional Replacements.
2: Piracy officer has a bunch of logistic skills that could be replaced with something more fitting being a pirate and those skills could be shoved into Starfaring.
3: The main draw of Improvisation is using a bunch of cheap scrap buckets to play with but it has 2 exclusive last skills and Derelict Fortifications just gives some buffs you can easily live without, it's all about Direlict Operations and to make it worse it's the other skill that reduces penalties from dmods.
4: Starfaring and Piracy share important logistic skills and swapping officers costs 20% cr (Does changing ships make the whole fleet blow up?).

On the other hand Officers with Automation, Technical and Starfaring are borderline op and make the game so much easier.

I like the idea of the mod and the way it's looks but at the moment it feels very frustrating to play.


14
Enforcer with 5heavy maulers.
The sound they make if you have 10+ of them as escorts is pure asmr.

15
General Discussion / Re: The current state of fighters and carriers
« on: November 06, 2024, 12:58:24 AM »
No love for Condor or Scintilla?
Condors are the cheapest way to get a bunch of fighters support and they can spam Pilums from way back. Amazing help early/mid game. You just need a frigate killer or two to protect them.

Scintillas are an excellent way to break enemy formations. Just use Flash bombers and dump the mines into the middle of the enemy fleet and watch them scatter/blow up.

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