Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - Paul

Pages: [1] 2 3 ... 11
So that's why my low level officer with Impact Mitigation improved the survival of my onslaught so much...

Mine that are having the problem are ones that I bought pristine and salvaged when they were lost in battle with a station. Recovering them added D mods, and trying to restore them makes them standard Falcons.

I don't think I have tried buying one with a D mod as I always seem to be able to find pristine ones for sale.

The integrated hull mods are still there once restored, they just are no longer integrated and the ships show way over budget on points.

The pirate modifications to the Falcon are apparently considered a D mod, as it gets removed along with the D mods. Which is frustrating if you want a Falcon P, just without the compromised hull and armor.

General Discussion / Re: how to counter tempest class?
« on: April 28, 2017, 06:45:59 AM »
My chasing hammerhead works well vs tempests.

Loadout is: 2x assault chainguns, 3x light machineguns, safety overrides, unstable injector. 19 vents 4 capacitors.

It's a variant of the one I usually use set up to chase. I have used it to great effect vs tempests though. You're 30 slower than them with their flux boost, but as soon as they engage they lose it - you don't due to SO. Then you're 20 faster. Then you just ram them and watch them melt under the assault chainguns and machineguns. It's great vs other frigates too. Works ok against destroyers too, but if you're facing a cruiser you would be better off taking out the unstable injector and adding some torpedoes and more capacitors. I keep one of each around because I like the ship so much :)

Just watch out for their drones, those suckers can take your engines out quick.

-edit- I don't think I have ever tried to fight two of them with this setup though, just one. I imagine two would be rough if you didn't have backup to distract the drones.

[attachment deleted by admin]

Remembering I'd seen this thread, I grabbed a Hammerhead I saw for sale.

Why can I only spec him out comparable to your first "D" class spec? (ie with only 1 point remaining for flux)? It's not a "D class". I'm pretty new so maybe I'm missing something?

I didn't put the flux distributor on my second loadout. I used it on the D mod because I needed the extra venting, but when you're already venting 900 I wanted more capacitors instead.

All I was wanting was enough flux venting to be higher than my guns, then I used the rest for more capacity since it's 99% hard flux that builds up and can't vent with shields up anyway.

I also keep around a second variant that has 19 vents 4 capacitors and unstable injector without the torpedoes. I use it for chasing down fleeing ships since it has 200 speed with the boost and can catch pretty much anything. Losing the torpedoes and 4 capacitors makes it way less effective vs larger ships though.

I tried other guns with longer range like heavy maulers and mortars, but I don't see why you would use anything but the assault chainguns with this build. Your range is gonna be crap anyway with the SO, and they do double the damage of the other guns. Double the flux too, but if your venting more than weapons anyway... It's the combination of 3 machineguns and heavy maulers that lets the ship kill so fast.

800 HE dps and 624 Kinetic DPS. That means you're doing 1648 DPS to shields, 1912 DPS to armor, and 1424 DPS to hull. You pretty much ram frigates and destroyers and watch them melt. If you have backup distracting them and can approach from a flank to avoid their main guns/missiles/rockets you aren't even in any danger from destroyers. Cruisers go just as quick if you use your torpedoes.

[attachment deleted by admin]

So I have been playing with the different ships, and among frigates and destroyers the Hammerhead with safety overrides just dominates everything. It's not the best in AI hands because the AI isn't aggressive enough with it, but in a player's hands it is monstrously powerful.

I started using the ship like this in the tutorial of my first game. I put 4 light machine guns, 2 assault chainguns, 2 reaper torpedos (they were all available during the tutorial for me). 20 points into vents, flux distributor, safety override, and the last point in capacitors. It was a D class with a faulty power grid, which hurt the build a lot, but it still did well. Using this ship I was able to wipe out the pirates with ease, but it was a bit of a glass cannon with the low flux capacity.

Then I bought a pristine hammerhead. Without the faulty power grid I was able to go 20 vents 9 capacitors and have more venting and way more flux capacity. With higher vent rate and almost double the flux capacity, suddenly the ship was no longer fragile. No pirate fleet stood a chance. So I decided to find a bigger challenge.

I jumped a Hegemony detachment with an onslaught, 3 enforcers, and 5 frigates (lashers and vigilances I believe they were), fully expecting to get blown to bits but excited to see how well I would do. I had my starter frigates flying after the nav relay and sensor jammer, but did all the real fighting myself. I avoided the big guy at first and just flew around wrecking the supporting frigates and destroyers while they captured points. I managed to take out all of them, although one of the enforcers hid behind the onslaught a bit and was difficult to finish off (but I still outmaneuvered and destroyed it). Then I just got in behind the onslaught. Fired both torpedoes into the engines then hammered away at it with everything I had until it died. The rear guns on it almost got me and I had to juggle shields up and down and strafe around a bit to avoid some of them, and pretty much all my armor and most of my hull was gone by the time it was done, but I beat a hegemony detachment with the starting ships plus one destroyer with only one lost frigate (I lost the wayfarer to a lasher/enforcer/vigilance attack, but the drone ship got away).

I have since tried every other destroyer in the game, and nothing quite compares to the build I stumbled upon in my first few minutes of playing. It can kill every other destroyer with ease and most cruisers, and even apparently onslaughts (although it was a very difficult fight). And it only uses up 8 supplies.

Anyone else stumble upon this playstyle and have success with it? What other crazy ship builds have you tried and found powerful?

Suggestions / Re: Remove fuel from the old salvage.
« on: April 23, 2017, 11:00:14 PM »
I do. I guess a good bit of the salvage I get from things I couldn't salvage without the skill. I get the +10% from the two lines now too, although I didn't get it my first few trips till I had leveled up. And I have a salvage rig and one of those drone ships that acts as a mini salvage rig.

I also salvage debris fields multiple times if it tells me they still have stuff.

Suggestions / Re: Remove fuel from the old salvage.
« on: April 23, 2017, 10:48:55 PM »
I guess it just seems to me that going to the far flung reaches of the map should be something that requires planning, and maybe leaving some gas guzzlers behind. You shouldn't be able to just take a huge fleet and go star system to star system and keep refilling your tanks.

I think the fleet I brought was pretty combat capable. It was some of the salvaged D ships from the tutorial. I was able to take out the [redacted] fleets I discovered along the way, even the one with cruisers. And I upgraded and expanded my fleet to multiple hammerheads and a Mora and cargo ships and tankers and salvage rigs with the money I got from the first trip. Maybe I've been getting lucky but so far I can just fly off with whatever ships I seem to want and visit the system I'm headed to and fill up my fuel tanks when I get there. Visit another system and repeat. Every excursion I've made so far has had me heading back with over 1000 fuel and over 1000 units of valuable cargo. The last trip I ended up leaving over 500 fuel and probably 2000 cargo because the system was full of stuff.

Suggestions / Remove fuel from the old salvage.
« on: April 23, 2017, 09:48:46 PM »
My first game I got 3 missions to scan ships way off in the corner of the map (70, 70k, and 90k) and immediately set off to find them, despite only having the fuel for a one way trip. It worked out incredibly - I picked up some extra salvaged ships along the way and came back over 230k credits richer with a full hold of AI cores and supplies and guns and everything. And I only visited the 3 systems for the missions, I didn't go looking for more.

The thing is, the first system I came to I was almost out of fuel. In there I found more than enough to reach the 2nd, and the 2nd nearly topped me off, and the 3rd I had more than I could carry. And they weren't particularly close together. Right now, you can fly out to the edge of space with just enough fuel and supplies to get there and can count on finding more than enough to not only keep exploring, but get you home with full tanks and cargo holds.

What if we removed fuel from old dormant ships and such? You could still get some fuel by fighting the active ships (pirates, roaming neutrals, or the spoiler faction out there) but wouldn't be able to count on finding plenty of fuel at every ancient survey probe. The lore could be explained as the fuel on these old ships isn't good anymore or just isn't compatible with newer ships. You could reduce the drop on supplies a bit too and replace it with stuff like rare metals and goods and such.

This would mean you would have to bring a tanker and carry enough fuel to get there and back again for every mission, and carry some extra supplies out too. Returning would be with a full hold of valuable goods instead of a huge load of fuel and supplies, and each trip would have a point at which you have to return for more fuel/supplies instead of just going till you have full cargo holds.

Oh, it doesn't.

I didn't even notice the "sound" option in the launcher so I guess anyone without speakers could just turn it off, haha.

Not really an issue then at all. But good to know in case someone brings it up you can just say "Turn off sound or plug in speakers." :)

The game crashes if you try to start up the game without sound output (speakers, headphone, etc). I have a feeling it's an issue with the newer java library, as many games are suddenly having this issue with recent updates (Stellaris, for example). My gaming computer doesn't have speakers, and I noticed this when I forgot to plug in my headset before I launched the game.

I wanted to put it out there in case people are having this crash and don't know why. Not a huge deal, since the fix is to just plug in speakers or headphones. If it's something you can easily code around it would be good for people who may not even have speakers or headphones.

org.lwjgl.LWJGLException: Could not locate OpenAL library.
at org.lwjgl.openal.AL.create(
at org.lwjgl.openal.AL.create(
at org.lwjgl.openal.AL.create(
at sound.OoOO$ Source)
at Method)
at sound.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)
5144 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalDistanceModel(I)V
java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalDistanceModel(I)V
at org.lwjgl.openal.AL10.nalDistanceModel(Native Method)
at org.lwjgl.openal.AL10.alDistanceModel(
at sound.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)

I just had smugglers attack ME. Showed as neutral, I attempted to disengage, they chased me and forced the conflict, I defeated them, and BAM hostile to independents.

Mods / Re: [0.65.1a] EVE Mod
« on: November 20, 2014, 04:46:01 AM »
The Wrecker hull has the built in weapons in the wrong slots. The two built ins are in slot 3 and 4 (the turrets). The variant has them in the right slots, but them being wrong in the hull file bugs things out and makes it impossible to add guns to the turret slots.

Starsector has its own Java environment (in the jre folder). You have to replace that folder with a 64 bit java. So just rename the existing jre folder to something else (jre backup, or just delete it) then take your 64 bit install folder (jre7 or whatever) and paste it into the Starsector folder and rename it jre. Then Starsector will launch using that instead of the one it came with.

You can post it if you like.

I was planning on keeping this updated to the latest version, but I've kind of withdrawn from modding anything or gaming in general lately. My mother passed suddenly on the 5th of last month and I've been very busy since then helping my dad and getting things in order. Haven't even downloaded the newer versions yet, heh.

Once I have more free time I'd like to play around with Starsector modding some more, but I'm not sure when that will be. Until then, if someone wants to maintain this mod so that it keeps working for the latest release I'd appreciate it.

Pages: [1] 2 3 ... 11