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

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Messages - superhotdogzz

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Yeah the efficieny is marginaly better and you can squeeze some extra range but strangely i foudn it easier to deal with the 1200 flux every 2sec compared to the 720flux per seconde of the heavy blaster.

also mining blaster seem gain way more efficiency from energy weapon mastery those 200 extra damages per shot (700vs500 that become 910 vs 650)  seem to really shine for the brusty style of play you expect of energy weapons platform like shrike and wolf...
That is when you using HB on a platform such as Shrike or Wolf, those little ships don't have what it takes to power HB. But if you look at ships like Aurora or Fury, HB would do much better than MB. Since the flux capacity could tolerate more shots, and HB's ROF is just much much better, thus a lot more damage.

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General Discussion / Re: Asteroid impacts
« on: September 05, 2021, 11:53:15 AM »
I hope there is a toggle for going slow, so i don't need to hurt my finger everytime i passthough a hyper storm or a asteroid field.

3
General Discussion / Re: A Noob's Insight on: Guns!
« on: September 04, 2021, 08:35:21 PM »
Heavy Blaster is fun, and you can’t tell me no about it :p

4
General Discussion / Re: The gates
« on: March 17, 2017, 01:23:50 PM »

Well. Don't we all have the fantasy-starsector in mind we want some time...? I'll shut up now.

Why don't we mod an end game?


5
i also wish it was possible to have 3 way battles, and naturally it's a desirable thing and there have been games with 3 way battles or more. I think it's just not a design priority for now given reality of limited developer time & resources to make AI upgrades so it doesn't choke too much in these situations.

though it seems that many humans also make spectacularly bad and irrational decisions in multipolar conflicts, as anyone who keeps track of syria lately or even just played settlers of catan will know.
Theoretically, i think by that logic we could have more than just 3 way battles, but again, there will be a lot of redesigning.
Plus, if there is a 8 way battle, it would be a trouble just to spawn the ships.

6
Announcements / Re: Starsector 0.7.1a (Released) Patch Notes
« on: January 11, 2016, 01:48:49 AM »
Main issue with beams is that they are massively effective vs unshielded ships. This is, as you said, mainly because of the range bonus, but it makes playing anything without shields a horrid idea. Even a graviton beam can... Wear down armor unless you hit the Combat readiness threshhold.
.
.
.
Vs shields, the polerization is when you deal more soft flux than dissipation,which causes you to suddenly go from zero damage to massive damage. That kind of thing is not really seen in other weapons. Other weapons, hard flux builds up, eventually breaking the shield. Beams, its no apperent damage until its massive damage, which I think is a problem.

Not really sure how to explain my thoughts on the situation. Still wish I could get the beam hard flux script to work...

I think this is exactly how beam weapon is being used.
When their shield is up;
Your beam either is thick enough to overcome their soft flux dissipation or don't bother to kill them with it at all(unless you are using it to build up their flux or harassing them).

Other time, it is geared up to murder those who do not have a shield(Hound). It is just non-sense throwing a Hound at Wolf's tactical laser  embrace.

It is an excellent choice to deal with rag tag pirate ship whose flux dissipation capability is universally bad or has no shield at all.  

7
General Discussion / Re: 0.65 Playthrough
« on: December 08, 2014, 11:53:08 PM »
Quote
I couldn't say exactly what's missing, perhaps industry will help elucidate things, or more random bounty type missions. Looking forward to it.
The things missing for me is the ability to make your own stuff (ships, weapons, bases) and forge an empire, and removing established factions from the game (and a win condition that triggers when all factions are gone).  I do not want to play errand boy for Hegemony or other factions as my endgame.  I want to be emperor of the whole sector, and all factions stand in my way of that goal.

The game resembles mount & blade in space (with added focus on industry), so it's probably a good idea to borrow some ideas from m&b, given it's a fully-realized game. 'Conquering' through direct combat might work by attacking space stations, which should be garrisoned with a considerable armada of the target faction.

Would make sense for this garrison to become smaller or larger based on the station's importance, supplies and economic standing, so you could also siege out a station by attacking traders to and from it, destabilizing it with black market deals, etc.

Since there is Valkyrie, we NEED TO SIEGE A PLANET!!!!!
that could be quite cool

8
General Discussion / Re: 0.65 Playthrough
« on: December 08, 2014, 02:59:33 AM »
@Histidine:

Thank you for the video! What's happening here is it looks like both the Wolf and the Vigilance were given an order to escort the Falcon, which is limiting their mobility and prompting them to prioritize defending it over maneuvering to avoid threat/incoming damage. In other words, this isn't an example of an issue the player is going to face, unless they give an escort order when it's not a good idea, as the admiral AI did here.

(That said, improving escort AI behavior is actually on my list.)

This is why many frigates I send to escort end up in shipwrecks.........

9
Discussions / Re: Wayward Terran Frontier
« on: November 14, 2014, 03:00:44 AM »
It's very much alive.

Kickstarter here
:o
OH BOY...........
By the time now backers put an average of 58 bucks into this game...............
Those guy are SERIOUS ........

10
General Discussion / Re: Lack of Game Publicity?
« on: November 12, 2014, 10:19:54 PM »
I found this game from somebody when he randomly mentioned the game he was playing.
Still, I'm kinda regret for knowing this game because it murdered a good portion of my time in the past year.
   

11
Mods / Re: [0.65.1a] Tradewinds II
« on: November 06, 2014, 11:46:32 PM »
THE SCAVENGING  :o
YES!!!!!!!!!!!!
Funny I was thinking about this days back, but now it is almost here ;D

12
General Discussion / Re: RAGE AGAINST THE PATROL!!!
« on: October 23, 2014, 11:06:47 PM »
The scan patrols are easy to avoid and carry a really low reputation hit. If you book it for a jump point (where available) you won't even take the rep hit. Def. worth avoiding 3k+ tolls that get leveled at you once you're rocking a decent fleet.
I've gone through jump points and gotten the rep hit. In some cases, they chased me all the way to another system.

I think that happened to my comm relay hack run. Darn Hegemony Patrol chase me all the way to Askonia. They stopped only because they running into Tri-tachyon and got whacked :-\.   

13
Modding / Re: Massive fleet spam when using mod factions
« on: October 23, 2014, 10:51:41 PM »
I'm Not very good at logic, but would happen if there has some more  new system to trade with.
Could the economy  re-balance itself??
 

14
Bug Reports & Support / Re: Odd Remnant Ships
« on: October 23, 2014, 05:12:50 AM »
I guess we can just call them Ghosts and claim them to be a feature!

:P

salvage the ghost ship  ::)
that could be kinda cool

15
General Discussion / Re: I'm sorry, but this is getting ridiculous.
« on: October 17, 2014, 12:37:51 AM »
Personally I'd prefer all the core systems got put in - all of them - and then all the units, assets etc got added, and finally the game went through a polish phase for the final release. That polish/bug quashing phase would be long, but overall could it save a long time off development?

I strongly disagree here. I have a negative experience with Xenonauts - a fairly nice game that released unpolished updates almost each month in order to get new features to the players. Most of these updates had serious stability issues and were subjects to further patching leading to the point where playing Xenonauts early (and, unfortunately - even later) releases was a high risk of getting a major unavoidable crash.

I abandoned this game several times during it`s development getting back to the testing once in a long while only to get a new crash and leave in frustration. So I fully support Alex and his decision to polish every new update.

And still, that game have some unsolved issue which has been left out after the game finished the development. It's a decent game with good potential, yet mixed with some bitterness that never goes away.


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