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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Grievous69

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You're correct that missiles don't have armor, though.
Alex on his way to design a new end game enemy  8)

Wait a minute... Fragment damage is massively weak to both shield and armor but deals normal damage against hull? Oof.
Keep in mind that usually frag weapons have insanely good flux efficiency.

General Discussion / Re: EWM CA NL finally improved?
« on: January 28, 2023, 12:47:28 AM »
Energy Weapon Mastery
Cybernetics Augmentation
Neural Link

For those who don't know immediately.

Seeing as this patch will introduce the reworked Mining Blaster and a whole array of missiles which fire beyond the ballistic PD range, I think low tech is not going to be as strong as it is currently. Still strong mind you, but hopefully less annoying to take down.

My only fear is ending up with too many mechanics and levers that don't add much. There's a word for it but I can't think of it right now.
Wide as an ocean and deep as a puddle. It's not exactly a word, I admit.
Thanks, that's pretty much what I meant.

And I definitely understand how the expectation vs mystery of early access games can affect people that are big fans. This is why it's important to have roadmaps.

Honestly it's going to be hilarious if s-modded HA becomes unviable. Truly the circle of life. But actual numbers are best being trated as question marks until the patch actually drops.

Lol what are you two responding to? I was explaining why Vanshillar's idea was not good. I don't even get what's being argued here. The man suggested unique and important bonuses for hullmods, yet it seems your response was aimed at the current changes confirmed from Alex.

Not that it matters in any way since he already explained better than me why we shouldn't have range buffs on random hullmods.

Like Hamakus said, can we stop being rude in a nice way please, there's like 10 previous posts from me that were far more useful than calling out a single post for not stating the obvious.

So here's the obvious part. You want more minmaxing, because this is how you get it. Having unique buffs makes certain hullmods appear strong purely from the bonus part, not the hullmod itself which is backwards game design. Not to mention this would make the 3 s-mod leadership skill much more important than it is right now. Every single specialised ship will gravitate towards the hullmods which bonus benefits them the best. Thus creating the dumbest possible meta we ever had.

In a case where the bonuses are so small it doesn't matter, then there was no point to it in the first place.

I actually think the opposite, that it'd be interesting if some of the s-mod bonuses are stuff that is difficult or impossible to get in other ways.
Oh god no. Think it's pretty self explanatory how this would be a bad idea.

This single thing is not the end of the world, by I fear for the future of potential new needless complexities just to satisfy 5% of the player base.

From what ive seen in every other game the real 5%(well, its actually 1-2% usually) of the playerbase are the ones who spend their time in discussion forums getting passionately worried and complaining about any almost meaningless change that happens to their game and the actual 95% don't even know places like this exist and are just gonna see this as a cool update to the game they play.
Fair points, although it's funny I'm being perceived as a complainer. I react with hype and happiness to almost every blog post and twitter tease. But when something bothers me, I want to get my opinions across as clear as possible. Hell if I never complained, feedback from me would be useless.

This might seem goofy but I believe with the few of us generally concerned and cynical folks, we keep the devs from going berserk and doing something "too experimental". I actually don't know how to explain this phenomenon with words but I know it happens in a lot of games with continued development.

Of course the average Joe just playing the game and waiting for the next update doesn't see or interact with any of this. Those people "vote" exclusively with their wallets and game time.

Any time someone mentions it's a single player game, immediate counter to that is "why balance anything". Guys you're missing like a dozen steps between those extremes. Can we have a little nuance in discussions? Obviously it's not even in the same ballpark >giving up on all balance< and >balancing a mechanic that has an optimal path by introducing a new mechanic<.

I will once again bring up ships like Afflictor, Hyperion, Falcon(P) and so on, which are a clear optimal way of playing by maximizing your power as a pilot. If you don't see an issue there, then you shouldn't see an issue with s-mods now. I don't like the inconsistency. This single thing is not the end of the world, by I fear for the future of potential new needless complexities just to satisfy 5% of the player base.

Suggestions / Re: Buff the Medium Energy Slot
« on: January 27, 2023, 12:07:34 AM »
But isn't Pulse Laser medium? And the mount on Apogee is Large?

I guess it's a way of teaching players that they can downsize weapons? Well if they pick the exploration start at least...
That's the case right now? Mining Blaster is also a medium weapon.

The bigger problem is that it felt like this system was constraining what I could reasonably do with new hullmods, by making their OP cost a non-factor. Anything high-impact could not get by with a high OP cost as a balancing factor without also getting the "no build in" tag. Which, I mean - maybe not the biggest problem in the world, but it was getting to be annoying with several hullmods.
Well allow me to be cheeky for a bit and point out this issue exists solely because of the story point system allowing built in hullmods. I admit it's far more involved than just bonus OP for each ship but now we need to twist the game around it. And even with this new system, what's going to happen with SO, Phase Anchor and Neural hullmod? SO is going to get changed one day, Phase Anchor is a band aid for phase ships but very strong so I don't see that changing. And I still have zero clue why the need to punish people who invested 5 skill points only to have a permanent malus on the OP pool. It's already a meh tier 5 skill, just be done with the OP cost altogether, no more need to be special then.

Woah there this is even more dramatic than me. I hard disagree on the notion that the 3 s-mod skill is mandatory, in fact I avoid it since it's such a drag to spend so many story points.

Now you know how I feel when I read "x thing is always s-modded" for the thousandth time.

I've already spent way too much time on this topic but hear me out. The amount of times I've s-modded ITU, RFC, ECCM, Armoured Weapon Mounts, ADF, Ballistic Rangefinder, Hardened Shields and Expanded Deck Crew is much much more than this thread suggests. Does a low tech ship always need Heavy Armour? Hell no, and that's not how I play. EMR is just popular because it's just that easy to spam missiles. Enemies have poor PD defenses except a tiny few challenge fights in the game.

Phase ships mount the same 3-4 weapons every time, ok let's rebalance phase ships or add another system so phase ships can use all weapons. It sounds silly but when you think about it the analogy is the exact same. And I'm even someone that optimizes the ever living heck out of ship builds, yet the current system poses zero issue to me. S-modded EMR with the new system just means you'll have to play around it, either by putting missiles that don't care about fire rate, or on a ship that is strong no matter the penalty. One might argue that this "playing around" will be more fun but I guess we'll see in the end.

Think about it, you'll s-mod a hullmod with a shiny new bonus, and your ship build will work pretty much how it would right now. Small adjustments here and there but the key part is going to be that you didn't perform the "expected" action. Missile ships are still going to be built towards making missiles the best, having a bonus come purely from EMR or something else does little to shake things up. We'll just have to learn a whole batch of new bonuses in mind when making fits. Unless of course these bonuses are something wacky, but then I fear for balance.

Here are more examples of obligatory actions you do which somehow don't appear as a problem:
- Onslaught always gets build with cheap, efficient weapons due to flux and mounts.
- Pure carriers always want long range poke and Expanded Deck Crew
- Big low tech ships always get the same officer skills (you can even argue this is another "clear cut" scenario)
- High tech ships without large weapons pretty much need Sabots if they're meant to fight anything of equal size or bigger.
- Hyperion is sad without SO.
- Making fits for logistic ships the same thing over and over again.
I can go on longer but I'll stop here. If you disagree with a single point just read the first paragraph of this post and how the whole "but I don't do this" thing works.

For anyone that's going to ask if I'm against every new change or new mechanic, or why should we even try to balance things. My response is "that's a very weird question to ask after reading my post". Because I like variety, I like making cool ship builds. My only fear is ending up with too many mechanics and levers that don't add much. There's a word for it but I can't think of it right now.

Anyways sorry for the long post, the reddit thread reminded me of how much I hated this when I saw the twitter screenshot. New toys and things to do in the new patch may distract me for a while, but I'll remember my thoughts right now when I try out the new system.

Suggestions / Re: Buff the Medium Energy Slot
« on: January 26, 2023, 11:36:59 AM »
Oh thank lord Wolf can finally use the Pulse Laser, woohoo. It's nice this thread is starting to become a tease for the patch notes.

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