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Messages - Deshara

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1
Hound model has to have an Assault Chaingun. Bonus points if it comes with a wing of Talons.
i was resisting the obvious answer until now but id pair that with a kite with sabots

2
sometimes i think about how much money i would spend to have my favorite mech i built in Armored Core 4 modeled & 3d printed and i get a stab of pain thru my heart that that will never happen, & when it happens it makes me wonder what ships from SS i would let someone empty my wallet to produce figurines of
what do you guys think?


i think for me a ship to be THE ship it has to be A) sexy (so no Onslaught, sorry),
2) iconic IE not like another ship in-game or that you might see in another game, (so no medusa despite it being sexy (its just a flying saucer, sorry) or odyssey (whose silhouette is defined very heavily by the circles for its turret mounts which is visually similar to SPAZ1 ships (the SPAZ wiki has no pics & when i google "SPAZ ships" i just get pics of SS ships LMFAO so i couldn't tell you which it looks like), or paragon (ring ships have Been Done),
3) visually readable (i couldn't imagine how the eradicator is supposed to look so if someone put one on my desk i couldn't say whether it lives up to my mental image. similarly, the wolf is covered in guns so aside from the general shape i don't actually know what it looks like; put one on my desk without telling me what it is & i couldn't tell you what it is. lasher too)
4) single handedly impactful in combat (no atlas, sorry), &
5) have a distinct combat role (so no Falcon, which is Just Okay At A Lot Of Stuff)

out of all the capitals that basically leaves the Astral. obviously the Tempest. I think the Gryphon could fit but I doubt most players have been run down by a SO annihilator Gryphon like I have. the Shepherd fits the bill. Harbringer too. the Monitor is pretty distinctive & readable, even if the Brawler just barely isn't

3
General Discussion / Re: I LOVE SALAMANDERS!!!
« on: March 16, 2023, 09:04:29 PM »
In all seriousness, does anybody seriously consider adding salamanders while fleetbuilding?

Would love to hear about when and why - for me they always have been just a MAJOR playerside pain in the engine.

i put salamanders on every missile slot that doesn't have a reason to use something else
carrier? salamander. frigate without shields? salamander. cruiser set up for kiting? salamander

4
Mods / Re: [0.95.1a] Modern Carriers 1.9.5
« on: March 16, 2023, 06:46:45 PM »
Since all my mods have poor reputation, I deem my efforts unworthy thus no more updates will be made.

for whatever its worth, i consider this one of the top 3 mods for this game in terms of sheer quality

5
would you appreciate some feedback?

assuming you said yes:
Spoiler
the wren would look better without the tailfins
[close]

6
just tried this for the first time, it's much higher quality than i could have expected. genuinely amazing work. it doesnt fit my playthru but it make me realize that a 2d topdown armored core game would be amazing

7
Spoiler
* Add alpha core to Sindria's High Command, drone replicator to Volturn's ground defenses
[close]

hm?

8
Suggestions / Re: Crew/Officer Roles Expansion
« on: March 11, 2023, 08:16:07 PM »
hey mr pipperz, have you ever played Ultimate Admiral: Dreadnoughts? It has an extremely high level of fidelity of ship customization -- there's a slider for how many cadets you put on your ship, & you can choose how big the rangespotting scopes are on the bridge

9
Mods / Re: [0.95.1a] Scy V1.66rc2 (2023/01/16)
« on: March 11, 2023, 05:30:11 PM »
theres a reading of that that's similar to the way people would say "thats just like you to do that"

10
Mods / Re: [0.9.51a-RC6] AI Portraits of AI Cores (As People)
« on: March 11, 2023, 04:11:38 PM »
The full version contains all the "decent" (read: non-cursed) portraits I generated for this project.

may i make a suggestion? (gamma cores use only cursed results)

11
Suggestions / Re: Crew/Officer Roles Expansion
« on: March 11, 2023, 03:57:08 PM »
assign an officer to every industry & every fighter wing. assign multiples officers to capital ships. let me assign an officer to my own flagship for all the stuff I'm not doing (who takes full control when I press "u")

12
and ive never played the actual campaign mode.

context: ua:d is a ship designing game with an intense eye on resource management (would you put a hullmod on your capital ship in SS to get +17% turn rate but it multiplies the cost of your engines by their weight and then multiplying the result by +9900% (no i am not missing a decimal point)? have fun parsing that after a long day at the office), in which you take your ships into combat (TO WATCH THE AI PILOT THEM YOU DONT GET TO SHOOT THE GUNS). TLDR; If you've played HOI4 lately it's the equipment designer but if it were the whole game
the game was in early access for a while as they hammered out the building/combat mechanics with a string of missions meant to tutorialize the player to the game's mechanics as well as to explain & test naval warfare doctrine (can you prove Jeune Ecole's doctrine of all torpedoes & light HE guns correct? sink a ship suspiciously close to the Bismark but dunk on the british navy by not losing a battleship in the process like some sort of nerd) that got built out more & more until they added the last feature before release which was the actual campaign

I recently had a big changeup in my medication & while i waited for the insanity debuff to wear off i snuggled up with this game in a concerted effort to actually Beat the darn missions and after getting far enough in that I've started to get bored of it I realized I had put 130 hours into what is effectively a tutorial mode. So I decided to crack open the campaign bc, if I liked the missions imagine how much more the Real Mode has to offer.
I took a look at the ship design available to me; i can make a carrier that has 2 pre-determined spots for guns, 1 turret in the front that can only shoot right & 1 turret in the back that can only shoot left, & if I dedicate 100% of the displacement to building the most efficient engine possible the best I can achieve is a passive -80% to movespeed & acceleration, and no matter what I do all 3 of the weight distribution stats are screaming at me in red. I barfed in my mouth & closed that as fast as I could. Gonna see if I can build a super-dreadnought absurd enough to sink the entire US Pacific fleet circa december 6th 1941 -- and in this game as in SS you know i will NOT, accept subpar targeting computers; every salvo will cross international timezones or by god the design goes in the trash


PS, the worst part? im only 70% of the way thru. You guys ever get this, becoming completely enraptured by a game's silly little side mode & have 0% interest in the main/campaign mode? Do you think Alex should at some point add another, like, 60 more missions to the roster?

13
Discussions / Re: Dwarf Fortress sold 300k units in 6 days on steam
« on: March 11, 2023, 03:08:35 PM »
for the record I think alex is 100% correct to wait to upload this to steam. subnautica is a great game & i never got to experience its finished experience bc i played it in its alpha state to saturation, such that when it reached its 1.0 it had effectively been ruined by my having already consumed it. like eating the raw pasta out of the pot until you're full before the chef has finished making the spaghetti sauce & then getting huffy when he insists on the children staying out of the children
(of course SS is an exception, its beta state (doing simulator & missions for hundreds of hours) happened to be the game i wanted to play & all the rest is cherry on top but the majority of the players who don't seek the game out on its forum & blogspot site won't share my specific brand of autism)

14
Suggestions / let us neural interface with a fighter
« on: March 11, 2023, 03:00:15 PM »
Spoiler
[close]
Edit: added spoiler around distracting gif. Please do that in the future. -Alex

Original post:

neural interface doesn't work with a ship that's controlled by an officer or ai core. you should be allowed to put an officer or ai core on a carrier with NI & if you do it hotswaps you into a fighter, picking which wing in order from top to bottom (left to right in-combat on the UI?), if the wing has more than 0 in play

15
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 02, 2023, 07:55:07 AM »
Quote
Many hullmods now have special effects when built into the hull using a story point

this is a really clever way to allow players to use a hullmod when some portion of its affect is a deal-breaker for them (like PDAI making my smalls shoot at missiles)
would you be willing to consider applying this treatment to most hullmods it's possible to? For example making safety overrides only give the baseline speed buff by default, & give the zero flux boost & all of the other stuff only if you build it in? Or the omni shield conversion only makes the shield omni, & you only get the shield upkeep buff & shield size debuff if you build it in? There's a lot of ships I'd love to put that onto but never will bc I find the smaller shield to be a dealbreaker -- the option to accept an effective 25% debuff to shield upkeep in order to keep the shield the size it is would be an attractive prospect. same with armored turret mounts, I'd use it just for the increased weapon health but don't bc of the rest of it

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