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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - EvilPineapple

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Blog Posts / Re: Skill Tweaks
« on: December 13, 2023, 06:47:16 PM »
As someone who doesn't pilot because I don't find the controls comfortable and/or intuitive (changing the Shift key behavior still helped), and enjoy a lot of commanding (despite Onslaughts constantly refusing to maneuver around each other and going after lone frigates marked with "Avoid" capturing points, costing me battles), this update is going to be a bummer for me xD
And since I don't see the game getting controller support (unrealistic to even expect that), I also won't be piloting myself either. It won't be nerfing enough to make commanding less fun, definitely, but I'll miss my slightly more competent officers.

Still a great job with the tweaks, things are going to be more balanced now.

I have played Starsector on a phone using Steam Link, I'm sure you could work something out with Steam Input and a controller, especially one with a touch pad and/or back paddles. Joysticks make good radial menu selectors.

Mods / Re: [0.95.1a] Better Deserved S-Mods 1.33
« on: December 27, 2021, 10:22:50 PM »
Old > New

Rip to my Medusa build. Do you think it'd be fair to make PD beams less impacted by HSA? Might swap over to Integrated PDAI and use IR Pulse Lasers instead.

Mods / Re: [0.95a] AdvancedGunneryControl 0.9.3
« on: May 30, 2021, 11:50:02 AM »
Opportunist says it's mainly for limited ammo missiles. How well does it work with ammo weapons like Ion Pulser/Autopulse or burst beams like Phase/Tachyon Lances? How does it work on beams with High Scatter Amplifier?

Bug Reports & Support / Typo in Kanta's VIP Quest
« on: March 28, 2021, 08:47:15 PM »
After picking up the student from the Galatia Academy, arriving at Kanta's Den brings up descriptions with a misspelling.

It's beautiful


Modding / Re: [0.9.1a] Advanced Hullmods
« on: June 14, 2020, 03:09:40 AM »
75% of unstable injector with 0% of the range penalty is busted. Do AI use these mods? It's not as big of a deal if it's just up the the player to abstain.

My problem was that my smallest ship vs a single fleeing frigate will very often lose rating, forcing me to chose between higher supply costs of an multiship autoresolve or losing rating by personally flying one ship. There doesn't seem to be a good way to fix this other than just bringing more ships that are weaker which unfortunately means more cost anyway.

Civ ships giving rating seems like a good idea tho. Reward that Kite for killing a Prometheus!

Mods / Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
« on: September 02, 2019, 07:38:30 PM »
- Made Fighter weapons visible in codex

I just had no idea what a lustration did

Is there a way to prevent the guaranteed rating loss when fighting single ships? If I'm chasing the one frigate that retreated I lose rating even if I take 0 damage. I know autoresolve doesn't affect rating but then I have to deploy multiple ships to get the same success rate.

Mods / Re: [0.9.1a] Scy V1.56 (2019/08/10)
« on: August 17, 2019, 07:23:22 AM »
I've been avoid this mod because the paint jobs and engines looked very out of place to me compared to vanilla ship designs. However, the simpler retexture looks great and learning about aerospikes makes me appreciate the engine design much more. What kind of aerospike are your engines? Seems like they should have more curved sides if they were toroidal or flatter ends if they were linear. Maybe I need to see them in motion.

Mods / Re: [0.8.1a] Arsenal Expansion v1.4.5 - Spring Cleaning in November
« on: November 23, 2017, 06:43:45 AM »
I'm curious how similar the new ships are to the old. How much are they redesigned (obviously the new ship system) is it pretty significant or is it closer to just adding proper skins to them?

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