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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 - pedro1_1

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If you are using Windows 11, update your computer to the newest 22H2 build, because that build has far better OpenGL drivers(+50% performace) than other versions of windows.

If you are on windows 10, you will need to wait until AMD releases the newest drivers.

Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 06, 2021, 09:47:37 AM »
I hope combat is playable in my Vega 11... Being limited to only exploration killed 0.95a for me.

Was combat performance in 0.95a worse for you than from 0.9.1a? It's hard to see why that might be; it should've improved if anything. Hmm. But performance with 0.95.1 should be about the same as 0.95, regardless.

I used my early 0.95a benchmarks for that coment, I just tested the new drivers, and they work significantly better even if they run at 200Mhz insted of 300-500Mhz, the only problem I have now is the fact that Heron's Targeting Feed kills performace

Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: November 05, 2021, 05:06:13 PM »
I hope combat is playable in my Vega 11... Being limited to only exploration killed 0.95a for me.

Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
« on: April 18, 2021, 06:58:54 PM »
One thing that I like that you forgot to mention is that you removed the Bulk Transport +1 base burn speed from non-militarized civillian ships and put it in the Auxiliary Support skill, this kinda matters a lot, because +1 burn is a massive increase for civilian ships.
I second this. +1 burn to Civilian ships should be restored.

I don't think you wuite understod what I said there, He removed the +1 burn from I1L(Bulk Transport) and added it to L1R(Auxiliary Support), mostly because the semi-nerf to L1R means it would not be a good pick, even if every ship had duble the effects from Militarised Subsystem and the Packages.

Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.1
« on: April 17, 2021, 10:16:13 PM »
One thing that I like that you forgot to mention is that you removed the Bulk Transport +1 base burn speed from non-militarized civillian ships and put it in the Auxiliary Support skill, this kinda matters a lot, bucause +1 burn is a massive increase for civilian ships.
It also means that I don't need to worry abould any civillian capital draging my max burn to 12/14,  because I just salvaged it and want to mothball it until I get to storage.

Everyone be like: Big scary phase fleet.
Me be like: Drum.

General Discussion / Re: Best missile ship to pilot yourself?
« on: April 14, 2021, 12:00:08 PM »
There are only 2 ships that I consider dedicated missile plataforms to pilot myself, those are the Falcon(P) and SO Gryphon, I will list some of their strengths and weakness in relation to each other down:
  • Can stay in the field for longuer, due to not needing SO to work.
  • Burn 11 as default, no need to use augumented drive field.
  • Better as an AI ship.
  • Can use Ion Cannons as disabiling weapons
  • Can use small missile slots as ultility.
  • Less reliant on Combat skills.

  • Lower DPS from the use of Typhoon Reapers/Harpoons Pods vs Hammer Barrage.
  • Needs Extended Missile Racks to match starting missile counts.
  • Poor convetional weapons compliment.
  • Has to retreat from the engagement zone to vent.

SO Gryphon
  • Heavy conventional weapon load for a support ship.
  • High DPS that is unmatched by any cruiser.
  • Unending misslies for the amount of time you will spend in battle.
  • Does not need to retreat because of hard flux.

  • 8 Max Burn whitout Augumented Engine, 10 whit, limithing the speed of the fleet.
  • SO limits the amount of time in combat.
  • Relies more on combat skills due to LDMG having 300 range, making you wrap around to get the C2R and it's elite effect.
  • Needs Recklees AI to work as intended.
  • Needs Breach SRMs on the small missile slot to work.

In the end they both achive the same objective: The quick destruction of any oposing ships, the only diference is how fast they can do it, Gryphon being faster than Falcon(P), but burning out just as fast.

General Discussion / Re: 1337 Starsector Ship Rankings
« on: April 13, 2021, 04:10:31 PM »
Where's the Falcon(P)? Did 5's across the board crash your spreadsheet?

From my testing SO Gryphon removed some of the viability for Falcon(P), specially in the Strike departament.

General Discussion / [0.95a] StarSector Tierlist Hub
« on: April 01, 2021, 04:30:25 PM »
Banner here soon™
Tierlist Hub

Why not solve a problem we would have later in the early days of the update?

  Weapons    LPCs  Hullmods 


More tierlists will come soon™!

For a tierlist hub to work it needs to be sticky, so vote sticky!

OP Changelog
Changes made in the 10th of April of 2021:
  • Added OP Changelog
  • Added Skills tier list

General Discussion / Re: Impressions about skills in 0.9.5
« on: March 31, 2021, 01:56:32 PM »

C1L: Basically the one skill every player looking to use an actual combat ship will use.
C1R: Gunery implants for fighters, if you plan to use a battlecarrier or converted hangars is a must pick.

C2L: Damage to all ships that aren't frigates is great.
C2R: Carrier/CH/SO skill, the extra range from the elite means LDMGs have 400 range, which mean I don't need to waste OP to use ITU on an SO ship, and a sunder not having it's usual weakness to fighters is also not a joke, definitivally a loop around skill for SO capitans.

C3L: Great for all ships.
C3R: The only capitals that can control the engagement range are the Conquest, the Prometheus Mk.II, the Odyssey and the Paragon, of which the Odyssey and the Prometheus are better of closer to the action, which just leaves the Conquest and the Paragon to use this skill.

C4L: Shield skill.
C4R: Phase skill.

C5L: It's great in so many ships, but it's so bad in the few ships that can't use it. Gryphon whant to use it but can't due to the second skill in the two tiers before being terrible for it.
C5R: Missile skill that is great in all of the 2 missile cruisers that are worth using.


L1L: 10% damage at 90 deployment is great for frigate fleets, but 5% at 180 DP is kinda bad
L1R: Great for the few ships that need militarised subsystems to work on combat, specially Atlas Mk.II.

L2L: Kinda bad for anyone playing above 300 DP max.
L2R: Good for frigate fleets, and the +25 speed to ZFB in destroyer is very powerfull if you are using a SO destroyer as flagship.

L3L: Great skill that lines up perfectly whit the max size fleet I can bring whitout the game getting too low on FPS on my 3400G.
L3R: Also a great skill that lines up whit the max amount of fighters I would bring into combat due to DP limits.

L4L: Hard desion here, both are good skills that just happen to do diferent things, however I i'm more inclined to get this skill due to the extra control I can have for the Officers.
L4R: .

L5L: 30% accesibility and 25% fleet size is great, but buffed Ground Operations is insane.
L5R: The best way I can use to explain GD is simple, you have 300 marines with +15% to combat strenth, them you go raid Doom for volatiles, hhit this group you will get around 160-225 volatiles, adding GD it goes to 450-500 volatiles in the same raid, must have if you are going to raid.


T1L: Transverse jump is not as much of a factor anymore, which makes this skill not as good as it might look in the first place.
T1R: The +3 to the slow movement makes this a easy first pick for all players that will go raiding.

T2L: Extra range and less weapon recoil are what makes this skill good, the autofiring lead bonus also exists.
T2R: Close range and high flux, perfect for SO Sunder/Champion, and the hightech ships, I guess.

T3L: This is not even a good choice, EW is far better even for the low DP's I play.
T3R: If I could use this I would, but it's nowere near as good as EW.

T4L: Falls in the same line as so many skills people dislike for the DP limits, it's great to have because even here the phase skill is a joke.
T4R: A good skill that is made terrible from the fact that a single Doom is enought to be above the limit.

T5L: The +10 bonus to vents and capacitors is good, but the extra free hullmod is far better than that, since you can not only put SO on your ship for free, you can also give it two other hullmods you whant, I knew this would be powerfull, but I completally underestimated how powerfull this skill is.
T5R: The limit is kinda low, but you should not be spamming Ai ships in the first place.


I1L: Were you put the loot from raids on frigate fleets, I mean, if you need to transport a full unit of organics from the raided colony to the colony needing organics how would you do it, and for reference a unit of organics is 2500 storage units, this skill, in conbination whit Insulated Engine Assembly is enought to make Militarised Subsystems obsolete, and you should have the ships required to defend your cargo section if you will use a big ship.
I1R: No extra rares is lackluster in comparason to 0.9.1a, I guess it could be usefull for long term fleet maintenance.

I2L: Good for armor tanking, but why would you go and decide to take damage, but why would you do it insted of using that OP on new combt ship.
I2R: +15% CR is just great.

I3L: Fuel skill.
I3R: Supplies skill.

I4L: Faster Repair + D-mod removal, good for a exploration run were you don't whant ships full of D-mods.
I4R: D-mod skill for junker fleets.

I5L: Proper colony skill 2.
I5R: Proper colony skill 3.

Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: March 26, 2021, 05:30:14 PM »
So, I was messing aroung in the settings.json file to and this happened

from what I noticed in level 1 you only get 1 skill point and it does not matter how many skil points per level you earn in settings.json
you get the two points but it does not display it properly on level 1

General Discussion / Re: Your first 0.95 run - what will you do?
« on: March 16, 2021, 01:26:46 PM »
Rush Ody, Prometheus MK.II and Conquests to see what kind of destruction I can do to bounty fleets.
Them build a colony and see how many ways I can kill Hegemony fleets whit the rest of the ships.

.7z is an annoying proprietary compression format
Quite the contrary, it's a free and open source format, unlike Zip.

.zip is a public domain format since 1989, .7z is on public domain since 2008.
I will say this: Microsoft windows not being able to decompress a open format 13 years later is weird, since they did the same thing for .zip in 9 years.

No, it's not normal to have mods in .7z on the mod folder for more than a few seconds, because .7z is a compression, like .rar, you need to decompress the mods for them to show on the launcher.

General Discussion / Re: Ship tier list
« on: January 03, 2021, 04:51:20 PM »

Isn't this around the 3rd ship tier list thread that's cropped up?
At least make a Fighter tier list or a Weapon tier list to spice things up a bit, at this point

forgot about this on the last post, but the reason it is cropped is because the ships don't follow the same proportions, even on the better protrait mode it is still croped, the only way around this issue is to edit the images to all be squares, this way it ends up loking better but some ships would be smaller/bigger than they actually are.

there is a fighter and weapon tier list in there aredy, but it also has hullmods and the fighters don't have their weapons which is weird, the best way I can think about doing this is to take a bunch of screenshots and cutting out the outside of the image, but it will take some time, which I will have tomorrow.

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