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Messages - Pappus

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1
There's just the academy storyline for now. Hypershunts you just find in the wild, the omega bounty you get from any high or very high importance contact.

Where is that academy quest? I finished the tutorial this time around and then my log was clear and nothing ever popped up ever since

2
Just a side question what do I have to do to start those endgame quests? I thought they would eventually pop in bars. Or do I need to finish red planet first?

3
General Discussion / Re: Level 11 officer
« on: May 09, 2021, 01:34:07 PM »
Do the right thing and become his officer.

4
Now we have 55/45 percent distribution. Then it will be 25/75, i guess. May be 20/80. It is still big part of comunity.
Note that only a tiny fraction of players use the forums, and a small fraction of those who do voted in the poll.
People who feel they have been personally wronged by the skill changes are also much more likely to click on a thread like this.
Probably better not to read too much into it, beyond being a source of discussion.

Isn't that important technically. You can roughly extrapolate towards the entire population although in these instances you have to accept that there will be a selection bias. This works largely like all the political polling. They aren't asking most of the people, they grab random ppl off the street. Which is a bit better, because in our case we can't circumvent that we grabbed people from the forum and if that has a meaning that meaning would be in our results aswell before extrapolation.

5
Suggestions / Re: Tempest Nerf Options
« on: May 07, 2021, 06:53:08 AM »
I just want the low or midline variants to amount to anything useable.

It isn't exactly the tempests fault, that the other small ones are just so garbage. Scarab and Hyperion might be good, but they are high tech aswell and not exactly normal ships in any way.

6
It is disheartening to see such a poll just after you released something new like this.

Personally they feel largely the same to me.

7
General Discussion / Re: [Latest] Sensor profile bug
« on: May 06, 2021, 11:49:59 AM »
Re-read Alex's second post in this thread. There's no bug here, just mechanics that aren't working the way you expect them to, and a display value that's mathematically 'correct' but - as you note - somewhat misleading.

Sensor Profile has never been a meaningful number on its own; it's Sensor Profile + other fleet's Sensor Strength that actually matters.

It doesn't matter if it never was.

Sustained burn doesn't say anything about affecting the enemy sensor strength nor does going dark. Yet they both do.

The problem here is that any random fleet goes to 1/4th of its normal circle using going dark. Phase fleets however are only put to 50%. This leads to normal fleets getting way too close to a phase fleet in effectiveness based solely on how the formula works.

We can drive this further by doing some math - if someone wants to. I made this post after trying out a couple of modulations and see the gameplay effect and phase fleet has an advantage, but it is so miniscule that you might argue it isn't buggy, but it certainly isn't nearly as functional as it should be either.

Are you taking transponder +1000 into consideration? It is otherwise not possible to cut 75% of detection range by going dark.

Yes you are right I just did 1/2 * 1/2 for 1/4 to express the problem of phase fleets having a null value and not profiting of going dark as much, but it doesn't turn out to be 1/4 but still 1/2 instead. They both get 50%, but the point was, that the numerical value is much smaller for the phantom fleet since it has 0 sensor profile and thus nothing to reduce (if we look away from the bugs currently going on like nebula, asteroid feels and so on diminishing the negative value)

So if we take two fleets that have 500 sensor strength and profile and being non phase, then they will see each other at 1000. If one goes dark it is 500 for a total deduction of 500

If we make the second fleet phase and big enough to go to 0 sensor profile, then the first fleet will still see it at 500 or going dark 250. For a total deduction of 250.

Now you go from a very small fleet to a very big phase fleet for a net reduction of 250 detect range between those two cases.


The tooltip for Sustained Burn e.g. states:
Also increases the range at which the fleet can be detected by 100%.

I feel like that's a pretty good indicator that it applies to the combined detection range, not just your portion of it. Perhaps it could be made even more explicit somehow.

So effectively the problem is that going dark puts a normal fleet at 1/4th of its normal circle, while a phase fleet is only put to half. In gameplay that means that I can achieve the desired effect (being hard to spot) almost as good as a full phase fleet with any non-ox fleet.

Not sure why it'd be 1/4th? But as far as the final point, yeah, well... reducing the range at which you're detected by 300+  - how much this matters really depends on what the sensor strength of the specific enemy fleet is. It could matter a lot, or a little. Though yeah in the case where you'd probably want it to matter - vs a strong-sensor fleet - it'd matter less.

That has nothing to do with phase fleet bonus being weak, but going dark and sustained burn both affecting sensor strength of the enemy and your own sensor profile having so little impact on the circle to begin with.

Like I said, I've already got a note to look at making the phase fleet bonus multiplicative, like the abilities. However, while this is a good discussion to have - it's really not one for this subforum. I'd really appreciate it if you could be more mindful of the rules here; it's important to keep the bug reports forum free of anything that's not very clearly about bugs, not even "a bug and some related discussion". Going to merge this thread with the other one since it's, well, the same discussion.

It also contained legitimate bugs though. Like the negative score of the phase fleet being cut in half by all multiplicative effects. Not a big issue, although maybe noticeable if you go to a 30 phase fleet.

As far as the tooltip is concerned I understand where you are coming from, but that tooltip really is worked off when you think of the sensor profile being doubled already you have no reason to assume, that the sensor strength of the enemy is also doubled.

8
Re-read Alex's second post in this thread. There's no bug here, just mechanics that aren't working the way you expect them to, and a display value that's mathematically 'correct' but - as you note - somewhat misleading.

Sensor Profile has never been a meaningful number on its own; it's Sensor Profile + other fleet's Sensor Strength that actually matters.

It doesn't matter if it never was.

Sustained burn doesn't say anything about affecting the enemy sensor strength nor does going dark. Yet they both do.

The problem here is that any random fleet goes to 1/4th of its normal circle using going dark. Phase fleets however are only put to 50%. This leads to normal fleets getting way too close to a phase fleet in effectiveness based solely on how the formula works.

We can drive this further by doing some math - if someone wants to. I made this post after trying out a couple of modulations and see the gameplay effect and phase fleet has an advantage, but it is so miniscule that you might argue it isn't buggy, but it certainly isn't nearly as functional as it should be either.

9
General Discussion / Re: [Latest] Sensor profile bug
« on: May 06, 2021, 09:41:18 AM »
Right, I've read and understand what you're saying. I appreciate that you're trying to help here and want to make sure that what you think is a bug gets seen and looked at!

But! It's not a bug (minus, well, the display issue when it's negative, as I said), and as I explained, there are mechanics involved here that I don't think you're aware of. I also mentioned that the effect of phase ships should probably work differently for both more intuitive and "better" results. Please read mine and Wyvern's explanations in that thread; that should cover the mechanics. And please don't put the same thing in this subforum repeatedly.

The mechanics as far as I am aware is circle distance = sensor strength(enemy) + sensor profile(yours).

Base sensor profile is 300 (this I didn't know before you told me, but was visible in the numbers of sustained burn).
Base sensor strength is around that aswell.

I mostly pointed out the ambiguity of the tooltips (To be more precise sustained burn doesn't say that it increases sensor strength of the enemy nor does going dark say that). It happens to be coded like that.

Even if we take away the tooltips though, the calculation formula is too lacking. If we take a football game and it has pass and shooting and passing has 80% of the power of shooting you could technically argue that shooting is not buggy, but you can definitely say what is the point of this button, if you can shoot goals perfectly fine just using the pass button.

So effectively the problem is that going dark puts a normal fleet at 1/4th of its normal circle, while a phase fleet is only put to half. In gameplay that means that I can achieve the desired effect (being hard to spot) almost as good as a full phase fleet with any non-ox fleet. That has nothing to do with phase fleet bonus being weak, but going dark and sustained burn both affecting sensor strength of the enemy and your own sensor profile having so little impact on the circle to begin with.

Literally being only half the equation. Same argument can be made for insulated engines really. Why do it if you can just press going dark and being fine for all intents and purposes.

10
General Discussion / [Latest] Sensor profile bug
« on: May 06, 2021, 01:47:01 AM »
https://fractalsoftworks.com/forum/index.php?topic=21506.0

Since you only seem to read the first post I will rewrite that though the pictures for proof you can grab from that thread.

Activating dark mode made the sensor profile go from -37 to -18, which is numerically WORSE.

At the same time the sensor radius actually does get cut in half, which cannot be explained by the numerical difference thus dark mode is applying to sensor strength of the enemy. Why does it affect sensor strength of the enemy and your own sensor profile? I know why. Because there is several bugs there.

Even eyeballing you can see, that a full phase fleet circle comparison to a standard fleet in dark mode is not that much different. I eyeballed against the map grids aswell and for something that is 2000 units for a square those circled seemed rather big at the numbers that should be there.

We still have sustained burst being applied wrongly aswell. That fleet in the picture has a value of less than 0 in terms of sensor profile before activating the sustained burn. 2* 0 is 0. 0+0 is also 0, but it doesn't behave like that since it is applied directly to the base - which is not what the tooltip states.

Edit: It makes me wonder why that sensor profile number is completely unconnected to the sphere in the first place. It has no reason to be an independently calculated second instance of a number instead it should be the very same variable that is thrown into the formula that determines the spheres, but the pictures show that this cannot be the case so maybe the bug is even bigger and that is the reason why phase fleet and normal fleet are so similar in their radius.

11
You can literally see it is buggy why would you move this out of the bug report section alex?

The formulas you used have been mixed up and the sensor profile has no correlation with the radius.

There is a picture of -18 being better than -37, which already is a bug 1 and bug 2 is that dark mode makes you go from -37 to -18.

Edit: And even just facemeasuring the circle of a phasefleet to a normal fleet in dark mode also tells you, that something is not working there correctly, when a full phase fleet of 17 ships unimpressively beats a normal fleet going dark.

12
Hi - if you look at the sensor profile tooltip, it should show you all the contributing factors. I'm fairly sure it's all working; one thing in particular to note is that fleets have a base 300 sensor profile, which can be reduced, but it needs a lot of phase ships to get it to zero.

Nah it is wrong in several places.

First the nebula shenanigans that make you easier to detect and with sustained burn aswell.

Even if i have that base 300 sensor profile the phase ships give -337 putting me in the negative. Now I add sustained burn and this is applied to base instead on total and it shouldn't with that tooltip. It states + 100% for the range, but I already have -37 before I activate it.


edit: Additionally the actual radius correlation to what is happening makes no sense.



Nothing on: -37



This is -18 (going dark which is WORSE numerically than -37)

Especially the former case is so bad for a phase fleet, that it defeats the entire purpose. I can get such a circle with a pretty normal fleet going slow.

13
I am not entirely sure, but I assumed with transponder off a full phase fleet should have a big negative sensor profile.

The fleet consists of 3x  revenant and 14 phantoms.

With transponder on: 963
With transponder & sustained burn: 1263
Sustained Burn only: 263
Nothing on: -37   [-18 with nebula so it makes you easier to detect]
Going dark: -37   [-9 with nebula same effect as above]

Dunno where the error lies, but there is certainly more than one in there.

[Edit was in a nebula so had to redo the numbers so it is clean]

14
General Discussion / Re: [0.95a] Some decent ship loadouts
« on: May 05, 2021, 09:53:31 AM »
This is mine for AI, but consider that heavy burst PD under observation (which I keep forget to observe)

Flux is my main concern though. I don't want him to do anything crazy. I want him to go and tank something like a radiant for a very long time and in case he finds something weaker the weaponry is enough to win anyhow.

Shield values are way too good these days anyhow
I actually had my Furies tank Radiants for way longer than a cruiser should be able to. I saw random Furies in front of Radiants and they weren't dying. I should pay attention to them sometimes, because flying around in a Hyperion doesn't really let me know how my ships are doing.
Just drive such a fury yourself it just is absurd how much they tank for 15 dp. I mean that shield is at 0.4 and that doesn't even factor in solar shielding

15
General Discussion / Re: [0.95a] Some decent ship loadouts
« on: May 05, 2021, 09:44:25 AM »
Too much PD for a ship that has 360 shield with shield conversion mod.
heh
[close]

About Medusa: I eventually dropped railguns from my loadout in favour of dual autocannons, simply because Medusa isn't going to be fighting at range anyway, and ended with seemingly pretty decent loadout. By that I mean it didn't die too much against Remnants. Though, of course, it could not compete with Fury.
Spoiler
[close]



This is mine for AI, but consider that heavy burst PD under observation (which I keep forget to observe)

Flux is my main concern though. I don't want him to do anything crazy. I want him to go and tank something like a radiant for a very long time and in case he finds something weaker the weaponry is enough to win anyhow.

Shield values are way too good these days anyhow

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