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Messages - Thaago

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31
General Discussion / Re: Reinforcements: use for civilian-grade hull?
« on: April 06, 2024, 08:57:35 PM »
The 240DP limit is also rather soft. Having an extra 80 DP of reinforcements to deploy lowers a few bonuses to 75% of what they would have been (+11% CR instead of 15%), which isn't huge in the grand scheme of things.

32
Bug Reports & Support / Re: poor performance desparation
« on: April 06, 2024, 08:45:16 PM »
What are the details of your computer? Windows/mac/llinux? Graphics card? Etc.

For no-mods play you should not need to tweak anything to get much better than that: 8 fps points strongly to their being a major problem (almost no system of the past 5 years is too weak to run vanilla better than that). My recommendation would be to backup your game folder to somewhere else, redownload, and play without messing with anything. Also check to make sure the game is running on your graphics card, if the system has integrated graphics.

33
I've been thinking of experimenting with Longbows and DTA as they have burst pd's as well, but as they are bombers the reloading penalty on converted hangar will apply for most ships. Might be good on battle carriers though!

34
It’s interesting that people mention run-ending consequences, because Starsector doesn’t have them; it’s not permadeath and indeed the only things you lose in the absolute worst-case scenario of total fleet destruction are the ships you had with you at the time. By early midgame it’s trivially easy to have a few spare ships sitting around in docks, and in my experience that happens even without any intention on the player’s part as a result of normal fleet configuration optimisations in play. Before that, losing a few frigates and a destroyer or two is an almost immaterial setback.

Unless you are a speedrunner, there are no substantial negative gameplay consequences to defeat; only narrative complications and some fleet reshuffling which if anything keeps things fresh.

I was going to say essentially this. Losing ships in SS is an economic hit, but unless a player is keeping nothing in reserve its easy to just rebuild the fleet. When you lose ships with S mods you get the remaining balance of bonus XP refunded, so that's not even bad either. Officers, exploration, and player levels are way more valuable than ships and those aren't lost.

These days I only play ironman and while I take advantage of lots of different things to protect myself from getting ganked (sensor mechanics, ship builds for speed and detectability, rigging logistics ships as blockade runners with SO, terrain, claiming system relays, etc) I don't play safe in selecting what battles to fight if I think I have a chance of winning them - and because of that, sometimes I get my rear end kicked from one side of the sector to the other. My ships blow up and sometimes I have to retreat from battles and leave wrecks behind (though it helps to retreat when the battle is lost, not when all my ships are dead). It's really fine. Take the losses, move on.

In terms of retreating: I've had some engaging battles where I'm covering my retreating ships with the flagship and keeping them safe from enemy light ships, but also some where its boring because my ships are just faster than theirs.

35
Being able to "recover" story points by scuttling/losing ships that have S mods on them was something I didn't realize was a thing for a long time (you get back the remaining balance of bonus XP left over from when the S mod was taken, depending on ship size). It makes spending them on early ships even more attractive - no need to wait for the "perfect" ship.

36
General Discussion / Re: I love the slipstream mechanics
« on: March 31, 2024, 04:10:43 PM »
Yup! Scanning a gas giant and a magnetic field at the same time combines for 10, neutron stars are like... 20 for the beam, 20 for the star? Something like that? Binary system centers are 20, trinaries 30, black holes I forget but its more than 5.

37
General Discussion / Re: I love the slipstream mechanics
« on: March 31, 2024, 03:42:44 PM »
I'm not sure if I find slipstreams to be completely useless, or if it just takes too long to get the upgrades to make them useful, but I've played two games to level 15 and have yet to unlock reverse polarity, so slipstreams still remain "95% chance to press e-burn and waste supplies to get where you're going, with a 5% chance of being helpful".

Just in case you haven't discovered them, there are lots of ways to get nav data - scanning gas giants, magnetic fields, the center of binary/trinary systems, scanning black holes, neutron stars, neutron star beams, etc.

38
General Discussion / Re: I love the slipstream mechanics
« on: March 31, 2024, 02:05:23 PM »
...
Ah, okey okey, I like use slipstreams to achieve +3 burn speed, it is ok, but it looks out just like a cheat for three invisible tugs...

I'm often going burn 30+ in slipstreams? This confuses me.

39
General Discussion / Re: I love the slipstream mechanics
« on: March 30, 2024, 12:00:16 PM »
In fact, they get in the way. The benefits are very doubtful, the challenge is how to break down them. Out of a hundred, only one is on the way, I think...

Have you played with the new exploration mechanics by chance? They are now much more useful. After a bit of exploring you can now use less fuel while using them, go in either direction along them, catapult yourself in the direction you want from large masses, and find the streams more easily.

40
General Discussion / Re: 0.97 IR Pulse Laser Thread
« on: March 29, 2024, 04:37:57 PM »
When it comes to anti-fighter defense, Defensive Targeting Array Wasps are excellent. Several times better than Sparks in my opinion.

41
General Discussion / Re: 0.97 IR Pulse Laser Thread
« on: March 28, 2024, 09:37:15 AM »
A small cheap gun for shooting at small targets. 50 hit strength means that vs bigger things they act more like terrible kinetics than energy, but for some ships terrible kinetics is still a good choice. I use them on frigates and on some shrike builds and think they do ok.

42
Suggestions / Re: Making (some) money should be easy...
« on: March 27, 2024, 04:22:00 PM »
tl;dr -- this game clearly plays out very differently as a noob than a veteran.

That sums the situation quite well. It is very difficult to balance for both extremes and maybe the way forward are multiple modes like the existing iron mode.

An iron mode without Hull Restoration could be a solution to the money overflow. After every fight you need to buy new ships or repair your D-modded ones. Ship repairs would be a constant money sink, even in the late game.

As others have said, it all comes down to experience. I play iron mode, never do dedicated smuggling runs, and never take hull restoration, and I'm still swimming in credits. I don't even particularly try to make money, but just take the good opportunities that are around me and do missions clustered in the general direction I want to explore. I consider hull restoration to be, for a veteran, the weakest capstone skill (and industry the weakest branch, again for veterans for whom managing logistics and money is easy). For someone who's not a veteran, the constant upkeep/fuel/officer costs, costs of repairing ships, etc, can be a serious burden that threatens to death spiral the game, so industry is a great skill branch for them.

As an example of an opportunity that might not be obvious: piracy of any convoy that has heavy armaments (and to a lesser extent supplies). If you see one flying, or see one pop up on the intel feed, taking a modest rep hit or a detour, then selling to either a perpetual shortage or possibly the one that was just made, will net between 250k and 750k (and sometimes more) for often a quite easy fight right in the core systems.

43
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 26, 2024, 02:44:48 PM »
That really doesn't sound right. Beams aren't any much more efficient than normal weapons (or at all in some cases), and the range with HSA is truly terrible. If going low vents with lowish efficiency, that just sounds like low damage output combined with low range, which is not good.

Instead of an HSA ion beam, why not just an ion cannon? Way less flux (100), same damage, almost as much range (500 vs 600), way fewer OP (6+ HSA marginal cost), small slot instead of medium. And the phase lance is only going to have 400(!!!) base range. At that point and AM Blaster is competitive in the slot, though I suppose an HSA phase lance is better than an AM Blaster except for range, unlike with the ion beam. HSA + AO for 500 range? But that's a lot of OP for replacement AM Blasters!

Gravitons are efficient, but without their range they are just worse than something like a single light autocannon.

44
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 26, 2024, 02:02:10 PM »
...

Ooof, yeah, 540 range vs over 1000 is just so massive. With 6x damage they are punching through shields anyways (and allies can provide kinetic support as well).

45
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 26, 2024, 11:31:36 AM »
Would a Harbinger be able to use it well? Otoh, they have such high phase lance DPS that it almost doesn't matter if its soft or not, and the range cut puts it in more danger. Plus, OP cost.

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