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Messages - Scorpixel

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31
General Discussion / Re: Fragmentation got left behind?
« on: April 29, 2021, 02:24:55 PM »
Honestly find fragmentation to be underwhelming even against fighters with high tanking values, let alone proper ships.
Outside the dual-flak and Aegis that's just a mod L version of it, nothing has either the range or post -75% efficiency to qualify as a proper weapon to win a flux war.

It's nice to have dps for when an enemy has lost both shield and armour, but by that point it's already dying, yes it would die quicker but it has already taken longer to arrive there than with the conventional duo/trio.

Also lmg>vulcan.

32
I've seen ships from starsector in a Save Our Ship rimworld mod, like, in one of the encounters or so.
Yup, it's "Save Our Ship 2 Enemy Ship Extension: StarSector", adds enemy designs resembling some Starsector vessels.

33
Continually happened back in 9.1, never used it again since.
Why suffer watching kites and wolves gently escorting unarmed ships off the map when autoresolve does it instantly, gets more kill and has 0% chance to get losses on your side?

34
General Discussion / Re: Which faction would you side with and why?
« on: April 22, 2021, 08:24:27 AM »
Shouldn't have done that, just wasted my free time on some random thread because i must prove why i'm right and everyone else is wrong and smell bad.

Looking at the subject from a lore point of view rather than game mechanics, otherwise the pirate-zombies are the obvious choice as they found the secret to instant-cloning and matter-creation.

Short version:

-Indy: Not viable alone
-Pirates: Not a government
-Path: Can't be too big
-Church: Stagnation and potential strife ahead but at least stable
-Diktat: Only viable in Askonia
-TT: No interest for them at all
-PL: Need the Hegemony as a credible threat
-Hegemony: The only one who actually want to expand

LONG VERSION
Spoiler
The Independents are only so because of a status-quo in a multipolar sector, the moment this situation end will result in drastic governmental changes.
They have no unified anything, it's a mess that only hold because the sector itself is a mess. Their unity and legitimacy in rule would be almost non-existant, corruption and piracy would be rampant. Destined to blow up again and/or get absorbed in an actually sensible regime.

The pirates are not a proper form of government, "Pirate Republic" is a meme. Piracy rely on the existence of proper governments operating trade and a significant discontent in the common people, which is drastically exacerbated in times of war. They are currently living their golden age, it can only go down if the situation either improve or deteriorate further.

The Path while definitely able to hold territory as it already do, would collapse if it ever achieved victory, due to it's foundational aversion to advanced technology (including antimatter-fuel itself). The hypocrisy couldn't stand without an enemy to justify against, and it'll either dissolve into anarchy, dictatorships, or tone down in it's beliefs closer to the level of the Church.

The Church while economically inefficient and somewhat corrupt, at least possess a stable social structure that anchors itself into it's citizen belief, legitimacy is on their side as long as the gates stay shut. However stagnation is all that is waiting without technological advances or already existing Domain relics.
Schism is also a threat, reinforced by Gilead being too good for the Church's own good, everyone would want it for themselves as it is currently VIP ground.

The Diktat is what it is because of the Askonia Crisis, it's an isolationist military dictatorship. Legitimacy is held in Askonia, it's even in the name: Sindrian Diktat. There's no intent to expand in the first place otherwise it wouldn't be the Diktat anymore.

TT is a megacorp, which are not functional governments period. It'll need another regime to live into just like the Domain days.
It is simply not beneficial for TT to rule over large populations, reason why they're less than 1% of the sector in the first place and can afford to massacre heavily populated worlds to further their goals.
And i swear if the ruler is some moustache-twirling-and-i-must-scream evil AI i will personally gather every core in the sector and force them to review internet fanfictions until the last star cease to radiate onto the universe.

The League, we're told from the beginning that what they love is not freedom from the Domain. It's the freedom to rule their population themselves, as in "How dare you take the power that i rightfully seized".
They most likely don't even want the Hegemony to disappear, it's the reason why the League exist in the first place, and a god-sent regarding citizen approval toward the regime.
While the different governments may stand, the League will dissolve once every existential threat is dealt with, and of course turn into each-other as everyone now need a new enemy to stay in power.
Would however be dreamlike soil for TT to live on.

The Hegemony is the only one with a clear expansionist drive. It's doing incredibly well for a provisional regime, and while Chicomoztoc is not a nice place to be, it would have been far worse in any other hand due to the sheer task of taking care of such a massive population on such a mediocre world.
The Hegemony itself is still a weird state, as it's an army living on top of governments they stabilized/toppled over and rely-on.

The command structure is solid (Askonia was the exception, as the guy in charge saw THE opportunity and took it).
Stability is good as long as you look away from the big industrial ball of despair.
Legitimacy couldn't be higher, + currently maintaining ties with the Church (question is if they stay once TT is dealt with).
AI will be kept in check for a long time as it's almost entirely TT assets (fully expect those rascals to go order 66 on our arses in a future release) but technology as a whole doesn't suffer an aversion.

Having the military lay down a proper ruling system and getting them to do something else than warfare will be the highest challenges to face, if managed we get to have discount Domain that cleans-up the sector and actually experience growth.

Overall the least likely to ***-up and collapse miserably right after victory, and if the PC is actually an exceptional and influential character, could steer the whole thing in a more desirable direction (for whoever in this thread said that shots are a step above humanity's survival regarding order of importance).
[close]

35
I also feel like that the AI behaves different if you order them to full assault instead of direct them to attack a specific ship. Full assault is basically default behavior where they just do whatever they think and want and directing them to attack a specific ship effectively turns them all into reckless officers from what I have witnessed.

Right, there are two different attack commands: "Eliminate" which is the default right click order of warships, essentially sets the ships to reckless with that ship as their target. They will fire at other ships that get in their way/in arc, but they will dive (sometimes suicidality) at the target ship. If the target of the eliminate manages to retreat to friendly ships, most of the time the eliminate has failed and needs to be removed.

"Engage", which needs to be set manually on a ship (and then ships can be right click assigned to it) is a much less aggressive order that sets that ship as the priority target. Ships will generally attempt to get to that ship and fire at it, but will skirmish and be repelled by other ships as normal. Engage can be safely left on and serves as a way to generally focus the attention of the fleet while letting them makes most decisions for themselves. Its useful sometimes, though often its better to just hit full assault.
Can definitely confirm all explanations, to add to the Eliminate situation:
A bypass to the issue of eliminate putting ships into tunnel vision is to place an eliminate order on everything, ships will simply engage the closest target that hasn't attention already.

That + full assault and a decently contained enemy quickly turn into steamrolling as the enemy AI gets into a loop of "pressured, must fall back"-->destroyed enemies-->"less support, must fall back".
Still some survival instinct in them but manual retreat to vent and not get deep into the enemy.

Greatly help working around the way the AI think, giving confidence to ships for them to go forward, reckless/cowardly ones stand out which hurt both the formation and themselves.
Getting a Heron to hug the rear of an Eagle no matter where it goes drastically improve both survivability and dps from the two.

36
All officers are doing their job.

Steady are holding the line.
Aggressive are waiting for the opening and pressing any advances.
Reckless are creating the openings.
Cautious are the rearguard.
Timid are keeping your support assets alive.
While there's some exaggeration in this thread regarding AI behaviour, this description is nothing less than a dream from Loopy-Land.

Steady is only acceptable on particularly fragile ships like bad shield frigates, weak carriers and weakly armed half-civilian.
Agressive actually do their jobs.
Reckless too but sometimes better as long as you can cycle retreat and the rest follow otherwise it's a suicide.
Cautious are in spectator mode.
Timid retreated so far back they looped around the entire universe to take the enemy of an alternate reality by the rear.

Not minding the survival instinct of ships being their primary concern by default, that's even encouraged. Only striving for ships to be good soldiers following orders.

37
How about reducing the OP cost in exchange of increased sensor profile and maybe incompatibility with insulated engines?
Right now it's possible to bypass the large drawback entirely through S-modding (still at the price of another combat S-mod, but very powerful in early-midgame).
I think that option is called "buy two Oxen", and I don't feel like ADF needs a nerf like that. Yes, it's a major savings if you s-mod it but that's an s-mod slot you're dedicating to campaign QoL, not something that increases a ship's combat performance.
Tugs still cost a lot of fuel to run and you need two of them just to get back to 20burn, you are however right that it is awfully similar.
Of course late game CA/BB would never have drive fields when actually useful hullmods can be used, especially when the place taken by tugs wouldn't be useful with combat ships anyway due to unofficered ships being useless in most situations.

Also on the side that the OP demanded by ADF is absurd when top tier utility mods like overhaul, insulation and solarshield are dirt-cheap.

38
How about reducing the OP cost in exchange of increased sensor profile and maybe incompatibility with insulated engines?
Right now it's possible to bypass the large drawback entirely through S-modding (still at the price of another combat S-mod, but very powerful in early-midgame).

39
It feels like the enemy AI is much better in this patch while own team AI is horrible. It felt better at previous patch. I think it might something to do with the ECM and nav buffs that the enemy always get full bonus, because they got leaders in every ship and got *** ton of frigates that get those buffs.

It sucks, but i guess you gotta just use railguns and other long range stuff.
The extreme cowardice problem of the AI is far less blatant with a range advantage, in 9.1 you always had it without even trying and it showed with how easy it was to contain the enemy (even while outnumbered 2:3), but in the current version you're doomed to have inferior reach due to the enemy having double/triple the officiers.

The orders really need to be stricter on the AI, stuff like having your entire fleet dance around an assault objective instead of taking it because a Hound is within 3k range is far too common.

40
Another funny issue with reinforcing allies.

Why do ships always hang back and do nothing to help the station?
So i'm not the only one!
EVERY TIME i defend a station most of the allied forces will afk at the gathering point one large square behind the station while only some actually defend the sides.

The worse is that, the point is just close enough to have their CR decay (would place my hand on it) but far enough that they won't intervene even with the entire enemy fleet hugging the upper half of station (would place my other hand on it).
Meaning it's just dead DP bleeding-out outside the battlefield, even when triggered by the odd flanking cruiser they will all immediately back out again the moment the enemy gets out of range.

N°1 reason why i fight the enemy in field battles instead of sieges when i have allies.
Please, put the rally point closer and reinforce the sides, it's painful watching all those red-marked ships waiting for death.

41
General Discussion / Re: AI and fight, tips
« on: April 19, 2021, 10:34:04 AM »
Eliminate orders are useful only in specific situations. In order to get kills, the enemy ship needs to be sufficiently isolated so that it can't flee to the body of the enemy fleet. I also find the order works much better if the ships you're giving it to are fast. For slow ships, the situation has often changed before they can get there. I sometimes use eliminate orders to reposition ships and cancel them when the ship gets where I want. None of the other orders seem to have any urgency positioning-wise.

Also, setting fleet behaviour to aggressive and using aggressive officers makes a big difference.
Would say that spamming eliminate orders is still good for larger ships in order to force your line to commit while the intended target gets isolated further and dealt with.
It also greatly help with preventing your ships from wiggling all over the place instead of actually going forward (even when there's absolutely no other enemy on the map).

But yes, having the fleet tuned to the same agression level is the most important point, having some ships go alone while the others just watch from even beyond artillery range is the worst case scenario.

42
General Discussion / Re: Low tech is being left behind!
« on: April 19, 2021, 06:37:51 AM »
Kite (A)'s with railguns are devilishly delicious!  :P

They don't quite have the punch for bigger fights though.
Railgun kites are very good early and mid game when it come act as an extremely annoying swarm of mosquitoes.
Almost tempted to S-mod missile racks and hardened shields just to create the ultimate annoyance (playing with 50 fleet size and max battle size so that non-officered and low-DP ships are actually usable)

43
Suggestions / Re: Finding 55K ore in one station is not ideal
« on: April 17, 2021, 05:10:48 AM »
It would be nice, if one of industry skills allowed you to always be in contact with the core worlds, just to know if the piles of stuff you pass on could make you some profit, or if they are just rubbish.
It's called having a problem and placing a com relay in every single system.

44
General Discussion / Re: marine experience questions
« on: April 16, 2021, 10:07:05 AM »
It is possible to squeeze a larger force into a smaller pool of elite marines, as when you store them elsewhere the xp is kept as much as possible in your own fleet rather than the ones deposited (it is however lost if you sell those marines beyond the max xp capacity of the remaining ones).

It's good to keep some rookies so that you both continue gaining xp when raiding, and don't lose what's already acquired as when losing marines, the total xp capacity is reduced and the excess voided.

45
General Discussion / Re: Look at that marine required number
« on: April 16, 2021, 04:04:42 AM »
What causes it to scale like that?

I know with trade missions the mission generator looks at the size of your cargo hold and picks a number you can carry -- do you have crew space in your fleet for 31,000 marines?
Pirates sitting on my planets keep targeting my other planets in the same system, some of them have like 70k defense ratings.
This scenario is killing me.
"Hey man, i know me and my buddies have been harassing your trade convoys and attacking random civilians for fun, but look at what i got here, no less than 50 bucks! It's all yours if you punch yourself in the face, set fire to your own people and open the prison door so that me and my best bro can get back to raiding, pretty please?

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