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Starsector 0.98a is out! (03/27/25)

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Messages - tseikk1

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31
General Discussion / Re: Genuine question about the phase changes
« on: December 22, 2021, 07:48:17 PM »
Many people complained that fighting phase ships was not fun. It did indeed sometimes feel a bit rough, especially a certain fight in a certain mission with a lot of phase ships. This is why phase was changed.

I think Alex has a tendency to overdo nerfs. Usually what happens to something that is powerful at a time is that it gets hit from multiple angles at once. Double, triple, even quadruple-nerfed, if you will. A good example of this is the Drover; Once upon a time it costed 12 DP, it's ship system was better, it had good synergy with the remnant spark-interceptor, and the player could pick skills that boosted carriers fleet-wide, with no such things as fighter bay soft caps like there is now. Naturally it was really really strong. Then came the nerfs. In one patch:

-Drover DP increased by 25% to a whopping 15, meaning it now had the worst fighter bay to DP ratio of all regular carriers save the Astral

-It's ship system got absolutely gutted; Cooldown increased by 200%, and now it also lowers it's own fighter replacement rate by 25%.

-The spark interceptor's main weapon got nerfed to a high delay version. (same burst, much lower dps. This was really really needed though, it was kind of insane) This was the fighter drover had most synergy with.

-Fleetwide carrier skills vanished with the skill rework.

-Officer carrier skills vanished with the skill rework.

-New extremely strong anti-fighter skill added to the game with the skill rework; AI cores always got this at elite level.

So yeah. Unsurprisingly, drover was not, and still isn't in a good place despite big changes to the skill system recently. I think the same thing has happened to phase ships, though not as severely. Phase ships, too, got hit from multiple angles, although most of them are still okay, some even good. But their role has been fundamentally changed. They no longer function by themselves (save for the mega-redacted ship), they will lose every duel against any ship of their own weight class. They have become supports, who excel at enabling other friendlies do more damage. Afflictor does this literally, shade disables engines, harbinger overloads causing shields to be dropped, doom forces awkward positioning of both ships and shields and also destroys fighters. (Doom might still be really good for player piloting too, don't know, haven't tried that yet)

All in all they have indeed become less annoying to fight, at the cost of being a lot more boring, weak and largely not worth it to pick up for anything but player piloting. Especially harbinger got hit really hard. Not only is it a destroyer, which means it's got neither the speed of frigates nor durability of cruisers to avoid inevitable damage due to the phase rework, it also got it's ship system gutted. Yeah, it was pretty bad when it could chain-overload, But a 30 second cooldown? Really? For one go? Might as well completely rework it and give it a new ability if you don't want players to use it's current one. I am really getting Drover vibes from this one.
Also not a big fan of 10DP afflictor. Don't get me wrong, It's still probably the best phase ship in terms of power to dp ratio due to it's insane ship system, but I just don't LIKE it. I'd much rather have actual battle-capable phase ships with slightly weaker ship systems than the current "ship system on a stick" ones.

32
General Discussion / Re: Termination Sequence
« on: December 20, 2021, 04:42:46 PM »
So... apparently exploding terminator drones can damage friendlies... Surely this is not intended...

33
General Discussion / Support Doctrine and Derelict Operations
« on: December 15, 2021, 01:01:52 PM »
How exactly do these skills work in conjunction with skills that use total deployment cost, such as Crew Training? If I have a 5d-mod unofficered Onslaught, will it add 20 or 40 total deployment points to the calculation?

34
General Discussion / Re: Vanguard
« on: December 15, 2021, 12:42:03 PM »
Weirdly enough, my little devil tends to survive mid game bounties, like several cruisers and so on. And no matter how hard it gets hit, it never stops firing, so resilient...
Mind sharing your build? I feel like I might be just doing it wrong. On paper this frigate sounds strong, but I just cant seem to make it work
Sure I'll post it once I get home. Can't remember every single thing off the top of my head and I don't want to say something wrong.

EDIT:
Spoiler
[close]
This is what has been working best for me, I've had this ship since very early game (they're not easy to find in markets tho), and I think it only died twice when I do only bounty hunting. Efficiency overhaul might seems weird but Vanguard has lots of OP and is always going to get damaged so quicker repairs mean a lot for measly 3 OP.

This makes a surprising amount of sense. All my vanguard builds had missiles in the composite slots and vulcans in right and left facing turrets, leaving only 3 slots for actual damage. I of course filled those slots with normal guns, which caused my vanguards to die to missiles a lot while having seemingly sub-par damage. I will definitely try filling the composite slots with ballistics, while having the front-facing middle turret as PD.

35
General Discussion / Re: Vanguard
« on: December 14, 2021, 12:25:12 PM »
Weirdly enough, my little devil tends to survive mid game bounties, like several cruisers and so on. And no matter how hard it gets hit, it never stops firing, so resilient...
Mind sharing your build? I feel like I might be just doing it wrong. On paper this frigate sounds strong, but I just cant seem to make it work

36
General Discussion / Vanguard
« on: December 14, 2021, 11:10:16 AM »
Has anyone of you managed to make this ship actually work? It seems to me like it's just a worse version of lasher or centurion. I think AI doesn't use its damper shield enough and without shields and with low speed it dies to everything.

37
Hello, I realize you are trying to grow your youtube channel and this might not be the best place for criticism, but I feel like a more compact form of communication is better for this kind of information. I am interested in your builds and discussing them, but I don't really want to watch a 10+ minute video of each one. At least on these forums I largely prefer reading or watching short videos, as I usually browse on mobile. If you really want to make videos about builds, I suggest changing your structure:

-Sometimes less is more; these builds and all relevant information about them can probably fit in 1-2 minutes. A certain btd6 youtuber "dabloon" has mastered this with his 60 second guides and other small videos.
-Simulator tests are largely useless, everybody knows this. Add in instead a small montage-ish clip of in-game fights where this ship does what it does best, either under AI or your command. You can even start the video with this to capture viewer attention instantly if you feel like the clip is really good.
-Name the videos something else, instead of this "Ship Build, Starsector 0.95a-RC15 [Medusa, Unending Barrage Pulse]" mouthful, just call the video "The unending barrage pulse medusa". Maybe in caps if you feel like it, it's a proven fact videos get more views if their titles are in caps. Maybe think of a more unique name for each build, such as "The ultimate pew pew medusa build" or something like that.
-If possible, try to fiddle with your mic's settings so that it doesn't pick up you breathing in.

38
Suggestions / Re: Resurrect Spark wing
« on: May 28, 2021, 12:46:35 PM »
In general I feel like all of the remnant fighters should be better. They drop from the game's main late game enemy, yet they each of them is worse at their jobs than standard open market LPCs.

For intercepting other fighters, the Wasp, as OP noted, is now stronger. Xyphos even better than that.
For escorting bombers and distracting PD the Broadsword strongly outperforms the Lux.
For blowing up stations and slow capitals, the Piranha outperforms the Flash.

All of them are in need of resurrection; they would fit well as mid-late game rewards. Now they are just useless.


39
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 28, 2021, 12:25:13 PM »
The new low-tech ships look great, and the change to burn drive is, in my opinion, the best of all the suggestions it has gotten.

But did the tempest really need a nerf? I don't think it was overperforming that hard. Thanks to its small shield it was really hard to use in mid-late fights. Sure, it smashes early pirates and pathers, but what doesn't? Most people were already choosing to use the scarab over the tempest, since it has a proper shield, and because small energy slots in general are better than in earlier versions. edit: and why is the Omen left untouched?

On another note, are there any plans to change or rebalance the skill system any further, or is it in a finished state now?

40
Suggestions / Re: Tempest Nerf Options
« on: May 01, 2021, 02:08:10 PM »
Yeah, I don't think the tempest is in need of ANOTHER nerf either. it's small shield means it's surprisingly vulnerable, and the EWM nerf hit it really hard since it was one of the best users of that skill. I've actually started to prefer the scarab over the tempest in the mid to late game, simply because the scarab is just so much more survivable.

Now the omen, thats a ship in need of a nerf. It's actually insane how undercosted it is; a WOLF is more expensive than it.

41
Bug Reports & Support / Re: Missing quest NPC
« on: April 27, 2021, 06:06:41 PM »
The latest version? Yes.

42
Bug Reports & Support / Missing quest NPC
« on: April 27, 2021, 04:47:05 PM »
I got a delivery mission from my contact - only the person i'm supposed to deliver to does not exist.
Vanilla, no mods.



43
Huh. Two different playthroughs where i've cleared two or more doritos, and i dont think i've ever gotten a rift beam, reality disruptor or a torpedo launcher.

On the topic of the weapons themselves, i'd rate some differently. From my experience, the cryoweapons are by far the best of them. Especially the blaster, it just obliterates ANY hull, and does so quickly. S- for cryoflamer, S for blaster from me. If blaster was just an OP or two cheaper it'd get S+. Volatile particle driver is at its best when used as a one of on a autopulse radiant to force shields down, in that role it gets an A. Antimatter missile I find you rate too highly; yes, it does a lot of damage and is infinite ammo, but its flux cost means smaller ships can't really use it. A+.

44
General Discussion / Revenant and Phantom
« on: April 24, 2021, 03:03:28 PM »
Apparently they still count as both combat ships and phase ships for phase corps, weapon drills etc.

They are (still) classified as "phase(civilian)" in custom production and can't be viewed in either phase ships only or civilian ships only mode

Despite reporting this as bug quite a while ago (before the latest hotfix) this hasn't changed. This leads me to believe it's intentional. I wonder if that's the case? and if it is, why? They can't even equip weapons.

45

You can want this game to be what an 'ironic' internet racist told you it was, and have your heart broken, if you want. You're clearly upset about a lot of the balance decisions being made. You can catastrophize them, and get spun out and rageful about it

I'm guessing you had some favorite exploits that are now gone.

No giant angerpost required!

holy moly you are angry and bitter for absolutely no reason at all. I really do not get people like you on these forums; don't you realize criticisim and different points of view are important? why do you want everyone to stop speaking out on what they think is wrong? And why on earth do you feel the need to not only attack them, but also another, separate person who is in no way shape or form even mentioned in the whole thread?

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