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

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Messages - tseikk1

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61
General Discussion / Re: Impressions about skills in 0.9.5
« on: April 02, 2021, 04:33:13 PM »
@Thaago That might be what the system is trying to achieve, but it sure isn't succeeding. Right now it mixes the bard's and warrior's skills so that you can never be a good bard and never a good warrior, and in fact tries to make you play mage instead.

Skill placement in trees is just wrong. It's Choice 1: two bard skills. Choice 2: two warrior skills. Choice 3: two bard skills. Choice 4: really good mage skill and warrior skill. Choice 5: really good mage skill and bard skill.

It needs to be better. At the very least skills need to be rearranged into locations they better fit in. I'd love more playstyle-defining things like wolfpack and derelict contingent though.

62
General Discussion / Re: Impressions about skills in 0.9.5
« on: April 02, 2021, 08:36:51 AM »
This is not how a class system works.
I thought class system's point is to put optimal and suboptimal options together, so that players don't optimise the theme and possibly balance out of their class.
What is this supposed to mean? No I don't think a class system's point is to force players to take things they don't want in order to reach things they do, what?

63
General Discussion / Re: Impressions about skills in 0.9.5
« on: April 02, 2021, 06:28:14 AM »
I felt like I don't want to talk about stuff before playing it myself, so I took my time to play with each of the new skills. Unfortunately what the other commenters are saying is true, the skill system is really not good. I'd actually say it's worse than the one we had. As others have said, it has problems. Must-have skills, useless skills, respec-restricting skills high up, boring skills, skills that you want both of for your playstyle, skills that you want neither of. It's all over the place. Some harsh criticism:

First of all, tech tree. The worst offender. Special Modifications is broken, it's the strongest skill in the game by far. It's basically the Loadout Design of 0.9.5, except even better. If you want to have a good fleet, you will take this Every. Game.And if that wasn't enough, it also competes with Automated Ships, one of the more interesting and fun skills, and can't be respecced. Flux Regulation is also broken, in a similar manner to Special Modifications. It's power level, too, is close to old Loadout Design. And again, it competes with Phase Corps, another fun/interesting skill. Then there is Electronic Warfare, which I consider another must-have. Although it's competitor isn't as interesting as the above two, it's still not even a choice, whether you're running carriers or not. And then, in a tree which is all about buffing one's fleet in combat, the first choice is between campaign bonuses, the second between flagship bonuses. This is not how a class system works.

To sum up tech tree:
Choice 1: Campaign bonuses in a tree of fleet buffs. Usually want both for quality of life no matter the fleet, but the explorer/salvager/trader playstyles heavily benefit from both QoL or not, while mainly combat fleets don't need them.
Choice 2: Flagship bonuses in a tree of fleet buffs. They straight up don't belong here, although both are decently strong. If one doesn't like piloting their own ship, or if their playstyle doesn't require the flagship to be strong, both of these are wasted skill points that need to be taken to access choices 3,4 and 5.
"Choice"3: For now Electronic Warfare is practically mandatory. Doesn't help the fighter bay limit in Fighter Uplink is ridiculously low at 6 bays/fleet.
"Choice"4: Flux regulation is way too good to pass on. Phase corps sounds (and is) fun, but can not compete against a flat power increase similar in strength to good old+10% ordnance points. Also phase corps DP limit is too low. This choice is between Good and Fun.
"Choice"5: Loadout Design 2.0 is mandatory. Doesn't help that Automated Ships DP limit is ridiculously low. Another Good vs Fun choice, even worse than last one.

Second worst, Leadership tree. Weapon drills is the most unimaginative and boring skill in the entire new skill system. Wow, a damage boost for everyone! ...That's it. Auxiliary support is actually really interesting, but gets held back by its incredibly low DP threshold, similar to skills in the tech tree. I get that it would be unhealthy to have a Venture float around with 3000 armor, but on the other hand, in order to justify having militarized combat ships in one's fleet they need to be at least somewhat competitive, which is why I propose the bulk of power from militarized subsystems and Auxiliary Support be moved to Assault and Escort packages. They would scale in strength with ship size, similar to how ECM and Nav Relay do, but inversely. This would be easier to balance, and it would be easier to justify a higher DP threshold. Now, don't get me wrong, Wolfpack Tactics is an incredibly good skill and a fun one too, since it fundamentally changes how one approaches fleetbuilding. However, the issue is that it competes with Coordinated Maneuvers and is the second to bottom choice. Either you put officers into frigates, or you put officers into frigates or destroyers. Crew training is the heavy hitter of the leadership tree. Another pretty much mandatory skill due to its power level. While its competitor is strong, it's held back by low fighter bay threshold. Officer skills are the best designed ones in the tree IMO, but they, too, compete with each other. For some reason two colony skills are at the top.

To sum up leadership tree:
Choice 1: Two weak and boring fleetbuffs. Usually pick Weapon Drills and forget about it. Feels like a waste of skill point due to low power of both choices.
Choice 2: Either you put officers in frigates, or you put officers in frigates and/or destroyers. If one doesn't want to put officers in these types of ships, this is a waste of skill point that needs to be taken to access choices 3,4 and 5. If wolfpack tactics is a playstyle one enjoys (it is really fun) they want both.
"Choice"3: Crew Training is much stronger than Carrier group, partly due to low fighter bay threshold of Carrier Group.
Choice 4: Actually a hard choice that depends on ones playstyle. Not quite powerful enough to be considered mandatory in my eyes, which is good since both are permanent. Kinda sad though that again choices with synergy are placed against each other, class system doesn't work like this.
Choice 5: Colony bonuses and a raiding bonus in a tree of fleet bonuses. They just straight up don't belong here. If one's playstyle isn't having themselves as colony governors or raiding planets, this choice is a waste of skill point that needs to be taken if one wants to access, say, both Wolfpack Tactics and Coordinated Maneuvers.

Now, the Industry tree. Used to be my favourite in 0.9.1, now its probably my least favourite, although it has its moments. Good earlygame, swap out late game. Bulk Transport is a really good quality of life skill, and a good example of how diminishing results thresholds should be in other skills. its a great bonus for just 1 point in the industry tree, a real gem since it allows one's cargo ships to have similar burn level without militarized subsystems(which in turn would count for DP thresholds of skills with combat ships). Salvaging doesn't hold a candle to it IMO, but they do have some synergy together. Since none of the industry tree skills are permanent, one could put lots of skill points into industry and respec away later, making a lot of money during it. Damage Control and Reliability Engineering are flagship buffs in a tree focused on economy. They don't belong here. Containment Procedures and Makeshift Equipment could both be a bit more interesting, they suffer from the same "boring" problem as leadership trees first skills, although they are more powerful and for that reason don't feel like a waste of a point. Field Repairs vs Derelict Contingent, here it gets interesting. Derelict Contingent is another skill like Wolfpack Tactics that drastically alters the way one approaches fleetbuilding. This skill, however, is really really broken right now and it's been confirmed it will get nerfed, so it will have to be re-evaluated after the nerf. Field Repairs is a good skill for the early game, and probably worth swapping out of once one can afford pristine ships. However, it does its job well during the time it's utilized. At the top sit, again, two skills that would synergise with each other. Why, I don't know, but it's actually really infuriating. What makes it worse is the former two, Derelict Contingent and Field Repairs, have literal anti-synergy, because Field Repairs will take d-mods out of one's ships and there is no way to stop it.

To sum up Industry tree:
Choice 1: Bulk Transport is underrated IMO. A really good skill. If one wants to wrap around Industry tree in the early game, Salvaging has synergy with it.
Choice 2: Flagship bonuses in a tree focused on economy. They don't belong here, get them out.
Choice 3: Two a bit boring but strong nonetheless skills, neither is noticeably stronger than the other. Both are good early game.
Choice 4: Two really interesting skills that unfortunately have anti-synergy with each other. Field Repairs is good for the early game when you're scavenging for ships, Derelict Contingent will get nerfed but is really strong right now.
Choice 5: Again, two skills with synergy in the same choice. Even worse since Choice 4 don't work well together.

Combat tree is the best designed tree in my opinion, however it would benefit from more choices. I don't like how far missile buffs are in the tree, and I don't like how there is nothing at Choice 4 for players with Shield Shunt. Other than that it's great, the buffs are well balanced and skill placement seems proper. Again, a lot could be fixed with a third choice to each slot.

To sum Combat tree up:
Choice 1: Straightforward; Either one plays a carrier or gets a nice speed and maneuverability buff.
Choice 2: A choice between offense and defense; offense tends to win out though. Point defense is still really good and might be a consideration for some more defensively oriented ships.
Choice 3: Another choice between offense and defense. Defense wins in general, but for a more specialized officer/player, Offense might work. A well balanced choice.
Choice 4: Either one pilots a phase ship or doesn't. Sad for people with Shield Shunt. A third choice would help this one especially.
Choice 5: More missiles or more special abilities. It's a bit odd that missiles are so far up the tree, but Systems Expertise is exactly where it belongs. Missile Specialization elite is a bit weird, Systems Expertise a strong all-arounder. Don't put it on a paragon though.

All in all, it feels like the developer likes to dictate how players play the game. This is not how it should work, and ideally the skill system gets another major rework, since it's really not in a good shape now. One commenter put it well:
The entire system feels to me like there a constant undercurrent of "play the game this way. no, not like that, like this. no, only like this. no you're not doing it right, you're not getting the thing until you do it right."
Especially choices Leadership 2, 5, Tech 2, and Industry 2 and 5 give me this feel. Don't force me to pilot a ship if I don't want to, don't force me to put officers in ships I don't want to. Don't exclude clearly synergistic choices from each other. Another commenter told to take a look at Skyrim, and I concur that. Imagine if in order to play a stealth archer I needed to level and put perk points into, say, healing magic and two handed, because some essential perks were at the top of those skill trees. And that I'd also have to make a choice of whether I want to shoot with a bow or sneak. Can't have both now, or there aren't enough perk points to get two essential things from healing magic and two handed! This is how it feels like in starsector at the moment. Now, I'm not saying it isn't fun playing like the developer wants, it actually is, but that fun doesn't last forever. It's essential a game like this has replayability. A well designed skill system that enables different ways to play the game is a major part of it.

64
General Discussion / Re: Pet Peeves
« on: April 02, 2021, 03:11:33 AM »
Non-even numbers in ship stats. I don't know why, but it annoys me beyond reason when a ship of mine has, say, 414 seconds of peak performance time, 136 cargo capacity, 519 flux dissipation, and so on. I'd much rather have them end in a zero, it just feels better.

65
Bug Reports & Support / Revenant and Phantom oddities
« on: April 01, 2021, 01:29:54 PM »
Revenant and Phantom seem to have a fifth (invisible) ship type completely unique to them. Trying to search for them in custom production tab by using warship/phase ship/carrier/civilian configurations does not work, they do not show up in any of those. (they do show up when using ship size though)
Also despite their blueprints classifying them as "Phase (civilian)" they count both as a phase and a combat ship towards all skills, such as crew training and phase corps, that take their DP into account.

66
General Discussion / Help with wolfpack fleet and late game
« on: March 31, 2021, 07:32:47 AM »
So to start off, I've been having a great time with the new update. Toying around with the new skill system has been fun, and I've come to love the wolfpack tactics and energy weapon mastery skills. My fleet of falcon(p)s, omens, afflictors and tempests had demolished everything the game threw against me. Up until the point I decided I wanted to try the new automated ships skill that is.
To get a few droneships I'd have to disable them first. Now, I didn't think my only-frigate fleet would have a chance against a proper remnant ordo, not at all. So I sold my falcons, bought a paragon and an astral, and respecced a couple officers to better fit into piloting them. Now I was ready, I thought. Walzed into a red danger system, picked a fight with the smallest ordo that still had a Radiant, and got properly destroyed.

NOTHING worked. First of all, the remnant fleet had a 61% ECM rating against my 30%-ish. Instant -20% range.
Usually my strategy to beat much larger fleets was to encircle them, then use eliminate orders to pick off targets (prioritizing defenseless ships like carriers) little by little until going in for the kill with full assault. This worked, because my omens, tempests and afflictors were always much stronger than my opponents' flankers, which meant my ships could clean up the sides before going for the encirclement. Against the remnants this did not work. Not only were the remnant frigates INCREDIBLY tanky for some reason, but they also had large amounts of fighters to kill my tempests (I even had extended shields! not enough.) and pressure my afflictors. Basically they used my tactics against me. Killed the frigates and surrounded the paragon and astral.

Now, I've spent a lot of story points on my officers, their skills and their ships. I know they are a renewable resource, but I'd still rather make the existing stuff, or at least most of it, or even some of it(please) work instead of grinding for new stuff. So I am asking for your help. What do I need to do to make this fleet good?

Skills:


Fleet:


Ship builds:




67
General Discussion / Re: Harder than darksoul games
« on: February 18, 2020, 01:49:21 PM »
Yeah, the game sure is harder than dark souls, because you have to actually use your own brain instead of memorizing a pattern over and over again (DARK SOULS ISNT HARD, JUST TIME CONSUMING)

68
General Discussion / Re: Anti-Remnant Fleet Advice
« on: February 13, 2020, 02:42:37 PM »
focus on your lasers.
this is a trap. Lasers are garbage against remnants.
Remnants have strong shields and good dissipation but weak hull and armor, so you want kinetics, such as gauss cannons, heavy needlers and hypervelocity drivers coupled with some heavy explosives, such as MIRV launchers, harpoon- and annihilator pods.

69
I can't seem to grasp this mod. Why is everything so fast, why does every second ship have entropy amplifier as its ship system, why is there a ship with 4000+ armor(LC legion)? Every weapon type (missile/energy/ballistic) has good(ish?) weapons for every type of damage making them feel homogenous. Everything has charges. Carriers seem even more overpowered than in vanilla. PD guns use no flux...

It might be that I'm just a bad player, actually that is very likely since I haven't learned much about this mod, but IMO some of the balance/design decisions seem quite questionable.

70
Is there some kind of guide for this mod, as in what ships and weapons are good etc.? It looks really nice (especially the factions) but I don't really want to relearn the game, as it seems almost everything from weapon names to ship hulls is changed

71
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.13
« on: January 18, 2020, 06:42:03 PM »
Very good mod!

Ships are well balanced with nothing really standing out to be too strong or weak. The weapons (and kassadar design in general, ships too!) are the best part of this mod in my opinion, they are absolutely gorgeous. They feel powerful. The colours, the projectiles, the firing animations, projectile and missile trails, the little puffs of smoke or whatever it is that come out when a weapon is fired. Everything looks so good.

The only critique I have is for these two things:
1. Forced overdrive. This might be just a little bit strong. It looks cool as heck though.
2. the Renki. On paper this ship looks like a good support ship for missile fleets. In practise though it doesn't really seem to know how to use its ship system (It should probably be on all the time) it also likes to wander off too far even with escort orders, so that ships it's meant to support aren't even close enough to benefit from it's system.

72
Probably my favourite faction mod! The junker ships are very cool and fun, both thematically and mechanically. I love throwing my disposable heaps of safety-overridden scrap into the fray to fight to the death, just for them to come back stronger. The greasy especially is a big favourite of mine. What's scarier than an assault chaingun armed safety-overridden frigate? An assault chaingun armed safety overridden frigate with two sabots and an antimatter blaster. I love trying out different builds for roach king and cockroach. If only there was a junker battleship or battlecruiser... (Please collaborate with Underworld and make their junker ships work like yours!)

The reconstructed droneships feel a bit underwhelming (except for the Rampart) but that's okay. Not everything needs to be super strong.

The weapons are okay, maybe a bit too weak, same goes for the fighters (except the scale, it's awesome!) and other ships. Hippocampus and Herakles might be just a little overcosted.

About the star systems and colonies: They feel... weird. From what I read I was expecting a lot more reward and a lot more danger. Pirate fleets at Kamikaze are of good size, but they often get stuck outside the map borders(???) and don't seem to be able to navigate back. Luddic path fleets still aren't scary enough, since they get big accessibility penalties leading to almost permanent shortages and also haven't got access to even a single heavy industry, so they get a massive penalty to ship quality. (to be honest they really could use one, they are a joke in the base game too) The nanite swarms are fine.
The biggest thing that grinds my gears: The little amounts of their respective special resources the colonies have to trade. It feels awful to accept a mission to deliver red water to a colony, only to realize the only colony that produces it has such a tiny amount of it for sale it isn't even enough. The resources aren't even that valuable. My suggestion: Up the danger of said system and also up the rewards.

73
Mods / Re: [0.9.1a] Anvil Industries (V:0.9) CARRIER HAS ARRIVED
« on: January 18, 2020, 05:19:25 PM »
Great mod! but some ships need redesign however...

Yep, ive been doing that here and there the past couple updates, any you have uh, strong feelings about?

I'm not him but I can say some I think need changes. To put it shortly I think many ships seem "overdone" in this mod. Some things that need changes:

-Ships with odd campaign stats, such as non-civilian ships with burn 6. reason: These are just plain annoying, they slow down your entire fleets burn speed if you don't spend LOTS of OP for an upgrade half of which is wasted anyways if using burn speed 7 ships (standard for slow non-civilian capitals). Nobody wants to run 6 oxes in their fleets. Either drop them to 5 (and practically make augmented drive fields mandatory) and give them something else or buff them to 7
-Certain very OP ships such as the Taurus, Mortar and Sword that have way too much going for them. reason: kind of obvious. Unbalanced ships make the game too easy.
-Ships with too many built-in weapons, mods, fighters. reason: This game thrives on customization. It's fun to tinker in the refit screen and simulations trying to figure out what works best for you. Inbuilt stuff takes a lot of that away. Take off the inbuilt mods and give the ships more OP, give the player the choice of whether he/she wants the mods or not.

There's also lots of typos and grammar errors in this mod. This is not a major thing, but something you might want to look into if you ever find yourself without stuff to do.

74
Eventually Reckless becomes obsolete, because it will charge enemy capitals/stations/dense formations with same fervor, and one ship can only tank so much.
This is why you have reckless and defensive skills on ALL of your battleships. They charge together and grind down the enemy together.
Also I like how you didn't even mention timid haha

Took ages to find reckless officers and level them up, but it was worth it.

You are welcome.
Thank you.

75
Took ages to find reckless officers and level them up, but it was worth it. I replaced the front arbalests with heavy machine guns and added two more sabot pods, and now they shred pretty much everything, multiple ordos at a time included. With a few moras armed with flash bombers from defeated ordos, I managed to take down their station. Reckless officers seem to be where it's at for me, as they are the only ones who actually follow my orders properly. Sometimes taking some hull damage to finish off a retreating radiant is what's needed to do to win the battle, but the AI is too scared to do it without reckless officers. The worst thing about all is that I always need to deploy all 3 onslaughts, almost no matter what. With only 2, they aren't able to deathball as efficiently. That means battles with many smaller ships with HILs and Tachyon lances can prove difficult.

Currently building up the planets and preparing for expeditions. Exploring systems near the main one, I found an odyssey blueprint. After heavy industry is up, I will build some odysseys and apogees and build a fleet for purely exploration, and leave the heavier ships at home for high danger systems.

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