Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Deageon

Pages: 1 2 [3] 4 5 ... 8
31
Mods / Re: [0.96a] Roider Union - Expeditions - 1.4.6
« on: June 25, 2023, 04:50:35 PM »
To my knowledge, the tech expeditions do NOT gobble up any proc-gen stuff. Each system that an expedition is going to, has a bunch of smaller caches and random ships spawned for them to loot. Which, well, you can try to beat them to those caches and loot them first!

32
Mods / Re: [0.96a] Emergent Threats v0.1.1
« on: June 25, 2023, 03:42:07 PM »
Another question, are we supposed to be unable to acquire the Mimesis (P) from the White Whale bounty? I know there's a lot of RNG involved, but I was only able to storypoint salvage the Mimesis and none of the other two P variants.

Edit: I'm blind, didn't notice the BP, ignore this.

33
Mods / Re: [0.96a] Emergent Threats v0.1.1
« on: June 22, 2023, 04:07:02 PM »
Is it possible for us to acquire the one-per-ship hullmods at all? For use on our own rem ships.

34
Mods / Re: [0.96a] Emergent Threats v0.1.0
« on: June 19, 2023, 11:37:30 AM »
I would probably suggest tamping down the availability of LG ships a smidgen. Though, I don't know how fine of a control you can have over that part.

35
Modding / Re: [0.96a] Epsilon Pact 0.3.9
« on: June 18, 2023, 04:05:00 PM »
damn, furry portraits that are actually consistent with the other ones around? that's neat! anyway, will have to check this out for sure.

36
Hi, first time trying this mod and having a lot of fun with it!

I am a little confused by the Richardson Cannon. The description calls it "surprisingly flux efficient," but it uses 3200 (!) flux per second. It also supposedly does 6400 dps. Are these typos or what?

Thanks!
I think something's really wrong with that thing's efficiency. 0.5 flux per damage on a frag weapon (which has 25% damage against anything except exposed hull, which would be 2 flux per effective damage to shields and probably even worse against armor due to hit strength mechanics) is clearly not "surprisingly flux efficient", that would instead be "so inefficient it'll build up flux for you faster than it does to the enemy's shields".
And good luck actually applying that 6400 DPS with the terrible accuracy and reliance on the enemy not having much remaining armor coverage, because if it's armor is stripped on an entire side, it's probably going to die to other weapons anyways.
I'm not really sure if it actually serves any niche that other large ballistic weapons have, or at least one that's worth the extremely high sustained flux per second. If you're fielding ships with large weapons, then you probably have the DPS to chew through hull anyways, so you won't need an overspecialized weapon for that purpose. And if you want saturated PD, just use a devastator cannon, paladin PD, or any other modded large PD weapon.

Maybe all this is the reason why the weapon's blueprint was left buried in the middle of goddamn nowhere, only being recovered and used by a faction of scavengers known for using literal trash as part of their fleets. I would probably not even notice if the Richardson Cannon gets removed during the next de-bloating spree, and that trash getting removed from the HMI blueprints could probably be a useful buff for the faction's fleets so they won't run out of flux as quickly, as I've been hearing discussion on other sites about how HMI's ships tend to be on the underpowered side (at least regarding junkers/modified mining hulls) and I don't think terrible weapons help with that. (I'd also prefer being able to loot weapons that are actually useful, by the way)

This rant is probably a bit long, so i'll just throw out a TL;DR question: Why is there a terribly flux inefficient large slot fragmentation weapon without the accuracy, range, or hit strength to accomplish anything that other weapons can't do better?
oh and sorry if this post feels a bit harsh, I just really wanted to vent (hah) about how inefficient the Richardson Cannon is. If you want to keep it, find some way to buff it or just rework it.

You know you're not supposed to use frag damage weaponry against shields (and armor, too), right? The frag damage information is very specific in it being the worst of the four damage types to use against both. Thus, you shouldn't be using it when shields are up as you mentioned. It's meant to be a finisher sort of damage, as frag weapons tend to have an impressive DPS that is only fully used when armor is stripped and shields aren't blocking. In this case, the Richardson has absolute batshit RoF and damage which will smash any damaged ships (and batter incoming missiles/low armor fighters) leading to it's strange assault-and-PD role.

37

why does fang society still have finches
I thought the base hull was removed during that time you went over removing pointless ships because the finch was just another redundant barely armed civilian ship
and unlike other modded faction's generic transport ships, the finch didn't have the excuse of matching said modded factions' aesthetic styles so they wouldn't stick out like a sore thumb, so the finch didn't even have that excuse for being kept

anyways next patch, remember to get rid of this skin

relax, brother, it's just a single ship in their line up, no need to get demanding about it.

38
Mods / Re: [0.96a] More Military Missions
« on: May 18, 2023, 09:32:05 AM »
It WAS a little surprising to see Omega, "Player", and Taken fleets pop up. You might wanna set up a blacklist/whitelist for certain factions that only pop up super rarely or are ingrained into other mods' quests.

39
Mods / Re: [0.96a-RC7] Diktat Enhancement 1.2.1e
« on: May 17, 2023, 10:07:19 PM »
Just wanna report, that the Sagirtarius happens to have two unusable small mounts that still show up as existing in-game, just without the capacity to have anything put into them.

40
Mods / Re: [0.96a] Bultach Coalition v1.1.2
« on: May 17, 2023, 03:39:39 PM »
I have to say, this mod seems pretty damn enjoyable! Honestly, the thing I like most is the added ships to the Pirates and Pathers, really giving them a little bit more of a bite at times. The guns are fun to mess about with, fighters neat if not usually my kind of thing, and the lore is fun. *** tri-tachers!

Can't wait to get jumpscared mid fleed-battle by one of the bigger ships added in, if you get my drift.

41
Mods / Re: [0.96a] Osiris Alliance v4.0.2
« on: May 11, 2023, 11:58:58 AM »
the non-nex starting capabilities are VERY very welcome, given how detailed it is!

42
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 08:21:04 PM »
Also uhhh, Centurion (LG) appears to have AAF while not having any energy mounts. Intentional bad diktat engineering moment?

43
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 05:18:01 PM »
Yup! I'm using the station as storage, so it was noticable when I swung back around and saw him again.

I gotta say, I'm loving these new quests!

44
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 05, 2023, 04:46:27 PM »
I do believe the "Old Man" mission might be ... repeating? Though, perhaps something got gummed up in the works when I reloaded a save at some point or another, but I'm fairy certain I delivered that man already and yet he's popped up again.

45
Mods / Re: [0.95.1a] prv Starworks v26.2 (2023-04-18)
« on: April 26, 2023, 04:02:21 PM »
Ah. Part of me was wondering if some of the house's membership were still poking around, but that makes a lot more sense!

Also, I /always/ love it when we get to find little goodies like those two ships left behind in the station. Is 4D Lensing a hullmod available through the Lab/buying at prv markets? Or is it on the way rarer side?

Pages: 1 2 [3] 4 5 ... 8