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Messages - shrek_luigi

Pages: 1 [2] 3
16
Suggestions / Re: Anti-ship Minelayers
« on: September 09, 2020, 12:01:37 PM »
Only one in vanilla, Proximity Charge Launcher, and it's anti-fighter.

its pretty decent for busting down battlecruisers & stations as well--500 HE damage x 40 shots (80 with expanded missile racks) is no joke. AND clearing missile volleys, as well.

arsenal expansion adds a hullmod which spawns mines on the battlefield too, lots of fun to use both in tandem (I puttem on an Arjuna & it was able to cleave through most anything)




17
General Discussion / Re: What's your enforcer build?
« on: September 07, 2020, 03:11:11 PM »
enforcers make me nervous, they always burn drive somewhere they're not supposed to & get fluxed to death in the blink of an eye. :'(

18
General Discussion / Re: My personal vanilla Starsector ships Tier-list
« on: September 01, 2020, 09:56:40 AM »
why do people like Bowling Ball Ship so much; flux shunt is cool but I never thought of the monitor as an S-tier ship

19
General Discussion / Re: Total conversion mods and must have.
« on: August 30, 2020, 09:26:53 AM »
captain trek's mod guide is a pretty useful resource re. building a modlist better-suited to what you're lookin for
https://fractalsoftworks.com/forum/index.php?topic=17807.0

I wouldnt advise installing EVERY faction mod out there--disrupts the pacing of the game a lot (more wrecks/free *** floating around, overwhelms vanilla factions in the game, etc). The guide linked above recommends 13-14 max or something like that--maybe a few more wouldnt hurt, but its a good rule-of-thumb.

20
General Discussion / Re: Gemini stole Conquest's name
« on: August 26, 2020, 08:29:34 AM »
As much as it makes more sense for it to have the name "Gemini", at the same time I'm glad it doesn't, since then even more players would think of only doing symmetric builds. Thus not uncovering the potential of the true best player ship. (I'm glad we're all settled here that it's the best, I can't imagine anyone not thinking that way HAHAHA)

this--i prefer a mixture of small medium & sometimes even large PD mounts--that are asymmetrically aligned but still provide good coverage--and oftentimes a complete mishmash of different weapons to fill the rest of it out.... to create an absolutely disgusting chimera of a ship

21
General Discussion / Re: Are mods jank, or is it just my sucky computer
« on: August 06, 2020, 01:52:46 PM »
how many faction mods do you have installed? the thread linked above mentions that the OP installed Every Faction Mod They Could Get Their Hands On, which most often is the cause for people's grief....especially as one gets further into a playthru

22
General Discussion / Re: My personal vanilla Starsector ships Tier-list
« on: August 03, 2020, 01:47:36 PM »
i saw centurion listed as D-tier & immediately had an anxiety-attack  :'(

23
Mods / Re: [0.9.1a-RC8] Pearson Exotronics - v0.5.3 29/7/20
« on: July 30, 2020, 04:55:33 AM »
I am a huge fan of Green Ships, excellent work OP

24
Well I can give you off the top of my head for example a single good reason to not install Tyrador Safeguard Coalition... It isn't updated for the latest version of SS.

Haha I didn't even notice, yikes. Hadn't played it since 0.9 but was thinking about it earlier & feeling reminiscent

Well I can give you off the top of my head for example a single good reason to not install Tyrador Safeguard Coalition... It isn't updated for the latest version of SS.

And as it didn't get update for 0.9.1a - its balance isn't up to date, 0.9.1a update also increased ship prices, so anything from Tyrador is way cheaper compared to vanilla or mods updated to 0.9.1a. Also it suffers from content bloat, it adds a lot of ships to vanilla factions, while nice they feel really common.

As for CMC - it's more of an example mod on how to mod AFAIK. I saw people using weapons from it due to them being pretty useful in some builds, but not the ships.

Yea my favourite aspect of that mod was the weaponry--the large "kinetic hephaestus" that speeds up as you continue firing is so much fun lol

25
General Discussion / Re: Cursed builds
« on: June 22, 2020, 05:18:55 PM »
these loadouts are not cursed, they are a blessing

26
how come captain trek's mod guide recommends not installing TSC or CMC mod-factions? suffice to say, I am a big fan of green ships & it's very disappointing that I must exclude them in my pursuit for space superiority. I also like the flavour of TSC loadouts, with all its loopy drone weapons and powerful sheppys...what the hell man

27
there are only two situations where you'd want to fire an officer

1. personality doesn't line up with skills/intended role of the officer (cautious personality on a frontline ship/aggressive or reckless on a support ship)
2. you have mods installed and the officer's portrait is some straight-up weeb ***, eject that ****er into space

28
General Discussion / Re: Walk the Line or Embrace the Chaos?
« on: June 11, 2020, 12:57:58 PM »
any Heggie fleet-captain that tells me to walk the line, will have their legs turned into harvested organs, and they will never walk again

29
General Discussion / Re: How do i deal with dumb friendlies
« on: June 03, 2020, 10:55:54 AM »
I find that the best way to manage AI for a lot of different fleet compositions is to create a sort of daisy-chain at the beginning of the fight using a string of escort commands--there are a number of slow & tanky cruiser-class ships (even a handful of civilian hulls suited for combat; especially if you're playing with mod-ships) which make for excellent intermediary anchors, or an in-between for your backline & the big ships trading-flux upfront. This three-or-four-layered formation goes a long way to ensure that your backline has a lot of buffering between themselves and the enemy, the less-durable ships like destroyers & heavy frigates have somewhere to settle in the middle where they can by repositioned at a moment's notice, and everybody is positioned whereas they can do their job. As the fight starts to turn in your favour, systematically turn ships off escort-duty to engage the enemy freely.

I've been playing modded for too long to pull names of good vanilla anchor-candidates out the hat bc I cant specifically remember which *** is vanilla or not but there are a number of them--and in the case of mod-ships, just have a look at how many retooled Venture-variants there are, for example...  their individual loadouts as it relates to stuff like PD & swarming-srm/medium-to-long-range missile support (good qualities for an anchor), and their deployment-cost relative to their size.....it may seem inefficient to deploy what is essentially half-a-cruiser but when properly used it can invalidate stuff like fighter swarms or mass frigates the enemy might employ as well as helping keep formation, can be well worth the cost.

30
General Discussion / Re: Which ship do you think is the ugliest?
« on: April 17, 2020, 12:05:53 PM »
i LIKE asymmetrical ships!! :(

medusa is real damn ugly

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