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Messages - KCR

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31
General Discussion / Soft cap/hard cap
« on: February 10, 2020, 04:44:28 AM »
So, if i understand correctly, with changing hard cap to soft in the next release, it will allow me to choose from all the salvageable ships after battle? So, basically, it's just for fixing the salvage bug, because we already know, that bringing ships above the limit will cost you crazy amounts of supplies/fuel.

What i think about it, is that this bug feels for me like not a bug at all! I mean, yeah, after bringing 30 ships to a very tough battle maybe you will want to salvage some of them for you, idk, like trophy or fleet strengthen, and i'm okay with that, in this case, new soft cap will be just what it's needed to be. But, what i'm concerned about, is that i like the currently implemented system, and it's gonna be changed in the next release.

I'll make some examples for better understanding.

First, we've got some custom mod-added bounty with unique ship, idk, like Vayra or IBB. So, if i want to acquire this unique ship, the first thing that i will consider is that i need a maximum battle-efficient fleet with a lot of free slots in it for more chances to salvage this unique ship after battle. For most cases, i usually make 14-16 battleships and 3-4 logistics, resulting in total 18-20 ships per fleet. And here is the main point. Even if after battle i will not get a chance to salvage this unique ship, i'm totally okay with this. Because, it's already been a tough and interesting fight, and if i didn't get it, well, better luck next time. It's like, you know, a raid boss in some mmorpg, where after destroying him, you will 100% get an item, but will this item be worth it, or will it be some common or underlevel garbage only gods know. The same logic applies here, at least for me. I will be 100% happy if i will get the ship i wanted, but if not, then okay, that's fine and i'm totally okay with it. It's like, you don't know what you gonna get after this battle + if you want to have bigger chances of acquiring something, you'd better consider leaving more free slots for more chances! And if you leave more free slots, then you must make maximum efficient ships, and i think that's really great, when you need to think more of what you need to build and bring with you and in what amounts. It adds a lot of immersiveness, for me at least. If i will know, that i will have a 100% chance of acquiring that ship, idk, it becomes not so interesting, i guess? You just bring all of your big guns and destroy whatever was that bounty for, and then get what you want. Not so cool, imo.

Second, we are on a conquer mission. Our goal is to destroy all Hegemony colonies in some system. So, here is some things. The first thing is, if i'm going on a conquer mission, then i'm already have enough firepower to defeat my enemies, or i can just simply "print" new fleets right away, so there is basically no need in restoring defeated ships. The second thing is, if i'm on a conquer mission, and i'm fighting some big and tough fleets, i'm 99 times out of 100 will salvage all salvageable, just to get all possible supplies and stay "on air" more before landing to restock supplies. So, there is no need for ships recovery on such missions, for me at least.

As you can see, in both cases, imo, soft cap is not so important? Well, what am i afraid the most is that with soft cap releasing in next release, it will break those, idk, magic and exciting moments of guessing, will you get the ship you want or will you get back home with empty hands. Because now you will get like a much more better chance of acquiring what you want. I understand, that this is an old complaint and by making this it becomes more "new-player" friendly. Well, what do you think of this improvement, and, what do you think about cases that i described? Thanks in advance and feel free to discuss!

32
General Discussion / Re: Question about battle size limits
« on: February 10, 2020, 03:40:36 AM »
Yeah, but still, i'm feeling more confident when there is more than 2 ships on my side. So, as i said, you should find your own "golden mean".

33
General Discussion / Re: Question about battle size limits
« on: February 10, 2020, 12:38:22 AM »
Well, at the start of the endgame i raised the battle size limit to 500, and, tbh, i think it added some balance. Now the battles has become more spectacular and massive, but the most important thing is, if you get outnumbered, you still gonna have nice chances. Basically, at 300 battle size, if you get heavily outnumbered, you get only 100-120 DP, if I remember well, while your opponent gets 180-200 DP. Sounds tough, isn't it? It's like 1 cap + 2-3 cruisers, while opponent can go for 2-3 cap + 3-4 cruisers. This is getting even worse with the REDACTED in their High warning beacons.

Then, there is 500 battle size limit. If you get heavily outnumbered, you are still gonna get 200 DP, and that's more than enough to deploy your main strike forces (2-3 caps + a bunch of cruisers/destroyers, idk, i usually deploy about 10 ships). Seems more fair, right? Well, after playing a lot of tough battles on 300 battle size (because i don't bring a lot of ships with me and prefer to have a lot of opportunities to post-battle salvage), 500 battle size seems just like what i was looking for. So, what am i trying to say. Battle size limits, heh, you better find yourself what suits you the best.

If you care about performance, well, currently i'm playing on some old laptop + added a bunch of mods, and, what was a surprise for me, didn't notice any changes. All remained as-is. But, to be fair, Cabal carrier swarms are making some bad things to my fps, but these are rare.

34
General Discussion / Re: Good Combo of Ship Mods?
« on: February 06, 2020, 11:59:35 PM »
On Starsector wiki there is a guide by Vayra about modding, check it out, it will help you a lot. And about blueprint research, i don't remember well, but i think that there is a mod that adds some sort of what you mentioned.

35
General Discussion / Re: Good AI ships
« on: February 05, 2020, 05:49:03 AM »
Well, i'm not a pro at all, but after playing some games, i could give you some advices from the "newbie" perspective. As you mentioned, Eagle, Hammerhead and carriers are good + as was mentioned, capitals. From my side i could add: Aurora, AI uses plasma jets a lot and that helps a lot, even without it's still a very powerful offensive ship (the most heavy pain in my back was when i attacked big tri-tachyon fleet with 4 Auroras in it, and enemy deployed it right in the end of the battle, where i was left with some big and heavy and slow ships, that just physically couldnt catch Auroras), Medusa (it's like Aurora, but smaller in all aspects + with different ship system, still performs nice), Sunder with Autopulse Laser (there are better options, i agree, but for start of the game or midgame it's a very considerable option), Doom in AI hands makes immense impact (but aggressive/reckless officer is required for maximum FUN), Dominator can be good, but can not, Apogee with Steady officer is really nice. That's all that i found "good" for me in last playthrough.

36
General Discussion / Re: Your thoughts on Odyssey with 2 TL
« on: February 04, 2020, 07:13:26 AM »
Yeah, you got me right. I just like the whole idea of dealing BIG amount of damage in little amount of time, like TL does. It's pretty sad for me that this is the only option and there is better options in general.

37
General Discussion / Re: Your thoughts on Odyssey with 2 TL
« on: February 04, 2020, 06:00:23 AM »
Ah, broadside capital's fight, looks awesome! Just like i imagined! Hoh, only for moments like that i will try to learn how to efficiently pilot Odyssey with Plasma's, or even Conquest (still a bit hard to figure correct build due to it's versatility, but i guess 2 Mjolnir's for start will be good). From this perspective it's definitely nice. Thanks for the video!

38
General Discussion / Re: Your thoughts on Odyssey with 2 TL
« on: February 04, 2020, 03:40:08 AM »
Well, i gave Odyssey with 2 Plasma's to the aggressive officer, and suddenly he somehow performs better than me. Maybe it is how it should be, well, then i'll just leave it be, i guess. Maybe i should try to sit on Paragon with TL's and see how far it goes, but i don't really like to pilot it myself because of it low speed and maneuverability. Then, here is a question. Is there actually some ship, that can fit TL (or more than one) on it, and it's not Paragon? Like, not just fit, but be efficient with it. Sunder comes to mind, but that's not a bit what i'm looking for. If i remember well, Apogee can fit one Large Energy.

39
General Discussion / Re: Your thoughts on Odyssey with 2 TL
« on: February 04, 2020, 12:01:43 AM »
Well, i've tried to play a bit with Plasma's, aaand, well, ye, it improves my combat outcome at some point. Also, tried to combine 1 plasma + 1 TL, and it feels not so bad, i guess? Still don't like Plasma's. Maybe in 1v1 tango-duel it can be good, but in my current playthrough, i have about 20 ships in my fleet, including 4-5 service ships. And when it comes to fleet battle, i'm always outnumbered, so, it's basically never 1v1. That's why i tried to play with TL, because of high burst to quick destroy. Hm, but now, then i actually think about it, i wanna try something. Still gonna sit on Odyssey with 2 TL, but gonna add 2 Sunders with Plasma's to help with quick assault on something well-shielded.

40
General Discussion / Re: Your thoughts on Odyssey with 2 TL
« on: February 03, 2020, 03:14:18 AM »
I agree, but i think that Paragon is more of a ship that just sits tight and destroys everything that comes in range. While Odyssey is more like going forward with the vanguard forces, distracting some cruisers/carriers with it's presence and "dance with them till someone falls dead". At least, that's how i'm playing it right now with 2 TL. To be honest, if something big and scary comes to the battlefield, then i manage to regroup and pick some Aurora/Doom with me. Also, at least in my current playthrough, Paragon is pretty rare, while Atlas/Legion/Onslaught are just everywhere.

41
General Discussion / Your thoughts on Odyssey with 2 TL
« on: February 03, 2020, 02:40:03 AM »
So, played some time with this ship, trying different loadouts. Aaand, i actually think that packing 2 Large Energy with Tachyon Lances is pretty damn good. Adding to this great Odyssey maneuverability, and you get a very deadly capital ship, that can FLANK almost everything with same sizes and lower. So, your thoughts on this thing. I just find this really enjoying to play, you know, maneuver around and dealing some pretty good damage. Or maybe you know some loadout, that is even more deadly/maneuverable, or maybe i'm doing a mistake and with bringing another loadout Odyssey can become even more dangerous and flanky? So, feel free to discuss and thanks in advance!

42
Well, my first ever colony was just a solo Terran world with 50% hazard rating (+cryosleeper in that system). After putting some money, time and effort into this colony, it started to make something like 100k or something, so basicall it was enough to go and continue exploring. So, what do i mean by this, is that all resources in one system is nice, but not always necessary. You can find some lucky spot and raise to max, and then you can go and find places to fill in empty resources stocks. So, i would pick third variant.

43
seems cool always up to new factions and stuff but i wonder how balanced the ships/guns will be.

before anyone shouts me down just keep in mind if a specific faction is too strong it kinda pushes people away from using other faction ships
Well, i think it's not always as you say. I personally try more roleplay, rather than just see what ship has more high numbers. For example, there is a ship in Tyrador Safeguard Coalition mod, Halberd if i'm remembering well. So, if i have a playthrough with this mod enabled, i'm starting to farm/find it and when i actually find it, i just play on it for the entire playthrough. Because for me it's just a perfect match between capabilities, visuals and outcomes. And to be fair it's pretty balanced, there was a lot of time where i was shred into pieces by different fleets/ships. I just like the way it plays and the way it looks, like a perfect flagship for me.

Hope this mod will also bring something enjoyable to play with. Just by images i can say that it's gonna be an interesting experience.

44
General Discussion / Re: Conquest builds
« on: January 30, 2020, 03:17:33 AM »
Why is it even a capital then? I don't get the whole pirate ships bad so they must also have bad logistics. AI obviously doesn't care for logistics, except for burn speed. Then why make it unusable for player, it's not like it'll become the most overpowered capital then. It already has bad combat stats, so it makes sense it's a ''Conquest'' before the actual Conquest. You know, so a player can get a taste of the capital fleet action. Someone said this game is not an RTS so it doesn't need all units to be balanced, but come on what is the point of a big ship that only serves as a pinata?
Totally agree. Actually, on my first playthrough, after some time of learning the basics and playing a while with the mechanics, i wanted to sit on something BIG and see how fast the enemy will be shredded under the power of BIG GUNS. By that time, i didn't know, that i can raise stand with some faction to get access to their capitals, and, obviously, their ships will cost me a lot of money. And then the Atlas mk.II comes up on some pirate base. Big, cheap and have a nice ability to shoot more. What a nice ship, i thought. Well, i think you can guess the impression on my face, when my big and strong Atlas were torn apart by some Sunders flying around. And i didn't mention how expensive it was even to bring it into a fight.

45
General Discussion / Re: are colonies too profitable?
« on: January 29, 2020, 06:31:43 AM »
Oh, sorry for the inconvenience, didn't expect that to happen. In this message i was telling, that it was my first playthrough, so, it took me a lot of time to understand all mechanics and try to do something with them. When you start to understand it all, of course it goes much faster. Still gonna give pirates some nice blueprints and see how far i can go with all this "acquired knowledge".

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