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Starsector 0.97a is out! (02/02/24)

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Messages - Warnoise

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136
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: March 09, 2021, 09:48:31 PM »
When talking about Onslaught I meant indirect buffs as well. Devastator and Mark 9 are both buffed, heavy armor hullmod is buffed, shield removal hullmod is added, that kind of stuff.

Then again, looking at those new phase AI gifs, I don't want to even try anything without 360 shields.  :D

Shield removal hullmods in general should not cost op. Removing shield is a huge debuff already that forces the player to use tons of expensive hullmods.

137
Mods / Re: [0.9.1a] Tahlan Shipworks 0.4.1
« on: March 06, 2021, 06:01:25 AM »
Where do you guys find the regalia blueprints?
It's a specific exploration content thing.
Spoiler
There's a particular ship you need to find and recover and then keep in your fleet for a while; its location is randomized, but at least somewhat predictable.
Spoiler
Check black hole systems. Thoroughly - the Halbmond will turn up in one of them somewhere, but it's frequently well away from the central black hole.
[close]
[close]

Spoiler
I checked all black hole systems and the only ship I found is one with a German name (rigveza or something like that) which didn't give me the option to recover.

Is the ship only on black hole systems? If yes, do they usually spawn near planets/wormholes or in some random spots in the system?
[close]

138
General Discussion / Re: How do we balance fighter spam?
« on: March 04, 2021, 01:10:46 AM »
I forgot to mention that fighters tend to flank you from your unshielded side which adds more to their cancer xD

But personally the thing that needs to be addressed the most is small fighters which are barely visible which could block big projectiles.

Also the speed at which fighters respawn is pretty fast. Chasing a Heron feels like a huge chore from the sheer speed+wave after wave of fighters.

PS:Thunder is the most ridiculous of the bunch. That thing was especially designed to reduce the lifespan of players from sheer frustration

139
Mods / Re: [0.9.1a] Tahlan Shipworks 0.4.1
« on: March 02, 2021, 04:25:29 AM »
Where do you guys find the regalia blueprints?

140
I have some questions:

-Do AI factions build new buildings? Because even pretty far in the game there are many AI colonies with 1 or 2 free building slots

-Do AI factions attempt to increase the growth of their colonies?

-Do they attempt to upgrade/build battlestations? Because even pretty far in the game there plenty of lvl 5+ colonies still with orbital station.

Amazing mod btw so I wish the AI will be better at managing their colonies

141
General Discussion / How do we balance fighter spam?
« on: February 28, 2021, 10:44:01 AM »
Fighters now are the by far the best in terms of cost/performance. They play so many roles that having (a lot) of them in a fleet is a must:
-They bomb targets without worrying about ammunition
-They can block incoming damage. Especially incoming torpedoes and other high damaging projectiles
-They can aggro AI turrets, leaving your actual ships safe from damage
-Fighter spam will melt absolutely anything without having to worry about ship losses

Seriously, every playthrough I found myself changing to fighter spam fleet without realising it. All that because fighters so much better than anything else.

I am aware however that they are in a delicate place currently, but for a start I wish at least they don't stop non pd projectiles (unless they are heavy fighters) because having your torpedo getting stopped by a small spark is kind of frustrating.

142
General Discussion / Re: Is this game dead?
« on: February 23, 2021, 05:08:32 PM »
I'm still giggling at the assumption that putting pressure on a small developer is going to lead to 'hiring another full-time junior dev @ $60-80k/yr' vs. 'throwing a few more bucks at David + mmmaybe hiring a part-time $18k/yr community manager, and making some minor content updates every three months'.

There's a lot that Alex could do to placate this kind of sentiment with busywork updates that would actually increase the total dev time and make finishing the project more precarious. Star Citizen has raked in an absolute buttload of cash by building the infrastructure for making those kinds of trivial, frequent updates over a bare skeleton of actual development - sometimes no development; count the ships that have been sold to players and still can't be flown - and there are single Star Citizen ship purchases that handily outstrip the amount everybody even reading this thread has paid Alex for Starsector.

Which game would you rather play?

To be honest taking a scam as an example doesn't really help the case you're making.

This update is taking more than 2 years. I personally think Alex is taking his time with this update maybe for personal reasons that he doesn't talk about, but I refuse to believe that an update of a game like starsector would take more than 1 year unless Alex is adding some totally new mechanics that require tons of work or developing some military grade AI for this update.


143
General Discussion / Re: Big surprises remaining for 0.9.5a
« on: February 19, 2021, 01:14:15 AM »
Of course. The release date! Your great-great-great grandchildren will be thrilled by it!
Now, that's just mean :P

To think that when this game Was released I was still in high school...holy hell...

144
General Discussion / Re: Is this game dead?
« on: February 19, 2021, 01:12:28 AM »
This is an even better troll than the recurring "Conquest is better than Onslaught" thread. Congrats, OP.

Are you attempting to start a flame war?

Because OP's concerns are legit.

145
General Discussion / Re: Is this game dead?
« on: January 25, 2021, 04:49:20 PM »
@Helldiver

Don't know what kind of games you play but calling Starsector a "paid demo" is hilarious to me. Sure it has issues and holes to fill, but it's straight up more polished than most big budget games I played in the last couple of years. Also what's the logic behind it being free lmao? So what it takes a long time, there's plenty of similar games like it and the devs surely aren't just gonna give their hard work away. If you don't like waiting then play live service games with monthly updates that break more things than they fix.

Why are you automatically jumping to the other extreme?

It is either 2 years per update with no bugs (which is not real since bugs will always be there) or 1 month with game breaking update?

There are games that have steady updates that don't break the game. People are not asking for a monthly update after all.

146
General Discussion / Re: I had to stop reading the .95 patch notes....
« on: December 07, 2020, 11:44:08 PM »
Maybe in 2034 it will be released

147
General Discussion / Re: Number of Versions to 1.00
« on: November 07, 2020, 04:51:08 PM »
At this rate we will get to version 1.0 in around 2036

148
General Discussion / Re: My fleets struggle versus carriers
« on: October 22, 2020, 09:51:54 PM »
When I deal with redacted fleets I usually nullify the issue by fighting fire with fire by doing the simple thing of and replacing all fighters on lighter carriers with sparks. Usually go with 12-15, but sometimes more if I have the slots.

Doesn't that work on literally anything?

149
General Discussion / Are low tech ships supposed to be the "lowest"?
« on: October 19, 2020, 02:18:38 AM »
Currently, I have a feeling that overall, High-tech and mid-line ships are better than low tech. Not only they have the best ships (doom, astral, paragon) they have also better fighters, better dp and also better survivability (shield+speed).

Meanwhile low tech ships feel like playing the game at a harder difficulty. Anything below destroyer struggles against mass salamander. Fast fighters like the thunder are a bane for low tech ships. Sabots also are 1 way ticket to overflux city whenever they target a low tech ship since it outranges most of the ballistic PD's.

What I want to say is, low tech ships are designed in a way that makes them have tons of weaknesses. Very few low tech ships standout compared to mid tech and high tech.

Is this by design?

150
You can already give the planet to your commissioning faction after creating a colony (talk to the admin that spawns on comm board after undocking and redocking), then buy the governorship for 1 credit.

Does the AU upgrade commissioned planets?

Tmi gave a planet to the Tri tachyon and even after about 100 cycles it still didn't uograd the battlestation

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