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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Warnoise

Pages: 1 ... 10 11 [12]
166
Can anyone tell me how to beat a full stack of Caparice?

I can even approach them due to the sheer amount of missiles and other stuff they throw from across the field

167
General Discussion / Re: How to counter Carrier spam?
« on: September 13, 2020, 11:31:15 PM »
Onslaughts are some of the best choices for facing massed fighers actually. Load up on tons of dual flak, the Integrated Point Defense AI hullmod, Devastators in the side mounts, and the combat skill that grants +50% damage to fighters/missiles. Its not quite immune to fighters, but its darn close. You'll want to support them with interceptors - Sparks/Wasps/Talons in descending order of goodness (and availability).

The biggest issue with fighting enemy carriers however is AI: your own ships will be very unwilling to press. Using "Full Assault" helps, as does assigning eliminate orders. The best bet though is to just hop in an Onslaught yourself and burn drive through the enemy while cackling madly.

I tried to do that actually, but they have a fighter group that disable your ship when they got the hull. So when I rush with my onslaught to the enemy Astrals, my ship just gets disabled then I get absolutely demolished by a rain of missiles. :(

168
General Discussion / How to counter Carrier spam?
« on: September 13, 2020, 09:17:46 PM »
So I am fighting Tri-Tachyon, and one of their invasion forces has only carriers. 5 Astrals, the rest are assortment of Heron and Dovers.

For the life of me my fleet can't even approach them. Their Astrals just stay in the back demolishing my onslaughts with their bombers and interceptors. I tried to change the loadouts, but it was fruitless since my ships always end up overwhelmed.

Is there a decent strategy to counter mass carriers?

169
General Discussion / How do we make small ships useful?
« on: September 11, 2020, 01:06:27 AM »
In the current state of game, anything below frigate is a waste of money and resources.

There are some few exceptions that can fill a specific niche role, and that's it.

In general, small ships are supposed to be harrassers and cheap cannon fodder. But currently, they are not fast/nimble enough to dodge incoming fire.

This is why in my opinion, small ships should have their speed/maneouvrability to be increased overall. That way, they are they flank capitals quickly and become useful even late game as distraction since they can dodge better.

Anyone has an idea on how to make small ships more useful?

170
Hi, I am really interested in this mod, so I installled, and when i tried to launch a new game i get the below error

Spoiler
278336 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation cannot be cast to com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStationGD
   at data.scripts.GDModPlugin.onEnabled(GDModPlugin.java:160)
   at com.fs.starfarer.campaign.ModAndPluginData.notifyRunningWithMod(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

The list of mods that i am using:
Archean order 1..5
Better colonies
Combat chatter
Combat Analytics
Dassault Mikoyan 1.18
Diableavionics
GKsec
Graphicslab
LazyLib
Legacy of Arkogenesis
MagicLib
Nexelerin
ORA
tahlan
Tiandong Heavy industries 1.2.1a (disabled due to compatibility issues)
Vayra&s sector
Vayra&s ship pack
YRXP

171
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.13
« on: February 02, 2020, 09:59:07 PM »
Warnoise, all Kassadari ships have constant time acceleration. ANY weapon you put on them fires/reloads 10% faster compared to normal ships. And if their hull drops to 30% integrity, all weapons fire/reload 30% faster! The reduction in armor actually just makes it easier to achieve this! Not convinced yet? There´s a hullmod that instantly puts the ship in this 30% overdrive mode...but disables shields. Oh my, (almost) all Kassadari ships are Low Tech hulls with lots of armor, what a coincidence!

In short, these ships have the firepower of 2 or 3 normal ships combined. I´m not even sure if time acceleration affects turret traverse, flux dissipation and venting but if it does that is even more ridicolous! Not to mention the unique ship systems and the Kassadari weapons. The armor penalty is an incredibly small downside, so it makes sense that these ships are so hard to get.

Thank you for at least, unlike the author, taking the time to explain instead. I wrote the complaint because I didn't feel a difference in the battlefield but thanks to your explanation I will check carefully this skill in the battlefield.


172
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.13
« on: February 02, 2020, 06:59:02 AM »
The conquest is around 350k while the resteza is 1 million. Resteza is not a bad ship but for that price it is the minimum one could expect I think.

As about the rest, we are talking about hegemony design here (dominator, legion, etc...) Armour is literally their most important stat, and by nerfing it they get demolished very quickly.

Did you forget that normal dominator is around 160k? The gh variant is 600k!!!




173
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.13
« on: February 02, 2020, 02:45:23 AM »
I love the design of the ships that come with this mod but man what a disappointment.

When I finally got my hands on the antique sector ships, I was astonished by how weak they are compared to their prices. Not only they are only available full of d-debuffs, they also come with a big innate debuff that accelerates their cr drop and drops armour.

I don't know what the author is thinking when balancing them, but when I bought the dominator (it costs a whopping 600k) I was expecting a beast. Well no. It's just a weaker version of the hegemony dominator. Also the legion is over 1 million!! I still don't understand why it is that overpriced...

The ships look absolutely amazing and the weapons too, what a shame about the balancing. I hope the author either improves them or reduce their prices.

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