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

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Messages - Warnoise

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31
General Discussion / Re: The XIV is back with a vengeance
« on: January 10, 2022, 08:48:30 PM »
Alex needs to give the XIV Onslaught and Dominator heavy ballistic integration of whatever that hullmod name (the one that reduces OP price of large ballistic weapons).

It is sad to see the most effective onslaught build still being 90% point defense

32
General Discussion / Re: The XIV is back with a vengeance
« on: January 08, 2022, 04:53:19 PM »
Do you have a footage of you beating a full ordo with that? I don't know your build seems to be very flux hungry and Remnants love ganging up on slow ships and killing them one by one.


33
I gifted a planet to a faction thinking that it would help it. But unfortunately even after a year in-game, the factions hadn't built a single thing in it. Is that expected?

It would be great if factions build security and other economy buildings according to the planet resources

34
I hope Alex is checking this thread because I wouldn't want to see all this effort going to waste

35
General Discussion / Re: Shield Shunt 0.9.5.1a
« on: December 21, 2021, 04:40:26 AM »
Shield shunt is a meme hullmod that doesnt bring any real benefits. The only ship in the whole game that can equip and get small results is the onslaught (have to spend like 80OP worth of hullmods to make up for it though). Also shield shunt should oly be used by player piloted ships since the AI will just die with it.

36
General Discussion / Re: AI: Escort vs. Normal
« on: October 14, 2021, 04:02:18 AM »
Here's an advice: Ditch low tech ships. They have 0 chance against an equally equipped Remnants. Switch to Furies and other fast high techs if you want to win with minimal losses.

Setting aggressive/reckless to your low tech ships will only cause them to be kited then get singled out by the small ships. That's not a good idea on a ship without omnishield

37
General Discussion / Re: Ludic path .95
« on: June 03, 2021, 05:59:40 PM »
I was wondering how long it would take for someone else to also notice Luddic Path gave you bounties on Remnant Nexuses.

Now, if only both the Vanilla Path and Luddic Church did not get absolutely butchered by terrible ship variety/performance and Ill Advised Modifications wasn't crippling enough to make Ludd himself cry from the heavens, normal people would almost be tempted to make a Church/Path themed campaigns...

I actually just finished a Luddic Path campaign. Limiting myself to only luddic path ships. However I used Luddic path modded ships . It is the most challenging campaign I've ever had. Starting being enemies with everyone is difficult. But when you reach a strong point it feels rewarding. Strongly recommend

Did you also fall in love with the LP Tyrant from Vayra's Ship Pack? It's so good and tasty. I notice this is not the most recent sprite of the LP Tyrant but I could not find one on the forum and I had to type Luddic Path Tyrant on Google Images to find it.

For reference, not having it on speakers is highly suggested  :P

There's also a lot of great Luddic Church/Path ships from DR's Ship/Weapon pack too, don't forget your daily prayers to send off some Argent Energy to feed that lovable Trumpet-wielding Skeleton and help him in his coding toils and mod updating efforts  :P

You can listen to this on Loop one hour a day as a sobstitute to praying:

The LP tyrant is okish. It has unstable injector as built in mod which is not good on capitals. The best Luddic path capital (by far) is the Castella LP. That thing has luddic path written all over it because of how it works. But the MVP of luddic path ships is the Venture LP. Best ship in the whole roster.

38
Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: June 03, 2021, 09:16:10 AM »
Am I doing something wrong or Kadur small ships are abysmal?

Even with stabilized shield they get overfluxed way too quickly. Is there a hullmod or something that can properly cover that weakness? I can't take points in the battle because even a falchion can't beat a small frigate because of the shield stats

39
General Discussion / Re: Ludic path .95
« on: June 03, 2021, 02:11:41 AM »
I was wondering how long it would take for someone else to also notice Luddic Path gave you bounties on Remnant Nexuses.

Now, if only both the Vanilla Path and Luddic Church did not get absolutely butchered by terrible ship variety/performance and Ill Advised Modifications wasn't crippling enough to make Ludd himself cry from the heavens, normal people would almost be tempted to make a Church/Path themed campaigns...

I actually just finished a Luddic Path campaign. Limiting myself to only luddic path ships. However I used Luddic path modded ships . It is the most challenging campaign I've ever had. Starting being enemies with everyone is difficult. But when you reach a strong point it feels rewarding. Strongly recommend

40
General Discussion / Re: Super-mobilty on capital ships is cancer
« on: June 01, 2021, 09:21:16 AM »
I personally really like that radiants require some thought and specialization to fight. Same with tesseracts. You can't just spam whatever you want, you have to actually plan/optimize. I also don't agree that the only way to beat them is with high mobility ships. You can win with low/mid tech by focusing on kinetics and missiles which are the strengths of those techs. Thaago had a pure low tech fleet that was killing ordos.

With low tech you can only win against Ordos wimmthat have poor equipment. If you go against a full ordo that has decent equipment (sabots, needlers, tachyon, etc...) The radiant with his escort will destroy half of your fleet.

Low tech perform the worst against Remnant that's an established fact by now.

41
I'll save some time for those who are semi-interested. Dont join, its a bunch of right wing garbageholes posting offensive stuff.

Let people do their thing and you do your thing.

42
General Discussion / Re: Super-mobilty on capital ships is cancer
« on: May 31, 2021, 01:54:46 AM »
I agree. I dont mind it being 40dp, i dont mind it being tanky as hell, i dont mind it being able to delete an onslaught in 5 seconds with autopulse, but making it teleport multiple times in a row is too much.

43
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 30, 2021, 05:44:58 PM »
Hmm, why? I'm not saying it's a bad idea, btw, just in general, the "why" of an idea is... basically more important than the idea, really! A random idea is just a random idea, you know? But if there's a line of thought behind it, then that can help clarify whether it's a good or a bad idea, or perhaps lead to a discussion and something even better coming out of it.

Since the main problem of a destroyer with large mount is the extreme specialization, giving it extra emp damage as ship system would make it useful regardless of what large weapon it is equipped with.

So it becomes a destroyer that provides a two layered support: Large mount (i.e range) + EMP damage to harrass/disable stronger ships.

That makes it useful even in late game against redacted and other strong fleets.

44
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 29, 2021, 05:50:31 PM »
If there was a specialized low tech destroyer with a large weapon slot I would give it a ship system that adds ion damage to its shots. Something like Ionized ordnance which adds X% of weapon damage per shot as ion damage that spreads through target's engines and weapons if high on flux

45
General Discussion / Re: Rate my Legion, other ideas
« on: May 28, 2021, 06:17:01 PM »
If you're gonna do that many points on vents then I'd advise to go for long range medium weapons instead

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