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Messages - Warnoise

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31
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

32
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

33
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.

34
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.

35
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.

36
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.

37
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

38
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

39
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 28, 2021, 04:53:45 PM »
(Half-thinking of a low-tech destroyer build around a large slot - sort of a Sunder in that sense, but with some things that make it a different concept...)

Full-think it! Vanilla needs a couple more large ballistics imo and upgunned destroyer is a lot of fun for the player.

I'd love to try the damper-shields on a couple of low tech ships. It might be a bit much on an Onslaught like you said, but on a Dominator? That definitely might make the 25 DP seem more worth it! Very excited about the changes.

Enforcer XIV should have 1 Large 2 Medium and 2 small ballistic mounts imo

40
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 28, 2021, 04:30:54 PM »
I wish the new damper shield stuff would also be equipped to the onslaught and the domknator. Or perhaps could be added as a hullmod

41
I was bummed when I heard about the new low tech frigate tbh. I would have loved something that slows enemy ships (like launching some sort of giant grappling hook into enemy ship and hinder it's movement) so it at least it offer some interesting support which diversifies the low tech archetype.

Currently it's all burn drive, ammo feeder and damper field.

I am looking forward to changes to Burn Drive nonetheless.

42
Modding / Re: [0.95a-RC12] Missing ships mod
« on: May 28, 2021, 05:36:37 AM »
I think there is a problem with the Colossus (A), despite being a civilian ship, it always gets deployed by the AI in battles with officer like a regular military ship

43
Suggestions / Re: Atlas MK II, Prometheus MK II, and Buffalo MK II
« on: May 26, 2021, 06:22:35 PM »
Also Prometheus mk2 and Atlas mk2 should have built in militarized subsystem

44
Hello, so i bought onslaught xiv and i cant find good build for it. I realy like ramming manouver and i dont know what do i should use for escort. I have few ventures, enforcers and 3 hammerheads.

My build for onslaught xiv:
4x annihilator rocket pod
5x heavy autocannon
4x heavy machine gun
6x vulcan cannon
1x storm needler

Reinforced bulkheads
Expanded missle racks
Heavy armor
Flux distributor

I havent got skill that add more ordenence points

The problem with filling the 3 large weapons spots with large kinetics is that it leads to the eternal flux trap that many people fall into when they field an onslaught in a fleet fight.

Your build is good, the only thing I would suggest to replace unsteady is the storm needler by a hellbore cannon

Currently the storm needler isn't a great weapon for its price, so you can put in integrated point defense with the spare op you'll get.

45
General Discussion / Re: The Frigate Bias
« on: May 24, 2021, 08:56:13 AM »
Currently speed>>>>anything else.

The game now is all about speed. You have fast ships with decent shield? GG enjoy your easy mode.

Even the AI behaves way better when piloting a fast ship. That's easy to observe when fighting remnants.

Currently the balance is in a very bad position. I have a feeling that it reached a point where changing numbers can't fix it anymore.

Frigates feeling strong is due to the speed meta the game is promoting now. Why have a dominator when you can have a bunch of scarabs which not only can tank better thanks to their shield+speed, they also can dish out some nice sustained energy damage to harrass and disable strong enemy ships. Who needs an Onslaught when you can an army  tempests or TT brawlers which can swarm anything and destroy it?

The worst part is, the skills Alex introduces made things even worse. They pushed the meta even more towards speed.

There is simply no counterplay against speed and that imo should change if we want a more balanced game.

PS: Energy weapons are also more powerful than kinetics weapons.

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