Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Warnoise

Pages: 1 2 3 [4] 5 6 ... 12
General Discussion / Re: Ludic path .95
« on: May 23, 2021, 05:50:11 PM »
I think luddic path aren't well exploited. It would be great if they could paid and be used as a mercenary fleet that follows you around or attack a certain colony.

@Thaago: Other than Heavy armor for things like Onslaught, dominator and Vulture, I always put Armored weapon mounts, Integrated point defense. For destroyers and cruisers I add insulated engine because salamanders sometimes outrange the dp and hit the engines.

With a low tech fleet, late game enemy fleet are beatable but it really depends on the enemy loadout RNG.

One day I had an enemy Radiant with tachyong and Autopulse and sabots. It almost soloed my whole fleet of Onslaughts and enforcers with best weapons possible. At the same time my fleet beat remnant fleets which have poor build with moderate losses.

However I tried to do a 1mil Remnant bounty (they have a tesseract with them) and I gave up after about 4 tries. They always end up swarming my ships and pick them off 1 by 1.

General Discussion / Re: The Frigate Bias
« on: May 20, 2021, 07:10:33 PM »
I think it is a decent balance to see frigates being able to swarm and kill capitals. However, a frigate shouldn't be able to outdamage or outflux a capital in 1v1 face to face fight.

The problem here is that numbers sound good on paper but they don't reflect what happens in field. For example, on paper, armor sounds good. Having a strong armor is nice. However, in order to make armor tanking you need about 4+ hullmods meanwhile ships with strong shields or high maneuvrabiliy won't bother with that, instead they use those precious op in more effective stuff that help them kill things faster.

Additionally, the biggest reason why armor stat is useless is simply because the AI doesn't use it. For example, a dominator with all the tank hullmods of the world will still stay useless because it used its shield to tank a couple of sabots and go overflux, and unlike high/mid tech ships who can quickly retreat when in high flux situation, ships like dominator will stay there helpless eating shots.

Without hullmods, mid/high tech ships are objectively better than low tech ships in field. That argument has been made countless times. However, since currently all hullmods and weapons can be equipped by almost any ship, that disparity in competence won't disappear.

I wish Alex made some low tech ships with extra layer of armor that needs to be destroyed before its real armor is exposed (like the low tech star fortress), that way Shield shunt would have been much more useful (currently only one ship in the whole game can equip it And that is the onslaught).

Or give low tech better flux stats (by that I mean higher flux stat per op) that way they can be competitive.

There are 3 ways of tankiness now: Shield, Speed and armor. The only tank stat that doesn't have a ship system is armor. ok we can arguably count dump field in there, but that thing is for armor and hull and since it *** down weapons it is mainly as a "survival" tool rather than offensive tanking tool. So how about Alex introduces some armor related ship system that help offensive low tech ships?

I always compare low tech ships to Soviet tanks. Things like the T-55 or T-62 might not be the best in terms of pure stats, but their cheapness and high tolerance to extreme modifications make them one of the most of effective tools of war. I wish Alex uses that as reference to introduce an interesting mechanism for low-tech ships.

Mods / Re: [0.95a] prv Starworks v21 (2021-05-08)
« on: May 20, 2021, 05:48:17 AM »
You need to field some flamma's. Put them in the front and nothing will reach your big ships. Those little fellas are super OP

I am commissioned to Luddic Path and I am 100% with them yet I still get luddic path cells incidents. Is that intended?

Is it possible to disable luddic path cells in my base?

General Discussion / Re: How are you supposed to beat redacted now?
« on: May 19, 2021, 11:03:15 PM »
Remnants will pick your ships one by one of you field slow fleet.

I managed to beat them (with destroyer losses) with 3 XIV Onslaughts, 2 XIV Legions (with sabot and Atropos bombers), 2 XIV Eagles and the rest are XIV enforcers with sabots/Atropos.

If the remenants come well equipped (Techyon, sabots, needlers and other good weapons) then even with best low tech fleet you will struggle

Mods / Re: [0.95a] ScalarTech Solutions 0.7 - Ready for the future
« on: May 19, 2021, 01:52:08 AM »
This faction has an amazing design but balance-wise it is too strong. Their ships themselves aren't that op (except their battle carrier which is nimble like a destroyer and hits like a truck) but heir weapons are insanely powerful and their fighters (and especially bombers) are utterly broken.

I am curious about what is their weakness?

Mods / Re: [0.95a] Kadur Remnant 3.2.3 - life support 2021-03-27
« on: May 18, 2021, 09:47:32 AM »
Kadur remnants always get decimated early game :(

I didn't even have the opportunity to check their ships

Mods / Re: [0.95a] prv Starworks v21 (2021-05-08)
« on: May 18, 2021, 08:20:10 AM »
I just fought against prv and they felt even more difficult than fighting remnants. Tanky shields, insane weapons, very high mobility and some crazy time manipulation ships systems.

I wonder what their weakness is :/

Low-tech will never be as useful as Mid-tech or High-tech ships and here's why:

High-tech: They have high shields, speed and very useful ship system. They also have special purpose ships such as Phase ships

Mid-tech: They have speed, weapon versatility and also very useful ship systems. They have special purpose ships such as Gryphon (missile cruiser) and monitor (tanker)

Low-tech: They have missiles and armor and crap ship systems (the only useful one is dumper field and it is given to a carrier lol)
Low-tech don't have special purpose ships so you simply can't make a competent late game fleet with them. Also, armor and missiles are the 2 things the AI is the worst at using. When you see your fleet dumping half of their loadouts on a kite, you know that missiles aren't the strong point of the AI. As about armor, that is one of the most useless stats in the game. In a fleet Vs fleet battle, shield is by far more important than armor. Also, armor value is only significant when it reaches above 1k, below that the ship will still get melted by late game threats. On top of that, in order to make a low-tech ship competitive, the player gotta fill it with hullmods to the brim, whereas high and mid tech ships don't need that many hullmods to be competitive

I hope Alex creates a low-tech ship that carries a special purpose (like gryphon, monitor, etc...). Something that has a ship system that slows down enemies would complement well the low-tech style.

Some do. It probably depends on various planet conditions. They'll even dismantle industries. As an example, I invaded Kazeron, put Orbital Works on it (or maybe it already had it), then gave it to the Indies since I wanted to chain raid their blueprints but needed a junk planet to do so. They immediately removed Orbital Works and started to put in a patrol HQ. The only structures on that planet were a megaport and the orbital works, so... why?

I see. My situation is a little different. I established a colony then I just gave it to Hegemony

When you gift a faction a colony, do they attempt to build industries in it?

I gifted a faction a colony but even after months passed they didn't attempt to build anything in it.

When I explore early game, I sometimes find an interesting thing, such as a derelict capital ship or something else that I couldn't deal with at that moment but plan to deal with it later. The current problem is that there is no way to "mark" these spots. Therefore, it would be so helpful to have a function on the map that allows the player to set notes on the map where he can write some information.

That way, later in the game we can set our own helpful information which I consider a pretty qol improvement imo.

Mods / Re: [0.95a] Mayasuran Navy 8.3.4 RC3
« on: May 15, 2021, 09:30:25 AM »
I stumbled upon one of the mayasuran ships, the Moa-class Cruiser.

That thing is OP as hell bro xD

Has insane weaponry, insane defense (8 small energy) and insane offense (2large energy, 2 medium ballistic, 1 medium missile and 1 medium hybrid) and to top it off fortress shield and all that for 25dp?

This is a capital ship in a cruiser package

Pages: 1 2 3 [4] 5 6 ... 12