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Messages - Warnoise

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61
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

62
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

63
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

64
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

65
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.

66
Mods / 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

67
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

68
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.

69
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.

70
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.


71
@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.

72
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.

73
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.


74
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

75
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?

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