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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Messages - Albreo

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Can you also take a look at the Phase Mastery skill? I don't think 50% Flux Threshold before speed reduction is being applied properly. The top speed is still reduced immediately at the start of the phasing or did I misunderstand something?

Which drone carrier was it? I'll try and reproduce it when I'm off and see if removing any of the tags fixes it. I'd ideally like to use the tags, but I cant bring this up to Alex without having more specifics.

This happens on Effulgence. It was quite a big fight with 6 invasion fleets, so, the CR ran out and I was forced to send it back. I might also tap the retreat button too many times.

Had one crash so far. Trying to retreat my drone carrier from combat. Not sure if it's related or replicable. Also, REDACTED can somehow equip Shadowloard and Apocrypha even though both require pilots.

1032240 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at java.util.HashMap.put(Unknown Source)
   at java.util.HashSet.add(Unknown Source)
   at Source)
   at Source)
   at Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

So, you adopt the Hurricane approach for Thunderbolt as well. I think it will do but can the sub missiles despawn a little later. I want the leftover to be able to smash into ships in the rear. Also, in one instance of firing at a backtracking ship, the sub missiles stop working before it reach the target.

The new Annihilator is pretty cool and strong. Although it misses a lot, like half, it's great at suppression.

The Breach pod is too expensive performance-wise and also clashes with a lot of other options. I think it can have the corrosive mod build in.

Initial observation report:

The current mine ability is too strong against crafts. The AoE is very large and can wipe an entire chunk of crafts from the screen. Effectively rendering carrier ineffective. While craft should be the best option at chasing Phase ship down. Tyrant's mine skill is also excessively fast. Fighting Andamatine will be a nightmare now. IMO, the mine ability should be reserved for frigate or destroyer class phase ship only. The mine should be smaller in AoE and move toward the target as in the vanilla setup. Doom And Tyrant should have something else.

AI still fires Atropos at crafts wasting a lot of ammo.

Hurricane MIRV's second stage lifetime is too long the missile can circle awkwardly around a small ship for a few laps.

Megalith raised shield's flux is supposed to be zero? It is now... very strong. I will try to abuse it as best as I can.

Hurricane's submunition turn rate should be nerfed by a lot. It doesn't look good if it can even turn around to hit the engine. Hopefully, it won't be too effective on a fast smaller ship. You could consider it as a fire support weapon now and bump up the flux/damage ratio to be in line with artillery. Also, do test in presence of interceptors as well.

Torpedo spam is a thing..., well I believe, reducing its charge by half would be a good starter. So, you're going to have to use the hull mod to bump it back up.

Missile interdiction hull mod: No love for beam? I think the damage reduction and flux increase are quite excessive, I can't come to terms with it. I mean it is only supposed to reroute the power. Reduce the fire rate some more instead and maybe prevent the ship from equipping medium size and larger non-PD weapons? Can it be done with Hull mod? For example, double the cost to equip. Or half ship flux pool.

Is it possible to have a missile to missile PD? Will it be too crazy on CPU?

General Discussion / Re: Colonies: Which would be more profitable?
« on: February 04, 2022, 07:21:03 AM »
I usually don't spread my colony that wide. Absolutely a nightmare to take care of.

As for commerce I usually build it last after 7 pop. Unless I have a Holo-thing, others industries are more important. But to maximize the colony profit you're going to need at least a free port or commerce always. If you plan to make a huge profit then you can try putting both free port and commerce on your best colony but you're also going to need a Domain Com-relay to do that.

General Discussion / Re: what DP settings do you play on?
« on: February 04, 2022, 06:59:44 AM »
Imagine if Starsector could use more than 1 CPU core...

General Discussion / Re: Do extra pirate bases spawn in 0.95.1a?
« on: February 04, 2022, 06:56:45 AM »
One thing to point out is that the pirate base always spawns with -1/10%, level 2 and 3 is them growing up by being left alone. As for the early pirate raid, that's actually strange. Are they targeting other factions in the same system as yours?

I use this one before but I can't find a way to tap into the game screen lol.

If it wasn't so time consuming to make them, post them and link them, etc, I'd make a demonstration video because I think they look really cool now. I'll use the time to continue to balance instead.  :P

There actually a lot of utility programs out there that can capture GIFs directly from the screen. I believe it would be a lot quicker than uploading a video.

I noticed I rarely use any of the small missiles. It seems to stem from the lack of small missile slots on capital class. What do you think about having some of the small ballistic and energy slots become hybrid? Of course, it doesn't have to be available on every ship. On other hull sizes, if the slot is too few, I also won't feel like using the missile much. I would just slap some PD missile, Ion torp or Shockstorm.

Also, to comment on a few missiles that I deem poor:
Hivemind has very poor performance. It's good that it shouldn't be spam able but it also barely hit anything. The bomblet is too fragile and can be easily intercepted by craft in a big fight. Flux cost to performance is also undesirable.
Cloudburst is very problematic. It seems that AI doesn't like to use it much. I have tried various ways to coax it to use. Seems like, the only way is to pair it with other weapons and force fire together. A longer range around 2000 would be preferred.
Hurricane also suffers a lot like Hivemind. It's easily intercepted couple with a slow rate of fire. The point of intercept for this Hurricane should be when it's still whole. Once split it should barely be interceptable. The mini-missile also doesn't look imposing, unbefitting large weapon. If you could make the white trail slimmer plus more prominent and the speed extremely quick. It would look cooler.
Fury flux cost is a tad bit too high IMO. I tried using it a few times and it doesn't worth it.

The problem with Apocalypse doesn't lie with players but AI. It will shoot those until its flux bottom out and die in a flash due to flux overload. Since AO ship is also paper-thin, it doesn't help out. It's a long-standing issue and he's trying to fix it. But boosting Dissipation and flux pool really going to be hard to balance in my opinion.

Revenant is fast of course it can kite slow stock Onslaughts with ease. For Megalith, my Legion can snipe it with no damage. It's all depends on loadout and your understanding of weapons. And these stock ships tend to be milder at my request else the players won't feel good being able to beat it with their own loadout or being able to make a stronger ship. Due to that, stock ships tend to be filled with a lot of PD so that their damage won't be too crazy. Talking about Obliterator, no, it's still not the strongest weapon. There's another one in plain sight. Super strong when arrange correctly.

Now on to missiles, it is indeed correct that missile has to be fired in huge volley to make it effective. It really won't shine in a 1v1 situation but in a big battle where most ships PD are occupied, these missiles can output insane damage in a single volley. Also do keep in mind that this mod is vastly different from vanilla. Fire support is a thing. The battle is consist of the front line and the backline. It's very distinct in this mod.

Squall, with the current interdiction pattern, is already strong in itself. In a 1v1 situation, it's pretty much the deciding factor by preventing the enemy ship from retreating and also making them rotate awkwardly so that some weapon can't be pointed at you.
Harpoon is my favorite right now. Putting 4 of these on Astral and watching it wreck an entire battle with fire support. Simply MVP in damage contribution.
Atropos can delete a capital ship in one salvo. I put it on my Executor. AI generally knows to use it well when the shield is down.
Thunderbolt is also very useful long-range fire support. Don't have to be fired in salvo at all.
Sabot combined with Ionized Warheads Hull mod is probably the most OP thing you can put on your ship. Perma EMP stun lock. Don't talk about 1v1 you can go for 1v4 instead.
Rupture, good stuff, no flux cost. This is the best missile for Doom.
Shockstorm, very strong shield breaching burst missile. Useful for frigate->cruiser.

So far from tests I think the Megalith is fine, but I may have to nerf the Apocalypse Cannon and its heavy variant. They are too powerful when they can be continuously fire. The question is whether to nerf damage or range.

I prefer damage reduction. Less damage means less flux and is more manageable by AI.

Only the ship with the (D) variant can spawn with D-mods somehow while others can't. This issue still persists in .1a version tested without Nex. Some pirate variants that can come with D-mods are missing from codex? While Atlas Mk.II that's in the codex can't spawn with D-mods. It might have something to do with the forced apply ship variant or possibly the no auto fit tag preventing D-mods from being added during generation.

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