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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Messages - Havoc

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16
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 22, 2021, 04:46:04 AM »
what linux dist do you use?

I'm playing on linux mint with openJDK  and ./ starsector.sh
it works but I can not switch to desktop while game is runnung
but no other issues yet (have not the newest patch but it is also .95a)

17
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 21, 2021, 10:06:09 AM »
I like the new patch
I know some are whining about the nerfed winbutton spark drover :p

had not so much time yet to test everything
improvements for me:
better enforcer^^, not overpowered but good
some new ships
new weapons( no idea how and where to use breach rocket)
elite skills with SP
SP evade scan/combat
more quests
contacts/friends
weapon/shipdealer

the only thing I would change is taking combat skill freely, so maybe only
Helmsmanship + Missle Specialisation


18
General Discussion / Re: stealth mission
« on: April 07, 2021, 09:04:37 AM »
I have 135 profile with the only stealth ship I can buy...still too much
I will try it with breaking something, after that maybe give up
there is also a convoy in the sector, maybe thats why so many fleets
but my mission ends 1 day after the convoy


19
General Discussion / Re: stealth mission
« on: April 07, 2021, 07:58:02 AM »
i have about 4 fleets nearby + the station
maybe I should buy one crap stealthship and put my fleet somewhere

41 days left
~168k credits

tried it for 1-2h :D

20
General Discussion / stealth mission
« on: April 07, 2021, 07:51:22 AM »
hi, i struggle finishing a pirate job
I have to deploy a probe or satellite for pirates in a impossible location



any ideas how?
my fleet is crap, I'm level 3 with 1 Enforcer, 1 Hammerhead, Condor, no phase ships,
all with insulated engines
about 225 with go dark
5 story points left

21
Discussions / Re: I’m working on a game, finally.
« on: November 17, 2020, 02:31:24 AM »
the flamethrower looks nice
what graphiclibs/language do you use?

22
General Discussion / Re: all pilums?
« on: November 06, 2020, 05:36:13 AM »
pillums are funny but too squishy, even borer dronres eat them
you need to edit its hp to have good rockets

but even a not all in pilum spam is nice
somehow it change the enemy ai behavior
it is like crowd controll, most of enemy ai is timid and try to avoid the pilum "minefield"

23
General Discussion / Re: Supplies Mechanic
« on: October 05, 2020, 01:44:26 AM »
try to not grow too fast.
in my first games I have recovered every single ship
better way is to recover only the best ships
avoid hight maintenace dmods.
repairing (also storms) costs supply.(there are skills to lower repairing costs)
Surveying Equipment will lower costs for surveying, try to get some shepherds.
Fleet Logistics is a good skill

24
General Discussion / Re: Maneuverability?
« on: September 25, 2020, 09:28:36 AM »
thank you ;)

turn rate:
Hammerhead 30
Dominator 12
Conquest 6

25
General Discussion / Re: Maneuverability?
« on: September 25, 2020, 09:11:24 AM »
so I have to stopwatch the turningrate of a ship? (...all ships)
e.g. hammerhead 10sec for 360° (don't know the number)
with +100% -> 5 sec

are no stats in some xml or json files?

26
General Discussion / Maneuverability?
« on: September 25, 2020, 09:01:25 AM »
Hi, can someone explain me maneuverability?

there is a skill Evasive Action 1 +50%
and a module Aux Thrusters +50%
shipsystem Maneuvering Jets +?%

but where can I see the base stat? Is it something with max speed?


how to compare Hammerhead/SO-Hammerhead to Conquest/Dominator?
edit:
question2 is strafe speed connected to max speed?

27
General Discussion / Re: How do we make small ships useful?
« on: September 11, 2020, 02:26:19 AM »
I tried an run with frigates only
in my opinion the only problem is cr

speed is ok with so and engine boost

it would be nice to refresh cr in combat on a capital mothership
like fighters to carriers

I made also suggestion for that in suggestions.
sure, you can edit fleet size , retreat frigate and bring new (same build) frigate in

if the speed of small ships is too slow for you, edit it
I think there is somewhere an configfile for that

(edit: i mean also ppt : peak performance time, which lowers cr)

28
General Discussion / Re: Seeds with Terran Worlds in Duzahk
« on: September 09, 2020, 02:27:12 PM »
(hope the thread is not too old)
have also nice seed in my enforcer sacrifice game:
MN-6628677078918939297
7 planets:
75% terran with +2 food,moderate ore,common organics
100% water with diffuse volatiles and +1 organic
third planet could be low gravity toxic 175% or 150% barren with no special

29
General Discussion / Re: What's your enforcer build?
« on: September 07, 2020, 09:50:36 AM »
I think I will go all CH if possible, and some with different roles like SO and "long" range
electronic warfare is a good idea, I would go the skill also, so more is better(or is there a cap?)
also maybe Coordinated Maneuvers


I know enforcer overloads a lot(if I fly them^^) is there a way to decrease the duration?
there is a skill , dmg controll3 I think

but would e.g. repair unit do something or is it just wasting of OP?

30
General Discussion / Re: What's your enforcer build?
« on: September 07, 2020, 09:28:40 AM »
I mean, what are you even planning on doing with a destroyer swarm?

Later into the game when you are fighting fleets of cruisers or capital ships general purpose gunboats like the enforcer just don't seem to have much of a place...
I know

it will be just a fun game
I get bored of my drover/fighter fleet

at the moment I am playing a kind of mule fleet trader with a bit smuggling. It is a lot of fun, just fighting if I can win or help my "friends"
when I am done collecting mules or get bored, I will start enforcer run in a new game

the behaviour of mule only fleet is interessting, somehow more controll with ships flying the same speed, same stats, similar weapons

I'll try the same with enforcers to see how much I can get from a not overpowered chassis,
never had more then 2 in early and I do not like lategame anyway


should I go for 10 aggressive or reckles officers? ( on my trader mule run I'm fine not fitghting much and with 0 officers)

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