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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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46
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: May 23, 2020, 03:46:10 AM »
hi, are there more skills than missile specialization working with missiles?

Advanced Countermeasures?
Target Analysis?

47
General Discussion / slow down game ai market/ evolution?
« on: May 20, 2020, 06:24:42 AM »
hi, is there a way to slow down the evolution of the game/market? (config?mod?)

I am playing bounty hunter
my fleet is still low.something like 2 drover, 2 hammeeheads, some lasher and centurion.(most so)

but there were bounties like 2 astral +

also the pirate hordes are meanwhile on capitals
( also have 1 duzak colony+ about 800k cash)

i like the early - mid game the most
with small constant fps fleets

48
Bug Reports & Support / Re: station destroyed by pirates
« on: May 20, 2020, 01:41:20 AM »
Just remembered another very likely cause.

Star fortresses class stations have small vessels that circle around the station. These do not avoid any obstacles, so if you have a larger ship e.g. capital ship crossing path with one of those, they will keep bumping into the ship's shield until it is destroyed. This is also classed as friendly fire.

i think this could be possible
my biggest ship was drover and hammerhead

but I was bumping against this space station obstacles and some of my ships

just shoot down one engine from my so fleet and they start dancing

49
General Discussion / Re: Low Tech ship non viablility
« on: May 20, 2020, 01:31:46 AM »

maybe fighterspam should get additional damage if spammed like 20x2 drover wings(or other ships)

(same could work for pilum)

fighter collision could also help, but cost too much performance

50
General Discussion / Re: Low Tech ship non viablility
« on: May 19, 2020, 06:00:09 AM »
I like the Enforcer changes
hope ai can also use the tank like an tank

51
Bug Reports & Support / Re: station destroyed by pirates
« on: May 18, 2020, 11:40:56 AM »
how much damage counts?
I thought it counts if I do serious damage to something

is there something like an replay function in the game?

52
General Discussion / engine destroyer
« on: May 18, 2020, 11:39:17 AM »
Hi, I have a new funny playstyle in my run
destroing engines and my other ships do the other stuff

actually I am on a SO Hammerhead with Assault Chaingun , HMG, something ion, and red pulse laser
max vents
flux disturbor
SO

+engine damage skill
+better flux skills
+loadout design


could I somehow optimize it?(other ships?)
maybe I would drop SO and do something for better shields, larger arc...

I just need to go behind the ship then spray and pray :D

I know, Doom do also such thing with alpha
but HE  guns are more Rocinante style ;)



53
Bug Reports & Support / Re: station destroyed by pirates
« on: May 18, 2020, 11:21:14 AM »
I have installed today 3 mods:
-console commands 3
-lazy lib 2.4f
-version checker 2.0

not sure about friendly fire, I don't thik much ff because my fleet is weak and use not so much rockets

4 lasher(so)
4 cerberus
2 drover
2 hammerhead(so)

edit:
I have also save copy savegame, but it is several seconds after the destruction...after I realized the something bad happens sound

54
Bug Reports & Support / station destroyed by pirates
« on: May 18, 2020, 09:34:45 AM »
hi, just had a strange bug
I have to reload

I was fighting againtst pirates in Hybrasil
planet1,helped TT killed all pirates
planet2,helped TT killed all pirates, station was destroyed by pirates->relations to TT went down to -45 :o after I won

my relations to pirates are on that run: -100

55
General Discussion / Re: Low Tech ship non viablility
« on: May 18, 2020, 04:15:55 AM »
my problem with the enforcer is
it is good on the paper but it overloads before it can do much damage.

with lasher I can dodge with strafe
enforcer is just a big slow hitbox

something like evade burndrive to the side would be better
than rammingburndrivebutIamtooslowevanwiththat

56
Suggestions / Re: Frigate Supportship
« on: May 15, 2020, 09:21:00 AM »
makes no sense in campaign
I have  aleready max fleet size (25?30?)and deploy all combatship in big battles.
usually I have max 1-2 frigates in late game but I would like to keep my 10 from early game and give them names

57
Suggestions / Frigate Supportship
« on: May 15, 2020, 08:13:20 AM »
Hi, I would like to use Frigates also later
but CR is a problem with bigger fights and shipcap

my suggestion:

frigate support ship( like carrier)
it can reset nearby frigate CR once in a battle and (maybe) refill some small rocket
(SO frigates only resets 30-50% CR)

58
General Discussion / Re: Low Tech ship non viablility
« on: May 15, 2020, 03:54:13 AM »
is it possible to loadout a ship to AI use blink shields vs rockets/HE and tank with armor?

accelerated shields and stuff like that?
aggresive officer?

I like low tech ships, but AI can't use armor to tank dmg if there are several oponents

59
General Discussion / Re: How to break the game with 80 marines
« on: May 14, 2020, 10:27:06 AM »
I did it
lost 4 reputation but now I can help them much more ;)

60
General Discussion / Re: Is Transverse Jump Too Good?
« on: May 14, 2020, 01:24:40 AM »
it is must have skill
because it is cheap.
 you have also +1 burn speed there

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