Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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 - Sandor057

Pages: [1] 2 3 ... 13
1
Suggestions / Re: Minor Apogee Buff
« on: Today at 12:10:27 PM »
it's a horrible system that cannot protect you from Salamanders even with ECCM... The only way it can achieve its objective is of all the missiles were neutralised by other means, and then active flares are left to lurk towards other missiles... The issue comes from the fact that the activation range is really small... Which means by the time the ship chooses to use the system, the missile is about to connect. Even though the ship could basically easily intercept it if it simply chose to launch the flares earlier.

I kinda don't see the issue in this particular instance. Your 360° shield deals well enough with Salamanders. Active flares are for missiles from the front or the sides.

2
Suggestions / Re: Minor Apogee Buff
« on: September 05, 2024, 05:47:52 AM »
This is starting to turn into a different topic altogether, but it would be nice if you could select which ships would and would not be affacted by DP/Hangar/otherwise capped skills.

3
Suggestions / Re: Minor Apogee Buff
« on: September 04, 2024, 11:50:05 AM »
If you really want that extra burn, a hullmod exists for that.
24 OP is a lot for the Apogee and at that point why not just take an Eradicator with surveying equipment? It's silly how the exploration focused cruiser isn't the best option for an exploration fleet that wants cruisers.

Yep, that is an S-mod slot if you really want it. I'd rather bring 2 oxen though and leave it at that. As is, the Apogee has plenty going for it and I don't miss it being the most optimal choice. I actually like how you have to, at least to a certain extent, balance things between speed, supply and fuel consumption, exploration, salvage and survey efficiency.

4
Suggestions / Re: Minor Apogee Buff
« on: September 03, 2024, 07:07:50 AM »
I don't see the need to buff its logistical side. Graviton + HIL + Squall + Converted Hangar builds are decent enough as it is. If you really want that extra burn, a hullmod exists for that.

5
General Discussion / Re: Do Wings attempt to evade/dodge enemy fire?
« on: September 03, 2024, 07:02:51 AM »
The amount of people who think of fighters as meatshields is too damn high. At most, for immersion's sake, make LP fighters ignore incoming ordnance. The rest should at least have the survival instinct of an average koala (which is not much to begin with).

6
Huh, I seem to remember to have one time rammed a Scarab with an Odyssey while plasma burning. Seemed to be ridiculously fast for a second or so, until the Scarab was pushed into the Fury behind it. Now I either misremember that, or this was exactly it. I guess ramming temporal shell shields puts the rammer in the tempral shell as well?

7
Suggestions / Re: Integrating the Independents and Nova Maxios
« on: August 30, 2024, 12:39:28 PM »
The transponder only being relevant for the player bugs me as well. Probably needs some extra dev time, but would be nice to see some fleets trying to evade patrols and on failure being either searched or in combat.

8
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.1.1
« on: August 29, 2024, 09:54:24 PM »
Woah, seems like it's almost harvesting season.

Belligerent drunk events in taverns when? :D

9
General Discussion / Re: Big game hunting
« on: August 28, 2024, 05:32:57 AM »
Nice increase in effectiveness.

Without Expanded Magazines being S-modded I wonder if adding them is actually improving anything instead of being a bit detrimental to the overall performance. According to what you wrote, I'm guessing Auroras just have enough time to retreat for a bit of a breather between clashes. If so, I don't think their magazines ever fill up or are in danger of getting to the maximum amount of shots. S-modding them would be a different case altogether as increased regeneration rate directly translates to increased DPS (and flux use, but that shouldn't be a problem).

About officers and skills, I am counting 8 standard officers, + 2 mercs for the Herons, +3 mercs for Monitors, +2 mercs for Tempests, so in total 15 officers not counting the player. As PPT is an important factor, wouldn't ditching Coordinated Maneuvers and taking Wolfpack Tactics help with that for the frigate officers, especially Monitors for later parts of the battles?

10
General Discussion / Re: Big game hunting
« on: August 26, 2024, 01:49:38 AM »
Looking good. Quite the investment in the fleet, but results are results.

Just curious how much the Monitors contribute in all this taking fire instead of the others. I guess the main limiting factor here is PPT.

Also, as you are using omega weapons on Herons (never would have thought of it tbf, always sticking pilums on them), wouldn't it possibly work better with Moras? Or is it speed over brawn?

11
General Discussion / Re: High-haz mining colony as 1st?
« on: August 20, 2024, 04:02:39 AM »
Lamps and other colony items can only be found during exploration I'm afraid. What you get is random, though the bar academian can give you a tip about where you may find one.

12
General Discussion / Re: High-haz mining colony as 1st?
« on: August 20, 2024, 01:03:46 AM »
If you add a Fusion Lamp later that planet will have 75-100 less hazard rating. So I'd say it's worth it. Watch that accessibility though. May need to find some ways to increase it early on.

13
Suggestions / Re: Smuggling: Transponder and Patrols
« on: August 20, 2024, 01:00:20 AM »
Just for playtesting, there is a mod that only lets you use black markets if you have your transponder off:
https://fractalsoftworks.com/forum/index.php?topic=26969.0

This is for those who are unsure about this idea. I would much prefer it remained a mod as using it for a long time I felt it pretty annoying that you had to tailor your fleet for black market runs and did not have the opportunity most of the time to engage in illicit stuff with a large fleet.

14
System Shunt implemented: AI Tweaks v1.8.0

And there was much rejoicing!

15
General Discussion / Re: Missile Combos
« on: August 16, 2024, 01:18:27 PM »
It's a one-trick pony, but SO Enforcers are very qualified to get in close and unleash double Sabot racks then double Reapers. It has quite a bite and can be a pain (if not outright KABOOM) to most things... if it works.
When it does, works well with reckless officers. PPT is not an issue as you can at most get two or three runs out of a single ship, after that it's a retreat order.

I also used an Annihilator + Pilum fleet a while back, which is funnily thematic for a Dominator+Mora brickfleet but gets either some nice hits or is completely negated by superior PD.

Pages: [1] 2 3 ... 13