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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - BreenBB

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121
Mods / Re: [0.9.1a] More HullMods 1.6.0
« on: June 05, 2021, 03:52:40 AM »
I have a different idea. Remove any spare ammunition from the launcher. Instead launchers generate a new full salvo after a prolonged cooldown between shots - you can no longer deal as much of burst damage but could potentially fire more salvos in long term. Might be useful if your ships uses a couple of torpedo launchers to take down overloaded ships but otherwise relies on energies or ballistics. Basically the ammo magazine is replaced with nanoforge.

I like that too, makes missiles regenerable, but limits salvo to one or two.

About regenerating missiles, also on forum is present mod called Hullmod Specialization, but its pretty OP, since missiles almost never end with that hullmod, but I personally edited it so it regenerates slower.

122
General Discussion / Re: the #1 reason I don't play this game
« on: June 05, 2021, 03:16:52 AM »
About AI, it have some annoying problems, they often afraid for no reason, which stop them from advancing and venting, it refuses to vent when fired with one tactical beam which isn't threat at all, or scarred of swarmer missiles, they don't want to close to ships with one annihilator, they simply strafing around it despite having low flux. And another one of annoying things as when flux is high, ship can't retreat, he will refuse to flux, and be sitting until overloaded or sustained too much damage, much less if it simply flushed immediately.

123
General Discussion / Re: i dont think OP ships should be nerfed
« on: June 05, 2021, 01:03:18 AM »
Interesting what you suggest to nerf it, but in that way what it still remain useful? If you remove mines you remove it main distinct feature, without that there will be no sense to use that at all. And still, all phase ships are glass cannon, I think they should be powerful because they very vulnerable to damage, and Doom only one which can effectively combat fighters and ships with Omni shields.

Nerfing is always unfun. Just take for example Supreme Commander Forged Alliance Forever - how authors of it massacred my boi Scathis... They nerfed it to ground from vanilla, by reducing its radius, which basically remove from Cybran faction game-ender unit, and nobody ever build that, then they reworked it, but still, vanilla game Scathis is better. If you nerf everything to ground again, you just remove fun stuff, it will not make gameplay more diverse, you just replace one Meta with another, with frigates which destroys everything, including capitals and doritos.

If you want really good example of good balance and diverse gameplay look at game which clearly inspired combat in StarSector, especially Flux management idea - MechWarrior series. Almost everything is useful, you can make melee mech with SRMs or array of AC-5, you can make long range sniper, or LRM boat, and everything can find it use, not unlike StarSector where some options definitely worse than other.

And weapon balance overall is also better in MW, limited ammo for example, it works in MechWarrior, but in StarSector I never use such weapons, main reason what MechWarrior doesn't have any regenerative shields, also you can add ammo as much weight allow in MW, and its better in SS spend some OP from missiles on Flux stats or even hullmod instead of using very limited weapon, and you can always make sure what you have enoght ammo for entire battle. In SS ballistic, especially large ballistics often un-effective, only Mjolnir is overall good weapon, but flux inefficient, while in MW they are really great weapons.

124
General Discussion / Re: i dont think OP ships should be nerfed
« on: June 05, 2021, 12:32:11 AM »
Don't use it then. Why taking options from other players?

125
General Discussion / Re: i dont think OP ships should be nerfed
« on: June 05, 2021, 12:10:55 AM »
I agree with Deshara, nerfing stuff is always worst option, considering what you need good ships to combat REDACTED in first place. Its quite annoying what almost every post here is about nerfing. Easier doesn't mean its better. And why everything must be same? All games have beginner level weak stuff, and endgame powerful stuff, if you make everything same, from pirate wreck to high tech ship it will kill any sense of progression. And I agree what I don't want what all ships become a mule with different look.

I really wish what Alex will made at some point REDACTED more active, so they become actual endgame enemy not optional challenge, and people will stop whining about OP stuff. Of course using Dooms against pirate junkfleets if overpowered, but its pretty logical. And what I also found quite annoying, almost in any post about nerfing people who writes them in very authoritarian manner to force their playstyle to be only one viable without taking into account what not all likes this idea.

And why everyone want to touch ships stats? Again, most off issues with under-performers comes with AI, it often can't utilize them properly, slow ships often refuse to vent on maxed flux when they are surrounded, and they suffer and take too much damage if they just immediately vented.

And skills too, in 95a they to be honest not very balanced, they actually benefit that "OP" ships more, more damage to energy weapons, etc, especially Helmanship is very bad, its flux bonus can't properly utilized which turn all ships without SO to be very slow and sluggish. In 95a just to get survivable fleet I completely moved to SO cruiser fleet.

126
Mods / Re: [0.95a] AdvancedGunneryControl 0.9.3
« on: June 04, 2021, 01:40:20 AM »
Tried that mode in simulation, ship didn't flushed when he was surrounded and got over 50 flux, strange. Its was just stand eating all damage by enabling-disabling shield as by vanilla behavior. Also I tested more, its seems like ships completely ignore ship models in combat, when I selected disable shield after flux > 50% its doesn't drop shield.

127
Mods / Re: [0.95a] AdvancedGunneryControl 0.9.3
« on: June 04, 2021, 01:17:02 AM »
Interesting, how to set ship to force flux? Stupid ship dies when its have alot of flux, when he refuses to flush when he can't escape. I found how with numpad change firemodes, but can't find at all how to open GUI. I press J but it only shows weapon groups with green text.

EDIT: I figured out how to open it, I miss what hitkey need to be pressed on campaign map, not in combat.

EDIT2: menu for some reason doesn't save ship modes, I configure PD groups as PD, and select vent flux after 75% then save and open menu again, ship mode switches to default, weapon groups remain as I selected as PD. I use 0.10.0 version from GitHub. I backed to 0.93 version, its remembers mode in GUI.

128
General Discussion / Re: Super-mobilty on capital ships is cancer
« on: May 31, 2021, 12:05:50 AM »
I never had problem with high mobility teleporting ships, REDACTED are intended to be powerful, if you can't beat them just make better fleet, get Paragon with Auroras and such, especially SO Auroras. Cruisers can have SO, while capitals are not, and I personally don't like nerfing stuff at all, capitals already nerfed, with these frigate skills and zero flux bonus which AI can't properly use. And its just strange when small frigate murders capital ships like nothing, I think they should be just starting ships, I don't know why all here wants that.

129
My main complaint is that some ships feel definitely stronger than vanilla ones, for example the Sierra-core quest ship.

Its unique ship, it should be stronger, if it will be same as regular Brilliant, what sense off having this ship. And I think ships overall should be on par with vanilla or stronger, because if everything will be weaker in mods, there will not be any reason to use the mod at all, since vanilla ships will be no-brainer option. And if you want weak ships, there a lot of mods with that.

130
Mods / Re: [0.95a] AdvancedGunneryControl 0.9.3
« on: May 25, 2021, 11:34:30 PM »
I like what at least someone is trying ti improve AI :)

About suggestions, I have some, I think for ships with heavy armor, but not very great flux stats is good idea make force flush option, for example if its Flux reach 85% its enable vent no matter what happens, another idea is option to exclude some weapons from being considered as threat, low example weak anti fighter missiles, PD laser, and tactical and gravitron beams, so NPC will chase enemy, or vent even if its attacked by these weapons.

Also good idea for modded ships with modules, modules technically its another ship attached to the main ship, and they attack any vessels at their own discretion, I think is good idea is to make option what makes it prioritize main ship target.

131
Modding / Re: Why do most mods have to make the game easier?
« on: May 25, 2021, 03:24:52 AM »
I agree. It's understandable that SEEKER's bosses are not made to be recoverable by the player due to obvious reasons (which is good), but it's also sad that they're completely passive and there's absolutely no reason to actually fight them aside from bragging rights and some loot opportunities. I also don't really have an amazing alternative solution how to do it instead.

I personally make some edits in this mod, I added boss ships from Seeker to Remnants, and Cataclyzm and his fleet to Pirates and Luddic Path, although they very rare to sight, and make them recoverable, also I did this with unrecoverable vanilla Guardian and Tesseract too, yes, it makes game easier, but first I just personally not fan of NPC specific stuff, and second, I make them appear in NPC fleets as return.

My main issue with mods what they rarely add Paragon, Aurora, Doom or Tempest power level stuff, and when you have mods with alot weaker stuff, its just bloats game with unneeded content instead of adding variety, because if some stuff is weaker that vanilla, its just makes no sense to use them. I really wish to see more stuff like this, sadly its made only as sprites: https://imgur.com/a/TSm3iuX

Another thing in Starsector what I personally not much fan off, is endgame, when you get Heavy Industry with alot of blueprints where you can make almost any stuff you want, and really big income, you lost reason to do missions and bounties, and game usually got boring after some time, destroying factions just for reasons still get boring.

Also another problem with Starsector is what world itself somewhat stale, Nex fixes that for some extent, but still, one of examples of games where world feels alive is russian game called Space Ranges, it has common enemy which is with whom all faction fight, and it can destroy all sector without player help, have Rangers NPCs which act like player, take missions, procure equipments etc, text quests which is really interesting compared to Galatia Academy story line which is just plain whole of text, and many of these features I think can be adapted in Starsector. Like common enemy, captains NPC which act like player, takes missions, procure ships, and when killed respawns like player with small fleet.

132
Modding / Re: Why do most mods have to make the game easier?
« on: May 25, 2021, 02:01:37 AM »
About mods, authors often overnerf their stuff, they rarely introduce Paragon level of power ships, adds many weaker weapons, and it makes game easier, since NPC load-out get more bloated, and for example remnant have chance instead of Heavy Blaster, or Phase Lance get some weak weapons like Degraded Particle Beam, or another unefficient weapon.

Another reason, often powerful ships introduced in the mods instead of being used by NPCs regularly are used as optional challenge, like boss battles in Seeker mods, HWB and IBB bounties and such, they don't attack in their own. Remants also optional challenge since they wont leave their systems, their raids in Nexerelin is rare, they only being threat in Ruthless Sector mod where they appear in hyperspace.

133
The Guardian is probably too powerful for a player ship. In this mod it spawns a large number of derelict drones over time, has even more powerful stats than the Radiant, and has the same ship system.

I just personally not fan off things in games when NPCs have stuff what player can't have for some reasons, take for example first Half-Life and Half-Life 2, in first game player have access even for alien organic weapons, while in HL2 arsenal is both very scarce, and it has NPC only stuff, like Alyx SMG and emplacement Sniper Rifle in Episode 2 which player can't use despite they looks really cool.

So I liked ability to be capturable just for that reason, especially its looks strange for lore perspective, why one specific drone can't be captured at all, its looks logical for Omega drones, because they are something what no one saw before, while these Guardians appear both as keepers for Cryosleepers and appear in bounties, again as idea how make them not absurdly overpowered, you disable that drone spawning, make a bit toned down stats in player-captured version, and explain it in description like it is some battle damage which no one know how to repair.

And in late game you already capable of destroying pretty much, you already need to be strong enough to defeat it in first place, and enemy ships in vanilla not always recoverable even with story points.

134
About Automated Skills, how about make Guardian also capturable unlike vanilla? It kinda OP, although I liked it, I personally make it capturable, but again, this skill have only one benefit, Radiant, rest of remnant ships might be useful, but they don't overshadow human ships, and derelict drones are just useless, and in vanilla it shared position with more useful skill which can make whole fleet more powerful, and again, your mod have your own balance, you can just tone down it a bit for player use :)

About skill tree, on one of your screenshot you selected multiple skills in Combat line, interesting, do you remove mutually exclusive skills and now its possible to choose both skills in same position? If yes then I like it, I liked skill system in 0.9.1a more where it had no mutually exclusive skills.

135
I agree what Low-Tech feels underwhelming, but my major opinion is what nerfing Mid/High-Tech is big no, I mean actual ship stats, problem are not with them.

Low-Tech ships have too many drawbacks, bad flux stats, its barely can support its own weapons, low shied arcs, low mobility and they are very vulnerable in the back and being surrounded, and AI can't properly use its strength and Burn Drive which misuse can put ship in bad situation. Also main offender is skills, most of skills are gives benefits mostly for Mid/High-Tech, new zero-flux boost bonus in Helmsmanship which AI can't properly utilize, which means what slow ship will be always kited, nerf of armor skill in RC15, way too many drawbacks.

Also about different subsystems, rather than burn drive, I liked how they made in Archean Order, instead of burn drive each ship have own subsystem, XIV Legion have damper field, Dominator and Onslaught combat capacitor which increases firerate, flux stats and speed, and XIV skills actually differs from not XIV versions, for example XIV Onslaught had laser beams instead of ballistic cannons on its arms. Also I liked from that mod idea of reloadable missiles too, I personally avoid them in vanilla game, because they are limited, and for myself seems more logical add some hullmod or vents/capacitors rather than have limited weapon which AI probable will waste anyway, only exception is Doom, where I can put Reapers for insta-kill variant.

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