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Messages - robepriority

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316
The apogee isn't assigned the rally task force order.

The odyssey is moving towards the point, but since the hammerhead is faster, the odyssey likely has to backtrack without a zero-flux boost at best and actively deter it at worst.


317
General Discussion / Re: watching my ships stupidity is just to much.
« on: April 19, 2021, 02:42:49 PM »
Oh dear, no wonder why it's preforming poorly. Right now it will essentially lose any flux war and get flanked outside it's missile range.
 
Converted Fighter Bay and Heavy Armor have negative synergy with Unstable Ejector.
Your only source of kinetic damage is the sabots.




318
General Discussion / Re: AI and fight, tips
« on: April 19, 2021, 07:21:49 AM »
Post your fleet screen - behavior is modified by ship loadouts, officers, and fleetcomps.

ECM also modifies behavior, so see if you have the relevant skills.

319
General Discussion / Re: AI and fight, tips
« on: April 19, 2021, 05:55:35 AM »
Also officers and officer level shift that initial balance.

320
Suggestions / Re: import/export
« on: April 18, 2021, 04:29:54 PM »
If having a perfect planet is a requirement, you may want to look into terraforming mods or file modifications.

321
Huh, I figured it was just me playing without a combat focus that resulted in bonus xp surpluses.

I feel like bonus xp can be more rewarding if stockpiling more of it meant it was burnt through faster.

322
A couple of important points: did you start your character prior to -RC12? If so, you're going to have *way* more bonus XP -several times over - from spending story points than a character that was started on RC12. Also: did you tweak the max level via settings? If so: this will increase both the amount of bonus XP you have and the amount required per story point once you reach max level.

File started under RC12 with an untweaked curve.

I have ~10 million bonus xp. I also have another 10 million upon reaching max level(again). Nexerelin does give me extra *points*, but the level up requirement is still 4 million.





323
I'm really struggling to use up bonus xp when I hit level 15. I have SP for building in hullmods, but I don't see me being able to use the bonus xp from integrating them anytime soon.

324
General Discussion / Re: AI and fight, tips
« on: April 17, 2021, 06:34:34 AM »
Ship build and officer use matter a lot simply because -20% ECM and unwinnable flux wars does some waccccky stuff. A ship CAN'T follow orders if it's already risking overload.

Escort orders are to guard flanks and rear, unless the officer is agressive+, it won't actually go in front. The *escorted* ship is in the frontline, trading blows with other heavy craft, while the escorts are there to prevent smaller craft from going behind and killing engines/dumping missiles. This gets really awkward when you order something like a cruiser to escort, simply because it's just too big to do an escort formation.

You will have to do eliminate/escort orders early if you're noticing a ship chasing something it's too heavy to clear quickly. I would suggest getting some lighter craft that fits that role of smashing capture point frigates like an SO destroyer or an officered frigate.


325
General Discussion / Re: marine experience questions
« on: April 17, 2021, 01:40:50 AM »
When buying marines, they're going to be at "regular" experience, bringing the average experience of your marines down. As such, having casulties at a minimum is pretty important.

Increase raid effectivness (ground support, tactical bombardment, getting rid of orbital stations)

Go for low risk commodities - even if you HAVE to go for high risk ones, sending some to low risk actually reduces casualties because it's factored in as a distraction.

Marines found on exploration(cryopods) or bar actually carry exp with them.


326
General Discussion / Re: Look at that marine required number
« on: April 16, 2021, 05:02:40 PM »
I mean you could always cut that number down by removing defenses...

but considering it's your OWN colony, this pirate really should be watching his mouth.

327
Large fleet disengage mechanics are pretty complex.

There's a "clean disengage" meter that indicates how many deployment points worth of ships you have to destroy before you can retreat without pursuit.

Deploy some hardhitters to quickly pick off smaller ships on the flanks, then full retreat.

328
General Discussion / Re: Strange or Nonsensical Planet Features
« on: April 13, 2021, 06:50:27 PM »
Not sure of the definition of atmosphere, but it's possible that these organisms could be underground.

329
Suggestions / Re: Allow one single colony to grow up to size 10
« on: April 12, 2021, 06:22:35 AM »
I think cryosleepers should work like the hypershunts in that it breaks limits by 1, so you get 10^7 colonies around it.


330
It's going to be text heavy, but it will still be worth it.




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