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Messages - Radicaljack

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31
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 15, 2021, 06:46:05 PM »
The DP calc and ECM wars stuff is the worst part of this update, if it's not balanced out I'm gonna have to learn to modify the settings to fix it, because it's so boring and unengaging.

32
Suggestions / Re: Docking Fighters
« on: April 13, 2021, 04:18:11 PM »
Would love this, makes no sense to have bombers lingering outside the ship, and when the fighters are in danger of being wiped before you can use them it's silly to have them out too. A delay to engage orders after undocking mid battle would be a nice downside, currently dooms just slaughter regrouping fighters and though i usually regroup interceptors by default, sometimes I'd rather just keep them inside.

Great first post idea, you're English is fantastic btw.

33
General Discussion / Re: Post your exceptional 9.5 core world seeds
« on: April 08, 2021, 01:39:18 AM »
Spoiler
Terran planet with -1 volatiles +1 farming and +1 Organics, with scattered ruins.

Ina system with two volcanics with rich ore, rich rare ore, and widespread ruins and a gate.

3 Ly away from a cryo where the system contains a desert planet with an array and farming, and a gas giant, and a barren planet.

9 Ly away from a shunt.

Best of ALL, theres a spacefluff free route in a pretty straight line from the core worlds.

Best planet ive ever seen in any playthrough. Well, planet aint amazing but the whole.

theres an astral BP nearby and two derelict conquests.

MN-7373416187671605532

I always forget the planet name. Its like barabas, oberaby. It has O's and b's in the Mojave constellation bearng 35 degrees nakata.

enjoy
[close]

sorry. NOT CORE PLANET

... why is the presence of a gate suddenly a big plus?

might want to play it to figure out, kinda a spoiler

34
General Discussion / Re: New skill system is a step backwards
« on: April 08, 2021, 01:34:32 AM »
Yeah so much of the progression feels forced and pointless, why are missles last but speed first. The same tree opened up would be way more fun, I like the skills and like the choices but having the lines like they are now is not good.

35
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 07, 2021, 05:24:35 PM »
After having put a couple of afternoons into the new version:

I'm really liking the new economy and the industry items, overall I'm really enjoying the whole of the exploration and colonization aspect.

I'm really not a fan of the new combat though.

First, the AI is back to feeling way too timid like they were a few updates ago, it feels like they all just cluster up at the edge of enemy ship's firing range. They also have an infuriating tendency to block each other's firing line. Most noticeable with slower Hagemony fleets.

Second, officers were fun in the beginning, but it's time to reign them in. They're making the early game where the player doesn't have officers extra frustrating, and then end up making the late game too easy when the player gets a full roster of their own officers. My last system defense, I tied up two wolves and a Shepherd on a single Wolf with an officer, which leads to number three...

Third, why the hell does the AI still have such a massive deployment advantage over the player? Especially when we have a meta where the player may need to tie up 3 of their ships to match one of the enemies? I'm getting increasingly fatigued of getting overrun at the beginning of the battle and not being able to control enough of the battlefield to even come close to matching the number of hulls the enemy is throwing at me.

Really hoping the next patch comes out soon to address this, kinda shelved the new update and didn't explore all it had due to the insane DP issues of late game and midlate game. Really boring.

36
General Discussion / Re: The game became too hard
« on: April 07, 2021, 02:53:46 PM »
is there any hint of tweak patches to the terrible DP and officer spam issues? This makes playing seem pointless as you inevitably run into the same boring fun killing issues.

37
While all these things are mysteries to me, I know one thing really isn't. Blast doors and crew aren't important at all. I struggle to find a use for blast doors that isn't better filled by other OP, and how crew dies doesn't matter since crew is cheap as dirt and useless for most purposes. I wish they were the most expensive and had some use but they are just not worth "protecting", but if the formula comes out it'll be interesting to see, but that's about it.


38
The cushion may help a ton especially if you are gonna develop arthritis, but there's lots of ways to help deal with that. Good luck and hope you get some relief!

39
General Discussion / Re: Frigates and overnerfed Sparks
« on: April 06, 2021, 07:46:10 PM »
I wish Alex would just release the officer fix ASAP, the officer spam is miserable and breaks so many parts of the game.

40
The mod will be out and updated when the person working on it for nothing and in their own time with their own talent puts it out. Insane to demand they do this for you faster. You waited two years for a SS update, you can wait a little longer for the magic that is Nex.

41
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 06, 2021, 10:14:51 AM »
I hope the officer DP stuff is sorted out in the next RC, playing a late game it's ten times worse than the capital spam because the above instances of defensive behavior only make winning those fights with capitals that can tank a few waves impossible. Also CR on capitals is still as punishing, and the second you retreat one if you had a cap the enemy will rush you like mad to take the cap and then you have NO dp. Hate this DP calc more than anything in this update, have to restart any game that gets to late stages.

42
Mods / Re: [0.95a] A New Level (Of Confidence, and Power!)
« on: April 05, 2021, 02:17:48 PM »
Gonna give this a go, any chance you could make a level 20 version as well? Hopefully the idiotic officer spam is resolved and other DP issues are sorted to make end game less terrible than it was in .91, using this to give myself a chance to survice the insanity of 20 officer fleets.

43
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 05, 2021, 02:12:32 PM »
Is there a reason to fight the phase fleet? I left after trying a few times and getting annoyed by the millions of mines being spammed.

44
Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 05, 2021, 11:32:28 AM »
Yeah I've not had luck changing those values as well, it's ruining the game for me at the moment. Hate having to play capture the points instead of having fun enjoying the fight, even then the enemy fleet is full from the start and i'm with two caps or 4 smaller ships. This is not a good change at all and is just a boring worse version of capital spam.

45
General Discussion / Re: Bounties Can Get a Bit Excessive
« on: April 05, 2021, 11:28:36 AM »
Love most things in this patch, but the DP and officer stuff is really dumb. I cannot wait for a mod to change it because it's really making late game miserable and if you were still using a frigate or dessie anywhere. Also SP is flawed, you cannot accrue more fast enough to fight, and while mercs are a cool idea the cost of them in sp form is not sustainable. Fighting one fight then saying "well guess the next time i'll just be ***" is dumb.

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