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Messages - rabbistern

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16
General Discussion / Re: Xyphos - The sim queen
« on: July 14, 2021, 05:48:42 PM »
im seeing lots of back and forth arguing here, and i dont quite understand as good as all of the complaints. there isnt just a single ship with fighter bays in the game you know, and weapons are of different value depending on what ship theyre on. simply put, i dont see how anything but longbows is even in the competition for an energy-based arsenal, as in most hightech ships like the odyssey. if the ship doesnt allow the mounting of energy weapons, i will happily prefer ballistic kinetics and take xyphoses on my legion for suppression, thats all i can say

17
Vulcan Cannons and Flack are... hilariously good anti-missile. With the skill or IPDAI they're obscene more or less able to shoot down any and all missiles before they hit you, regardless of the skills or equipment of the enemy.

A wall of Vulcan Cannons and IPDAI is one of the things that really makes an Onslaught shine, since these more or less allow it to ignore missiles.

3 flaks on the nose of the legion will not stop the rockets of the onslaught before impact captainless. That is how hilarious they indeed are. I can double check for the vulcan cannons, but unless something flies straight at them they don't perform that great either.

Maybe you don't distinguish between captain skills being good and weapons?
because youre using shields. the ballistic pd has ranges which lie almost within the shields radius. the shells come from the mount, not the shield after all. drop the shields and vulcans will eat the missiles

18
General Discussion / Re: Strong ships, weapons, etc.
« on: July 10, 2021, 09:18:23 PM »
Quote
There is no ship that does it all.

You forgot the Apogee. It can carry it's own fuel, a significant amount of cargo and is also really good in Battle. The Apogee is the one ship for all.
it absolutely is the one ship for all campaign stats, but very much not for combat. [i have to say im absolutely in love with the surveyor/salvager aesthetic and the game definetly needs more science/mining/otherwise non-combat-enterprises ships as featured in most mods but anyway] its armament is far weaker than a sunders, with less maneuverability on top of that. it does excel as a wall though due to their efficient shields, just block out the frontlines while your alphastrikers are on approach behind it.
there is a ship which is "the one ship for all" (combat needs at least) imo, the legion. its a jack of all trades sure, but it can be specialized for whatever you need and it will service you well. a true tank-healer-damage-dealer. whether you go for a defensive or offensive fighter complement, whether your weapons are artillery or daggers, this thing can deal damage (of all types too thanks to ballistic mounts) and draw damage, with the massive low-tech armor and plenty of fighters eating hits around it.

19
Blog Posts / Re: Skill Changes, Part 1
« on: July 07, 2021, 06:06:54 PM »
its great that neural uplink doesnt have to compete with the no-brainer skill of +1 smod, but i just dont see it being a top tier skill due to the CP limit...
1)
ill try to express my concern as short as possible, but basically, the skill is based on you having spent lots of CP in combat, and then lots in tech to get the skill itself, and then you have to spend op on your flagships to make use of the skill. so assuming you spend the largest chunk of your cp having a strong combat skill that would justify neural uplink, and on the tech tree, you will not have enough CP to boost your campaign-layer logistics in industry, nor enough for the best of the best, so this directly translates to making anaemic, op-starved ships and/of anaemic campaign stats. you dont have an extra smod to build in EO, and you dont have the CP to blow on industry to not need EO. and if you dont significantly invest in combat, then there isnt even that much of a point in going for NU over just a good officer no? imo the least this would need is being put on the lowest tier and be a free hullmod.
2)  not to mention the fact that the high speed ship switching would benefit you the most in superfrigate to DD dogfights where your hit and run and pincer attack and high speed low drag antics would justify the use of NU (and i very much would use it!) but its a top tier skill, and i dont think many people will still be in the frigate/destroyer heavy combat stage by the time you have the CP needed to get a top level skill.
i know it might seem stupid to critique something i couldnt try yet, but from the blogpost descriptions this just really bothers me and screams noobtrap

20
General Discussion / Re: did luddic path cells got changed with r15?
« on: April 26, 2021, 12:11:26 PM »
have the pather cells been given any special effects now or is it still "just" a static permanent -1 stability?
on that note, do pristine forges also cause pollution? the wiki page only talks about corrupted and i dont know if its worth it to raid kazeron

21
General Discussion / Re: How many faction Mods do you play with?
« on: April 23, 2021, 06:12:42 AM »
when you ask "how many modded factions" does that mean number of factions or mods? like how prv adds 2 factions for example. does that include factions from non-faction themed mods, such as plague bearers?

22
General Discussion / Re: Low tech is being left behind!
« on: April 18, 2021, 11:19:04 PM »
there is the odd case with the centurion. its low tech in all but name and mounts. considering how generally energy mounts are the worse mount since ballistics have KE and HE as well as better ranges and efficiencies, i reckon the centurion got them as a nerf since it would be simply far too overpowered with a ballistic arsenal, and then was dubbed midline so that it checks out.
it is however a true low tech frigate in doctrine, provided you make it second nature to put armored weapon mounts on each one. with 550 armor and the damper field it is a flying brick and a half.

23
General Discussion / Re: What are some of your favorite text snippets?
« on: April 17, 2021, 09:34:47 PM »
I want the game to let me seduce Artemisia Sun and get her as my sugar mommy.
And also your character is painted like too much of an always cool kinda person but never truly powerful, feels as if player colonies weren't contemplated within the story at all.
+10000 to that. its been bugging me since forever. "hey know that guy who runs the most profitable planets in the sector with millions of men behind him? how about we offer him to be our errand boy?" etc and any fleets you hail dont appear to recognize you at all, simply reading off your cmdr name off their holo feeds like get real i nuked 20 pirate outposts and am the sole owner of the single fresh Z in existence and you wont even consider scratching my nuts a little when encountering me?

24
it cant be an endless war if the hegemony colonies were to, lets say, be eaten by their own chaos inside if such a thing as, for example, a prolonged "technical difficulty" with their spaceports were to occur yaknow?

25
General Discussion / Re: Making money in the new version is too easy
« on: March 30, 2021, 08:07:39 AM »
i dont know man, i think its quite the opposite.
in my midgame fleet the 150k--250k remnant/derelict/deserter bounties dont even pay up for fuel and supply costs to travel the 40 light years and back, base strike bounties barely even pay up your recovery costs.
colonies used to be able to make you millions per month, but for me theyre total liabilities now. using hazard pay to keep my mining colony from having -10% growth my 2 colonies give me a total profit of -30k. thats a loss of 30k, not a profit. my main source of income is just my tritach commission, and i have to pay out of my pockets for my colonies to stay afloat, which by the way are really close to the core worlds and have megaports for over 100% accessibility.

the only thing i can really agree on being a fat win is the ship jacker guy, i mean come on youre getting combat ships at like 30% of market price, without any repercussions at all. it just seems so stupid to me, its a space faring civilization with FTL travel, that has the means to survive for over 200 years, life support systems for years in space(and hyperspace), the technology to colonize and thrive on volcanic, irradiated, toxic worlds etc, yet somehow security cant figure out whos behind a 19th century style train robbery? i steal a good half of tritachs combat cruisers and they remain 100/100 cooperative with me, now thats cheaty.


26
General Discussion / Re: The Frigate Bias
« on: March 27, 2021, 07:10:29 PM »
You finish fights way faster when you roll over everything. There are also tons of skills to boost PPT now alongside hardened subsytems. Frigates can get even more on top of that. My SO aurora has been lasting through 200-250k bounties without issue.
will have to play around with a max ppt build then i guess since im a sucker for 40 minute long station and multicapital fights. the aurora has more than 2 times the ppt of a tempest, keep that in mind. and sure, a 3 minute bounty is one thing, not arguing with that. but when youre picking fights with the hege-subhumans star fortresses and their huge fleets smashing onslaught after onslaught or fight colony defense against LC, pirate, and hegemony capital fleets in a row, youll simply get outlasted by the spam.
i had to have multiple sets of ships to switch out between battles so the cr was manageable, now seeing as having more ships limits your fleetwide skills i guess ill try forging hs into all my cruisers

27
General Discussion / Re: 0.95- First Impressions
« on: March 27, 2021, 06:11:57 PM »
*The increase did not include bounties, which are on a different scale than the other bar/contact missions.
good to hear, i thought it was just a case of "payout being saved to campaign save as fixed number as soon as accepted"

28
General Discussion / Re: The Frigate Bias
« on: March 27, 2021, 06:07:04 PM »
building in SO is fine... its not an "all around boost" mod, even the op cost aside the bonkers drawbacks of only 1/3rd of original PPT still means if you want to pilot an SO flagship, you better have a 2nd one to switch in.

29
General Discussion / Re: 0.95- First Impressions
« on: March 27, 2021, 06:02:04 PM »
not sure what i was expecting. my rc8 save with an active patrol bounty in rc10 works fine, the patrol bounty is the same 36k it was in rc8. just in case someone has less braincells than me - which i reckon is unlikely but either way the payouts on accepted bar missions didnt increase

30
General Discussion / Re: Doom is Just Unbalanced
« on: March 27, 2021, 05:27:54 PM »
is it really? i found it always odd that a hit'n'run type ship would be as slow and unmaneuvarable, and therefore quite tight on op after UI and AT and caps. doesnt exactly have much flux for energy weapon strike engagements.
sure, i cant argue with mine tomfoolery being op. obviously baiting omni shields to send in some reapers is cool and good but neither lasts long nor works against front shields (have to phase behind them - which means right into the enemies backline.... good luck with that in your unshielded 750 armor ship, so youd have to single them out first somehow), but you have to keep in mind that this is player-only behaviour, AI doesnt use doom like that, it mostly plants the mines seemingly at random, killing fighters mostly and occasionally some missiles. ships are supposed to be "OP" if controlled by the player, youre always fighting uphill battles after all.
i will definetly see about the doom now in 95 though, because the systems skill seems to be made specifically with the doom in mind. extra cooldown and charges? standard enough. but range? clearly meant for the doom and i can imagine it being truly "unbalanced" now, though that would come at the cost of 1/3rd of your skill points... maybe even then it could still be comparably underpowered, as for the flagship role its still competing with built in safety-overridden ships and the hyperion, which both dont require you to sacrifice logistical/fleetwide skills to pilot

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