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46
General Discussion / Re: Why are my carriers suicidal?
« on: April 18, 2021, 03:43:46 PM »
(The bug only affects Pilums and makes carriers stay at long range. It does not make them close in. A reckless officer, or reckless fleet doctrine + no officer, or a combat carrier with a non-PD loadout, etc... lots of other factors may legitimately make them close in.)
What does the AI Core 'Fearless' personality count do when in charge of a Carrier? I felt like I've had my Scintillas rushing in with PD Laser-only kits when I didn't micro-manage them with command points, it made them rather tedious to use, but I'm not sure if it's been my own fault or was their personality.

47
I feel like 'looping' is a pretty bad implementation and instead of requiring you to go back through the entire skill tree again it should just let you cherry pick what you want after you've spent enough skill points elsewhere or earned enough levels, or maybe be allowed to skip tiers by spending story points or something if you don't want to invest skill points.

This is how I'd hoped it would work, especially with how Leadership has really niche/bad early skills when you might want to just double dip into the Colony or Officer skills. Industry has it worse if you want to double dip into it's Colony skills, since Derelict Contingent and Field Repair have a strong anti-synergy.

48
General Discussion / Re: Look at that marine required number
« on: April 16, 2021, 01:06:44 AM »
68k pay and all you need is the largest standing army in the sector? What a deal!

49
Suggestions / Re: Allow pick of personality for AI core officers
« on: April 16, 2021, 12:13:17 AM »
I've had some depressing experiences with a Scintilla armed with nothing but PD lasers getting stupidly close to the frontline whenever I wasn't microing it with command points, so this would be a welcome addition.

50
Suggestions / Re: More restraints on s-mods for more interesting usage
« on: April 15, 2021, 11:00:57 PM »
In the last patch I honestly would not think to run hullmods like Heavy Armour as readily as I do now. It just isn't appealing to me if I'm paying the OP cost in most cases, given it's exorbitantly expensive.

If some form of limitation is instated, I'd likely just go back to never using it. This applies to other niche, weird and expensive hullmods that are opened up by the 'OP freedom' given by s-mods such as Augmented Field Drive and Operations Center.

I'm not going to pretend I'm any good at making my case here, I'd just be sad to see this feature in general nerfed and to lose the build variety it opens up.

51
I can testify to having the same issue. It's occurred on a Legion, Hammerhead, Monitor and Falcon (P) which all had their d-mods removed over time.

Spoiler
[close]

52
General Discussion / Re: Let's talk about xiv ships
« on: April 09, 2021, 11:05:12 AM »
Generally I treat XIV variants as intended for pitched battles where it'll be a long slugfest with little room for movement. That's where the little things like armour, flux and especially OP put them on top of their stock variants.

Only XIV Falcon is worse than base version, because it's only advantage over Eagle is speed. Significantly reducing this advantage makes Falcon XIV meaningless.
It's not really competing with the Eagle too much as-is given it has a lower deployment cost. It's more of a role change to suit what I said above, than being worse.

Any ship will become better with officer sand correct loadout. I just finished a playthrough using only xiv ships. I realized that no matter what officers you bring, or loadout you equip, they will bring 0 difference from their original counterpart (except the legion and maaaaybe the onslaught) but anything lower than a cruiser is a net loss.

I wouldn't call xiv ships as "collector pieces" because in a space battle game, a collector piece is expected to be a rare and unique ship (mechanically and performance-wise) the xiv, other than the legion, are just orange with a bad hullmod.
A small difference is the intent. It's a variant that gives generally a wide statistical advantage at a small price, all while doing no harm to the deployment and maintenance costs, under no circumstance is this a 'net loss' unless you're perhaps building for something ultra-aggressive and mobile like SO. If I could apply this 'bad hullmod' to every ship I would in a heartbeat just for the OP boost.

As for collector's pieces, the value is in them being somewhat (at least initially) more limited than the normal sort, as well as their historical significance in the game's world.
Spoiler
The XIV Legion is also no longer an exception, given the Historian can point to it's blueprint now.
[close]

53
General Discussion / Re: Supplying Luddic Path / Pirates
« on: April 09, 2021, 10:25:56 AM »
Supplying them helps the stability/economic maluses of the shortage, but I do not believe it would make them directly stronger as the vanilla AI doesn't upgrade their planets, except for when you sell them industry-boosters like Nanoforges and the plethora of new items added this update - which they will attempt to use in pre-existing industries. This can backfire on the AI given some of said newer items add insane demands for resources.

54
General Discussion / Re: Let's talk about xiv ships
« on: April 09, 2021, 10:18:28 AM »
They're Domain-era retrofits to boost the vessel per the desired tactics of the Fourteenth Battlegroup, if they were any more significant of a boost than they are then they'd likely be taking OP instead of giving you more OP. You're paying the premium for what on one hand is a collector's piece (at least until the player starts producing more), and otherwise an arguably quite better variant of an existing good ship.

In most cases though they shouldn't be damaging your performance compared to the stock vessels if you equip them well, and staff them with good Officers. The only case I can imagine a significant performance variance between XIV and stock is the Legion given the change of large slots (and that's the only case where I prefer stock over XIV).

55
Suggestions / Re: Better elite skills and fleet caps improvement
« on: April 04, 2021, 03:13:38 PM »
fleet caps on skills can be expended by spending story points?
This would be super cool. Not sure how well-balanced it might be unless you were only able to upgrade a limited amount per game (bar skill reassignment), but having some 'elite' variant of the fleet skills would certainly make them feel more rewarding in the long-term for those who want to really specialize in something.

56
I'd quite love this suggestion as someone who almost exclusively uses the helmeted portraits. A present workaround is just changing the portrait's sex in the player faction file, but this would be a lot cleaner than needing a mod or fiddling with core files (though this specific fiddling shouldn't cause any problems if you're thinking of doing it yourself, you just need to redo it with every hotfix).

57
Suggestions / A supporting hullmod for Automated Ships
« on: April 02, 2021, 07:26:12 AM »
I’ve been using Automated Ships a lot lately, but it’s felt rather overall limited in what you can do given it seems balanced mostly around the power of a Radiant - otherwise feeling like a vastly weaker choice compared to the alternative skill. I was trying to consider what would be a viable, lore-friendly way to buff the skill’s cap whilst demanding some investment from the player. To that end, I came up with the following idea:

Have Automated Ships made into a permanent skill, and have it give the player a hullmod for non-automated ships that increases the deployment point limit of Automated Ships in your fleet.

This could be balanced by high OP (think like Operations Center, allowing players to invest story points to build them in if desired), adding some increase in crew requirements to any vessel with the hullmod and of course having it scale based on ship size (so someone isn’t just bringing a ton of junk frigates with the hullmod). Lore-wise the hullmod could simply be flavoured as the vessel having specialized equipment to help maintain/support automated ships in the fleet.

58
Suggestions / Empty Fighter Bays vs Carrier Group/Fighter Uplink
« on: April 01, 2021, 05:32:41 AM »
As it currently stands, having empty fighter bays in your fleet counts toward the total number of bays against these skills. This ends up somewhat limiting as you're unable to have a few Colossus Mk. III vessels for their Ground Support Package without tanking the effective value of the mentioned skills, as well as being punished for having ships only using a partial amount of their wings. The hullmod Converted Fighter Bay can alleviate the issue of ships that come with bad built-in wings (Venture/Shepherd), but there's nothing to be done for Colossi Mk3s and no 'partial fighter bay removal' option for other carriers when you may be trying to get the most out of your carrier skills.

I simply suggest that empty fighter bays do not count against the total of the Carrier Group and Fighter Uplink skills.

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