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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 - WeiTuLo

Pages: [1] 2 3 ... 21
1
Blog Posts / Re: Skill Changes, Part 2
« on: July 20, 2021, 07:21:53 PM »
Hmm... if fighters (non bombers) will not be made stronger, could they have faster base speeds, so they can better chase down frigates and other fast ships?

2
Suggestions / Re: Make Guardian recoverable
« on: July 19, 2021, 08:10:05 PM »
Yeah the Advanced Targeting Core on it is very nice.

3
General Discussion / Re: bounty/friendly ai advice
« on: July 19, 2021, 08:07:47 PM »
Assigning each of them an escort/battle buddy can help.

4
Blog Posts / Re: Skill Changes, Part 2
« on: July 18, 2021, 12:25:00 PM »
Speaking of Guardian, can't anything be done to it to make it recoverable? From my experience, the only thing it had over Radiant was too high a number of ordnance points and the fact that I had to conciously not put small sabots in medium missile slots since those are a bit broken when they don't run out due to extremely high DPS. The first problem can easily be solved by reducing OP to slightly less than Radiant, the second can be solved by changing medium missile slot into medium synergy/composite/universal, so that missiles couldn't be downsized.
Wouldn't it be cool to have a choice between 2 different Automated capitals?

I added them to the Remnants in the ships file, captured one, then removed it, and they kept showing up in Remnant fleets until I went into the save file and removed it from the Remnants' known blueprints.

5
I've always wondered which pictures matched up to which ships.

6
Unmodded it is 7. Have yet to find an officer above that level.

7
Suggestions / Re: AI appears to ignore overloaded ships
« on: July 04, 2021, 01:05:11 PM »
I have reckless officers that do this.

8
Blog Posts / Re: Skill Changes, Part 1
« on: July 04, 2021, 10:21:46 AM »
I only use Drover for double Cobras. Rockets' red glare!

9
Blog Posts / Re: Skill Changes, Part 1
« on: July 04, 2021, 09:20:34 AM »
If fighters are going to remain as they are, could carriers have their deployment points lowered or their fuel/lightyear lowered? 2 Wolves will often kill the enemy better than 2 Condors, and even an officered Heron. And the makeshift hangar fighters feel too slow without dmod penalty restrictions.

10
Blog Posts / Re: Skill Changes, Part 1
« on: July 03, 2021, 04:31:15 PM »
Quote
Yeah, it's a tough spot. It'll just point shields at mines a bit later in that case. So: better, but unlikely to change the outcome.
There's really no ideal solution, since you're looking at heavy HE damage on either side. I guess if you're going to die either way the best thing you could do is try and deal as much damage before inevitably going down, meaning you don't risk an overload by taking the Anti-Matter Blaster shots on the shield and instead use that flux to fire weapons? A Doom isn't the most survivable boat IIRC (dear word the amount of Atlus MK. IIs that straight killed me with their death explosion...).

Shields up, ramming speed!

11
General Discussion / Re: Do you have a preferred flagship role?
« on: June 22, 2021, 09:12:32 AM »
Quote
I'd like a full-on Paragon level of missile spamming capital. Even a supercapital.
There's basically no chance for a mod to add "full on Paragon levels of missile spam" from any mods that are even remotely attempting to present themselves as balanced.

The two ships closest to meeting such requirements from mainstream mods are both from Tahlan:
Spoiler
Traumtanzer: 2x Large Universals, 6x Medium Missiles, Autoforge hullmod, some medium guns.  Exploration reward.
Scathatch: 2x Large... Universals?  4-6x Medium Missiles (iirc), 1x Built in Large missile mount, Autoforge hullmod, a smattering of both large and small guns.  HVB Boss.
[close]
Both ships more expensive than the Paragon to field, and a big part of that is due to the overwhelming firepower all those missiles can easily bring to bear before considering any other weaponry.
Hells, I'm not sure those would cost less even without the auto forge!

Glue 2-3 Atlas MK IIs together. By the dawn's early light, there will be nothing left to be seen!

12
Suggestions / Re: LP destroyers/cruisers
« on: June 22, 2021, 08:42:01 AM »
This makes me think of the Buffalo MK II, except it has terrible fuel costs, peak performance time, and other issues.

13
General Discussion / Re: Your best themed playthrough ideas?
« on: June 22, 2021, 08:02:59 AM »
A Buffalo MK II run would be awesome. They use too much fuel though. And they don't like to send fighters/bombers towards targets while drifting into range themselves.

14
General Discussion / Re: Do you have a preferred flagship role?
« on: June 22, 2021, 08:00:19 AM »
I don't always fly, but when I do, I prefer an SO Hammerhead. High Speed Low Drag, my friends.

Otherwise I use my fleet commander as a steady autopilot officer.

15
General Discussion / Re: How to deal with phase ships?
« on: June 22, 2021, 07:57:14 AM »
An officered Heron with 3 Wasps will reliably kill the simulation Doom. In actual battles, if you control the battlespace or if there is not too much flak, you can get even better performance. Officered Afflictors can do really well in duels vs other phase ships as well. Chasing Dooms with an SO Assault Chaingun Hammerhead works great as well. Just fill where they may decloak with HE shells, and they will fear unphasing until they have no other choice. Then they die.

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