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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 - bob888w

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1
General Discussion / Re: should we just nerf the Onslaught?
« on: March 24, 2024, 05:32:39 AM »
Off topic slightly, but the Conquest is good... Just not in the way its visual design indicates. It screams in the thick of it double broadside firings.

But in reality its a weapoms platform that can get 2L ballistics and 2L missles to bear on a single target, and have the flux to support it.

2
I feel like as of now, the use case for heavy mortars fall off pretty hard when facing later game bounties.  A lot of the end game threats are either very speedy, or very tanky. In both cases the accuracy + better armor cracking of the mauler provides a lot more value, not to mention the added range

3
Blog Posts / Re: Skill Tweaks
« on: December 16, 2023, 05:30:55 PM »
Call me nostalgic, but I still wish the old DC was included in some way, although the new elite certainly has better implications for AI use, especially in cases where they love to shield flicker

4
Blog Posts / Re: Colony Crises
« on: December 16, 2023, 08:17:04 AM »
Im personally still saddened that the end of crisis means the end of expeditionary forces. Until another system replaces expeditions late game, losing the 2nd best way to test your fleets will be unfortunate

5
Blog Posts / Re: Skill Tweaks
« on: December 14, 2023, 08:00:17 PM »
I think i'm personally aligned with gg_pilot in most of the cases looking at the changes.  There should be legitimate tradeoff in opportunity cost for taking defensively minded skills. Getting free damage along with better tanking abilty makes choosing to sacrifice skill points in such options less of a conscious choice.

I also agree that I prefer the current iteration of damage control, and would rather lean into the concept that your crew is specially trained to mitigate a disaster on board versus the captain just magically knowing how to do more damage

6
Blog Posts / Re: Salvors in the Ruin, a digital painting story
« on: November 02, 2023, 09:57:35 AM »
I personally prefer the more busy option, in most of my playthroughs I end up with hundreds or even thousands of crew members in order to run my fleets. While the setting is overall lightly grim dark, I find more realistic for a salvage operation to have multiple people on scene.

7
General Discussion / Re: Tell me, where did we go so wrong? [Story spoilers]
« on: September 09, 2023, 03:20:23 AM »
The main frustration, like with all difficult starsector battles is that losing is super punishing, since you lose smods, ships, cargo space, and supplies all at the same time. If you arent save scumming and not immediately set up for the zigg boss, it might take at least a few hours to garner the required equipment to retry. Espically since normally you arent expected to be in the multi millions of credits when you first attempt it

8
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: August 13, 2023, 03:57:02 PM »
The update on discord is an authorized unofficial patch made by Avanita, friend of Timid. Go to the discord if you have bug reports for that version

9
Mods / Re: [0.95.1a] Iron Shell 1.181
« on: May 12, 2023, 10:48:21 AM »
Will the changes to acquiring the eradicator and champion also happen in the 96 compatability patch, or will that come later?

10
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 08, 2023, 03:44:26 AM »
On the hyperspace slipstreams point, I'd personally like to have that stuff toggable in settings. The new hyperspace topography stuff is somewhat interesting, but I personally find the time in between systems just an annoying hazard

11
General Discussion / Re: Starsector 0.96a-RC6 XP Bonus
« on: May 06, 2023, 09:21:54 AM »
So at least when it comes to farming XP, Wolfpacks with frigates/destroyers ships that punch above weight is the current go to?

12
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: April 17, 2023, 02:53:55 PM »
Bulk Transport is my go to (3-5th) skill. In the timeframe where I have already gotten my go to skills, but don't have the SPs, officers, or ships to grab what I describe as
tree-completing skills (crew training). When the combat layer has nothing to improve a gravitate towards campaign qol just to make my life easier

13
General Discussion / Re: Ship Loadout Guide
« on: March 06, 2023, 06:11:37 PM »

2. Armor tanking is weak due to several reasons, therfore I would expect to mention that. >> First option of choice is use shields. Use shield shunt only  as form of experimenting / masochims. Personaly I dont understand all  the fuss around Heavy armour s-moded. It does not help you win the fight, but takes longer you to loose. I dont use it on any of my ships. Even  Onslaught not. Just not worth it. Armor  tanking is last ditch, not regular tactic.
3. Also it forgot another questionable hull mode : Scatter amplifier. >> use only as way off self punishment. It makes any ship worse in any situation.

I think armor tanking is perfectly fine right now, even maybe a bit favored in the current meta. IM and PA officer skills make taking small pinks on armor much easier, and AI is smart enough to flicker when actual HE starts coming in

14
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.52rc2 (2023/02/16)
« on: February 24, 2023, 03:06:47 AM »
Bit of a shame vanilla starsector doesn't allow ship recoveries with clean disengages, really disencentivzes players from taking on the same battle multiple times without save scumming. Especially hurts when you have unique modded ships in your fleet

15
Modding / Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.73c
« on: February 22, 2023, 11:58:38 AM »
Hello, anyone having issues with the portraits not showing up at the character creation ?

I have reinstalled the game, with only the UAF mod (and it's requirements mods) but still nothing...


Instructions on the pateron have a fix

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