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Messages - bob888w

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46
Suggestions / Search option in refit screen
« on: September 14, 2022, 03:21:33 AM »
While it's fine in base starsector, one you start inserting mods, both the refit and the hullmod addition screen quickly becoming a mess of weapons, making it hard for me to quickly find the weapons I need, or to check if I have them in the first place. A basic search bar that filters just by weapon name would be an amazing addition!

47
Mods / Re: [0.95.1a] Industrial.Evolution 3.0.e - Campaign content expansion
« on: September 05, 2022, 06:37:40 PM »
Probably should note the commerce nerfs in a section of the front mod page. I know it says so in the change logs, but at first glance that's hard to find

48
So the core issue is that you want a vanila way to farm SP once you reach lvl cap that doesn't involve you from getting into fights with XP multipliers?

49
General Discussion / Re: Tips for Slipstream exits?
« on: December 20, 2021, 02:35:42 PM »
Early game slipstreams scare me a bit when there's a pirate base nearby, reminds me of why I don't go out of my way for distress beacons either

50
General Discussion / Re: Tips for Slipstream exits?
« on: December 19, 2021, 02:37:26 PM »
It shows a bigger issue with slipstreams imo. To use them effectively use them you basically need to approach whatever is your target system at a diagonal angle and hope a slipstream exists. Add to that they don't help on the return trip and routes beings ever-changing and hard to predict. You end up with a cool system that unfortunately doesn't fit great with the current exploration loop.

51
General Discussion / Re: The State of Phase in 0.95.1a
« on: December 16, 2021, 08:22:18 PM »
I don't know how the other phase ships are just due to the nature of my playthrough, but the dew harbingers I have seen to be dying at a rather alarming rate, they spend too long in phase then die to regular destroyers

52
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: November 06, 2021, 06:32:33 AM »
Hi, i'm here to signal a weird bug with the 0.95a "update" but i think that it happens with the original mod too.

Hi, did you notice the bold text (both here and on discord) where I specifically asked people not to clutter up the forum thread with bug reports for an unofficial patch? Reading is a very important skill and will carry you far in life.

Thanks for the great work you've done. But  in my opinion a bug that can affect either versions of the mod should 100% be posted here

53
General Discussion / Re: A Noob's Insight on: Ships!
« on: September 26, 2021, 04:14:43 AM »
Quote
Nope, It's not a cruiser punch in a frigate body lol. It's a destroyer punch with a survivability of a kite, a cost of (almost) a battlecruiser, cosplaying as a frigate, bundled with a gimmick system.

Being able to teleport behind enemy ship and blast it with ion pulsers sounds amazing, until you realize low tech ships aren't the only enemies, and omni shields exist. And if you REALLY want to do that, just go grab a Harbinger. That one doesn't even have to get behind the opponent to disable it.

There is nothing this frigate can do which another ship in the game cannot already do for a fraction of the cost (and can be deployed more than once). The fact that it needs officers and specific character skills to function just adds insult to the injury, and only proves my point.

Pretty much the only things Hyperion has going for are the teleporter (which gets more and more crippled with every update, and - again - right now is most useful for jumping right into a spot where Hyperion will die the quickest), and its flux stats, which indeed, are VERY impressive, but are still nowhere near a justification for its absolutely monstrous costs.

It's a definition of impracticality. It's kinda like a Hummer in real life - it's pretty, it's loud, expensive, burns a TON of fuel and unless you're going to use it to tow a freight locomotive, you really would rather drive any common city car for every day routine.

Hence, I'd place it at B rank at most.

you are running your hyperions with SO and officers right? The fact that it needs skills to function isn't a very big deal since the chances you end up in the leadership path is already really high right now. You also claim that it can do anything which othwr ships can't already do which is false, It is the only ship that can beat the enemies to points in their side and win the ensuing frigate engagement as well. And under SO, the Hyperion can always teleport itself out of danger which unlike a overfluxed harbinger of doom can't do

54
General Discussion / Re: Tachyon Lance or Paragon Fit?
« on: September 26, 2021, 04:03:27 AM »
Is there a situation aside from lack of OP where the autopulses do better than plasmas, I know I can recharge them in fortress but the plasmas I can use whenever I'm not over fluxes providing more flexibility to me

55
General Discussion / Re: Build Two Items into new Paragon
« on: September 19, 2021, 01:13:01 PM »
To piggyback, the true hardest fights the base game can offer is the rouge remmanat ordo... Gear up for that one

56
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: September 15, 2021, 09:58:06 AM »
I won't reply again, as this is derailing from the mod itself. But aside from slightly falling into the "unsanctioned downloads" rule from the forum rules... Isn't it just plain rude to take over someone's own mod thread to post a unofficial update, even if sanctioned?  Honestly I'm not even sure the discord link should've been here but oh well.
As a general rule I personally find posting  direct links to unofficial modifications on a creators personal forum page to be in bad taste as well... If someone really wants an unofficial vayra then they should at least put in the effort to join a discord

Because making people jump through hoops makes all the difference, especially when your talking about abandoned yet sanctioned 3rd party updates.


57
General Discussion / Re: A Noob's Insight on: Ships!
« on: September 14, 2021, 11:26:48 PM »
I'd say oddessy is more A- when player controlled. No other capital can hit a rear of a formation even close to as well as the Oddessy and do so while bringing multiple plasma cannons to bear

58
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: September 14, 2021, 11:22:18 PM »
As a general rule I personally find posting  direct links to unofficial modifications on a creators personal forum page to be in bad taste as well... If someone really wants an unofficial vayra then they should at least put in the effort to join a discord

59
Mods / Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
« on: September 03, 2021, 02:51:20 AM »
I'm pretty sure the sccatth is outside  of Freeport circulation now. console commands are your only option

60
Mods / Re: [0.95a] Tahlan Shipworks 0.7.3 - Hammerheaderer
« on: September 01, 2021, 03:27:15 PM »
Hey I've been hunting for tahlans more secretive ships. At some point in my playthrough  I've acquired a project silk weapon. Since I have this weapon would it mean that I might've accidentally salvaged a one of a kind ship for it, or could've it been acquired through other means I've forgotten

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