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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 - hydremajor

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376
Mods / Re: New weapons 0.27
« on: August 05, 2012, 07:48:41 AM »
Can someone tell me if the mod's going to be adapted to be compatible with 0.53 ?

I really wish it would...

377
Announcements / Re: Starfarer 0.53a (Released) Patch Notes
« on: August 04, 2012, 04:47:20 AM »
Okay SO....

I can see the shade or whatever its name is
(the phase frigate with the two phase "pools" in its sprite)
getting a pretty heavy nerf to its EMP function, that thing can make the hound into an absolutely useless chunk of floating metal

Poor thing can't even get a shot off before getting EMP-locked to death

Either that or EMP capable ships are made out to be the end-game tier of frigates that can make even cruisers look like pushovers should you get too close for them to run from your almighty EMP that completely hardcounters every weapon system...

378
Announcements / Re: Starfarer 0.53a (Released) Patch Notes
« on: August 04, 2012, 12:39:38 AM »
We've had 4 pages up overnight....
Methinks we've got a nerdception going on...

Anywho here's me thinking that all thats really left to implement in the campaign is

-Actual missions to earn your moola

-System travel

-RPG elements such as captain leveling up and officers and all that crap...

-Faction creation capacities ?
(I.E. create your own faction in space and empire creation/management)

I make it sound like its not a lot but its actually pretty good chunk of mostly coding right there....

Do correct me if there's more I forgot ?

379
General Discussion / Re: Can we have the Patch please.
« on: July 27, 2012, 02:47:47 AM »

It'll be out when it's ready :) That said, it's getting pretty close.

I'm hazarding it'll be two to two and a half weeks

380
General Discussion / Re: Underpowered Ships
« on: July 25, 2012, 11:59:52 PM »
I think most peoples can agree that the Vigilance is one of the best frigates around alongside the Wolf...both are extremely potent battleships although lacking in armor, hence requiring good flux micro...

The Buffallo would be better IF the energy hardpoint was replaced with another medium launcher, putting direct combat weapons on a buffalo is just a stupid, regardless of how you look at it...

Buffalo Mk 2 flaws

Absolutely terrible armor/hull
Maneuverability of a flying brick
Subpar firepower when compared to frigates
no shields

Clearly this thing is mainly meant to NOT fight ships on its own let alone using direct combat weapons such as beams or lasers

Only thing that WOULD save is either:

A: Let it have two small energy turrets for PD purposes and toss all the rest for it to have 4 or 3 medium launchers hence making it a capable support fire vessel

B: Pop the two small missiles and add one medium energy mount there so it gets actual range so it does not get in firing range of frigates as easily


The buffalo's main issue is that the thing is CLEARLY not made to take any form of direct fire YET it has weapons loadouts that force it to get in close range to actually get anything done...

381
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: July 25, 2012, 03:26:23 AM »
The mule reminds me of an overgrown lasher...and has about the same firepower a lasher has by the looks of it -_-

382
Suggestions / Re: IPDAI Hull Mod Buff
« on: July 23, 2012, 12:09:46 PM »
I'm gonna sound a tad out of place but...

Even if you got precision on all small weapon all the way up there at "shotgun jesus" level what's the bloody point if the weapon can't track its target fast enough ?

I know you're gonna say

"just put advanced turret(or whatever its named) to make em rotate faster !"

But at this point then the OP cost would need to be fairly low considering you'll need a second hullmod to make the first one as efficient as it should be...

On the paper it DOES sound like a good idea but in the end if the bloody guns can't follow the stuff they're meant to shoot they'll just end up doing nothing but try to aim at something and usually blow all their ammo into thin air...

383
General Discussion / Re: Odyssey faster than the Apogee
« on: July 21, 2012, 11:48:43 PM »
In all honesty I can't justify putting anything more expansive to an odysee than Full TacBeams/Graviton OR Full IRPulse/MedPulse...

384
Mods / Re: New weapons 0.27
« on: July 20, 2012, 11:23:27 PM »
IMO that mod NAILED how the beam weapons SHOULD work...
Its also the only mod that made me use actual freaking torpedoes...

Wich says a lot considering the amount of mods I've tried already.

385
Announcements / Re: Starfarer 0.53a (In Development) Patch Notes
« on: July 20, 2012, 11:19:35 PM »
hey alex, have you thought about limiting or even stopping the turn rate of the tachyon lance when it's been fired? this way it shall have a hard to tracking fighters or frigates, while can still be devastating if it actually hits. with this, it's still possible to adjust slightly while firing by turning the whole ship, but will not allow precise tracking. this may be a big nerf, but with the presence of the tachyon lance, it forces all hostiles to keep their shield up or be horribly EMP'd.

Already the case >_>

By release time the lore behind it won't mean sh*t

386
Suggestions / Re: Skill Tree and XP
« on: July 16, 2012, 03:38:39 AM »
....Why not just use a "Borderlands"-ish system ?

You get a skill point every lvl up and can spend it in some basic skills earlier on in the game

After spending X amount of skill point in a skill tree you get access to more skills to choose from

And you don't have to pick certain SKILLS you just have to SPEND a certain amount of SKILLPOINTS

Of course some skills in borderlands are just complete bonkers on the concept (Healing bullets....wait what ?),personally I'd like to see game breakers that can completely change your tactics and allow for new ones like healing beams or adding AOE to H.E. weapons or HECK even make kinetic projectiles outright ignore shields

The whole point about skills, I THINK personally, is that they must add something that makes the players feel like their fleets really ARE growing stronger, not just in size but in raw quality as well

387
Suggestions / Re: Gunning Decks (hull)
« on: July 16, 2012, 03:17:22 AM »
Something I didn't think of- some weapons would look REALLY weird on gunnery platforms. Most of the double barreled turrets for example, or the hellbore, which is an example of an asymmetric weapon. And how useful would it be for those weapons. At the current time, all I can think of is missiles and Tachyon Lances.

"Multi-barreled weapon would look weird on it"

More of a cosmetic thing than anything else, what prevents you to go in the game file, change the sprites and voila no more "ugly" guns

Besides if its such a big problem either they COULD:

1: NOT be put on thoses to begin with

2: some salvo based weapons would benefit IMMENSELY from that, namely plasma cannons and Pilums to name my personnal most used

3: it would be like having, firepower-wise, a ship on a ship, always having a set of weapon capable of engaging a ennemy trying to pull a quick one

388
Suggestions / Gunning Decks (hull)
« on: July 15, 2012, 02:49:58 AM »
Pretty simple idea

Having ships doted with entire parts of the hull that would rotate

What would be the point ?

To have multiple guns capable of rotating as one

See it as a super-heavy turret emplacement built directly into the Ship's hull with the capacity of wielding multiple guns at once

Downside: The gunning deck is only issued with HARDPOINTS completely negating the speed of rotation of the weapon and thus making to weapons forced to rely on the rotation speed of the deck itself

Advantage: thoses decks although very slow at turning are doted with multiple guns allowing it to unleash a dense wall of projectiles

It also allows to mix both the "Linked" and "alternating" firing solutions

389
General Discussion / Re: What's your fleet like?
« on: July 08, 2012, 10:01:13 AM »
Personnal fleet...?

1 Apogee plasma
1 Odysee full pulse
1 Hammerhead escort for the odysee
7 or 8 Talon wings
2 Pirannha wings
2 Broadsword wings

Melt supply fleets in seconds my odysee or hammerhead having nothing to do with the actual offesive play...

Tarsuses getting melted on the spot by talons wether or not they have PD

Enforcer getting overloaded in seconds by broadswords

Pirannhas handle whatever's left to deal with...

390
General Discussion / Re: Ground combat?
« on: July 08, 2012, 09:54:08 AM »
OR it could be a later project to make a game revolving around that...hey you never know, might be the case...

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