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Messages - Big Bee

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106
General Discussion / Re: What is the point of Defend order?
« on: May 13, 2022, 06:59:51 AM »
Whenever I tried these tricks before, to make sure my ships don't get killed off alone, it ended even worse because the enemy now outflanks your whole fleet and your ships slowly fall apart. AI performs much better when it can do its own thing and form a natural battle line.

Makes sense. I've been having trouble with the AI with my low-tech fleet as a few faster ships usually just end up charging in way too early and die before my Dominators could get there.

107
General Discussion / Re: What is the point of Defend order?
« on: May 13, 2022, 06:12:16 AM »
I guess defend works better then if you want your ships to stay near each other as a battle-line kinda thing but don't want to make 4 cruisers 'escort' another cruiser so closely?

108
Modding / Re: [0.95.1a] Tesseract Prototype
« on: May 12, 2022, 04:00:37 AM »
the sector will burn

109
Modding / Re: [0.95.1a] StationShips 1.0.0
« on: May 10, 2022, 03:02:45 PM »
oh hell yeah that's cool as hell

110
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.4
« on: May 10, 2022, 02:15:53 PM »
The Legio was fine when I played it, but I had Nex on as well. They were just pirates but slightly better and got wiped out pretty quickly. I had a non-core starting system where I struggled with upkeep and didn't have heavy industry and a military base yet and they decided to attack me.

Fighting a Dun Scaith with the help of a friendly ORA fleet was pretty fun. Fighting whatever the hell they apparently are usually just sounds like a massive pain, especially if they get cheats.

111
Modding / Re: [0.95.1a] Manic Miners
« on: May 10, 2022, 01:13:17 PM »
those ships in the first image...
are we going to ignore the elephant in the room...
Yes. I know they are tankers and not mining vessels

so we are...

112
Modding Resources / Re: [0.95.1a] MagicLib v0.42.1rc3 (2022/02/07)
« on: May 10, 2022, 12:11:31 PM »
Hey, does this mod have a conflict with Bounties Expanded? I got both (as I didn't realize MagicLib has its own bounty system). BE's bounties all seem to spawn in the same system so I thought it was just that mod being weird cause it's unfinished, but the MagicLib bounty boards also seem to mostly use the same system.

I'm playing with Nexerelin random core worlds and the system all the bounties spawn in is a yellow-star system in the core worlds with no colonies, but is not the only uninhabited system in the core.

113
Modding / Re: [0.95.1a] Manic Miners
« on: May 10, 2022, 07:48:06 AM »
those ships in the first image...
are we going to ignore the elephant in the room...

that aside though, it's nice to see more mining-focused content

114
I feel that....
These ship designs don't fit in SS, their colors are so bright, honestly the main thing that holds me back from using it.

I wonder how hard it would be to make skins like Diable or ORA. That could probably solve that for people who'd really prefer less colourful versions.

115
Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 09, 2022, 05:16:12 AM »
As much as I'm not a fan of the changes (because the LG ships seem like just direct downgrades), people seem to really overreact to how much it affects the Diktat. Like, a few minor penalties (and a built-in mod that is only a downside for players, not the Diktat) doesn't really turn Andrada and co. into "cartoonishly incompetent clowns" or whatever. That seems like a big exaggeration.

I think the LG ships should have the Solar Shielding either be in all their loadouts by default but not built-in, or have slightly different mounts (like more energy/hybrid cause of Andrada favouring energy). That way, it's either just a harder to get reskin with 1 extra d-mod that you'll remove anyway, or somewhat different enough to be worth playing around with because of the different potential loadouts despite the built-in hullmod making it less flexible. I don't think that would mess with the lore/purpose that much but still be different enough to not be a direct downgrade in every way.

116
Suggestions / Re: Themed Combat Music
« on: May 09, 2022, 05:03:38 AM »
That'd be pretty epic I think. I never really notice music in this game so maybe some variety would help with that.

117
Modding / Re: New Starting option mod thingy: The Retired Admiral
« on: May 08, 2022, 02:06:55 PM »
the idea on more cargo is shown in description as having efficiently added more organized storage for less space

That makes sense in that regard, but it still has ~30% fewer containers and 40% more capacity. On top of that, the ship also can't just use all available space for cargo, given how it is a more combat-based ship now. Logically, more space would get taken up by armour, weapon infrastructure like missile storage, the tech for the phase skimmer and the built-in hullmods, etc. In addition, the base Atlas was already one of the most efficient and organized storage ships (it's a frame almost completely loaded with containers after all), so it'd be hard to believe that it could not only match, but overtake the original with some better organization with the significantly lower storage space and combat refitting.

Either way, I'm looking forward to seeing the rebalanced version. I'd recommend making a lot of comparisons to other vanilla ships (like, faster than an atlas but slower than a frigate covers most ships in the game).

118
Modding / Re: New Starting option mod thingy: The Retired Admiral
« on: May 08, 2022, 01:30:21 PM »
What's up with that Atlas? Its flux stats and speed are the same by default as those of a Wolf (and its supply cost and burn too? did you make this by modifying a Wolf file?) and nearly double the armour of an Onslaught. Also lower fuel costs than most destroyers (a quarter of a regular Atlas'). This thing ALSO has more cargo capacity than a non-combat Atlas (despite having like a third of its containers removed) AND 1800 fuel capacity (compared to a Prometheus' 3000). Built in-in missile autoforge and a PHASE SKIMMER too??

You did ask to be told if anything come across as unbalanced, and this ship looks EXTREMELY unbalanced. To the extent that I'm pretty sure that this is a joke. It has less hull and worse flux stats than a regular Atlas with godawful shields, sure, but it also has a missile autoforge, 2 large universal slots (for missiles cause it can't support much else) and 4 fighter bays. Even ignoring the funky combat stats, its frigate/destroyer level logistics costs on top of its insane supply and cargo capacities alone make it pretty busted.

I would assume that maybe the poor flux stats, awful shield and fragile hull were meant to offset the insane armour, speed and OP as a ship you're meant to extensively customize to make it good, but that does little when it's best-in-class with logistics alone alongside everything else.

There isn't really anything wrong with having a funky super-logistics ship that works decently in combat if that is how you enjoy playing, but given that you asked for balance-related feedback I am compelled to tell you just how ridiculous that ship seems. (Sorry if I sounded harsh at any point btw, that's not my intention.)

119
General Discussion / Re: Sindrian Diktat Changes
« on: May 08, 2022, 10:15:43 AM »
I want to emphasize very strongly that "elite military force of autocratic state that is selected primarily for loyalty to the government and believes their own hype but falls apart as soon as someone tries to use them for actual warfare" is not a fictional concept that Alex just came up with.

And that's completely fine! The issue is mostly the implementation, that their rare, reskinned ships have no benefit over their base hulls whatsoever to make up for their downsides. Even the Pirates and Pathers can make ship variants that have some benefit and reason to use over their base versions, so it's odd that LG ships don't even get some different mounts that would make the ships have some use as a sidegrade. They don't have to be upgrades, they can even be slightly weaker by default, just don't make them direct downgrades without even any neutral non-cosmetic differences.

120
Mods / Re: [0.95.1a] Quality of Life
« on: May 08, 2022, 02:58:22 AM »
It sounds nice, but if it is just a music/graphics mod then naming it 'Quality of Life' might be confusing as it isn't really a QoL mod like QoL Pack.
People might come to check this mod out looking for completely different content than it provides, and people looking for graphics/music changes might not see it because of it.

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