Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kanjejou

Pages: 1 [2] 3 4 ... 14
16
is it possible to control a bit how a faction diplomatie advance over time?

is it possible for exemple to make pirate join an alliance with somebody?

17
General Discussion / Re: Your One Ship
« on: March 21, 2023, 11:18:33 AM »
Lasher and Wolf one is an attack frigate that can be equiped to fill other role and AAF make it deadly to other frigate and destroyer(he eat sunderer for breakfast) and can bring presure or damages to target that cant punish it, the other is a the most annoying opportunist of the sector, able to stay alive way above its weight class and can bring support beam or emp where its needed, mostly a support/pressure ship but can be made into a decent IR laser boat with a  good commander inside...

Both are easy to get cheap to use and maintain and have stats and wweapon slot that complement their ship module/skill

I would like to enjoy the eagle for I like the design of this HeavyCruisergunboat design but its starved in OP have too many weapon slots  and still often barely bring more than a champion would do with half as many guns and the  manuverability (or lack of) doesnt allow it to do anything well except long range sniper somthing other cruiser can do better.

18
General Discussion / Re: The ai do eveything to make you lose
« on: March 21, 2023, 06:39:18 AM »
1enforcer
1fury
2gremlin they die from cr exhaustion
all officered

all my ship have maxed vent and capacitor(reason why most are undergunned) except the falcon P but im piloting it

EDIT: just had a battle (lost despite having 120dp eagle falcon falconp 7lasher 4wolf and some opther smuck vs 40 1heron one scarab)with my AI controled short range cruiser pushed my ship (was piloting frigate) into the ennemies to die...again and again and again...and AGAIN

edit2. maybe its mod ship and guns that screw the balance indirectly, will continue to play a bit

19
General Discussion / Re: The ai do eveything to make you lose
« on: March 21, 2023, 06:21:53 AM »
1 triple light autocanon lasher with extended range(ITU) and hardened shield

1 Falcon P with twin small breacher twin IR laser twin triple autocanon twin reaper launcher with hardened shield and ITU

2 mule with triple autocannon hardened shield increased range i stripped every other gun since they waste their missile all the time and small gun slot dont allow long range

1 brawler twin arbalest autocanon twin light assault gun extanded range

1 wolf(p) with tactical laser large IRpulse laser 2lrpd laser extanded range(ITU)

1enforcer quad doublee hammerhead torp 1heavy autocanon 2heavy mortar heavy armor ITU

20
General Discussion / The ai do eveything to make you lose
« on: March 21, 2023, 12:18:51 AM »
Been playing a few game after coming back and the Ai do everything to get itself killed freely

Going 1vs1 staying in ennemy gun range but making sure none of its gun can shot back
opening shield to eat torpedoes but keeping it up against pd laser, nbever retrating out of ennemies fun to vent


And ignoring any order except "retreat"

Ask 8 ship to attack a single on that is isolated ... nope stay aty max range to get slowly killed one by one

Ask to attack ship A they all go to ship B and spread get isolated then each go attack their own ship and get demolished 1 by 1

Ennemy AI: a stay in group and make sure their pd and gun have focused arc of fire, and block reaper with shield and block normal shot with armor

even reckless officer do nothing, they just or suicide or stay in range to get slowly ***... and all mys hip have at least +25 more speed than ennemies....

Edit: they dont even shot back they just let themselves get killed one by one until im alove and see the undergunned outnumbered ennemies come on top to finish me having lost no ship to speak of... only super long range build and carrier try to do anything

21
cant launch game with this mod it tell me it lack fatal ship hull spec uaf_wing_stratos_chaetura not found any ideas?

edit: after downloading multiple time it seems to work

22
honestly? the starting low cost frigate like the Lasher maybe...?

23
General Discussion / Re: Current thoughts on Eradicator(P)?
« on: January 05, 2023, 03:53:49 PM »
I love both eradicator, a bit on the costly side but the vanila is a very good frontliner dpser with AAF and the P variant is a nasty hunter/flanker that will bully most destroyer and give frigate a good run for their money  that they are around the price of a falcon seems fair to me seeing how they usually have more firepower per salvo and base tanking but cannot support/harras with energy guns.

24
General Discussion / Re: What is your prefered piloted ship type?
« on: January 05, 2023, 03:44:26 PM »
I prefer frigates and cruiser or fast destroyer... always feel like most vanila destroyer lack in fiepower compared to frigates or cruiser dp cost.

25
Here i go:

Excellent:Lasher, its just overall a good frigate for very cheap price tag and supply cost. I am never dissapointed by it, even in late game. tanking, flanking, dpsing it can do so much with so little.

Enjoyable: ATLAS MK2, i know its not the best ship around here, even more with mods, but damn is it enjoyable to unleash hell with the ammo feeder ON! its also super cheap in DP for such firepower. even with 2helbore gun its bring a lot of range and firepower for quite a low price.

Disapointing: Mule, its a combat freighter but in its weigth class it feel outgunned by ship half its price and DP cost like the lasher...even the pirate one with its universal med slot feel weak, its decently mobile and got a good shield for a low tehc shiep but its lack of venting and maxs flux make it unfit to fight as a frontliner since it doesnt have enough frontal fire power (1 med 2 small is quite weak) as a support with energy gun or laser (thus the two small are almost never used) and as a missile user its not that good(2small and one mif if pirate).
alw0ays feel like taking one civ frigate for cargo and one fighting frigate would be more usefull...
and yet i always come back for it as i love the concept of figthing carog from the fringe of space.

And you?

26
General Discussion / Re: fixed weapons ships any beneficial effect?
« on: June 11, 2022, 03:19:36 PM »
(They also have twice the hitpoints for purposes of getting disabled!)

by the way how much HP does a weapon slot have??

27
General Discussion / Re: fixed weapons ships any beneficial effect?
« on: June 11, 2022, 09:28:44 AM »
I like the fact that often those fixed medium and large gun are a way to "upgun" the ship but with no extra OP or bonus stats its pretty hard to use them effectively

Manticore is a upgunned ship and even if it struggle in the flux/capacitor departement it get extra range thus stay relevant after early game

28
General Discussion / Re: fixed weapons ships any beneficial effect?
« on: June 11, 2022, 08:23:30 AM »
That a bit weak sinc e alot of wepaons doint have much spread anyway...

29
General Discussion / fixed weapons ships any beneficial effect?
« on: June 11, 2022, 08:10:14 AM »
Do fixed guns get any buff? because I feel like a lot of fixed gun design on frigate and estroyer suffer from having fixed guns like:

Muskipper MK2, Brawler and Wolf,

Hammerhead(saved by its module), Sunder,

Apoge, Aurora, Falcon and Eagle, Dominator

and to a lesser extent the Onslaught twin energy canon

all struggle abit to make their fixed gun really interesting even when its medium or large slots because they don't have enough flux and capacitor anyway to use such guns reliably thus make those fixed gun a bit of a OP waste


but since the gun are fixed a lot of space isnt used for the turret the rotation rings ect... why not make those guns a bit less flux intensiv since the ship is build around those medium/large slots, or give them increased range, thus brawler won't be so pushed into using SO

30
General Discussion / Re: Balance of cruiser and capitals
« on: May 26, 2022, 02:47:47 PM »
Is this true? Do you not put PD on your small slots?

I usually have fighters in most of my carriers so the PD is done by them

Pages: 1 [2] 3 4 ... 14