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Messages - Kanjejou

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166
General Discussion / Re: question about trading
« on: August 19, 2021, 09:57:28 AM »
thank you for your answer i will take a look at those video, still feel like the "honest" trading is a bit too harsh...
will try to get a lot of trader contact and see if it work...

167
General Discussion / The enforcer and the low tech ships
« on: August 19, 2021, 08:58:50 AM »
Hi everyone enjoying the game so far and decided to do a low tech run...

Overall i enjoyed most ship with everything good and bad they bring, lasher is super nice and so is mule P, they are modular reliable and even thought the mule isnt super agile even with its skill on its fun.

But then we get to the cruisers and more precisely the enforcer I struggle to do anything with it if i don't SO it which is a shame...

the most reliable i was able to make is one with 4dual torpedo(any type, but i prefer the reaper and atropos) missle rack targeting unit and shield conversion front(he doesn't really need the omny shield and faster and cheaper shielding is better IMHO. and for gun use only small gun to keep the fluw manageable with 3 small autocanon and 2 small mortar.

It also fall short when put in front of ship of the medline or high tech Shrike hammerhead and sunder all seem to outgun/outflux him easily if i dont go nuts somewhere (SO or giving up on missile sor going missile heavy witht he missile rack upgrade).

any tip on using this big boy?


168
General Discussion / Re: What are your most used weapons and why ?
« on: August 19, 2021, 08:42:34 AM »
Vulcan for PD light autocanon because its flux inexpensiv and turn fast and shot strait(reason I don't like the dual autocanon is its turn slowly for a small turret and aim is horrible), also most of the game is overloading the shield of the opponent.

In the energie i enjoy graviton beam and tactical laser just to harras and stay out fo reach.

For missilles... torpedoes(except hammer it keep bouncing those by being too close),  sabot(super strong but limited ammunitions if nort on big mount), breach SRM(relatively strong and plentifull ammunitions, outshine the swarm srm and rocket by a lot).

169
General Discussion / question about trading
« on: August 18, 2021, 02:32:50 PM »
So since i have 4(P) mules and 2 Colosus i sometime do some trading, and i get very dissapointed by both system.

Basic trading its very hard to make profitable and only work if you get above the 30% extra price when buying and the 30% cut when selling. Also take into account fuel and supplies. Which can get pretty harsh...

If trading illegal stuff you need shielded cargo and also normal cargo to hide it, thus you need a normal ressource to hide the illegal one, which is an interesting mecanism but even if they find nothing its not uncommon for the people to still remove relation with you even if they find nothing... If I get caught i understand i lose standing and maybe get bribed or damaged...

Zlso i don't know what make space police investoigate your fleet cargo.... sometime i buy 2k drugs and nothing sometime i dont even have illegal stuff and still get transcalled...

Another problem that happen way too often is that places that have extra still sell above the basic price of the commoditie and some that are dying from lack of said commoditie buy below the basic price...
of course in hose condition nothing work...

the only ressources that suffer less fromt hose problem are the high price ones or illegal ones(since oyu dont pay the +30% -30% of the normal market)


To put it simply the system isnt very clear and sometime make no sense...

170
Suggestions / On the subject of torpedo balance.
« on: August 17, 2021, 07:24:38 PM »
So reaper torp are the super powerfull one
Atropos is the slow guided one
And Hammer are supposed to be the super cheap and spamable one, yet for its OP value you dont get even near the amount of damages of the other two... a single atropos or reaper will deal more by being super powerfull (reapper) or be super reliable(atropos). why don't hammer have more damages per OP in ammo but not in raw stats...

for exemple for 2OP a reaper deal 4k 2 hammer barely reach 3k and will often deal way less because of armor  a single atropo will do even less but is guided and thus is almost always garranted.

Let say im okayish with the inferior double or single hammer torpedo they fill the niche of being super cheap....

But if you compare the fact that there is no medium mount hammer launcher and that the hammer barrage is only 6 op cheaper than the cyclone reaper and both have 20 shots when the hammer still deal way less than reaper torpedos it get uglier.


Atropos is undercontrol because you can only get two per slot and they are as costly as reaper, but are super reliable since they are guided.

Reaper are super powerfull and even a single one hittign can spell doom to a lot of stuff even a shield blocked one will often overload a shield.

Hammer run out of ammo easily and are neither guide dnor powerfull...

I think every hammer should get an ammo buff, yes even the 1op one, simplyy give twice the ammo.
1op hammer get two salvo od one 2 op hammer get two salvo of 2 and the barrage get 40 shots, which is normal since its so innacurate.

Also harpon are alsop better finisher and breach srm are better anti armor finisher and sustained battle and they aren't even torpedo...

What do you think do you feel like the hammer torp are okay.



171
General Discussion / Re: Auxiliary Support skill
« on: August 17, 2021, 10:03:54 AM »
The stuff is that most civilian ship you want to combo with this skill do because no other non civi one have the same quirk/ mount placement/ power/profile.

there is no military Kite Mercury Hermes Sheperd or Venture

Kite sheperd and venture make good useage of the assault kit and mercury and hermes make incredible PD ship witht he escort kit. there are not other small military ship with goodmobility like the kite or good turret covereage like mercury or hermes

172
General Discussion / Re: What the point of the Wayfarer ship?
« on: August 17, 2021, 09:58:01 AM »
When you look a lot of other combat freighter have reedeeming quality, the unshielded ones have shielded cargo perk and a medium size weapon slot Or very low fuel crew and maintenance need combined with big cargo/tanks/crew barracks. the  wayfarer uniquity are its 6 mount on a rectanuglar basic chassis with basic stats but this get instantly countered by its lack of OP

173
General Discussion / Re: What the point of the Wayfarer ship?
« on: August 17, 2021, 08:13:39 AM »
the mule is a decent combat freighter so are the sheperd there is a difference between being subpar(those two) and seriously sucking(Wayfarer)...

If it wasnt a ship you can start with i dont think i woudl have seen it anyway

174
General Discussion / What the point of the Wayfarer ship?
« on: August 17, 2021, 07:42:45 AM »
Its have strange gun arc compared to other frigates, relatively lower OP and higher maintenance than true combat ship.... and because of that most ship will fight and haul better than him...

I mean centurion and lasher/centurion have better gun arcs 10 more OP and less maintenance... even a wolf frigate feel like a better armored transport if you give him expanded cargo...
Maybe make an A version with 55 OP?

I prefer to get another kite(A) in my fleet than this junk.

175
yes its exactly what I was refering to<

176
Thank you for the answer.

Its just that bigger ship take longer to get degraded stats and thus often dont struggle so much witht he fact that the AI just tumble around a lot.

177
The maintenance being lower the bigger you go(in comparison tot he stats).
The fuel consumption too, and finaly the fleet limit of 30 and the fact that most good fleet skills seem to buff big ship cruiser and bigger instead of buffing smaller like frigate and shuttles....

For exemple why aren't shutte ship counted in the wolfpack skill, a good wing of well kited Kites(A) coudl be a real pain to a lot fo things if they coudl gain a bit extra humpf from those skills.

178
Bug Reports & Support / Re: no mission probe on survey mission
« on: August 16, 2021, 11:34:32 AM »
just a question where are the probe supposed to be right know i avoid all probe recovery because i neevr find them.

179
General Discussion / Fleet size cap? any way to increase it?
« on: August 16, 2021, 10:49:26 AM »
So i only cna have 30 ship in my fleet without taking into account the size of ship? doesnt it make the frigate speciality skill and frigate shuttle fleet kind of pointless after the mid game? doesnt iut also make the "Auxiliary support skill"skill pointless...?

Does the price for extra ship get more and more ridiculous or does it scale linearily?

180
General Discussion / Re: Auxiliary Support skill
« on: August 16, 2021, 07:08:47 AM »
Did a bit more mindling witht he numbers and I feel like the assault and escort package are too weak and the bonus from the skill itself too strong...

the 10% bonus to stuff becaume 100% but only if you only take 1-2 civi ship... after that it regresss way too fast...

2kite will have full +100% bonus but 5 will already be at only 50% bonus. 22kite will have a +20% bonus ect...

Since most civi ship start with less weapon slots and lower stats the improvement from packages would need to be a bit better...

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