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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Salter

Pages: [1] 2 3 ... 15
1
General Discussion / Re: Legion is too underwhelming?
« on: January 20, 2023, 02:42:37 PM »
Brains legion build was perfectly fine. Its not flashy, but its a low tech capital it doesn't rely or focus on its shields anyways. Your worries should not be about your capacitors on low tech capitals, thats the domain of mid & high-tech which does it better. You use your armor to soak damage and weather the worst like torpedo's and so on with your shield.

If anything it could have used more vents. Legion could always use more OP on either of its versions.

2
General Discussion / Re: How to get rich?
« on: December 22, 2022, 11:51:11 AM »
Colonies are the most reliable forms of income. Bounties are good if you have built a sizable fleet and want to take a crack at being offensive. Salvage is good if you happen to come across untouched worlds and stations on your adventures.

If nothing else, for early game you take commissions so you dont bleed through your starting income and after you get a world or two set up you can work on other things.

3
General Discussion / Re: What is your prefered piloted ship type?
« on: December 22, 2022, 03:39:52 AM »
Im very glad most of us agree the appropriate way of commanding a fleet is from the battleship.

My preferred capital is the Odyssey. Sometimes ill run a double-hyperion tech build as flagships. Aurora is a pretty good flagship too. Sometimes if I limit myself to a pure wolfpack of destroyers and frigates my command ship is a Harbinger. Being able to selectively pop shields is pretty good.


4
General Discussion / Re: Dead Game?
« on: December 22, 2022, 02:50:38 AM »
starsector contents on a slow drip feed. The creator recently posted new ship stuff on his twitter, so he's active.

5
General Discussion / Re: The problem with the Radiant
« on: December 22, 2022, 02:49:26 AM »
Maybe a solution to the fleets being too strong is to limit the number of cores any fleet can have at a given time like your fleet does? Granted if you face down three stacks of 10 Alpha AI's in each you are probably going to have to do some real fancy flying to not lose that fight anyways.

Player control radiant is kind of 'meh'. You really wanna fit it with an alpha core, which is sufficiently aggressive with the loadout I mentioned. S-mod expanded missile racks will essentially let the ship just spam as many missiles at it wants to it's hearts content. Usually if the torpedo's and the sabots dont pop the shield, the tach lances will maul it till it does and 5 tach lances to the shields of frigates or destroyers is usually a death sentence.

6
My experience with missile conquest has largely been to give it a locust SRM to overwhelm/swarm a ship's point defense then follow it up with a harpoon/hurricane MIRV missiles. Point defense AI targets the closest thing to it and this gives you the opportunity to slip the real missiles past its defenses. Harpoons and MIRV's pack enough punch that they will inflict significant flux if they hit shields and inflict significant damage if they hit the ship, if nothing else.

Its a ship where having an officer with missile spec and all the related missile mod's installed makes it a top-tier pick in many situations. Even against remnant ordo's and the elite redacted enemies that hang around the coronal hypershunt.

Agreed. The Conquest is quite suitable for Remnant farming. If you field a fleet of only Conquests or Conquests with frigates, then I don't think enemy PD is really much of a problem. The sheer volume of incoming missiles will overwhelm point defenses. I should give Locusts a try in Remnant farming though, just to see if it does improve things. I would probably replace the Hurricane, so Squall-Locust, since this was also the best combination in testing.

Going a missile heavy fleet is not a terrible idea vs Rem's. Last fleet I ran nearly every ship had harpoons or reaper torpedo's. Mixed in two Harbingers and two Afflictors which is an extremely potent combo vs battlestations cause they will pop the stations shields and most missiles will make it through before the stations shields are back up again. You will need strong forward cruisers though to draw attention from the stations guns, or at least alot of smaller but tougher and faster ships. Omen's work great too as both escort ships and to EMP a target.

The more ships you have, the easier the fight gets really though casualties are inevitable and you might have to play at it a few times. The Conquest makes a great finisher ship, but you really need a fleet comp centered around EMP'ing shields and weapons off.

7
General Discussion / Re: The problem with the Radiant
« on: December 19, 2022, 04:11:23 PM »
The Radiant is pretty OP. In the players hands, you can mount it with cyclone reapers, tach lances & sabot pods and you can basically shoot down nearly everything in the game. Even fully armed remnant battlestations and elite remnants around the hypershunts have difficulty against them especially when supported by a real fleet. So the Radiant really is truly OP.

8
My experience with missile conquest has largely been to give it a locust SRM to overwhelm/swarm a ship's point defense then follow it up with a harpoon/hurricane MIRV missiles. Point defense AI targets the closest thing to it and this gives you the opportunity to slip the real missiles past its defenses. Harpoons and MIRV's pack enough punch that they will inflict significant flux if they hit shields and inflict significant damage if they hit the ship, if nothing else.

Its a ship where having an officer with missile spec and all the related missile mod's installed makes it a top-tier pick in many situations. Even against remnant ordo's and the elite redacted enemies that hang around the coronal hypershunt.

9
Oh, it works now! It was set to 5 seconds for some reason, though I dont remember setting it to be that high, or fiddling with the setting really. Thanks Alex.

10
The whole tool tip is not showing up even with a system that has a com relay. I ran a fresh install game to see if it would work and nothing would pop up if I hovered my mouse or hit the F1 key while scrolling over it.

11
Bug Reports & Support / Troubleshooting: inventory quick window wont show up
« on: September 22, 2022, 02:22:25 PM »
For more context: My game has recently stopped displaying the little info boxes you get from hovering over an item in your cargo, and hitting F1 to bring up market data for commodities doesnt show anything either. This problem started yesterday and ive uninstalled all my mods to see if they were an issue, but its still a persistent problem with the game, even with a fresh install and im about out of ideas as to how I can fix it. Any suggestions would be appreciated.

12
General Discussion / Re: Do Toxic Worlds ever have Organics?
« on: August 19, 2022, 09:21:58 AM »
I've seen Toxic worlds with organics, and Toxic worlds with all 4 resources. Temperature doesn't seem to have anything to do with it.

EDIT: Core worlds produce 9 organics. For cryosleepers you simply need a core in your revival facility (you want an alpha there anyway) and 90% accessibility.

Ive found that in the absence of a strong organics world to colonize, giving a mantel bore to Salamanca by selling it on its open market allows you to reach the full 10+ necessary for the full cryo-revival facility, provided you are friendly to the league and dont mind letting them supply all your organics.

13
General Discussion / Re: Coronal Hypershunt guardians early
« on: August 01, 2022, 12:37:43 PM »
Having strong ships is good but one needs good officers too I feel, which is why they are so hard. You need a specialized fleet with officers built specifically for their ships.

There are several strategies, including swarming with frigates, though You pretty much need to bring a few cruisers and capitals with a handful of smaller specialist ships. Hyperion is nice for SO and mounting Omega weapons. Monitor is an excellent defensive frigate to keep them occupied or body block for the weaker cruisers. You will need a bit of everything though, cause the Omega enemy just spawns new ships to counter whatever killed it. Omega fights are made much easier in the hands of skilled player piloting though.

14
General Discussion / Re: Clipped Wings - An Eagle Thread
« on: July 29, 2022, 10:43:31 AM »
One downside of giving Eagle a fighter bay would be that its energy mounts would be even less relevant.

There really is only a handful of options for fighter wings you could field meaningfully (Have any sort of impact) in a single bay. besides support fighters for cruisers isnt a terrible concept. Saves you on having to factor in a dedicated carrier into your fleet and lets you focus on warships that can actually mount an array of weapons to threaten another ship with.

15
General Discussion / Re: Clipped Wings - An Eagle Thread
« on: July 28, 2022, 01:02:46 PM »
The speed boost cant be that much worse compared to the Pirate Falcon, which would probably get buffed too, not that it needs it.

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