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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 - KDR_11k

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571
General Discussion / Re: Tachyon Lance vs. High Intensity Laser
« on: May 21, 2012, 09:30:17 AM »
Railguns and Gauss Cannons are just lovely for that. Ever seen a onslaught run because of what you're firing at it? I have C:

I guess the AI needs some tweaking then because an Onslaught can just keep its shields turned off and smack you silly for trying to hit it with kinetics.

572
Suggestions / Re: Remove type restrictions from weapons mounts
« on: May 20, 2012, 12:42:25 AM »
One forceful modification I could think of is rotating hardpoints.

573
General Discussion / Re: Flagship
« on: May 20, 2012, 12:32:30 AM »
I like to start out with a Hyperion and move up to an Odyssey. I really like high tech with all of the lasers and such. I just hate going slow. And I like ramming Hounds with my shielded Hyperion. I kind of feel like its revenge.

Are you sure that's a good idea? When I ram into things with my Onslaught (it's a close combat ship with terrible brakes, go figure!) I take single digit armor damage but the shield I hit takes about a thousand damage points. Kinda logical that ramming is kinetic damage.

574
Suggestions / Re: Personnel loss on full hull damage
« on: May 20, 2012, 12:27:38 AM »
That happens in SPAZ when your hull gets smashed up enough. You just helplessly watch your ship lose a 1/3 of it's crew to the vacuum. It's nice to see though, and I'm sure I'm not the only one that goes around running over frozen crew members. >.>

Vacuum should be the most killing cause in a spaceship battle. I mean, you're dodging HE shells that will cause Hull breaches which causes vacuum to flood the areas where your crew are, causing them either to implode, suffocate, or get sucked out and frozen to death. Horrible fates :)

I think a large HE shell impacting a crewed area will kill significantly more than the vacuum does, these shells are the size of bombs that level entire city blocks on Earth. Shockwaves get focused by the small rooms inside a ship and cause enough overpressure to instantly kill anyone in those rooms.

Also freezing to death in space is pretty unlikely. Vaccum is great for heat insulation, just like a thermos flask. Most cooling happens through diffusion, not radiation in an atmosphere and you lose the diffusion in space. If you're exposed to e.g. direct sunlight you'll build up more heat than you radiate. That's why heat will likely be a problem for real space combat.

575
General Discussion / Re: Campaign - normal mode
« on: May 19, 2012, 10:19:29 AM »
I think there should be consequences to losing ships or the battle, that way there's a point in retreating. Say, all ships that are disabled get repaired after battle (i.e. 5% hull and most weapons destroyed, heavy crew casualties) and if it's a total loss you lose a lot of your money and potentially cargo. But you can simply stick spare guns on those repaired ships and fully repair them to make them fit for combat again.

576
General Discussion / Re: Campaign - normal mode
« on: May 19, 2012, 08:35:05 AM »
That's the Repaired status, sometimes happens to your disabled ships if you win the battle.

577
General Discussion / Re: Tachyon Lance and Odyssey spam
« on: May 19, 2012, 06:53:41 AM »
Not remove but significantly weaken. E.g. the EMP damage can probably go out the window altogether while the weapon should probably get a small inaccuracy to limit its ability to snipe smaller ships. Perhaps offer a second version that's perfectly accurate but deals less damage specifically for fighter sniping.

If you do that you might as well throw it out the window altogether because then you just end up with a very costly High Intensity Laser that's probably even less effective.

The HIL has really low spike damage which makes it weak against armor and its range is very limited too.

578
I'm not sure on the first one, but for the second objective engagements occur when the number of ships in both fleets is at least 7, I think.

I get strategic choices with my fleet consisting of five units (1x Onslaught, 1x Venture, 3x fighter wing). Might be FP or ship size based as well.

579
General Discussion / Re: Campaign - normal mode
« on: May 19, 2012, 04:30:25 AM »
Would be less problematic if you only ever had a fraction of your money invested in your fleet but usually your fleet is over 90% of your total assets so losing it puts you right back at the start.

580
Suggestions / Re: fall back/rally command
« on: May 19, 2012, 03:37:50 AM »
I think there needs to be a "stay close" general order that tells all ships to stay close to other ships. Having the fast ones charge ahead and die before the slow ones arrive isn't a good strategy. With anything up to destroyers I can issue an escort command on my flagship but cruisers and above tend to be problematic there (especially the Falcon cruiser).

581
General Discussion / Re: Campaign - normal mode
« on: May 19, 2012, 03:35:09 AM »
I would only be in favor of having disabled ships always repaired (puts them at about 5% integrity and destroys most of their weapons). But yeah, currently the benefits of victory rarely approach the costs of replacing even one destroyer. Considering you only get rewards for disabling enemy ships that's thoroughly weighted against you: For every kill you get a few hundred to a few thousand credits while every loss costs you tens of thousands of credits. I revert to saved games after losing too much in a battle because of that.

582
General Discussion / Re: Tachyon Lance and Odyssey spam
« on: May 19, 2012, 02:01:28 AM »
Not remove but significantly weaken. E.g. the EMP damage can probably go out the window altogether while the weapon should probably get a small inaccuracy to limit its ability to snipe smaller ships. Perhaps offer a second version that's perfectly accurate but deals less damage specifically for fighter sniping.

583
General Discussion / Re: Flagship
« on: May 19, 2012, 01:58:35 AM »
Does Autoresolve still mishandle hounds so badly? I think autoresolve gave me my cruiser back in a nearly destroyed state, marked it as retreated and had me lose all my uncrewed ships to a single hound.

584
General Discussion / Re: Custom Fleet vs Campaign fleet
« on: May 18, 2012, 02:14:29 PM »
Kiting Challenge
  • You pilot a hound vs the Hegemony SDF
  • You must destroy atleast 75% of the fleet, which includes All onslaughts and the dominators.
  • You may use several hounds for this, up to a maximum of 5
  • You may resupply after a battle.

Good luck with that one ;)

Does a hound even carry enough ammo for ONE Onslaught?

585
General Discussion / Re: Flagship
« on: May 18, 2012, 02:10:53 PM »
Here's my flying mess. It's probably more funny than optimized but it did take on a Tri-Tachyon attack fleet with only a venture and three fighter wings (Broadsword, Wasp, Piranha) as support with no losses.

[attachment deleted by admin]

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