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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - KDR_11k

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661
I believe officers are supposed to increase your fleet size limit.

662
I was looking through the notes and wondering if you thinking about making a Medium version of the Swarmer missiles.

I'd settle for a maneuverability improvement, those swarmers have real trouble hitting fighters.

663
The big issue I had with twin plasmas is their flux output (900/sec, even with 660 dissipation you can't really run those things nonstop), even moderate enemy fire against your shield can make them too expensive to use and force you to lower your shields if you want to attack more (hell, a really tricky commander could keep his shields down until he sees your plasmas charge up but of course that's purely theoretical due to the lack of PVP). Conquests can equip twin MIRV launchers which are really good at overwhelming beam PD, IIRC the Odyssey comes with three medium missile slots compared to the two medium and two large of the Conquest. Also don't forget that a Conquest has several small and medium energy mounts in addition to its bigger ballistic mounts.

I'm not too sure if a flight deck is really worth that many OP since you can easily take some secondary ship with flight decks into your fleet that'll do the job.

664
What kind of loadout makes an Odyssey outperform a Conquest? Maybe I'm loading them out wrong but my Conquest has significantly more firepower due to its more numerous weapon slots and higher OP capacity. I only have medium/heavy guns on one side of the thing to save OP and a broadside from it is a devastating storm of bullets. Meanwhile energy weapons don't seem all that impressive when it comes to raw, sustained damage output (especially because hiding behind your shield + high weapon flux output are a big risk, the ballistic-based ships can afford lowering the shields and taking some armor hits). Comparing a Conquest to a Paragon is nonsense of course since the Conquest is a battlecruiser and the Paragon a battleship. I haven't piloted an Onslaught so I cannot comment on its power.

665
I usually send in wasps first since fighters are the most likely enemy at that early stage of the battle and the wasps seem like the most effective anti-fighter interceptor. Well, I also send in a capital ship or two so they can start advancing towards the enemy right away.

Hm, how about fortified points that have an armored shell you need to crack first before you can cap them, requiring something with actual firepower instead of a body with engines to take control of the point.

666
A 1% chance of getting screwed horribly is a really bad idea. That doesn't add tension, that just feels like a bug. Even roguelikes give you a fair warning before instakilling you, even if it's hard to recognize. If your fleet is so strong that it can annihilate the enemy fleet then why not let it do so? Just make sure there's always a bigger fish than the player out there.

Blitzing the cap points also gives you the special benefits and denies them to the enemy so he doesn't get range or speed boosts either, even without being prevented from fielding his whole fleet. Maybe the fleet points should only be granted slowly after you capture a point so just grabbing one doesn't immediately let you throw in new ships, you have to hold them for a while to prove that you didn't just grab them by sheer chance.

I have to say I don't see the surrender/sabotage thing much anyway, it only seems to apply to uncrewed ships which you usually encounter only through sheer luck. Ships that surrender for some reason (I guess not being fielded while the enemy lost all active ships simultaneously) don't seem to sabotage at all and ships that were disabled and remain boardable don't get sabotaged either. I don't know how to make ships boardable through disabling but I guess it has to do with how much overkill damage they take?

What annoys me much more is that a defensive fleet can send ships in and retreat them almost immediately, makes it really hard to engage those Paragons because they run away before I can get a good shot in.

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