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Messages - Candesce

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31
... If I was going to give the pirates a high-tech cruiser, I'd probably try a modification of the Apogee.

Degrade its shields heavily, switch its ability to Maneuvering Jets, beef up its speed a little. Strip out the sensors and surveying equipment for a poor quality hanger.

32
Does anybody else feel like heavy mortar could use a boost?
Nah; the Heavy Mortar is very good at what it does.

Stop using it on targets that can dodge; there are better weapons for that.

33
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 04, 2024, 05:02:36 PM »
And that leaves Emergency Burn losing its CR cost, which is... nice? But... How often do you use e-burn anyway?
Well, EBurn has basically three costs: the CR hit, some fuel, and halving your sensor strength for the duration.

With the CR hit mostly negated (you can't repair while burning, if you were already damaged by something), the only real cost is the fuel hit, which as you've pointed out is basically token - so, use it whenever you want to go fast without wrecking your acceleration. Catching fleeing fleets, disengaging 'cause you pulled one too many Ordos, crossing slipstreams, getting that station in a star's corona, whatever.

That all said, my standard build in Starsector doesn't invest in industry, so that tells you how much I value that ability.

34
General Discussion / Re: Question regarding recovering of ships
« on: January 04, 2024, 12:52:51 PM »
The player counts as an officer for everything else, so I think so, but I don't know if you still count if you switch ships after having one blown out from under you.

I usually s-mod the ships I personally pilot, though, so I don't actually have any experience with the subject.

35
General Discussion / Re: Rapid money snowballing?
« on: January 04, 2024, 08:28:50 AM »
I don't play the game well (I totally suck at fighting; my AI NPCs do better than me usually), and in the space of a few hours, I can become a multi-millionaire just by ferrying goods.
Well, you could raise tariffs and make smuggling harder, so that most trade routes don't even break even; or you could have any player fleet that spends time ferrying bulk goods draw pirate swarms. (The upcoming change to how black markets work is likely to have notable impact, here.)

I don't see much point in doing this, because as someone with a decent grasp of the combat system, I can become a multimillionaire in a lot less than several hours - and without doing grindy trading at all. It's not a balance consideration, it's a "discourage players from wasting their own time" consideration.

36
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 04, 2024, 08:24:02 AM »
So what do you say: What is the most efficient way, if you want to keep certain ships safe?
Usually I just build in a hullmod and pay out for rebuilding the hull every so often. Money's not that had to get, and it's not like most attrition is to my capitals.

With relatively easy to acquire hulls, I don't bother keeping them safe at all, just replacing them as they wear out.

37
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 01, 2024, 04:50:44 PM »
I've thought about that, yeah. I don't like that, though
As someone who previously used Phase Lances for some things, thank you very much for not doing that. They hit hard enough that they keep enemy ships from playing around at "just short of overload" levels even as soft flux, and their massive armor penetration and very high accuracy made them very punishing for anyone who couldn't keep their shields up - having them be disabled entirely versus targets who haven't overloaded yet would have sucked.

The efficiency upgrade is going to make what I was doing with them much more practical.

38
I don't know of a way to add Heavy Ballistic Integration to anything; it's a hullmod that exists purely to encourage actually using Large guns on ships that can't point all their Large guns in the same direction.

But by the same standard I'm quite sure you're not supposed to be able to build an Onslaught without it. It sounds like you've found a bug.

39
General Discussion / Re: DOUBLE GREMLIN DOUBLE GREMLIN
« on: December 28, 2023, 06:11:55 AM »
Now I'm running both CP and blast doors, so I'll see if I still get that occasional %50 (or more) loss for no discernible reason.
I'm pretty sure that, after a fight, you can only save spaced crew up to your (pre-recovery) crew maximum.

If you're, say, depending on a Legion for carting all your crew around, Blast Doors and Containment Procedures won't save you if it goes down - your crew would have survived getting spaced when the ship died, but you've got nowhere to put them while salvaging it, so they all suffocate anyway.

What I'm saying is, if you're going pirate salvage strategy, bring a Starliner. And don't fill it all the way up.

40
Suggestions / Re: A critique of flux as a game mechanic... maybe?
« on: December 25, 2023, 07:23:51 AM »
I kit it out around 600-700 range weapons and was left in the dust.

... Yeah, that would happen. The Executor has no mobility system, no way to catch fleeing enemies, and energy weapons have shortish range.

You can be short-ranged or slow in Starsector, but you don't get to be both at once. Sindrian doctrine is, uh, not recommended for players to copy.

(There are functional and effective Executor fits. They aren't short-ranged, which generally means not using the Sindrian weapon systems - at least, not in Sindrian ships. The guns can be fine too, on the right ship - which the Executor is not.)

41
I suspect part of the problem with Kapteyn Starworks not having a degraded nanoforge is because they don't actually have the power (military or state) to keep some mercenary or brigand from taking it from them.

There are pretty common missions to knock over Kapteyn's starport and orbital works, and they're not exactly hard missions; degraded nanoforges might not be that rare, but they're still expensive, and they're apparently quite portable, you know?

42
Blog Posts / Re: Skill Tweaks
« on: December 23, 2023, 06:20:41 PM »
My experience with low-tech capitals says the new DamCon elite is going to get me a lot more uptime on PD, which is much more protection from random Reapers than the small amount of mitigation the old elite did.

43
General Discussion / Re: Atlas and Prometheus (mk.I)are gods.
« on: December 20, 2023, 07:21:04 AM »
In short, the difference in sensor profile lets you choose your fights more easily and reliably.

44
Suggestions / Re: Requesting improvements to a 'field refit' playstyle
« on: December 19, 2023, 06:28:04 PM »
It's Step C that is most troubling because that takes a sort of mind-numbing amount of time to refit some number of ships (and if we're talking endgame fleets, like 15-20). That, to me, seems decidedly "unfun" and yet, if the option was presented to me, I might feel I have to take it because it gives better results.
It might be workable if, say, you could only switch between pre-defined saved autofit plans.

(Not sure it'd be a great idea anyways; does the player simply need to remember for themselves what all the alternate weapons they're using were and what happens if they leave something important out? It seems like the results are either going to be very janky or take up a disproportionate amount of UI effort and modification...)

45
General Discussion / Re: Atlas and Prometheus (mk.I)are gods.
« on: December 19, 2023, 09:03:19 AM »
If you're bringing a logistics ship, don't you want it to be better at logistics?
An Atlas with ADF/Insulated gives better logistics than running dinkier ships with Expanded Cargo. Same with the Prometheus and Aux Fuel.

If you're using ADF or Insulated at all, presumably those are critical traits for your fleet, and so getting more out of Aux Fuel/Exp. Cargo is entirely secondary.

(People who use Atlases with Exp. Cargo and Prometheuses with Aux. Fuel undoubtedly exist, but have no reason to be part of this conversation.)

The argument against going straight to the Atlas or Prometheus for your logistics needs is purely "but it will really suck if they end up in combat," and the kind of fleets running ADF and Insulated aren't generally worried about getting into fights they might not win.

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