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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Candypowers

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16
General Discussion / Re: What is your general take on v0.97?
« on: February 08, 2024, 10:09:50 PM »
I actually don’t mind the persian league blockade. Sure they’re rude, but they seem to defend your colony in exchange for debuffing your access. I had a massive Pirate then Pather attack that The Persian league blockade dealt with for me.

17
Are these 1 time events or can they reoccur?

18
Announcements / Re: Starsector 0.97a (In Development) Patch Notes
« on: January 31, 2024, 09:26:03 AM »
I wonder if the Luddic Church can potentially get OP over time if you keep ignoring their planet takeover attempts. Is the church the only faction that can take over your planets?

19
Bug Reports & Support / Defensive targeting array bug
« on: January 31, 2024, 09:12:29 AM »
So when I use defensive targeting array with bombers (in my case I used trident and longbow with prometheus mk2 ), a lot of times they don’t do anything when there a lot of enemies present. This is because they seem to be sometimes fixated on a ship that they can’t reach. Like for instance there is a destroyer or frigate in very close proximity, but my bombers ignore it and focus on some random cruiser that’s far away and out of reach. Doesn’t matter if I press “R” on the target, or orders to recall/engage, the bombers have a mind of their own.

 Doesn’t always happen, but it happens enough to be annoying. my guess is that for my particular situation, the enemy cruiser gets momentarily in range of the bombers and then that’s when my bombers get fixated on it. Then the cruiser backs off, goes way out of range, but my bombers are still pointing in the direction of it and get stuck looking at it for a long time even though there is a closer enemy.

20
General Discussion / Re: Taking out 5 Ordos with 5 Paragons
« on: June 23, 2023, 06:32:54 AM »
Nice. try with invictus next.

21
For the record, this is apparently currently bugged: you get missiles ignoring flares, but your ships weapons do not completely ignore ECM. See: https://fractalsoftworks.com/forum/index.php?topic=27183.0

Well damn. There a mod that fixes this and possibly other bugs by anychance?

22
General Discussion / What does the s-mod effect of ECCM Package do?
« on: June 16, 2023, 09:00:08 AM »
It says "Fully negates the effect of ECM and flares on missles fired by this ship."

Aside from missiles, it completely negates the range penalty of enemy ECM for all weapons too? Seems like a pretty good deal if that's the case and you are running a smaller fleet than the enemy.

23
General Discussion / Re: whats the most effective missile for the AI
« on: June 16, 2023, 03:24:12 AM »
I’ve been having a lot of success with goron spamming, both the medium and small sized for ai. The large one kinda sucks however. They don’t need eccm package to be good. Typhoon or cyclone reapers are also real good, especially with an eccm speed boost if you can afford it.

24
General Discussion / Going shieldless is pretty fun
« on: November 20, 2022, 01:01:35 AM »
Youtube link

Fun, but easy to get punished! Regardless, once you try going shieldless, it’s hard to go back.

25
Very nice thematic fleet! How did you go about finding the layout?

Interestingly, from the Conquest math thread, it seems that if your choices are Hellbore, Mark IX, Storm Needler or Hephaestus, then Locust - Storm Needler - Hephaestus gives the best time to kill vs. Remnants out of all combinations.

Of course, that was for Conquest layouts. Still.

Oh that’s interesting to know! But basically I arrived at this layout through just a bunch of trial and error. I knew that I needed to devote the medium mounts to dual flak if these ships were to go in guns blazing otherwise a point-blank reaper or bomb cluster can too easily cripple it. so that just leaves 2 large mounts to do the bulk of the damage. Turn speed of the weapons is also a thing to consider since gettting surrounded or trying to kill the smaller ships can be a pain with slower turning and slpw firerate guns. Also some weapons are more likely to not fire at all when there’s an allied ship nearby. Storm needler and hephastus are one of the few options that ticks alot of those boxes, even if it’s low damage per shot, so that’s what i went with. But besides the hephaestus, I found swapping it out for devastator cannon with a reckless officer can also work! Though still testing it out.

The planet in this remnant system has my colony on it where i stashed a bunch of weapons. I can conveniently swap builds, repair, and hide in the asteroid belt. This makes it so I can test things more conveniently as well as farm ai cores.




26
Youtube link

No, this isn't your usual optimal long range kiting Eradicator fleet or Safety Overrides frigate spam. ECM/range be damned, these slow & heavy tanks were built for a good ol' fashioned up-close and personal slugfest.

You probably need just 2 moves/2 command points. One to assign all Prometheus ships to attack the Radiant. And then after Radiant is dead, use the defend command on 2 of the Prometheus ships and assign frigates to the Search and Destroy role. You can also additionally assign the search and destroy role to the 2 ships that had the defend command.

27
General Discussion / Re: Help with Fleet AI
« on: November 12, 2022, 02:37:59 AM »
I found the easiest way, for me at least, is to divide my  fleet into separate squadrons or groups. Like 2-5 ships per group, depending on ship size, weapon range, and roles. Let the groups do their own thing. I found that I rarely have to do any micromanaging this way. I don’t even need to have aggressive officers, all of them are steady except for distraction frigates.

Also if your problem of having your fleet is getting blasted but you aren’t hitting back, having high ecm rating helps with that. if you don’t have electronic warfare, having at least 2 officers with elite gunnery implants and ecm hullmod on a tanky frigate (centurion, monitor) can alleviate that problem.

28
stash away all your ships and only use a phase type ship to cheese it.

29
General Discussion / Re: Solo Prometheus MK2 vs Remnant fleet
« on: November 03, 2022, 09:01:43 AM »
Very impressive!

I think that the typical Ordo-soloing Conquest uses double Gauss to improve it's DPS while kiting. Given the Prometheus Mk.II is even better at kiting at some angles, is that something worth trying out?

As far as skills go, as a Civ-grade Hull ship, you don't get any bonuses from Tactical Drills (+5% weapon damage), so with the current loadout, I guess you'd be better off with elite Missile Specialization. Otherwise, if you found an extra 20ish OP for Militarized Subsystems, I think Crew Training completely outperforms Tactical Drills (+15% CR includes a 5% damage boost on top of the other benefits). Or I imagine Damage Control / Point Defense / Field Modulation can be substituted.

Ah you're right! Somehow I missed that Tactical Drills only works if I had militarized subsystems installed. With that extra unspent skill, I guess it's a toss up between Missle Specialization, Flux regulation for 9 OP's worth of flux, or Systems Expert to shave 2 seconds off of burn drive cooldown.

I did try double gauss before, though I found it to be too flux hungry for this ship and it ate up a lot more OP. Also the angle of the left large mount not enough for broadside kiting. It's definitely doable, but I found it to be a bit more trouble than its worth.

Damage control, point defense, and field modulation could be substituted though kinda hard to give up their secondary effects. Otherwise this might be a good alternative so I could s-mod in militarized subsystems:



30
General Discussion / Solo Prometheus MK2 vs Remnant fleet
« on: November 03, 2022, 07:10:23 AM »
Youtube link

Man that was tough! Had some close calls in this fight and wasn’t sure if this was possible, but somehow it managed. There’s always the threat of getting swarmed by the smaller ships and then getting stunlocked to death.

And if anyone’s got any suggestions to improve the build, feel free to share!



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