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Starsector 0.98a is out! (03/27/25)

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Messages - BigBrainEnergy

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16
Suggestions / Re: Missile Spam: Fratricide?
« on: February 12, 2025, 10:56:26 PM »
And honestly? If the Remnants had a consistent number of Paladins present, that seems like it would put a real damper on missile-heavy strategies. This is interesting to think about, though, hmm.
Sounds like the Remnants may be getting their own version of the Anubis...

Or maybe a brilliant loadout with paladin and escort package.

17
General Discussion / Re: .98 wishlist!
« on: February 12, 2025, 06:56:36 AM »
I'm just going to say it: Sunder needs a nerf.

I feel like this is more a result of escort package, rather than the sunder itself.  Not that they were bad before.  I'd rather see more love given to the other destroyers rather than nerf one of the good ones.

Agreed. Medusa, manticore, and sunder are all really good. I don't see any basis for singling out the sunder over the other two. The others are a little underwhelming, but viable.

18
That's certainly a better configuration for dueling against single enemy capital ships, but for a general purpose, I find it better to have the plasma cannons in the turrets and the lances in the hardpoints: lances in turrets will miss or partially miss a lot, especially against lighter enemy ships.

I find the opposite. Plasma projectiles are too slow to hit faster ships while tachyon lances don't have much of an issue.

19
Suggestions / Re: Escort AI kinda sucks
« on: February 11, 2025, 12:09:08 AM »
The vigilance might still be bad as an escort even with good behavior. I was trying to figure out if it could be built for it, but none of the tests can go anywhere because it just chooses to die every time making the whole thing pointless.

20
Suggestions / Escort AI kinda sucks
« on: February 10, 2025, 08:00:09 PM »
I'm noticing some problems with the AI's behavior when given an escort order that cause some serious problems. It seems like no matter how much range they have or what officer personality you use, they always drive straight into the face of the enemy. If you have a vigilance escorting a capital ship, it will happily drive within inches of an enemy capital and die instantly. Why? Does anyone find this behavior useful? I could understand it if the ship it's escorting was very high on flux or overloaded, but that doesn't seem to be a factor at all.

This problem makes some ships like the vigilance completely useless as escorts, despite having a weapon setup that should be good for it. I should be able to give it some harpoons and an ion beam with advanced optics, or an hvd with BWM and gunnery implants to provide fire support against heavier targets, but instead it chooses to drive straight up to the enemy and die for no reason. The only good escorts are the ones that usually survive this nonsensical behavior, like manticores.

It's fine for them to get close to ships that are behind the ships they're escorting to try and push them away, but when the target is in front then they should keep their distance until their friend is over 90% flux/overloaded.

*EDIT*
I'm testing out more destroyers and finding they keep a reasonable distance, I don't know why the vigilance doesn't.

21
When I see the gigacannon miss it's usually because it starts firing as soon as the weapon's line of fire overlaps with the target's shield radius. This means that if the target drops its shields or is moving in the opposite direction, it's guaranteed to miss. If it acted more like an anti-armor weapon and waited until the line of fire overlapped with the ship's hitbox and NOT the shield hitbox then it would work better.

To see what I'm talking about, try putting gigcannons in the turret slots of a paragon. Once it gets close enough to shoot, they start turning forward and will fire right at the outer edges of the onslaught's shield arc, which usually causes both to miss.

22
General Discussion / Re: .98 wishlist!
« on: February 10, 2025, 05:48:24 PM »
I've never thought of adding escort package to the brawler, but it makes sense. Same way that ballistic rangefinder can't go on frigates, but the lasher gets it anyways.


*EDIT*
For the hammerhead, it really doesn't need 360 pd coverage. It can dodge reapers, and its shields can block smaller missiles. Alex has said many times that the reason the rear arcs don't points forward is because it's ugly, and I agree. Not to mention that it would make almost no difference to its performance. The issue with the hammerhead is not the lack of frontal pd.

Last patch the medusa went from 95 to 100 op, I think the hammerhead could use the same. It's a very mediocre escort, so a little bit of a buff would be nice.

For reference, here's what I'm using right now. It's weaker than a manticore, but it should be given the manticore is more expensive.
hammerhead
[close]

23
General Discussion / Re: [0.97a] Station Balance - A Replicated Analysis
« on: February 09, 2025, 09:01:21 PM »
I'm pretty sure the increased rotation speed is supposed to be the middline station's advantage and not the other way around. Kinda awkward if it's not actually the case.

I've tested the stations a little bit, thought not to the degree of OP. Midline station needs to rotate fast because it is MASSIVELY overgunned. It fills its flux bar quickly and the fast rotation speed gives it a chance to vent while facing away from the enemy before coming round again.

24
Announcements / Re: Starsector 0.98a (In Development) Patch Notes
« on: February 09, 2025, 05:16:29 PM »
I have a little suggestion. I remember some mention that the advanced simulator option remembers if it was toggled on or off between saves, so you only need to turn it on once instead of every time you start a new game.

Can we do this same thing for the help pop-ups toggle when creating a new save file? It's annoying whenever I forget to turn it off, so it would be nice if it just remembered what I chose the last time I started a new game.

25
Announcements / Re: Starsector 0.98a (In Development) Patch Notes
« on: February 08, 2025, 03:40:30 PM »
Quote
Added some mini-encounters to abandoned fringe stations

This one caught my eye. Mini-encounters? Don't know what it means, but it sounds fun.

26
General Discussion / Re: Endgame / Ordo-hunting fleets that use the Eagle?
« on: February 08, 2025, 02:25:44 PM »
Naively, I think the core value of the Reaper is its ability to reliably keep going, its single-hit damage being able to close out a fight, and the AI being terrified of it. Does the Hammer have the same properties? I hardly ever see it get used.

This is exactly right. In my tests the reapers are surprisingly good at scaring remnant cruisers into overloading. It's not every time, but often enough that it's worth it even when the actual damage numbers they put up are very inconsistent. If it overloads 3 ships with reapers but scores no hull damage, then detailed combat results will claim around 3000 shield damage and nothing else. Not impressive on paper, but I saw those overloads happen and it was crucial in actually destroying the enemy cruisers.

I'd even say there's some synergy with the ion beam, because shutting down the enemy's engines means they can't even attempt to dodge the torpedo.

Hammers lack this property. They are decent when used in large numbers due to being faster and having more overall HP when you add the two hammers together, but the eagle can't fire large volleys so hammers end up not doing much.

27
General Discussion / Re: Endgame / Ordo-hunting fleets that use the Eagle?
« on: February 08, 2025, 12:35:20 AM »
Alright, I think this is my last one for this topic. Took some feedback on the build and got this result.

build
[close]
detailed combat results
[close]
combat screenshots

[close]

Battle is fairly easy, capture points early on so you can deploy everything. Put avoid orders on enemy capitals and stay out of the way until you have a good opportunity to surround them. I imagine they would do even better in an actual fleet composition instead of a meme, but either way they are fairly safe and have decent damage output. With reapers still in the tank and no significant armor damage taken (and ZERO hull taken) they could easily fight more remnants but I think I've had enough eagles for now.

28
General Discussion / Re: Endgame / Ordo-hunting fleets that use the Eagle?
« on: February 07, 2025, 10:25:17 PM »
DPS eagle
[close]

Unsurprisingly, a higher DPS build is performing much better. Going back to the point of the thread, I'd recommend trying something like this. I think 2 of this can be justified over adding another capital ship to your fleet.

29
General Discussion / Re: Endgame / Ordo-hunting fleets that use the Eagle?
« on: February 07, 2025, 05:56:49 PM »
Honestly, the 8 sniper Eagles performed better than I expected, but they just aren't as good at dealing with being stressed by a large ordo threat as Conquests are.

I would agree with that. Capitals are usually better than cruisers, but a long-range cruiser fleet is *viable* even without relying on long range missiles like the squall. The fleet I used was not a well-rounded design, it was 7 eagles + 3 herons + conquest flagship. Electronic warfare makes it possible to capture 3 points at the start.

battle map
[close]

I'll try a medium range eagle with higher DPS to see how it compares.

30
General Discussion / Re: Endgame / Ordo-hunting fleets that use the Eagle?
« on: February 07, 2025, 02:34:32 AM »
sniper eagle II
[close]
combat screenshot
[close]

Been a while since I tested that build. Just did some ordo hunting and the updated version here is much better. I am once again reminded that gravitons are good, and ion breams are mediocre.

The fleet I used has 7 eagles, so it's not like they were being carried by the rest of the fleet.

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