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Starsector 0.97a is out! (02/02/24); New blog post: Codex Overhaul (05/11/24)

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Messages - Doctorhealsgood

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1
General Discussion / Re: High tech feels like a wet noodle.
« on: May 27, 2024, 08:04:25 AM »
Another example: Monitor. It does bupkiss for DPS, but it can be a critical addition to fleets to let them win hard fights. Also, I hate it and it should die. Monitorago delenda est!
The flaw in Monitors isn't the Monitor itself. The Monitor is a trash ship that is mostly useless. The only reason the Monitor has a role at all is because it exploits the AI, which sees a harmless ship that it can't effectively kill as a threat worth focusing attention on at all. Monitors should basically be treated as if they don't exist unless nothing else is close enough to even be relevant before you can make a full 360-degree turn (do not turn to face a monitor if anyone else can be relevant before you can turn back). If someone fits a Monitor with a Reaper launcher, it should be treated as a Reaper materializing into existence out of nowhere: React to the Reaper, ignore the Monitor.
I wonder if the new escort AI makes the monitors try to shield their assigned ships

2
what are u talking about, it hit 90% of its shots? Stop being judgemental towards my brick!!! It has feelings, you know... (no, it doesn't)

This brings up an interesting question. Being able to actually hit the target feels like a significant buff: Rampart vs Hammerhead. All stats in this video are vanilla, but improved aiming makes the Rampart much stronger. How should the game be balanced around such changes?
It feels kinda silly said outloud that the fact that the AI aiming properly might cause balance concerns

3
[...] Which is why a super brick with good shielding and 100% bonus range doesn't instantly murder your entire fleet the moment you enter that bounty. Several of them...

Oh yes, that's exactly the mod I'm working on. I'll give the cryosleeper Guardian a better build and better AI. Players will suffer.

It's funny how we're modding it in opposite directions.
I actually buffed other Derelicts. I just wanted to make Guardian more grounded.
yes, armour in this video is also too high, it should be 1650. The DP of the ship should then be either 20 or 25, depending on how humble we are if it comes to respecting the fact that Rampart chooses to not have PD.
I also boosted Rampart's speed to give it greater kill potential, no more Sunder HIL kiting.

and yes, I buffed other Derelicts too... Including the dumb *** PD ones. Well, I call them dumb... But I love them. Bastille is my favourite automated ship.
You are buffing all the derelicts? Now i really wanna know more.

4
General Discussion / Re: When is Shield Shunt worth it?
« on: May 24, 2024, 01:38:07 PM »
Shield shunt forces AI ships to be less cowardly so there is that.

5
Huh. I am pretty impressed at the work the back weapon is putting. So how would you compare this theoretical Guardian to the radiant? The roles they perform and all that.
they're very similar. They both run in and cause a lot of mayhem, whilst utilising their mobility combined with excessive firepower to strike where it hurts without taking that much damage back. However whereas Radiant uses teleport to dodge damage and rapidly reposition. Guardian can use Plasma Burn to also quickly find cover by positioning itself in a way that breaks line of sight behind weaker support ships. In this case, Sunder.

Radiant has more long term durability, more EMP capabilities and also isn't as reliant on ammunition. Though Locusts have a lot of ammo. Guardian using Mjollnirs can be shut down using annihilators, as Mjollnirs may get stuck on a missile barrage unlike Plasma Cannons. Also the 1.4 shields make it vulnerable to missiles as long as they can hit. Though Cobra isn't as strong in vanilla as it is in my mod, so it might find it really difficult to hit. The difference between my modded Cobra and the vanilla one, is as I repeated many times, the fact that I gave the Cyclone speed on launch trait to every Reaper missile launcher, to buff Cobra for eg.

You have to remember one thing however...

Guardians would probably be far weaker than Radiants in the context of fighting NPCs. As it would be piloted by a Gamma Core. Meaning no Missile Specialisation, no 5 different durability skills. etc. etc. Maybe no even bonus 100% turn rate which saves Radiant from being circled.

If a player would get their hands on it however, it would probably be one of the strongest assets they'd have still. With an Alpha Core. Cyclones would probably be a really good choice too. But you would sacrifice the missile coverage which sort of counteracts the opponent's missile coverage which may negate Mjollnir. So it's a trade.

However, most importantly. Guardian is less flexible than Radiant. Radiant has tons of Synergy slots and tons of slots overall, allowing for vivid compositions. Whereas Guardian has few slots that have to use Mjollnir or maybe... I dunno. Do something else. Most large Ballistics would make waste of its high flux capacity and OP budget. Though I guess you could maybe use something else. I'm not sure what, so I won't cite examples cause I don't want to look like a fool... More...
If it is like that then why would someone go out of their way to look for a guardian instead of a radiant?

6
Huh. I am pretty impressed at the work the back weapon is putting. So how would you compare this theoretical Guardian to the radiant? The roles they perform and all that.

7
There is the implication that someone or something is messing with the derelicts
That something is you. When you loot probes and survey ships, sometimes they send out a signal which prompts other probes and survey ships to reinforce their defense fleets.
Huh. So how do they do it?

8
As a derelict enthusiast i would love if derelicts got a boost.
I know that they are supposed to be a super weak enemy in general however i there is a way we can have our cake and eat it too

There is the implication that someone or something is messing with the derelicts and there is the fact that the bounty derelicts aren't even supposed to have drive fields and travel around... Yet they do.
So why not just lean on that implication and have improved/refurbished/restored variants of derelicts reserved for when you want derelicts to be a better challenge? It would reduce the dependency on the Guardian for derelict fleets too. Would make things more interesting in exploration too if there is a different ship doctrine that could possibly give you trouble other than ordos out there.

9
Suggestions / Re: Regenerating DEM
« on: May 22, 2024, 07:47:15 AM »
Well. Missiles are supposed to work like that.
If you really wanted to reload them you can just retreat and start the fight again (so long you have enough CR)
And forfeit all the salvage from the initial battle, which includes any ships you lost.
Oh, Right...

10
Suggestions / Re: Make raiding pay more.
« on: May 22, 2024, 07:41:14 AM »
Raiding is profitable when you don't try to take on the equivalent of a military base with a squirt gun (if you are losing 40% of your people you are just sending them on suicide attacks instead of targets they can handle).

If you can find one, check out the Phantom. Not only does it provide a great stealth bonus to your fleet, but it adds up to +200 ground combat strength (which is base strength, so gets multiplied by marine veterency and the leadership skill).

You notice this only make raiding even more unprofitable, right?
You need MULTIPLE SPECIALIZED RARE ship that require it's own supply and fuel, having to lug around ship that is no good in combat. It is a constant drain on your resource.
You have to buy the marine, you have to pay the marine.
Without colony pumping money into your wallet, having a competent fighting force is an expensive endeavor. If you have a colony you don't really need to raid except for a few colony item as you basically print money.

In comparison you can just rob a convoy without all the preparation and headache. Just use your usual and be rich.
A lot less investment, a lot more payoff.

Beside, If you have the Army that can completely suppress a colony with minimal loss, why don't you just take the colony?
Even if you can't hold it, you can just sell everything and throw it away.
If phantoms are currently out of your access you can always settle with Valkyries or blow up pirates for their colossus MK III
If you are unwilling to lug around a large army of marines and raiding ships you can just store them in the usual abandoned station or your colony until you decide it is raiding season and you just go and take everything you want all in one go then store everything back. There is some very nice stuff on some places for you to take.
If your build is using leadership skills you could always consider taking Tactical drills as it is simply nice overall and it makes your marines better and less likely to die.

Also yeah ruining economies and taking advantage of it later is pretty profitable and that is just a side effect of your raiding shenanigans.

11
Suggestions / Re: Regenerating DEM
« on: May 22, 2024, 07:31:41 AM »
Well. Missiles are supposed to work like that.
If you really wanted to reload them you can just retreat and start the fight again (so long you have enough CR)

12
I think to make it an interesting player ship, you'd need to do more than just removing infinite missiles. But I'm not so sure it'd make sense to make available to the player given it's backstory; I'll have to think about that.
The guardian suffers irreversible battle damage, rendering its missile forge inoperable and its plasma jets can only activate in bursts (converting it to plasma burn). And give it the unrestoreable tag if you want since it's domain tech.
Make the missile forge be damaged into a souped up version of the regular missile autoforge that works on bigger missile slots. That would be neat.

13
Blog Posts / Re: Codex Overhaul
« on: May 12, 2024, 01:35:18 PM »
This is likely to decrease my wiki browsing while playing significantly. Thank you.

14
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: May 11, 2024, 05:37:04 AM »
So what weapons are good for HSA at all? Burst lasers like Rift lance Phase lance IR autolance (maybe?) and Tachyon? What about other Omega weapons? Anything that works there? In the case of non-burst lasers is there any way to make them work? Due to the nature of high tech doctrine (excluding outliers like paragon and astral) using HSA beams to slowly but surely grind down ships at close range probably unadvised unless you can somehow guarantee they won't get targeted. Maybe something on midline can pull it off? Or a lion guard ship?
A HSA monitor technically would fit the bill but... That's just two tactical lasers or something.

15
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: May 07, 2024, 01:27:54 PM »
the whole point of Ion Beam is emp, it gains nothing from HSA, just use Ion Pulser...

plus why are u asking me for advice, I'm the dumbest *** on the planet
doesn't ion beam get to arc through shields depending on high flux?

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