Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - StriderGunship

Pages: [1] 2
1
Suggestions / Re: Skills should be reworked.
« on: May 22, 2025, 12:42:31 PM »
Nah, forget it. Tried piloting again, and while it might look like you're doing a lot, fleet-focused builds still perform better overall. Afflictor is the only truly worthwhile option that works with very little investment, and still I get bored eventually, and end up using a more streamlined option.

2
I've given up on automated ships since I last ran them in 0.95.1a RC-6, tried the same buidls again in 0.97 and found out how fearless was changed. And now I tried it again, only to find that now ENEMY fearless ACTUALLY RETREAT, while yours acts as fodder that doesn't care that it dies.

3
Suggestions / Re: Skills should be reworked.
« on: May 22, 2025, 06:10:03 AM »
I have genuine fear of something like this ever coming to pass. Starsector imo is a game that as is has problems with challenging the player, if i could have all the insane things you get out of the combat tree AND being able to pick all the fleet skills i want instead of having to sacrifice parts of one to get the other, i fear the game would simply not have any difficulty at all at that point.

I am 100% against splitting fleet and personal skills into different tracks/pools. It chops off the builds at both ends of the scale of pilot to admiral while adding nothing.

The fallacy that many new players fall into is that because personal skills only boost 1 ship while fleet skills boost all of them, the fleet skills are way better. This depends completely on the player's pilot skill and the ship they are using, so for them it may even be true! But as players get more experienced, they become better pilots and start using more powerful "playerships" for themselves. Those combat skills go up in value massively, to the point where only the very best fleet skills compete.

As things stand, players can win with pure combat builds, pure admiral builds, and everything in between, which is way way better than a system which forces an even split.

Beautifully said.

I... agree that the game isn't as challenging if you know what you're doing. I just wish it could be done in a blanced way... Maybe you would get your max combat DP decreased by 40 points or something.

My problem is that I don't always want to pilot personally.

4
Suggestions / Re: Skills should be reworked.
« on: May 17, 2025, 03:37:33 PM »
Phase coil tuning is fine, because you can get a lot of value out of it
You can get a lot of value out of combat skills, too. By that measure, they are fine. With fighters I would say it isn't the skills that are underwhelming, but fighters themselves. To make them really good you need to spam a lot of Flashes.

Ugh, you're here just to flex your videos...

Your flash spam only supports my point - carriers aren't as good unless you commit to them. Yeah, Ziggi and Pegasus are great in terms of value (as well as mind link stuff), but still, you get tired eventually, and it's still more practical to invest into fleet skills.

5
Suggestions / Skills should be reworked.
« on: May 17, 2025, 01:18:56 PM »
I think that we shouldn't need to choose between piloting skills and fleet skills, they should have independent skill point pools. Same goes for carrier skills. It forces you to commit to carriers, or not use them in your fleet at all. Phase coil tuning is fine, because you can get a lot of value out of it, so it's okay if you're forced to choose between it and something else (though when you're using a single phase ship like doom or ziggurat, it's becoming less impactful on the battlefield).

Also, DP caps for skills should only count deployed ships instead of the whole fleet.

6
General Discussion / What made me quit this run.
« on: May 10, 2025, 06:42:36 AM »
Officer skill system even with the officer management mod made me quit this run. I want to try different things, but I'm locked into doing it through "balanced/random progression". You know what? I don't even care about the new content at this point. So much time dumped into this run and I haven't even gotten a single useful ship blueprint. And, oh boy, what fun it was trying to farm bounties for a single Legion when I needed 4. Even with console commands, it's mind-numbingly boring and tiresome.

Until there's a mod that allows to edit officers like AI cores and switching smods, and proper dev tools that allow cloning ships and officers, I'm done with Starsector.

It's like the most interesting aspect of this game was made to be as painfully uncomfortable as possible.

Oh, and tech-mining still being yet another useless waste of time FOR ALL THESE YEARS is really great! Also, no "in-game" ship search. As if running around playing casino with black markets if you wanted a specific ship is what everyone has the time to do.

7
Is there any mod that makes only piloting skills separate? I don't want the whole mod. Or is there a way to disable that one skill that gives +1% damage for every combat skill you have?

8
...

At least 2-3 people confirmed the issue on Discord, and I personally see that (aggressive+) AI straight up gets itself surrounded almost on purpose.

As far as I know, while there were some incremental AI changes (and more will come in a future update), I don't think there were any fundamental changes to AI personalities from 0.95.1a to 0.97a.

Reckless AI specifically ignores other enemy ships for threat calculation purposes - it's basically the ship assigning itself an Eliminate order on whatever its current target is. That alone makes Reckless-piloted ships liable to get themselves surrounded by other ships unless you actively wrangle them using your own orders.

You also have to consider that both Aggressive and Reckless personalities specifically want close in within the range of their own PD weapons, meaning they'll treat, for example, Vulcan Cannons and PD Lasers as actual anti-ship weapons. Naturally, this also tends to get them surrounded by enemy ships too, although Aggressive does try to respect other enemy ships while closing in.

If you want ships to not actively put themselves in danger, I'd suggest sticking to Steady or Cautious personalities, as well as start looking into ship loadouts that don't force them into close-quarters combat. Also keep in mind that enemy fleets using faster, more numerous, or more aggressive ships than yours will, by their vary nature, typically surround your ships anyways, so there's never a guarantee that your own ships will stop getting into sticky situations.

Fearless and aggressive weren't as dumb as they are now.

9
Fearless is a Reckless equivalent, not Aggressive (although that wouldn't explain a difference between game versions).

Anyway it's probably easier to ask in General Discussion if people have noticed any such changes. You could also check out the AI Tweaks mod, although it doesn't seem like it touches on your issue.

(I didn't notice any mods in the list that should be tampering with AI ship behavior, but I can't guarantee none of them are)

At least 2-3 people confirmed the issue on Discord, and I personally see that (aggressive+) AI straight up gets itself surrounded almost on purpose.

10
Had two normal and one modded playthroughs in total (not including the current one). Never had any problems, build/playstyle more or less the same. Aggressive officers get themselves surrounded in a way they never did before and die. Same goes to Glimmers. A Radiant build that literally NEVER once died in my previous playthroughs that can 1v3 three capitals easily gets itself surrounded by three cruisers and I actually had to save it from dying, that was the last straw. During sim testing it also often sits on its Skimmer charges instead of disengaging and venting. Ship AI died such easily avoidable deaths extremely rarely and was very competent and reliable in all my previous playthroughs. They also drop their shield all the time for no reason and get easily avoidable damage.

Also, that thing when ships turn their fresh armor absolutely murders some of the ships that have a lot of fixed hardpoints, and in other cases it leads to ships taking damage they wouldn't get if they just kept shooting.

Heard but not tested myself that reckless officers became worse too.

The last version before this patch I played is [0.95.1a-RC6]

Mods list: https://imgur.com/a/upSNfaZ

11
Modding / Re: [0.96a] Truly Automated Ships v1.2.5
« on: September 16, 2024, 07:09:24 AM »
You can assign cores right before battle and not deal with the increased supply cost, lol.

12
Mods / Re: [0.97] Tahlan Shipworks
« on: September 11, 2024, 10:06:39 AM »
Regular Nelson is unspeakably bad for its DP cost no matter what you do with it. Please either remove this ship and leave only the 14 version, or give it significant buffs. This thing is hand-tailored to gaslight you into thinking you're bad at this game.

13
Mods / Re: [0.97a] Volkov Industrial Conglomerate 1.6.3a
« on: September 10, 2024, 01:33:23 PM »
Do all similar portraits disappear from random NPCs if you take it in VIC revitalization center? Does it make that portratit "unique"?

Also, needs more Agniezska-type portraits, thanks.

14
Mods / Re: [0.95.1a-RC6] Fast Engine Rendering v1.1.2 - Combat FPS Booster
« on: September 07, 2024, 04:36:42 AM »
Is it safe to remove in case it causes any issues?

15
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: September 07, 2024, 03:31:01 AM »
Game crashes the second any BRDY ship starts firing.

(log) https://drive.google.com/file/d/1PaJUwfGs6M7FGB2dcLigpfAzvA_7ygL1/view?usp=drive_link

Pages: [1] 2