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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Jang

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16
That Legion XIV looks really good, definitely gonna try that. CapnHector I was wondering how your weapon groups are set up on your Legion?

17
That makes sense but an overfluxed Legion with no caps doesn't have the shield to tank 2+ reapers at will, so PD is still a useful insurance

18
I like sumpf's suggestions, and I was also wondering about EMR since I didn't find it necessary on my AI Legion. It didn't seem like you were in danger of running out of PCLs in the video, but I did skip around a bit. Anyway this would be my take on the Legion in the OP:

Posted a more effective loadout later in the thread

19
The newly buffed Legion is fantastic, I've been flying it as a flagship for a while now. I like Mjolnir + Heph with armor mods/skills because it can stay in the action longer and can't be shield flickered as easily, but double Mjolnir may be the stronger option. I also put omni-shield on mine because I can turn and burn drive away from opponents while fully protected, but idk if the AI can use that very well

20
Nice one, I haven't messed around with Gigacannons much so it's cool to see them in use here. I was trying out double Tach Executors the other day and had some success - they actually make it to the final Radiants faster than my double HIL loadout (which is similar to the ones in this thread), but Radiants take a long time to kill and seem to be able to kite and shield-flicker the Tach loadout more easily. A one-off Tach Exec to complement a fleet of HIL Execs could possibly make the frigate/Scintilla phase quicker

21
Yeah, part of the reason I settled on Flash bombers eventually was the outsized effect they had on enemy aggression with a relatively low number of wings.

Their ability to inflict friendly fire and negatively impact friendly ship's shield behavior is a consideration, but I found that to be a non-issue in real battles. My Moras didn't really suffer if they shielded the wrong way for a few moments or took a couple half-powered PCLs to the engine, my Herons were always far enough away to avoid any damage, and even my Glimmers never seemed to die or overload from friendly bombs while in the action. I won't discount the idea that less specialized fleet comps may have more issues with PCL friendly fire, but the strength of PCLs/Flashes should outweigh any of these drawbacks in practice

22
I love this mod for making player colonies feel more personalized! The only things I wish were different are how the filters work, and how conspicuous the change-image and description buttons are. I sometimes have trouble finding the image I want with the filters, since it's unintuitive to me that, as a made-up example, checking 'hot' might show zero images but checking 'hot' and 'civilized' will show a bunch. I end up going through many random combinations of filters in order to see a variety of choices. The change-image and description buttons work great for me but the fact that they are always visible gives an "unsaved draft" kind of feeling to my colonies if that makes sense, like the colonies are still a WIP. Just some thoughts I had while enjoying the mod, thanks for sharing your work.  ;D

23
Edit2: would R ship selection + T move camera to target ship simplify tracking what's happening in the battlespace? I notice in this one you have to spend a lot of time in the tactical view.
Thank you so much, I didn't know about this and it addresses one of my main complaints about fighting battles without a flagship  ;D

24
General Discussion / Re: 11 Moras vs 4 ordos (No SD/DO, full AI)
« on: July 08, 2023, 02:28:50 PM »
Yeah I'm not sure we disagree. I'm not saying 5 d-mods is the best for any individual ship, I'm saying that a fleet using DO to do something like your fighter/missile spam example might be the most powerful kind of fleet the player can make

25
General Discussion / Re: 11 Moras vs 4 ordos (No SD/DO, full AI)
« on: July 08, 2023, 12:49:06 PM »
I imagine many people simply do not like flying junkers in their endgame fleet. The idea that the most optimal fleets in the game consist of 5-dmod scrapheaps rubs me the wrong way though I suspect it's true

26
General Discussion / Re: 11 Moras vs 4 ordos (No SD/DO, full AI)
« on: July 08, 2023, 12:37:24 PM »
Actually, both my Mora and Heron fleets rely on Flash bombers, not fighters. If Flashes didn't exist, I think my non-SD/DO carrier fleets would have to tap out at 2-3 ordos. Daggers just aren't impactful enough and don't apply enough pressure, other bombers seem even worse in these multi-ordo tests, and non-bomber loadouts probably need SD/DO to work well against Remnant. As it is, carriers do seem a little underpowered to me without SD/DO or Flashes, but I wouldn't want carriers buffed in a way that makes SD/DO fighter spam even stronger

27
General Discussion / Re: 11 Moras vs 4 ordos (No SD/DO, full AI)
« on: July 08, 2023, 12:12:33 PM »
Bonus fleet from before my Mora testing: beam Herons! I'd guess this is the first time someone's farmed triple ordos with officered Ion Beam Herons.



Details




[close]

28
Flashes are great bombers, aren't they? I wonder how the Astral recall affects your Flash DPS - when I observe the Flash bombers from my Moras, they do a significant amount of damage after the initial bombing run, where they start lobbing PCLs from behind the target. This is obviously very strong vs Novas and Apexes, who have extremely long or wide sections of unshielded hull.

29
Mods / Re: [0.96a] Random Assortment of Things
« on: July 06, 2023, 09:33:42 AM »
The minimap will often not show slipstreams in hyperspace, but a reload fixes it. No idea what the cause is, sorry

30
Mods / Re: [0.96a] Better Variants 1.3.0
« on: July 06, 2023, 08:04:41 AM »
I made a small addition to the mod (a sim_opponents.csv file) so that many of its variants appear in the battle sim, free for anyone to use: https://drive.google.com/file/d/1IBSopqk7FODSBpMcHQbsJbxv1yRWCu0b/view?usp=sharing. Just copy into Starsector/mods

Edit: I should mention that none of the original mod files are in my google drive link, just the csv file I added

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