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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 - Marcoda

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General Discussion / Re: New Wendigo phase cruiser
« on: January 07, 2024, 01:09:50 AM »
You can see the weapon layout in this tweet he responded with. It looks to be a pretty interesting layout.

Suggestions / Re: Light Mauler
« on: November 07, 2023, 08:57:46 PM »
One weapon I quite liked from mod packs that felt quite balanced for a medium HE weapons was the Fission howitzer from the Kadur Remnant.

Something like that would be an interesting addition to the game without bringing any problems in regards to balance IMO.

Thinking about the HAC, why not up the damage instead but modify the other statistics to remain the same?

Something like this

Buff the damage to 160 with same flux cost but 3 rounds per second
Buff the damage to 200 with same flux cost but 2.5 rounds per second
Buff the damage to 250 with same flux cost but 2 rounds per second

I'm sure there could be a happy medium somewhere where it's still the dps gun to the alpha gun of the hellbore while still receiving a buff

I kind of agree with you, i feel like you can get to all the places a bit to quickly. Although I see why they're all compact together to help the player get to everywhere quickly and I feel like moving everything a bit further apart may be a bit too much to do.

I kind of wish there was a large map option as well. One of the things I love doing is just exploring the whole sector and creating stories of all the places I go to. If there was a larger map option I would love this game oh so much more and I feel if would make exploring a bit more tense and exciting the further you go out due to the distance from home. Right now at the edges of the map I still don't feel any sense of worry or excitement as I don't feel like I'm that far away from the core worlds.

Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« on: June 05, 2023, 10:36:28 PM »
Awww I liked the Ignis.

Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 06, 2023, 04:52:37 AM »
I'm surprised the small burst pd laser got buffed, I felt it has always been the best small energy pd system and that the PD and the LRPD laser needed a buff more.

Mods / Re: [0.95.1a] Adjusted Sector
« on: November 18, 2022, 11:45:23 PM »
I seem to have a constant problem with trying to generate a larger sector in that the stars are always very clustered together no matter what settings I adjust, can anybody help me fix this problem?

Mods / Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
« on: October 26, 2022, 09:39:20 PM »
I kinda forgot about the issue so no I didn't, I'll try to update the mod again to get the error log.

Mods / Re: [0.95.1a] BigBeans Ship Compilation + Optional Submods
« on: September 21, 2022, 11:47:01 PM »
I feel silly for asking this but how do I find my error log? I recently tried to update this mod to 1.97 and when trying to load the game it kept crashing.

Mods / Re: [0.95.1a] Amazigh's Ship Foundry v0.6.4
« on: September 18, 2022, 12:38:48 AM »
There's something about the lamia/lerna missiles that seem to mess with AI ships. They never seem to raise their shields in time and as a result practically always take the hit to the hull.

How exactly do I delete Courier fleet logs? They've accumulated in my log book and it's getting annoying having to look through at least a hundred of them to find what I want to find.

Mods / Re: [0.95.1a]Epta Consortium - 1.4.6
« on: July 22, 2022, 10:14:31 PM »
I really don't like the Takeshido stuff in the mod. Is there any way to just have the Epta faction?
Takeshido will stay, but I want to ask, how I could make your experience better with it? Reducing spawn rates or something like that?

It's primarily my play style as to why i don't like the takeshido stuff. They just feel "off" in regards to how I like my mods, in my modded play through the Epta faction fits right in with all my other mods but the system with the takeshido planets just feels weird and also very hard to enter since all the planets are right beside each other, maybe consider spreading the planets out a bit more so that it's easier to get to each one with getting ganged on by dozens of pirate fleets.

In regards to the ships themselves I do feel that the spawnrate could be dropped a little bit, I have seen some pirate fleets with almost nothing but takeshido in them however they don't seem that common. Another thing to note is that the AI seems to struggle with some of the ships, blatantly throwing away their ships right at the start of the battle when they use the intercept burn ability which since some of the ships (I went and checked and the dire rise is the main culprit) have no shields means that they instantly die to a hail of missiles from my ships while also occasionally taking out a ship of mine in doing so, which just isn't that fun to experience. One last ship that I will single out is the 400ish speed phase ship which I find completely unfun to fight against due to it being impossible to kill unless the AI makes a mistake (although it's interdiction ability is kinda a cool thing if it were balanced).

Don't get me wrong, I absolutely love the Epta faction itself. The unique lore plays off well with the Hegemony and Luddic factions and the styling of the ships is absolutely beautiful. The ships and the abilities feel unique while still feeling balanced to the vanilla ships. If I have to tolerate the takeshido stuff to play with the Epta faction I can do that. Keep up the good work!

Mods / Re: [0.95.1a]Epta Consortium - 1.4.6
« on: July 19, 2022, 07:07:46 PM »
I really don't like the Takeshido stuff in the mod. Is there any way to just have the Epta faction?

Mods / Re: [0.95.1] Yunru Core +
« on: July 18, 2022, 03:58:05 AM »
I'll see what I can do about making the Citadels rarer. Already have an idea for the Chimeras to make them more bearable without taking away their "fast" niche.

Great to hear I look forward to it, and don't get me wrong I still do enjoy your mods when they appear as a balanced part of a fleet. Something just seems off about their spawn chance

Mods / Re: [0.95.1] Yunru Core +
« on: July 17, 2022, 07:23:49 PM »
Having played for a further amount of time I can comfortably say that the citadel battleship is completely unfun to play against. While on it's own it feels like a balanced ship the problem is that every pirate fleet will spawn with several of them, effectively making every encounter with them beyond challenging as you are spammed with 4 large ballistic mounts with AAF by multiple citadel's from a long range due their built in hull mods.

Furthermore the chimaera is also incredibly frustrating to engage due to it's high maneuverability and due to how little damage it's shields (0.4 is insane) take unless the AI screws up I find they can engage and pin down multiple ships despite their size. Furthermore they have the same problem as the citadel's in that many of them are in every pirate fleet which makes it practically impossible to defeat any pirate fleet in early/mid game.

I really want to continue using these mods as I love the concepts you have created with these ships but in their current condition I would not recommend downloading them without some hard looks at the spawning math and a balance pass.

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