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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - Cosmitz

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31
General Discussion / Re: Combat use of Solar Shielding
« on: May 26, 2019, 10:38:14 PM »
There is a fair bit of math, but as of right now, it's mostly for the armor tanking. I use it on my Conquest to eek out that extra bit more of defence. Last i knew, it decreased damage first before it did any of the other calculations so it's a raw 20% off energy weapons on armor which can be relatively huge given how armor works.

32
General Discussion / Re: Best Non-Combat Flagship
« on: May 26, 2019, 10:35:16 PM »
You can just hit "U" and the flagship will auto-pilot.

Do strategic re-positioning with burn drive or whatever, let the AI do the shooting from there.

Pretty much this. Take control when you feel you want more impact on the battlefield. You'll still get the bonus from your skills so they aren't in vain. Otherwise a carrier would be neat, something cheap like a Heron or a Mora that you don't care too much about losing, it's minimal to control and command.

33
General Discussion / Re: Skill Tree Discussion
« on: May 26, 2019, 09:11:00 PM »
(and makes me want to play a game with that sort of skill tree.)

Well, there's always the mammoth tree of Path of Exile.

But more ontopic, the skilltree went through some decent iterations, but the current problem with it is related to how gamey it feels and very hardwired. I mean, it works fine for us players that've been here forever, we all know our level 50 builds (really only three or four), but even so, everyone would rather have an extra skill or two. Since at that level, it just feels that you're always getting 95% of what you want but just caaaan't get to 100% and that's frustrating. If we only could have gotten 50-60% of the skills, that would'ave felt better because you're always playing against the other skills, and not the entire build.

However, for new players, given also no respec, it can feel a bit arcane let alone not having enough information to understand what's useful and what isn't for them, and seeing how they'll mostly hit 20-30 or so before either restarting with mods or something, it's mostly just 'there'. It also cannot be understated that it's a huge choice paralysis, since players may choose to not put points into skills before they understand what they want, and the first 10 levels will just be them playing at a disadvantage. Coupled with 'buy-in', which indeed, is significantly reduced post.. 0.8?, anyhows, coupled with that, it just leads to a very shaky entrance into the tree.

I have a saying (stolen from the great Sid Meier), if the decision seems important enough, me as a gamer, will optimize the fun out of the game and alt-tab then read forum rundowns or Youtube videos on skills or for two-three hours instead of actually playing the game. That's why i think a respec is /so/ important in games and should be a mandatory feature.

As for gamey, the issue lies soley that at this moment it's a mix between map/galaxy/60-hourplaythrough bonuses (colonies), campaign-map/currentsessionplaythrough bonuses (fuel use) and actual combat bonuses/thebattlerightnow (the rest of the 60% of the skills). Now that i lay them out like this, and given combat is the core of the game, it might be cool to have a sort of trickle down system? For each 2-3 combat skill-ups you get one campaign map upgrade, and for each 2-3 of those you get one galaxy upgrade. They can be tiered to say, your level as a commander (Commander, Captain, Admiral) so it doesn't seem too schlocky.

What i will say about the skilltree and would hate for it to change is that i love how most skill/skilllevels feel hefty. Like worth putting an actual skillpoint into it. My mental ideal for skills that you get in RPGs is that it has to feel like slotting a coin to get that bonus and getting a chunky return, that's why i'm more tilted towards perks instead of 'classic' multitiered trees. Like not 2% extra gatling gun damage while between 50 and 55% flux or other crud which you have to upgrade 18 times to play into a more 'diablo-esque' stat creep.

34
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 24, 2019, 05:18:06 PM »
I'm sorry, don't have much indepth to contribute, but i do have a thing to say about Pather/Pirate bases in fringe systems. They're more useful alive than dead most times as they're a constant source of food/fuel and work as a forward operating base, even if they hate your guts. All the benefits of a why you'd want a colony without any of the hassle.

Any chance that maybe i could meet a stray or two independent rimworlds, or some Sindrian expedition that got a bit too populous and popular and is now acting as a waypoint for scavengers and explorers? They don't have to show up on the planet list for the factions, but they'd be cool finds for people that know where they are.

It'd help with a bit of variety from trekking always from the coreworlds or your own colony stations, and maybe lead to more active exploitation of deep space past just 'running through them once to get the stuff'. I had a Pirate base nearby a cluster that always got a lot of bounties and it was cool not having to 'return to base' after each one or two bounties.

35
Oh wow, this is actually pretty cool. I always kinda liked flying by the seat of my pants and kinda disliked getting into the very late game ultra-metagaming and tinkering and having three copies of my ships for backup.

36
Announcements / Re: Starsector 0.9.1a (In-Dev) Patch Notes
« on: April 27, 2019, 05:25:04 PM »
>Improved ship-to-ship pursuit intercept logic over long distances For example side-deployed ships should be more capable of intercepting fleeing enemies
No more ordering them ahead? That's neat. I guess ships have an innate sense of the general vector of ships that go into fog of war now? Not just instantly forgetting about them?

Also i see a lot of autoresolve fixes, does that also cover autoresolving against small/single-ship REDACTED forces?

>Chaingun is now 600 DPS for 10 OP (albeit only 450 range)?
Chaingun had a lot of things going against it, and still somewhat has, but i think this will do a fair bit to increase its use in a fair bit of niche cases.

37
General Discussion / Re: How not to suck?
« on: April 07, 2019, 03:30:46 AM »
Having a wide frontline is very much an important thing. If you get flanked you'll have issues. Also, the game auto-groups things to escort, consider battle orders to be exactly that things you use to force a shape in the battle instead of a constant micromanaging thing.

38
General Discussion / Re: Character Build and doubts.
« on: April 05, 2019, 05:06:01 AM »
Depends what level you play at. Some people like sitting in the mixed fleet area and having a handful of ships and playing it more like an RPG, taking full command of their ship, others play with entire fleets and churn them out through industry to meet losses treating it more like a 4x and just automating everything, sometimes even the battles. That translates in skills. Some are focused on the actual singular combat which you always are part of, others focus on the greater campaign map gameplay.

However, what you do need to know is that if you reached the point where you care about a build, then all you care about is the endgame playstyle of it and there always are perfect answers to that, just slight variations of it.

However, i would recommend you try out skills and just edit your save game if you want different ones without going through a new charater. It's not too hard to do with a simple text editor.

39
General Discussion / Re: The 'I suck at combat' thread.
« on: March 09, 2019, 02:33:16 AM »
*Cosmo just exiting the game* Oh wow, you're right. The things players take for granted i guess. :) Still, the dust (just the 'mid/top' layer?) does 'spiral' around your ship when you change heading, disorientating while you do that since the 'drift' helper mostly disappears in that case or just gets lost in the jumble.

The engine trail/wake when applying acceleration is helpful in that regard, but maybe it would help to have a tiny bit of trail or engine flare drift-active when at idle engines. Even if only for the controlled ship. (also i notice now that the wake lenght differs (smaller) in regard to whether you're applying full forward thrust or side thrust which makes sense to signal that the ship applies less 'acceleration' sidestrafing than moving forward, but given the max speed attainable is still the same, wouldn't the wake lenght be useful to be corespondent to the ship's current speed? The visual indicator would be roughly the same as the ship sidestrafing would get to 'full wake' in more time than just bursting forward. Also indeed, moving backwards has no 'wake'.)

40
General Discussion / Re: The 'I suck at combat' thread.
« on: March 07, 2019, 02:46:13 AM »
Chiming in, but what i've found helps a lot of people is keeping the C/Z/X key, or whichever is the one that brings your ship to a halt, down for as long as you fly. It'll remove the Newtonian flight model somewhat, ofc, giving you a disadvantage and a sore finger from keeping it down, but it does help to making sure you don't end up drifting away without wanting to.

To be ultra fair, i don't think the game has any visual indicators for the direction you're drifting in. Low-key idle/active engine FX just acting as 'trails' may help with that visual indication.

41
Falcon (P)

Roughly this. Not sure how it compares with the Griffon but the P's can make much better use of the mounts.

42
General Discussion / Re: Making the Conquest great
« on: February 04, 2019, 11:28:51 AM »
There's a few threads up with Conquest builds, but if you're aiming for battle stability, and less 'putting all guns on just one side for maximum flux usage and massive burst damage' builds, this is what i use: https://imgur.com/flj4K1q

Point is to vent as often as you can, even mid-combat since it's so fast (though watch out for Reapers). Oh, and you can use the Squalls 'default' on the front mounts instead of modifying the ship like i do via modding, but they end up being very fidgety actually hitting stuff, so i took that liberty. Alternatively you can just replace the maulers for more Needlers and switch the Squalls for normal Hammer Barrages on the front.

43
Personally, i'd rather have the player be able to build 'gates' to other sectors if you want 'more content' but still easily accessible from the 'core' sector. Expanding the map outwards doesn't do anything good with no fast-travel/teleport.

44
General Discussion / Re: Fighers and bombers...How do order them to attack?
« on: February 02, 2019, 12:05:15 PM »
The combat tutorials are still very much the meat and butter (bread? eh), of the 'just starting Starsector'. Last i check it wasn't in there afair.

45
Also, 'engaging' creates a bit of flux upkeep, just in case you thought you could run with the 0% fluxboost.

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