Fractal Softworks Forum

Please login or register.

Login with username, password and session length

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 - TaLaR

Pages: 1 ... 176 177 [178] 179
Suggestions / Re: Hardpoint only hullmod/weapons
« on: August 04, 2012, 07:44:34 AM »
Onslaught seems kind of unique in this respect - it has considerably more mounts than it can afford flux/OP-wise. On most other ships you usually won't have enough turrets to efficiently arm using only them (on ships that have hardpoints of course).

Still, might take a bit of timing, but i guess you could teleport and raise shields before enemy turrets swing around to pop shots at you.

It's totally possible - if you press shields during teleportation, it will activate exactly the moment you appear. Fast enough to block even burst pd. Same applies to firing - first shot will usually go through before AI can rise omni shield in needed direction.

Suggestions / Re: auto-deactivate phase cloak then firing weapons
« on: August 04, 2012, 05:38:36 AM »
There are valid arguments for both ways, though i personally would also prefer auto-deactivation. Maybe as an option then?

...And this spectacle will happen even if shade has  enough burst pd to blast missiles in a second:)

General Discussion / Re: .53a First impressions
« on: August 04, 2012, 02:43:51 AM »
For example Conquest fails terribly against any other capitals because of this (Cap against Cap is mostly about efficiently trading flux, unless you can outrange)...
Didn't the AI always suck on the Conquest, even before the systems?

Yes, it did, but for opposite reason - it failed to align broadside at target:)... Now it kind of does, though for huge flux cost. Removing torps from design helps a lot as well (current design in simulator has conflicting priorities between broadside cannons & front torps)

Bug Reports & Support / Phase cloak burst fire abuse
« on: August 03, 2012, 11:36:35 PM »
Activating phase cloak while firing burst weapon (needler, annihilator, etc) won't start weapon cooldown,  allowing to fire partial bursts at phase/unphase rate instead of intended one.

General Discussion / Re: .53a First impressions
« on: August 03, 2012, 10:39:58 PM »
I'd say jets are not as powerful as it might seem - sure they are flank-able pretty much only by ships withs skimmer/teleporter, but they waste LOTS energy for this (20% base capacity) each activation. And  AI  uses them much more often then actually needed. For example Conquest fails terribly against any other capitals because of this (Cap against Cap is mostly about efficiently trading flux, unless you can outrange)...

About Medusa - skimming sure feels cool and is powerful, but single most powerful ship is Hyperion. With proper (ab?)use of teleport it can ignore any non 360 shields (omni rise a bit later then needed to block first shot right after jump which is enough with heavy blasters/am blasters, front shields fail for obvious reason)

Bug Reports & Support / Re: Spamming Phase
« on: August 03, 2012, 11:01:09 AM »
While even Afflictor can't keep cloak indefinitely, it can keep it MUCH longer by pulsing it at constant rate instead of leaving it active for prolonged time(it is still immune for the whole time, since cloak is reactivated  before finishing unphase). Combined with array of 4 Light machine guns (flux-wise dirt cheap kinetic damage) that can fire during unphase, it can easily dispatch most ships without giving any opportunity for retaliation...

General Discussion / Re: .53a First impressions
« on: August 03, 2012, 10:01:40 AM »
Best way to counter Hyperion is using your own, just teleport behind it immediately after uses it's teleport. Medusa is also ok - use skimmer in the same situation, you won't appear behind it like phase teleport allows, but it's doable even faster since you have no need to target location (in fact it's just trick to rotate instantly).

Also if you press shield or fire weapon right after using skimmer/teleport  (during transition) - it will activate right after you appear.

Ships that don't  have [skimmer/teleport] or [360 degree shield/Craploads of armor + decent all around weapon coverage] can only defeat Hyperion due to AI being not 100% efficient in exploiting it's teleport ability.

Suggestions / Re: High Energy Focus - auto-deactivate would be nice
« on: August 03, 2012, 07:40:38 AM »
Agreed, this would make HEF much more convenient to use.

Bug Reports & Support / Re: Fast missile rack Question
« on: August 03, 2012, 06:45:19 AM »
Might be a bug, but actually a usable one:). Made Doom armed with beams only and used this instead of old "generate flux" button...

Suggestions / Overload and phase ships
« on: August 03, 2012, 06:22:09 AM »
Maybe they should just unphase after reaching max flux without further penalties ? Reasoning:
Getting overloaded with phase cloak is possible ONLY by ai/player mistake since there is nothing to gain in this outcome, while for shields it could be tactical choice. For example, getting overloaded by am blaster shot is often better then letting it hit...

...While we are at it, AI also seems to be prone to getting overloaded by annihilators/swarms of missiles in general for no good reason - absorbing 1 more than your flux capacity allows  just doesn't balance getting overloaded....

General Discussion / Re: .53a First impressions
« on: August 03, 2012, 12:46:55 AM »
Hyperion AI is quite good, but has one serious flaw preventing it from becoming truly great - it often jumps from too far, appearing in front of enemy ship as result.

General Discussion / Re: Medusa: OP or do other destroyers need a buff
« on: August 01, 2012, 12:11:09 PM »
Just put heavy mauler + heavy needler on hammerhead + tac lasers (also targeting unit, rest into flux regen)...
No need for pd - it has enough speed to avoid torpedoes & efficiency to tank decent amounts of missiles.
=> that way it can own any frigate/destroyer/fighters/larger ships, that it can outrange (960 on needler), as long as it is not badly outnumbered

In fact maulers/needlers are so good, that i fail to understand what's the point of assault chainguns (less range, alpha, efficiency, ammo than mauler),  or heavy autocannons (efficiency is too important, since no ship has really free flux capacity, also needlers have more ammo than any other ammo-limited weapons)

Also about gravitons - they might be efficient, but they still are soft flux, making them mostly useless against larger high tech ships...

General Discussion / Re: Least Useful Hull Mod
« on: July 24, 2012, 05:38:54 AM »
Expanded Magazines also increase amount of charges for autopulse & burst pd, that's quite useful... (though quite weird lore-wise, it should probably be 2 separate mods)

Pages: 1 ... 176 177 [178] 179