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Messages - TaLaR

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2656
Suggestions / Re: Ship's class specialization, shipsystems and end game
« on: September 17, 2013, 03:28:44 AM »
Actually, Lasher in particular has one very interesting build - 5 lmg + 2 annihilators + max flux caps + unstable injectors, which allows it to fairly easily win 1 vs 1 against some destroyers (for example Hammerhead as it is present in simulator) in less than a minute by just going to melee range and staying there till enemy drops dead.
Of course, considering that 14 of these Lashers will be piloted by AI, their chances are next to none, but it's more problem of AI being unable to fully utilize such narrowly specialized build & weak fleet coordination by massed frigates than insufficient ship specs...

2657
General Discussion / Re: favourite capital ship
« on: September 17, 2013, 02:46:52 AM »
Actually Paragon feels too good in 0.6. Combination of heavy needlers + tachyon lances seems unbeatable 1 vs 1 except by another Paragon that has maxed shield efficiency/flux cap & vent/good hard flux weapons (tachyon lances obviously don't qualify as such). Onslaught/Conquest/Odyssey will have to drop shields much earlier than Paragon and will be instantly crippled by emp, transforming further combat into one sided beating.

Nothing changed to make the Paragon any better apart from the coasting changes. You can trivially outrange a paragon's needlers and autopulse lasers, or simply tank the needlers, wait for a tach shot, vent ect till needlers are out of ammo and then go to town.

I agree that technically Paragon didn't change, tachyon lances however did. And Paragon is the only ship capable of combining kinetics with it.

First, i assume we are talking about Paragon vs not-Paragon scenario.
1)Out-ranging needlers leaves you with Hyper-Velocity drivers + Gauss Cannons as only kinetics and as single shot weapons they are easily blocked by fortress shields.
2)Tanking the needlers on shields is also impossible - both Onslaught and Conquest fail so hard on shield efficiency that they can't do it even having much higher dps than Paragon, and Odyssey can't use ballistic kinetic weapons.
3)And as soon as you drop shields your ship is almost completely disabled by tachyon lances.

Now of course, having huge combat/tech skills advantage + good player piloting might make it possible for Onslaught. But that's still huge change from 0.54 where well outfitted (no combat/tech advantage) player-piloted Conquest or even auto-piloted Onslaught could win quite easily...

2658
General Discussion / Re: Fighters viability
« on: September 17, 2013, 02:30:36 AM »
I'm also experimenting with a universal speed boost for fighters, either 1.5x or 2x... This makes them epic chasers and a great rapid response force to keep next to your carrier (fighter rendezvous) and send at whichever front that needs a little boost

That might help, being too slow seems serious problem for fighters, since almost any frigate with unstable injectors is faster than most fighter types.

2659
General Discussion / Re: favourite capital ship
« on: September 17, 2013, 01:27:41 AM »
Actually Paragon feels too good in 0.6. Combination of heavy needlers + tachyon lances seems unbeatable 1 vs 1 except by another Paragon that has maxed shield efficiency/flux cap & vent/good hard flux weapons (tachyon lances obviously don't qualify as such). Onslaught/Conquest/Odyssey will have to drop shields much earlier than Paragon and will be instantly crippled by emp, transforming further combat into one sided beating.

2660
General Discussion / Re: favourite capital ship
« on: September 17, 2013, 12:31:49 AM »
I forgot about the optics, although a Paragon with HILs and Gravitons is a Paragon specifically fit to 1v1 a Conquest. A Conquest with Storms and Maulers is an extremely versatile fit that also happens to be a huge threat to a Paragon (and everything else). The fortress shield is a non-factor as it prevents the use of weapons and a Conquest with Expanded magazines has a lot of ammo. Depending on the Paragon's setup, perhaps the Conquest would run out of ammo eventually and have to leave.

Firing storm needlers vs Paragon means you are within range of it's 2 heavy needlers, so you won't be able to keep shield up, and both your shield and armor will fail faster than Paragon's (especially armor). In fact combination of heavy needlers with tachyon lance will cripple your ship by disabling most weapons even before armor becomes issue... The only way to actually outrange Paragon (unless it has HILs + optics + targeting) are Gauss Cannons, but these are trivial to neutralize with fortress shields even for AI and have very small ammo capacity.

2661
General Discussion / Fighters viability
« on: September 16, 2013, 09:38:23 PM »
Personally, i pretty much never used them.
Even before introduction of skills and systems other ships seemed better at practically every role for their Fleet Points weight (frigates faster/stronger for capture, larger ships simply for combat).
With introduction of skills/systems balance got skewed even farther against fighters.
Now indestructible wings are supposed to help fighters, BUT their logistics costs are just crippling...

So, i want to know what the rest of community think about fighters.

2662
Suggestions / Re: CR Mechanics and Frigates (Rant)
« on: September 16, 2013, 06:24:21 AM »
Lots of people in here would regularly do amazing things with frigates, and even after the tuning in the current update they are very strong. You just can't dominate long battles with them anymore.

They can't dominate short battles either, assuming large enough fleets are involved - objectives don't limit deployment anymore, so you can't pick large ships one at a time. And several capitals vs mass frigates scenario doesn't work well for frigates...

2663
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 15, 2013, 09:28:14 PM »
Yep, had same experience with Tarsuses abusing CR mechanics. Solution was to deploy single Hound and harry after they don't show up for battle till they drop to zero CR. Of course it only works if you have about 2 Hounds with decent CR...

2664
General Discussion / Re: What happened to coasting?
« on: September 15, 2013, 08:16:34 PM »
Anyway, point is - without coasting Conquest can't outrun an Onslaught with similar access to piloting/tech skills and has no chances whatsoever once it's caught. I kind of agree that it's more about Burn drive being OP than anything else though...

2665
General Discussion / Re: What happened to coasting?
« on: September 15, 2013, 12:01:20 PM »
In previous build Conquest was quite OP, because it was faster and more powerful then anything except onslaught/paragon(power) and medusa/frigates(speed). At 18 fleet points it was just best possible deal.
Now on the other hand it's lackluster at best - it has pretty much same supply costs as Onslaught, can't outrun it and is completely slaughtered by it...

2666
Suggestions / Re: U.I. improvements and customisability
« on: September 11, 2012, 02:16:43 AM »
+1 on inertia indicator. Would be very useful for skimmers.

2667
Suggestions / Re: Mouse guided missiles
« on: September 09, 2012, 04:20:36 AM »
What if the ship went into autopilot when you are piloting the missile?

Seen that in S.P.A.Z. already => you launch missile, pilot it into crowd on enemies... And in the meantime your ships does something suicidally stupid:(

2668
Suggestions / Re: Hyperion - teleport soft flux
« on: September 07, 2012, 11:33:50 AM »
Not getting itself killed was good enough for 7 FP, for 15 FP it needs to actually kill stuff to earn it's place in fleet.

2669
General Discussion / Re: Favorite of Each Class!
« on: September 07, 2012, 10:29:34 AM »
Fighter: Xyphos/Wasps, though i rarely use fighters.

Frigate: Wolf. It might not as powerful as Tempest/Hyperion, but it's available right from the start and is very good for early campaign.

Destroyer: Medusa. Slightly less so after skimmer nerf, but it still stays best combination of power/mobility in it's class.

Cruiser: Aurora. Very good flux-tank against any sub-capital ships in mid game, though fails quickly against Onslaught/Conquest due to their mobility boosting systems. Anyway, that's now common problem for destroyers/cruisers...

Capital: Conquest. Main source of aforementioned problem:). At 150 speed it makes most destroyer and cruisers obsolete in sense that they fail on crucial "ship should be able to outrun what it can not out-gun" rule.

2670
Suggestions / Re: Hyperion - teleport soft flux
« on: September 07, 2012, 10:14:29 AM »
That's kind of problem in itself - player-piloted Hyperion is so powerful, that piloting anything else becomes waste of opportunity. Having competent AI would make other choices acceptable. And i don't think it's possible to make AI that would make universally better use of Hyperion than skilled player could. It might have better reaction though...

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