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Messages - TaLaR

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61
General Discussion / Re: Afflictor and Doom
« on: June 10, 2023, 09:07:39 AM »
@baxt
Ship:
Spoiler
[close]
Character:
Spoiler
[close]

@PizzaInSpace
AI can't pilot Afflictor anywhere near as well as a player. It doesn't "understand" the concept of bypassing omni-shields via phase cloak speed.
A player Afflictor is a menace that can kill any kind of ship, picking it right from the middle of dense enemy formation, if needed. Including capitals and/or accelerated (hullmod) omni-shield ships.
An AI Afflictor may occasionally kill a front-shielded ship, but will most likely fail many approach attempts even in easiest 1v1 situation: difference between capital/cruiser death explosion radius and AMB shooting range is small, if AI ends up too close it will abort attack attempt.

62
Suggestions / Re: Spoiler Task Force REDACTED
« on: June 07, 2023, 02:18:35 AM »
They are mostly a symbolic reward, as is.
- Only guaranteed to recover Onslaught and Legion, rest is random.
- Can't fix d-mods on these ships, initial or ones acquired later -> I don't see them as particularly useful outside Derelict Operations builds.

63
Suggestions / Re: Phase Lance range buff?
« on: June 06, 2023, 11:19:29 PM »
You can create beam shotgun with high armour penetration by making the beams very short lasting, but also with high continuous damage values.

Would need to have some charge-up delay with visible indication (thin beam + sound?) to be fair. Even TL doesn't instantly hit for full damage, giving you some reaction time.

64
Errr, if you make IPDAI apply to AMBs, won't the AI waste a lot of AMB shots on fighters?

Probably. Realistically nobody wants AMBs to actually behave as PD. Just to sneak in that tasty range bonus via rule lawyering.

I mostly care about use-case on player ship. Where I'll never allow AMBs to autofire.

65
Yeah, I also was negatively surprised to find out s-mod IPDAI + elite Point Defense skill doesn't work on AMB. Which is something you can't deduce from tooltips.

66
DTC extra bonus is there just to make s-modding it not a mistake (same range as ITU, when s-modded). And you can do this before getting ITU blueprint.

67
Suggestions / Re: Bring back phase mastery in some form
« on: June 03, 2023, 11:42:04 PM »
Yep, player piloted Afflictor is far stronger than Hyperion. It's already the only real super frigate.

Modern Hyperion is also quite boring - not much you can do with it in terms of finesse, compared to old teleport spam variant.

68
Suggestions / Re: Bring back phase mastery in some form
« on: June 03, 2023, 01:29:16 PM »
You are proposing a nerf to phase ships, under guise of a buff.

Phase coil stress isn't that bad. Yes, you have to pay Adaptive Phase Coils tax and still lose some speed.

But a properly player-piloted APC Afflictor shouldn't ever go below 75% speed from stress. I'd actually lose more speed if I were to trade the +50% base speed effect of Phase Coil Tuning for complete elimination of phase stress (not to mention the other important effect of PCT - 180 sec PPT).

Also the whole point of PCT being a fleet skill rather than personal is elimination of Doom stack fleets.

69
Suggestions / Re: Exploration needs to be a challenge again
« on: June 03, 2023, 06:59:55 AM »
Was exploration ever difficult? Never took industry skills and never had an issue.

70
Have another mark on the bar for lowest officer-ed (or player) ship's CR maybe?

Or DP-weighted average of non-mothballed combat ships (not civilian or militarized civilians).

Not sure what exactly would be the best metric.

71
Suggestions / Re: Please add an XIV Mora
« on: June 02, 2023, 12:54:10 AM »
On a side-note: could Eagle and Falcon get different XIV effects? Minor buffs in armor/op/flux are just not worth speed loss for ships focused on speed (+range). Maybe much less benefits, but without speed loss.

Onslaught/Legion/Dominator have lowest base speeds and move mostly by system and ZFB - these are the ships that care least of all for losing some base speed. But Eagle/Falcon just don't belong in same category.

72
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: June 01, 2023, 10:16:18 AM »
Medusa is fast and strongly benefits from player piloting, but it just doesn't hit hard enough to justify player piloting. You'll impact the fight much more with one of faster cruisers or capitals.

It's also rare. so you'll very likely find a Falcon(P) to pilot long before a Medusa. Since Medusa is 9 speed you have strong drawbacks from including one into early mostly frigate fleet, unlike Falcon(P).

73
Falcon(P) costs same 20DP as Eagle, which is much stronger in a duel. Imo, it's good to include a few Falcon(P)s in a 10-speed fleet. But when the free built-in ADF doesn't matter, it isn't all that remarkable.

74
General Discussion / Re: Beam fleet loadout
« on: June 01, 2023, 04:35:19 AM »
Well, Radiant would work too. Though I'm not sure that short range hard flux TLs will be better than Autopulses.
Radiant wasn't pilot-able (in campaign) last time I seriously tested Paragon/Radiant builds.

75
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: June 01, 2023, 03:28:32 AM »
Frigates are a lot faster than next size class and have unique skill interactions that emphasize them (mostly Coordinated Maneuvers, to lesser degree elite Cybernetic Implants). And are just better at taking capturable points due to speed.

Destroyers are only slightly faster than next size class (on average, it's really on ship by ship basis). For smart player this small speed advantage is enough to pilot a destroyer safely (though even then, there is little reason to - there are many far more impactful ships for player to pilot). AI-piloted destroyers just fail at cardinal rule of "outrun what you can't outgun".

I wouldn't be against some super-destroyer as player reward behind a quest chain. Or something like Blackrock Desdinova as reasonably common ship (pretty much inverse of Falcon: cruiser firepower and DP cost at DE size class + high speed, but so finicky only player can pilot it competently).

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