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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - eert5rty7u8i9i7u6yrewqdef

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31
Suggestions / Re: High Scatter Amplifier thought
« on: November 14, 2023, 12:25:53 AM »
Just had a thought about HSA.
As we all know, HSA is, at best, an annoyance, and generally just worse than using pulse weapons of the tier.
What if, instead of halving range, a similar system, in exchange for hard flux on shield, made firing the weapon generate like 15% hard flux?
woah, boy...

U have no idea how hard I tried to make HSA work. There is an issue to it, not necessarily caused by the fact that it is weak, but by the fact of how ships are designed.
Yep, the most effective place I have found for it is on a scarab with burst pd lasers, built in expanded mags, and elite point defense. It works until fighting ordos, at which point it just dies because scarabs are terrible at managing their system and will try to 1v1 cruisers and above.
Still though, that run was the easiest omega fight I have ever had, due to their fighters getting shredded.

I've found everything else is meme tier, as if you're running SO (which is required to be fast enough to be useful), none of the beam weapons have a high enough dps to be worth it when compared to normal hard flux weapons. Well besides tach SO Sunder, but SO Sunder is always a meme.

Edit:

When people talk about high tech ships being durable what they tend to omit is that they have built-in like twelve hundred s-mods into them, and those are usually Hyperion. And Hyperion is not easy to kill. Not at all. But Omen? Omen is only good at surviving cause it has like... Good mobility, small profile, and works around enemy ships which are too slow to catch up with it. And lesser ships don't have a good loadout to deal with its shield heavy profile. But if you employ kinetic weaponry and rush it down, it is usually a freaking balloon of blood ready to pop open.
The Hyperion currently has a few AI bugs that make it a lot weaker. It teleports for no reason with reckless AI because the AI hints for the system say it's both a speed burst and an average speed increase, even though it's not a speed increase, it's a teleport. commenting out the average speed increase AI hint fixes a large volume of issues, but it still teleports at terrible times for silly reasons.
O I'm about to run into a slower bigger ship, time to teleport.
O I've decided to target a different enemy, time to teleport.
O I've been given move orders due to high flux and the captain wants me to back off safely, time to teleport.
O the enemy launched a reaper that I can shield tank, time to teleport.
Now that we've teleported, immediately reengage with 60% hard flux and no teleport.
It dies to easily avoidable chip damage, to not venting before reengaging, and due to teleporting right as an enemy cruiser or capital explodes.
So much babysitting, but I only have seven minutes to spare for the Ordos.

As for the Omen, I stopped using them, and will not use them until they get a HP armor buff. Almost all of my Omens have died bumping friendly ships.

32
Expanded Mags s-mod? With antimatter blaster and the other 2 charged energy weapons (don't remember their names)?

I will try it. But do I need to fly it or do I give it to the AI?
Either works, I've only lost an AI aggressive Aurora once due to mostly bad luck. My fleet of Hyperions, Auroras, and Herons can reliably take down multiple full sized ordos, and make a joke of the 960,000 credit bounties regardless of what the bounty is.

The Auroras are typically aggressive enough with aggressive AI, but you may still need to use some eliminate orders from time to time. It's mainly an issue when they get heavily out numbered or are surrounded by missiles and fighters.

33
General Discussion / Re: Remnant fleets Cuddling
« on: November 05, 2023, 05:04:58 PM »
I am trying to farm some alpha cores.. but somehow the Remnant fleets show a behaviour that make it quite difficult to do so. This is in a system with warning level  high and a nexus. There are many Ordo fleets just next to their Nexus. They are not patrolling the system or doing anything else they are just orbiting the nexus.. It is quite difficult to approach them one by one as they are so close to each other... making it quite impossible for me to kill them..
Remnants will follow the last seen direction of the player for an extremely long time, resulting in them bunching up like this. Get out of their sensor range, go dark, and then disable go dark when you are at the back of the pack and only within sensor range of the last remnant fleet.

This behavior is intended and desirable, as it allows the player to send remnants chasing the players last known direction, while the player avoids them and collects whatever loot is in the system.

34
I really want to learn how to use the Aurora better. It carried hard for me in my first vanilla playthrough and I don't think I was anywhere close to maximizing its potential.

I wonder if it belongs in that class of clearly powerful ships like the Gryphon, Monitor, Brawler LP, Conquest, Onslaught and both Legions.
Are you willing to use safety overrides? Because the answer is safety overrides. I can give you a build if you want it. If you want to experiment yourself, but still want some advice, three energy weapons got huge buffs thanks to a certain built in hullmod.

35
I never had the skills to win a straight up fight in Starsector, and always had to rely on cheap strategies.

I remeber the old days before CR where it was jumping Hyperion soloing 3 Onslaughts
I mean, they still do that. A player piloted Hyperion with the right build can kill a full fleet of 6 Onslaughts before running out of CR. An AI piloted Hyperion should at least be able to kill two by itself.
That might not be the case if the enemy is running a full min maxxed fleet of three built in hullmods with each Onslaught being piloted by a level 7 officer, but it will still be close.

36
Having more incremental skills might also alleviate the problem of having to specialize skills to a specific ship in a game loop that promotes randomized opportunities and thus random ship access. Such a system could also exclude the frustrating random officer skills as well.

The officer roster building is annoying. You spend time looking through the markets to find one, preferably with the starting skills you actually need, then you mentor them, go through 5/6 subsequent levels and still might end up without all of the skills you wanted, and now you either have to cope or look for replacement and do it all over again.

Oh and there is also busted level 7 salvaged officers but with entirely random skillset. Considering officers are semi-permanent and you can't reliably store dozens of them to adjust on the fly I find it bizarre how many RNG layers are involved here.

Officer training rng is time based and decided after one level, or by mentoring them. So save scum is the answer.

37
General Discussion / Re: im pretty new and my goal is to destroy the pirates
« on: September 07, 2023, 01:23:52 PM »
You simply can't. Just like how you can't kill real world piracy, pirates always find a way in starsector to go on.
I mean you can if international polities butt out and would let people deal with problem. Piracy in the modern world is an intended feature, rather than something that slipped through the gaps.

38
General Discussion / Re: On SO Eradicators
« on: September 07, 2023, 01:17:53 PM »
To basically summarize SO Eradicators are meant to break battle lines, rush snipers, and quickly kill most frigates and destroyers.
Only High-Tech frigates and destroyers are fast enough to kite them for a one vs one fight. So, you need to invest in more HT small ships, or invest in cruisers set up to brawl.

Vanguards concern me way more, they're undying missile boats typically loaded with reapers.

Quote
There aren't any other cruisers that demand the same kind special attention and evoke the same anxiety that I might randomly lose a ship, except for maybe Doom.
SO Aurora with an aggressive or reckless officer with a good build. It's not even close. Thankfully you'll never encounter it due to the AI never using SO Aurora builds, or at least none that I can remember.

39
Suggestions / Re: The Ability to get rid of Kanta's Wrath
« on: August 14, 2023, 03:58:31 PM »
... despite Kanta being dead.

An unwarranted assumption! She's survived for a long, long time; I'm sure she's been thought dead many times over the cycles. And even if that were the case, it's easy to imagine scenarios where it still results in increased HA.

TL;DR is "working as intended" :)
So, is there any way to remove the increase to HA with the exception of being nice? I don't particularly want to blow up all pirate-controlled worlds if somehow Kanta with her zombie ghost army of pirates will keep harassing me.
Also, yes, +2 from Kanta's wrath is absolutely irrelevant, but it's annoying, like a fly that keeps landing on you.

40
Suggestions / Re: The Ability to get rid of Kanta's Wrath
« on: August 14, 2023, 11:10:21 AM »
The "with a helmet" option is indeed the first one!
While we have your attention, if you just raid her base for the engineer, you get a permanent +2 HA from Kanta's wrath. If you destroy her base afterwards by either decivilizing it, or I presume saturation bombardment (I didn't do this because I'm pretty sure it said it would make the other factions angry), it will not remove Kanta's wrath despite Kanta being dead.
Tested without mods.

41
Fun idea from the Discord to flesh out the ramifications of the Sindrian fuel monopoly:

Feature: Persean League tolls along efficient hyperspace trading routes.
Lore justification: Persean League's hierarchy recoups lost revenue from lower trade tariffs in an attempt to differentiate itself from the Hegemony (while offering preferential treatment to Kazeron-aligned trading companies via better, cheaper trade routes).

Feature: Patrols enforce a speed limit over 10-15 burn in Hegemony space in an attempt to prevent interstellar trade collapse due to fuel shortages in the face of Sindrian anti-matter fuel tariffs post-Askonia crisis.
Lore justification: Antimatter burn efficiency could be a bellcurve around 10 burn; staying at speed in hyperspace takes less fuel. Also, this speed limit enables easier projection of force for Hegemony capital material.

Feature: Sindrian commissions offer a fuel stipend and [LG] ships, but require mandatory participation in random mundane parade/propaganda events.

Gameplay justification: Offers practical differentiation between factions in the form of tangible mechanics affecting the player in different regions of controlled core-system hyperspace. Also creates real justification for rampant hyperspace smuggling beyond banned goods.

Could be interesting :)
Feel free to share your thoughts and feedback!
Heg: "You were going too fast, now pay the toll or serve your time."
Players: "Genocide it is then."

42
Did you get -100 from sending him out the airlock or from other stuff? If it is from the airlock then you probably hit the helmetless button.

Otherwise, I find just doing missions and working for pirate contacts to be the best way. It takes time but you're also making money.
He's talking about Kanta's wrath passive increase of hostile activity. I haven't tried it, but I doubt being friends with the pirates will stop it.

Also BaBosa, genocide doesn't work, apparently Kanta's ghost is just as dangerous as cyborg Kanta. I also probably can't remove that HA increase due to destroying her station.

Edit: Woops, wrong user, second part of my post was meant for SteelHeart.

43
and 200 hit strength, which means they can strip armor and destroy hull quickly, fulfilling the role of the HAG.

I know you people don't like the HAG but this is kind of ridiculous don't you think?
It's quick vs the remnant, which are mostly shields. Killing one frigate quickly while getting surrounded isn't as good as getting a bunch of heavily damaged frigates to back off.

44
I found a build for you to play with. It may be better, I haven't tested it vs Ordos yet.
Fill all medium mounts, except the PD mount, with Arbalest Autocannons. This includes the 4 back mounts.
Replace the two side HAGs with Mark IX Autocannons.

The reason it seems to work vs swarms is the better anti-shield damage in terms of volume of weapon mounts, which pushes ships back, and 200 hit strength, which means they can strip armor and destroy hull quickly, fulfilling the role of the HAG.
The issue is OP expense. If I did my math right, you'll be down -26, so you'll need to drop Hardened subsystems, and decrease caps or vents by 1.
I recommend vents as you'll be up 158 flux dissipation.

Link the front Arbalest with the PD, but don't link the back or you'll over flux yourself.

45
General Discussion / Re: Bounty fleet size
« on: August 09, 2023, 05:38:44 PM »
Hi i am a new player to starsector and i absolutely love the game!
I play the game unmodded (vanilla) and something caught my attention with a new game i am playing.
I started with a Wolf-class Frigate, ensigned with the Hegemony for the montly cash bonus ;)  did some pirate hunting and some smuggeling.
After saving enough money i bought another Wolf-class Frigate and 2 Centurion-class Heavy Frigate and 1 Enforcer-class Destroyer.
I did some bounties which i could handle, got some more money that way, but then it struck me, man my storage space is to small and i want more salvage when i won the fight.
So i bought a Buffalo-class Freighter and 2 Salvage Rig-class Auxiliary. But now when i look at bounties, there fleet size has 3 Destroyers !Always! and i can not handle that.
Why do the non combat ship (although in my eyes non combat, because i will never send them into actual battle) count for the bounty fleet size to go up.
I understand the Buffalo and Salvage Rig are classified as Destroyers, but buying these ships early on just compleetly ruins the capability to run bounties :-[ is this intentional or has this another reason?
As far as I'm aware, bounty size is mostly based on time played, not on fleet size. Runaway bounty size is a problem a few other players have noted when either players are new and don't know how to build their fleets quickly, or when bounty hunting isn't the focus of the playthrough.

No solution as of yet. However, if you talk to your Hegemony contact, the one at the end of the tutorial on Coatl in the Aztlan star system, he will give you bounty hunting missions and let you choose from three missions of easier to harder difficulty. He's a medium contact, so his easy missions should be exactly what you're looking for.
Other people will offer bounty hunting missions, just check any planets bar every so often, and these people function exactly the same as the above contact.

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