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Messages - eert5rty7u8i9i7u6yrewqdef

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31
Suggestions / Re: Hypershunt tap problem
« on: May 15, 2024, 03:27:52 PM »
The thing I hate the most about the hypershunt tap is the fact the resource shipment locations are entirely random. If I remember a post from Alex somewhere, even if you produce all of your resources in your colonies, you can still get shipments from other factions. That means even if you went through the effort of making your colony with the hypershunt tap also have a refinery pumping out 10 transplutonics, you still run the risk of having disruptions, because a pirate killed a mercantile fleet from another faction.

That alone has made me give up the idea of ever using the item, much less bothering to interact with the hypershunts themselves outside of killing [super redacted] for their weapons. I'm not gonna take the risk of my colony suffering major stability loss, because it can't even sustain itself using resources produced on the same planet that needs them.
A Transplutonic ore deposit with mining + maxxed out refining, + Heavy Industry will never suffer disruptions.
HI provides the required heavy machinery to the other two industries (no improvements are required. Refining with an industry admin, on a max sized world, with improvements, a catalytic core, and alpha core will give you 10 Transplutonics and will overfeed HI. Mining improvements are dependent on the local ore quality.

Meaning Hypershunts are only really viable on low hazard worlds without an atmosphere. Even then Luddics can still sabotage any of the industries in the supply chain and "potentially" shut down the tap.
Having at least two 10 production Refining industries on two worlds helps to mitigate this issue, as even if the Luddics shut down the supply chain, you can still rely on in faction production.
It is unlikely that you'll suffer a supply disruption within the time your local supply chain is down.

32
Suggestions / Re: Orbital Fusion Lamp ways too expensive to upkeep
« on: May 14, 2024, 10:08:07 AM »
It's very cool colony mod with nice colors interaction but the outlandish upkeep of 10 volatiles is just making it completely terrible to use.
First, even if set up on a volatile mining world +2 volatiles it STILL cannot fullfill the request, thus always having a malus
Second why the hell would a player ever bother with it when using those volatiles better in fuel production

Suggestion is to drastically reduce the upkeep (literally 1 from 10) since its fun flavour mod and wont hurt economy too much as it is now
You don't get a stability malice, and you get the partial effects. It's most useful on extreme cold + extreme darkness worlds, as even a partial supply will drop the world from 250%+ hazard, down into the 150%-200% range, which greatly reduces industry cost. A partial supply of volatiles can make such worlds viable for industries that would otherwise be too expensive such as heavy industry.

Regular volatile mining produces 1, +2 brings it to 3, admin brings it to 4, improved brings it to 5, max size (+3) brings it to 8, Plasma dynamo brings it to 11 (+3).

33
General Discussion / Re: High tech feels like a wet noodle.
« on: May 12, 2024, 04:55:22 PM »
Why won't you name them then.
Basically the few flux hungry weapons that are just anti everything as long you got the flux. Plasma cannon, heavy blaster, mjolnir. TPCs are pretty good too but you can't exactly mount those anywhere. Also some of the omega weapons of course.
Cryo Blaster is great, but should be paired with an anti-armor weapon and anti-shield weapon for maximum power.
I ended up with enough Cryo Blasters for all four of my Novas, and when paired with a Kinetic Blaster, Autopulse Laser, and High Intensity Laser each. They truly are a menace and are far better than either HSA Nova, or quad Pulse Laser Nova.

34
General Discussion / Re: High tech feels like a wet noodle.
« on: May 10, 2024, 11:25:08 AM »
I think medium beams (other than ion/phase) are a meme.
IRAL is not a meme, IRAL is the real deal.
Without support a single IRAL deals about as much hull damage against most things as a Pulse Laser. Its niche is being a bulk weapon when you have the spare OP but not flux, or extreme burst anti hull with expanded mags and supporting weapons.

35
I'm using Nexerelin, industrial evolution and as well as a myriad of other mods. The VRI faction in my game is about to be wiped out be the Hegemony. I could take the conoly then gift it to the VRI faction but I don't want to antagonize the Hegemony. (Plus it give a surprisingly small relations boost for gifting a whole colony to the faction for some reason.)

Question 1: is there a way I can edit the save file to give ownership of colonies back to VRI? Tried just changing the faction id value under the planet but that didn't work.

Question 2: How can I help the VRI faction without being commissioned by them or being in an alliance with them?

Question 3: Is there a way I can buff the faction in game? E.g. by selling them some OP ships will they use them, or by selling them survey data will they colonize other planets, etc.
Invade Hostile worlds like Pirates and Pathers, and transfer them over to VRI.
Kill Heg invasion fleets if you can. It will only incur a small rep penalty if your transponder is off.
If you can't beat the fleets, sell supplies, heavy weapons, and marines on the black market of the world the Heg just invaded. The revolution will typically win, and you'll get a nice paycheck. This will result in a rep penalty with the Heg, but won't turn them hostile outright.
If the Persean League is still around and powerful, try to draw them into a war with the Heg. You have to use agents to achieve this. This will take the pressure off of VRI.

If the Heg ever gets low on heavy industry worlds, raid and sabotage their remaining HI worlds, this will weaken their fleets.

36
General Discussion / Re: Handling Remnant Ordos with High Tech
« on: May 06, 2024, 05:45:32 PM »
What Phenir said!

I watched CapnHector's Astral vs. Ordo video. I also watched his Venture (hardly a meta ship) videos and reread that entire thread probably 5 times to learn more about the pros and cons of different medium ballistics and missiles.

If you posted a video of a creative way to use Shrikes and Furies I would probably watch it! I think Fury is badly underpowered and I would love to learn why my opinion is wrong. Or, more practically, I sometimes have ships that are not my ideal configuration in my fleet and I would like to learn how to use them better.
Your opinion isn't wrong, the Fury is bad for its DP. The original DP of 15 was close to fine, with its buffs it's now closer to 16/17 DP.
Shrikes on the other hand have a bunch of roles you can force them into that are interesting, thanks to their high speed and high OP. Most of them involve turning them into makeshift carriers, battle carriers, or PD escorts, but still, plenty of options.
High-Tech really just needs a carrier that's fast, and the Shrike is probably the closest we're ever going to get to it.
Shrikes are too fragile, whether you want it or not in certain conditions it will die in any case, simple because there is no margin of safety for the AI to make a decision. You need to make a decision in advance, predicting damage, not after, which the AI cannot do. Problem is not the ship, but the AI. Throw it out in some kind of composition against a powerful fleet it will either fit into the face of Onslaught, ot somewhere else and blow away just real quick.
But Fury is +- OK ship, I do not hunt remnants with it, but bunch of SO Fury it's OK option to start (hunt bounties 300-400k), but I cannot emphasize the fact that it takes longer to assamble such a fleet than to get some Paragons, so everything again comes down to Paragon. At the begining of the game I can take one SO Fury, turn around and I find out that already it is possible to buy a Paragon, and many people call this a deep late game, but in fact I've just started...
Yes, yes, yes, it's just that many ships lose certain advantages in battlle with Remnants, that's all. Remnants are out of balance. Also th Conquest is still weak, even in other conditions)
That's why I suggested two carrier builds and a PD escort Shrike build. They won't die if they're never directly fighting or fighting at 800+ range with support.

SO Fury works because of SO, not because the Fury is good.

Your opinion isn't wrong, the Fury is bad for its DP. The original DP of 15 was close to fine, with its buffs it's now closer to 16/17 DP.
IIRC CH Fury at DP 17 would get to 20 DP (the "no cheese" DP) with the good fighters, so I think 17 is a good spot for Fury to be in.
Yep, a good number of non-missile/SO Aurora builds also need Sarissa to function due to the lack of kinetic damage from High-Tech. Technically the kinetic blaster exists, but it's rare and only slightly more flux efficient against shields with a lot more DPS when compared to the pulse laser, in return for it being objectively worse in the armor and hull department.

Also, I could have sworn I already posted this.

37
General Discussion / Re: Handling Remnant Ordos with High Tech
« on: May 05, 2024, 08:33:45 PM »
What Phenir said!

I watched CapnHector's Astral vs. Ordo video. I also watched his Venture (hardly a meta ship) videos and reread that entire thread probably 5 times to learn more about the pros and cons of different medium ballistics and missiles.

If you posted a video of a creative way to use Shrikes and Furies I would probably watch it! I think Fury is badly underpowered and I would love to learn why my opinion is wrong. Or, more practically, I sometimes have ships that are not my ideal configuration in my fleet and I would like to learn how to use them better.
Your opinion isn't wrong, the Fury is bad for its DP. The original DP of 15 was close to fine, with its buffs it's now closer to 16/17 DP.
Shrikes on the other hand have a bunch of roles you can force them into that are interesting, thanks to their high speed and high OP. Most of them involve turning them into makeshift carriers, battle carriers, or PD escorts, but still, plenty of options.
High-Tech really just needs a carrier that's fast, and the Shrike is probably the closest we're ever going to get to it.


38
General Discussion / Re: Handling Remnant Ordos with High Tech
« on: May 05, 2024, 11:55:11 AM »
Yes, some frigates can be useful, but their usefulness and versatility suddenly disappears when are touched by, for example, a radint with five t-lances. Consequently, the meaning of maintaining a ship is noticeably reduced due to the fact that it simply disappears in certain conditions. They know how to terrorize low-tech, yes, I don’t think it’s worth describing what the paragon does with low-tech in my performance.
Thankfully quintuple Tach Lance Radiants are rare and are easy to have Omens avoid.

The larger issue with the Omen is its PPT of 180. The Monitor has double that.

In general, TT Brawlers, Omens, Tempests, Scrabs, Hyperions, Wolfs, and Monitors are fast and well shielded enough to survive multiple Ordos when out fitted properly. What prevents them from doing so is a mixture of running out of PPT, bad orders, or the AI being bad and trying to flank the enemy which results in the frigates getting pinned between the enemy battle line and enemy re-enforcements.

39
Grendel lore, if I remember correctly, states it was meant to be a drone ship. But when they tried to make an AI pilot a phase ship, it freaked out. And broke or something. Went insane. I don't remember. This would explain why there are no phase Remnant ships. Even though Tri-Tachyon's speciality is phase, kinda. Among other things. Well, their speciality currently is dying. HAHAHAHAHAHAAHAHAH! Oh, hi, Mark.

So... When I was thinking like... "Damn, it'd be cool to have a phase remnant ship. Maybe a cruiser. Or maybe a simple frigate would be enough. Though what it would be like?". I guess one of the challenges of designing a phase remnant ship is that phase ships belong to their own specific bloodlines not affiliated with any other design. Harbinger, Afflictor, Phantom, etc. And on the other hand currently Grendel and Gremlin. Meaning, that if we are to receive a Phase Ship, it would have to be a Remnant that doesn't look like a Remnant. And the question is, what would it look like then? Would it be green for eg?

It'd be really cool to have a green Remnant ship. An emerald one perhaps. Just a thought.
"The brainchild of an eccentric admiral who managed to capture procurement authority over an entire frontier sector, the first prototypes were installed with low-level AI core commanders. The AIs became rapidly unstable, even erratic, after only a handful of phase shifts. Subsequently, the precise details of these experiments were suppressed by an obscure intelligence ministry of the Domain and the project saved only by the admiral's personal intervention. With AI unsuitable, the next best disposable resource was tapped, and the Grendel saw its first combat service on the far fringes crewed almost entirely by Domain Armada penal battalions.""
Meaning Gamma cores are absolutely off limits as clearly it was meant to join the Exploratorium Legions which use almost purely Gamma cores. Beta and Alpha cores may work however.
To keep with current lore, it would at minimum require a Remnant phase ship to always be outfitted with a Beta or Alpha core.

40
Suggestions / Re: High Tech vs Gorgon - behavioral issues
« on: May 01, 2024, 10:32:06 AM »
High Tech ships will often not respect DEM missiles, rushing into them and killing themselves in the process.


Another thing to report is a rare occurrence in which shields may accidentally prioritise flamed out DEM missiles over living ones. Happens with Large Missile Gorgon spam as those are the most focused on circling if I remember correctly.

Spoiler
[close]

And another thing... Uhhhhh, Medusa doesn't seem to use its Phase Skimmer often enough to dodge Gorgon beams. Though I have no video or photo evidence of that.
Huh, and here I thought my Novas were doing this because they were reckless.
Also, yep the AI has a really bad tendency of being super concerned on all flamed out missiles, even friendly flamed out missiles.

41
Suggestions / Re: Making phase ship less annoying
« on: May 01, 2024, 10:30:08 AM »
I always have a mix of frigates, destroyers and fast cruisers. My problem is waiting for them to show up not chasing them, so genuine question. Is having more fast ships help in this case? I am under the impression that the only play is waiting and spamming consistent weapon, but I might have missed something bout the phase mechanic.
They have a bad tendency to drop out of phase in front of burst weaponry. The Phase Lance in particular can and does kill phase ships even though it shouldn't.
Having fast ships lets you stay on top of them when they go into phase so when they pop back out of phase you can kill them. Likewise burst weaponry is effective when they are forced out of phase near max flux. When a phase ship drops out of phase it has a cooldown that prevents it from re-entering phase.

The fastest phase frigates have a base speed at 165. They tend not to backoff until they hit a third of their max flux, and they get maximum slowdown at 50% with the exception of Adaptive Phase Coils which the AI rarely uses. So, any ship with the 0 flux boost that is over 165 is viable for attacking and killing phase ships.
That means the Omen, Scarab, Tempest, Hyperion, Wolf, Lasher, Centurion, and even technically the Vanguard all can work. This operates from their base speed and does not include movement systems which can make some ships viable for chasing such as the TT Brawler.

Another option is of course fighters. At worst they'll chase phase frigates off. However, the Thunder and the Spark can kill phase frigates, with the exception of the Shade, in which case only the Spark is viable.

Same as most frigates, there's not much you can do if they're hanging around larger friendly ships. You have to wait for phase frigates to get out of position, and then assign a frigate to chase and kill them. Thankfully they do this frequently.

42
Suggestions / Re: Making phase ship less annoying
« on: April 30, 2024, 06:15:30 PM »
AI phase ships are effective with Aggressive or Reckless captains. They also require several skills: the fleet skill and elite field modulation. Once those pieces are in place, they are significantly better than any other ship per DP, but at the same time take attrition so aren't suitable for multi-ordo fights.
Well, any endurance fight really. If you get enough pirates, approaching but not at the mercy rule max limit, most phase centric fleets won't be able to beat them.

But yea OP you just need some faster ships to hunt down the phase frigates if you don't want to use long range weaponry. As non min max phase ships and fleets are terrible.
You need faster ships for capturing objectives anyways.

43
The fact that there are multiple ways to deal with the league is *good* game design. You have plenty of options in your toolbox, but the biggest is just waiting until you're ready and preparing. It's a large task force, but it's not insurmountable. Also the minus accessibility sucks, but it's not a death knell.

I don't get how people can look at the new colony crisis and think "aw this sucks".  Multiple solutions included with boons and detriments. This is exactly the short of stuff you want to see in a game.
Read the last page. No decent boons for beating the PL. Options for beating them are in general not new player friendly. There's no reason for the PL to have 14 fleets when you can't even fight that many thanks to the mercy rule.

It's pointlessly large and scaling it back to 9 makes it so the player can fight the fleet all at once and gives newer players more breathing room for sniping the resupply fleets.

44
A) You don't have to spam colonies as the PL's HA meter is shared with all other factions HA meter.
PL doesn't start anything until you have 2 colonies or one size 5 colony. Even with the assistance of a cryosleeper to a habitable world (which results in like 13% growth), it's going to take like an entire cycle or two before your colony hits size 5. You have plenty of time to be prepared unless you start multiple colonies which is already a bad idea for an inexperienced player. If you are experienced, then well you should be able to handle what comes at you.
B) While it's only two fleets you have to kill, you have to kill them while 12 other fleets are around to defend them.
That's a bit too much to ask of a new or inexperienced player, especially when they very likely will not have had to fight anything close to it.
This is coming from someone that soloed the entire fleet with support doctrine Novas.
Or you could just join the PL until you're prepared for it. The fleets and intel even tell you to go to kazeron. Once you are prepared, skip out. What are they going to do? Send another blockade? Well, yes but now you know what's coming so you can be ready with stations, defense fleets, and your own giant fleet. Or just bomb them. Seems like everyone ignores the non combat resolutions and then kneejerks to calling it overtuned. Heck, the fleets don't even attack you if you aren't hostile to PL so you can just bide time and wait for the supply fleets (or the main fleet because just killing it is also an option) to be separated.
I forget is it one size 4 + one size 3 to activate the PL crisis? Or two size 4. If it's the former, it is very easy to hit with a single habitable world + a supporting world. It'll still take a cycle but a cycle isn't that long when you take into account how long it takes to get a Starfortress to defend the system on top of regular supporting industry. If you rush a Starfortress, it'll take 405 days to complete. While you do have more than a cycle, it's about two cycles worst case scenario. Between getting a colony ready to fight the PL crisis fleet, and getting your fleet ready, two cycles still isn't enough for most new players. Needing to get one or multiple capitals in particular can make two cycles barely anything if you don't have a max level pirate contact.
 
Sat bombing Kazeron requires defeating their Starfortress, and defending fleets if you get unlucky with patrol paths. It also turns everyone besides Pirates, TT, and SD hostile, which is a lot of time and effort to repair relationships.
Finally, capitulating to unreasonable demands is cringe.

The bigger issue is neither you nor me can actually fight all 14 fleets. The game literally won't allow it unless your fleet is capital spam with the maximum number of max level officers, plus mercenaries, as the mercy mechanic comes into play. Dropping it down to 9 fleets, six of which are detachments, literally doesn't change anything for us as that is all we could fight anyways but makes the crisis far easier on newer players as they can now more easily snipe the resupply fleets.

45
if it wasn't I wouldn't be at this topic writing that message in a topic with people experiencing similar frustrations
get real
There have been some changes to the crisis system since the original post specifically making the League one more manageable. I'll repeat what I said before since it seems you didn't quite catch it but you can resolve the League crisis by just killing the two supply fleets okay? It's just two fleets you need to kill and if you don't have a fleet capable of that then that's just your own fault and there isn't much I can do to help when you refuse to do any planning before spamming colonies.
A) You don't have to spam colonies as the PL's HA meter is shared with all other factions HA meter.
B) While it's only two fleets you have to kill, you have to kill them while 12 other fleets are around to defend them.
That's a bit too much to ask of a new or inexperienced player, especially when they very likely will not have had to fight anything close to it.
This is coming from someone that soloed the entire fleet with support doctrine Novas.

9 fleets should be the max. It's more than what any normal fleet can handle, it's decent on performance and leaves wiggle room for environmental fleets and other raids/event fleets. All while leaving enough space between defenders to ensure newer players can actually kill the supply fleets without getting caught.
Besides, right around 9 is the max you can fight anyways due to the mercy rule.

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