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Messages - Griffinhart

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16
Mods / Re: Neutrino Corp. (v. 1.7)
« on: September 29, 2013, 07:46:25 AM »
Lashers piloted by a human can take out AI Buffalos in 1v1, that's nothing special.

I'm assuming the FALKEN has the TLS for its built-in weapon, yes? :p

-- Griffinhart

17
Mods / Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
« on: September 26, 2013, 07:21:04 PM »
I also can't remember which mod has the 'Ajax' in it?

Lotus Conglomerate.

-- Griffinhart

18
Mods / Re: [0.54.1a] Interstellar Federation v1.25
« on: September 24, 2013, 10:00:41 PM »
I wonder if keptin even knows about the 0.6a update. I'd hate for IFed to be abandoned.

-- Griffinhart

19
Announcements / Re: Starsector 0.6.1a (In Development) Patch Notes
« on: September 24, 2013, 06:12:32 PM »
One unit of Dwarf Fortress time is still less than one unit of Half-Life 3 time. :p

-- Griffinhart

20
Mods / Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
« on: September 24, 2013, 01:15:33 AM »
I wouldn't mind stress-testing system count. (Well, Joyeuse might complain, but I won't. Probably.) I'm actually curious as to what the bottleneck would be.

-- Griffinhart

21
Mods / Re: Neutrino Corp. (v. 1.7)
« on: September 24, 2013, 01:05:48 AM »
In a simulation battle, a properly fitted Unsung piloted by a level... I think I was around 35 at the time? Character can take on (and win against) an Onslaught, Paragon, Astral, and the one other low-tech capital whose name escapes me at this moment. Autopilot has slightly worse performance (I think it went 2 for 3, mostly on account of the AP being really bad at focusing its shield against the Paragon's Tachyon Lances, so it eats a lot of EMP), but it's still doable. The only things you really need to do is primary the Onslaught ASAP, maintain shield against the Paragon's Tachyon Lances, and don't let the other low-tech capital get close enough to sneak torpedoes past your shield.

It's not just a 50% difference or so but like a 300% difference, including weapon costs. Same goes with CR and supply usage.

No; weapon costs are only relevant if you are buying and using Neutrino-only weapons and comparing against vanilla weapons. Many of the fits that suit my playstyle rely on vanilla weapons (e.g. an Unsung with 6xTachyon Lances, 6xPulse Lasers, and as many TacLasers as possible can essentially win fleet engagements without ever being engaged with the right hullmods - Optics, ITU, and Integrated PD AI at minimum; although, admittedly, a better fit replaces the Pulse Lasers with Antiproton Beams and the Tachyon Lances with Neutron Lances).

CR/supply costs are entirely different from ship buy price cost, which is what I was referring to. Even then, a half-way decent pilot can easily win engagements where they're outmatched (but not obscenely so; there's a limit to how much player skill can accommodate for overwhelming odds), regardless of vanilla or mod, and most engagements result in a net profit of supplies, even after accounting for repair costs (which ideally are 0) and resupply costs at a station, and even travel costs to go from station, to a fight, and back again.

I wasn't talking about how vanilla balances it, I meant that as a general rule in the world high tech is better than low tech.

Real-world balancing has exactly zero relevance to Starsector in general (and the Neutrino Corp. mod in specific). If you want to bring real-world mechanics in, then we should first address the fact that Starsector has two (nontrivial) spatial dimensions, but the real world has (at least) three observable spatial dimensions. That seems like a much more significant issue re: balancing Starsector as a whole, since it affects the entire underlying gameplay mechanic, and should be fixed before going forward with any other mechanics or adjustments.

-- Griffinhart

22
Mods / Re: Neutrino Corp. (v. 1.7)
« on: September 23, 2013, 11:40:18 AM »
Of course, everyone could simply take the EVE route of "cost is not a balance factor", in which case every ship can blandly have 35% CR cost to deploy and take a week to restore afterwards.

Cost really isn't a balance factor, though. I've got like... maybe 4-6 hours on my 0.6a game and I've got two Unsungs, a Jackhammer, and like 800k credits to spare. CR costs are meaningless because every large fleet engagement I get into results in far more supplies than the cost of fully deploying my entire welpfleet. And it doesn't take a week to restore everything to max CR, because it takes less than a week at Burn 7 to return to a friendly station to spend supplies to re-up CR.

-- Griffinhart

23
Announcements / Re: Starsector 0.6.1a (In Development) Patch Notes
« on: September 22, 2013, 12:19:01 AM »
it's the kind of stat where the number/word tells you less than just spending 2 seconds with the ship.

In that case, a way to test-pilot a ship before committing to a purchase would be nice.

Something like, say, allowing the player to get a 100% refund on a ship purchase as long as the player hasn't undocked with the ship since purchase. (This would let players mess around with ship fittings too, without having to go into dev mode to get the Variant Editor.)

-- Griffinhart

24
General Discussion / Re: How is your character leveling ?
« on: September 21, 2013, 07:00:10 AM »
I tend to primary Combat and Technology about evenly; mostly I want the +OP bonuses (Computer Systems and Mechanical Engineering) and the +range bonuses (Gunnery Implants 5, Computer Systems 7 for ITU) from Technology, and the +speed bonuses (Helmsmanship 10) and +maneuverability bonuses (Evasive Action 5) from Combat. As I approach mid game, I'll shoot for Ordnance Expertise 10 because that's an amazing bonus in conjunction with Technology/Computer Systems/Mechanical Engineering 10.

By end game I'll dip into Leadership and Logistics so I can support my playstyle: strike-fitted capship, a carrier, lots of fast/light fighters, and some freighters for hauling supplies/loot; because of this, I really favor ships like Neutrino Corp's Unsung (I can get it to go 317m/s with two Nav Buoy bonuses!) and Interstellar Federation's Auria (I dunno how fast I can get an Auria to go under 0.6a, sadly; waiting on an Exerelin update).

It helps that these two ships have some amazing turret layouts that are, again, perfectly suited to my playstyle: fast-moving, hard-hitting, long range; an Unsung with six Neutron Lances or Cains will eat any other fleet alive and be ready for more (I only wish that the small energy hard points were ballistic instead, so that I could mount better PD than Tac Lasers, plus then I can drop Integrated PD AI); similarly, an Auria with a Cain on the 2rad mount and a Hadron Accelerator in the fixed-forward makes for an amazing sniper - toss on a pile of Railguns on the forward mounts and four Mass Drivers and you've got a solid brawler, and stick Dual Flak Cannons and Light Dual Machine Guns everywhere else to run PD. Also, both ships have flight decks, which means I don't necessarily need a carrier (although IFed's Titan has amazing cargo capacity, so for me, it's worth getting regardless; fit Cains on the large mounts, DFCs on the mediums, and Railguns on the smalls and you've got a solid strike carrier with ridiculous burst travel thanks to the Hadron Teleporter ship system).

-- Griffinhart

25
General Discussion / Re: Combat Readyness isn't fun..
« on: September 21, 2013, 06:43:17 AM »
The only real measure of progression in Starsector is your character's XP. The more you have, the better you are, regardless of what you field or fly; and the only way to get more XP is to kill more things.

-

As far as I can tell, all that CR's done is made the Leadership aptitude and Logistics skill actually relevant to the game.

Well, okay, that and it's made the early and mid game slightly more difficult in that you can (more) easily death-spiral yourself via starvation, but the solution to that problem is, basically, never setting out except to do combat, because any time you're out and about, you're burning supplies - so the only reason to ever undock from a station is to get more supplies. I imagine this will be alleviated in the long run when trading and manufacturing are implemented, that way the early game isn't so tightly focused on finding winnable engagements (and then winning them, of course) so that you 1) don't starve to death, and 2) can cash/XP-grind your way to a better ship (or at least a better logistical backbone).

The late game is basically unchanged, other than that you now need to invest in some freighters to haul supplies (and/or fuel).

-- Griffinhart

26
Announcements / Re: Starsector 0.6.1a (In Development) Patch Notes
« on: September 20, 2013, 11:24:46 PM »
Alex, is there any chance we can get the turn rate back on the info panel for a ship?

... although I'm not sure where you'd put it ...

Right, so, probably not. It also wasn't very accurate; there were some very arbitrary numbers flying around that depended on the ship size etc.

You could just give it as rad/deg per second. (EVE Online does this with turret traverse speeds.)

-- Griffinhart

27
Mods / Re: Neutrino Corp. (v. 1.7)
« on: September 20, 2013, 10:42:21 PM »
For the Unsung, at least, I think the shield nerf is *maybe* a bit much, considering that 0.6a reduced the Ordnance Point bonuses from leveling, so it's much harder to fit Extended Shields, etc. without compromising elsewhere. (IIRC, in 0.54.1a, a character with all of the +OP bonuses could get the Unsung up to 760 OP, at which point you could have a full gun fit [no missiles, though], plus 200 points in flux cap and vent, and a pile of hull mods, and still end up with points leftover; 0.6a's changes brings the Unsung down to 676 OP.)

Not that that really stops the Unsung from crushing pretty much anything and everything in its way with impunity; an Unsung with some Wasps or Schwarms for point-capping/fighter screening and some freighters for logistics can pretty much take on anything in the game. (Navigation 10 + the one applicable engine hull mod brings your burn rating up to 7, so you can catch most things, too.)

-- Griffinhart

28
Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: March 16, 2013, 07:57:35 PM »
Scrollbars are now draggable/clickable/etc

\o/

-- Griffinhart

29
removed the cheat detection.
\o/

A lesson in why anti-cheating measures don't work.

(The best part is that you can scale this lesson up to "anti-piracy".)

-- Griffinhart


He removed the cheat detection I'd imagine mainly due to it being incredibly inaccurate.
It was actually throwing off false positives about his own mod.

Yes. Exactly. No restrictive measure is immune to false positives. False positives screw over legitimate players. That is the lesson.

-- Griffinhart

Hey ponyfuck. Shut the hell up. You're ruining the mod for everyone else.

Yes, I, one of the people who has contributed exactly zero lines of code, am ruining the mod for everyone else.

:eyeroll:

-- Griffinhart

30
removed the cheat detection.
\o/

A lesson in why anti-cheating measures don't work.

(The best part is that you can scale this lesson up to "anti-piracy".)

-- Griffinhart


He removed the cheat detection I'd imagine mainly due to it being incredibly inaccurate.
It was actually throwing off false positives about his own mod.

Yes. Exactly. No restrictive measure is immune to false positives. False positives screw over legitimate players. That is the lesson.

-- Griffinhart

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