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Messages - Sendrien

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76
but I just *like* the possibility of a huge battleship careening across the battlefield.

WELL, if THAT's the case...why not lean into it and add collision damage based on impact velocity, and scale hull explosions with momentum? I'm not averse to having an Odyssey careen across the battlefield and wipe out 3 Radiants!

Capital ship bowling is certainly a skill-based endeavour, and the cost of doing so might well justify the rewards!

77
It doesn't use DP it uses fleet points instead and some ships have more FP/DP and so are better in autofights.

Where does one see the FP stat? I'd be interested in seeing which ships have the highest FP/DP ratio.

78
Bug Reports & Support / Re: Hostile Fleet Notification - IFF error?
« on: July 25, 2023, 03:01:03 PM »
Well, to be fair, you HAVE made a wonderful sandbox game, so it's only to be expected that after a while, people will start doing the less common things, like playing as a pirate, for instance.  ;D

More interestingly, how would the game handle a situation where Pirate and Pather fleets are friendly, while faction fleets are hostile? Would you get a warning then?

79
General Discussion / Re: N00b questions
« on: July 25, 2023, 02:38:33 PM »
Thanks for all the recommendations. So I built an exploration fleet with lots of fuel and cargo capacity, and made really good money doing that. Now that I've upgraded to some good combat vessels (3 cruisers (2 Eagles and a Dominater(?), a mix of 3 destroyers, 3 Moras, and 6-7 support frigates that I usually set to escort during combat. They are mostly Wolfs, but 2 Lashers, and the custom frigate). My support ships are a couple of tankers and cargo ships. I just bought the really big cargo ship (Atlas?).

Now my problem seems to be that I literally can't find enough fuel (and sometimes supplies) to do much. I can buy everything, but maybe I need to visit different systems and buy all their stuff? The bases are literally out of fuel and supplies. It's not that I can't afford it.

Maybe I grew my fleet to big too fast?

I had to Mothball half my ships to get back from my last mission without running out of supplies.

Thanks for the tip on solar shielding, too. I might try that with my exploration missions.

So, the fights are getting better. The pirate fleets are really scaling up, though! I've managed to siege and destroy a couple of their bases with this fleet and not take too many losses. The problem is that some systems will have so MANY pirate fleets. I could defeat them singly, but they all try to chase you and gang up. :( 

I'm thinking about selling/storing some of my big military ships and going back to exploring the rest of the galaxy. Maybe try to start a colony?

Fuel - Try Sindria, Nachiketa and Madeira.
Supplies - Try Chicomoztoc, Asher, Kazeron, Culann and Nova Maxios

Maintaining a big fleet is useful if you're planning to do a lot of combat, but if you're only exploring, then you just need a few ships that can punch above their weight class. Right now, I'm running around the Sector with 2 Auroras and 2 Scarabs, and that's literally enough to fight off basically any threat I'll come across. The rest are just logistics ships.

You will encounter some systems with a lot of pirate fleets, or a lot of [REDACTED]. Either you find ways to pick off one at a time (Go Dark is a nice option for this) or you avoid the fights altogether until you can build a fleet that can take down 8+ fleets in one engagement. For that, you will need capital ships, a very optimized fleet of cruisers/carriers, or to change your name to CapnHector.

Starting a colony is one of the joys of Starsector, but it can also bring with it a lot of...responsibility. I would counsel you to at least spend some time getting ready for starting a colony, because things can get very hectic once you do. There will be a LOT of things you have to manage, and it opens up parts of the game that you haven't even been exposed to yet.

My rough checklist for whether I'm ready to start a colony:

- $5M+ in capital
- A system with planet(s) I'm interested in colonizing
- Special items that synergize with those colonies
- A Starliner
- 1000 crustaceans

80
General Discussion / Re: IR Autolance uses?
« on: July 25, 2023, 11:41:09 AM »
The Odyssey has no medium energy mounts... Please tell me you're not putting them in the large mount.

What's wrong with that? Sometimes, for flux reasons, you have to downgrade your slots. Happens all the time on things like Enforcers for instance.

81
Bug Reports & Support / Re: Hostile Fleet Notification - IFF error?
« on: July 25, 2023, 10:11:36 AM »
There may be some value in differentiating between bounty/remnant threats vs. pirate/pather activity in the Core Worlds. While this is my first time engaging in an exploration heavy/pacifist playstyle, I can already tell that the repeated false warnings can become tiresome quite quickly, and represent an extra layer of "stuff to click through" before being able to enter a system.

My humble 2 cents  :)

82
General Discussion / Re: IR Autolance uses?
« on: July 25, 2023, 10:01:55 AM »
(I'd say that Mjolnir is a good gun on the Legion, Dominator, Onslaught, and Conquest. Mk IX + Mjolnir is a good combo on Dominator and Legion; Onslaught I like central Mjolnir; Conquest 2 of them is good. I haven't played enough with the Restribution or Invictus to tell! I don't like them on Manticores: just too much flux.)

Have you tried it on Atlas?

83
General Discussion / Re: IR Autolance uses?
« on: July 25, 2023, 09:29:17 AM »
(Objection your honor, Mjolnir is good on at least 3 ships!)

Which ships?  ;D

84
Bug Reports & Support / Hostile Fleet Notification - IFF error?
« on: July 25, 2023, 07:20:49 AM »
In my current playthrough, I am friendly with all factions, including Pirates and Pathers. Despite never being attacked in the Core Worlds, I'm still getting a hostile fleet warning every time I jump into a system that's being raided by Pirates. Is this working as intended?

85
I see. In that case, I think for consistency's sake, it's best if it's TT only, because this pirate thing definitely got me confused.

86
General Discussion / Re: IR Autolance uses?
« on: July 24, 2023, 11:42:44 AM »
Yes, for this use case. You have to look at it holistically and as a fleet. Basically for example that Gigacannon Executor does not need +8% shield damage at 150 flux / sec* to be able to fight the larger ships, but it needs a tool to burst down frigates that have taken a Gigacannon shot or are fleeing from Pulse Lasers, which it is otherwise bad at, and IR Autolance is better for that than Graviton.

*which is not that great of a deal anyway for this ship when the Graviton's soft flux does nothing, best case for the Graviton is that the ship is paying 1539 flux /sec to deal base 2458 shield DPS, so you would get +197 shield DPS for 150 flux / sec which is basically just adding an IR Pulse Laser but for 18 OP and 2 medium slots.

I would like to know your opinion on whether IR Autolances would improve my current Executor build, and whether you think Gigacannons would be superior to HILs. (Also, where do you manage to get so many of them?!)

My Executor:
2 HIL
2 Locust
4 Gravitons
2 Tac Lasers
3 HVDs
2 Heavy Maulers

I should note that I only have the one Executor in my fleet.

87
General Discussion / Re: IR Autolance uses?
« on: July 24, 2023, 11:08:55 AM »
Build is at the start and I encourage you to look at the Detailed Combat Results at the end (around 1:03:40). Basically this weapon is the best of the beams on the Executor for bursting down small targets at range which is generally the best use case for beams anyway (Graviton does nothing to Remnants by itself). The AI behavior causes multiple executors to blast one target with IR Autolances when shields go down. Not just my opinion and data that it's great, AFAIK all the others who built multi-Ordo executors ended up putting up to 4x IR Autolance on them.

So the hull busting feature of the IR Autolance is actually stronger than the damage multiplier on multiple Gravitons?

88
Dug into this, and yes, it will work as you describe - a high value pirate contact at a Tri-Tachyon market will indeed allow you to buy off bad rep.

This is not intended, but I think it's still OK. Credits are credits no matter who they come from, right? (I will make a note to clean the dialog up a bit to make sure everything feels correct.)

In the future, is the plan to have the contact repair the rep of the faction to which they belong, or for them to repair the rep of the faction of the planet on which they reside?

89
Hmm - this sounds like a mod feature! Contacts in vanilla don't do this (yet, possibly).

Ok, then it's a bug for sure, because I have no mods running.

90
Alex, if this is intended, please feel free to delete this thread. I just got a Very High Importance Pirate contact in Eochu Bres who's offering to repair TT reputation instead of Pirate reputation. That's not at all what I expected. Is this working normally?

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