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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Selfcontrol

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106
Mods / Re: [0.96a] Tahlan Shipworks
« on: September 23, 2023, 02:16:32 PM »
So is there some secret to getting Rosenritter stuff? Or is it intended to be so rare that I've only ever gotten one of their ship mechs from a "sacrifice ships to get different ship" event, get maybe 6 of their guns during an entire 20+ cycle playthrough, and have literally never seen one of their fighter wings drop, only knowing most of their stuff is a thing from console commands?

Look for a one-of-a-kind ship in a black hole  ;)

107
Mods / Re: [0.96a] Tahlan Shipworks
« on: September 12, 2023, 12:41:45 PM »
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well

100% GH loadout too, for consistency! And OCD!

Jokes aside, yeah, it's probably not optimal, because to be honest I feel GH weapons are a bit undertuned, especially nowadays with the adjustments many vanilla weapons had in 0.96. But as the spritework is exceptional (and projectiles are too, they have such a punch!) I really can't force myself to use other weapons on them, so in my game I slightly edited them: not much, really, I just made them a tiny bit more flux efficient, closer to their vanilla ballistic equivalents.

In any case, then it depends on a ship by ship basis: my favourite is the Ristreza (and its rare and unique variants, Cascadia and Numistri): it's perfect for sniping gameplay. Three Magaeras and two Gardions mean (obviously with integrated targeting unit) out ranging pretty much anything the game can throw at you, letting you chip away at them safely, and then punching hard with the ship system main cannon. That build often feels OP even with the undertuned weapons: you are vulnerable if the enemy gets close (Kassadari ships have reduced armor, so invest in more and better shield cover too for extra safety), but the Ristreza is also fast enough to let you usually retreat before getting to that. It's the most reliable GH ship in my experience.

I actually think GH weapons are fine they just generate flux like absolutely mad

Also what exactly does Forced Overdrive even do besides remove shields?

It disables the shield, but it reduces by half the armor penalty from Kassadari Engineering and the ship is considered to be always in overdrive mode. Normally, you get a +10% "timeflow" and it enters overdrive when your hull integrity reaches 30% or less. With Forced Overdrive you get +30% timeflow right from the start of the battle. You move 30% faster, you fire 30% faster, you regenerate the TPC ammunitions 30% faster, etc.

108
Mods / Re: [0.96a] Tahlan Shipworks
« on: September 12, 2023, 07:35:38 AM »
Does anyone have any suggestions for the most optimal way to outfit Great House ships? I'd love suggestions for Legio as well

Don't know if it's the most optimal, but I had good success with a GH Onslaught built with Forced Overdrive as a sorta shield shunt Onslaught.

Devastators on the side, arbalests and light dual ac on the forward medium/small mounts, hellbore in the center, 4 typhoon reaper launchers and 2 dual flak cannons in the middle. I left the rearward mounts empty (except for the side mounts, I put 2 flaks on them).

As for hull mods, I used story points on advanced turret gyros, resistant flux conduits and automated repairs. Then I stacked the classics : heavy armor, ITU, ballistic rangefinder, armored weapon mounts, reinforced bulkheads, etc.

I'm directly piloting this GH Onslaught and I'm pretty satisfied with this build. It has great frontal damages (and decent enough side damages), excellent protection against missiles and is quite resilient. However it is still, imo, inferior to a stock XIV Onslaught because of its inferior armor and lack of shield (I consider Forced Overdrive to be mandatory, without it, it's just a bad Onslaught).

I do not use GH weapons though. They don't bring enough to the table to justify their OP cost compared to vanilla weapons.


109
Mods / Re: [0.96a] LOST_SECTOR - Exploration and quest content
« on: September 10, 2023, 08:49:10 AM »
After spending some more time playing your (brilliant imo) mod, I came up with one idea and two proposed nerfs for the Kingslayer :

1) It seems a bit weird to me that many Enigma AI don't have all their skills being elite. AI officers having all their skills elite is big part of what makes Remnants terrifying to fight. With the (very notable) exception of scripted fights, I find Enigma fleets to fall off quite hard in the lategame while Remnants Ordos are still a very credible threat. I think making all Enigma AI officers' skills Elite would be pretty neat because it would cement them as "AI, but better". Perhaps only for the True Starfarer difficulty if you find it to be too much ?

2) The Kingslayer pirate ship is OP. I love the design of the ship, but it needs a nerf. Thanks to its ship system, you can put 2 Mjolnir on it and absolutely demolish anything that is standing in front of it. It also has tons of Ordnance Points to spare because of its limited number of mounts and Heavy Ballistic Integration. While it is a very fun ship to fly, it is not fun at all when you have to face 2-3 of them against lategame pirates bounties. I think the 2 following nerfs would be quite sensible :

a) Reduce its manoeuvrability by something like 25%. It is very clear you designed the ship to be exceptional at dealing frontal damages but with weak sides. However this weakness doesn't really exist because it has enough manoeuvrability (thanks to Elite Impact Mitigation) to always stay on target even against the faster cruiser and destroyers. Reducing its manoeuvrability a bit would give such cruisers and destroyers a higher chance at escaping its unending barrage of destruction ;

b) Remove Heavy Ballistic Integration. The Kingslayer already has plenty of Ordnance Points since Ballistic Rangefinder is useless on it and because it has a below average number of mounts. Currently you can put on it every single hullmods you want without having to think about your build. Having 20 less free Ordnance Points would force the player to think (a bit) about his/her build.

110
Mods / Re: [0.96a] Pirate Mini Mod
« on: September 07, 2023, 03:10:50 PM »
42. The Eagle (P) already exists in a different mod (Ship/Weapon pack). If you use both mods, you get 2 instances of Eagle (P). Ship/weapon pack is a very popular mod and I'd advise you, for clarity, to perhaps change its name to avoid confusion ?

Ok so Ive checked the Ship/Weapons pack's files and the only Eagle I see is a boss variant for the bounty board. Are you sure the second Eagle isn't coming from another mod? (Id still like to look into it if you know the mod so i can fix the issue)

Indeed, it was a mistake. It comes from Tahlan Shipworks, another popular mod.

111
Suggestions / Re: Making Hostile Activity more intuitive
« on: September 07, 2023, 01:49:16 PM »
I'll just say that the system is being reworked and expanded quite heavily (as we speak), and most of this is no longer relevant.

I'm not 100% certain on this, but I think Alex mentioned that there is no system in place that would scale things to your fleet size, be it colony threats or anything else.

Correct!

Damn. I really can't wait to see what its gonna become. I love the idea of the Hostile Activity system, but not the current execution (it's "fine", but bland) and I'm super excited to see what's being cooked up.

112
Mods / Re: [0.96a] Pirate Mini Mod
« on: September 07, 2023, 01:18:48 PM »
I don't know how I could miss this mod ! I love pirate ships and I'm very glad to see more of them :)

I have a couple of remarks though :

1. Champion MK2 Weaponized Flux Core needs a better description of its effect. Reading it doesn't make it very clear how it works and it is hard to build the ship without having access to informations such as damages, threshold for trigger, etc. The same goes for the new Pirate Modifications hullmod, a more detailed description would do wonders ;

2. About Pirate Modifications, the effect of this hullmod is brutal for some existing vanilla ships (such as Manticore, it doesn't get anything "spicy", only a nerf and a reduced DP cost doesn't help enough). To me, when I take a look at other vanilla ships (Enforcers, Hounds), it seems that your mod's goal is to give Pirates a more defined character and I'll advise you against giving vanilla ships this hullmod until you can figure out a way of making them more unique ;

3. There's a small typo regarding the Lumen (P). Its name is Lumen (P), FRIGATE Hull (all caps when it shouldn't) ;

4. The Eagle (P) already exists in a different mod (Ship/Weapon pack). If you use both mods, you get 2 instances of Eagle (P). Ship/weapon pack is a very popular mod and I'd advise you, for clarity, to perhaps change its name to avoid confusion ?

113
Read the weapon's description. The projectiles can be shot down. This is achieved by making the projectiles count as missiles.

114
Mods / Re: [0.95.1a] Diable Avionics 2.70rc3 (2023/04/13)
« on: August 19, 2023, 09:49:15 AM »
The mod works perfectly fine but updating the modinfo file (changing the version from 0.95 to 0.96a).

No crash, no bug, nothing.

115
Mods / Re: [0.96a] Ashes of The Domain
« on: August 15, 2023, 09:22:56 AM »
I just want to let you know that I finally decided to install Vaults of Knowledge and I absolutely do not regret it ! It is a true pleasure to see your backward colonies bloom over time and become industrial marvels of the Persean Sector.

That's all. Now I need to get back into the game and realize my dream of building an incredible tourism industry on paradisiac worlds  8)

116
Mods / Re: [0.96a] LOST_SECTOR - Exploration and quest content
« on: August 14, 2023, 01:05:59 PM »
There is a typo in Kesteven config files at the line about the starting special items (the "#" next to the supercharger), as a result, starting a Nex playthrough with a Kesteven's commission doesn't give you the hullmod.

117
Mods / Re: [0.96a] LOST_SECTOR - Exploration and quest content
« on: August 13, 2023, 10:05:35 AM »
Quote
I personally like the extra difficulty it brings since pirates are usually such a pushover, so I haven't nerfed it. It's super weak to EMP in particular btw. Also it should be rare enough that it isn't a constant nuisance.

I never found the Rhea to be problematic in early game especially since it is a rare sight (it becomes quite common by the end of cycle 2 but by this time I can deal with it easily).

But then I do put missiles and EMP on everything I can.

118
Thanks for the update :)

I'd like to know if there is a reason why you didn't give the voracious cannon and kiddie rapid mortar the "Use vs frigates" hint ? Is it tied to balance ?

119
General Discussion / Re: Are [REDACTED] weapons useless ?
« on: August 02, 2023, 01:07:54 PM »
What really ?

Oh my god. I feel so stupid. After reading your answers, I felt so confused that I dived right into the game files (I only use 3 mods so it was quick) ... only to discover that it was HMI that introduced a very small limited number "AI-influenced weapons" (example : a pulse laser or a HAC, they just have a colour swap).

I don't know, between the colour swap and the description that reminded a lot vanilla descriptions, I was 99% sure that it came right from vanilla.

I feel so stupid. Disregard anything I said.

120
General Discussion / Are [REDACTED] weapons useless ?
« on: August 02, 2023, 12:13:21 PM »
I'm not talking about the [SUPER REDACTED].

After doing several playthroughs, I have noticed that [REDACTED] weapons are ... useless ? Not only I never found any build on the internet which uses them, but I also never found myself wanting to use them. Even the AI don't seem to use them a lot ...

I remember the first time I looted a Remnant version of a weapon and I was quite excited ... only to be dissappointed very quickly. What is the point of these weapons ? Do you use some of them ?

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