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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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General Discussion / Re: 0.97 IR Pulse Laser Thread
« on: March 28, 2024, 09:44:18 AM »
They are fine.

Suggestions / Re: Making (some) money should be easy...
« on: March 27, 2024, 03:34:02 PM »
As happycrow said, the game is different depending on your knowledge. Starsector is quite an overwhelming game when you first launch it and going bankrupt is very real threat for many hours when you first learn it. I remember very well my first few hours (it's an euphemism, it took me a lot more) ... I think I ragequitted at least 4 playthroughs because of bankruptcy ;D

Imo, credits are too easy to make when you are a veteran. I agree. But the beginner or even casual experience shouldn't be negatively affected. Hard mode or Ironman mode sounds like the perfect place to change a few things. For example, reducing the number of "random" contracts available in space and reducing their payout and instead giving "normal" contracts to Contacts is an idea I just had and I like it.

The Nova is a better Retribution.

Both these ships are good. Like, really *** good. The "problem" is that they are not fitted for frontline duty. They are designed to hunt down ships of smaller size than themselves and to do so opportunistically. Hence their ship system and hence their hilariously overloaded frontal firepower. A well-built Nova or Retribution is capable of destroying at blazing speed ships after ships with very little downtime. From my testing, they accomplish this job far better than an Odyssey (but the Odyssey is capable of going toe-to-toe with more "classic" capital ships and is a lot more slippery).

But there is a price to pay : they are not resilient. And the AI isn't good at using their ship system. Most of the time, they rush the opposing fleet, end up without support and then die (like the Fury in fact). And if they don't die right away, they start backpedaling instead of turning away and using their system to jump out of danger (although it's less easy to do for the Nova since it lacks an omni shield).

Their stats are fine. Perhaps the variants could be better. Don't know for sure.

As someone who used to play RTS (Starcraft Brood War, Warcraft 2 and 3 and all the average RTS released during the 2000's), I like the fact that battles are NOT like an RTS.

It gives Starsector a very different feeling and not in a bad way. I admit I was very confused when I started playing the game, but now I like how it works.

I agree that orders were not intuitive at all despite reading carefully their description. It's something that could be improved.

But the game is far from being "unplayable". Quite the opposite.

Mods / Re: [0.96a] Tahlan Shipworks
« on: March 16, 2024, 07:42:11 AM »
This mod doesn't seem to be working with the current version of the game. At least, it doesn't allow me to activate it in the mod list of the game. (Current version 0.97a-RC11)

It works just fine for me. Try re-downloading it, and make sure you have all necessary dependencies.

NVM ... 90% of my mods are in red now. Forget it, ran out of patience with this game. Bye.

Because a mod has not been updated (yet) to 0.97 doesn't mean it is not compatible. You just have to force it to work with the new update. It's very easy to do so and will take less than 10 seconds per outdated mod :

1. Get notepad+ ;
2. Open your mod folder and look for a file named "mod_info.json" ;
3. Open it with notepad+ ;
4. Change the line "gameVersion : 0.96a" (or whetever version it says) to "gameVersion : 0.97a" and save the change.

You will now be able to enable the mod. Tahlan Shipwork is fully compatible with 0.97a so you will not encounter any bug while playing.

Blog Posts / Re: Simulator Enhancements
« on: March 13, 2024, 04:31:24 PM »
Integrating a gameplay side (AI cores "piloting" simulations of Remnants) into what is a QoL improvement is something I really really really dig !

Suggestions / Give the Lasher BP to Pirates
« on: March 13, 2024, 03:08:18 PM »
"A favorite of pirates and private armies due to the ubiquity of the blueprints and its non-demanding support profile, Lasher-class frigates pack a respectable amount of ballistic firepower."

The Lasher is a very common frigate, and its description says it's very popular with Pirates. Except that's not the case in-game, because the Pirates don't know the BP unless the player gives it to them. I think it would be a small and welcome addition (in terms of consistency/world-building) to give them access to this frigate right from the start and not buff too much the Pirates in the early game.

General Discussion / Re: Is the Hephaestus at a good spot?
« on: March 11, 2024, 11:12:29 AM »
Am I missing something there ?

How can the HAG not be an anti-armor weapon ? I find it pretty darn effective against armor because of its high RoF and accuracy meaning lots of shots are hitting the same cell. Yeah, it's not a Hellbore but it's still effective.

Ah, that's a pity! I haven't tested them very much, what did you find about them that let you down?

Non SO Hammerhead doing non SO Hammerhead things :

1. Lack of meaningful support fire when compared to Sunder / Manticore / Enforcer. If you go HVD/HM, you end up wasting the 2 forward hybrid mounts because of a huge range mismatch unless you go with beams like tactical lasers and now your accelerated ammo feeder only provides support for your 2 medium mounts (and you are completely outclassed by a Manticore or a Sunder anyway), or you try to put those mounts to good use with weapons like railguns but you have to stick with 700-800 range medium ballistic weapons and expose yourself to big risks if an ennemy cruiser decides it had enough ;

2. Going with a shorter range build mean dying a lot. 500 armor and 0.8 shield efficiency, even with Escort Package, Hardened Shield etc, is nothing to write home about in lategame. Range still plays a big role in the survivability of a destroyer unless it has a great mobility (see : Medusa) ;

3. Two small missile mounts don't provide nearly enough ammunitions to support a lategame battle even if you invest into hullmods / missile specialization.

The Hammerhead is, unfortunately, outclassed HARD by Sunders, Enforcers and Manticores as an escort ship.

Didn't try Medusas (yet), but I heard they were great. Didn't try Shrikes either, but I don't see them being good with Escort Package because of their role.

General Discussion / Re: should we just nerf the Onslaught?
« on: March 10, 2024, 06:11:33 AM »
Its fair to say that onslaughts have low dissipation - they absolutely do as one of their big limiting factors - but I think 1150 is very much too low given the current state of skills. Is any Onslaught not going to have Ordinance Expertise as a skill and Flux Distributor as a hullmod? Its dissipation in practice is more like 1400 at minimum. The Onslaught from the build I linked earlier from Draba had 1723 dissipation.

And still my point from the two other posts stands: I don't think the raw dissipation is a good metric of comparison because the Conquest is forced to use it on just 2 Large, 2 Medium ballstics, and 1 medium energy (and potentially tactical lasers I guess?). It is forced to use its dissipation for premium stuff (like Mjolnirs and Gauss) which come with upsides, but now raw efficiency which is what the whole "more dissipation = more damage" argument is based off of. With skills I don't doubt a Conquest could get over 2k dissipation easily, but what is it going to do with it?

Comparing mounts, firing arcs and flux dissipation don't tell the whole story. The Conquest is faster than the Onslaught, comes with Maneuvering Jets and has 2 large missiles mounts, making it a far less likely to find itself in a bad situation and also making it capable of providing (heavy) fire support to your fleet regardless of where it's facing (while the Onslaught is primarly designed to only punch down what is in front of it).

The Conquest's deep flux capacity also mean it will rarely have downtimes (= having to actively vent or forced to not fire for extended periods of time) while the Onslaught will have to actively vent regularly because even though you can reach up to 1700 flux dissipation with Flux Regulation, Ordnance Expertise and Flux Distributor, it is still terminally overfluxed. Sure, the Onslaught has heavy armor and lots of hull, meaning it can afford to actively vent even in the middle of a battle, but you are giving time to your ennemies to inflict damages on your Onslaught (or more likely to get out and reposition themselves which sucks since the Onslaught isn't maneuverable).

I'm not saying the Onslaught is a bad ship or the Conquest is OP. What I'm trying to say is using raw stats isn't enough to determine if a ship is overperforming or underperforming because most capital ships fill a specific niche in a fleet. I don't expect my Conquest to be an anchor for my fleet and to win "duels" against most other capital ships (at least not against Radiants). I also don't expect my Onslaught to provide heavy support fire for the rest of my fleet and to be able to reposition itself quickly should the need arise.

but you also mentioned expanded mags. Note that expanded mags are also broken on an Onslaught. Even more so than they probably are on the Retribution. I honestly don't like this effect of just straight up increasing DPS on a weapon. But then again, it's an s-mod, so I guess who cares.

Honestly, S-modded Expanded Magazine is utterly insane on the Retribution, even more than on the Onslaught. The Retribution playstyle is to burst down its ennemies at (very) close range and it can mount 3 charge-based weapons that perfectly fit this playstyle : mining blasters, thumpers and storm needlers.

Mods / Re: [0.97a] Officer Extension (0.6.5)
« on: March 10, 2024, 05:33:18 AM »

The changes made to skills in version 0.97 and to officers (the introduction of "templates") lead to numerous bugs when trying to respec a level 7 officer. In 0.97, level 7 officers are using the new template system and they have 5 elite skills (while a normal officer can only reach level 6 -with Officer Training- with a maximum of 3 elite skills -with Officer Training and Cybernetic Augmentation-).

Trying to demote a level 7 officer (to respecialize him) causes him to lose between 1 or 5 (!) maximum elite skills forever, regardless of the skills the player already possesses. However, this bug has some quirks to it : the number of elite skills you lose forever depends on the already elite skills you made the officer forget.

1. Exemple 1 : my legendary officer has 5 elite skills and 2 non elite skills. I make him only forget his 2 non elite skills. He still has a maximum of 5 elite skills ;
2. Exemple 2 : same officer. I make him forget his 2 non elite skills and 1 elite skill. Because I made him forget 1 elite skill, he will now have a maximum of 4 elite skills even though I leveled him up to 7 again (lost 1 elite skill forever) ;
3. Exemple 3 : same officer. This time, I make him forget 2 non elite skills and 3 elite skills. He will now have a maximum of 2 elite skills max.

Trying to circumvent this bug by first making all elite skills non elite through retraining and then demoting the officer, also doesn't work. As soon as you do this, your officer sort-of loses his "legendary" property and he becomes a regular officer with only 1 elite skill (with a maximum level 7). You can still get 2 extra elite skills with Officer Training and Cybernetic Augmentation, but you cannot get back to a maximum of 5 elite skills.

Mods / Re: [0.97a] Ashes of The Domain
« on: March 09, 2024, 05:42:44 PM »

I don't know which mod is responsible (Ashes or TASC), but after updating both, my game to stutrer on the campign map after a couple of cycles.

When I start a new game, my game is smooth. No problem at all. Then, after getting to cycle 208, my game starts to stutter every few seconds for approximately one second (going from 60 FPS to 20 then back to 60).

I don't have any problem during combats and before I update Ashes of the Domain and TASC, I wasn't getting any stutter. I'm suspecting some kind of memory leak from Ashes of TASC but I don't know how to confirm it.

I found its generally a bad idea to update mods in an existing game, even if it says to update them.

I did test a brand new playtrough and I'm getting the same problem after cycle 208.

General Discussion / Re: should we just nerf the Onslaught?
« on: March 09, 2024, 05:34:22 PM »
and my pure midline fleet struggle so hard cuz they outclass me in every aspect (firepower , speed , quality)

I'm curious what was your fleet composition and/or how you built your ships ? 2 playthroughs ago, I did a pure midline fleet with only 2 capitals (Conquests) and then a decent mix or cruisers and destroyers and single or double Ordos weren't hard at all.

- they build simple.
shoot everything at your front. it can hardly go wrong or misposition like high tech.

I don't agree. Many capital ships are quite easy to build, including the Paragon and the Odyssey. They are fairly intuitive ships to build. The Odyssey is a bit harder, but not by much.

High Tech cruisers require a bit more thought than a Dominator, but then we have Eradicators which are not easy to build at all at a first glance imo.

how to nerf ?
remove Heavy ballistic integration should be enough.
reduce flexibility of weapon choice would do a trick.

I still don't understand why the Onslaught should be nerfed (at least why its stats/mounts should be nerfed). I've yet to see proofs that it outperforms other 40 DP capitals by a significant margin to warrant a nerf (unlike Omens which definitely deserve a nerf to their DP :D).

General Discussion / Re: should we just nerf the Onslaught?
« on: March 09, 2024, 03:14:57 PM »
Imo, the base Onslaught is fine. I do think the XIV version should have its DP bump to 45 though.

Also, it's wrong. An Onslaught should always be deployed with at least one, if not two or three maneuverability boosts (helmsmanship, elite impact mitigation, auxiliary thrusters), which easily covers that particular weakness against anything short of phase frigates or pather SO swarms.

Honestly, Elite Impact Mitigation is more then enough if your fleet has some escort for the Onslaught.

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