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Starsector 0.98a is out! (03/27/25)

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Messages - WENth100

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16
I already know where these 5 spare skill points are going to for your average optimized player and it sure won't be industry logi-skills. That being said I wouldn't mind to have 4 total capstones across 4 skill trees, level 20 cap does sound nice.

Indeed, of the 8 Capstone skills there are at least 1 I find really desirable. For Combat it really depends on my flagship but honestly not being able to ride my way into combat and effectively take down a few ships myself seems to take part of the fun out of the game for me. For Leadership Best of the Best is nearly always my go-to choice, by no means do I think Armada Doctrine is bad, but I really like having 3 S mods. For Technology, Automated Ships may not be practical for most due to its numerous restrictions, but I like my Nova, I care not that it dies like a bad joke 1/3 of the time, I like it and I want one (besides if I get 3 other capstone skills it will mean I cannot invest any into the Technology Tree and some of those skills as far as I am concerned are essential). And for Industry, it's Hull Restoration, I know DO is way stronger, but I like my ships in good condition, and having them recoverable most of the time without receiving D mods allows me to be more daring and take more risks.

17
Suggestions / Re: Remove LG Ships OP penalty, make Andrada non d-mod, etc.
« on: November 09, 2023, 01:05:28 PM »
On the other hand, Special Mods is great for Derelict Ops build.

That has indeed proven to be rather useful, I tend to run with a New Level of Confidence (because as weird as that sounds, my idea of fun is trying out whatever I feel like using and having just 15 skill points ain't close to being enough), and because of OCD, I like my ships shiny and clean. The effects of Andrada ModsTM happened to be just bearable enough yet cannot be removed due to Hull Restoration, so now I can have a discount on all of my LG vessels, which I may run with if I want a cool yet impractical fleet or as a self-imposed challenge.

Speaking of self-imposed challenge. Is there a mod where I can actually buy LG ships off a special market instead of diving into Exiled Space and hope for the best?

18
Suggestions / Re: Remove LG Ships OP penalty, make Andrada non d-mod, etc.
« on: November 09, 2023, 12:17:00 PM »
The problem right now is that some variants of the LG ships feel utterly and completely pointless besides looking cool, ships like the Sunder, Eagle and Falcon are just flat out worse, the Sunder changing the 3 small ballistics to hybrids did have some benefits as mentioned above, but combine it with the OP reducting and having no EBC make it feel pointless still. Changing the 2 ballistic hard points on the front of the Eagle and the Falcon is not enough to justify losing that many OPs and getting a D-mod, especially the Falcon which is already short on OP as it is now.

These 3 variants should at least have Energy Bolt Coherer like the rest of the LG ships which makes them at least worth considering, and for the Eagle and the Falcon, swapping the positions ballistic mounts and the energy mounts on the normal will make them more interesting and give an actual incentive to use them and take advantage of their EBC.

Also the way that the LG ships are designed told us one thing: Kanta's "tech wizards" are better engineers than trained Diktat professionals. Most pirate ships are either worse than the original but make up by being cheaper to deploy (Afflicter, Wolf, Shade, Eradicator etc), or are basically the same as the original (Manticore), conversions that could potentially offer something interesting (Colossus Mk III and Atlas Mk II), and of course there is the best one of them all, the Pirate Falcon. Besides the Executor, most other LG ships are either straight up inferior, or are like the Pirate Shrike - the changes made to them dubious at best.

And if we are keeping the "Special Modifications" then it needs to be at least redesigned in a way that offers some benefits in exchange for drawbacks, like the Cabal Upgrades from Underworld (an overall debuff for the high-tech vessels they use but permits an additional S mod). I say instead of increasing casualties, it reduces it but remains less effective than Blast Doors, keep the Flux Dissipation Rate and repair time debuffs, and add a PPT degradation rate increase debuff on top of that to reflect cramped and difficult to traverse passages. That, remove the built in cost for the Solar Shielding and add EBC to all of them. And we are mostly set.

19
I generally just use A New Level of Confidence to go all the way to level 40, nice and slow. Even so I would say that the current level cap of 15 feels way to restrictive, a level cap of 20 feels more reasonable as there are at least 5 skills in each of the 4 trees that are desirable. With just 15 we really have to abandon at least one tree, and pick and choose a bit too much.

20
General Discussion / Re: AI Ships: Whose Are Better?
« on: November 02, 2023, 02:16:03 PM »
Explorarium ships are more intended for Derelict Operations build, since when you recover them, they generally have a lot of D Mods, plus they have Rugged Construction which reduces the effects of D mods and makes them more easily recovered. Plus DO reduces the DP of these ships so you can install more AI Cores into them without going over the limit and causing their CR to drop. However most Derelict ships are fairly terrible, which is intended as they're supposed to be extremely outdated designs. The best ship overall in their fleet is the Rampart. The Guardian is the strongest overall but without modding it's not possible to obtain one.

21
It takes 1 cycle for the destabilized jump points to recover, so just make sure you don't test it in a system you want to colonize.

22
General Discussion / Re: Issues with the AI
« on: September 07, 2023, 06:57:40 AM »
Honestly I have the same issue with keeping my Nova from suiciding into the enemy formation as well. But the problem seems to be that you are using Moras which are tagged as "battlecarriers" so they will behave like normal combat vessels, so you may wanna get some Herons instead because those will not try to charge forward and engage enemies.

23
Modding / Re: [0.96a] Hyper diving - 0.0.4
« on: September 07, 2023, 06:53:26 AM »
A minor issue I found is that some bounties generate inside the Gauntlet, which made them more or less impossible to hunt down, even if you reach the depth it's suggesting (It's always depth II for me for some reason), the bounty will not spawn properly.

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