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

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Topics - majk

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16
Suggestions / New Hotkey: 'Travel to the closest active Gate'
« on: March 02, 2024, 09:52:16 AM »
This additional hotkey would make late game traveling so much easier and less of a chore.

Either that, or maybe let the player guilt trip/blackmail Zal and Scylla for that little gate explosion to make a device that gives you the ability to warp to the closest gate.

17
Suggestions / Spread gossip/missinformation to speed up crisis bar.
« on: March 01, 2024, 03:10:36 PM »
It would be cool if you could go to a bar and spread gossip about your planets being a haven to luddites and such to provoke factions into reacting faster during crisis countdown.

18
I was running around doing bounties for my boy Arroyo, good brother of The Path and some Hegemony shill (high, very high, very high importance) but i got bored (and wanted ai cores) so i hunted some full Ordo fleets and i was surprised how easy it was compared to normal high importance bounties!

I was baffled and decided to figure out why and the answer was obvious and that is:
Remnant fleets have a LOT of carriers, but they have NO good finisher bombers, Flash Bombers don't count, while they do great damage against stations, almost anything can move out of the way and what can't has enough pd to take them down easily and Terminator Drones are an excellent way to nerf Apex droneships(That replacement time is funny).

Human bounty fleets have cobras, daggers, tridents and khopesh and those things can really ruin your day. It would be nice if automated fleets got their own version or two of those things.

19
1: It produces marines, which can be almost always bought cheaper in the core military worlds.
2: It slows down crisis meter, but it's already so slow, you actualy want it to go faster.
3: They are supposed to help with crisis events, but if you are not hostile with the faction they will do absolutely nothing and you can solve big military events comfortably in hyperspace.
4: Star Fortress provides more stability and protection, since you can hide behind it to deal with attackers.
5: Unlike Star Fortress, it eats an industry slot.

I am genuinely curious what is the point of building one of them in .97 and if they have some unique function planned for the future.

20
Suggestions / Make Mothballed ships not count towards fleet limit.
« on: February 28, 2024, 11:41:15 PM »
Please make mothballed ships 'outside' of the standard 30 ship limit. Mabe add a limit to 5-10 mothballed ships after reaching the fleet cap?

There are plenty of fleet setups that do not use capitals, but need all the room they can get to stay competitive.(I kinda hate capitals after using them so many times).

21
General Discussion / Obsessively Optimizing Wolfpack (Updated)
« on: February 24, 2024, 12:20:23 PM »
I have been a bit obsessed with wolfpack for the last few days and i'm curious what other people do with it and if anyone has an idea how to further tweak mine.

So far, the best setup i came up with is:
10LP brawlers (hmg + chaingun + 2x Ion cannon)
12 SO gamma cored glimmers (Ion pulser, 2x pd laser, 2x pulse laser)
3 Herons(no officers) for popping stations. I'm using daggers/cobras and i'm still not 100% sure which is better.
Logistics: 1 Prometheus, 1 Atlas, 1 starliner(built-in insulated engines and respective cargo bonus, normal augmented drive field and sensors 30sensor profile Atlas is funny).
2 Phantoms for that sexy stealth field

Thanks to elite Target Analysis and Wolfpack + EMP damage anything that lowers shields for even a second is dead meat and with +40% damage to capitals and +35% to cruisers, the biggest problems of wolfpack are gone. It's funny how fast they can melt capitals.
Helmsmenship combined with Coordinated Maneuvers gives all ships 200+ speed which is the main reason 99% of fights end up without losing any ships.
Brawlers are the heavy hitters, they melt/disable anything.
Glimmers are the frigate killers. They do less damage than brawlers, but their pd lasers are incredibly useful for dealing with fighters and missiles.
No monitors allowed, i tried it, but they just constantly get in the way.

All officers are reckless(Finding 10 reckless/aggressive officers took AGES, most of them were timid(bleh) or steady)
Officer skills:
Helmsmanship, Combat Endurance, elite Target Analysis(that 100% extra damage to engines/weapons is ridiculous), field modulation, something(reserved for dud skills or system expertise for more Brawler dakka). Same for built-in gamma cores minus last one.

PC skills:
Combat:
Nothing, this tree sucks for big fleets.
Leadership:
Coordinated Maneuvers is what helps you avoid casualties as speed is king and the huge bonus to command points regen is also amazing.
Wolfpack is the whole point of this setup
Crew Training 100% combat readiness gives great bonuses
Officer Management +2 officers(Going for Officer Training for elite field modulation/system expertise might be good too)
Best of the Best +1 built-in mod and mods on frigates refund 75% exp.
Technology:
Navigation and Sensors are required for all my playthroughs, not having them makes traveling soooo sluggish.
Flux Regulation is free flux bonus and flux wins battles
Phase Coil Tuning since i love being sneaky
Automated Ships for glimmers
Industry:
Bulk Transport + augmented drive field = 10burn Atlat/Prometheus nuff said.
Field Repairs for less downtime.
Containment Procedures and Makeshift Equipment for making campaign life easier
Hull Restoration is an incredible QoL skill, avoiding dmods is great.

This setup easily eats anything in the game except something like 4x full remnant fleet since you just run out of CR(I did beat that once but, i ended with 30-40% fleet wide CR).
Having very low profile and 20 max burn makes life way easier.
I am really curious what else i could do to maximize this setup, i just can't think of anything.

!Update!
I swapped 12 gamma glimmers for 9 beta glimmers and 1 lp brawler for XIV onslaught(i found a level 7 officer custom made for one of those).
Giving ais energy weapons mastery thanks to gamma ai extra skills made a huge difference.

22
General Discussion / Luddic church crisis is the best and here is why:
« on: February 21, 2024, 11:44:06 PM »
So i noticed something funny, Luddic Church will take over a colony, but ai never builds anything sooooooo...

1:
Build a colony those filthy, disgusting primitives will love, grow it as fast as possible, try to aim for size 6 before the crisis hits, go as far as try to push it back to do so.
2:
Build all stability buildings you can including in system comms relay.
3:
When the crisis hits and the fleet is in the system, dismantle the starport and(if the colony can handle the stability hit) farming.
4:
Rejoice! This colony will now buy ANYTHING it needs from you at super premium costs, since it has 0(or most likely negative) accessability.

I now crown luddic takeover as the number one, mucho bueno, mucho cheese, best crisis in the game.  ;D

23
Am i missing something obvious and there IS a way to make your colony fleets attack stuff like Persean blockage fleets?

I think it might be something stupid, like me missing the button to make colonies resist Hegemony inspections, boy did i feel dumb when i noticed it.

24
Suggestions / Make system fleets useful for faction crisis.
« on: February 17, 2024, 12:43:17 PM »
System fleets are useless during persean league crisis, please let them attack the blockade fleets.

I had a system with two very hot worlds with two cryosomething engines and high commands, my patrol fleets could easily dumpster the blockade but did nothing. That really kills immersion when they just fly around and do nothing letting the league choke my system.

25
General Discussion / About each faction crisis.
« on: February 16, 2024, 01:48:43 PM »
I finally dealt with all factions crisis and while overall awesome idea, some are way better than others.
The most important is: your colony npcs and visiting bars should be able to give good hints about dealing with an ongoing crisis, something vague that points where to go, who to talk to or what to do. I realised that if i were a new player those new events would be confusing as hell.

About factions themselves:

Tri-tachyon
I think we have dev teams favourite faction, everything from the way they mess with you for profit to the way you deal with them not only feels great but my boi Ryan got another way to shine. The bonus from dealing with them is amazing too.
I can't say a single bad thing about this one.

Persean league
They are surprisingly extreme jerks, but the multiple ways you can game the blockade, or go about joining them is fun.
The rewards from joining league are pathetic, after the epic battle i was hoping to extort them for more.

Pirates/Pathers:
Same as before, but now you get cool bonus for giving Kanta the crabs.
Having a permanent way to get zombie factions out of the way is good and it should stay that way.

Luddic church:
I get a big satisfaction out of crushing their fleets and stealing their potato farmers, but i just hate luddites so i'm biased.
This one needs something more than 'go and tell them to stop being stupid' and luddites are way too picky about what you can or can not build to make them happy.

Hegemony:
Getting Daddy Daud to bend his rules after dusting his goons feels sooooo good. I love it.

Remnants:
Eeeeeh, i was hoping for a non-combat option for dealing with them, or something more than just blowing up the nexus.

EDIT:
I forgot about Sindrian Diktat!
Very nice reward for dealing with them using force, the sneaky way on the other hand is kinda meh.

26
I noticed that ALL resources from ores, metals, ship parts, supplies and whatnot with the only exception of Harvested Organs can be covered by a size 3 planet, even if you have size 6 planets.
All you need is a colony item like pristine nanoforge, alpha core administrator and alpha core in the industry.
In .97 Heggies ignore size 3 colonies so you can turn all the big planets into money makers.

27
General Discussion / Monitors are still amazing.
« on: February 15, 2024, 12:56:42 AM »
I did the planet killer fight with just frigates and i got completely wiped out.
After that i made the same fleet, but added 3 monitors to it and won without a single ship lost.

Monitors are no longer busted and invincible, but they remain the steadfast brick you throw at things you are afraid of.

28
General Discussion / I'm starting to hate anything bigger than a destroyer.
« on: February 13, 2024, 12:49:16 PM »
Big ships are amazing for single, big fights, but for campaign i am seriously starting to hate them.
You are very often fighting many fleets one after another (at least i do) and capitals are pretty much bam'n'done thing where they blow their cr on two- three fights and end up recovering it at the rate of 3% per day.
Yesterday i had problems with hegemony kinda tired of my attitude and i needed a fix and i noticed a system bounty with 38 days left.
With my fleet of 25 frigates i killed enough pirate fleets in the hyperspace to go from neutral to 100% before the bounty ended (i think there was a pirate raid too). Good luck doing that with those slow capitals.

Sorry if i'm ranting, but i got really tired of waiting weeks just to get combat readines back. >:(

 

29
General Discussion / .97 and removing alpha AI from a planet.
« on: February 13, 2024, 06:18:54 AM »
Did anyone figure out how to do that? You can no longer BS them back into slavery... i mean moving them elsewhere.

30
General Discussion / I think i broke the crisis system.
« on: February 12, 2024, 01:07:02 PM »
I built a colony in a remnant system and after i noticed it i packed up the colony...

The remnant crisis is now permanently on without gaining or losing points.

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