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

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Messages - majk

Pages: 1 [2] 3 4 ... 10
16
General Discussion / Derelict Operations + Support doctrine are hilarious.
« on: February 22, 2025, 10:26:21 PM »
I had to get some planets before i could even pretend to have money for the upkeep but with those two skills there is nothing in the game you can't handle.

With almost 50% dp discount you can get 10 onslaughts deployed and the game turns from tactical combat to execution squad with Orc level of dakka.

Don' t sleep on DO. Just because your ships are hot pieces of garbage does not change the fact that two ships will easily clap one of their kind.

17
General Discussion / LP Brawler and Scintilla spoiled me so much.
« on: February 21, 2025, 11:29:14 PM »
I know my capitals are better and i take them out + escorts whenever i need to bust a star fortress or such but 20 LP Brawlers + 5 flash bomber Scintillas/Condors (or something) is so good at being cheap, replaceable, stealthy and killing fleets quickly it's not even a competition.

You can't kill multiple fleets unless it's garbage that can be done quickly like pirates or Diktat but for single fleets you can go into red beacon systems to hunt single ordos and frigates recover so fast you just need a 2-4 days to recover and hunt more.
I'd use LP Brawlers alone but you need flash bombers(or Piranhas if you don't have them yet) to break enemy formations. It's not as much about killing as forcing the enemy to spread out and die.

Is there anything as good as that for early/mid game? I like the dakka from capitals but they are ridiculously slow, expensive to maintain and stealthy as an elephant.

18
Suggestions / Re: Support ships
« on: February 18, 2025, 04:44:08 AM »
High tech gets THE Revenant. It's a  phase cargo/tanker that is obnoxiously good and will carry you to end game fleets.
Whenever i start a new game i keep looking for one and will buy it even if i have to blow all my money on it.

You have almost no sensor presence with those guys in the fleet.

19
Suggestions / Fleet Size By DP as a game option.
« on: February 17, 2025, 11:35:02 PM »
I know that you can just use a mod but this feels so natural it should be optional part of the game as it makes playing feel so much smoother without artificial 30 ship soft cap.

20
Suggestions / Ui improvements suggestions.
« on: February 16, 2025, 12:03:54 AM »
After spending way more hours than healthy on this awesome game i think the following could use some tlc:

Deployment window:
1:
Key+button press mouse drag ship selection.
Pressing a key + mouse button and hovering cursor over ships you want deployed would be amazing.
2:
Key+mouse click for selecting the entire row of ships.

Main Window:
There should be different keys for toggling double speed and pressing a button for double speed.
I know you can change press/toggle in the menu but having both would be amazing.

Refit menu:
Key+restore/refit to apply changes to all ships of the same type in your fleet.
Key+restore/refit to apply changes to the ship your mouse is hovering over without confirmation.

Salvaging sounds should have an option to make them more quiet.
If you go on an expedition and encounter a bunch of junk ships clustered together the noise can get annoying.

21
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: February 15, 2025, 09:50:25 AM »
Review after 2 playthroughs:

I love the way this mod looks. The visual part is great and looks like a part of the game.

The variety of officers is big enough to do many different builds and at the same time it's not too big to be overwhelming.

The gameplay however is a mixed bag and the most jarring is spreading skills from one skillset to different officers
Examples:
1: Take Derelict Operations from Improvisation, it lost part of its skill power and it was shoved into Pirate skill Provisional Replacements.
2: Piracy officer has a bunch of logistic skills that could be replaced with something more fitting being a pirate and those skills could be shoved into Starfaring.
3: The main draw of Improvisation is using a bunch of cheap scrap buckets to play with but it has 2 exclusive last skills and Derelict Fortifications just gives some buffs you can easily live without, it's all about Direlict Operations and to make it worse it's the other skill that reduces penalties from dmods.
4: Starfaring and Piracy share important logistic skills and swapping officers costs 20% cr (Does changing ships make the whole fleet blow up?).

On the other hand Officers with Automation, Technical and Starfaring are borderline op and make the game so much easier.

I like the idea of the mod and the way it's looks but at the moment it feels very frustrating to play.


22
Enforcer with 5heavy maulers.
The sound they make if you have 10+ of them as escorts is pure asmr.

23
General Discussion / Re: The current state of fighters and carriers
« on: November 06, 2024, 12:58:24 AM »
No love for Condor or Scintilla?
Condors are the cheapest way to get a bunch of fighters support and they can spam Pilums from way back. Amazing help early/mid game. You just need a frigate killer or two to protect them.

Scintillas are an excellent way to break enemy formations. Just use Flash bombers and dump the mines into the middle of the enemy fleet and watch them scatter/blow up.

24
I farm red beacon remnant fleets with 20 LP Brawlers and 5 Scintillas.
All Capitals can be eaten by mass chaingun + heavy machine gun fire.

If anything: ai capitals don't know how to handle frigates, all you have to do is use scintillas to dump a hundred mines into enemy formation and frigates eat them alive.
Bonus points if you manage to find reckless officers with Target Analysis combined with Wolfpack Tactics they melt everything, the problem is that i can never find/train a good officer.

25
General Discussion / Re: How many duplicate ships do you have in your fleet?
« on: September 08, 2024, 10:01:28 AM »
I had loads of fun with 20 LP brawlers terrorising the galaxy.

You just need a heavy hitter for stations like a few charons with daggers.

26
General Discussion / Re: Colony Crises Ruin the Game
« on: July 12, 2024, 09:56:56 AM »
It's not the Events themselves it's complete change in the game pacing.
Instead of exploration, playing mercenary etc. you get a warning and 10 fleets that probably have bigger crew than your colonies have population.

27
I just park my fleet and bring out my LP brawlers with a few carriers, it mulches everything including Ordos with radiants.

28
Suggestions / Re: Make raiding pay more.
« on: May 21, 2024, 02:52:57 AM »
People, are we seriously going to defend raiding as a source of income because:
"If everything is min/maxed and done perfectly you can make profit!"?
Seriously?

I did a few playthroughs including min/maxing and raiding was only useful for three things:
1:
Stealing coloy items.
This is no doubt THE goat and maing reason why i would bother with raiding.
2:
Ending tri-tach crisis withot bothering with their fleets.
3:
Decivilizing planets to colonize if you don't want to be permanently hostile to half of the sector for setting off some orbital fireworks.
This one sucks, decivilized tag on a planet is such a bother.

Raiding for money is pointless, you can do almost anything else to make WAY more cash without ruining your reputation.
It is really sad but butchering trade fleets is more profitable and safer than trying to raid planets.
Doing exploration quests gives more money.
Selling to markets for which you butchered trade fleets is better.
Bounties give you cash and 'new' ships.
Ai farming made me about 10milion spacebucks in two months(including the round trip to and from the red system).

By the time you get enough stuff to raid for money, the amount of profit you can make from it is pathetic.
Yes, you can make profit, but why spend 10bucks to make 12bucks when there are far better ways to print cash.


29
General Discussion / Re: Ssethtzeentach!
« on: May 15, 2024, 01:02:16 AM »
Yep, i had no idea this game existed before Sseth.

Starsector really needs steam or something, the game is too good to have to learn about it from a streamer.

30
General Discussion / Re: are you supposed to put ITU on an Astral?
« on: April 30, 2024, 07:27:41 AM »
Astral is a capital, ITU give it +60% range including pd, stuff pd all over it and it will be pretty damn safe vs. missiles.

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