Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - majk

Pages: 1 2 [3] 4 5 ... 10
31
From what i tested, there are two things that work great(by that i mean kill all content):
1: Frigate + carrier fleet(support doctrie + hull restoration)
You want enough frigates to tie the enemy and carriers blow up capitals easily.
Example: LP brawler + scintilla bombers (maybe toss a monitor or two to keep a capital busy)
You WILL lose ships in bigger fights.

2: Big boi, low tech dakka(support doctrine + derelic operations)
Mix a bunch of onslaughts(a single invictus if you can afford the upkeep) and legions and Bob's your uncle. With those two skills, and a bunch of dmods you can field ridiculous amount of ships.
I don't care that onslaughts are overrated (they are), when you 2v1 enemy ships numbers DO matter.
Unless you do something suicidal you will not lose ships.

If you want something different, keep in mind, that support doctrine gives your ships 4 non elite skills but no gunnery implants, ballistic mastery or missile spec, so long ranged or missile fleets will be a lot weaker.

32
General Discussion / Re: High tech feels like a wet noodle.
« on: April 24, 2024, 12:06:29 PM »
I actually find TT to be extremely strong, to the point that I avoid taking Arroyo's deserter bounties. Their Auroras and Dooms punish stragglers that try to flank. Their Paragon is a big area denial with high HP. Their frigates are a massive pain in the behind: if you deal with them, you waste your resources, but if you don't, those Omens and Tempests will disable your line ships. God forbid there's an Astral too.

The problem is mostly their speed. An Aurora that just stands on the side menacingly needs to be checked, otherwise it'll assassinate your cruisers. The only way to counter this is fighters (counter-countered by Dooms), or bring a monitor (a universally good ship).
TT fleets/bounties are dangerous if your fleet is either slower or has shorter range, slower low tech ships without mobility like burn drive are screwed.
If you are using low tech stuff, you need to neutralise their advantages so you have a few choices:
-make a fleet of SO+UI tiny junkers flying so fast they swarm everything.
-make a fleet using officers with Gunnery implants+ballistic mastery with 900base range dakka to outrange and outgun high tech ships.
-add eccm+missile officers ships, high tech ships PD is pathetic.

Using first option almost requires Hull Restoration, since your frigateas/destroyers will pop and there is little you can do about it.

33
Suggestions / Re: Give D-Ships Lower Chance for More D-Mods
« on: April 24, 2024, 07:10:32 AM »
Please don't make dmods harder to get.

Derelic operations is amazing and it needs dmods. The main reason is Derelic Operations + Support Doctrine lets you field hilarious amount of ships, they are crappy ships but when you 2v1 your enemies, it doesn't matter.

If you want to avoid almost all dmods pick Hull Restoration perk.

34
Mods / Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« on: April 23, 2024, 02:03:53 AM »
Are Kesteven ships getting their own blueprints? I'm drooling over some of them, but i always end up blowing that faction up since they love annoying my colonies.

35
My poor boi enforcer, i tried so hard to make that ship late game viable.
It just gets bullied and shot like a small brick for a few seconds and then blows up. >.<

36
Mods / Re: [0.97a] Ship/Weapon Pack 1.15.1
« on: April 22, 2024, 01:22:09 PM »
Can custom ship bounties be repeated?
I adore some of those ships and i'm curious if you can get more(Pony is hilarious).

37
General Discussion / Re: High tech feels like a wet noodle.
« on: April 21, 2024, 12:31:06 PM »
My current fleet is all High tech, and it works really well. I run an Odyssey, 2 Furies, 2 Shrikes, and 4 Omens. Eats through low tech and midline fleets even with significant jumber advantages. That being said, I haven't faced a high tech fleet in a long time so maybe the AI actually isn't very good with them, which is weird because it seems to be doing fine on my side with my fleet.
High tech ai is pretty good vs. Slower ships with less range. If your low tech junkers can burn drive forward or you stuff SO and UI mods the ai gets bursted down and butchered.

38
General Discussion / High tech feels like a wet noodle.
« on: April 21, 2024, 11:25:26 AM »
I know, i know, high tech ships are great at dismantling slower out of position ships and bursting things down, but not everything can be a Nova.
With enough low/mid tech kinetic dakka you delete high tech shields and without them, those ships are made of paper.
On my current game made a killing developing Tri-tach contacts and farming their high tech bounties. It was incredible how much faster they die.

I have no idea how, or if they could be changed and to be honest, they DO work against slow ships without burn drives/enough speed but at this point, it just feels unfair to bully them. I kinda hope Tri-tach gets a rework at some point.

39
General Discussion / Re: Looking for a list of vanilla-like mods
« on: April 21, 2024, 05:31:37 AM »
HMI currently has broken signpost launcher(remnant small missile) which make the whole game trivial, so i'd watch out for that.

40
General Discussion / Re: Early game colony?
« on: April 20, 2024, 01:53:58 AM »
The cheapest and pain free way for money making colonies is to colonise not habitable worlds with 150% hazard(or habitable with 175%+ i think), with good resources.

Slap Brother alpha as an admin and mine/farm/smelt monnies. My last vanilla playthrough i had 300k/month from a bunch of size 3 colonies. It was surprisingly chill.

41
Suggestions / Re: Integrating the Independents and Nova Maxios
« on: April 15, 2024, 10:14:01 AM »
Are they really that bad? I see Independents as a Starsector version of Han Solo, if you are rightfuly tired of faction bs, you can just turn indie nad chill out with them.

Personally, i worry about all the big factions in .97 as it made me hate almost all of them and want to turn Brother Alpha on all core worlds.
Hegemony: complete a-holes i stomp with satisfacition.
The League: i used to like them, now it's Hegemony 2.0
Churchies: they get angry for stealing their farmers? Hegemony 2.0
Tri-Tach: the only big faction i like, they want money and everything is built around that.
Pirates and The Path: they want to kill you and pawn your stuff for drugs, booze and/or holy war. I can respect that.

Seriously, i see why the sector is falling to pieces, that place is a garbage dump for human refuge.

42
Suggestions / Re: Separate Personal (Combat) skills and Fleet skills
« on: April 15, 2024, 09:57:08 AM »
I never have a problem deciding, in about 10 last games(i may have developed an unhealthy Starsector obsession) i never picked combat skills and it feels great. I see ship combat skills as a leftover from an old system made for other officers.

I don't do manual labors, i have horribly overpaid officers to get me coffee.

43
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 14, 2024, 10:32:04 PM »
I hear what you're saying, but I'm not sure it generalizes. The Atlas has a center-of-rotation set pretty far back so the AI ends up missing more than it probably should due to aiming for that. But for example, an LP Brawler at 100% CR vs a Hound, the hit rate looks to be better than vs the Atlas. I *will* keep an eye on it, though. I just wonder how much of the frustrating moments are ones where it's basically supposed to miss due to not having zeroed its aim in yet.
Sorry for not including this: all the testing i did was with 100% cr ships (crew training, hull restoration and support doctrine) so theit aiming was supposed to be perfect.

That's what i get for posting after midnight. :p

44
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 14, 2024, 12:07:37 PM »
Missile aim is less than ideal, yeah, though that's a somewhat separate issue from guns. I just tried a bunch of LP Brawler vs Atlas and it's basically all like this:

https://imgur.com/a/oA519DU

Which to me looks fine?
That time they miss the engine greatly increases vs. anything not virtually immobile like the atlas. in actual fights, slow ships are almost never alone, so they rarely get time to aim their shots. If that's intended ok, but it feels weird/wasteful in fleet vs. fleet battles.

45
Suggestions / Re: Fix Fast Frigate aiming.
« on: April 14, 2024, 11:45:45 AM »
Hmm - do you have a specific ship/ship example? I just tried a Brawler (LP) vs a Dominator and it pretty much just nailed its shots. Tried a Lasher (LP) with max skills and that did alright, too - some misses, sure, but not missing all its shots or anything like that.

One thing to keep in mind is the quality of target leading is directly impacted by the ship's combat readiness. At 100% CR (or with Gunnery Implants) it will always get the "best" target leading, but if it's lower, it will take up to several seconds for its aim to converge on the right place.
Dominators are a bad choice, they are very big and bulky with huge engines making it hard to miss and for turn speed i used Support doctrine ships with thrusters, so turn speed is a non issue.

Try this:
Your Ships: Anything fast-ish(150+ final speed with SO/UI to buff it) like lp brawler, lasher with ballistics.
Weapons: unguided rockets like anhihilators, any ballistics like HMG, PD weapons or assault chainguns.
Enemy ships: pick something long, like atlas, atlas mk.II or mules, or just any pirate bounty.

For instant results(just tested): Lp brawler with hmg+assault chaingun vs atlas in the simulator, try it a few times. Sometimes it will kill it quickly wihout missing, but usually it will circle around and start missing the engine before hovering from behind and killing it.

It's pretty funny to see, but in big bounty fights, they miss their mark pretty often and blow up each other with anihilators.

Pages: 1 2 [3] 4 5 ... 10