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Messages - jupjupy

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46
Suggestions / Re: Faction Unity
« on: June 07, 2017, 09:05:38 PM »
I too am on board with this.

I do think fleets spawned by certain planets or stations would have to be marked in some way though, for the player to understand why this particular independent group is hostile.

That being said, it doesnt make all that much sense why -every- independent fleet spawned around a planet would be hostile to you, but maybe thats going a bit too far.

47
Suggestions / Re: Standard Low tech Cruiser
« on: June 02, 2017, 04:21:12 AM »
I think a low-tech light cruiser might be interesting, but the question is what it would exist for.

While I think a defensive ship would work, we dont typically see much of the low-tech line where their entire existance isn't about taking damage on armor and punching back harder.

I would like a PD vessel, but that seems like itd be more fitting for a destroyer.

48
General Discussion / Did you miss me?
« on: May 07, 2017, 11:52:41 PM »
After... many years... of being away from this game (though still having it installed on my computer), I'm back with the release of 0.8!

And I must say, it is AMAZING what Alex and co. have accomplished here.

Not only have they changed the game so dramatically it felt almost unfamiliar to me (at least, with the exception of the very familiar combat), the expanded game mechanics, atmosphere, universe and lore, even some of the character design, feels... smooth. Not quite into fully polished territory, but its certainly a game worth playing.

So really, while I start on my second playthrough, I just wanted to ask...

Whats been going on here since my departure? I'm pretty sure I went dark when it was like... 0.65 or something. Also, it's so good to see familiar faces (icons?) all over again! Hey everyone!

49
Mods / Re: Project Titan
« on: January 28, 2015, 08:25:11 AM »
Did a little test run. Surprisingly fun to play and watch the slow combat as the titans blast each other to bits piece by piece. I love how the masses of these things are so ridiculously high that when regular vanilla ships tap them, they just vaporize.

Considering that these things are "Small" titans, should their speeds be increased a little? 20 is really slow (and makes the 0-flux boost kinda strange).

50
Suggestions / Re: Remove ALL Ammo From the Game IMMEDIATELY
« on: January 27, 2015, 01:09:12 AM »
I'd give that post a 2/10 on the troll scale.

Tried too hard.

51
Mods / Re: Neutrino Corp. (v. 1.8)[0.65.1a]
« on: January 26, 2015, 10:12:38 AM »
Phased Array Cannons: The Finest In Destroying Those Blasted Templars

52
General Discussion / Re: Are a Paladin's flux vents of any use?
« on: January 20, 2015, 06:04:59 AM »
Whats a Paladin?

Knight's Templar Cruiser-sized battleship of DOOM

53
General Discussion / Re: Metal and Machinery?
« on: January 20, 2015, 06:04:29 AM »
Are you in a system that specializes in those?

No, it just seems to occur with every fleet.

I would assume you would get different loot when you destroy a fleet with high tech ships ???

Yea, that'd make sense, but I think there aren't any significantly different cargo we have in SS right now. Electronics might be something new to look into.

The weird thing here is why my fleet is spending its (hypothetical) time scrounging up crap like scrap metal and ammo replicators instead of, say, readying their own ship for another combat.

54
General Discussion / Metal and Machinery?
« on: January 16, 2015, 08:22:00 PM »
Seems like every fleet I destroy - be it a trade fleet, war fleet, patrol, pirate fleet, whatever - is to some degree carrying like 10 Heavy Machinery and ~100++ Metals.

Whats going on?

55
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: January 15, 2015, 09:34:44 PM »
I found that a Wolf with a single Longinus (and nothing else except maybe a couple of harpoons or whatever) is absolutely deadly if you max out flux vents and capacitators, with ITU and Optics. Templar ships arent very tough against their own weapons.

56
Suggestions / Re: Weapons, timing, ammo and the AI
« on: January 15, 2015, 06:58:13 AM »
While I agree that the AI isnt the smartest of things when using different damage type weapons, I think this might be overdoing it.

I can already point out some situations where things would get funny:

"Fire only if you have a clear shot at hull." What if the target is, say, a Buffalo, with its *** worthy shields? Would your HE-only frigate opt to leave it alone?

What about the Intercept/Engage order? Would it override these, and force a support vessel with its long range Hellbore to fire at a shielded ship?

I can see where this would be a coding nightmare, and instead cause problems both in setup and execution. I don't think that AI ships are that incapable of choosing their targets. More than a few times I can safely say enemy AI vessels hold off their Reapers/Harpoons until I accidentally hit an overload, or am at 75% flux, then proceed to send volley after volley of deadly warheads my way.

I think, instead, it would be more effective to let the player choose the AI type for an entire ship. Say, "Assault" mode, where the ship attempts to close in range of all non-PD weapons, or "Support", where the ship stays at the range of its longest ranged weapon, or so.

57
Mods / Re: [0.65.1a] The Knights Templar v0.9.3g
« on: January 14, 2015, 10:38:04 PM »
So I decided to test out massive fleets against Templar fleets in Campaign, and I've reached the conclusion that the AI simply cannot handle fighting most Templar vessels.

Heres the results against a largeish sized Templar Fleet - 2 Paladins and a handful of Jesuits, along with a single Teuton wing.

Diable Avionics: x2 Storm, x1 Haze, x1 Gust, x4 Hayle, and about 10 assorted Wanzer wings.
- Utterly destroyed. Only took out one Jesuit.

Scy: x3 Nemean Lion, x4 Sthenos (A), x4 Lamia (A), x8 Talos, x3 Manticore Swarm
- Didnt even break a sweat. Lost 3 Talos frigates. From what I can observe, it seems beam weapons are notoriously effective against Templar vessels.

Imperium: x1 Caesar, x2 Dominus, x4 Eagle, x2 Centurion, x10 Invictus
- Lost everything except one Domnius. Templar started retreating once I destroyed both Paladins.

Vanilla Midline Fleet: x2 Conquest, x6 Eagle, x2 Heron, x4 Hammerhead, x6 Thunder
- Got demolished similar to Diable. Vanilla weapons don't cut it against the Templar.

Neutrino: x1 Jackhammer, x3 Lathe, x3 Hacksaw, x2 Sledgehammer, x8 Relativity
- Even-ish battle. Ships kept getting lost to Clarents that went around the tiny shields of Neutrino.

I rather enjoy the challenge, actually. I think they're in a very nice spot right now (though maybe just a few more Templar ships would be nice).

Edit: Forgot to add, this is with a 5/10/7 skilled character.

58
Mods / Re: [0.65.1a] Scy V0.86 (01/12) Hotfix
« on: December 31, 2014, 10:51:06 PM »
Just wanted to point out that the Argus in the picture appears to have a medium ballistic instead of a small ballistic.

59
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
« on: December 18, 2014, 05:56:45 AM »
I think he meant that he improved what you get when choosing the "advanced weapons" final option on creating a new character.

Ahh, that makes a lot more sense. I cant begin to explain how much bad luck I've had with hornet swarms lately.

60
Mods / Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.3
« on: December 17, 2014, 12:32:02 AM »
Improved the "advanced weapons" option.

I SEE THAT 4 HORNET ENFORCER

YOURE AN EVIL PERSON

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