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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - Megas

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General Discussion / Re: High Scatter Amplifier builds
« on: August 06, 2022, 10:39:43 AM »
Tachyon Lance with faster reload from Phase Anchor will out-DPS plasma cannon.  Very lethal when combined with four Heavy Needlers (preferably boosted by Ballistic Mastery) which also get faster reload from Phase Anchor.  Ziggurat does not need hard flux from Tachyon Lances when it can also fire four Heavy Needlers with the lances.

Phase Anchor makes Ziggurat strong.

The only ships I consider HSA on are Tempest and Brawler-TT, who both get dual Graviton plus missiles (Swarmers or Breach).

Blog Posts / Re: The Pilgrim's Path
« on: August 05, 2022, 08:39:33 AM »
...comes if you become friendly with the Path as well. You probably wouldn't notice the subtle change from the hostile Luddic theme to the similar neutral one. But the friendly one represents the Pather's view perfectly at that point: they don't see themselves as different from the Church, they are fighting the same holy war against the evil of machines, albeit with different methods. After all, there are no "Pather" and "Church" themes, only the Luddic ones.

A different situation happens if you befriend the Path, but remain neutral with the Church. You could start seeing the difference in Luddic themes as the Pather's twisted epiphany; that the salvation of the true path elevates one above the ordinary, misguided believer of the Church.
And this is why I consider all Ludds - Church AND Pathers - more or less evil.

Pathers are evil pirates or terrorists.  Church are enablers and sympathers, just as guilty as the Pathers.  They masquerade as a holy religion, but they come across as an evil cult of doom once the pseudo-Catholic veneer gets peeled off.  They are all smiles until they decide to kill you, kind of like the demon worshippers in Indiana Jones and the Temple of Doom.

Does not help that the Church cannot keep their hands to themselves when player opens Free Port.

They seem to have no problem with tech if it is low enough.  And they use the same industries (and items if given the chance) as the player, including a dirty nanoforge - hypocrites.

General Discussion / Re: High Scatter Amplifier builds
« on: August 05, 2022, 08:07:26 AM »
If I want to solo fleets with Ziggurat (and I do not have Omega missiles), I want Ballistic Mastery to boost needler range, and the added range is worth it.  If I go down that path, I do not want to reduce range of the lances.  There are times when soft flux from lances do not matter.  Lances do not have too much more range than needlers boosted by Ballistic Mastery.

(I also want ePD for IR PL with more range and PD because motes alone are not always enough PD.)

General Discussion / Re: Clipped Wings - An Eagle Thread
« on: August 04, 2022, 03:31:44 PM »
I tried six burst PD/HBL on Eagle, plus Advanced Optics and ePD.  (burst PD/HBL with AO+ePD is the only anti-armor option with enough range.)  They will damage targets below heavy cruisers, and it works against human fleets.  Better anti-armor (and PD) than Graviton/Tactical beams.  It was not strong enough against Ordos.

If anyone can make burst PD work it would be Eagle (and Medusa for destroyers).  But, again, burst PD spam alone is not good enough against Ordos.

General Discussion / Re: Clipped Wings - An Eagle Thread
« on: August 03, 2022, 03:31:46 PM »
Pirate Eradicator can catch up to Eagle, BUT since it traded AAF for Burn Drive, it lacks firepower to threaten an Eagle (unless it has massive character skills advantage). So Eagle still wins easily against it.
Unskilled Pirate Eradicator with a good loadout vs. SIM Eagle is usually a win for the Pirate Eradicator.

I just tried pirate Eradicator with 2x Heavy Mauler, 4x Railgun, 5x Reaper, 2x Vulcan, with 20 caps and 30 vents.  Hullmods were Ballistic Rangefinder and ITU.  It won against SIM Eagle every time out of at least five duels.  Eagle came close once or twice (but still lost).

Suggestions / Re: Improve tactical bombardment bar mission
« on: July 28, 2022, 09:53:40 AM »
As an aside, the fact that bombardment pollutes habitable worlds probably ought to be a factor in which planets are targeted by whom (e.g. maybe only unethical factions should issue a bombardment mission against a habitable)
If I want to pollute a planet like this, I would go all the way to sat bomb the planet off the map.  I dislike polluting habitables that I have no intention of conquering (and seizing control of).

Suggestions / Re: Please remove the "per hull" production limit.
« on: July 24, 2022, 02:13:56 PM »
Hulls are not the only thing limited.  Weapons are similarly limited too.  I have bumped into the limit with weapons more than hulls, although I have bumped into the hull limit once or twice.  (I think the limit for large-sized weapons is ten, more for smaller weapons.)

I have run into the weapon limit when I initially acquire obtain the railgun and burst PD blueprints.  The weapons are rare, but I use them liberally on my ships.  I have built about a hundred of railgun and burst PD each total.  I could not build them all at once.

General Discussion / Re: Is shield shunt a meme hullmod?
« on: July 24, 2022, 04:48:51 AM »
It is best used on ships with high armor (which means low-tech) and good PD ability (able to mount sufficient flak or similar weapons).  Generally, Onslaught and Dominator.  Other cruisers and capitals can make decent use of it, but they are not as good.

Ships without shields need the following hullmods:
* Heavy Armor, for more armor.
* Armored Weapon Mounts, for tougher weapon mounts and more armor.
* Resistant Flux Conduits, for EMP resistance.
(Note:  Engines generally do not get shot at too much, so Insulated Engines can be skipped.)

They also need the following skills:
* Impact Mitigation, for less armor damage
* Polarized Armor, for less armor damage and more EMP resistance.

Ships without shields can survive endgame human bounties.  They generally die in Ordos fights, although they can survive longer than halfway through the fight.

General Discussion / Re: New vanilla DREADNOUGHT
« on: July 23, 2022, 08:27:11 AM »
Only Heavy Armour gives you a flat bonus I think.
We have hullmods that can give either flat or percentage to other stats.  For example, Expanded Cargo Holds give +30% capacity if it is greater than the flat value.  It normally gives +30 to frigates, but Wayfarer gets +45 because 30% of 150.

Hopefully, Heavy Armor will be updated to flat or percentage, whichever is greater, to accommodate Invictus.  Current Heavy Armor would be no good for something with 10K armor.

Everyone and their mother and their mother's mother knows the Eradicator is strong because of the AAF system. Ship without that firepower potential is in fact, a different ship. 17 DP is fine, trust me I'm a ship doctor.
It is different only in that standard kills things faster with its system.  Otherwise, they still have the same stats.

Yes, AFF makes standard stronger than pirate, but having six or seven elite small or medium ballistics shooting up stuff at a cruiser range (plus swivel unlike cruisers with hardpoints) is quite strong too.  It is not merely AAF that makes standard Eradicator strong, but also the mounts it has, and pirate Eradicator has those same mounts and stats.  Only the system is different.  Pirate Eradicator can kill at least its weight in ships (likely more).  17 DP is only fine if standard stays at 20.

Because pirate Eradicator is borderline overpowered at 17 DP the same way normal Eradicator is at 20 DP, for the same reasons (of powerful, easy-to-use turreted ballistic firepower).  If normal Eradicator gets a DP raise because 20 is too cheap, then 17 is also too cheap for pirate Eradicator.

Suggestions / Re: [REDACTED] rebalance (for the player)
« on: July 22, 2022, 07:28:50 AM »
I would argue SD Radiants are still kinda meh. They are not nearly as mobile as everyone expects...
IMO the best use of automated ships isn't even Radiant, it's nice but not that good compared to human capitals.
I found that out the hard way.  When I tried NL Radiant, Radiant was sluggish, and I had to save all of my skimmer charges as an escape button or else my Radiant flagship was flanked and wasted.  Once I got Systems Expertise, then it became the unholy slippery demon I would expect of it.

I also tried unskilled Remnants against Ordos.  They died as easily as human ships.  AI cores is what makes Remnants strong.

The main advantage Radiant has over Paragon is missile power, which it pays for by not having Advanced Targeting Core.

It was overpowered at 40 DP, but at 60, it is... balanced.

Glimmer is really good for 5 DP even if you do not use cores on it, and with hardwired alphas it's the best general use frigate in the game by far.
This, along with Wolf's inability to support Pulse Laser and getting outgunned by 4 DP frigates, is why I consider Wolf weak.  Glimmer has little difficulty supporting pulse laser and probably other bolt mediums.  Wolf needs its stats closer to Glimmer, since other Remnant ships are roughly on par with their competitors (aside from PPT and no crew).

Old Wolf in earlier releases had omni-shield and (with stronger skills) felt more like Glimmer of today.

P.S.  The one automated ship that really needs balancing is Guardian.  Does AI Guardian even need its infinite missiles, or is it just for stop cheese tactics to wear it down?  Also, 40 DP is too low for Guardian.  While it does not matter at sleeper ships, it gets annoying in bounties where two Ziggurat-tier ships can get deployed for the price of one.

Also, Derelicts smaller than Rampart.  They are too weak.  Most do not have enough OP.

General Discussion / Re: New vanilla DREADNOUGHT
« on: July 21, 2022, 03:53:51 PM »
Actually, I don't know why it doesn't just come with 2 hangars, like yeah you have the option of NOT taking converted hangar but would you really? You spend a mere 20 OP and get 2 fighter bays without the downsides of a normal converted hangar. If your build isn't of taking advantage of that then you messed up. Might as well just give us the 2 hangars and take 20 OP off the ship, then it would only need 3 built-in hullmods instead of 4.
It may have an OP total balanced around not having fighters.  If it gets Vast Hangar and fighters, it may not afford everything else like guns, missiles+Racks+ECCM (but seeing the Church will probably favor Pilum spam, they may not need Racks and ECCM), sort of like normal warships with Converted Hangar.

Or maybe player has other carriers and carrier skills, and does not want to ruin their skill bonuses with extra bays from Invictus.

I assumed Invictus would have no fighters by default, and I doubt the Church will use Xyphos in their fleets.  Xyphos is the only PD option for carriers.  (Mining Pods are more like moving barrier field than PD drones.)

With upcoming Invictus having extreme personnel capacity, player being able to haul so many people if he uses Invictus for that purpose seems less far-fetched than it does now in a release without Invictus.  Of course, give the player an option to start a new colony at either size 3 or size 4 if he has the crew for either option.

General Discussion / Re: New vanilla DREADNOUGHT
« on: July 21, 2022, 01:57:22 PM »
I would think crew casualties would be a bigger problem if the ship dies a lot.  Without shields, Invictus looks like a capital-sized Vanguard.  Yes, it has the flak system, but that does not seem like a very reliable and sustainable defense.

Come to think of it, it would be nice if Invictus becomes a zombie ship like Vanguard and Derelicts (with Rugged Construction).  Also maybe have a built-in hullmod, perhaps Blast Doors for free, to mitigate crew death.

Invictus looks like a prime candidate for Efficiency Overhaul to slash crew requirements.

Starsector needs more zombie ships, especially human ships, but I would not mind smaller Derelicts getting buffed to usefulness like Rampart was.

I plan to use Invictus as the ultimate personnel transport.  I occasionally use Onslaught as crew and marine transports.  Invictus will be even better for simply hauling people.

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