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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

Pages: 1 ... 701 702 [703] 704 705 ... 708
10531
Suggestions / Re: SURRENDER!
« on: September 20, 2013, 11:42:49 AM »
Not sure about this.  What is to stop the player from demanding loot, then kill them afterwards for XP and more loot?  The proposed mechanic needs to be abuse-proof.  Reputation loss is not a punishment for players who want to fight and kill everyone that moves.

10532
Suggestions / Re: New hull mod suggestion: "Lone Wolf" single ship mod
« on: September 20, 2013, 11:27:11 AM »
We have one that reduces overload duration already, level 5 perk in the Damage Control skill (in Combat tree).
EDIT - Nevermind, misread.  But the Damage Control skill is good enough already.  That said, I gladly take powerups that make good skills even better.

10533
Announcements / Re: Starsector 0.6.1a (In Development) Patch Notes
« on: September 20, 2013, 08:30:14 AM »
The downside of Augmented Engines is very severe.  If they flameout, the ship is as good as dead unless it has engine repair boosts.

EDIT - The lack of OP from stacking both engine mods is enough of a drawback.  I cannot use as many weapons, capacitors, and/or vents if I stack both of them.  I need max Combat (for Optimized Assembly perk) and high Technology to get (not quite) enough OP to use both engine mods and other goodies.

10534
Announcements / Re: Starsector 0.6.1a (In Development) Patch Notes
« on: September 20, 2013, 08:17:46 AM »
Augmented Engines require rank 7 in a Technology skill, just like ITU (which is also a must-have mod for all of my combat ships, except Hyperion).  Unlike ITU, I have no reason to use Augmented Engines instead of Unstable Injector.  It is great for stacking with Unstable Injector for all of my cruisers and battleships.

10535
Suggestions / Re: New hull mod suggestion: "Lone Wolf" single ship mod
« on: September 20, 2013, 07:58:33 AM »
Maybe as a Combat skill perk, or just increase the bonus given by the Combat aptitude.  Max combat mitigates the CR drop, but not enough for a solo ship run.

EDIT - OP is at a premium since Technology does not give as much, and you need at least one Leadership just to pilot a capital ship at full effectiveness.

10536
Announcements / Re: Starsector 0.6.1a (In Development) Patch Notes
« on: September 20, 2013, 07:32:40 AM »
I only used Augmented Engines to stack with Unstable Injector.  Since that will be possible no longer, Augmented Engines will need something to make it better (and not worse) than Unstable Injector.  Just like how ITU is superior to DTU; DTU is more expensive than ITU, and cannot be used on small ships.

10537
General Discussion / Re: Tips and tricks for 0.6a
« on: September 20, 2013, 07:01:45 AM »
The shuttle is useless in combat.  However, it is very cheap, in terms of credits and supply use, and makes an excellent ship to hard dock with small boarding parties.  If the disabled ship explodes and takes out your shuttle, it has served its purpose by saving you from deploying your more valuable ships.

Marines, despite excessive logistics use, are not completely useless.  Have a few handy, about ten, give or take up to five.

10538
Announcements / Re: Starsector 0.6.1a (In Development) Patch Notes
« on: September 20, 2013, 06:36:31 AM »
I see the downside of Augmented Engines worse than Unstable Injector.  Engines are going down after a good hit regardless of four times damage or not.  At that point, repair time matters more, and it is forever with Augmented Engines.  Unstable Injector also have the acceleration benefit that Augmented Engines do not have.  Simply put, Unstable Injector is superior to Augmented Engines in every way.

Despite the heavy OP cost, I use Unstable Injector with *every* ship except Hyperion.

I would like it if Augmented Engines gets better, whether less OP, no downside, more acceleration like Unstable Injector, or... something.

10539
General Discussion / Re: CR/supply usage spreadsheet
« on: September 19, 2013, 04:28:09 PM »
Gothars, you will not be disappointed, especially if you arm them with ballistics.

10540
Suggestions / Re: Missile firing and venting/overload
« on: September 19, 2013, 03:11:14 PM »
I like it.  Missiles do not buildup flux when fire, and they need all the help they can get.

EDIT - This feature should be more easily accessible to the player before he finds out the hard way.

10541
Suggestions / Re: Switching linked/alternating fire in battle
« on: September 19, 2013, 02:52:35 PM »
I like this idea.  A few times, I forget to toggle linked/alternating after I refit my ship, get in a fight, discover that my big rapid-fire (or occasionally, beam) guns are alternating.  Cue rage when I need to restart the game.

10542
Suggestions / Re: Ordnance Points, Soft Limits, and CR
« on: September 19, 2013, 02:25:12 PM »
For similar reasons, I consider Combat 10 a no brainer because of the OP savings from the Optimized Assembly perk.  Also, the Combat tree has some other very nice perks that are excellent for players who prefer to fight with a superior flagship.

I do not consider Technology above level 7 a no-brainer anymore.  Level 7 is great for the bonus OP, ITU, and Augmented Engines.  Previously, Miniatured Vents perk was great, but now I do not get enough OP to spare to go beyond standard vent limit without giving up more important mods and/or weapons.  Now, the best level Technology 10 bonus, for big ship pilots, is Navigation for the extra speed on the map.

10543
General Discussion / Re: Energy weapon frigates obviated by Combat Readyness
« on: September 18, 2013, 07:54:28 PM »
If Afflictor had shields instead of phase cloak, it would be an excellent high-tech alternate to the Lasher. Even with phase cloak, it is still an excellent high-tech alternate to the Lasher.  It can chew through smaller ships with Needler and/or Railgun x4.  Before v0.6a the Afflictor could kite everything that was not a battleship.

10544
I had no idea about any of this!  I already have trouble not exceeding logistics, even with some points in Leadership.

10545
Blog Posts / Re: Combat sound effects in 0.6a
« on: September 17, 2013, 05:45:11 PM »
The sound change overall is an improvement, but... the old Heavy Mauler sound needs to come back - it sounded powerful and was great.  Its replacement sounds like an impotent cork pop gun from an old cartoon.

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