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Messages - Megas

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12106
Announcements / Re: Starsector 0.6a (Released) Patch Notes
« on: September 14, 2013, 08:09:36 PM »
Well this is quite a change.  First thing I noticed is frigate stamina, and I hate it.  Frigates are only good for capturing points or assassinating certain targets.  Next thing I notice is Technology gives +30% OP instead of +50%.  I suppose this was necessary.  I have not had much time to play this and find out more in detail.

12107
Suggestions / Re: Energy Weapons: Damage boost with flux?
« on: September 14, 2013, 07:42:20 PM »
When I use beam ships, say starter Wolf, I want or *need* the damage boost from high flux for my beams to overcome flux dissipation.

12108
General Discussion / Re: Auto-resolve: How much do you use it?
« on: June 26, 2013, 11:33:17 AM »
I checked the manual, but I missed it.

Edit:  Found it after double-checking.  It is easy to miss.

12109
Suggestions / Re: Beam Weapons
« on: June 26, 2013, 11:20:01 AM »
One thing that might need to be accounted for is most enemies that use ballistic weapons neither have the best weapons nor the ITU hullmod.  One reason beam ships can kite is because the enemy is often armed with mostly mediocre autocannons, assault guns, thumpers, and various PD weapons.  Few enemies are equipped with the deadly long-range stuff like railguns, needlers, HVDs, and heavy maulers.  If most enemies were equipped with the good stuff, beam ships would have no chance to kite without Advanced Optics, and that hullmod requires a heavy investment into Applied Physics.  (I do not put points in that skill.)

Edit:  Just so no one misunderstands, assault guns are not bad; they are good for their role.  They do not have enough range against a beam ship built to kite.

12110
Suggestions / Re: Beam Weapons
« on: June 26, 2013, 09:51:08 AM »
Needlers in universal slots for the Medusa and Paragon are almost no-brainers.  If the Shuttle had more OP, I would use it as a cheap needler platform.

12111
General Discussion / Re: Auto-resolve: How much do you use it?
« on: June 26, 2013, 09:33:06 AM »
My problem with auto-resolve, in case the point was missed, is it can be easily exploited to gain experience at a much faster rate than fighting battles, and all the game has to offer now is fighting.  Judging the responses so far, those who wanted a high-powered endgame character quickly used devmode, mods, or other trickery to get there, rather than suffer the grind in the game, auto-resolve or not, which is understandable.

I did a quick search on devmode and the information is scattered all over the place.  I had to wade through several posts to get bits and pieces of relevant information here and there.  If "use devmode" will be the stock answer to anyone who wants easy power, how to enable and use it should be in a manual or some other place that is relatively easy to find (and not scattered piecemeal).  Of course, that will not help in mods that enforce cheat protection they claim to have.  To defeat that, I suppose I need to pour through the mod files and remove the obstructing code, which I will not bother with now.

If auto-resolve really will be gone permanently (rather than temporarily) and available only via mods, then this topic is moot.  A moderator should lock this.

12112
General Discussion / Re: Auto-resolve: How much do you use it?
« on: June 26, 2013, 06:02:46 AM »
Quote
...it dosent take rocket science...
Maybe modern games do not, but in the past, modding required dedication to learn, as opposed to punching in a cheat code like IDDQD or IDKFA.  If I really have thirty minutes to burn, I need them to finish the mods in progress for two other games, and that is only if I give up Starsector or some other game I want to play.  If I really had a lot of time to burn, I rather build my own game like other indie game developers.

12113
It seems like the OP wants controls to work like Robotron 2084 or Smash TV, instead of Asteroids or Space War.  You press left, ship moves toward the left of the screen.

12114
General Discussion / Re: Auto-resolve: How much do you use it?
« on: June 25, 2013, 07:36:27 PM »
Warning:  Big wall of text!
Spoiler
To phyrex:
I will respond only to a few points as this is getting too hard.

Quote
what do you want exactly?
A powerful character that does not require excessive grinding to achieve.  In Starsector terms, I define powerful as level 45+.  Without mods, save editing, or other forms of game mutilation, auto-resolve abuse is the quickest way by far.

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if you want a high-level character, just mod it.
How would you do it?  Rhetorical question.  Pretend I am a dumb customer and I have no background in computer science or higher education to do this kind of stuff, and all I can do is plug-and-play and the best I can do is input cheat codes like U+U+D+D+L+R+L+R+B+A+Start from a magazine.

Moving on...
To Thaago:
Quote
I respect this, but disagree strongly with the 'boring'. I find late game play to be tedious and way too easy - the difficulty and adventure of the first 10 or so levels is imo the best part of the game.
I get it.  People like different things.  Some like conflicts where they are given the bare necessities to win and need to outthink the enemy to survive, and when they win, they get a thrill.  Early game does this very well.  Some, like me, just want to play with power and smash everything, preferably with double flawless victory, FATALITY!  That said, I only want to play at a power level that is theoretically achievable with honest playing, so no levels in the 100s for Starsector.

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There is NO SUCH THING as paying 'dues'!
If you want to play with the best stuff in various games, you must grind or cheat; otherwise, don't bother playing.  You seem to understand this well.

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I consider grinding to be the greatest cancer in games.
Been there, done that.  Never again.  When World of Warcraft came out, I did not want to get into yet another grind fest and declined the game.  In case of Starsector, after my first game of playing to the upper 40's, I edit the save files of future games to avoid the grinding nonsense.

I just started Uomoz Corvus a few days ago, and it claims to have cheat protection, which sounds like I must grind to get to the high level fun stuff... sigh.  I suppose I can pour through lines of code to see if I can remove all of the checks, but I do not have the time now to learn modding for Starsector.
[close]

12115
General Discussion / Re: Auto-resolve: How much do you use it?
« on: June 25, 2013, 04:10:30 PM »
To phyrex:  What is so confusing?  If I did not like combat, I would not have spent the money to buy a key for Starfarer (now Starsector).  If I want a character at the official soft cap in a week or less without cheating, I need auto-resolve to do it.  I do not have the time to play Starsector 24/7 day after day like other people; I have a life beyond gaming these days (and not to mention other games I play or develop mods for).  In the past, I ground for the best in other games day after day, so I know the basic mindset of gamers who obsessively grind today, and the lengths they will go to for their perfect dream character.  Playing the game on the first playthrough honestly is very important so that the player knows what the game is about, learns how to play, and see what others can expect.  Attempting to cheat when the player does not know all the basics of the game denies him useful knowledge.

12116
Suggestions / Re: Beam Weapons
« on: June 25, 2013, 01:07:10 PM »
I prefer all beams use the same mechanics just to keep things simple and consistent, and reduce confusion among new players.

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It only helps in the secondary case of "my ship is too small and has too few mounts to burn through the soft flux dissipation rate of the enemy ship."
Meanwhile, the frigate that can arm four or so needlers, such as Afflictor or Lasher, can kite and chew through shields, armor (which does not regenerate), and hull of any ship short of a capital with ease and repeat for three or four more ships.

12117
General Discussion / Re: Auto-resolve: How much do you use it?
« on: June 25, 2013, 12:44:32 PM »
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That's, of course, assuming he enjoys the ship brawling...
I do, which is why I am disappointed that auto-resolve is a much, MUCH faster way of leveling up.  The quickened power gain is too great for me not to ignore.  This is why I always use it as soon as I get enough ships to do so, and continue until I get all the skills I want.  If I stop leadership at 5, I can end as early as level 44 or 46, but cannot auto-resolve defense fleets without casualties.  If I max leadership and technology, and fill my fleet with cruisers and capitals, I can auto-resolve everything painlessly, but I will need to grind until level 50-something to get all the skills I want.  Without auto-resolve, I find leveling past the mid to upper 30's tedious, and possible only if I have a fleet that can smash defense fleets.

12118
General Discussion / Re: Auto-resolve: How much do you use it?
« on: June 25, 2013, 11:23:26 AM »
That is cheating.  That said, I have no problem with cheating in single-player.  However, I must play the first game by the rules.  After all, complaints about game balance are meaningless if honest players can never encounter gameplay problems that only cheaters can find.

12119
General Discussion / Re: Auto-resolve: How much do you use it?
« on: June 25, 2013, 11:17:03 AM »
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Are you aware that autoresolve will get removed for the next release? Maybe that will help you enjoying the real game again.
Yes.  Only if I can still reach high levels without resorting to cheats, and not spending weeks or months to get there.  After playing the game with the extra power from character skills, I can never go back willingly to boring, underpowered early game.

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I am sorry, but I can not even begin to understand why you would do that. To me it sounds about as fun as rolling a dice repeatedly and adding the numbers up to get as high a possibe.
There are people who can see that as fun.  Especially children or gamers who enjoy pinball or classic video games that run forever (like Asteroids) just to see how high a score they can get.  You can see experience and levels as a score.

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It's about the conflict between wanting to get a strong character as fast as possible by using autoresolve on the one hand, and actually playing the game on the other hand. I think.
Correct.  As I wrote in another topic, auto-resolve abuse is the lesser of two evils.  Pay the auto-resolve grinding dues instead of fighting and enjoy my super character when I am done grinding.  It is like the reputation of magic-users (and maybe humans too) in early versions of D&D and similar games - suck early, rock later.

12120
Suggestions / Re: Beam Weapons
« on: June 25, 2013, 10:58:29 AM »
Got a chance to try hard flux beams, in a Wolf vs. Lasher contest, and noticed a few things.
  • AI does not know how to respond to continuous beam fire once at max flux.
  • Beams dealing hard flux at maximum range even without Advanced Optics is too effective (against the majority of the campaign's ill-equipped ships).  It should only deal hard flux at much closer range, no more than half of the weapon's base range, maybe even less.
  • Beams dealing 100% hard flux as damage is too much.  However, beams dealing even 1% hard flux will work, but is very tedious if beam cannot otherwise defeat dissipation without the hard flux.

Suggestion:  Use exponential instead of linear drop-off, and have it deal soft flux only starting at 50% or even less range.  If player wants to deal hard flux with beams, make him get deep into enemy weapon range.

It would be nice if player needs to pay OP on a hullmod for this ability, and the hullmod enforces other penalties like higher flux costs and no Advanced Optics.

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