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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - SCC

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3661
General Discussion / Re: Overall feedback on ships and weapons
« on: May 31, 2017, 03:05:19 PM »
Destroyers are kinda weak sauce on their own with the games current AI and balance as they have neither the flux pool and long ranged fire-power of the cruisers, nor the mobility and cheap cost of the frigates.

Cruisers are in my opinion their direct counter and frigates are often fast enough and nimble enough with the games current AI to outrun most destroyers before they can be pinned down and killed.
Funnily enough I've found destroyers to be adequate, with Enforcer having decent survivability and PD, Hammerhead providing long-range support like there's no tomorrow and Medusas being annoying little... craps. They can and will put up a fight against cruisers. Frigates, on the other hand, don't have either enough range or survivability to justify deploying them in any other scenario than pursuit.

3662
General Discussion / Re: Overall feedback on ships and weapons
« on: May 31, 2017, 12:45:34 PM »
Hammerhead is faster, has better shield and flux stats and its system allows it to temporarily outgun every other destroyer. Have you tried it?

3663
Announcements / Re: Starsector 0.8.1a (In Development) Patch Notes
« on: May 31, 2017, 09:12:11 AM »
I'm sorry if I'm being dense: what's the actual issue?
For whatever the reason, if you click on "inhabited" filter with "not fully surveyed" on, it'll disable the latter. It wouldn't be very jarring, except you can turn the latter on again. "Stars" and survey filters are incompatible and disable each other when the other is selected, but it doesn't work with "inhabited" filter.

3664
Another small bit: Halberd's beam has 1000 range, while buyable version has 800 range.

3666
Suggestions / Re: many GUI laments
« on: May 31, 2017, 08:22:14 AM »
Check boxes: game is consistent on that every selected option is bright and every unselected is dark, even in actual check boxes. IMO it's not necessary to add check boxes to weapon filters or intel tab, you do can see that some options are selected (highlighted), while others aren't (dark). Additionally, in intel tab incompatible options are grouped together with some spacing between the groups, so you can activate 1 (and only 1) option from any and all groups.
I agree with list sorting and tactical map clutter; perhaps in the latter case such clustered cases should become more subtle and be highlighted when player hovers mouse over them.
About changing tabs returning them to default display: I actually use this as a shortcut to this default screen actually. I am too lazy to unset all filters in inventory, re-open reports screen and the like. I don't mind changing this, though.

3667
Suggestions / Re: Selective removal of d-mods
« on: May 31, 2017, 02:25:07 AM »
Mechanics in game are mostly for easy cheating/undesirable behaviour prevention rather than any, because if it will take time it will probably discourage doing this out of sheer discomfort. Sort of like not being able to ALT+F4 your way out of lost battle since .8.1, while still allowing for process termination; the latter way is simply too resource consuming for a small gain.

3668
Suggestions / Re: Selective removal of d-mods
« on: May 31, 2017, 01:05:11 AM »
For example, i may want to remove degraded engines d-mod from Drover carrier, but keep compromised armor to lower it's deployment costs a bit.
It's exactly what "all or nothing" restoration prevents. (D) mods are supposed to make your ships worse than pristine, not be played for additional supplies.

3669
General Discussion / Re: Overall feedback on ships and weapons
« on: May 31, 2017, 12:34:20 AM »
Well, it has TPCs facing forward, 1 large ballistic mount, up to 5 medium ballistic, 2 small ballistic, all facing forwards, while the large side mounts can also fire at target if it is big enough. It certainly has enough firepower to flux-lock itself by its guns. You must also remember that ballistics typically have bigger range than energy weapons and are better by design, not to mention that with good KE/HE mix you don't have to fire all your weapons to deal decent damage.

3670
Announcements / Re: Starsector 0.8.1a (In Development) Patch Notes
« on: May 31, 2017, 12:27:41 AM »
Yeah, you click and hold a mouse button to make your fleet move. That's it, that's the only gameplay there is, and the fleet movement feels horribly laggy and unresponsive due to the inertia (which the mandatory Sustained Burn makes even worse) and skill-induced forced stops. The rest of it is just clicking buttons and menus.
It depends on your likes. For you, (apparently) all terrain and sensor play is there only to hinder player, whereas for me, it is a source of fun as well, with finding optimal paths through dangerous terrain, luring AI, going dark to avoid detection being entertaining activities. Maybe not as a good, big fight, but better than many. As for inertia, it's not really bad when you're flying normally (in my experience fleets can turn around in 2 seconds, top) while having it increased while using sustained burn is supposed not to give you the ability to force fights with anybody you want, no matter their fleet, as well as being realistic (the faster you go, the more time it takes to change your velocity).
About skills: ASB has a good reason to do so now (it counters IP), but I have to say that I'm not sure if Sustained Burn's isn't a bit too long, while that of planetary scan is most of the time pointless since if you're scanning, it means there's nothing nearby anyway (because how many fleets are there in outer sector? I've been able to survey multiple systems and not encounter any).
And then there are buttons and menus that for some people (like me) are fun. But I think it's not the point, the point is the disparity between managing-focused campaign gameplay and arcade-ish combat... Alex, just make some arcade mode for all min-maxers with all balance nerfs disabled just to allow them to snowball all they want. :P

3671
Announcements / Re: Starsector 0.8.1a (In Development) Patch Notes
« on: May 30, 2017, 02:28:15 PM »
Of course, if they are already just behind you it's not gonna help you much.
That's my point - going dark in pursuits is pointless, it's either for ambushes or "stealth sequences", like yours. I was asking explicitly because you've mentioned it as an alternative to the transverse jump in the context of escaping pursuit, if I'm not mistaken.
@Wyvern yes.

3672
Announcements / Re: Starsector 0.8.1a (In Development) Patch Notes
« on: May 30, 2017, 01:43:54 PM »
Updated! Last batch of changes; next up: some playtesting to make sure everything is in decent shape.
I bet it's the skins that convinced you to post it. And hats!

IP changes are interesting, will AI counter it by using ASB too?
Ouch... Odyssey lost a fair chunk of its shield. On the other hand, Conquest got an armour boost! I think if Odyssey will be able to use its weaponry efficiently, I won't mind shield change.
Fighter changed look good, reserve deployment seems less susceptible to abuse. Considering you're mostly tweaking values now we can expect the patch soon.

@Sordid instant transverse jump made mobility less important, since even if your pursuer went at 20 burn, one key press would unmake this advantage.
Additionally I like toying with enemy's sensors more fun than just yolo charge and then transverse jump to scout.

@Gothars did you ever got away by hiding in asteroids or whatever? I never could.

3673
Announcements / Re: Starsector 0.8.1a (In Development) Patch Notes
« on: May 30, 2017, 01:22:25 PM »
Spoiler
Hats for spaceships? Now we're talking!

YEE HAW! And don't forget that SS can show ads in markets for extra immersion!
[close]
The idea to rename missions to scenarios is good for confusion avoidance and integral with other games, where pre-set maps are called scenarios.

@Sordid before transverse jump was a free "get out of jail" card, it allowed you to avoid every fight you don't want to take. It's not that if you're ahead it's working, it always worked.
Augmented engines are in uneasy place now and Unstable Injector's drawbacks are too big too. I think Alex might've made 2 changes to reduce player mobility (more cautious AI, UI nerf) without possibly testing them together (that, or he thought that fighters should now harass/force fight).

3674
Announcements / Re: Starsector 0.8.1a (In Development) Patch Notes
« on: May 30, 2017, 11:24:07 AM »
will game feature summer sales each cycle?
Every building will have different skins that you can get from a chest, except keys are sold for 2$ each and the chance to get rare skin is lesser than 0,1%.

3675
Suggestions / Re: Swap position of DTC and ITU
« on: May 29, 2017, 10:58:23 PM »
I think that the rationale behind DTC/ITU is that cruisers/capitals need range because they are less mobile, but DTC gives the player only the range compensation of less mobility, while ITU is intended to be the range bonus itself. ITU is supposed to be rare because its extra range is an advantage for all ships, not just cruisers and capitals.
As FooF said, DTC's advantage is availability from the beginning and only for bigger ships that typically need that range.

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