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Messages - Toxcity

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31
Suggestions / Re: Piloted phase ships move fast when no enemy is near
« on: August 02, 2017, 02:20:33 PM »
I personally am fine with the current slow-mo. It's pretty unique, and is useful for making decisions or precision positioning. Plus it allows you to hit ships when their shields are unfurling which is pretty cool.

3x speed on the other hand sounds uncontrollable, not to mention with the flux bar going up 3x as fast as well.

32
General Discussion / Re: Some feedback
« on: July 24, 2017, 08:13:56 AM »
Mining isn't supported in the vanilla game. It's a nexerelin activity.

As for exploration, you need to be careful of taking distress calls. We should probably make a thread of tips for newer players, to make it easier for them to get started.

33
The new ship sprites look great!

34
Suggestions / Re: Selective removal of d-mods
« on: June 06, 2017, 07:06:07 PM »
If this was made, the supply reduction for D-mods would have to be changed so it isn't universal. Otherwise it would just encourage boring munchkin gameplay like spamming carriers/high-tech ships with reduced armor mods.

35
Announcements / Re: Starsector 0.8.1a (In Development) Patch Notes
« on: May 24, 2017, 01:47:47 PM »
Love most of the changes, but the Odyssey does not need 90 speed. Especially with High Energy Focus.

Looking forward to this. Odyssey changes look promising....

I hope the Colossus Mk. II and Mk.III aren't just bigger Buffalo Mk.II clones. They have the potential to be the scourge of the sector. Don't waste it.

They keep the theme of Mk. II ships.

36
Bug Reports & Support / [0.8.1a-dev2] Fatal:Invalid strike target
« on: May 20, 2017, 01:48:37 AM »
Whenever selecting a carrier, and then right clicking a frigate, the game crashes and this error pops up.

37
General Discussion / Re: .8 feedback thread
« on: May 19, 2017, 07:36:30 PM »
Bounties were changed to be in uninhabited systems. As for named bounties, I think those are from SWP.

EDIT: You may want to try SS+. It makes the game a bit harder, but it lets early bounties generate in the core systems.

Don't quote me on this, but I'm pretty sure that Damper Field's damage resistance procs before the armor formula. So if a harpoon (750 HE) hits a Mora with its base armor value (1250), it should only do 281 damage. Not to mention the Mora still has its shield and fighters to keep missiles at bay. The missiles also are good to keep enemy ships at bay.

Hmmm, I dunno. I've been playing 'The Last Hurrah' a lot, and I'll pump multiple Reapers into a Mora and just barely get through the armor. I'll check to make sure its not just bias.

My bad, I was using math based on the nerfed Damper Field. With the current 67% resistance one, a reaper only does 1816 damage to a Mora with base armor (1250) and DF active. The math is:

4000 * 2 = 8000; For HE damage modifier.
8000 * .33 = 2666.667; With DF reduction.
2666.667 * (2666.667 / (2666.667 + 1250)) = 1815.6; Plugged into armor formula.

If DF did damage reduction after the damage formula, Reaper would have done 2306.3 damage.

4000 * 2 = 8000; For HE damage modifier.
8000 * (8000 / (8000 + 1250)) = 6918.9; Plugged into armor formula.
8000 * .33 = 2306.3; With DF reduction.

38
General Discussion / Re: .8 feedback thread
« on: May 19, 2017, 11:59:12 AM »
Don't quote me on this, but I'm pretty sure that Damper Field's damage resistance procs before the armor formula. So if a harpoon (750 HE) hits a Mora with its base armor value (1250), it should only do 281 damage. Not to mention the Mora still has its shield and fighters to keep missiles at bay. The missiles also are good to keep enemy ships at bay.

39
Modding / Re: [0.8a] Star Conquest (WIP)
« on: May 19, 2017, 10:13:39 AM »
Nice to see this coming along.

40
Suggestions / Re: Radio chatter
« on: May 19, 2017, 10:11:16 AM »
The arguments against Voice Acting are here: http://fractalsoftworks.com/forum/index.php?topic=12060.msg205338#msg205338

Even if you got random clips from people, they would have to be a certain quality even with the distortions. Otherwise SS would be another entry in the bad voice acting series of YouTube videos.

41
Suggestions / Re: Cargo and Fuel related mods/ship upgrades
« on: May 19, 2017, 10:08:43 AM »
Those ware from Ironclads iirc. Though they are a good idea for hullmods, so it makes sens that more than one mod implements them.

42
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 19, 2017, 10:07:16 AM »
Bombs could use some sort of color change so they are more noticeable or some jets (like the Reaper got) to be more noticeable.

As for bombs being effective in some situations and useless in others, isn't that bombers working as intended?

43
General Discussion / Re: .8 feedback thread
« on: May 18, 2017, 11:57:26 AM »
If it is too weak Alex can just make the buff based on hullsize.

The system was never amazing vs. larger ships anyway, as they had the flux and/or firepower to disregard it. It was mostly a desperation option in those cases.

Damper not being amazing is okay since the ships that have it have some other advantages. Medium ballistics for brawler, hybrids for centurion, and fighters for Mora.

44
General Discussion / Re: .8 feedback thread
« on: May 18, 2017, 07:40:35 AM »
Maybe it could use a reduction in supplies a month/to deploy? When DF was 75% it being the same cost as a Tempest was okay, but with the Tempest buffs and DF nerfs it should probably be a bit cheaper.

45
Suggestions / Re: another close support small missile
« on: May 16, 2017, 06:51:55 PM »
Having infinite swarmers vs. a larger burst isn't much of a choice imo. The infinites would win 100% of the time. If only because it would be 150 flux-free 1000 range HE damage every few seconds.

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