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Messages - Toxcity

Pages: 1 ... 4 5 [6] 7 8 ... 38
76
Modding / Re: The Balance Beam
« on: April 19, 2017, 02:45:16 PM »
Vacuum is an old Total Conversion done by Xenoargh here and all it was, was insane zero stacking, which broke SS.
What's zero stacking?

He means that numbers are inflated for no reason. Say Mauler doing 2000 damage and Enforcer having 7500 armor.

77
General Discussion / Re: I'm bored.
« on: April 19, 2017, 12:58:22 PM »
IT'S SO CLOSE I CAN TASTE IT! ;D

78
General Discussion / Re: Is the difficulty curve really inverted?
« on: April 19, 2017, 11:20:01 AM »
It's not like you'd be forced to do them. Bounties, procurement, and ezploration would still be available.

79
General Discussion / Re: Is the difficulty curve really inverted?
« on: April 19, 2017, 10:52:55 AM »
Having them as a seperate entity is fine since it forces you to keep you transponder on, and fight battles you otherwise wouldn't. If you just want to earn money in your own fleet you can trade or do bounties.

80
General Discussion / Re: A Falcon's Role
« on: April 19, 2017, 08:32:17 AM »
Who said the Medusa was lackluster? It's the best destroyer in the game.

As for your loadout, I would trade the antimatter blasters for railguns or needlers.

81
General Discussion / Re: A Falcon's Role
« on: April 19, 2017, 07:30:56 AM »
Energy PD might get more use next version, if only for ships to take out fighters out of their engagement range.

82
There was talk of an energy weapon flux rebalance (with corresponding flux stat rebalance to ships that use them), but even then they would still be shorter range due to high-tech ships.

83
I doubt we'll see something like that in vanilla, but the Interstellar Imperium's Heavy Pulse Laser is basically that. 600 range, 200 damage-per-shot, and 240 flux-per-shot, 2 shots a second.

84
Announcements / Re: Starsector 0.8a (In Development) Patch Notes
« on: April 17, 2017, 07:21:44 PM »
Were there any major changes made to the procgen between now and the most recent blog post? It would be nice to follow in Salvage Dave's footsteps and see how I fair.

85
We're getting a Heavy Mortar next version. 110 damage, 220 dps, 700 range, and slow projectile speed.

As for a long range energy weapon, it's hard to balance that considering Energy weapons are mounted on high-tech ships which have better speed generally. It would have to have some weaknesses like low damage or slow shot speed to keep it from becoming the most optimal weapon on high-tech ships.

86
Modding / Re: The Balance Beam
« on: April 17, 2017, 09:54:50 AM »
While the vanilla numbers aren't perfect, these new numbers simply seem to be based on math alone without any in game testing done to see if they "feel" right.

The main problem is that ships don't seem to be taken into account. For example the combo of range, flux efficiency, and damage on energy weaponry allows the wolf to mop the floor with the Lasher 100% of the time. I'm sure that on paper the Heavy Blaster is on par with the Medium ballistic weaponry, but the ability to mount damaging flux efficient weaponry with good range on a wolf or tempest contradicts that point.

As for ballistics, the damage inflation is insane. In vanilla small ballistics were kept in a mostly >200 dps range, with vulcans and Dual Light MG being the only outliers. With these values, anything >200 dps is the outlier. This means that heavier ballistics have to have even more damage to prevent smalls from overshadowing them. This leads to stuff like some frigates (and destroyers) being unable to attack heavier ships since even the kinetic weapons will strip your armor pretty fast. Also, assault chainguns are unable to fire.

There is definitely some stuff I like (like light ACs having a higher per shot damage) but I disagree that this is more balanced than vanilla. There are certainly options that are 100% upgrades (besides OP) in vanilla, but rather that than this.

87
General Discussion / Re: Is the difficulty curve really inverted?
« on: April 17, 2017, 07:40:12 AM »
It seems exploration will help to mitigate some of these issues, though there probably won't be obvious indicators for easy or tough encounters.

88
Mods / Re: [0.7.2a] The Silent Armada (Demo) v0.6
« on: April 16, 2017, 08:08:47 PM »
Looking forward to it.

89
I find Pulse Lasers to be good main weapons early game, and good shield pressure weapon later game. It also helps if you pair it with something that can threaten armor.

90
I could see it being pretty annoying, especially if I'm doing a Sustained Burn.

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