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Messages - ChaseBears

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16
Mods / Re: [0.95a] ScalarTech Solutions 0.6b - Ready for the future
« on: April 12, 2021, 05:52:13 PM »
Hey there, really enjoying this faction.  Been playing pretty much 100% ScalarTech ships on my current run.  Love the way the ships look and feel, and the weapons look amazing.  I haven't really messed with capitals yet but have flown most of the cruisers and below.  My favorite ship so far is the Verge, i love the turret placements and it looks great spewing energy murder in every direction.

I do have some feedback though, based on sticking to just using ScalarTech weapons as much as possible to keep the faction feel and aesthetic.

1.) For some reason Spindle doesn't reliably stock many of the faction weapons, this is irritating when its basically the only market.   I only got around this issue with a lucky custom production run at the bar that let me stockpile a bunch of the weapons.

2.)  Fitting feels really tight.  It's difficult to afford even one mod on some ships without using built-ins. After looking at my fits I concluded it's because the guns are for the most part extremely flux hungry and/or flux inefficient - just fitting out a ship 'normally' you are likely to be extremely over budget on flux.  And the ships themselves are tight on flux to start with - for example, the Margin-class has about 75 total 'ordnance value' of Ordnance Points plus baseline flux capacity and dissipation, whereas the Lasher has about 80 total 'ordnance value'.  And the Lashers guns are more efficient than ScalarTech guns, being both more baseline Flux efficient as well as using specialist damage rather than generic Energy.  And the Lasher is less dependent on shielding.  So that's why the Lasher is generally easy to fit mods into its padded OP budget while the ScalarTech equivalent is sweating bullets over fitting Reinforced Bulkheads even though it nominally is fairly close in flux power.  For reference, most standard vanilla combat frigates fit roughly in the same range band of ordnance value:  lasher 80, tempest 84, centurion 83, wolf 81.

3.) Faction could probably use one (or two?) more systems so that ships feel less like bigger and smaller versions of eachother. Maybe like a 'the black site sends missiles through the wormhole' ability on one of the carriers, or a more generic system that helps deal with heavy armor - I often felt I was struggling against heavily armored enemies. Starbases in particular are tough to deal with.  Or perhaps a defensive system themed around a creative use of wormholes to use on the defensive ships.

Specific ship feedback:

Strand: This ship is basically a Heron but a little better, so it probably should be, at minimum, equivalent in deployment cost rather than cheaper.  The Strand is also very effective strategically with its 9 burn and free logistics hullmods compared to the Heron, so it probably needs more commensurate strategic downsides - higher maintenance, specifically.

 Also like the Heron, it's very tight on fitting, to the point where you pretty much gotta strip guns off.  This is especially the case since ScalarTech doesn't really have a cheap option for the small energy mounts. 

Culotte/Camise: These ships both have a problem under the new skill system - Since they count as combat ships and not civilian they reduce the effectiveness of combat skills, and neither is actually strong enough to use as a combat ship. So since being natively Military is a downside unfortunately they have just ended up as bad versions of the vanilla logistics ships, specifically the Culotte is badly outclassed by 2x Phaeton and the Camise is badly outclassed by 2x Colossus.


17
General Discussion / Re: Is the Industry tree dead?
« on: April 11, 2021, 11:14:11 AM »
yeah bulk transport is kind of ridiculously good when you sit down and look at it.  you could probably convert the logistics savings straight into having more salvage rigs and come out even to Salvaging, lol

18
ADF is in a weird place in terms of game design.  It actually kinda flattens the distinction between ships pretty hard, since no ship is actually 'slow' - if you want a slow ship in your fast fleet you just have to pay the ADF tax.  And then the ADF versions end up faster than the supposed 'faster' ships.  Like an ADF Onslaught is faster than a Conquest, an ADF Colossus is faster than a Tarsus, etc.

but since you don't *start* with ADF - when you are in early/mid game you have to make the choice of accepting lower burn level or not. But after you can just use any ship.   It's like ?????   should we be making choices on burn level or not.  Either it's compelling and its something that should stay into the later game or its not and it shouldn't be in the early game.

19
General Discussion / Re: Is the Industry tree dead?
« on: April 11, 2021, 09:53:05 AM »
I don't think it's intrinsically a problem to have personal pilot skills in the Industry tree.  I mean would you even care about that if Derelict Contingent was changed to a 'spam D-mod ships' instead of an elite pirate skill?

I agree that the Salvaging skill is kinda pointless because it's worse at Salvaging than Bulk Transport is. I've never had a salvaging run where i wasn't tossing resources out of the airlock, usually not just Metal either, no matter how many freighters i bring.  If I have more cargo space I push the run further.

(Thought of the day: should be able to use Metal for difficult recovers with Industry instead of Story Points.)

20
General Discussion / Re: fleet isnt aggressive enough
« on: April 11, 2021, 09:36:03 AM »
That's odd, they are usually pretty aggressive about pressing the attack if they are on Eliminate or Full Assault.  Is it a Civilian ship maybe?


21
General Discussion / Re: Let's talk about xiv ships
« on: April 11, 2021, 09:35:09 AM »
The XIV Legion does have a substantially different turret layout basically making it a different ship.  I have a XIV legion with Hypervelocity drivers and Cyclones and a regular legion with Pilum spam, ECCM, and Gauss Cannons.  I do wish the XIV mod was a little better but frankly XIV is too easy to get off random black markets for it to be too 'elite'.

Would also be rad if there were rare Hegemony XIV battlegroups with tooled up officers and gear, like Lions Guard.

22
General Discussion / Re: Recovery Shuttles Balance (?) Discussion
« on: April 11, 2021, 09:30:21 AM »
Fighters die too much for a pilot-crew system with XP.  It would only matter in the first place if you had recovery shuttles and so you might as well put any effectiveness boost from pilot XP on the Recovery Shuttles mod itself.   

Especially hilarious would be your enforcers with converted hangars and Talons getting all your elite pilots killed while your elite trident squad flies in circles.

I have been forced to return to port from crew losses before but thats because of massive losses from tight battles, never bleed from fighters.  That skill from Industry that adds +50% cargo/fuel/berths or just taking a passenger ship are way more effective ways of combating crew bleed than recovery shuttles.  Perhaps Expanded Deck Crew could be split up - it keeps the base replacement rate bonus, and the replacement recovery rate bonus gets put onto Recovery Shuttles - representing the recovery of damaged chassis and experienced pilots reducing the stress on the carrier.

23
Blog Posts / Re: Raiding for Fun and Profit
« on: December 02, 2019, 04:58:56 PM »
instead of tracking it directly via marines or using marine officers, you could have Marine NCOs that represent experience via their ratio to your marine count.  They suffer casualties proportionate to their ratio; they're what you find at bars; and you have a good chance at finding frozen ones as loot.  Your chance of getting additional NCOs from experience would be inverse to your ratio so maintaining a high ratio would be difficult. 


24
General Discussion / Re: Hyperspace Storms: Unfun or Necessary?
« on: October 04, 2019, 06:39:00 PM »
in my experience, if you have the skills, its far easier to autonavigate on sustained burn through storms than it is to go around them.  You save a LOT of time, which equates to saving a lot of resources.  On autonavigation your fleet can generally stay aimed at its target so long as you are flying directly at it.  With high speed of 30 or more you can skip a LOT of storm and only take ~3 hits.

I think storms should be reworked to be less common, instead of a virtually guaranteed constant of deep hyperspace.  Then they can be deadlier among other things.  A combination between randomly occuring storms - weather - and persistent stationary storms - a 'badlands' - would be ideal, imo.

25
Fighters are supposed to get attrited when attacking.  They are balanced around it. Thats why they are infinitely replaceable.

On approach they are probably too vulnerable to large anti ship weapons but thems the breaks. Besides, doing approaching-projectile checks is the sort of the thing that gets CPU expensive.

26
Blog Posts / Re: Skills and Story Points
« on: September 21, 2019, 07:23:19 AM »
There's a happy medium where there's enough of a cushion to make iron man playable without making risk meaningless.

27
General Discussion / Re: Which ships need more OPs?
« on: September 21, 2019, 06:18:36 AM »
Agreed on the Heron. I like the ship, but it definitely feels OP starved.

Colossus Mk II needs more OP. I actually like its style of light mortar barrages but even these very light weapons start to get very tight when you are fitting fighters.  Er, i think thats the mk 2..cant remember which is LP and which is P.

A lot of ships suffer from what one might call the Conquest Problem that necessitated its mount discount.  Weapon OP is a fixed cost and weapons not in your main arc typically just arnt as useful.  So a very good way to minmax your ship is to simply not mount weapons in marginal slots.  Arguably this is a problem endemic to the OP system;  every OP is marginally useful so even mounting 2-3 OP guns in broadside slots is inefficient.

The Modest Proposal for fixing it is removing OP from guns and prorating their flux costs accordingly.  Then there'd be no downside to mounting guns in less than optimal slots!


28
Mods / Re: [0.9.1a] Kiith Nabaal Shipyard 1.11 - Hiigaran Carrier
« on: September 12, 2019, 03:41:23 AM »
Nice work :thumbsup:

I think its pretty plausible lore-wise to put shields on the ships. Every single Homeworld game has had finding technology unknown to you and adapting it for use in your spaceships as core gameplay.   Although this could be reflected with the use of added shield generator mods in default loadouts instead of native shields.  Maybe with the bigger ships you could do something wacky and have the shield projected from modules instead of the hull.

Do you plan on doing Corvettes as fighters or frigates?

Mechanically, it's very hard, verging on impossible, to balance large shieldless Starsector ships for the player; they tend to be very binary (you either have enough armor and hull to tank long enough to kill your target or you don't) and either boring (nothing to do) or overpowered (nothing competing with weapons for flux) or both.
One way to make shield-less ships more fun to use would be powerful but flux hungry systems. 

29
General Discussion / Re: Venture, why?
« on: September 02, 2019, 03:47:57 PM »
It is okay for ships to be bad as long as they still have a point.  The Venture's role as envisaged in its description - a cheap base ship - is kinda irrelevant in game the way the game mechanics and economics work.  Its role as a miner is also irrelevant.  So the Venture is just...bad.  I wish it wasnt, i have a soft spot for it.

Anyways now that that fun it over with.

A side note for next patch, Venture and Drone tender will be bad to have if you are specialized in fighters as their drones will count against the skills limit for fighters lowering the bonus on all your real fighters. I am genuinely unhappy that the Drone tender will lose some viability, the Venture is caught in the same issue.
Screws over Talon spam as well. Feh!




30
Blog Posts / Re: Skills and Story Points
« on: August 04, 2019, 03:00:36 AM »
Fallout survival mode has an interesting mechanic where you get small but noticeable bonuses the longer it has been since you saved - saving only being possible in beds.  You could reward people for not loading in some manner, like a strategic layer buff or a bonus to SP generation that gets larger the longer the current session has been running.

In Fallout eventually youd have to save anyway because you needed to sleep, there's no equivalent to that in Starsector so a session-length bonus would probably be better.

It's hard playing ironman in Mount & Blade style games. The penalties for loss are so severe and the effort required building up your forces is pretty high.  And it only takes a small mistake or moment of inattention to get stuck in a bad fight.  Games that are designed around iron man(e.g. Dark Souls) usually don't screw you over so hard. 

I find Iron Man much more tolerable in Starsector once i have a decent industry colony with blueprints i like. With Autofit i can (relatively) quickly put a fleet back together from whatever survived.

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