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Messages - Goumindong

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1
General Discussion / Re: What is your Flagship named?
« on: Today at 12:57:54 PM »
Ithica

2
What if, instead of reducing range. HSA scaled the hard flux a beam did between 0 at max range and 100 at ranges below 200+50% of range over 200.

IE turn it into something similar to the high flux damage bonus skill for energy weapons.

Edit: no advanced optics still. But no more super harsh downside (because the downside is hella big As I have explained in other threads the fact that beams do soft flux damage isn’t a big deal unless the target isn’t shooting back. So the lack of hard flux on beams is only a significant downside outside of the range of other enemies…)

3
Blog Posts / Re: Save/Load UI, Autosave, Intel Map Markers, and More
« on: April 12, 2024, 11:57:18 AM »
Oh my word this is great. So freaking hype

4
Suggestions / Re: Actually set up a Galatia Scholarship
« on: April 07, 2024, 10:30:06 AM »
4167 credit/month auto deduction

5
General Discussion / Re: I love the slipstream mechanics
« on: March 30, 2024, 05:30:05 PM »
With Reverse Polarity I have yet to find a slipstream which hinders me in any way, so right now at worst, I have the old hyperspace experience and at best I arrive at my destination in a blink. I would like some predictability on the slipsurge though. The tooltip generally states which stars are stronger, but you have no direct indication where you will end up. Some story integration would also be nice. Maybe you need a surge into the abyss, or elsewhere outside of the sector.

Press a where you want to stop

6
General Discussion / Re: 0.97 IR Pulse Laser Thread
« on: March 29, 2024, 06:02:23 PM »
When it comes to anti-fighter defense, Defensive Targeting Array Wasps are excellent. Several times better than Sparks in my opinion.

Spark + claw but maybe wasp+claw is better. The main thing is that you can hunt enemy frigates which are really fast with this combo too

7
So. Iirc the AI settings are more of a line on  “considers the damage potential of enemy ships that aren’t my target” and “has a range preference based on equipment”

Steady is “wants to sit an an optimal range a bit under my longest range weapon” and “is concerned about enemies that aren’t my targets DPS”. And aggressive is “wants to sit an an optimal range that is the shortest weapon I have” plus “considers enemy DPS”  and reckless is “only considers the DPS of the targeted ship but nothing else”. A reckless pilot will not suicide an LP brawler into an Onslaught.

So if you have 20 LP brawler and they are all on “search and destroy” then they all might individually choose targets they themselves cannot kill and they try to flank/circle rather than engaging.

8
General Discussion / Re: 0.97 IR Pulse Laser Thread
« on: March 28, 2024, 01:01:00 PM »
I tend to use mining lasers and fighters. 6 mining lasers is 180 dps. Not great but enough to dissuade frigates. One spark and one claw is 16 OP. So spark, claw, 12 mining lasers provides anti-fighter and anti-frigate for 28 OP. 5 IR pulse is 25 OP and you don't have the rest of the equipment fit. Firgates you just turn around and blow up with your plasma cannons. 

9
General Discussion / Re: 0.97 IR Pulse Laser Thread
« on: March 28, 2024, 12:35:24 PM »
I said similar and then explained how such a ship would look like. Why are you focusing on the Odyssey so hard when I immediately made it clear that such setups aren't good on it because of other weapons + fighters?

Quote
Odyssey is seriously nice with a bunch of IR Pulse Lasers

10
General Discussion / Re: 0.97 IR Pulse Laser Thread
« on: March 28, 2024, 12:25:42 PM »
Could it use a few more ships where it works well? Yeah, probably. But I'm not entirely sure what those hypothetical ships would look like. Maybe something kindof like the shrike but with a more general-purpose mobility system and extra small turrets instead of the medium? Maybe? I dunno.
Just spitballin a quick idea even if it's not super related to the thread.

Something with a similar setup of the Odyssey could see use of IR Pulse Lasers, Gigacannons and Paladins. So bunch of small energy mounts, zero mediums and then a couple of large energies so that it makes low flux weapons more desirable.

Odyssey is seriously nice with a bunch of IR Pulse Lasers but it kinda switched to a semi-missile ship with a few changes. Switched large energy to synergy, removed the tight convergence point, much more speed potential but also weaker shields. It wants to use missiles. And it also has fighters. So something without all of those boons should be ideally motivated to have a unique setup of weapons.

And for the love of god please no more "move only forward" ship systems, half ot the roster has that ability.

Back to the main topic now: IR Pulse Lasers have good DPS for their size but horrible damage per shot, you know what's the complete opposite? It's Gigacannon, bingo! Match made in heaven yet there isn't a single ship where this loadout makes sense.

Is it?

Look, not saying that you cannot make it work. But like... The only thing that goes in the small slots of my Odyssey are mining lasers (unless i have access to certain redacted weapons).

There are 12 small slots on an Odyssey and Making IR Pulse good for this is... kind of iffy. You can go front side only and this is 25 OP. Vs 5 OP for mining lasers. And you can surround the ship in them in order to make it really good frigate defense which you don't really need in an Odyssey... but this is 60 OP.

If IR pulse one shot missiles then i would say "yes" but they don't so you cannot even build in IPDAI and make a lot of use out of them on an Odyssey.

I think a handful of Ion Cannons are good on an Odyssey(one on the nose mainly) in order to disable fighters. But this is kind of the limit of high cost small energy i am willing to put on it. I would rather have the slots empty (which is what i did before the mining laser buff) than put IRpulse in it most of the time.

Edit: i know you say "pair with a giga-cannon" but... Yea i would just rather have plasma in all situations. Both because you want your "big burst" to land AFTER you run up their flux with the weak attacks. And IRPulse is 500 unless you IPDAI build in while Giga is 700.

The real pair for an IR pulse is AMB. And it works pretty well on ships like the Scarab and maybe the wolf.

11
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 26, 2024, 11:36:27 PM »
I hadn’t thought about guardian paragon but yea that might work. Especially with elite PD. Range is…920 (before bonus range skills but after elite PD). Which isn’t too great but isn’t that bad. Guardian PD has good DPS and efficiency

I am not sure I would run quite so many burst PD. Yea you get a lot out of it with extended mags but it’s still 90 DPS for 6 OP when you could have 30 DPS for 1 OP. And then you could afford heavy needlers.

Similarly heavy burst is 120 DPS for 9 OP but you could run ion beam or graviton there for 200 Vs shields for less flux to longer range with dmg multiplication.

12
General Discussion / Re: should we just nerf the Onslaught?
« on: March 26, 2024, 08:33:43 PM »
That, and it has builtin solar shielding

Well, it has mandatory solar shielding. Compared to the Pegasus it's missing 15 OP.

True but you can build it in and get the build in bonus without costing a build in slot. Which is really nice

13
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 26, 2024, 08:22:46 PM »
Still makes no sense. The primary value of an Ion beam is that it forces the enemy to keep their shields up or get absolutely arc’d to ***. So HSA just reduces the range at which the ion beam keeps shields up.


14
General Discussion / Re: High Scatter Amplifier, yay or nay?
« on: March 26, 2024, 04:46:32 PM »
There are a couple of things that work but most are pretty bad. And the reason that most are pretty bad is that, because most ships want to be doing as much DPS as possible anyway. That is. If the enemy ship is shooting over their dissipation... then the fact that you are doing soft flux doesn't matter.

The only time that hard flux on your beams is really good is when the enemy cannot shoot back. And the only time the enemy cannot shoot back is... if they're outside of the range of HSA...

There are some theoretical spots you could maybe make it work. But the pressure beams aren't strong enough for the number of slots that the ships would require them to be. 600 range kinetic beams would be good on a medusa if you were looking to follow up with AMB hits... but 2 Graviton is only ~400 shield DPS. And that isn't enough. Like.. You could just run two pulse lasers.

HSA would need to roughly double the flux usage and damage of beams for this kind of strategy to work.

But at the same time double damage Tachyons and Phase lances would be... kind of absurd i think.

It also works on ships like the Tempest... but probably not as good as advanced optics does. There may also be uses with REDACTED weapons and ITU. But i am going to guess that advanced optics is better again.

Quote
Double tachyon on the odyssey with HSA sounds doable, even though I haven't tried it. The 600 base range is a little lower than its normal options, but in exchange you get tachyon lances that enable themselves to pierce shields.

It absolutely does not. Tachyon has 346 DPS and you only get two of them. So you're rocking 700 DPS out of your large slots at 600 range. Equivalent to a single plasma cannon.  Beam Odyssey can work but its better with Advanced Optics. This way you can kite and you can shield snipe.

15
So i was playing. And i left the wiki up after looking something up...

And it didn't *** wreck my PC.

Good lord its nice

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