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Messages - Goumindong

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16
General Discussion / Re: Shipping Disruptions: The Final Word
« on: March 22, 2024, 11:02:40 AM »
You can make deals with pathers and pirates to avoid their fleets in your system. This is especially valuable if you’re hostile as then you don’t get trade fleets either.

17
General Discussion / Re: Shipping Disruptions: The Final Word
« on: March 22, 2024, 09:46:03 AM »
This is correct. It’s a function of the nature of the economic abstraction which is necessary to allow mods and player faction planets to scale.

However such shortages are temporary so you can probably ignore them.

18
General Discussion / Re: should we just nerf the Onslaught?
« on: March 22, 2024, 12:20:30 AM »
No one ever called Paragon overpowered outside of new players seeing it in action for the first time against Pirates, and that's too because of lack of DPS. "Only" four large energy mounts for 60 DP is a raw deal, and its ship system is only good for being a "fleet anchor", which as far as I can tell is a role completely made-up by the players that has no basis in reality.

Please don’t take this in a harsh manner but this shows a fundamental misunderstanding of how combat works in starsector. For the vast majority of ships the number of mounts they have do not matter. What matters is flux capacity, flux dissipation, and flux efficiency.

The Onslaught and Legion are good ships exactly because they can armor tank well. If they could not they would not be good capitals because their DPS is bad, actually, compared to other capitals. Because they don’t have a lot of flux dissipation or a huge capacity. Or particularly great weapon sets. What they have is the ability to keep firing while they take armor and hull damage and so can convert more of their lower dissipation into damage.

Similarly the Paragon has the best “large energy slots to DP ratio in the game”. It gets 1 per 15 DP. This is tied with the prometheus mark 2. The executor gets 1 per 25. The Odyssey gets 1 per 22.5. The champion gets 1 per 25. The reason the paragon isn’t super OP is because it only gets 1250/1750 flux dissipation for its 4 large energy and 60 DP. Whereas the Odyssey gets 1000/1500 for its 45. The Odyssey can fire two plasma cannon with this, using up 1650 flux alone. The Paragon can fit 4 plasma… but it doesn’t get much more damage out of them because of the aforementioned flux dissipation limits and the fact that 2 plasma use up all of that dissipation already

And “fleet anchor” is an important aspect of certain fleets. It’s just another term for anvil. This is not a made up role anymore than anything else is a made up role.

19
General Discussion / Re: should we just nerf the Onslaught?
« on: March 21, 2024, 08:06:20 PM »
Quote
nd I feel like a Conquest that can do it is mostly cause of s-mods and officers. Which is the whole game... S-mods and officers improving ships so they are no longer garbage

But you don't feel like this for the Onslaught?

sry for long answer.
Spoiler
Oh, I do feel like this for the Onslaught. It definitely can't achieve that much without an officer, s-mods maybe too, eh whatever... But that statement was about the whole ship design in the game. Of them feeling less like complete experiences and more like incompetent designs to be improved by player interference. Which is why they struggle so much when in the hands of NPCs. Cause it's difficult for a dev and the system they set out to make a fleet of competent ships using pre-packaged randomised assets, considering everything in this game is often so *** specialist that adaptability simply does not exist.

Well, except when it does. For the Onslaught, Radiant and some other guys... Cause their roles are just "be a pineapple or whatever"... Whereas Vigilance, Conquest, Sunder, Shrike, Odyssey perform very specific roles on the battlefield that the player needs to understand and apply. Onslaught is just a pair of big guns with huge armour. What is Onslaught's role? Go in and kill as many things as you can. What is Conquest's role? Don't go in and don't die, roam about and pick your fights. Do you expect an NPC to be able to figure that out? Well, you can. But what the *** is supposed to happen when there is a Persean League with 3 Conquests? Are they all supposed to just roam about and hunt for targets? Then who the *** takes the frontline?

But then technically even rebalancing those stats wouldn't fix this issue. Wouldn't it? Cause you would retain these roles, and as they would be enforced on ships, they wouldn't be able to adapt and create competent fleets, instead being just a bunch of specialists that die one by one, because they don't know how to fulfil their role, like an orchestra filled with people who can only play trumpets (I mean, I guess that could sound cool). So, what the *** is the solution to this? Make specialists less specialist? But wouldn't that ruin the game? Or would it improve it, cause more ships would become viable and fun to play?

Like, okay... To keep rambling. Have you ever played Team Fortress 2? It's like a multiplayer game about teams trying to take control points, flags and shooting each other with rockets, guns, you know it, I'm sure. In that game there were like 4 core classes. Demoman, Soldier, Scout and Medic. And everyone else is just kinda "oh, I support the team". There were these so called generalists, and so called specialists... And generalists were like the Onslaught and Radiant. They were good at everything. They had no particular role, they were just generally strong. And specialists did something kinda better than everyone else, but then were kind of a failure. The difference was that these were played by people, so they weren't stupid enough to run forward as a glass cannon and die to a frontline class. Which is kinda what happens in Starsector. So, yeah... This is why balancing in that game was better than here. But we don't have that luxury. If we had, then maybe it would work. But because we don't... Maybe we should design specialists in such a way that they are no longer specialists, but simply unique takes on various concepts. Varied and complex enough that they don't get repetitive, but capable of performing well in a vast array of situations, rather than semi-particular ones we may be able to construct for them. Kinda like a fighting game, I guess...

But whatever... I guess, this doesn't answer your question. Uhhhhhhh, this is kinda convoluted and hard to explain, but I'm really trying, it's just... EEEEEEEEEEEEH... So impossible. Like... You haven't seen it. Just don't worry about it.
[close]

No worries for the long answer.

My point was that if both ships aren’t that good without s-mods and officers that maybe they’re actually pretty balanced.

Re: niche

I understand the concerns about ships being niche. And niche ships being in inefficient positions can make AI fleets weak. But… there is always going to be a ship that is “the best brick” or “best basic line ship”. And everything else is always going to have to “find a niche”.  And right now the onslaught is kind of that “best brick” ship (kind of). Nerfing it may not necessarily fix the problems you think you are seeing but rather shift the problems to a different ship.

20
General Discussion / Re: should we just nerf the Onslaught?
« on: March 21, 2024, 03:02:35 PM »
Quote
nd I feel like a Conquest that can do it is mostly cause of s-mods and officers. Which is the whole game... S-mods and officers improving ships so they are no longer garbage

But you don't feel like this for the Onslaught?

21
Interesting and well done!

I'll certainly never say the reality disruptor is weak after watching this, that's for sure! That single weapon was worth as much as an entire extra paragon!
In fact, not shure it does do that much, with two plasmas you can shut down hostiles much faster, but it helps a lot against Radiants.

I think it does quite a bit. Especially for the Paragon.

The main problem the Paragon has is flux usage. It has such a good shield that dealing 1 to 1 shield damage over flux is often not the best deal for it*. The Reality Disruptor may have high flux to fire but i think its flux/second is only 200. And its damage, while probably not up to 1 to 1 isn't that bad either. You're hitting most ships like 10-20 times, which is 250-500 damage. And you often do damage through shields. And you often do damage to multiple ships.

Plasma cannon kills individual things faster. But you're still at a higher flux usage per enemy killed because those enemies spend a bit of time dealing damage to you.

*its not ever strictly bad, in that you can always stop firing and passively vent. But its you can trade flux/second in order to disable this is generally advantageous because you will net more shield damage reduction.

22
General Discussion / Re: should we just nerf the Onslaught?
« on: March 20, 2024, 11:38:38 PM »
Quote
You seem to be operating under an assumption that since you figured out the best possible fleet composition/build in the game(which I believe to be true) everyone should logically follow suit and use it

Going back to this because this is kinda how things worked. Back in the (.91?) day the Onslaught was terrrible. The worst capital. There were multiple threads about how bad it was. It was seen as explicitly inferior to the conquest. Which was the pre-eminent capital.

But then someone realized that you could stack automated repair unit and armored weapon mounts in order to not make your guns turn off when you took armor damage. And then it was discovered that the AI could reasonably use broadside fits and that converging the two side turrets was more efficient than trying to fight primarily with the TPC. And then the onslaught was suddenly cracked. Smashing through fleets at a time alone without stopping. No patch changes at all.

Since then the ship has been buffed. And it’s now really good. But it’s not really that different a ship than it was in .91. It’s a bit better but fundamentally we still stack ARU and ARM on it to make sure it’s guns don’t stop shooting when it takes armor damage and then stick it’s armor into an enemies face until their guns turn off.

And I suspect that the conquest will be bad, just the worst, terrible unusable. Until people realize that it’s extremely high flux dissipation and very accurate and high damage weapon set* mean it can utilize some of the best weapons in the game in order to crush enemies.

*Mjolnir do 533 DPS at 400 hit strength with EMP while killing enemy projectiles! A front onslaught with smod extended mags will do 1283 sustained DPS with a Mjolnir and both TPC but be using 1127 of its 1100 flux… the conquest will be doing 1066 and have 466 flux to spare. (And all the damage will be perfect accuracy no recoil from a turret at 400 hit strength!)

23
General Discussion / Re: should we just nerf the Onslaught?
« on: March 20, 2024, 10:35:31 PM »
[To quote myself, referring to your strategy: "FYI, I have never seen anyone else's fleet do it. Even when Draba posts his own minmaxed comps which take 5 Ordo at a time this doesn't happen”

Well now you have seen it so… maybe you can calm down about how the strategy and fit is so unknown and impossible

Quote
Yes, achieving a local numerical superiority by using burst weapons in the initial stages of the fight is optimal and most effective, but very few fleets could do it in 0.96 and even less can in 0.97(against double+ Ordo)

Therefore, by extension, trying to balance ships around something that can only happen in extremely narrow set of circumstances is not a good idea

Well if a ship is good at achieving that effect, which is so strong it should not be “balanced around” maybe that ship isn’t a particular balance problem?

Quote
You seem to be operating under an assumption that since you figured out the best possible fleet composition/build in the game(which I believe to be true) everyone should logically follow suit and use it

No. He seems to be operating under the assumption that since he can effectively utilize the conquest to easily and efficiently beat up to 5 ORDO it’s probably not so bad as claimed.

24
General Discussion / Re: should we just nerf the Onslaught?
« on: March 19, 2024, 11:21:41 PM »
1) he doesn’t seem to be putting these ships in the best possible scenario

2) he isn’t doing anything more outlandish than other posters do when they kill 5 ordos with 3 onslaught and escort destroyers.

Indeed his post seems like a perfect refutation of the idea that the conquest is “bad” or that it’s firepower isn’t enough to make it good (or that it has bad firepower).

25
Suggestions / Re: Scrapped ships produce wrecks
« on: March 19, 2024, 12:02:48 PM »
Yea I suggested that a few years ago too

26
Agreed. Whole heartedly.

 Fandom is terrible to use and also a bad company and I would love to use almost anything instead.

27
You mention low hit-strength. Remnants armour tends to be kinda bad. With the exception of Radiant, which forms a minority of Remnant fleets DP strength

Remnant armor tends to be fine to good. They have slightly less armor than mid line at cruiser levels. Slightly more at destroyer levels.

The storm needler has a hit strength of 25. So it’s doing minimum armor damage to anything under about 165 armor. Vs the minimum armor of the [redacted] destroyers it’s doing 52% damage. For cruisers it’s 35% dmg.

The majority of the hull and armor killing is being done by the HIL-Autopulse sunders and the S-Mod Thermal Pulse Cannons*

*which is 250 hit strength. IE HephHAG hit strength. for .6 flux/dmg doing a total of 750 DPS between the two of them (plus charge up value)

Versus the destroyer the two built in Autopulse will be doing 688 hull DPS sustained. This is 50% more DPS than the storm Needler does as a burst. (Two storm needlers have slightly better sustained hull damage, but the burst hull DPS of the two TPC is 2293…)

28
Not sure this is this mod alone.

RAT is Random Assortment of Things

I don't know what SPHMU is because this mod tends to use SU as its command coder. But "have nex rand" implies that its attempting to call a specific effect that will occur when you have nexelerin installed.

edit: RAT requires nexelerin and nexelerin doesn't seem to be installed.

29
Suggestions / Re: Scrapped ships produce wrecks
« on: March 18, 2024, 04:09:10 PM »
Yeah, scrapping ships, getting the supplies/fuel from that, and then being able to recover them later feels like a bit much.

I don’t think you “get” a lot here. Like you scrap it and get a few supplies, less than the amount of supplies it takes to recover it.

Fuel is maybe more of an issue (you probably shouldn’t get fuel by scrapping ships in your fleet) but the main value of scrapping ships(that are already in your fleet)  is not having to pay the fuel cost to move it rather than the fuel you gain from scrapping it.

30
Suggestions / Scrapped ships produce wrecks
« on: March 18, 2024, 01:10:53 PM »
Mentioned in the thread about distress signals is that you are expected to scrap ships in order to get back to civilization.

But this is pretty painful because the ships are gone forever and you may have an emotional attachment to those ships. They may be important aspects of your fleet, irreplaceable. Scrap the XIV legion? You kinda have to get to get given how much fuel it hogs.


But what if, instead, when you actively scrapped a ship it created a wreck. This way when you have to scrap ships you can get them back later if they’re important. Or you could immediately salvage them for an extra boost of supplies.

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