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Messages - Goumindong

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31
General Discussion / Re: should we just nerf the Onslaught?
« on: March 18, 2024, 12:51:44 AM »
I'm laying low about the Conquest's abilities until I finish my playthrough and hope Alex doesn't notice how powerful it is.
It has definitely felt subpar ever since 0.95, so I would like to know what is the secret ingredient to making it good again.

The conquest has DPS but not tank. So it cannot stand on its own. It’s fine/good as the single capital providing DPS in a cruiser fleet. It’s less good stacked but stacked ships also tend to only be good when you can guarantee a consistent fit and officer core for them. Which is maybe not reasonable for most playthroughs.

That is, flanked by a normal fleet a conquest probably does as well or better than an Onslaught. But hyper-optimized it may be worse.

32
General Discussion / Re: do you unironically use DEM missiles?
« on: March 17, 2024, 11:50:28 PM »
Then 10 seconds

33
General Discussion / Re: do you unironically use DEM missiles?
« on: March 17, 2024, 04:46:14 PM »
Quote
Even if you ignore that on Astral stabilised is even good enough for an smod, and Odyssey needs a minimum of 1650 flux/s to do damage:
680/0.6 = ~1133 effective dissipation compared to Odyssey.

And the Astral needs its dissipation to do damage too. If the enemy is close enough to pressure you your fighters are dead. It’s about 18 seconds per fighter, down to about 9 seconds with expanded fighter crew and the skill with an officer.

Hard flux dissipation is based on your actual flux dissipation not post usage.

You simply cannot shield tank effectively as an Astral. You can get a decent temporary defense. But like. It’s gonna be really hard to use this as a tank. 

Like… I’ve tried to build this mystical astral. And I have made good Astrals. But I have never successfully made one that ever felt like it would survive well on the front line and wasn’t like… useless at being a carrier.

34
General Discussion / Re: do you unironically use DEM missiles?
« on: March 17, 2024, 01:40:48 PM »
Astral shields has 33% better effective health and same regen out of the box.

Because of OP and flux usage. It is legitimately difficult to fit an Astral with both enough wings to be effective as a carrier and have a good shield. This is compounded by the fact that you cannot use your good shield and also deal damage as an astral at the same time so you might as well not try. If something is close enough to damage your shield your fighters are likely dead. And so having a particularly strong shield isn’t actually that valuable (which makes it harder to fit)

It’s exceedingly easy to fit an Odyssey.

Like. Let’s say we have max caps and vents on an Odyssey (let’s ignore the skill for now). This leaves 170 OP for for 2 Plasma Cannon and then the rest of what you want. So 100 OP for hull mods and mining lasers and jackhammers. For this you get 25,000 cap, and 1500 dissipation. 1250 post shield net.

Let’s fit a similar astral. You also have 170 OP left but you have to fit 6 wings at probably a minimum of 12 OP each(flash) and you’ve still got the two large missiles to fit. So now you have 98 OP for all of your weapons and hull mods. And you need expanded crews 100% or you will quickly be useless even with the skill. For this we end up with 22,000 cap and 1100 dissipation. But post shield dissipation this is 680 dissipation…so the Odyssey is dissipating double the real effective dissipation.

And then comes the real crux of the issue. Recall device. Recall device costs 6,000 flux. So if you have max caps and use it once your effective shield is down to 16,000. This is still technically more shield than the Odyssey has unless it’s hardened. But it’s still much easier to harden the Odyssey.

When I fit an Astral and do attempt to give it good shields they’re almost never hardened. It usually has zero vents. I never have space for stabilized shields. I am running beams (graviton and Ion) as it’s primary offense and hoping things don’t get close enough to really pressure it. And even with this low flux beam set it’s running higher negative in terms of net flux with a much lower effective cap. The Odyssey is burning like 400 above dissipation while dumping double plasma and 6+ mining lasers. While the Astral is running 400 to 600 above dissipation (or more) as well but each point above dissipation is cutting into shield at a rate of .6… up to 1000 damage/second the astral is doing to itself. So the Astral does have better shields until it actually has to use them for more than 10 seconds or it needs its bombers back.

The fact that the Astral has a front shield also matters a lot. Because, like the Odyssey it really wants to put its three side medium mounts towards an enemy. Which means that unless you omni shield convert you cannot out the shield down in order to refresh cap and we are already desperately low on OP to afford the Omni shield conversion. Thus you often cannot shield flicker. Whereas this is very easy for the Odyssey, increasing its effective shield far above the listed number.

For all these things the Odyssey has a far larger effective shield. Even not accounting for its ability to back away with its ability and refresh capacity

35
General Discussion / Re: do you unironically use DEM missiles?
« on: March 17, 2024, 12:20:18 PM »
). So, as I stated, you need something that hits HARD, QUICKLY, and ideally something that can equally devastate the shields and armor.

Jackhammers

[
The Odyssey has the weakest shield out of all the High Tech capitals, it also has the second smallest arc.
Dragonfires are also useless against shields that dual Plasmas can't deal with quickly enough, soft flux isn't going to cut it against a capital ship or cruisers with good flux stats. "The only downside" do you realise that you can have at maximum 12 shots in total with that loadout? Are you just fighting small pirate fleets where sustainability doesn't matter?

1) The Odysseys shield is very good. It’s only worse than the Astral if the Astral is fit exceptionally weirdly. It’s arc barely matter. It’s an Omni shield.

2) sustainability doesn’t matter much because there are only going to be 2-3 targets in a fight worth blowing missiles on. So you might as well go HAM on them. Like. Do you need more than double plasma to deal with a cruiser?


36
General Discussion / Re: Is the Hephaestus at a good spot?
« on: March 17, 2024, 12:14:49 PM »
Quote
There are minor inaccuracies, but never noticed continuous beams being overreported.
(Tach and Dragonfire do have noticeable swings)

I think the effect is on shield damage. High range beams will often fire before the enemies they are hitting are able to fire themselves. As a result this will tick up shield damage but that shield damage will be swiftly dissipated away. So there are going to be a lot of instances where a Sunder will be ticking up 450+ shield dmg/second but like… actually doing nothing*.

It’s not dissimilar to a ship that has only kinetics shooting an enemy with good armor that vents in their face and puts the shields up again. The shield damage number will be catastrophically high but the actual effect on the fight will be low.



*this may be valuable in a fight in preventing a ship from engaging or it might even drive flux up and kill the ship but it’s not actually doing 500 shield DPS is doing 50 effective

37
Suggestions / Re: Armor damage visualization should scale non-linearly
« on: March 14, 2024, 03:29:22 PM »
A note that i had to fix the final paramaterization due to me mistyping things at 3 AM last night.

edit: if that is a pain to calculcate the most simple parameter is 0. So this would be is e^(log(2)*armor%)-1... which is equivalent to 2^x-1...

Which means that a lot of this parameterization could be replaced with

(n^x-1)/(n-1) so long as we want to end at 0. Where n is our fixed parameter.

Which means that 3.7713 is pretty close and it overestimates low armor TTK by a bit which is good due to minimum armor.

38
Suggestions / Re: Armor damage visualization should scale non-linearly
« on: March 14, 2024, 01:53:33 PM »
What I'd really like see is the shading representing absolute armor strength, so that weakly armored ships start of with a darker shade.

If you use my parameterization and set the max armor as it’s classes max armor then this also works

Buuut it has problems.

class max armor is highly variable. A shield shunted heavy armor armored weapon mount centurion has 825 armor. A regular centurion has 500. About 60% of that armor. Which means it has about 40% of the armor HP kill time assuming min armor hits at 825 armor…. Which means it starts 40% as bright…

Even if you used a linear gradient on raw armor value you will find huge armor discrepancies. AWM, smod shield shunt, heavy armor XIV has ~3150 armor. Every other capital in the game has half this
(Except the invictus but the invictus more rightly has 1000 armor for DR purposes)

Edit: basically what I am saying is that the gradient I provided is theoretically sound while showing most of the things people want and showing relative armor values isn’t reasonable in almost any framework.

Maybe you could just put a max armor value and “shield efficiency” number on the lock on info and then you know.

39
99% of the games I've played overwrite your current save file with quicksave (F5), otherwise you'd end your daily session and end up with 20-30 saves and having to delete them manually.

But yeah the general save / save copy interface could use some touches, it's very bare bones. And for far too long have we been annoyed with typing "delete" to do something very simple.

Most games have a rolling save slot which contains between 5 and 10 saves for this and other reasons.

Reason 1) you may want to go back
Reason 2) saving is dangerous because the save file data cannot exist as it’s being written. If you save over your prior save and the game crashes or the save fails you will have lost your save.

A rolling quick save in starsector would also prevent lots of data loss due to crashss

40
Suggestions / Re: Armor damage visualization should scale non-linearly
« on: March 14, 2024, 03:13:13 AM »
The obvious answer is to mimic the armor damage reduction equation but that doesn't work

But exponents do! You're just looking at the wrong exponent. The one we want is natural. Such that we can define a constant percentile change throughout the armor. I.E. going from 100% to 80% is the same reduction as going from 80% to 64%!. We also want this because our armor equation is 1/(1+x) = 1+1/x and the integral of 1+1/x in the area above 0* is a logarithm* (usually defined as log a = area under 1/x between 1 and a). And the inverse of a logarithm is the exponential. So by using the exponential function we are, quite literally, reversing the armor damage reduction equation! Well... we reverse one of them. There is a unique one for every hit strength weapon in the game. So we are just going to have to pick and choose "what looks right"

e^armor doesn't work. Because well. Its not formatted properly. We need this to work for all ships to have the same armor visibility gradient that matches what we want. And also we maybe want to parameterize this so that we can choose the amount of the curve

So here we are! e^(K*armor/max armor-K)

Where K is a constant that we like the curve at.

This scales the value of the graph between zero and 1 because at armor = max armor this is e^k-k= e^0. =1. But we have a problem at armor = 0 this is e^-k and not 0 or a value of our choosing. It does approach zero as k increases. But this gives us a smooth curve that decreases swiftly and for which we can tailor to our particular needs of curvature! Indeed we don't even have to use the natural number here but changing the number is equivalent to changing the exponent so we might as well.

Changing the zero point is a bit harder. We have to add a scalar to our armor value that is not easy to calculate and will change depending on the gradient we want to show at zero armor.

If that number if zero then our equation now looks like... e^(log(1 + e^k)*(armor%)-k)-e^-k

Generalized to any value we want to set as our gradient value when armor is zero this is e^(log(1 + e^k - e^k*n)*x - k) +n-e^-k where n is the gradient value we want to set at armor zero, k is our curvature parameter and x is our armor percentage.

Here is an example curve that scales between .1 and 1. You can play with the numbers to come up with a curve of your choosing. With 80% of armor remaining

Wolfram Alpha basic parameterization

With 80% of armor remaining this will show 57% of the full gradient!. With 60% armor remaining this will show 34% of the full gradient at 40% armor remaining, 21% of the full gradient, at 20% it will show 14% of the full gradient. And at 0% 10% of the full gradient.

If we wanted a purposeful curve that had like... real numbers attached to it then... I am not going to do this work. Because its late and i have spent far to much time trying to parameterize this already[edit: Alec Baldwin as the narrator "He did do that work"]. But we would probably want to tie it such that the gradient matched the percentage of armor kill time left assuming that the maximum armor hit strength was minimum. This isn't perfect but its... kinda reasonable. Obviously if your hit strength is more than minimum at their maximum armor you will have a different curve... a flatter curve. And if your hit strength is less than minimum you will have... a steeper and segmented curve. So a hit strength at exactly minimum damage for the targets maximum armor is probably best.

A HE beam that does perfectly minimum damage to an enemies maximum armor will theoretically perfectly kill armor that has no minimum armor value[which is important to being able to parameterize this] in about 21.8 seconds. It takes about 6.7 seconds to get through the first 20%, 12.3 to get through the second 20%. So on and so forth. If we parameterize to these percentages we get a graph that looks kind of like this.

Wolfram Alpha theoretical close paramaterization


I am sure this is solvable at the limit but i am fundamentally not that great at math anymore. I got kill times via excel. I chose the parameters by hand. Its good enough. I don't think you could tell the difference if you did solve it.

*the logarithm even

edit: something went wrong with my parameterization. hmmm I am not sure why its no longer scaled correctly. it was 3 AM so you know, mistakes happen
Give me a bit.

fixed: It gets slightly more inaccurate as you get lower down the armor scales (its lower than it should be) but this shouldn't be a terrible problem.

41
Blog Posts / Re: Simulator Enhancements
« on: March 13, 2024, 07:31:05 PM »
Yeah, I was thinking about "fighting alongside" and I'm not too sure about it - I feel like a lot of the time when that happens, I don't even get to see half the allied ships, assuming they even get deployed. Whereas if it's fighting *against* - yeah, sure, you might not see some of the less-important ships, but you're more likely to actually, really see the tougher ones.

Well unlocking a faction only has to unlock ships you've seen battle data of. The ones you directly fought next to. Those ones you see deployed, even if you don't "see" them you still get their sensor data and telemetry. They send it to you.


42
Suggestions / Re: give PegaSUS built-in missleracks
« on: March 13, 2024, 06:03:12 PM »
Onslaught could lose integration now that large weapons have been buffed to be “worth it” as it were

43
Blog Posts / Re: Simulator Enhancements
« on: March 13, 2024, 05:18:24 PM »
Re: unlocking allied ships

You could maybe unlock if you fought WITH them or had a commission and sufficient rep. IE as soon as you were able to purchase that ship from the military market. The through line is “I have seen this ship perform or I have access to the ship to examine”

Also: I don’t think this needs to be a meta thing. I am fine unlocking sim every playthrough.

44
I don't think respecs should give bonus xp, they're fine as they are. If you screw up your build or change your mind several hours into a playthrough then you should have an option to fix it. I don't think respeccing should be something you plan to do from the beginning, but that comes down to how the skills are balanced against each other more so than the respecc mechanic itself.

The thing is, the cost is pretty minimal if you plan to do it from the beginning. The cost of respecing is only a lot if you want to mess around with your build.

If, as an example, you sometimes pilot a phase ship. Or you switch to ballistics or you just plain realized that you want to do X now where X is not what you want. In these cases the XP bonus is really nice. There is tangible benefit and cost to doing these things but its not just a painful sink

45
General Discussion / Re: Phase + Fortress shields vs 3 Ordos
« on: March 13, 2024, 11:01:51 AM »
The Harbinger is the strongest phase player ship. It has close to ziggurats levels of DPS. It is an absolute beast.

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