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Messages - Aereto

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226
General Discussion / Re: My current problem...
« on: October 24, 2014, 04:12:12 PM »
I find myself favoring an Afflictor to pilot due to the previous version, but for now, I have to get used to the current one and adapt as soon as possible. Frigate swarms will cost me in tolls, while Battleships will cost me in supplies. Destroyers are midline, yet have a good chance of its AI crew dying for being the mid-ship of two extremes (lacking the speed to evade potentially lethal shots, and lacking the firepower to keep ships from overwhelming).

A frigate fleet consisting of an Afflictor as flagship, 1 or 3 Tempest as "officer" ranks, Lasher as "regular" ranks taking down foes by number, and Monitor as "Spartan" special forces to draw fire while inflicting deadly strikes (with high enough ordinance to carry both AM blasters and high capacity/vents).

A Battleship pair would have a "Sword and Shield" Paragon duo, while a triumvirate has a triple Onslaught escorted with an Afflictor flagship as special forces.

On the early game, though... I may have get some credits and some ships to see if I would lean on the Frigate or Battleship fleets, depending on economy and need to hunt.

For now, it's too early for me to say what to deal in the sector's current version. It will take some time until I realize what the growth will lead to either two specialties.

227
I have been playing on Full since the previous version... though the economy+faction additions makes small injuries hit hard due to loots.

228
General Discussion / Re: So, what do people think of the difficulty?
« on: October 24, 2014, 03:49:12 PM »
Harsh-like difficulty on Normal with Full-Damage as I try my hand on the new sector. I may be fine with trading, though the tariffs are not easy. With a lone combat-ready ship, there is not a chance in getting a second combat-ready ship from the start.

An ok idea trading at start with one hermes/hound/cerberus under wing, but needs decent combat ships to protect... then there's the toll.  :o Crossing between factions can be a bit risky, since it's not only the pirates that would sink your fleet, but also the faction taxes.

In the meantime, it will take some time getting used to this version.  ;)

229
Suggestions / Re: Justifying non-"instant" Battles
« on: August 15, 2014, 02:48:30 PM »
Big fleet with detached interception fleets? Fast fleet catches you, then pins you down till the big fleet gets there. Ouch.

I am SO in love with that concept. It'd be challenging for players to handle but I love it!
Had that sort of feel when my all-frigate fleet is first engaged by an attack fleet. After wiping them out, there was an armada fleet nearby, and could not have enough distance to get back to normal burn when it reached the contact proximity of the fleet. Some of the frigates are either too injured or lacking enough readiness to fight effectively. It was not pretty. I did not disengage and still win, but lessons can be found there.

230
General Discussion / Re: Buffalos, what're they good for?
« on: August 15, 2014, 02:29:06 PM »
Buffalo 2's are good for two things only:  Selling for quick cash or to be destroyed for XP.  I have sent AI Buffalo 2's (and other ships) into battle, then destroy them with my flagship, just for more XP.
Sounds like being assigned to a penal unit slated for execution by friendly fire.

231
General Discussion / Re: Recoil - Gunnery Implants
« on: August 15, 2014, 02:24:51 PM »
On another note, low-accuracy and rapid-fire weapons are most susceptible to recoil, making concentrated sprays difficult after prolonged fire if flux generation is no longer a major problem for beating down a ship of any size under a storm.

232
Let me get the save data from the laptop... there's a different save set for the desktop.

  • Aurir - Level 29: Day 27, Month 4, Cycle 207
  • Oumus - Lv 41: D 26, M 11, C 209
  • Spook - Lv 27: D 5, M 2, C 207
  • Psak - Lv 42: D 5, M 8, C 209
  • Cipher - Lv 24: D 27, M 10, C 206
  • Zero - Lv 47: D 15, M 9, C 213

233
Blog Posts / Re: Faction Relationships
« on: August 15, 2014, 01:01:28 PM »
One thing i'd love to see emerge out of this is a change to aggro range. When you're vengeful to a faction, almost every fleet in half a sector should home in on you. When you're just hostile, maybe you have to get close enough to be called a danger and attacked.

This would tie into smuggling. Smuggling into vengeful factions territory should be a difficult feat of a fast ship, Millenium Falcon, some kind of heavily armored blockade runner that can tank encounters and evade or just a huge fleet that obliterates everything.. though in the latter its no longer smuggling but just.. agressively setting up a new trade route.  :)


All in all, i'd love for the sector map travel gameplay to be expanded.

Though taking note that dropping cargo/contraband might not make the engaging fleet break pursuit. The Millenium Falcon had to drop cargo in detection of an Imperial ship.

A high-speed ship would do as a blockade-runner. Having a heavy fleet would get rid of a blockade than penetrating the trade barrier. I might have to begin anew once the new version is up; makes no sense starting up in the old station with a 4-Onslaught fleet ready to take on the Hegemony or the Pirates (not Tri-Tachyon, due to significant technological advantage, except a Paragon Pair/Triad fleet), overstocked in fuel, supplies, credits, and crew.

234
General Discussion / Re: Any updates on version .65a progress?
« on: July 01, 2014, 06:54:45 PM »
I can wait when it comes to updates. I may have to make a new video run to include economy into the play for fairness. Until then, I'll keep running my fleet-fleet "practices".

235
General Discussion / Re: All midsize freighters are basically useless
« on: July 01, 2014, 06:42:07 PM »
Oh yeah, if you ended up using frigate fleets to carry supplies, than you would have a very small profit in the end.

I might have a say in supporting this notion. With the mentioned ratios, a frigate pack with Hermes freighters does not carry as much goods/loot as an Atlas or pair of Atlas-class capitals backed with a Cerberus pack of 3 Onslaughts or a Offense/Defense pair of Paragons keen in punching through blockades by engagements than retreats. However, that latter option is for more wealthy captains.

In personal experience, Tarsus freighters are tricky to catch except for frigates and fighters. Their worth is in retreat situations while balancing cargo capacity ratios.

236
General Discussion / Re: Why is this Forum no War Zone?
« on: July 01, 2014, 06:26:39 PM »
As far as my opinion is concerned, this forum is a calm spot, usually.

Troubles don't go around often, until the game gathers more public awareness that more people come in, which have varying gaming experiences. I know that the game can get pretty involved when it comes to personally piloting to victory, so it does get a bit frustrating when a successful raid on pirates turned ugly when engaged by a larger force. The update rate is long and stretching that mods grow in that version until it is time to adapt to a new one when it comes out.

So far, the stuff in the game is bit much for me to take on and understand, and due to that, I'll leave such things to people who are more knowledgeable.

237
General Discussion / Re: Java
« on: June 23, 2014, 03:06:08 PM »
As far as feedback is concerned, I don't think this needs to be referred for the modding community. If it does seem necessary to refer, a thread link would do.

Now that I think about it, was these set of instructions/steps ever mentioned in any thread prior to this? I feel troubled by this.

238
Blog Posts / Re: Markets
« on: June 23, 2014, 02:43:53 PM »
I must admit that until I can play out the version, I don't have a clear opinion on the market mechanics. I had the ship-ship and fleet combat/management down, but it's fair to deal with the economy as well. Those supplies scavenged can build up quickly, last I played. Had to stop playing when it comes to recording stuff, but that's a separate issue and needed space to plan for the future.

Spoiler
First comes combat, then comes economy, and I have a feeling that diplomacy might come around. But that's just me rambling.
[close]

239
General Discussion / Re: Phase Skimming and Teleportation
« on: May 28, 2014, 10:18:07 AM »
Phase teleporter is a powerful system that allows a ship to teleport into where the cursor is (at a range limit), while skimmer has three charges and moves the ship up the direction of its momentum.

The teleporter is much better at the assassination role, since the skimmer would need to change direction before skimming, else it may skim too close to a potentially exploding ship.

I am not too good with these systems, so I opted to use phase cloaking ships as my assassin ships, with Hyperions delegated to pursuit, since its limited combat time is a problem, even with hardened subsystems. If not in pursuit roles, I may improvise them as decoys to hold off the ships before the main force catches up, then have them retreat if scratched or their time is up.

But that's if I put my Leadership to 10, considering that they take up 3 supplies despite needing very few crew to use them.

240
I doubt that my specs of 2 PCs are even comfortable with the hardware demands of the game. Doing StarMade on the desktop suffered from small, but significant physics/response lags due to graphics card. On the laptop, its integrated graphics card (and mid-topline 4-core processor) is significantly stronger, but a mousepad/trackpad is no good when using that and the keyboard at the same time as it may not register one of the two, and could not map what the pad can do to the keyboard, in addition to no more than 3/4 keys at the same time.

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