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Messages - SafariJohn

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61
I like both mortars and I use them frequently. Heavy mortar is easily acquired, effective early on for general armor breaking, and remains effective for non-SO brawler builds that want to economically spam HE damage. Light mortar is cheap and breaks armor better than LAG without burning loads of flux (see LAG).

62
There are definitely bugs with how far away ships think they should be from their targets.

I mean, probably?

Couple I have seen: ships hovering just outside of their own weapon range and ships backing off thousands of units for no good reason. What causes them? Who knows.

The actual shooting distance is one of the easiest things to figure out.

Is it? Devastator might not have a single shot reach max range. Rockets only inherit the velocity of their ship at launch, reducing their range when chasing and extending it when chased. Guided missiles (Atropos, particularly) launched sideways or backwards can have less actual range then their stated range.

I have seen each of those issues cause ships to miss repeatedly, wasting flux/ammo. I am sure there are many other cases where the "ideal" distance to stay at is not straightforward.

63
Weird thought, not likely: the ships might be calculating their desired shooting distance with the target's speed instead of its velocity.

There are definitely bugs with how far away ships think they should be from their targets.

64
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 11, 2024, 04:00:33 PM »
Sometimes you are tight on OP, sometimes you want to use small Annihilator over the medium. Most often you just don't have any medium missile weapons at the time.

65
Modding / Re: Question: Radar (Sensor) Dish Animation
« on: January 05, 2024, 05:11:45 PM »
Just put the vanilla sensor dish on a deco weapon slot - it already has a script to spin in circles.

66
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 02, 2024, 06:05:12 PM »
As someone who suffers from the horrible syndrome of "Too good to use now" or "better not waste it now, I can deal with the enemy without it", I find myself almost never using missiles, despite how strong or useful they might be, because of their non renewable status. 

Think of all the times you had some powerful ship overloaded and you did 10% damage to its hull before it brought shields back up. With missiles you could have killed it instead.

67
General Discussion / Re: Cant find pirate bases
« on: December 31, 2023, 03:39:09 PM »
Factions often put bounties on bases, which tells you what system they are in. Look at the pirate tag in the intel screen.

68
Latest game version is 0.96a-RC10.

Please don't post multiple times in a row. You can edit your posts instead.

69
Suggestions / Re: A critique of flux as a game mechanic... maybe?
« on: December 24, 2023, 12:53:04 PM »
I think they should, yeah - but they mostly do, don't they? Unless it's a carrier or an SO build or some such. If a "normal" build doesn't that's likely an oversight.

idk, I don't look at autofit ;) out of sight, out of mind.

70
Suggestions / Re: A critique of flux as a game mechanic... maybe?
« on: December 24, 2023, 12:42:08 PM »
Maybe all capital/cruiser default autofits should have DTC/ITU?

71
General Discussion / Re: How to edit Abandon Colony Size Limit?
« on: December 23, 2023, 01:37:03 PM »
Editing a file in the API zip would do nothing.

AFAIK there is no way to edit the abandon limit without making a mod for it. Maybe there already is one?

72
Suggestions / Re: Some kind of deterrent for low-end pirate worlds
« on: December 17, 2023, 03:59:44 AM »
If all spaceports were immune to AM bombardment the Sector would make a lot more sense. PKs would have a purpose, too.

EDIT: and if initial spaceports were not immune, then it would explain why nobody is expanding: too easy to lose your investment.

73
Blog Posts / Re: Skill Tweaks
« on: December 13, 2023, 12:44:19 PM »
Hitting the character limit, Alex?

Also, more pressingly, would you please consider retouching the skill's effect prerequisites so that the player can transfer command to the neurally-integrated automated ship pre-battle, and not need a non-automated ship with neural link deployed alongside it? (Or, make it so that the player can just permanently assign themselves to a neurally-linked automated ship, should they have both the prerequisite skill and hullmods installed? Could handwave it that the player character is physically present on another, non-automated ship.)

retreat the other ship immediately after making the transfer

When Radiant is the player's "true" flagship, having to deploy 2 ships and do the transfer every battle is pretty tedious.

74
Blog Posts / Re: Skill Tweaks
« on: December 12, 2023, 07:27:20 PM »
Glad to see some of the weird outlier effects removed. Hull Restoration change is clever.

Do [REDACTED] fleets have the Electronic Warfare skill? If so, it is still all or nothing with ECM against them.

Couple ECM threads:
https://fractalsoftworks.com/forum/index.php?topic=21124.0
https://fractalsoftworks.com/forum/index.php?topic=27554.0

Also a somewhat relevant post I made about civ ships and ECM:
Spoiler
What I find interesting is how many civilian ships were deployed yesterday in the Discord tournament. Mainly for CH, but some were for ECM/Nav bonuses and a few (triple Prometheus) were even for tanking.

Things I think would make civilian ships more attractive in combat without special civ-only mechanics:
- better ECM mechanics (not all one way or the other)
- being more tanky/evasive
- less bad losing like:
  - ways to deescalate (like retreating, mid-combat negotiations, etc.)
  - easier retreating
  - harder to lose ships permanently
- enemies using their civ ships for CH/ECM/Nav/tanking/distraction/whatever advantage
- other deployables besides fighters like mines, missiles, and stuff
- combat hullmods that have a flat value or a scaling value depending on cargo/crew/fuel capacity
[close]

75
Suggestions / Re: Stable point nit picks
« on: December 06, 2023, 05:54:56 PM »
Hmm, I don't know. Is it more handwaving to say what I just said, or to handwave how Lagrange points are somehow a requirement for these hyper-advanced technologies we don't actually have any real understanding of?
Same, I guess we just see this differently. To me placing some of the stable locations at Lagrange points is doing exactly that. While also just doing away with the handwaving required to explain why *every* unoccupied L-point is not a stable location.

What is bothersome is that there are stable locations in arbitrary orbits, not that some L-points have stable locations and many don't. Hyperspace is affected by gravity wells, so how could arbitrary orbits ever be a "local field-minimum"? Or if it is not affected, then stable locations should not move at all! Restricting stable locations to L-points would remove this bit of troublesome fridge logic.

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