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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Schwartz

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1351
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.6
« on: April 08, 2015, 02:26:30 PM »
The Tier 5 Flux Dynamics skill says that 'Flux Capacitors are 25% more effective', but comparing flux reserves before and after picking the Tier 5 skill, the numbers are the same. Is this a bug, or how does it work?

1352
General Discussion / Re: The Hammerhead and other "meh" ships
« on: April 07, 2015, 09:24:22 AM »
Okay, here's a radical suggestion to bring Enforcer back in line and make it less prone to derp-AI at the same time: Make it shieldless.

1353
General Discussion / Re: The Hammerhead and other "meh" ships
« on: April 07, 2015, 08:50:32 AM »
Yep, if you compare Enforcer to Hammerhead, you'll notice that flux capacity & dissipation are almost identical. And we're comparing a Mastery and a Core epoch ship here. Get 'er more flux and maybe a bit more agility, since she's front-locked. Sunder could do with a better shield damage/flux ratio and a bit more armor.

Hammerhead with Small Universals in front is another good idea, +1.

Hammerhead works fine as fleet support, with HVDs, Harpoons and enough LR point defense to keep the combat line safe. I enjoy using it. I'm a bit wary about giving a Sunder to the NPCs because it's so fragile. And decent Large Energy weapons aren't always easy to come by.

1354
I disagree with the sentiment that armor values need changing. Yes, it may feel more immersive to you, but you've essentially thrown the entire game balance out of whack. An Enforcer is already an extremely potent, highly survivable destroyer; it doesn't need an extra 700 armor points. In an even battle, a ship should not be able to armor-tank all the way to the finish line. It is a finite resource and was always intended to be used in conjunction with shields to take the HE damage off. A good captain uses all the tools at his disposal, and a shield is one of those tools. Low-tech flux pool is pretty lacking, but it is there.

Also, you've just made burst damage that much better. Burst damage didn't need to become more important, it's already game-breakingly powerful. AI can't deal with it. It reliably overloads shields and cracks tough armor. Where previously an enemy might've had a chance going at you with small cannons, he's now forced to load Reapers instead just to get through in a timely fashion. Sitting there on your armor values and holding out is not the inteded way for battles to go down.

I usually raise maxArmorDamageReduction from 0.85 to 0.9-0.95 in my game. I also often use Heavy Armor on phase ships and low-tech ships. I'm not completely opposed to the idea of making armor work a little better, but such a blanket change is way too much IMO.

1355
Announcements / Re: Starsector 0.7a (In Development) Patch Notes
« on: April 06, 2015, 06:51:08 AM »
At the flick of a button, every command seat can be turned into an Escape Pod DeluxeTM.

1356
General Discussion / Re: "Combat" carriers with no "carrier" tag
« on: April 04, 2015, 06:05:46 AM »
It's not that bad, but the rust bucket aesthetic has admittedly kept me from using it. Just kidding, it's lovely David! What's kept me from using it is that it's a hybrid and my fleet tends to rely on specialists.

1357
General Discussion / Re: Medium energy point defence
« on: April 03, 2015, 10:04:19 PM »
Even with Gyros and IPDAI, Tactical Lasers don't perform perfectly as PD. They seem to turn on and off and switch targets a lot when things get messy.

Burst PD is fine. Heavy Burst needs a damage and rotation buff.

1358
General Discussion / Re: "Combat" carriers with no "carrier" tag
« on: April 03, 2015, 11:31:43 AM »
What carrier-only hullmods?

Expanded Flight Decks, which halves rearm and rebuild time for fighter wings at the cost of high OP and some logistics increase.

1359
Ohh, I guess SS+ does some modifications to the Mjolnir. Yeah, looking at the stats on the Starsector Wiki, I'd probably do just fine using Mjolnir as my main gun. It's more situational in SS+.

Re: Kiting. I suppose that's true if you don't field NPC ships on your side, but for fleet-on-fleet, kiting becomes a bit redundant since if you're not getting hit, someone else is probably getting hit instead. Dispatching enemies quickly works better here. As such, my Asura hullmods are Heavy Armour, Thrusters, Unstable Injector and Resistant Flux Conduits. But your weapons loadout still works fine.

1360
I ended up putting Light Needlers on my Shade frigates also. Combat trials to be done, but they seem to be doing well as shield-breaker support for my pair of Tartaruses.

The Mjolnir didn't sit right with me on the Asura. I don't kite so much as dodge and weave right through the crowd, as you can pull off some crazy stunts with a nimble phase ship like this. But having all non-PD, non-missile weapons in one group means that Mjolnir exhausts itself too quickly (often dealing with shields), and in a large engagement it doesn't reload quickly enough to continue to pull its weight. Maybe you do that differently, but it would get too fiddly having several main groups with my playstyle. Replacing the Mjolnir with a Hephaestus did work well though.

1361
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
« on: April 03, 2015, 03:21:18 AM »
Edit: New, properly updated and installed game via copysave -> loadsave. Problem persists.

Checked the mods, they're all up-to-date. Mayorate is still on 0.8.1 but it's supposed to work fine with this version.

1362
General Discussion / Re: "Combat" carriers with no "carrier" tag
« on: April 03, 2015, 02:16:46 AM »
Given the modular nature of loadouts - even with the hardcoded number of flight decks, you might be crazy enough to outfit an Astral as a brawler, the game gives you the means to do so - it would be preferable to have a framework for ship tags to be used by the player. Tags should work similar to Variants, but alter the AI towards certain goals and behaviours, telling it how and if to respond to certain fleet commands.

Carrier, Assault, Support, Tank, Sniper, Interceptor, Point Capture, etc. Along with a possible Aggressive, Balanced, Defensive setting.

SS+ already removed the restriction for Carrier-only hullmods, so that's a non-issue now.

1363
General Discussion / Re: Augmented Engines - too necessary?
« on: April 03, 2015, 02:08:05 AM »
I run unstables most of the time for the acceleration, bigger ships need this almost as much as top speed, I only run augmented if i need the burn speed.

Same here. There's a noticeable difference, though it's a bit of a risk seeing how fragile it makes your engines.

I don't run engine mods on all ships. Mixed fleets mean that you have a smallest common denominator, and at some point survivable loadouts become more important than burn speed.

1364
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.5
« on: April 03, 2015, 02:00:51 AM »
Bug? This happened with every salvageable ship. The wording was also a little strange, it said 'Another' even for the first ship.

1365
Alright, I'll play this ungodly aberration until then. Doesn't seem to be breaking anything. ;)

Megas (and others), what do you put on your Asura? I've experimented with a bunch of loadouts, but never seem to be able to get past heavy burst damage builds for my phase ships. I assume you'd still fit 2x Antimatter on phase frigates?

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