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Messages - Schwartz

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1366
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?

1367
Yeah, I am.

1368
My Blackrock Assault Fitting still states: 50 EMP Resist, 75% weapon/engine health bonus, 25% weapon/engine repair speed reduction. It also costs 12 OP on a destroyer. I've been loading a previous save; do I need to start a new game for everything to fit into place?

1369
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
« on: April 01, 2015, 02:50:45 AM »
I run a similar loadout with 2 Dual Flak, 2 Mauler, 1 HVD and 4 Annihilator Rockets (for large enemies and to flux-stress PD). The key here is to use your range and put pressure on the first frigate quickly. The sooner you can even the odds the better, because a typical Enforcer loadout will mostly rely on shields to tank incoming torpedoes that it can't dodge. For SS+ I've used the no-shield mod on Enfos and Dominators successfully, though I'm always a bit wary sending them into combat with no way to emergency-tank a Reaper.

Even so, know your limits. If you're not a heavy Combat build, then chances are you'll want some support if the number of frigates going after you is just too high. HVD and Mauler don't really get any weaker in close-range engagements, there you just have less accurate alternatives with a slight edge in DPS, but nothing substantial.

1370
Mods / Re: [0.65.2a] Blackrock Drive Yards v0.7.3 - New star system!
« on: March 31, 2015, 02:45:37 AM »
Might as well put down my impressions on this mod since I've been playing with it a while.

Design: Best in class. Love the ships, guns, weapon effects. Pretty much all of it. The Knight and Eschaton aren't quite as crisp; you notice in some spots that they've been drawn.

Balance: Pretty well-balanced, though not as 'conservative' as vanilla. BRDY seems to have a thing for nasty surprises and burst damage. I never feel quite at ease fighting these guys, which makes them my favourite opponents.

Weapons: I disagree with Megas here, Scalaron Blaster is amazing. Burst damage is almost impossible to counter and the Blaster shines here. Could probably be balanced with higher flux, it's too easy right now slapping these bad boys on phase ships. They take exactly as long to reload as Mayorate's Flux Torpedo and the combo is just as nasty as it gets. Squall and Gale Cannons are fun to use on sniper frigates. For some reason I've never been too interested in the PD, except for situations where OP was at a premium and I used Micro Argus PD.

Ships: Yep, Asura is a bit too good. With the flux speed bonus, it just breezes through nebulae and tends to get to the enemy even before all but the fastest fighter wings. I prefer it to Shadowyards' Scylla for the speed and generous weapons loadout. Could probably do with a 'High Maintenance' like the Desdinova, considering it feels equally over-tuned. In Uomoz I started out with a Scarab frigate once and it's always kept me alive. NPC Kurma and Gonodactylus are a pain in the ass to fight.

1371
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
« on: March 28, 2015, 08:01:34 PM »
Pretty cool mod. In effect it doubles flight decks (or very nearly anyway, depending on how it adds up with skills), but it's still a mixed blessing thanks to OP cost.

Possible bug: I noticed it can't be installed on Shadowyards' Charybdis carrier.

1372
General Discussion / Re: A disturbing trend is arising...
« on: March 28, 2015, 07:57:39 PM »
Less of a trend and more of a playstyle born from an increasingly cut-throat handling of CR and supplies. It's simply cheaper and more effective to do, not the only thing you can do. But yes, tolerances should be loosened a bit and the Combat skill tree needs an overhaul in the direction of what SS+ is doing.

1373
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.7.2
« on: March 27, 2015, 06:24:19 PM »
Does the 'Expanded Flight Decks' percentage bonus also apply to wings being rebuilt, or is it just for re-arming?

1374
Mods / Re: (0.65.2a) Shadowyards Reconstruction Authority 0.5.2.3
« on: March 26, 2015, 08:49:37 PM »
Noticed a typo: Raksasha -> Rakshasa, assuming you're going with Hindu mythology here.

1375
Okay, since we're talking about the humanity of it all, let's also talk about how the player builds attachment to his crew and needs incentive to keep them around.

This could be done by only giving out green crew to captains; by not only making higher tiers valuable but also possibly giving us the option to specialize individually. I.e. you get a levelup prompt after a fight. Veterans get a specialty field with some small added bonuses, Elite crew get a second specialty field or a higher bonus to the first.

Instead of handling crew like cargo, we get to assign certain crew to certain ships. Give a shield tank electronics & tech experts, put dedicated pilots on fighters (and mourn their loss when they inevitably get vaporized) and so on.

And lastly, excess crew should not chew through much more supplies than regular crew. As long as you have cargo space for them, I don't see how they can get so damn expensive.

1376
You can jettison crew just like any other cargo. Inventory screen. ;)

1377
General Discussion / Re: FPS drop when near asteroid belt
« on: March 21, 2015, 05:12:25 AM »
If you have artifacts, that'd be a bad or not cleanly installed Intel driver, 'fallback mode' with software-only transparency or something like that. I once tried to run a DirectDraw game on an ancient VIA chipset and it produced a number of white boxes instead of an inventory.

I recommend booting into Safe Mode and running Display Driver Uninstaller. Then you may boot normally and install the latest HD 4000 driver.

1378
General Discussion / Re: Dual Flack or Heavy Machine gun
« on: March 21, 2015, 04:47:52 AM »
Dual Flak is fantastic and arguably the best point defense weapon of them all, energy weapons included. Heavy Burst has more range and burst-damage but will wear itself out under duress, Dual Flak will just chug along happily and murder everything that enters its fun zone. Used offensively, they make good close-up finishers when hull is exposed.

HMGs are just a bit underwhelming by comparison. I've used them once or twice, but they take longer to deal with a threat. Try an Enforcer with 2x DF versus 2x HMG and do a test run with 1-3 fighter wings attacking. Time it.

1379
Announcements / Re: Starsector 0.65.2a (Released) Patch Notes
« on: March 15, 2015, 01:12:36 AM »
Uomoz made combat useful because you would get pieces of faction tech used in the construction of new ships via a blueprint system. This was a lot of fun.

1380
Suggestions / Re: construction/industrial
« on: March 14, 2015, 01:05:23 PM »
Pretty good poll. For me, it's a toss-up between different options but I had to go with a more dynamic game, representative of 'more things to do', which may well include construction and other stuff.

I don't particularly like the idea of planets being conquerable or easily turned; too often that I've played sandbox games like Warband where the political landscape changes so much by the time I'm done beefing up my character, it doesn't look like itself anymore. I'd rather have some stability and restrict player actions to a maximum of constructing starbases.

I -love- the idea of battles creating areas with wrecks in them.

Combat AI is pretty damn good; combat overall has already been polished to a certain degree and will probably only see fine-tuning and small additions, which is fine. Fleet smarts on the strategic overview however needs work.

Now we have markets, which are fine, but I feel that without more things to impact markets and more things that the markets in turn influence, they're a bit lacking and disjointed. Which brings me to..

Diplomacy! Pirate sieges, pacts and wars could drastically alter the mercantile landscape and provide more fertile soil for these 'trade events' that the current system is based around. Goods starvation is too predictable and too easily created by the player right now to keep it interesting.

Likewise deepening the game with options to pledge yourself to a faction, to do certain missions for certain individuals, with a framework that will have fleets and characters not only floating about killing each other, but perform a whole range of tasks that weave into the strategic game. Such as guarding an installation, spying on somebody, scouting, luring, taking prisoners, guarding trade convoys, invading worlds, meeting diplomatically, mining and sciencing.

Another very hands-on thing that reeks a bit of RPGness would be to have fleets occasionally drop a certain weapon with altered stats on it; nothing massively overpowered, but a prototype that roughly fits the faction that dropped it. Hegemony may drop a Double Flak with concussive payloads that add X of EMP damage. Tri-Tach may drop a HIL that does some flux damage to phased ships. Pirates may drop a missile system with higher agility and unpredictable tracking. Prototype Ship Systems (those that are software-based or not overly bulky) could similarly become a trade good rather than just costing OP. This also ties in with the crafting idea.

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