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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 - Lucky33

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16
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 14, 2023, 11:07:23 PM »
And now for something completely different.

While doing early bounties (70-90K) I've noticed that very frequently (half the time and its clearly random) the resulting debris is of very low density. Like 0.2-0.3. Meaning that even with salvaging skill and two rigs I'm getting almost no resources. While in AI on AI fights I've never saw those low density debris fields. Is it a bug?

Even without it those bounties are resource negative with all resource gathering skills. But with this they turn into a bad joke. And while we are at it: why exactly pure combat fleets became so low on resources? I mean with that level there is no need to destroy them just force them to deploy their ships, shoot for cheap damage then disengage and this is it. They will run out of supplies. Except they don't.

So what's the point of those bounties in current version? Piracy in the Core provides the very same experience/ships/weapons, much more resources and more money from exploiting deficits. To get something different you need those special bounties from the contacts. And from the looks of it, current bounties are more of a noob trap or something like that. Things that you are not supposed to do.

17
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 14, 2023, 01:46:38 AM »
I dunno how that 4 LMM Pegasus came into existence in the first place. But since the scrapping of it and forgetting that it was is not an option can we just use the original version as an non-recoverable boss ship? And scrap the current version because, sorry, but 50 point superbattleship is supposed to have some character. And there is none.

18
Missiles are merely ripples on the water. The core problem is the flux based balance. When you have complete immunity for a given amount of incoming damage and can fully reset it. Meaning that to deal permanent damage and actually destroy target you need to overload flux reserves of the target. And thus making better any ship with noticeably larger flux reserves. And the whole balance system is there to create huge amount of exceptions from this rule. Because if not the best ship list would be very short.

Hence the missile, speed and shield piercers inflation.

19
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 13, 2023, 11:34:08 PM »
I spent *a while* trying to come up with an interesting missile-related ship system, let me tell you! IIRC none of the ideas made, falling either into the "hilariously overpowered" or "just a more complicated way to spell fast missile racks" categories, with a smattering of "how would the AI even"... Not to say that it's not possible, but it's tricky - though in all honesty, I don't remember many details now.

Omnimissile. Combat ability to pick missile types in a fixed mount. It allows you to break the spell and to have virtual mounts what are not affecting DPS.

I mean the true problem of any pure missile build is what you need several missile types to do different jobs. And the only way to get about it is to have several mounts. But if number of mounts is becoming too high player can and will exploit it by spamming strike ordnance. So you need the ability to switch missile types on the fly and limit the number of mounts.

20
He really did search one word and concluded that was an argument. What

You was asked to present your argument about "most players". Because for the non-online game any such statements is a moot point since no hard statistical data even exist. And yet you are attacking me for doing that you was expected to do.

21
What "most players" are you even talking about?

Most players who actually make it to the endgame and don't use overpowered mod ships.

Pioneers.

22
People on forums, reddit, youtube... I know that's not everyone but a sizeable part of the community.

I see mostly Nex on youtube. And as one would guess it wasn't even 0.96 until very recently.

This:

apogee site:https://www.reddit.com/r/starsector/

Gives only two hits in the past week.

This:

Gryphon site:https://www.reddit.com/r/starsector/

Three.

I think you are projecting too much.

Honestly, considering that certain missile carriers weren't even nerfed yet and AI has no decent anti-missile variants, the whole impact of the missiles is kinda limited. Overcautious even.

23
What do you mean by "missile creep went too far"? I didn't even bothered to play previous version because it was all those flux bubbles again. What you call a missile creep is a needed diversity in the flux based mono-culture. Remove it or tone it down and it will be same ships doing same things all other again. Starsector didn't make it to be the chess in space. So it needs some form of extensive balance to produce some impact. New stuff doing new things. The whole missile-anti-missile-fighter thing is exactly this stuff. It doesn't went too far. It is exactly there it should be. Popping flux bubbles.
Ah yes that is why most of the players in end game spammed Gryphons, Apogees and other missile users with Squalls. Truly diverse.

What "most players" are you even talking about?

24
What do you mean by "missile creep went too far"? I didn't even bothered to play previous version because it was all those flux bubbles again. What you call a missile creep is a needed diversity in the flux based mono-culture. Remove it or tone it down and it will be same ships doing same things all other again. Starsector didn't make it to be the chess in space. So it needs some form of extensive balance to produce some impact. New stuff doing new things. The whole missile-anti-missile-fighter thing is exactly this stuff. It doesn't went too far. It is exactly there it should be. Popping flux bubbles.

25
General Discussion / Re: 0.96 Feedbacks from FOSSIC (Updating)
« on: May 09, 2023, 11:39:15 AM »
I can put it in one sentence:

"Finally, something happened that is not another flux bubble."

26
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 09, 2023, 10:27:30 AM »
I'm literally telling you that emergency burn isn't even necessary. And as another comment said in another thread, it's impossible they're always an annoyance. By pure statistics you're going to have same helpful ones, some less so. Unless you deliberately go against them each half of the cycle.

Here is the actual map. Assuming that player is in the core worlds. Unless you are going exactly into south-western direction you will have to cross some slipstreams. However, players normally tend to avoid furthest corners and pick missions in the closer regions. This way, most of the time slipstreams will be the hindrance and only on rare occasions they will be of use. Needless to say that to get this map I had to go into two pirate base systems to use their sensor arrays to gather this data. Also I had to remember that some while ago Alex did a blog post about slipstreams changing directions on a regular basis. And I still don't know exact timeframe for that so on average I have roughly two month without slipstreams, 5 months for the eastbound structure and 5 months for the westbound one. And to get a map while maximizing useful time I need to be in any of this base systems, waiting. And, while we at it, as a mean of slipstream navigation Neutrino detector just sucks. Why would I need to know a vector to nearest slipstream? I need a map.

The whole system is too complex and with so little key information available in the game its just opaque. Why, just why it was so difficult to create a sector wide message that hints about slipstreams going away and coming back!? And put the quote from the blog right in the Hyperspace Topography screen? Why, instead of useless Neutrino detector feature we didn't get some means to actually chart the hyperspace maps? It costs freaking skill point after all. Like the ability to control most powerful battleship in the game. Also the detection range from the arrays is a joke. Apart from Samarra, core systems can be completely or partially out of range.

And this is coming from the player who actually read that blog post about slipstreams. I'm afraid to think about someone's else experience who don't.

Spoiler



[close]

If it helps, they change direction every half a cycle. I forgot which half goes which way, but the streams should change at the start of and in the middle of a cycle, which'd help you plan your trips at least a bit.

The whole changing direction thing takes about a month or so.

27
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 09, 2023, 03:29:38 AM »
"This is going to be a terrible night..."

28
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 09, 2023, 03:14:44 AM »
I'm literally telling you that emergency burn isn't even necessary. And as another comment said in another thread, it's impossible they're always an annoyance. By pure statistics you're going to have same helpful ones, some less so. Unless you deliberately go against them each half of the cycle.

Here is the actual map. Assuming that player is in the core worlds. Unless you are going exactly into south-western direction you will have to cross some slipstreams. However, players normally tend to avoid furthest corners and pick missions in the closer regions. This way, most of the time slipstreams will be the hindrance and only on rare occasions they will be of use. Needless to say that to get this map I had to go into two pirate base systems to use their sensor arrays to gather this data. Also I had to remember that some while ago Alex did a blog post about slipstreams changing directions on a regular basis. And I still don't know exact timeframe for that so on average I have roughly two month without slipstreams, 5 months for the eastbound structure and 5 months for the westbound one. And to get a map while maximizing useful time I need to be in any of this base systems, waiting. And, while we at it, as a mean of slipstream navigation Neutrino detector just sucks. Why would I need to know a vector to nearest slipstream? I need a map.

The whole system is too complex and with so little key information available in the game its just opaque. Why, just why it was so difficult to create a sector wide message that hints about slipstreams going away and coming back!? And put the quote from the blog right in the Hyperspace Topography screen? Why, instead of useless Neutrino detector feature we didn't get some means to actually chart the hyperspace maps? It costs freaking skill point after all. Like the ability to control most powerful battleship in the game. Also the detection range from the arrays is a joke. Apart from Samarra, core systems can be completely or partially out of range.

And this is coming from the player who actually read that blog post about slipstreams. I'm afraid to think about someone's else experience who don't.

Spoiler



[close]

29
General Discussion / Re: Current notes on 0.96a
« on: May 08, 2023, 07:53:10 AM »
Here is how it works on my side.
So as intended? On Wolf MA gives 4 reload points since it has 2 small missiles and Gorgons eat up 4 points EACH, which means only one gets a full reload. You're better off using EMR there. Note that this might change with other missiles since not all have equal reload points.

OMG, I didn't realize that its ordnance points not the number of missiles.

30
General Discussion / Re: Current notes on 0.96a
« on: May 08, 2023, 07:35:32 AM »
There were a lot of Missile Autoloader mentions in the first pages. I don't get it. It is useless in the multi launcher setups since it replenishes missiles only in a single launcher. It is so niche that you may as well simply create a certain variant for certain ships and remove it as an optional hullmode altogether.

it can reload every launcher on the ship, no idea where you got this from (though, it'll fill the first launcher to use all it's ammo, so it might seem like it's all being dumped into one if you've got multiple types of missile with different ammo caps)
it having less capacity for ships with more slots is kinda wierd, but it prevents it from outright replacing EMR.

Here is how it works on my side.

https://youtu.be/K4876AQZ3G4

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