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Messages - Serenitis

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1351
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 21, 2015, 03:20:35 AM »
Playing 0.7 is like when I tried playing a "no pursuit" game last version.
It is slooooooow.
Still only got a frigate and a couple of transports, and can barely keep them going due to spending most of my time/supplies running away from virtually everything.
Or trying to because of that damn burn boost.
And my frigate is behaving like a fighter: It loses nearly half of it's CR whenever it gets deployed. This is a serious gimp from the previous version.

I'm finding that how shuttles/light transports slow you down now is irritating, and exacerbates the problem of being repeatedly mugged by randoms.
Doubly irritaing as they are an absolute nessesity to get anything useful done.
Triply irritating in that they attract every bugger and his dog seemingly from all over the place.

The transport contracts are p. good, but are frequently out of reach due to the huge amounts of expensive stuff people ask for.
And sometimes the seemingly impossible time limits.
I do miss the market disruptions that gave some random thing significantly better buy or sell prices for a while, but maybe the contracts are supposed to take over that kind of thing now. (And that markets seem to have almost limitless quantities of everything, except fuel and supplies.)
Although it would be really nice if the people we have to contact to complete missions are highlighted - I can never remember thier names and end up clicking everyone.

Marines seem to be pretty expensive. It was mentioned that they were going to be ~500-ish each, but I've not yet seen any for less than 950.
Is this a market rollercoaster thing?

Space terrain is nice. I really like how there's a little info bar that tells you what kind of horrible place you're in / which system landmark you're near.

Joining battles in progress is probably the single best feature though. It is super fun being able to participate in big events at any level, and "rescuing" trader fleets is something I've quite enjoyed.
Pegasus Rescue Brigade GO!

But...
Finding battles, or even fleets small enough to fight alone seems to be a nigh impossible task. And as such I have spent the past hour wandering around looking for something to poke in between not finding suitable delivery missions.
And it is boring.

Is it intentional that the music fades out and in again sometimes, like I've just stuffed a towel in my speakers? Because it sounds really weird.

I've not even got this far into the game yet, but Tachyon Lance range = 1000.
Really?
And it still costs a ton of OP.
Really?

Is there any other way of displaying the sensor echoes? Like a direction pointer with a numerical distance indicator?
Or at least some means in game of telling me exactly what these distracting things are trying to show me, because all I'm getting from these is "there's something somewhere".
I get that it's supposed to show a faction and a general direction, but sometimes the lines move towards you, sometimes away, and the curves are so wide it's kind of hard to see what direction they're coming from when there's a few of them all going at once. The whole thing just seems really murky and opaque.

The "new player" frustration potential has increased quite a bit in this release. And that's not really a good thing.
I'm trying to think of a way to not dogpile newbies with all this harsh stuff while keeping the rest of the game as-is, and the only things I can come up with probably negate the purpose of having them in the first place:
  • Make burn boost "run away" only
  • Increase basic sensor range
In all honesty if I was coming into SS just now I probably would have played it for an hour or so, run in to all these "traps" got fed up and just deleted it despite it looking super fun.
I'm a "casual", so while I don't mind a challenge I really don't like being forced into them. Player agency etc etc.

I'll continue to hit my head on this object for a while yet, maybe it will even stop hurting at some point....

1352
Announcements / Re: Starsector 0.7a (Released) Patch Notes
« on: November 20, 2015, 11:08:45 AM »
Grats on finishing it!
There's lots of very cool looking stuff in here. But....

I'm finding the whole thing to be a bit frustrating tbh.

The default detection range is pretty small so you can't see fleets until they're almost on top of you, and now that everything can be randomly faster than you whenever it decides it is really easy to get trapped by fleets which are both tougher than you AND faster than you.
Bam. Dead before you even start.
Yes. You can activate the burn thing as well, but you don't even know you need to before some random thing jumps out of the dark at you, plus this introduces a "twitch" element to the game which is a huge reason I like(d) SS - because it doesn't (didn't) have any of those.

It's the combination of really fast enemies which can make themselves faster, and almost zero ability for situational awareness which makes the game far to "hard" for me to consider it even remotely fun at the moment. :(
Maybe if the emergency burn boost thing had a limitation like "can't initiate combat for x amount of time after activating" to prevent fleets from using it to chase things instead of running away from things (like in an emergency) it would be a little less harsh?

Also, what are these random coloured arcs which bounce around the screen all the time? They're pretty distracting.

Sorry for being all negative and such.

1353
Also redid boarding:
- Requires and uses only marines

Please make sure all Pirate ports have some small amount of marines available so wannabe Pirates are not locked out of a mechanic which is pretty important to thier progression.

1354
Do what you want 'cos a Pirate is free!

1355
General Discussion / Re: On Ship Loadouts, Vanilla, Hullmods and Endgame.
« on: November 08, 2015, 10:09:23 AM »
Seconding the Imperium.
Also might be worth checking out Blackrock, there's some nice stuff in there.

Adding blast doors and bulkheads to your boarding ships also makes them marginally more survivable.

1356
General Discussion / Re: Starsector Ship Tiers
« on: November 08, 2015, 09:42:33 AM »
Apogee has a weird as hell layout that really doesn't do it any favours.
The small mounts on the nose are hardpoints, and are not very useful because small energy weapons are mediocre at best. And fixed small energy weapons on a ship with the turning radius of a building are almost completely useless.
The large missile mount is pointed at some odd angle meaning you can't really use reapers for spike damage. Fortunately MIRVs are pretty good so this isn't a huge issue, more of a choice you don't have.
The medium mounts are forward facing but at the back of the ship so you "waste" a chunk of your already small range.

It would be better if the two smalls on the nose were replaced with the large missile, the two mediums were moved to the front of the ship, and the two small hardpoints changed to turrets facing aft in place of where the mediums were.
This would make it actually dangerous.
As it is, it is a fairly unimpressive ship best treated as a Mule+.

Aurora is decent, but really needs a mobilty system to work with the short range of energy weapons.
(It totally rocks with a burn drive btw )

1357
Supplies are not usually a huge issue when dealing with captured ships.
For weapons you can make do with whatever you've scavenged until you hit port if you must use it right now. (No-one in thier right mind carts thier entire inventory around with them.)

The issue is crew.
Personally I do not run around with a huge over abundance of crew.
When I capture a ship I almost always want to use them at some point, but it's far more sensible to drag most captured ships back to port and avoid using supplies I could be using to hunt more ships/cargo etc.
There will be occasions that I want the ship in service asap and I'll fix it up in flight, but for the most part I want that ship mothballed so all my other ships don't get CR penalties from being undermanned.
This goes double when playing "red" as pirates need to be able to stay "on mission" for long periods due to thier dependance on picking targets of opportunity (and running away from / around persistent patrols) - anything that consumes supplies over and above minimum fleet maint. is counter productive.

Others may feel differently, but I think this is one of the better ideas we've had on here. (less clicking!)



1358
This would be pretty sensible default behaviour.

1359
General Discussion / Re: Fitting the Wolf
« on: November 03, 2015, 11:42:00 AM »

1360
Discussions / Re: Distant Worlds
« on: November 02, 2015, 11:20:43 AM »
I didn't know you could use multiple drives. Interesting....

But yeah, "Efficient" drives are kinda redundant to be honest, they don't really give enough of an incentive to use them in favour of the others. The only use I've found for them is putting them on freighters (and maybe escorts) so I can get away with only using a single reactor. Everything else can do better either by being faster to take off, or faster in transit.

The only thing that bugs me about this game is that the default ship designs are garbage, and are underpowered enough that they can't even acheive their maximum jump speeds.
Which means 15-20 mins is spent redesigning everything. Fortunately you can save designs for use any time you like so after the first you can just load them as needed.

Sadly DW seems to not get put forward for sales very often, and even then it's only for 24h at a time for whatever reason. Last one was in June and there are still people bummed that they missed the tiny tiny window.

1361
Mods / Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« on: October 31, 2015, 04:55:06 PM »
Did bounty hunter fleets get tweaked up again in the new release?
I'm finding them much harder than previously, to the point that some of them are essentially impossible to beat or escape.

Any chance bounty hunter fleets can be ramped up a bit slower in the next release?

1362
Suggestions / Re: Difficulty Ramp
« on: October 28, 2015, 02:02:33 PM »
Somewhat more on-topic: there's going to be a mechanic in place that makes sure you're only going to keep a good relationship with one of the (currently 4) major factions.

Darn. One of the things I've found most frustrating from a player standpoint was the being punished for trading in shared systems thing, where trading covers everything upto and including buying supplies/fuel/crew.
From a reality/immersion pov it makes sense, but from a gameplay pov it is barmy.
I was really hoping that was going to be toned down a bit, but from the sounds of things it's gone/going the other way.

And for your continued derailing pleasure - anyone who doesn't put flak cannons on a Dominator is silly.

1363
Suggestions / Re: Difficulty Ramp
« on: October 27, 2015, 02:14:54 PM »
Do you feel like the onslaught / dominator are good ships? Like do you actually prefer them, and use them over other cruisers and capitals? I'm asking because I found it strange you mentioned them in the way you did, because in my opinion they are close to the worst in class ships.

> Onslaught
> Dominator
> Worst in class

You're kidding. You're kidding, right? :moonhorse:

I think the point that you might have skipped past there was that even though the ARU gives you some cool bonuses, it is never worth using because for the same logistics cost you can run another ship and have not only extra flexibility, but also extra firepower to deploy if needed.

[edit]
The key to using these two effectively is learning how to get good use out of the burn drive
This. So very much this. The burn drive is probably my favourite ship system simply for the reason that it always gives you an "out" if you need it.

1364
General Discussion / Re: Fitting the Wolf
« on: October 26, 2015, 02:06:57 PM »
AI Wolves are far too fragile and disposable to put heavy blasters on them, so they get either a pulse laser or phase lance mounted in the nose.

Side mounts are almost always burst PD, very occasionally vanilla (not LR) PD lasers.
The foward small mount is either an ion cannon, IRPL or tac laser.
Missiles are:
Salmanders for pursuit/support.
Reapers for breaking things than need to be broken right now.
Annihilators for breaking things on a shoestring.
Otherwise Harpoons as they are decent at everything.

Hull mods: Insulated engines, blast doors, integrated targetting. Stabilised shields and hull reinforcement are nice, but there isn't room for them until you fill up your tech skills.
Max vents and any remaining points into capacitors.

If you're running SS+ you can sub one of the missiles for a flare launcher and swap the PD for more guns.
The flare launcher also makes the Wolf (D) quite useable by giving it some much needed PD capability, leaving the only problem being the reduced OP and a need to fill up on vents and capacitors to counter the negative mods.
Not optimal by any means, but makes a fair bit of difference if you're pirating and can only get hold of the rubbish ones.
The Wolf (D) is one of the two "broken" ships I don't have a problem using.

1365
General Discussion / Re: Share your fleet setup
« on: October 24, 2015, 03:29:02 AM »
I usually end up basing my fleet around a cruiser, as imo they are the funnest ships to fly - just the right balance of mobility, meatiness and firepower.

The Doom is a nice solid ship which can do all kinds of murder. I've had a BarbarianSS+ flagship before which was quite entertaining, and a ZenithSS+ which was a literal steamroller unless you managed to get it caught in a crossfire.
With an escort of 4-6 frigates which don't really get used unless I need to run down escaping ships, or I do something stupid with my flagship.
Wolves are good support ships and Wolf (D)s are acceptable if there's nothing else. Tempests are magical things, and you can really not go wrong with a group of them. I do however utterly adore the MantisBRDY and will make room for any I can find.

The rest of my fleet is frieghters, usually a half dozen Buffalo for the low crew usage. A single tanker (a Dram will do), plus a handful of shuttles for boarding.
I find that Valkyries are not really all that useful as they simply aren't tough enough to be worth the extra expense over a shuttle when they die just the same to the RNG.

No fighters. Fighters are just an expensive hassle.

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