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Messages - sotanaht

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31
General Discussion / Re: Is there any reason to use Astrals over Condors?
« on: October 06, 2019, 04:26:26 AM »
Something people haven't mentioned is AI confidence. Friendly AI loves big ships and feels safe pushing in front of them; enemy AI is scared to attack them even when it obviously has an advantage. Also, maybe fuel... Maybe.

Otherwise, hell yeah, small hulls are more deploy-point-efficient than larger ones! Up until the 30-ship fleet cap Condors are bang-for-buck amazing. Once you have well-specialized officers you'll want expensive combat carriers to make full use of their non-carrier skills, but until then go ham on Pilums and Talons.

It's tempting to go for big expensive ships because let's face it, Onslaughts and Legions and Paragons are the coolest. They're objectively less effective than equal DP worth of smaller stuff with one or two big anchors, though.
Not really true in the long run.  Sure a well built fleet full of small ships might be stronger in a single fight, but small ships almost inevitably suffer losses, even in fights they are overwhelmingly superior in.  Frigates and Destroyers die to stupid AI mistakes all the time.  Large ship fleets are far less likely to suffer from attrition, so over a longer campaign you get more value out of them.  Even late game when replacing ships is trivial you still have to worry about cutting your current "mission" short and going back for replacements.

32
The Guardian only appears defending a sleeper ship, and I believe only alone.  It might be accompanied by domain ships, but I doubt it and even if it were, those ships may as well be debris for all they good they do in battle.  Basically this thing has to solo your entire fleet, and pretty much any sort of competent fleet can take care of it quite easily.  Honestly I'm not sure if it really has any reason to exist, given that.

33
General Discussion / Re: Is there any reason to use Astrals over Condors?
« on: October 05, 2019, 11:07:05 PM »
No, there's no reason to use an astral other than phase recall.  That's the entire point of the ship.  Phase Recall more than triples the effectiveness of bombers.  Not only do they perform bombing runs at least twice as fast (removing the return trip each time), but they also are less likely to get shot down and more likely to stay together on a group for better volleys because of that system.

If you are using non-bombers, don't use Astrals.  Any other carrier, even condors would be better for that role.  The best carriers for non-bombers are of course Herons and Drovers.

34
Suggestions / Re: Tech ruins randomly decreases structure build cost/time
« on: October 02, 2019, 08:32:15 AM »
I like the idea and support it the only problem is you have to have it limited too maybe a few Industries mining, Refining, heavy industry and maybe a Megaport maybe if you're lucky and find a habitable planet with an already existing human population you can have a farm pop up to. there does need to be some form of balance still in this if you decide to rebuild this structure you lose the tech mining option causing you to lose out on Blueprints and possibly easy to get AI's cores.

this is something though for when the game is being polished just to add the extra layer of realism.
Don't agree that it needs a balancing factor.  It's a fairly minor benefit in the long scheme of things and extremely random.  Farms are cheap though, so those not existing as "ruins" doesn't make any issues.

35
Suggestions / Re: Tech ruins randomly decreases structure build cost/time
« on: October 02, 2019, 08:16:18 AM »
I like the idea as well.  Ruins should shrink industry build time by a factor of the type of ruins.  I mean really.  if the Dominion has had a giant city on planet then some of it must be useful still for building things.
I agree that it's a good idea, but from a realism perspective it's entirely possible for ruins to make things HARDER to build.  You have to demolish the old stuff (which takes time) in order to build new.  Renovating old buildings is often more expensive IRL.  From a gameplay perspective though it's a potentially fun mechanic (easier, not harder, harder would be unfun) that shouldn't be too hard to develop.

36
Suggestions / Re: Allow Players to View Starship Market
« on: October 02, 2019, 06:18:16 AM »
Would a seller really advertise their ship on the open market? That's basically announcing to all the pirates "here's my empty ship, come and get it". The galaxy is also in a highly fragmented state. Comms are fickle and faction borders are thick.
When those ships are on a planet or major station, that's not going to be a major concern.  If pirates are going to attack, they will do so anyway because planets and stations ALWAYS have loot.  They aren't going to do so going after a specific ship.  Not in this universe anyway where there don't exist single ships so rare and valuable as to dwarf the value of a planet.

Now, if that ship were being transported from place to place, then no they aren't going to broadcast their position.  Convoys, as opposed to planets and stations, can enjoy at least a small amount of secrecy and try to avoid notice at all.  Pirates know where all the planets are at any given time, they don't know where all the convoys are.

37
General Discussion / Re: Overrated (overpriced) ships
« on: October 01, 2019, 06:57:02 AM »
Aha! I found out how to use Pilums, and Condors for that matter. They need Thunders. The Thunders disable the engines so the enemies cannot dodge, overload their shields so they can't shield tank, and disable the PD so Pilums don't get shot down. It overcomes all of Pilums' weaknesses, and is the most effective way to use Pilums and Condors yet.
So in other words, just use something else to do everything and forget about the pilums.

38
Suggestions / Re: View PPT on Ship Selection in Combat
« on: September 30, 2019, 06:01:49 PM »
It's also difficult even when you know a ship is out of PPT/in malfunction range etc to find that specific ship on the tactical map and order a retreat, unless you only have one or two ships of the type.

Here's my suggestion: take the "reinforcements" popout window, and add all the current battle stats of the deployed ships to the tooltip on icons in that window (maybe press a button like F2 while mousing over the ship to get all that info).  That includes PPT, CR, Armor, Hull, and Ammo.  Hell throw flux in their too, everything you would see if you were piloting that ship yourself.  Also, allow ships to be selectable from that window so you can then issue orders to the ship based on that information.

39
Suggestions / Re: Paragon OP
« on: September 30, 2019, 05:36:22 PM »
"Outlasting" doesn't work very well when you are facing overwhelming force.  You need burst in that case.  Kill something quickly using all your flux (or as much as you can/need to), active vent, and kill the next thing.
The AI cannot do this!  Once they use up flux bursting, AI battleship just sits there and let the surviving enemies strip armor and grind away hull.  I tried burst loadouts for AI Paragon.  AI Paragon simply dies several seconds later than Onslaught or Conquest.  Dying seconds later than a 40 DP capital does not make Paragon worth 60 DP.

For the player, sure, burst loadout works.  But, two plasma loadout with monstrously high capacity and dissipation is surprisingly effective.  Good enough to compete with a burst loadout in general effectiveness.

@ Goumindong:  I guess he uses HAC because that is 10 more OP for capacitors, and it appears part of the loadout's effectiveness is sheer flux capacity to absorb hits longer.

I tried four autopulse.  AI misuses it and dies quickly enough (at least not if some OP is used for campaign stuff).  Great alpha burst in player hands, though.
That's where the other ships in your fleet come in.  You need something fast and tanky to take the heat off the paragon after it blows its load.  AI Odysseys are perfect for this I find, but it could also be a player role with something like an aurora.  But anyway, you are never going to win on sustain vs a superior force.

Played Paragon some more against Ordos and SIMs.

The weakness of two plasma Paragon is finishing stuff.  More than once, my fleet of two plasma Paragons had to corner Radiants before finishing them off.  Also, killing speed of two plasma Paragon in SIMs is good, but not optimal.  The slower killing speed means Paragons' PPT often times out in double Ordos fights, and I still lose one or two Paragons in double Ordos with Radiants.  Two plasma Paragon really needs near max capacitors or it is no better than the some of the more conventional loadouts.

I tried four lance, two lance/plasma, and four autopulse without the campaign mods.  Four lancers with high capacitors are great for mop-up duty or as a player-piloted sniper.  AI has problems in fights when lance crossfire is not enough to overcome shields.  Two lance/plasma with near max capacitors seemed more efficient than two plasma Paragon.  I can finish double Ordos fights without PPT timeout.  The AI ran a bit hotter, but that was compensated by lances picking off approaching targets and finishing off enemies weakened by plasma.  As a playership, it can almost solo the simulator.  (It probably can, if I can pilot it better and/or respec my campaign skills for more combat skills.)  Two lance/plasma needs high capacitors, which means no campaign mods (at least for AI).  Four autopulse… four or five Paragons firing the whole clip at the same time slows my computer like Spark Drover spam.  Firing whole clip can be dangerous for flux bar.  Did not seem to perform any better than other loadouts.  It is usable, just... not my first choice.

I guess AI Paragon with some loadouts that are totally optimized for combat are worth 60 OP.  It does not have the OP to spare for campaign luxuries, despite appearing to have lots of OP.

Do not use those hullmodes, it is mistake. Lets look, Efficiency Overhaul, you need less use of fuel and supplyes? take more tankers and freighters, you need faster CR recovery? take more ships for replacement. Augmented Engines? I think you want to say Augmented Drive Field? take more tugs. I have just 3 ships for fighting, 2 paragons and one astral (and it is enough to hunt everything), other slots are full of tugs, tankers, freigters, salvage rigs, and it is enough. You can add 3-4 ships for battle, it is no problem. It is some expensive in fuel and supplyes, but there is no problems with that.  ;) do not be afraid about it. Just hullmodes which are assisting in battle.
I can agree with this for Remnants, provided I have a colony built next door for the purpose of farming them.  For nearly anything else, I do not need to optimize this hard to wipe out humans painlessly.  Taking more capitals, tankers, and tugs is easier said than done, except at the very end when I have everything and practically won the game.  Bringing few capitals, whether battleships or more Prometheus, is already a high cost.  Four tugs is significant, and that assumes Navigation 3.  (For a long time, I played without Navigation, and I needed four tugs even with Augmented Engines.  My fleet bled fuel like crazy.  I would not want to bring more capitals and six tugs!)  If my fleet travels long distance and does just about anything other than farming Ordos for Sparks and cores, I would like to run a more lean fleet with campaign mods to cut costs more.  (This is for unmodded game.)
While I love the Paragon and consider it to be the best ship in the game and better than anything in a majority of mods as well, I do find that multiple Paragons do not synergize well.  One paragon is great.  Two paragons, regardless of whether one of them is player piloted, do not work nearly as well as a Paragon + other ships.  My personal combination is Paragon+Astral+Odyssey, with the astral(s) doing heavy damage bombing runs to pick off targets, the Paragon charging up the middle and occupying the enemy force (while doing considerable shield damage), and the Odyssey(s) running interference by dodging in and out of combat.

What happens with 2 Paragons is they essentially fight two separate battles.  The enemy might put token pressure on one while focusing the other, and due to their slow speed there's nothing the un-pressured Paragon can do to help its partner.  As a result they simply die alone one at a time.  Even with player piloting and specific orders there's little one can do to prevent this, whereas when I run Odysseys + Paragon I don't even need to issue orders at all, it just works out of the gate.

40
General Discussion / Re: 7th Starsector Fleet Building Tournament
« on: September 30, 2019, 11:59:04 AM »
There should be another full match.  The forum keeps giving me errors when I try to explain this.

41
General Discussion / Re: What's AI good and bad at?
« on: September 30, 2019, 11:56:32 AM »
The Ai isn't that bad at controlling phase ships and Hyperion. If they manage to find themselves accidently isolating the opponent ship, they do go round the rear and shoot at it. It's just that they are too conservative and don't have any real way to know whether it is entirely safe to do so or not.
What are you talking about?  The AI is absolutely abysmal at controlling either of those.  A Hyperion given to the AI will die in record time, and phase ships get so distracted by missiles they don't do anything at all.  Check out the videos in this thread to see how bad Phase Ship AI is http://fractalsoftworks.com/forum/index.php?topic=16676.msg264558#msg264558

42
General Discussion / Re: 7th Starsector Fleet Building Tournament
« on: September 30, 2019, 06:59:38 AM »
Are you not running an actual final?  Double elimination requires 2 if the losers bracket wins first match.  You can't just say varya got second, that's not how double elim works.

43
General Discussion / Re: Question on prox mines
« on: September 30, 2019, 03:12:22 AM »
what are the use of these proximity mines, when i use wasp they just drop the mines at the back of my ships as they got out of their carrier then go in for their attack run???? and the mines just blow up after a while. SEEMs legit not very usefull at all even as anit fighter protection.

what about the dedicated proximity mine bombers do they function differently?
If they are dropping their bombs the moment they exit your ship, they are clearly programmed wrong.  What they should do is drop bombs when they detect enemy fighters nearby

44
Suggestions / Re: Paragon OP
« on: September 28, 2019, 04:39:42 PM »
Sinigr's Paragon does not have significantly less range than non-beam Paragon (like four autopulse Paragon).  The loadout's purpose is to keep the AI alive, and it works.  It is even useful for the player to use.  Basically, Paragon grinds away with sustained dual plasma cannons (and kinetics), and has a ton of flux to absorb hits.  If player wants to, he can armor/hull tank hits on the nose and not lose weapons because there are none mounted on the nose!  I do not know if the loadout works if Paragon loses 40 or so capacitors for campaign hullmods (I like to put Augmented Engines and Efficiency Overhaul on all ships with burn 7 or less), I have not the chance to try that.  The loadout relies on Paragon outlasting the enemy with efficient flux use and huge flux reserves.

Is that loadout good enough to elevate AI Paragon to 60 DP?  I do not know.  Are there any other loadouts that make AI Paragon worth 60 DP?  (I tried several others, all with four heavy mounts used, and AI Paragon does not last much longer than other battleships against tough enemies, not long enough to be worth 20 more DP.)

If one undergunned loadout elevates AI Paragon to 60 DP weight, then why other ships that become very powerful with the right weapon combo perform as well as more expensive ships?

Quote
...unless the enemy drives to its face.
This is not a problem against the likes of Ordos fleet, at least until they start losing the flux war.  Still better than Paragon losing flux war due to too many guns and not enough flux when outnumbered or dueling a killer Radiant.
"Outlasting" doesn't work very well when you are facing overwhelming force.  You need burst in that case.  Kill something quickly using all your flux (or as much as you can/need to), active vent, and kill the next thing.  Especially for player ships, that's the best way to make use of something like a Paragon.  Concentrated burst firepower.  Sustain loses because the enemy has more total flux because they have more ships, in order to win you need to quickly eliminate their numbers advantage.

Don't get me wrong, I think the paragon is well worth its DP cost and then some, it's the strongest ship in the game and regardless of loadouts it's one of the very few ships the AI can use to both secure kills and survive.  I just don't approve of any sustain-based strategies in campaign.

45
General Discussion / Re: Effective use of Escorts
« on: September 28, 2019, 04:23:18 PM »
A single salamander hit will knock out an auroras engines, I know that from experience. They are the single most annoying thing in the game for me.
Probably just need to use Resistant Flux Conduits.  I can't imagine why you wouldn't use it anyway, since 25% faster active venting is massive for a player ship and still pretty impact for AI even if they only infrequently use it.

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