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Messages - Achataeon

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Void beasts everywhere

Upon explosion, a dimensional engine would open up a rift in time-space and allow a horde of void beasts to ravage everything and everyone.

Mods / Re: [0.7.2a] Portrait Pack v1.2.2
« on: March 20, 2016, 08:52:13 PM »
Question: would it be possible to import our own pictures with this mod? or will we have to make do with what's given to us? (not that I'm saying the pictures are bad, they're actually quite... sexy...)

General Discussion / Re: EMP weapons, absolutely useless?
« on: March 20, 2016, 08:50:22 PM »
Yep. To use EMP properly, you have to combo it with other weapons. Much like you wouldn't use a Kinetic-only setup or a High Explosive only setup on a general purpose ship. Unless, that's what you're aiming for, an EMP support ship. It can't do crap against anything on its own (I imagine it'd still have trouble dispatching fighters) but it should do reasonably well provided it has another ship to do the hammering for it.

General Discussion / Re: Fleet composition and synergies
« on: March 14, 2016, 08:33:33 PM »
5 Enforcers can handle up to tri-tachyon desertion level fleets. I've been running around with 5 Enforcers with me on a Medusa, and things go down left and right. Even managed to take down a Doom with it. Enforcers get Flaks on the sides, Arbalests, and a Mauler in the middle. With the usual hullmods on it, it works like clockwork. They can do this reliably if they all defend one Enforcer among them.

General Discussion / Re: Starsector Ship Tiers
« on: March 14, 2016, 08:45:23 AM »
Have the new vanilla ships been added yet? I'd love to know where in the tiers the Harbinger, Wayfarer, Scarab, and Centurion fit into. Although insta-tier 1 for Scarab is a given.

Suggestions / Re: Extended Alternating Weapon Functionality
« on: March 13, 2016, 09:10:18 PM »
A far more useful (imo) alternating capability would be to have the AI average out the reload/refire time for grouped missile weapons set to alternating, so it can maintain a decent spread of ordnance over time.

Oh yes please! This would make a dual-mount Arbalest Cannon on an Enforcer actually viable. Or an alternating Pulse Laser on a Medusa. Or Mining Blasters on the Doom. Maybe even the two up-front universals on the Shade.

General Discussion / Re: When push comes to shove...
« on: March 13, 2016, 08:29:58 AM »
Heh. That push/shove thing actually saved my ships plenty of times when I arrived just in time to push/shove them out of the way of Reapers coming at them. I think that it should be changed a bit though. Unless it's working as intended. (I assume that the momentum of the Scarab increases threefold when Temporal Shelling?)

General Discussion / Re: 0.7.2 feedback
« on: March 13, 2016, 08:24:26 AM »
Although to be fair, Phase Ships are just meant to be shock-and-awe pieces of equipment. Alpha-strikers, essentially. But the annoying part is that they can't reliably do that at all. Assigned an Afflictor and 2 Shades to strike a lone Hammerhead? Heh. The Hammerhead can actually hold its own despite it being a mediocre ship. Makes me scratch my head in wonder....

If only Starsector was KSP with guns. Where you'd plan your orbital trajectories and stuff to get into an attack position against a fleet, with considerations on the bodies present in space. So you could have a battle around a planet, and maneuvers have to take into account your peri/apoapsis and the edge of the atmosphere of the planet (if it has any)

Hmm. Sort of like Elite: Dangerous, actually. In 2D

Suggestions / Re: Crew mechanic ideas
« on: March 11, 2016, 06:52:36 AM »
Both sides of the story provides a different kind of satisfaction, really. On the slow, non-leveled player, every battle you came out on top of is a deep satisfaction on a strategic sense. You won because of your strategy skills. On the other hand, to the highly-levelled, end game player, winning pitched battles is fun because you put your skill into it. So the differences filter out what kind of fun a player actually wants from the game. Whether it's the bare bones combat of unleveled fleets. Or the fast-paced arcadey endgame fleets. Or somewhere in between. And it still doesn't take into consideration the fun of outfitting your ships to be the ultimate engine of destruction. Heh. It would be awesome if Starsector managed to cater to all those cravings. That would be very fun indeed.

Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.2 - New 0.7.2a update!
« on: March 10, 2016, 06:51:30 PM »
...Dart SRM's...
...Shinespark Desecrator...
...Scintillating Demolisher...
...Starlight Destroyer...

Was there an Awesome Names Convention that I missed or what?

Announcements / Re: Starsector 0.7.2a (Released) Patch Notes
« on: March 10, 2016, 06:26:27 PM »
Changes as of March 03, 2016 (hotfix, -RC3

Something's really bugging for quite a while now. The -RC3 doesn't have a closed parenthesis on it ")"

That and, where can you buy Harvested Organs legally? The only reliable way I can buy that thing is off of Chicozmotoc, and it's illegal there. Kinda hard to do those legal Organ missions without resorting to Black Marketing.

Mods / Re: [0.7.2a] Blackrock Drive Yards v0.8.2 - New 0.7.2a update!
« on: March 02, 2016, 07:29:25 PM »
I don't remember if they'd always been like this or I just didn't notice until now, but every so often phasing in the Morpheus has no effect on approaching missiles, bullets, or beams. I just lost one because the half dozen harpoons I'd hoped to absorb hit me while phased instead.

I think it only absorbs stuff from the front. So you'd actually have to spin around while phased if you want to protect yourself. I may be wrong though.

General Discussion / Re: Happiness is...
« on: March 02, 2016, 06:18:26 PM »
... when you discover that Metals can now be over 100 $pacebucks per unit. Now I can finally sell those Metals I've been hoarding since day one!

Yep. The Long Wait has come. Good thing we have trickle of blog posts coming as well. Now I'm just hoping KSP 1.1 would release before I burn myself out playing Starsector.

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