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Messages - SpacePoliticianAndaZealot

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271
with Blackrock I have to be agile and not get caught
Hmm. So what do you make of PACK, then? Does the Schnauzer have a BR peer?

272
I'll probably wait until the mods all get updated, then go with the Interstellar Imperium - I don't really know why, I just love their ship design and how cleanly they fit into the vanilla game without being OP.
Can you believe this fanboy? :P
OT: I'm thinking about taking it easy and hunting down pirates for glory and some Hedgy dosh. Mainly because I cannot wait to test out expanded battles.

Come to think of it, there should definitely be a mission a lá Fistful of Credits as an introduction to the said system. I was thinking about something like this:

The order of battle:
 -Your forces: a Lasher frigate
-Allies: a Hammerhead (D)
-The Enemy: the civilian liner w/ a frigate for backup

Tics and tacs:
- Hammerhead can't beat the enemy on its own, flank and disable all enemy ships
- Both you and your ally must survive.

In case it isn't clear, the catch is that timing on your end is crucial, since the ally is not under your control and will charge into it's doom if you don't zoom into the fray.

273
Mods / Re: [0.65.2a] The Knights Templar v0.9.4g
« on: November 08, 2015, 10:24:01 AM »
Since Clarents are pretty weak in regard to general missle defense, I would suggest simply fielding a dedicated PD (destroyer-sized) ship.
Try outfitting an Archer with Flare Burst Launchers if you can. It should work against concentrated missle spams.
Regenerating missles are bad news IMO.

274
General Discussion / Re: On Ship Loadouts, Vanilla, Hullmods and Endgame.
« on: November 08, 2015, 07:07:01 AM »
Regarding other mods to complement vanilla, I highly recommend Interstellar Imperium - they slot cleanly into the lore and gameplay as a rival and counterpart to the Hegemony, to the point where it feels strange to play in a game where the Hegemony is the only 'imperial' power.  Their ships feel like 'vanilla-with-a-twist' in the same way Tiandong Heavy Industries' ships do.
Seems interesting enough, especially the lower tariffs part, *especially* if that means more trade fleets.
Will check it out :)

275
General Discussion / Re: On Ship Loadouts, Vanilla, Hullmods and Endgame.
« on: November 08, 2015, 05:05:30 AM »
Elite variants are generally better than others in combat, but have rarer, more expensive weapons. (And possibly hullmods that are harder to get? I never checked.)

Outdated use the cheaper common weapons but don't fight as well in general. 
Ah, I think I understand now. Nevertheless I don't use the Elite loadout as a guideline when creating personalized flagship.
Here is my personal mount in that bounty hunter char of mine:


As for mods, I recommend Ironclads. It is a total conversion, so you won't see anything from vanilla, and it is not compatible with other mods, but it has a whole new feel to it.
Never heard of it :D

276
General Discussion / Re: On Ship Loadouts, Vanilla, Hullmods and Endgame.
« on: November 07, 2015, 10:57:03 AM »
I understand your point, as I've done it with the beforementioned character (though w/ warships, didn't spend any money on transports), but I prefer either sticking exclusively to combat or trading. Only when I play as a pirate I combine these two regularly. And i regard the Bulkheads as an upgrade to Blast Doors because I can't think of a situation where I would be able to have both without losing out significantly on firepower.

277
General Discussion / Re: On Ship Loadouts, Vanilla, Hullmods and Endgame.
« on: November 07, 2015, 10:51:08 AM »
Well, I have. I've played as a pure trader/smuggler on other character. Food gluts are HILARIOUS  :D

278
General Discussion / On Ship Loadouts, Vanilla, Hullmods and Endgame.
« on: November 07, 2015, 10:41:09 AM »
Hello everyone, I've been lurking here ever since I've bought the game one year-ish ago, and I've been playing it on and off until the last few months. I think I've mostly learned the ropes by now, but still have a few questions.

1)There are pre-made variants for every ship in the game. Most names are self-explanatory, but a few I do not understand:
-are Elite loadouts meant to make ships excel at single combat?
-what is the difference between Attack and Assault loadouts ie. what is the philosophy behind these?
-are Outdated variants meant to be some kind of OP-savers at the expense of genereal combat performace? Or is it lore-based?

2)After a while, I've started using mods in my game, and I've come to like the idea of enhancing the vanilla theme very much. SS+ is practically a must-have, and the relatively recent THI amazingly integrates itself into the Sector. I have nothing but praise for these.
Are there any more like these that I've missed? Most of the mods are focused on adding completely new things, right?

3)This one buggers me for quite a while now. How applicable in certain situations is the "Blast Doors" in regard to "Reinforced Bulkheads"? Is the latter meant to be a late-game upgrade of the former? (I don't get the crew loss/hull damage ratio) And in which situations is there a point to using it at all?

4)On my primary character (in pure Vanilla SS), I have reached level 40, and it advances at a snail's pace. I exclusively hunt bounties, and can take on every bounty fleet except the largest deserter ones without noteworthy losses (on average, I keep losing the one same Wolf which I miracuously manage to restore every time). If I were to continue exclusively bounty-hunting, would this be considered end of the game?

I look forward to your answers. And the new update, too.  ;D

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