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Messages - Grievous69

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2161
General Discussion / Re: Tactical laser vs PD laser
« on: June 23, 2020, 10:50:21 AM »
I haven't done rigorous testing, but if I want a "zone of denial" vs missiles, I will use an Eagle with LRPD and IPDAI.
I think you meant an Enforcer with 5 Dual Flaks

2162
General Discussion / Re: Cursed builds
« on: June 22, 2020, 11:35:36 AM »
I mean anything with Sabots will do great in simulator duels. Until it runs out of Sabots. It doesn't say much except that Sabots are stupidly strong.

2163
General Discussion / Re: Cursed builds
« on: June 22, 2020, 11:09:56 AM »
That made me sad because I've seen some people unironically use beam Auroras and swear that they actually perform well.

2164
General Discussion / Re: Cursed builds
« on: June 22, 2020, 10:48:43 AM »
Is the Resistant Flux Conduits just for the extra dissipation? Seems to me the 360 shield means you could potentially skip that one - though AI shield flickering will still let shots through from time to time since the shield takes a bit to fully raise.
I like RFCs on player ships in general since it helps so much with venting. EMP resistance is just cherry on top. Besides, 15 OP for a capital hullmod is pretty cheap.

@ANGRYABOUTELVES
In the second sentence I wrote:
Quote
Obviously these can't compete with the optimal ones, so don't start with ''well if you replace x with y the build can be a lot better''

EDIT:
@intrinsic_parity
Megas and me have been claiming that ever since the fighter rework, yet no one understood it since ''haha overpowered system''. But it has OP closer to a heavy cruiser rather than a capital considering all the weapon mounts it has. Nerf the system and give it actual options by buffing OPs

2165
General Discussion / Re: Cursed builds
« on: June 22, 2020, 06:25:49 AM »
The vents vs. capacitors thing you got going on is what's infuriating me the most. Like, the HB Eagle: you have SO but you didn't max Vents? Same thing with the Paragon. You've got 36 Vents (not maxed) but do have a Flux Distributor? Nails on a chalkboard.
Eagle is a good kiter, with SO it's even harder to catch. So I'd rather have enough caps to be able to actually kill something and then back out without being overloaded.

Yeah with Paragon I was left with some extra OP so I thought why not get 20 more vents with the hullmod. In order to max out vents AND have flux distributor I'd have to leave something out. And honestly you're gonna be always active venting with this so RFC makes a far bigger difference than 10 extra vents or so. Again, these are my cursed builds, nails on a chalkboard was the thing I was trying to achieve so mission accomplished I guess hahaha.

Doom with all beams doesn't even sound that horrible. I use Phase lances and Burst PD anyway so you're just losing missiles, but mines make up for them quite nicely.

2166
General Discussion / Cursed builds
« on: June 22, 2020, 04:15:27 AM »
I've been a bit bored so I tried to come up with some truly ''wrong'' builds that can still work. Obviously these can't compete with the optimal ones, so don't start with ''well if you replace x with y the build can be a lot better''. The whole point is having fun and giving the meta a middle finger.

WARNING: The following images may be shocking for some, open at your own risk!
Spoiler

The Battlecarrier Astral - Note how even with only Talons, Astral lacks OP to do anything decent
[close]
Spoiler

The Aurora Wannabe Eagle - A cheaper alternative of the mighty destroyer crusher
[close]
Spoiler

The Lawnmower Conquest - Say goodbye to those pesky fighters and missile clouds
[close]
Spoiler

The REAL Burst Paragon - When you just can't seem to find those Plasma Cannons
[close]

Feel free to post your own abominations

2167
Suggestions / Re: Balancing Change Ideas
« on: June 21, 2020, 11:39:46 AM »
+1 to weaker ADF, Mk II capitals may even be decent in early game then.
I would not want current ADF weakened to +1.  Sometimes, the +2 ADF is exactly what I need (like if I try to go to the fringe with a single large ship).  However, it would be nice if there was also a cheaper +1 version for non-civilians.
That's exactly what I said? I'd be mad to suggest a nerf to an already super costly hullmod.

EDIT: To make myself clear, I was simply agreeing with the suggestion of having both options in the game.

2168
Suggestions / Re: Balancing Change Ideas
« on: June 21, 2020, 10:29:41 AM »
I don't get how often people trash AI Conquest but praise Odyssey like the ultimate ship. In my experience AI Conquests do more work and die less despite being cheaper and much easier to find. By cheaper I mean less DP.

2169
Suggestions / Re: Balancing Change Ideas
« on: June 21, 2020, 09:56:13 AM »
Is survivability/defense not equally important?
Not even close mate, not even in the same category. You don't need defense if you can evade everything that's a threat to you. By your logic Conquest would be a horrible ship, while in reality that's far from the truth.

2170
Suggestions / Re: Balancing Change Ideas
« on: June 21, 2020, 09:04:47 AM »
I think the game could use another combat speed hull mod because unstable injector in its current state isn't really useful outside of civilian ships so they can run away faster and maybe phase ships. I would like a +speed Hullmod with a more palatable downside. Something like reduced armor/hull would make sense to me, or even weakened shields, although that one might hurt too much.

It feels to me like the loss of range offsets the benefits of increased speed since you move faster but take longer to get into range (and take damage while you are approaching) which makes balancing that downside pretty challenging.
Well that's the whole point of speed hullmods, speed is such an important stat you really have to pay with something equally important. That's what makes it niche and not a no-brainer choice. Because with your suggestion it's either gonna be an autopick on high tech ships or low tech ones. And if it's a slight nerf to both, then it's gonna be worth on everything lol, even more so on glass cannon like Sunder and Conquest. So yeah that's really a touchy thing in general. I wouldn't want another UI on every ship meta.

+1 to weaker ADF, Mk II capitals may even be decent in early game then.

2171
General Discussion / Re: My current fleet, improvement ideas?
« on: June 21, 2020, 06:09:13 AM »
Not gonna lie it seems like you spent some time on the subreddit and then used only the ships that are praised by most, it's a bit boring imo. I like fleet diversity personally.

As for improving loadouts you seriously need to ditch those fighters out of Astrals. The ship system has crazy good synergy with bombers, it's a waste putting any sort of fighter wing there. For example 4 Dagger wings and 2 Longbows is a nice combo.

2172
Yea when I first started playing the game, I used hold fire a lot to gain the 0 flux speed bonus. And then I go into enemy range and wonder, what the hell happened to my ship. There's already a lot to look at in the bottom left, so I'd suggest maybe a graphical effect of some kind? Not something super annoying but just so it's very hard not to notice you put all your weapons to sleep.

2173
Suggestions / Re: Fleet Organization
« on: June 20, 2020, 02:14:47 AM »
It does have chain of command. It is one of the game's more distinguishing features.
How? You can go through the whole campaign and never give a single order, your ships will still do fine. The AI intentionally works like this so you don't have to micro your fleet all the time in every single fight. Calling the player, and then every other AI ship that works individually a ''chain'' is a stretch, it's more like a single line of command.

You create ad hoc task-groups and give them overall commands
I still think of them more as suggestions. I'd say the closest thing to a real command is Direct retreat, but even then the AI pays attention to some things.

So yeah I'm not a huge fan of the whole strategy in combat suggestion but what I'd like to see is different kinds of officers. Let's say there are inexperienced ones who could only pilot frigates and destroyers, but you could have more of them. So it's actually not a waste putting an officer on a frigate. I know the new skill system is trying to deal with this but I really don't like ''here's a buff to some arbitrary stats if you have weaker ships'' thing. It's such a cheap way to balance the diversity of fleets.

2174
Yes, the little dinky frigate thats not anywhere near anyone's top of the tier list has stayed with me from the very start of a campaign all the way through multi ordo fights.
*looks at my tier list* > literally the first ship in A tier. I'm a no one :'(

2175
General Discussion / Re: running away while mining
« on: June 19, 2020, 09:22:04 AM »
Nah it's from a mod, he just asked in the wrong section. I personally didn't play with that so I have no clue what to do.

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