Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Grievous69

Pages: 1 ... 158 159 [160] 161 162 ... 198
2386
Suggestions / Re: Hypothetical Capital Phase-Ship
« on: February 24, 2020, 12:47:00 AM »
Damn just a few days ago I saw a tweet from Alex with a gif of a ship behind some cloud/smoke and I almost got hyped thinking it was a new phase ship (possibly capital) but it was just a mere Apogee. As for your points I agree with most of them. The idea of a ''1v1 me in phase space'' seems really interesting but kinda boring if they can't shoot. It would just be target practice then. What if targeted ships could fire all their weapons at 0.5x speed and they could still move BUT couldn't use their shields. It would be a nice counter to annoying high tech ships while you'll be still risking damage from them. I suppose you already thought of this but it would make sense for targeted ships to be unable to interact with the rest of the battle. Missiles go right through and all that fancy phase things. That ability doesn't really need inverted scaling as you mentioned because a frigate would be dead in a second, while capitals may still live after. Best just to put a flat time amount to avoid confusion.

And absolutely it would need to be at least 55 or something supplies. I think it could actually work seeing how Doom would be killed by fighters if it weren't for mines, and a capital would be threatened by mere frigates since it's slow (oh hey look accidental indirect frigate buff).

2387
Suggestions / Re: Making the Hyperion Useful
« on: February 24, 2020, 12:35:51 AM »
Oh don't get me wrong I never had trouble fighting them, it was from the AI perspective that there's hardly any counterplay since they don't know how to react. I was just explaining why it will always be super expensive as long as it has the current system.

2388
Suggestions / Re: Making the Hyperion Useful
« on: February 23, 2020, 11:39:07 AM »
I'm just gonna repeat what I said from a recent almost exact Hyperion thread. Its system needs to go, it's way too strong with 0 counterplay, there's no way it could ever work with the ship actually being viable. And with AI, it's either gonna be completely *** useless or the most annoying thing in the whole game, there's no in between. And while some say that's fair for an exotic ship to be only good in player hands, I strongly disagree, we already have too much ships that are ''only decent when a human is behind the wheel''. As noted above, you only have one human spot.

2389
General Discussion / Re: What is everybody's favorite weapon
« on: February 23, 2020, 11:28:55 AM »
Although there's one thing Hurricanes are really great for: destroying Atlases Mk II and Conquests, without ECCM they go wide and there's no way they'll be able to stop all. It completely screws long ships with Omni shields since they're slow to raise. Actually guess they're also good vs Odyssey but wouldn't know since I never saw one in campaign lol.

2390
Suggestions / Re: Unify fleet points and deployment points?
« on: February 23, 2020, 08:46:37 AM »
Hey, I know new skills and changed enemy fleets should help with the capital meta but if you do end up directly buffing or nerfing something, I'd personally  rather see weaker ships buffed than the other way around. There are already some quite decent options at lover sizes like Apogee and Hammerhead so I think others should be at their level. At the end of the day you know what's best, but I'm just hoping you don't make fights even slower than now. Combat is my favourite part of the game but even for me it can get tedious when it lasts 20+ minutes.

2391
Suggestions / Re: Unify fleet points and deployment points?
« on: February 22, 2020, 02:16:27 PM »
@Morrokain
Sorry if it seems I'm immediately *** down your throat but honestly that seems like a bad idea. I mean it would sound ok if the target was some super ship or dreadnought, but vanilla doesn't have those. The issue here is that there's a huge difference in some capital ships (more so than any other class), on one side you have Atlas MkII, and on the other the Paragon. Both are obviously capitals and both would need a skill to be usable which is absurd. You're punishing the player for using weaker capitals and then only thing you'd see are Paragons and an Astral here and there. Your suggestion creates more problems than it ''fixes''. I'm using the word fix like that because there are constant posts about capital spam acting like every single player has a 10 Paragon fleet. Well good job you found a strat that works, here's a cookie. Then using carriers is a problem, SO fleets are a problem, Sabots are a problem. - to everyone who thinks having more than one capital in a fleet is a mortal sin

(Obviously balancing is always a concern but I'm really tired of the exaggerations.)

2392
General Discussion / Re: What is everybody's favorite weapon
« on: February 22, 2020, 02:54:00 AM »
It's really sad not a single person mentioned Squalls. Such an underwhelming large missile weapon when Sabots are a better choice in every situation. Plus the fact that you can only fire them 5 times in battle. They're not bursty at all, I don't get why they don't have more ammo or just reload after a while. The only time I've ever used those was in a tournament on a Remnant ship with a missile autoforge, so it doesn't even count.

2393
General Discussion / Re: What is everybody's favorite weapon
« on: February 21, 2020, 11:02:19 AM »
dunno why people are saying phase lance and ion pulser are bad

https://streamable.com/bkovp
https://streamable.com/az1dv
No one is arguing that? And come on you're fighting a frigate that's supposed to be a long range support. You could fit literally anything on that Tempest and it would win. Who knew one on the most advanced frigates in the game can kill a fly...

2394
General Discussion / Re: What is everybody's favorite weapon
« on: February 21, 2020, 10:59:07 AM »
To avoid repetition I'll just say my playstyle uses weapons combined from bobucles and SCC's posts, minus the Ion beams. Now one thing I don't see mentioned yet is the Heavy blaster, a medium energy weapon that's almost a heavy weapon. Just looking at the stats you might think there's far better options since it has such bad efficiency but the catch is some ships really do good with it because of lack of mounts. It just chews through anything, only other energy weapon that comes close is Plasma cannon but that's far more expensive and on a bigger mount. I can't imagine an Aurora or a Shrike without it. It even works on other ships like Tempest and Apogee before you get something stronger.

2395
General Discussion / Re: What do you set the max battle size to?
« on: February 21, 2020, 07:32:55 AM »
Smaller sizes just don't feel right to me, like you get into a huge fight with numerous fleets which have 7-8 caps and then only thing you see is maybe one with a pile of smaller ships around it. It's like I'm playing a tower defense game and just try to endure the waves. Also the plus side of bigger battle sizes is that fights go a lot quicker. You could argue than lowering the battle size enables you to have a bigger impact on otherwise unwinnable fights but that's just cheeseing to me.

I believe battle size was said to be an exact value once Alex figures out what's the best for the game (you could always change it in settings.json tho) so guess we'll wait and see. And if that turns out true I'd love to see a system where when fighting in asteroid fields or similar terrain it would lower the overall battle size to allow for some sneaky plays. Otherwise it would just be the default bigger size.

2396
Suggestions / Re: Rebind keys
« on: February 21, 2020, 02:12:58 AM »
I'm sure the reason that still hasn't come is that those keys can be simply mouse clicked, you're not forced to use hotkeys. But yeah they should be rebindable, Alex will probably implement that sometime, don't worry.

2397
Well I'm obviously not Alex but this question came up a few times and his response was something along these lines. Trying to push out a separate version for minor bugfixes along with the build he's working on would be a hassle. It's just not worth the trouble putting a download link for something most people won't even notice. I think only exceptions are game-breaking bugs or something really really bad, but thankfully that gets resolved quite quickly.

2398
General Discussion / Re: Harder than darksoul games
« on: February 17, 2020, 11:00:40 AM »
1. The flux/overload/shield/armour system and the resultant necessity (usually) for cat and mouse combat. I am not aware of any previous game that uses a system like this and any new player is most likely to be completely stumped as to why they are getting their arses handed to them to begin with ("begin with" equating to three or four times more play time than the average AAA action title takes to complete). It's not just complicated, it's totally unfamiliar.
Mechwarrior games have pretty similar mechanics, even the weapon grouping is similar except there's no autofire there. But yeah coming across this system first time ever is no easy thing. You just need time to get the feel for it.

2399
General Discussion / Re: Harder than darksoul games
« on: February 17, 2020, 07:53:00 AM »
Darksouls isn't even a hard game. It's just good at fooling people that they've done a challenge that can only be done with experience of memorisation of attack patterns. This whole "git gud" business is just terrible.
Well yeah but the fact that new players have a hard time with it still remains. Darksouls and Starsector are kinda similar seeing how you really need to understand the mechanics and have some knowledge about the game to be able do well. Which imo is a good way of balancing things instead of requiring that a player has inhuman reflexes like some bullet hell or platformer games.

The biggest issue for new players is the fleet management. It's hard to eyeball how a particular ship in shop will do without trying it out first. Same goes for weapons. I'd say the missions in main menu almost feel like a tutorial after the actual tutorial, unless you're a fan of reloading saves in campaign. And the best/worst thing is the autofit. I can see the use for new players but how can he/she know that the autofit build is actually doing something in combat. To me autofit just seems like something you use when you have multiple of the same ships or just wanna put literally any weapon on a clunker ship. If I were a new player, I'd rather experiment with everything so I don't get the ''I obviously need more ships'' feel some new players get when they use bad builds and fleet comps.

2400
General Discussion / Re: Harder than darksoul games
« on: February 17, 2020, 01:26:44 AM »
And then people ask why the game isn't on Steam... Well precisely for this reason, people who don't even bother to learn the game mechanics, fail multiple times and then go crying on the reviews. Thankfully you have to make an account here first, then make a topic and so on, while on steam people would just leave ''game sux too hard lolol''.

To the OP: Treat this as an old school RPG, save non stop so you can easily reload if something bad happens. From what you have told it seems you're most likely travelling in hyperspace with transponder on, that would explain the big pirate fleets. But other than that you didn't really explain what you're doing in the game. How big is you fleet? What ships do you have? Are you trying to explore or stick close to home worlds and do bounty mission? Say something other than ''harder than darksouls games'' which is an incredible overstatement, I'll bet 100 credits you haven't even played Darksouls.

Pages: 1 ... 158 159 [160] 161 162 ... 198