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Messages - Euphytose

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451
It's an arcade game, not a simulation.

452
General Discussion / Re: Combat Questions
« on: December 18, 2015, 04:09:12 PM »
If you want to fight you'll have to do it yourself. The AI helps but the player is much better at everything. You can stay in a small ship if you want but if you start a fight or get attacked you will have to pilot something that can have an impact on the outcome.

453
General Discussion / Re: 0.7.1 Favourite Ships and Weapon Loadouts
« on: December 18, 2015, 11:18:33 AM »
The Thermal Pulse Cannon has 20 shots in its ammo stores, and regenerates 1 ammo per second.   It can maintain 5 shots/second or 1000 flux/second until its ammo drains and it must rely on regeneration. At that point its 'sustained' rate of fire is 1 shot per second, or 200 flux/second.

Ok, this makes a lot more sense.

454
General Discussion / Re: 0.7.1 Favourite Ships and Weapon Loadouts
« on: December 18, 2015, 11:12:55 AM »
and its built in TP cannons only generate 400 flux/second.

I've noticed this in the weapon group screen, but in-game it's completely wrong. By only firing those two weapons I generate more flux than I can passively vent, without shields on. The value is most certainly not correct.
Flux values listed are for sustained fire, not burst damage.  In other words, the number is technically accurate - it's just not the number you expected it to be, nor the number you wanted to know.

You'll see similar "wrong" values for burst PD and the autopulse laser.

I don't understand. Isn't "sustained fire" pressing and maintaining the fire button pressed? Because that's what I do, and it's definitely not 400 flux per second. It's higher than 1k. I know I have the increased rate of fire through implants, but even with that it shouldn't even come close to 1k.

TPC is 200 flux/shot, 5 shots a second

It says "flux per second" for all weapons. Even the wiki page ( http://starsector.wikia.com/wiki/Thermal_Pulse_Cannon ) states that.

455
General Discussion / Re: 0.7.1 Favourite Ships and Weapon Loadouts
« on: December 18, 2015, 11:00:32 AM »
and its built in TP cannons only generate 400 flux/second.

I've noticed this in the weapon group screen, but in-game it's completely wrong. By only firing those two weapons I generate more flux than I can passively vent, without shields on. The value is most certainly not correct.

And I have more than 1k passive venting, which should completely nullify the flux buildup of the thermal cannons.

456
General Discussion / Re: 0.7.1 Favourite Ships and Weapon Loadouts
« on: December 18, 2015, 08:58:42 AM »
My favorite onslaught. With Gunnery Implants 10 this ship destroys everything very quickly. Bonus to rate of fire really makes ballistic weapons scary.


How do you manage the high flux cost? I also favour the Onslaught but I use 2 large auto cannons, and one hellbore (spelling?), as well as the medium anti shield weapon that fires slowly, whatever the name is. Then a few single flak cannons at the back, and even with that I struggle to not overload. I have 50/50 vents/caps like you.

457
General Discussion / Re: Which officers do you like and which you avoid?
« on: December 17, 2015, 02:49:07 AM »
Yes but it also means that this particular ship is useless unless I control it. And it's not always the best choice. I noticed that all close range builds are not really worth it for the AIs because even on aggressive they just wander around the target, like they're poking it. And that is with the "intercept" command which clearly states that they should attack carelessly.

I guess we need "suicidal" officers.

458
General Discussion / Re: Which officers do you like and which you avoid?
« on: December 17, 2015, 12:36:17 AM »
I actually use two steady officers for my two beam wolf frigates and they never die unless I attack a fleet I really shouldn't have.

I noticed that some ships are virtually useless when controlled by an AI.

For example, I made a really nice SO Brawler with Assault Chainguns, and the aggressive officer attacks every 7-8 seconds or so, with a pitiful salvo, which 80% of bullets actually fail to hit the target. But if I control it, it's a beast. I get behind a destroyer and unload everything, if I don't destroy it right away the engines are knocked out and it's a safe kill for other frigates.

459
One way to solve the learning curve would be to create a starting system, that once left, cannot be rejoined. A tutorial zone of some sort with easier enemies.

460
First off, choosing to play as a bounty hunter is a lot easier than trading.

Pick bounty hunter, starting money, and then play on normal, you will find easy to be way too easy and boring quickly.

The Wolf frigate is incredibly good. Try to kill the small pirate fleets with it, it's not that hard. Your first objective is to buy another Wolf frigate. From then on, you can take out every pirate fleet you encounter near Corvus at the beginning. If possible, outfit the second one with graviton beam and 3 tactical lasers, it's a great support ship.

Then you can make easy money by buying a small crew transport ship like http://starsector.wikia.com/wiki/Mudskipper and buying marines in the 0 stability markets at about 200 currency per marine, which is absolutely nothing, and then selling them back in normal systems at 900 currency per unit.

And then just buy bigger ships.

Try and look for "Steady" officers.

461
General Discussion / Re: Same gun in multiple fire groups.
« on: December 13, 2015, 12:19:23 PM »
You... you don't know about auto-fire?

Click the little boxes at the very top to turn on auto-fire for whatever weapons are in that column. Jeebus, how have you been managing PD weapons?

To be honest some PD weapons do a very poor job at shooting things. The Thumper for example is pretty much useless on anything that's not coming at you in a straight line, and that's with maxed optics. However if you take control it becomes quite good.
The Thumper isn't a PD weapon.

It's supposed to be effective against missiles and fighters. And it is, if you control it yourself.

You... you don't know about auto-fire?

Click the little boxes at the very top to turn on auto-fire for whatever weapons are in that column. Jeebus, how have you been managing PD weapons?

To be honest some PD weapons do a very poor job at shooting things. The Thumper for example is pretty much useless on anything that's not coming at you in a straight line, and that's with maxed optics. However if you take control it becomes quite good.
Last time I checked the Thumper ISN'T a PD tagged gun...
Also, are you adding advanced optics to get more range out of all guns? Because it only effects beams...

Wrong skill name. I meant to say implants.

462
General Discussion / Re: Same gun in multiple fire groups.
« on: December 12, 2015, 09:12:19 PM »
You... you don't know about auto-fire?

Click the little boxes at the very top to turn on auto-fire for whatever weapons are in that column. Jeebus, how have you been managing PD weapons?

To be honest some PD weapons do a very poor job at shooting things. The Thumper for example is pretty much useless on anything that's not coming at you in a straight line, and that's with maxed optics. However if you take control it becomes quite good.

463
General Discussion / Re: Prometheus vs. Phaeton
« on: December 12, 2015, 03:06:29 PM »
You can have 25 ships max. IMO, thats plenty or else you're gonna be paying 10+ supplies per day on maintenance alone - no thanks!

Is there a limit to the type of ships? Can you have 25 capital ships?

464
General Discussion / Re: Prometheus vs. Phaeton
« on: December 12, 2015, 01:55:00 PM »
Fewer fleet slots too....

Though I agree, it makes little sense that the Prometheus is less efficient than 3 Phaetons.

I didn't know you had fleet slots. Thought you could have as many ships as you want.

465
General Discussion / Prometheus vs. Phaeton
« on: December 12, 2015, 01:18:20 PM »
Isn't it more beneficial to have 3 Phaetons instead of one Prometheus? For the same fuel capacity you have one less supply/month, and more importantly, the burn level is much higher.

I'm still pretty much learning the game so maybe I'm missing something here.

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