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Messages - borgrel

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346
General Discussion / Re: New player (greetings from the noob side)
« on: May 18, 2016, 11:45:37 AM »
I am using Insulated Engine Assemblies

From what I understand IEA reduces ur sensor profile, making it more difficult for u to be detected (so u can 'sneak up' on other fleets) but doesnt increase ur sensor range in any way, so it doesnt help u detect other fleets better??

Thanks for the info on ships and officers  ;)

347
General Discussion / New player (greetings from the noob side)
« on: May 18, 2016, 11:17:43 AM »
Hi,

Recently started playing and I must say this game is addictive!!! Well done folks
And many thanks to DarkRevenant for ur modding, it makes the game much more enjoyable (esp. Logistical Conservation and Additional Cargo hull mods).

So, my game so far (after many many failures)

I'm playing on normal difficulty and I started as a Freighter pilot with a fully loaded Tarsus
(which i immediately sell to buy a combat vessel because the I dislike the lasher and HATE the Centurion - the 'heavier' ship as less damage potential because its fields of fire are so crappy ..... SERIOUSLY????  ???) (The scarab is AWESOME but I cant manage to make Tri-Tachyon friendly with me afterwards so I gave that up after 3-4 attempts - it seems that the pirates are farther away in all of the Tri systems than any other which seems overly unfair and even killing pirates I wasn't getting any relationship increases and spent 90% of my time running away from Tri fleets: IT SUCKED)

So I started and restarted and restarted until a Wolf was available to purchase. Sold everything (including the Tarsus) and bought a Wolf .... obviously tactical lasers werent available from the start but EMP cannons work just fine)

I had an amazing run of luck for the start of the game. There was a mission available for trade goods that were in my hold at the start for the beginning station, so I had plenty extra dosh and the area was just crawling in pirates for the first time ever. In 20-30 restarts I have never before had this quick an income and available fodder. Also a Gauss Cannon dropped in one of the first few battles. So I bought a Vanguard and mounted it and used a cautious officer in it and it is now the backbone of my fleet.

After that I got a Vortex (first time I have EVER seen it) and I modded it with Logistical Conservation and Cargo Holds and Crew Quarters (thank you DarkRevenant for MUST HAVE hull mods) and i NEVER deploy it in battle (it costs tooo many supplies) however its sensors are a *MUST* and the amount of time/resources I've saved by having massive sensors is just ridiculous.

I am now lvl 30 with 10 research, 5 Leadership and 2 Combat (first unlocked the important techs: +30% OP, Insulated Engine, Integrated PD, Aux Thrust, etc) then unlocked the marine boosts (the 25% maintenance reduction is also awesome) and i'm now working on combat skills.
I have a Tri-Tachyon commission, i'm friendly(64) with Independent and need to work on Sindrian.
I now have a Vanguard, Medusa, Sunder, Vortex (Log Conv nvr deploys), Mule (Log Conv nvr deploys), 3 alistairs, 2 wolves and a natilaus (I'm looking at buying an Archer next) ....... so many ships i still need to test!!!
I am starting to play at hunting bounties ...... done one so far.

Any advice will be welcome.


************
Questions:
* How come I cant buy Scarabs from Tri-Tachyon?
* I am struggling to find officers (I want steady officers but so far the entire game i've hired every available officer i've found except one and i have 2 steady, 1 cautious, 1 timid *completely useless until i deploy carriers!!!!* and 1 aggressive. In corvus there was not a single officer on sale and in Askonia i found 1. I have been looking at pirate bases toooo. What do i do??
* The Vanguard 1Lg Ball, the Sunder 1Lg En .... when I look at Cruisers to try chose my first purchase I can't seem to find a nice looking one?? I seems like cruisers are a 'downgrade'?? 98% only have medium hard points and the Dominator doesn't have enough cap or flux to be better than the Vanguard (especially at 1/4 the speed with lower burn) and the archer beats the Vindicator (missile forge + 3 med hard points beats 1 large with no ammo for a missile boat) Whats going on here?
* I'm interested in the Apogee and the Aurora cruisers .... sensor package!!! good shields and even though no large hard points it seems like they can actually power 3-4 meds unlike the rest of the cruisers. However the discriptions say they are very rare, how do i get my hands on these?
* Is there a decent way to get good sensor range? In over 30 games i've been offered a sensor ship once and thats a bit ridiculous! Is there a mod with a wing of scout fighters (that acts like sensors) or sensor shuttles or anything so u can push up ur sensor rating early??
* Can some1 please modify the Codex so new players can have some idea of where to get certain ships from reading their info? (even if it only describes the 'basic' ships available to each faction. Replaying 20 times to try to get a commission with EVERY faction just so u can get some basic idea of ships is INSANE. Just a basic tab listing factions with a list of their 'standard' ships as well as some fluff would be very nice.
* I cant seem to find any fighters worth purchasing to justify using my carrier ... 14supplies + fighter wing + 3x longer recovery time after battle than destroyers + no shields seems pointless. 2-3 destroyers will always be a better choice?

348
Suggestions / Re: Vent Time (as a hull stat)
« on: May 18, 2016, 09:41:41 AM »
Hi,

Recently started playing, great game.
DarkRevenant: great mods, many thanks.

It sounds like the problem is min-maxing vents and there are 2 possible solutions to this without nerfing anything

1) It seems (from hull stats) that the 'default' vent:capacitor ratio is 1:10 however, if u consider that 1 vent adds 10 and 1 capacitor adds 200 which would make the default ratio 1:20. Whichever ratio matters, you can penalize players for going too far outside of that ratio, without preventing them from doing so.
If a design's ratio exceeds 1:30 reduce venting (and dissipating) rate by 10% if it exceeds 1:40 reduce venting rate by 20%, etc. The math formula for calculating this is very simple and wont need to be calculated constantly (just during ship modification) and only need an extra tooltip added to ship mod window for the players benefit.

2) This is the method i prefer, but it does add an extra derived stat and (a single extra) calculation during combat and that is to increase hard flux received based on having too few caps for vents and multiply the amount added to hard flux based on the penalty value (and maybe make beam damage hard too, if the venting exceeds caps by a high enough ratio) (and maybe make hard flux vent slower)

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