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Messages - DownTheDrain

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241
I entirely agree. I've been on board with Starfarer for a while .. back a title change or two ago. It might have been a tad easy before, but this current incarnation is tooth-grindlingly terrible to me.

...

Notice none of the above is about combat, AI, difficulty in planet stability or interplanetary economy. It is the pressure of tariffs, supplies, combat readiness and dark pirates/hostiles jumping you that squashed the game for me.

After doing this for a while and barely pulling a profit on Normal, I deleted the current build. I've sadly played click games that are less grindy.

I realize there is an 'easy' mode - but the stats made it too easy. It also heavily neutered combat, where the trouble I had was in the personal economy and budget pressures.

I'm not sure if you're playing completely vanilla or not, but maybe try with a few mods.
Steiner Foundation in particular is aimed at making the early game somewhat more tolerable.

That said, as far as the vanilla experience goes I mostly agree, the early game is too hard and the late game doesn't offer any meaningful challenge.
With the game being in development for so long the majority of people posting here are probably seasoned vets that know exactly how to start out, but for new players this has to be rather frustrating, especially if they try the usual approach in this genre (begin with low volume trade and avoid most battles initially) and get completely wrecked.

242
General Discussion / Re: What is your favorite pursuit ship?
« on: August 22, 2016, 02:25:30 PM »
Once you bring in mods there's a number of options that are arguably superior to any vanilla design, but yeah, the Mantis is amazing.
And before anyone takes offense again, I don't mean it's overpowered, I simply love that ship.

For stuff that can fight back a Desdinova might work pretty well too, but she's a bit on the expensive side so whatever you're chasing better be worth it.

At this point, I can't imagine playing the game vanilla with the tiny ship variety.

The mantis is really nice, just kinda fragile. I guess the Feldspar has broken my sense of how survivable a frigate should be.

I tried a semi-vanilla setup recently, with just Nexerelin and the ships and weapons pack and it was pretty enjoyable.
Of course you're missing an awful lot of fancy designs and weapons and the sector is kinda small, but having everything fit visually and thematically was really nice for a change.

It's one of the reasons I often stay away from Scy, Neutrino and Diable Avionics (not to mention AI War and Crystanite), even though I like their stuff. They look good on their own, but the art style is noticeably different from vanilla, so if I do use them I build my fleet from just one or two factions.
Maybe that's just a mild form of OCD on my part though.

As for the Mantis being fragile, well, most frigates I like are.
She can bob and weave though, is fast, has a pretty good flux balance and allows for a lot of effective configurations.

243
General Discussion / Re: What is your favorite pursuit ship?
« on: August 22, 2016, 07:58:13 AM »
I have a new pair that is my current pursuit fleet.
For smaller stuff like shuttles, 4-7 mantis with a rail cannon, some phoenix II missiles, and a few assault guns(I forget the Diable Aveonics explosive small ballistic).
For heavier things, especially things that can fight back, 2-4 Hayle with three rail cannons, and 6 Phoenix II missiles. The alpha of a those missiles when fired linked is hilarious.

Once you bring in mods there's a number of options that are arguably superior to any vanilla design, but yeah, the Mantis is amazing.
And before anyone takes offense again, I don't mean it's overpowered, I simply love that ship.

For stuff that can fight back a Desdinova might work pretty well too, but she's a bit on the expensive side so whatever you're chasing better be worth it.

244
General Discussion / Re: What is your favorite pursuit ship?
« on: August 15, 2016, 08:58:41 AM »
Dark Revenant has gone to great pains to keep the Templars balanced from the beginning.

I used the Templars as an example of a very powerful faction and I understand that they're supposed to be boss battles, so I certainly don't mind their power level.

That said, I very much disagree that they're balanced against vanilla or against most other mods for that matter.
They may be perfectly balanced for a boss faction for all I know but once you put their tech to use in other ships things get lopsided.

245
General Discussion / Re: Overall feedback on ships and weapons
« on: August 15, 2016, 04:52:45 AM »
the hermes and mercury are PERFECT the way they are

as pointed out they are civillian ships, not meant for combat. they are shuttles ... for transporting CEO's and food critics and insurance inspectors around the galaxy

the fact that ships exist that the player will never have any interest in is awesome ...... it adds depth and immersion to the universe.


complaining about them is like walking into a BMW dealership as a trucking company owner and shouting because they cost the same as a mac truck but cant pull any trailers and demanding they make BMW's capable of pulling an 18 wheel trailer so that u have a use for it!!!!

You do have a point, but the OP didn't complain about either of them being terrible in combat.
Apparently these ships are also bad at their actual purpose, transporting cargo... or food critics and insurance inspectors for that matter.

I'm certainly not saying that all ships need to be geared towards the player, or that maximum efficiency should be the ultimate goal of any design, but ideally every ship should have some sort of edge, even a marginal one that is of no use to the player, or the flavor text should make it clear why not.
Perhaps shuttles simply shouldn't fly in a convoy with large, slow transporters and tankers so they would be much harder to catch and usually not worth the trouble.

246
Mods / Re: [0.7.2a] Console Commands v2.7 (released 2015-12-16)
« on: August 15, 2016, 03:15:14 AM »
Are there any intricacies I'm missing with the "spawnfleet" command?
As far as I can tell I can only adjust the total points and crew level and I always end up with a random fleet composition with transponders off that instantly attacks me if hostile or wanders off to do whatever if neutral or friendly.

It would be nice to have templates or some such that determine composition and behavior, you know, for roleplaying purposes.
As it is now the only use of the command seems to be providing XP fodder, or maybe as a last-ditch effort to even the odds against a superior enemy in pursuit without cheating during the actual fight.

247
General Discussion / Re: What is your favorite pursuit ship?
« on: August 12, 2016, 11:55:20 PM »
I've always cheated in SP games and I always will, it's how I play my games and that's about it, anybody who thinks my choice of playing a game how I want is wrong or unfun as it is clearly fun for me for over a decade now and I prefer to avoid this "oh you shouldn't cheat" boll yotz, are we clear? Good. Because I'm having none of the anti-cheat arguments anymore as I'm too old for that dren.

Err... great?

Not sure why you feel the need to preemptively defend the way you prefer to play a singleplayer game, especially one that's still in development and offers all kinds of not-exactly-balanced mods (looking at you Knights Templar).
I'm mostly wondering because you made a somewhat similar post in that mod thread you necro'd, so maybe that's a personal issue on your part, as I have yet to see anyone in this forum trying to tell others how to play the game.

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