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Messages - Starareo

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61
I was checking out variants and I'm going to assume that the Scathach version of the Dun Scaith is only there for testing, not actually implemented into drops and such? Same case as all those op test ships in the Sylphon mod?

62
Rakia was without a doubt strong as hell in player hands. With the built in weapons, some additional strike weapons, and extra vents, you can punch way above your weight with a hit and run strategy. Also the damn thing can stay in phase for far longer than a Doom, comparatively the best phase ship in vanilla. Nerf will definitely add more risk.

63
@Cathar I'm using the Seresvalla as a support/suppression capital with Purgatory cannons. I load up on support hullmods like Nav Relay and the ship itself boosts your fleets burn by 1, which is fantastic. In combat, the Seresvalla gives all your ships 20% faster turn rate, so more maneuverability, and doubles the passive speed boost from nullspace conduits.

In my opinion, you are better off saving alpha cores for your colonies, as the Sylph Core tooltip just says 10% increased maintenance in exchange for no crew requirement. Crew costs are negligible lategame, and ships with AI installed have a chance to rebel in the middle of a fight.

Can't speak for the Etrika because I tend to shun most ships smaller than a cruiser but I love the Valestri, one of my favorite cruisers out of all my mods/vanilla. The Valestri has armor comparable to capitals and tons of flexibility with all its mounts. I throw on a nullspace soother to bring its burn up and help combat manueverability, expanded missile racks, and Raphiels for long-range anti-shield missile swarms. Play around with the large and medium energy slots based on what you want, I just throw on long-range weapons with decent flux. Deploy your Valestris first and faster ships afterwards. Valestri also has great built-in PD with its Disavowals and drones.

For the Rakia, abuse its broken stealth. Put two Charity strike blasters on it or another strike weapon, phase behind some ship, and unload everything on it at once, then phase away to safety and vent. Only hullmod you really need on it imo is Integrated Targeting Unit.

64
How good is the AI at managing the Yukikaze and Korikaze? Or should I manually set escorts for best results?

65
Fair enough, what's the exact chance of it happening if you don't mind me asking?

66
Is there any way to disable the Sylph Core ships chance of rebelling?

67
@Nia Tahl thanks for the clarification.

On another note, does anyone have a recommendation for best Sylphon drones/fighters?

68
I installed the update onto an existing save and I see the Finis Astra changes such as 25% damage, EMP arcs, PPT 30s degradation, but the Gotterdammerung is still an energy weapon. Might need to play a fresh save maybe. Also, I missed a few patches, but damn the Equilibrium's nullspace skip got nerfed.

69
Mods / Re: [0.9a] Sylphon RnD 0.9.4
« on: February 06, 2019, 01:47:22 PM »
Is anyone having an issue where you learn a Sylphon hullmod but it doesn't show up on the refit screen? When I console command in another blueprint to try, it says already learned, but the hullmod is still not showing up. Only happens occasionally, but usually leads to a restart because I use Sylphon hullmods on a lot of ships.

70
How does this interact with mod fighters/missiles etc?

71
Mods / Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
« on: January 14, 2019, 08:44:45 AM »
I wish the AI would be more competent with using the lightning abilities of the Equilibrium and Seresvalla because they tend to fire them off whenever and wherever, which has probably destroyed more allied fighter wings and missiles than enemy.

72
Mods / Re: [0.9.0a] Diable Avionics 2.02 (2019/01/05)
« on: January 13, 2019, 09:15:04 AM »
Thanks for the list, exactly what I was looking for!

73
Mods / Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
« on: January 13, 2019, 09:11:03 AM »
Thanks for the answer!

74
Mods / Re: [0.9.0a] Diable Avionics 2.02 (2019/01/05)
« on: January 12, 2019, 11:39:03 AM »
Does anyone have a general guide on which fighters from the mod are best for each role? I just go by the card description, but would like to hear other opinions.

75
Mods / Re: [0.9a] Sylphon RnD 0.9.2a - Nex support ahoy
« on: January 11, 2019, 09:37:56 AM »
Both of my Frelias appear to be generating passive flux, which means they never hit their 0 flux bonus speed, making deployments somewhat difficult. Whenever I vent, the flux just goes right up again, capping around 1000ish. They all have Integrated Targeting Units, Local Soothers, and High Resolution Sensors. When I manually pilot them, there is no passive flux generation. The problem might be in my skills or something, but is anyone else having the same issue?

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