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

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Messages - Morgan Rue

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16
you know you can kill an Onslaught with a Hound in vanilla correct?

1v1 is not a good balancing thing, especially when the player can abuse certain weaknesses.

17
Suggestions / AI is not great at fire control with it's weapons groups
« on: April 27, 2020, 10:18:38 PM »
It would be cool if the AI turned off the least flux efficient weapons against shields first instead of turning off the highest cost weapon group when at high flux. Currently, the AI turns of it's primary standoff armament when losing on flux quite often, as a lot of the time it's Kinetic weapons will be the most flux expensive weapon group.

This would also allow the AI to better pilot lodouts which use non-missile secondary weapons, like Mining Blasters.

18
Suggestions / Re: What if carriers performed worse when under fire?
« on: January 27, 2020, 09:13:26 PM »
I like the idea, it makes sense.
Mora and Legion might need a compensation for it (un-nerf Damper field for Mora?).
Odyssey doesn't armor tank anything but superficial kinetics anyway. Also, if damage needs to actually hit the hangar (which is imo good way to go about it), on Odyssey it's located on safe off-side.

But this wouldn't change much in terms of fighter dominance in player fleets, AI doesn't get to approach Spark Drovers anyway (whether through sheer fighter mass or because they are screened by warships).
I think fighters are too durable in general. Though it could be a lack of dedicated 'anti-fighter' options, especially in the Autofit lodouts the AI uses. Something like IPDAI but for killing fighters would be nice. The only real dedicated anti-fighter gun is the Devastator, and it's not very good against shielded fighters.

19
Suggestions / What if carriers performed worse when under fire?
« on: January 27, 2020, 08:31:43 PM »
Normal Warships can have their weapons disabled, but Carriers don't seem to have any issue with being shot at. I guess you're supposed to kill the fighters... but that doesn't seem to be very reasonable to do, especially against large numbers of Carriers.

What if carriers lost replacement rate when taking fire on bare hull or something similar? I suppose this might hurt Warship/Carrier hybrid ships a bit much... Perhaps it could be based on the number of decks or something similar? Or maybe decks could be 'disabled' for a time, preventing fighter launches?

20
Suggestions / Re: Fighters should have bigger hitboxes
« on: November 23, 2019, 01:26:45 PM »
A MKIX Autocannon may be able to reliably overcome frigate armor, but a Hephaestus Assault Gun will kill them much faster than a MKIX would. There's also some frigates and destroyers that have fairly heavy armor.

The MKIX is also significantly worse at hitting fighters than a Hephaestus Assault Gun.

21
Suggestions / Re: Fighters should have bigger hitboxes
« on: November 22, 2019, 10:11:22 AM »
'Light' fighters like Wasps, Talons or Borers can be dealt with by weapons which would normally be PD, heavier fighters need actual ship guns to break them. But most actual ship guns have issues hitting fighters. I don't want to have to fill a cruiser's small ballistics with Light Assault Guns specifically to kill fighters, because that is almost certainly going to cause a bunch of other issues, but with how fighters currently are it feels like I should do that.

One of the big reasons I'm complaining about this is most vanilla loadouts aren't built with the current fighters in mind, and thus don't have many 'proper' anti-fighter tools
Alrighty then, here's every vanilla non-small weapon I consider to be good vs fighters:
  • Energy: Pulse laser, Heavy Blaster, Graviton beam (you're usually gonna have it more than one on a ship), Ion Beam, Phase lance (melts any fighter), Heavy burst laser, Autopulse laser, HIL, Tachyon lance with a swipe, Plasma Cannon (some consider this to be the best fighter killing weapon) and Paladin PD but no one uses that so who cares.
  • Ballistics: Assault chaingun, Heavy mauler, HVD, Heavy Mortar, Thumper kinda (but again why even have this), Devastator cannon, Mjolnir, HAG and lastly Gauss cannon which can snipe any fighter a mile away but isn't the best option for the job.
This enough for ya?

EDIT: And let's not forget the best large missile weapon that annihilates everything it sees.
The AI has to be effective with them against fighters. A lot of that is only really effective against fighters when used by the player in specific ways fairly certain. The 'best' solution I've found for fighters so far is actually Scarabs with Tactical Lasers and Advanced Turret Gyros, but that's rather specialized. Beam weapons are generally pretty effective against fighters because they can't really miss.

I'm not convinced Maulers Heavy Mortars can reliably hit fighters. Gauss absolutely cannot under AI direction hit fighters reliably. Heavy Blaster is... it can probably hit fighters but is not exactly something you want to fire at fighters. Thumpers are generally good and probably effective against most fighters, especially when stacked.

22
Suggestions / Re: Fighters should have bigger hitboxes
« on: November 21, 2019, 11:29:29 PM »
'Light' fighters like Wasps, Talons or Borers can be dealt with by weapons which would normally be PD, heavier fighters need actual ship guns to break them. But most actual ship guns have issues hitting fighters. I don't want to have to fill a cruiser's small ballistics with Light Assault Guns specifically to kill fighters, because that is almost certainly going to cause a bunch of other issues, but with how fighters currently are it feels like I should do that.

One of the big reasons I'm complaining about this is most vanilla loadouts aren't built with the current fighters in mind, and thus don't have many 'proper' anti-fighter tools

23
Suggestions / Fighters should have bigger hitboxes
« on: November 21, 2019, 10:22:29 PM »
If they're going to have 750 hull and 100 armor like Broadswords, they need to be big enough to reasonably hit with ship weapons. If they're going to be small, they need to have low enough hull to reasonably kill with PD weapons, like Wasps with their 100 hull and 10 armor. Though Wasps are a bit extreme, I'd guess 300 hull and 50 armor is a reasonable upper limit for 'small' fighters.

I don't think there should be a 'sorta small but sorta big so it's got 500 hull and 75 armor' type of fighter which you might hit sometimes with ship weapons. I think some fighters should be balanced around being hit by ship weapons and others should be balanced around being hit by PD weapons. I don't think there should be an in between.

24
Not sure if here or a modding subforum is the right place for this.

It would be nice if there was a SUPPORT style fighter AI which sat in front of the ship it was escorting instead of behind it. Currently there's no way I can see to make a fighter which provides cover and actively blocks enemy fire for an allied ship. It would also help for making fire support ships which are more vulnerable.

25
General Discussion / Re: Red Planet C&BT
« on: November 18, 2019, 08:03:54 PM »
Right, I'm getting my quests mixed up. Red Planet is always a bunch of big stuff, the scientist quest might scale? But not significantly enough to make it cheesable early game

26
General Discussion / Re: Red Planet C&BT
« on: November 14, 2019, 07:35:41 PM »
Red Planet scales difficulty with time and level I believe.

Generally, for breaking Remnant you want a lot of heavy kinetic weapons.

27
General Discussion / Re: Sequel?
« on: November 02, 2019, 09:42:31 PM »
Not that I'm aware of. Considering it isn't even really out yet and is still in a 'beta' state and being developed... I wouldn't expect to hear about a Starsector 2 for at least ten years, if ever. There will probably be another blog post about development in a few months.

28
General Discussion / Re: The Drover has too much OP
« on: November 02, 2019, 09:38:30 PM »
Non-bomber wings get full RD benefit. I think it refreshes the wing temporarily and deploys 50% more fighters, rounded up? For bombers I believe it just deploys a new wave?

29
General Discussion / Re: The Drover has too much OP
« on: October 29, 2019, 01:54:43 PM »
 Making it a bit more expensive would work. Perhaps part of the issue is how strong Reserve Deployment is. Or maybe it's that proper anti-fighter is quite rare outside of interceptors.

30
General Discussion / Re: The Drover has too much OP
« on: October 29, 2019, 01:26:07 PM »
Is it really a contradiction? Missiles may be alpha strike, but the primary reason to field a carrier is the fighters. The missiles are 'extra'. And that many harpoons would last a few frigate or destroyer kills. Also I could just replace all the Harpoons with Salamanders, drop EMR and I have 4 more OP to put into fighters or token ballistic weapons. I don't see a good way to use all of it's 70 OP without adding logistics hullmods or similar on top of a fully combat capable ship.

Drover would still be pretty good at 45 OP, though I do think dropping it to 45 OP is a bit too much. The main issue I have with it is I don't have to choose between what to put on it, since it can afford pretty much everything anyway.

The Condor is the only thing I've got to compare it to, there is no other destroyer size carriers in vanilla.

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