Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Morgan Rue

Pages: 1 2 3 [4] 5 6 ... 10
46
Suggestions / Re: Warship Balance
« on: July 10, 2019, 01:08:06 PM »
Brawler TT:
Take a look at it's default lodout, it is actually quite nasty. It's standard kit is one Ion Beam, one Graviton Beam, Advanced Optics and two Sabot Racks. This combined with it's mobility from Plasma Jets makes it extremely obnoxious to fight and generally quite hard to kill.

Hound:
Hounds are cheap, effective and capable when outfitted properly. They fall off later, but that is to be expected. A properly kitted Hound is capable of taking down most early game targets, though it will always take damage when doing so. Usually I fit them with either long range ballistics, or a Railgun and a Light Mortar if I can find them. Short range ballistics outside of Railgun + Light Mortar are alright when manually piloted. Generally I like putting a very large number of hullmods on Hounds, so I go for cheaper weapons, leave the small mount empty or undersize the medium. The Hound doesn't have the flux stats to properly support more than low end weapons anyway.

I agree on Makeshift Shields being generally bad. The primary reason the Hound does not immediately die is that it is very fast. Makeshift shields takes this away, in addition to it not really being able to support a shield due to it's flux stats.

Scarab:
It's alright in a support role. IPDAI + ATG + Tactical Lasers makes it slaughter fighters, though it has to retreat faster than a more standard PD ship. Outside of that, it is quite bad.

I also notice the Mule and Cerberus haven't been mentioned yet.

I find the Cerberus to be a generally worse Hound, as it doesn't have the speed that the Hound has. I'll use them as freighters sometimes, I don't consider them combat capable.

The Mule probably has a bit too much OP right now, especially compared to the Gemini. It can mount whatever it wants to and a little bit more.

47
Blog Posts / Re: Skills and Story Points
« on: July 10, 2019, 12:02:26 AM »
Will "elite" fleets like the Diktat subfaction and maybe some inspections/bombardment/expedition fleets have builtin hullmods? They seem like a good way of making "late game" NPC fleets stronger. Or maybe for high ranking commanding officers, would make sense for them to have customized ships. Maybe also put a few of them on mission flagships.

Also, I do think more information is good, but knowing bonus hullmods or all officers skills might be too much. Maybe just anything remarkable, rumored or storied about the officers? Like one or two Elite Skills they might have?

48
As for starting my Colony too early, that... is very likely true. I think I'll start the colony after I get the red-planet tech this time around... Or after I get 1 Million in credits at the very least.

Too early. wait till you have 3 milion and a powerful feet (in total).
You can always store ships and only use a smaller fleet for efficiency/money saving, and pull the other ships out of storage when necessary.
I usually start colonies if I have 450k and enough to transport the crew required.

49
PD Lasers do 75 DPS for 35 FPS. This makes them good to fire at enemy shields.

Perhaps the Wolf just doesn't have enough dissipation to properly use energy weapons, but I kind of like it's current state. If it was buffed to reasonably be able to use it's medium energy mount, it would need to be more expensive and might compete too much with the Tempest.
Not good enough when that damage is soft flux and the enemy is firing back with two 100+ DPS weapons, maybe kinetics at 600 range.  Against a similar frigate with ballistics, Wolf will lose the flux war unless maybe the player has all of the flux buff skills (or they are using shorter-ranged LMGs).  Against other high-tech, their shields will probably tank it unless they fire back with similarly mediocre weapons.
Soft flux at least limits the enemy's ability to shoot at you. Each PD Laser they are being hit by is 75 less flux they can spend on shooting you. Each PD Laser only costs you 35 flux to fire.

I beat one of the default Lashers using 3 Ion Cannons and an LRPD laser. I won the flux war(by armor tanking :(). If I had a pair of PD lasers or a single Graviton instead of the LRPD I think the AI could win a similar battle.

Wolf should be able to use its mounts effectively.  It should not require a skilled character with flux bonuses just to use a simple pulse laser plus occasional PD on a Wolf.  I would expect personal skills to enable Wolf to use Heavy Blaster comfortably, not barely use Pulse Laser.  Lasher has ammo feeder to act like mini-Hammerhead.  Centurion has a ton of mounts to use lots of cheap and efficient low cost weapons instead of 5 OP flux hogs to help win the flux war.  (Centurion has too many mounts to support more than two among light dual autocannon and light assault gun.)  If Wolf cannot use pulse laser with its medium mount plus efficient PD, what good is it if you need it to act like an attack frigate like a high-tech lasher or centurion, especially with a Wolf start?

Wolf is a bit underpowered today.  It is good as a beam boat escort while you pilot a bigger ship, but not much else.  Then again, frigates in general have become obsolete after early game, given size inflation plus fleet cap in 0.9.1a.
Yes, Wolf should probably be able to use it's mounts effectively. For now it's stuck with extremely low flux things. Perhaps it should by default come equipped with a Graviton beam.

50
PD Lasers, which are 4 OP like Vulcans and not exactly cheap on the level as Light Mortar, lack the range without Advanced Optics.  With Advanced Optics, their range may be long enough, but by then, their effective OP cost jumps to something closer to LR PD or even Burst PD.  This is why Mining Laser is not cheap, despite OP cost of 2.  By the time you give it IPDAI, Turret Gyros, and maybe Advanced Optics, it gets expensive just to match more expensive beam PD that is better out-of-the-box.
PD Lasers do 75 DPS for 35 FPS. This makes them good to fire at enemy shields.

Perhaps the Wolf just doesn't have enough dissipation to properly use energy weapons, but I kind of like it's current state. If it was buffed to reasonably be able to use it's medium energy mount, it would need to be more expensive and might compete too much with the Tempest.

51
It doesn't have to be anything like an IR pulse laser. It could just be an efficient, short ranged beam. Like a PD Laser but slightly higher DPS or slightly less OP to mount.
Or it could be a mediocre projectile weapon with light ion damage. Or a slow firing high damage thing. The form it takes really doesn't matter, so long as it is there.

The point of having small energy weapons is the utility they offer, things like point defense or ion damage. One IR Pulse is more than half a Wolf's maximum dissipation. If I mount an IR Pulse, I either can't use utility weapons or can't use missiles, both of which are very good to have. Or I run too hot to effectively fight similar ships.

PD Lasers might effectively fill this role already, I am not certain.

52
IR Pulse is very hard for smaller ships to mount effectively, as it is quite often too much gun for their flux grids to support. It is similar to the Light Assault Gun in this way. However, unlike the Light Assault Gun, the IR Pulse has no less expensive and intensive alternative.

There is no cheap anti-ship small energy weapon. Even something like a terrible 3 OP 400 range 50 kinetic dps beam would serve well enough. Or a 60 energy dps projectile weapon.
I want to stop using entirely Ion Cannons on my Wolves.

53
What annoys me is that there's a minimum number of pirate/pather bases. After I hunted down every pather base, I did some exploration and immediately encountered 3 pather bases in a row which I believe had just spawned due to the game requiring there to be at least one pather base in existence. They were all level 2 fully operational stations, of course. Fortunately, you can change this in settings.json

54
General Discussion / Re: War on Vanilla
« on: June 04, 2019, 09:13:22 PM »
Gladius is well armored for something that moves at 300 SU. It's armored... for an interceptor. In my opinion, it should be designated as a Heavy Interceptor.

55
General Discussion / Re: War on Vanilla
« on: June 04, 2019, 05:38:05 PM »
The Gladius is excellent when mixed into an interceptor group, preferably one with a Wasp wing. Gladius lets an interceptor group last a lot longer and actually threaten frigates and most destroyers.

Alone they are quite bad though.

56
General Discussion / Re: War on Vanilla
« on: June 01, 2019, 12:15:37 PM »
No phase ship fights a fair fight.
Frigates can bypass shields by simply being fast enough.
Harbinger can disable shields, though not much after that since weapon slot nerf.
Doom can use mines as multi-directional attack to bypass shields.

I'm mostly okay with it, except 2 things:
- Mines are too deadly to fast ships, worst case you have no time to react. Initial timeout, like Reapers have, would help here.
- Defensive systems 3 makes player-piloted phase ships almost unusable against Doom due to faster phase clock (can't wait him out like I would do normally). But you want to have DS3 because it's good against anything non-phase.
Phase frigates are very fair. The AI is not very good with phase frigates though. Every other phase ship system requires you to be being shot at for it to matter. The Doom's system does not.
Fair as in they don't cheat, not fair as in they "fight fair" and straight up.

57
General Discussion / Re: War on Vanilla
« on: May 30, 2019, 01:14:11 AM »
Non-beam energy weapons are quite lacking. I sort of wonder how IR would do at 550 range or .9 efficiency, with some sort of similar buff to standard Pulse.

58
I don't believe it changed? though .8 was a while ago and I don't use Transverse much. Could go grab an older version and check? Pretty sure having a ship mothballed has always stopped Transverse Jump though.

59
Suggestions / AI respects missiles too much.
« on: May 18, 2019, 01:14:30 PM »
The AI will choose to point it's shields at a missile over an enemy ship which can deal significantly more damage to it than the missile.

60
Oh, Ship Weapon Pack is not updated I believe. Neither is Arsenal Expansion.

Have you updated all of your other mods?

Can you check with just libraries, SWP and AE?

Pages: 1 2 3 [4] 5 6 ... 10