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 ... 3 4 [5] 6 7 ... 10
61
Very few ships can get both range and speed. It's mostly just the Falcon and the Hound which can do this, and the Hound has no shields.
Not to say this isn't an issue, it most certainly is. To be honest, the AI is simply not aggressive enough when outranged to make close range lodouts work. In my experience, even SO builds will struggle to close in on a moderately fast but quite long ranged opponent without support.

62
General Discussion / Why is the Hound(A) burn 11?
« on: May 12, 2019, 11:37:46 PM »
None of the other (A) ships use Militarized Hegemony Auxiliary so why does the Hound(A) get +1 burn from it? Or are the other (A) ships supposed to use Militarized Hegemony Auxiliary and not Militarized Subsystems?

63
Suggestions / Re: Bring Plasma Cannon Back
« on: May 07, 2019, 11:04:00 PM »
Plasma Cannon is, unfortunately, better in it's current state as an oversized Pulse Laser than it was as an absurdly high damage burst weapon.

As fun as High Energy Focus Plasma Cannon volleys were, the current Plasma Cannon is overall better and more usable on a larger number of ships than the old Plasma Cannon was. Though it might be a bit expensive, compared to Heavy Blasters. Not certain.

64
For reference, when I did a spacer start I ran the Echo Breus to Qaras route, I believe I ended up with 300k in six months maybe? Running drugs from Echo Breus to Qaras caps out at somewhere around 500k due to Qaras's demand getting sated for a time.

The route is profitable enough that I made around 4-5x the money I started the run with each time.

65
Currently, there's a smuggling route from Echo Breus to Qaras which makes an absurd amount of money. Buy recreational drugs on the black and open markets at Echo Breus, sell them on Qaras. I *believe* this is because Qaras is not a freeport and thus has 30^ or less accessibility, so it cannot effectively import recreational drugs. This is probably going to be fixed in .9.1.

Also, you can set up a "profitable" colony with 150-300k. It won't be very profitable, but it will be fairly safe. I think it's good to set up colonies early on like this and leave them to grow. If you keep market shares below 5%, you will only get pirate raids, and a pirate raid hitting your colony does not matter that much.

66
Suggestions / Re: Industrial Planning seems too strong.
« on: April 11, 2019, 05:22:57 PM »
On the topic of colony babysitting: You can keep market shares below 5% to avoid expeditions. I understand this makes colonies not incredibly profitable, but it is still good to know.
Perhaps that should be expanded on.

67
Suggestions / Re: Industrial Planning seems too strong.
« on: April 08, 2019, 03:54:22 PM »
From the patch notes:
Industrial Planning: level one now reduces upkeep by 10% instead of reducing demand

Also, Alex plans on adjusting colonies down a bit this next patch due to how much of a money maker they are
Reduced upkeep instead of reduced demand is a buff, I'm fairly certain. I'm worried colonies will be nerfed too much and balanced around Industrial Planning.

68
Suggestions / Industrial Planning seems too strong.
« on: April 07, 2019, 04:23:30 PM »
I've stopped taking Industrial Planning because of how strong it is. In my experience, without Industrial Planning colonies are not nearly as strong as they are with it. The flat production increase makes colonies immediately profitable, and the +30% all income applied before upkeep makes even high hazard worlds quite profitable. On a low hazard habitable world, this makes 500k per month reasonably attainable.

Even without Industrial Planning, colonies are a bit too strong, but I think Industrial Planning makes colonies seem significantly more overpowered than they actually are.
Perhaps Industrial Planning's +30% all income could be applied after upkeep, or could be lowered to +10% all income?

69
General Discussion / Re: Anyone tried safety override carriers?
« on: March 24, 2019, 12:19:52 AM »
This used to be a thing. It was nerfed in some capacity. I believe fighters being engaged now always deplete CR?

70
Suggestions / Re: Could we get an ESCORT tag for SUPPORT fighters?
« on: March 21, 2019, 01:25:00 AM »
SUPPORT fighters are usually crewed. At least, Xyphos are and they're the only vanilla SUPPORT fighter.

Mining pods aren't SUPPORT, but I don't see why this couldn't be used for them as well.

71
Suggestions / Could we get an ESCORT tag for SUPPORT fighters?
« on: March 19, 2019, 02:16:23 PM »
Something which tells them they should hover in front of the ship, actively screening and taking hits like they do when their ally vents or overloads. Would be a useful tag for several mod fighters.

72
Now that we have a bunch more variants, I'm noticing the tooltip boxes end up going offscreen and making scroll bars appear on the page.

Also, maybe have the default sort be ship names instead of variant names?

73
I'm noticing things normally hidden in the Codex are showing up in the Hulls section. Stuff like the Shuttle Pod should not be showing up. Also, the All, Frigates and Capitals buttons in the Loadouts section are not working for me.

Once this gets some polish, it will be very useful.

74
Suggestions / Re: Improving the Shrike
« on: February 28, 2019, 06:28:05 PM »
I used Shrikes as a disposable escort ship late game with some success. I fit it with entirely beams and ignored the system's existence. I chose Shrikes because they were cheap, had a medium missile mount and could take more damage than frigates.

In my opinion, what the Shrike needs is a different system. It is not a ship which should be committing to an all-out attack, since it will never be the heaviest thing on the battlefield. I don't think it is very good in a frigate-hunting role. I would rather use a Sunder or a Hammerhead, just or a bunch of Wolves and Hounds.

75
Suggestions / Re: Non military ships should not be deployable at all
« on: January 23, 2019, 10:50:33 PM »
Pretty sure civ ships easily being destroyed in pursuits is part of what being able to autoresolve pursuits is for.

The Gemini is a civ hull ship which I want to deploy fairly often. Granted, it will usually have militarized subsystems. There's also the total desperation move of deploying your logistical ships for extra combat capability, but that is very much a total desperation move.

Pages: 1 ... 3 4 [5] 6 7 ... 10