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Messages - Morgan Rue

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91
General Discussion / Re: Ship Tier List
« on: April 02, 2018, 09:01:16 PM »
The Odyssey is one of the only ships in the game that can effectively use Plasma Cannons. With a pair of Plasma Cannons and an otherwise not noteworthy lodout, it is capable of outright destroying lighter cruisers and heavily punishing heavy cruisers or capital ships with high flux thanks to High Energy Focus. The AI is reasonably capable of executing enemy cruisers with it, while being relatively safe because of it's high mobility. Even with two Plasma Cannons, it is capable of firing multiple volleys in succession thanks to it's capital flux systems. However, it does falter against other capital ships without support.

A Plasma Cannon Odyssey is probably the best choice if you need to destroy cruisers, and is capable in most situations when supported, but outside of destroying cruisers it is likely outclassed.

92
Blog Posts / Re: Zen and the Art of Battlestation Construction
« on: March 06, 2018, 05:16:58 PM »
I think defense platforms are fairly limited by the role that mobility/range tradeoffs play in SS--with narrow exceptions, the smallest stationary platform useful in capital-tier combat can plausibly fit ATC and long-range weapons or TSC. The two uses I see for smaller defense platforms would be as a station-substitute for small-scale combat (e.g. a small colony that would surrender if a proper faction sent an occupation fleet but needs protection from raiders until it can either afford a proper station or catches the attention of a proper faction), and missile/launch bay platforms.
Consider the Mudskipper MKII. I'd say small defense platforms armed with Gauss Cannons or long range beam weapons would be reasonable. Even just something like a Tactical Laser Grid with ITU and Advanced Optics would be a reasonable annoyance to larger fleets if the platform is supporting other ships/stations.

93
Blog Posts / Re: Blueprints, Doctrine, and Production
« on: February 13, 2018, 06:14:59 PM »
Would be cool to watch a "simulated" fleet go against a "simulated" enemy. A "run in Simulator" button by the "Typical Heavy Patrol" thing would be very cool. Doesn't let you change the outcome of anything, but does let you test your theoretical AI fleet against an AI enemy and see how they preform.

94
General Discussion / Re: Your opinion for best ballistic weapon
« on: February 13, 2018, 03:15:03 PM »
The second biggest obstacle to HAG, after rarity, is flux cost.  Since the weakening of skills, it is hard for unskilled ships to fire heavy weapons for long.  Flux cost of HAG may or may not be high enough to prevent continuous fire.  Mark IX is probably the most an unskilled ship can handle.

Hellbore is terrible for shooting down fast and numerous targets.  Some ships do not need to worry about that weakness because they have other things that cover it.  For example, Legion has fighters to take out the chaff.  Since Hellbore lost half of its DPS, HAG is decent when raw DPS and ease-of-use are more useful than armor penetration, and the ship cannot use Mjolnir for whatever reason.

If there is one ballistic that seems superfluous, it is Storm Needler.  Despite being much-improved in 0.8.x, it still inferior to Mjolnir.  Storm Needler has less range, costs more OP.  It is probably less effective against hull now than before with minimum armor.
Storm Needler is great if you need to break Battlestation shields. I had a Dominator that used two of them and some missiles. With maxxed out flux systems(and no SO) it could fire them for extended periods of time.

95
Blog Posts / Re: Blueprints, Doctrine, and Production
« on: February 13, 2018, 03:09:24 PM »
Will we be able to make our own "goal" variants for our colonies fleets?

96
Blog Posts / Re: Blueprints, Doctrine, and Production
« on: February 12, 2018, 05:21:04 PM »
Will subfactions(Knights of Ludd, Lion's Guard) have different doctrine from their primary faction? Will all factions have a subfaction? Will Tri-Tacheon get an elite phase force?

97
Mods / Re: [0.7.2a] Outer Rim Alliance v0.5 Dynasector! (11/04/2017)
« on: April 11, 2017, 02:15:06 PM »
oh. question: is it possible to use the console to add the hullmod, that enables broadsides, to the iliad?
There isn't a hullmod that forces broadsides. Its just the way ORA ships are built causes them to broadside with a proper lodout.

98
Blog Posts / Re: Ship's Log of Salvage Dave's Final Mission
« on: March 29, 2017, 03:42:36 PM »
I really like the [REDACTED BY HEGEMONY COMSEC]

99
It would be interesting to see minor variances in things without directly increasing their strength for both faction flavor and customization reasons. However, this should be the same across all weapons for a given ship, and would be better done with ships rather than weapons. Like XIVs, except with some randomly generated variance. The major issue with this is that some things will be strictly better for specific roles.

100
Mods / Re: [0.7.2a] Outer Rim Alliance v0.21 (03/03/2017)
« on: March 04, 2017, 01:36:45 PM »
I mean, ORA does have a bigger version of the AM blaster... but I would say mounting them on anything less than a cruiser can be difficult.

101
Suggestions / Re: Beam coloration in terms of gameplay
« on: December 29, 2016, 03:21:22 PM »
I like this idea. Having beams be differentiated in terms of shape would be very nice.

102
Suggestions / Re: A hullmod idea to enhance energy weapon gameplay
« on: December 28, 2016, 06:05:31 PM »
Apologies, interpreted wrong, thought that it would build up hard flux at maximum range. Limiting the range at which it can build up hard flux fixes the issue I had with this hullmod. Cool idea, but unfortunately Alex isn't likely to add this anytime soon, as he likes to focus on a single subject (right now, exploration, after that, probably stations).

103
Suggestions / Re: A hullmod idea to enhance energy weapon gameplay
« on: December 27, 2016, 03:04:44 AM »
Hard Flux on beam weapons like tac lasers = nope. Sorry, but Speed + Range + ability to overwhelm shields and get through armor = almost certainly overpowered. Being able to kite forever while also inflicting damage with no risk to yourself is rather silly. And most high tech ships are fast. I personally find kiting forever much less compelling than using more powerful burst weapons, like Phase Lance, with more risk to myself. This hullmod might be reasonable if it decreased the range of said beam weapons significantly to not allow for kiting and was incompatible with advanced optics, or if it did not generate hard flux.

Imagine this hullmod on a Sunder using a High Intensity Laser(Large HE Beam) and two Graviton Beams with Aug. Engines and all the +range things. The Sunder would never get caught and be capable of killing pretty much anything.
Even this hullmod in combination with just Ion Beams would be silly, as the Ion Beams would slowly build up hard flux and disable enemy systems as the flux built up.

104
General Discussion / Re: New player
« on: December 21, 2016, 12:19:35 AM »
Theres also salamanders, but they do almost entirely EMP damage.

105
Suggestions / Re: Military Markets, Ship Costs and Replacability
« on: December 20, 2016, 11:12:54 AM »
Are commission holders actually considered to be part of a factions military? I just sort of assumed and didn't really check, but I don't know where I would check such a thing.

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