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Messages - Immahnoob

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31
General Discussion / Re: Question about ai bounty fleet
« on: April 07, 2021, 08:13:37 AM »
Do I need to go somewhere specific to get "story missions" or is it random?

32
General Discussion / Re: How to properly order the AI?
« on: April 07, 2021, 08:02:26 AM »
Cool. So, again, what do you want the AI to do? Magically boost their damage so they can force the Nexus to flux out? Body block and die? Have every ship rush in recklessly the moment any ship is in danger in a mad rush to save them?
I'm not sure if you just don't understand what I'm trying to say or you're doing this on purpose. Maybe try reading the post you've replied to previously in its entirety.
I mean, I genuinely don't know how to deal with a nexus. What would be a good way to cover against that gun platform?
I've only killed a single Nexus since the patch, I just tank with my Onslaught (haven't yet picked up a Paragon) and get rid of what are the worst shield busters like the Squalls first. When I notice I'm too heavy on flux, I walk backwards towards the nearest carrier/other capital (most likely a Champion or Legion for me) and vent, then go back in there.
If that's not possible, I vent when there's either a ton of flux on the platform or when I'm at an angle where it's either kinetic damage or just not much damage coming my way.

Eventually when one side falls, you can't really be hit by much, and you can even snipe the platforms behind their shields if you want to cheese.

33
General Discussion / Re: Beam weapons need a buff
« on: April 07, 2021, 07:50:47 AM »
Use High Scatter Amplifier.

Problem solved.
With the range reduction, it turns them into worse IR Pulse Lasers that cost more OP.  Just get IR Pulse Lasers instead.
Not with Advanced Optics and ITU they don't. The flux cost is lower, the range is still higher and they either do more damage to shields or do the same damage to hull.
You forgot the part where you spent a half of the OPs on hullmods just to make beams wacky and quirky.
I forgot the part where you wouldn't get those hull mods in the first place.
The only hull mod that is "extra" is High Scatter Amplifier.

34
General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 07:47:57 AM »
I disagree, quite simply. With the OP and many here.
The aim was to give the player meaningful choices during character progression. Mission accomplished. Having to sacrifice some really fancy skills provides different approaches to the game in different play throughs. Even within current games with the respec feature.

Most comments seem to be parroting something similar to 'i dont want to make this choice' or 'im not as powerful as i want/used to be'. Im thinking of ways to phrase this gently but its basically 'So?'. Adapt! A lack of challenge is boring. Always, always.

People REALLY only don't like the skill as its different from what they are used to. Its not as all powerful and there are more sacrifices to be made for the actual skills players are prioritising. Theres more choices.

If anything, we now have more playstyles available as frigates are now far more viable in the late game and carriers aren't the god tier they used to be. Thank god.

Id argue if this was a first implementation of skills the opinions would be less.... opinionated. Having a 'preferable' point of reference gives a 'good old days' perspective pertaining to ones own prior, narrow, experience. The previous skills sucked, guys, there was like two choices and that was industry or combat.

Very presumptuous of me to say so, probably.

Edit: Just wanted to say, derelict contingent, not a fan, feels weird.
This is like taking it into the other direction completely while ignoring any good argument presented. The choices have to be meaningful if you're going to be limiting them for example.
A lot of the issues here are that you're nothing special except for your tactics at this point, which will not help you unless you cheese the hell out of the game.

35
General Discussion / Re: How to properly order the AI?
« on: April 07, 2021, 07:39:39 AM »
Well, how do you save a threatened allied ship? By killing or at least heavily pressuring the offender, or in some cases by body-blocking shots intended for the victim.

I'm not sure AI tries to do it (on purpose rather than accidentally), and even if it does, task is not that simple. A ship needs to be powerful/shielded enough and be in position to reach where it needs to be fast enough. AI also needs to figure this out in advance, while there is still enough time to save the victim.
I can't body block that many shots (I'm not even that wide), I can't kill a Nexus that fast and there's a limit to how much you can pressure one as well.

I think you missed the point there.

Those are the things that can be called "covering an ally", and as you've explained, even you, a human player, can't do them too well against a Nexus. What are you expecting the AI to do?
No, it's just that the point is not good.
I can't do them well because I'm limited by my equipment, which is fine, but if I'm going to be limited that way, allow me a tactical approach then, which isn't really possible with the current AI, unless the community knows how to use the commands in a way that I don't.
You're talking as if the AI is somehow at its capacity code wise and there's no possible way that it's just pure, unfiltered garbage.

36
General Discussion / Re: Fuel Issue
« on: April 07, 2021, 07:06:39 AM »
You could mothball most of your fleet, but 15 fuel is really funny.
Mothballing won't work, I tested that thinking I could help Felix, but nah.

37
General Discussion / Re: Beam weapons need a buff
« on: April 07, 2021, 06:51:21 AM »
Use High Scatter Amplifier.

Problem solved.
With the range reduction, it turns them into worse IR Pulse Lasers that cost more OP.  Just get IR Pulse Lasers instead.
Not with Advanced Optics and ITU they don't. The flux cost is lower, the range is still higher and they either do more damage to shields or do the same damage to hull.

38
General Discussion / Re: New skill system is a step backwards
« on: April 07, 2021, 05:59:47 AM »
Some people claiming that it's good that we can't be one-man armies now.
Well, no, it's not good because there's really nothing to take the place of that tactic now besides heavy amounts of cheese.
Until we have proper tactics going on, how would your presence be felt when you're "just another capital ship"?

But yeah, I don't remember the old skill system at all, I've started playing again after waiting for so long for the new version. I'm OK overall with what's going on, but I understand and agree that the binary choices are sucky and even what we're forced to choose in general is sucky.

39
General Discussion / Re: The game became too hard
« on: April 07, 2021, 05:38:33 AM »
I honestly think the difficulty comes from a lack of tools.
My fleet consists of 2 Champions, 2 Legions, 1 Onslaught, 2 Eagles, 2 Surges and 1 Terminator (there's more, but these are what I tend to use most).
I can beat any type of normal fleet, bounties at 300k are easy peasy, most of the times it's a matter of waiting for the enemy to come at you, but that's it... That's the problem. That's how I play pretty much most bounties until they start to run out of ships. It kind of gets boring.

But what if I meet some Redacted or even a Nexus? There's finally more of a challenge. But my fleet *** itself hard because each one of them is capable of overpowering my shields while keeping theirs up, so I would need some tactics going right?
Well, the AI has superior ships and speed, so they often tend to be able to run away and hide behind their own wall to vent, the same thing does not happen with my ships, they don't do these swaps.
Nexuses have staying power, shields and firepower, so my ships die one by one because they can't hide behind the wall or the wall isn't moving to hide the flux heavy ship, so I need to tank it, which is fine, I'll do it, but what about the other 2-3-4 directions? Those can't be covered because I'm just a single Capital ship and my AI Capitals don't know how to do this.

40
General Discussion / Re: Beam weapons need a buff
« on: April 07, 2021, 05:35:53 AM »
Use High Scatter Amplifier.

Problem solved.

41
General Discussion / Re: Game feels balanced around colony income
« on: April 07, 2021, 05:28:25 AM »
The only reason bounties suck as proper income is because they're all over the place. You'll have 5 bounties going on and they're all scattered way too far and in different directions.
But they're never not profitable, your fleet isn't good enough if that's one of your problems or you're meeting very nasty bounties without being prepared. I don't know how you'd be using more resources than you pour in otherwise, maybe you're not scavenging? Get one or two salvage rigs, at least.

On the other hand, system bounties are great income because there are so many pirates attacking with such bad compositions that you'd be hard-pressed to lose any money from those exchanges, besides the fact that you can get back your supply and fuel losses by scavenging.
I mix this up with raiding the pirates and selling whatever resource they have in excess (or raiding anyone I don't like, really), that's how I got proper money for a colony when I made my fleet composition jump too hard without any cash in the bank.
Raiding pather bases is also very good, you can do the same trick, buy whatever they have, raid, then destroy them for the bounty.
Raiding convoys is also great, sometimes I raid supply/fuel convoys so I don't have to restock, then I sell wherever I made a hole in their trade, win-win since you seem like the type that likes fighting.

Basically, mix it up, you won't always have bounties going, just like you'll not always have explorations going. I'm pretty sure the idea is to not have you specialize too much, or at least, in our case, it's more like "fighting" isn't only "bounties", it's also raiding convoys or colonies.

42
General Discussion / Re: How to properly order the AI?
« on: April 07, 2021, 04:34:32 AM »
Well, how do you save a threatened allied ship? By killing or at least heavily pressuring the offender, or in some cases by body-blocking shots intended for the victim.

I'm not sure AI tries to do it (on purpose rather than accidentally), and even if it does, task is not that simple. A ship needs to be powerful/shielded enough and be in position to reach where it needs to be fast enough. AI also needs to figure this out in advance, while there is still enough time to save the victim.
I can't body block that many shots (I'm not even that wide), I can't kill a Nexus that fast and there's a limit to how much you can pressure one as well.
Honestly though, this wouldn't be hard to implement if that's what you mean, I'd say it's best if we don't go into that direction and just talk about how we can at least try and use what we have to make something similar to what I want.
Most of the times, you or they are not going to die in the time you're overloaded (if that ever happens) or while you're venting, but the AI has very poor survival skills if their hull goes down too much.
I can use an Onslaught well enough to not die on a Nexus, but I'm sacrificing a lot of my hull for that and the AI isn't picking up the slack enough either. It's annoying as well if my ships get disabled (and hopefully not destroyed) for what is basically having poor co-op players.

I'm trying too hard for what should be something very simple.

43
General Discussion / How to properly order the AI?
« on: April 07, 2021, 02:52:07 AM »
Fighting a Nexus for example is pain because the AI doesn't seem to understand the idea of "cover those that have too much flux" like I do, and they don't really cover me when I'm the one in trouble even with Escort.
Escort actually seems to make them more prone to just tanking all the time, meaning they get in the way.
I'm pretty sure people have already found the best ways to get around and know how to use commands, so instead of making a "Commands suck/AI suck" thread, I'd rather ask the community to see if you know better ways to solve this issue, maybe through waypoints or specific commands?

I mean, it's fine, I eventually destroy the Nexus with few losses, but those losses could have just been avoided. Sometimes I think the enemy AI is just better at grasping the situation than my AI. I'd often see enemy AIs cover for the heavy fluxed ship while it retreats behind to vent. Mine don't seem to want to do that, instead they'd rather tank vent and leave me or any other ship out in the open like they don't give a ***.
Is it also based on composition maybe?
I use Eagles, Champions, Onslaughts, Legions and Sunders.

44
The planet has a normal atnosphere then.
God damn, I hate these tags.

45
It would become only Cold instead of Extreme Cold
One final question then.
What about planets that don't have any Atmosphere tag?
Are those "No Atmosphere" or is the tag completely necessary? For example, I found a Rick Ore/Transplutonic with Diffuse Volatiles, Tectonic Activity, Extreme Cold and Low Gravity but no Atmosphere tag. I should assume this doesn't have an atmosphere, right?

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