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Messages - Hussar

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211
Mods / Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
« on: May 01, 2017, 05:14:59 PM »
I have noted that Autofit system doesn't... well, work well with wanzers. It constantly try to push in broadswords (most often) instead of all other wanzers unless it's a Raven or Valiant.

212
Mods / Re: [0.8a] Diable Avionics 1.8 (01/05/2017)
« on: May 01, 2017, 03:16:12 PM »
Time for a new playthrough <3

213
Now that is a nice looking fleet.  Oh and I definitely need some practice.  My combat chops are to put it kindly, "No so good."  I may give this a try.

Thank you. You won't be assaulting battlestations with this (barely scratched the one with officer so) but you could tackle everything that's not having more than one battleship or... an astral :F

214
General Discussion / Re: How many points do you speed on aptitutes?
« on: April 30, 2017, 08:43:46 AM »
I had 11: http://fractalsoftworks.com/forum/index.php?topic=12128.msg206245#msg206245

But honestly I could do without those 2 in combat perhaps...

TaLaR and Dri spend nine for their games.

The purpose of the topic is to see if many players spend more or less the same number of points (about nine or more) on aptitudes.  If so, then what is the point of the aptitudes?  I know Alex did that as a buffer balance, but if everyone spends nearly the same skill points on aptitudes, they all aptitudes really serve (in practice) is a skill tax or lower effective skill points player has for skills.  It would seem that if everyone spends nine or more on aptitudes, then the difference is probably one max skill at best.

Skills itself are good. But the arrangement...

I think you can also survey that most people do not invest much into combat branch anymore because fleet-wide skills are so much more important.

215
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
« on: April 30, 2017, 08:37:30 AM »
I bet. I would wait for Alex to fix the issue that bugs the vanilla ships, as I think it will fix the problem.

Anyway, I keep on playing my smuggler playthrough btw. I tested a few things out, fooled around get into some battles (then rolled back) - and I do really like the SNT Wolf as it is now. It's not overpowered at all anymore. It's rare, so finding one on the market is an reward in itself. It also brings good sensors for campaign use and if properly setup it will win with regular Wolf.

Only it's speed... 140 vs 150 makes a huge difference, so huge had to counter it with unstable injector to make it more mobile combatant. But other than that, I absolutely love it and it's lore friendly too. The drone fighter have a sufficient range to be useful without turning it overpowered. And it's a good distraction especially if enemy ship doesn't have omni shield, also acts as decent pd. So...

Good job Raccon! I really like it, it's strong but in it's own way. For sure it plays differently than regular wolf, without breaking anything so huge props for that.

216

XIV themed mid-game battlegroup (no legion nor onslaught yet). What's interesting here that funnily enough the most often used, most versatile and indispensable here turned out to be... Those 4 hegemony Kite's I'm using as screen for 4 wolfs or as fast picket ships chasing down vulnerable targets. That group is 8 fleet-slots combined but I don't see myself ever getting rid of them. Especially that Kite's are with reinforced bulkheads (+unstable injector and hardened subsystems) so I can loose them - no problem. I'll recover them after battle, if needed take out spare weapons from storage and keep on using them till I get back to core worlds to restore them to peak condition which is dirt cheap in comparison to other ships.

All my support ships ran on insulated engines and unstable injectors rather than with survey equipment (and hey, it's still absurdly easy to score a 1kk paycheck) while my combat ships - depends. All carriers do, some of the frigates. Almost all ships are on hardened subsystems and notably Kite's are with unstable injectors so they're reaching absurd speed's on full deployments (thanks to Cord.Man. skill). All destroyers and cruisers (with exception of the flagship Eagle) are also max armored to the point it amuses me to watch enforcers dueling multiple opponents up to the cruiser size (officers on them have all of the durability skills).

With sensory skills and just swapping few flux conduits for insulated engines I can actually S-burn 20 and have lower sensory profile than strength of my own ones lol (I do not however). I can even sneak with this thing  so well that pirate frigates usually will end up in combat range despite trying E-burn to avoid.

Anyway, I think that so far I got a nice solid mix of ships to go by. Only downside - they eat a lot of fuel despite -25% skill to it's consumption :o

As for your vid. You need some practice, but perhaps putting on some sabot's instead of 2 reaper torpedoes would be better?

Edit: Och, but the ventures here are from Venture (A) mod, just fyi.

217
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
« on: April 30, 2017, 06:07:25 AM »
Nope for sure. I have snatched one (D) as derelict floating in space and they're not loosing D prefix.

Huh. Weird weird. :-\ In that case I got nothing.
\

Me neither because some of the mod ships work fine. At the same time the same issue touches some of the vanilla ships and I do not talk about the unique paintjobbed variants.

So I'm totally clueless is it something which can be fixed by a mod creator or do we have to wait for 0.8.1.

218
Bug Reports & Support / Re: Infinite Restore
« on: April 30, 2017, 02:55:26 AM »
Not with all, as some simply do not switch out the D right away after restoring them. Some will swap it once u leave refit screen (I usually just undocked and docked again) and come back. The way that game handles it is via replacing the ship and it wont load as long as you stay in refit/fleet screens I've noticed.

I don't remember for which ships the above mentioned procedure works though. Sorry.

219
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
« on: April 30, 2017, 02:41:57 AM »
D-Pigeons
Speaking of them - D versions do not loose the D or change skin upon restoring to full condition. Tested it in a new playthrough.

Can't be sure, but this is likely because the "Pigeon (D)" that comes as a skin with this mod is not the same as a "Pigeon (D)" the game creates as a damaged ship after a battle or as a derelict. In the former case, restoring the ship just brings it back to being a D-skin but without the D-mods, while in the latter it restores it to a stock Pigeon.

Nope for sure. I have snatched one (D) as derelict floating in space and they're not loosing D prefix.

220
Mods / Re: [0.8a] Raccoon's Arms Pack v1.3.2 - Mimicry
« on: April 30, 2017, 02:27:22 AM »
D-Pigeons
Speaking of them - D versions do not loose the D or change skin upon restoring to full condition. Tested it in a new playthrough.

But anyway, I've begun new smuggler-oriented playthrough (I'll make a run on voltrum in 12 parasecks ;) ) and the sentinel wolf feels way better. First off, I haven't seen any around aside from the one I've bought at some forsaken black market in persean leauge territory. So it feels already thousand times better in comparison to every pirate scout rocking with 2 of them and just eating you. I didn't done much combat this time yet so I'm not fully aware of it's new/old capabilities but the SNT Wolf in general was doing okay on the retreats. The drone/fighter seems to have more reasonable range and was doing some good and much wanted distraction & acted as far range PD.

In general I like it much more now. I would only say that SNT Wolf tho seems kind of slow and now being brought much better into line with other ships I would perhaps add back some speed to him (145? still slower than regular 150) or one more phase skimmer charge (still one less than regular wolf).

221
General Discussion / Re: New Pirate mechanics?
« on: April 29, 2017, 05:49:29 PM »
No, Derinkuyu is specifically set to change from Pirate to Independent, shortly after the end of the campaign tutorial.  Your Hegemony contact specifically says that they'd be going in and cleaning up, after you stabilize the jump point, and then tells you that you can either stick around and take advantage of the bounty they just created, or be free to travel elsewhere.

Generally speaking, if you haven't been drawing attention by smacking pirates, and have turned your transponder off, pirate bases will trade with you even if you're at Vengeful.  Just like smuggling onto hostile faction bases.

Oh right this might be it. I forgot about this because I skipped the tutorial this time.

222
General Discussion / New Pirate mechanics?
« on: April 29, 2017, 03:37:28 PM »
So I've seen others claiming to have certain pirate bases open for trade with them despite the fact they were basically pirate-hunting heavily before. I have also noticed that some pirate bases will be open to trade with me unless I've been pirate-squashing before in the system. But I didn't gave it much thought before.

But I have started a new playthrough in which I'm intending to be a smuggler. So I don't fight. Pirates or Luddic Path may chase me but I don't fight just retreat - so I'm not worsening my rep with those factions. Which is good since I'm also curious can I befriend some of the hostile factions.

So, recently a luck had it I have made a few deliveries to & from Galatia's Derinkuyu Mining Station which is a pirate outpost... And they turned "independent" for me? They're grey on the outside but the market remains "pirate"...
Spoiler

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I made a quick new game just to check that and I'm not wrong - they were Pirate.
Spoiler
[close]

So does this means that each pirate base have a separate relations chart towards the player or something like that?

223
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 29, 2017, 01:36:09 PM »
So I was sort of right here. But I was thinking that actually a BM bought ship could be "detected" as stolen good? Cuz as I said above, I've been inspected a few times after BM ship purchases and were loosing reputation as scans were coming out "positive".

Patrols will only confiscate what's explicitly illegal. If you bought a ship or some (otherwise legal) supplies etc on the black market, they'll only suspect, which will lead to a rep drop but no confiscation.

I hope it won't sound strange but I hope that in the future BM ships could be confiscated and in general black market/smuggling made more risky thus also rewarding.

I'm actually thinking of starting another playthrough focused on trying to become a new Han Solo. That's the effect of the new navigation skill, I love the idea of being able to jump into hyperspace to avoid the fuzz ;)

224
Mods / Re: [0.7.2a] Diable Avionics 1.71 (30/01/2017)
« on: April 29, 2017, 01:08:36 PM »
This... Already looks like a gundam from more recent adaptations :o
Spoiler
Code
https://www.youtube.com/watch?v=_68NtUgi-bk
[close]


(Also let me say I very much love both DA and SCY Tarti!)


225
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: April 29, 2017, 12:59:04 PM »
Concerning cargo inspections not finding illegal goods, I don't have any ships with Shielded Cargo Holds, so that's not it.

There's some randomness, and smaller quantities are much less likely to be found, especially when accompanied by legal goods. There's also the "nothing illegal found, but you're carrying plenty of stuff and are suspected of smuggling due to recent BM trade" result.

So I was sort of right here. But I was thinking that actually a BM bought ship could be "detected" as stolen good? Cuz as I said above, I've been inspected a few times after BM ship purchases and were loosing reputation as scans were coming out "positive".

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