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Messages - Euripides

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Suggestions / Re: Black Hole Interaction with Stars Maybe?
« on: May 01, 2021, 08:16:19 PM »
And now you want to add the three-body problem?
That is not what I said, that is not what I suggested, and that doesn't even make sense

There is no physics simulation, this isn't an issue.
You don't need a physics engine to have accurate representation of solar systems and masses orbiting each other

Even if you added a physics calculation for solar system generation it doesn't mean you'd need to do perfect physics simulation /anyway/

Suggestions / Re: Tempest Nerf Options
« on: May 01, 2021, 08:06:03 PM »
It's good because its fast with 2 medium energy mounts
Its ability and its drones could be removed and it wouldn't change how good it is.

Anyway this is a single player game these kinds of things dont need balance, we need more interesting features and gameplay mechanics instead of fiddling around with whether x frigate is balanced or not

Suggestions / Re: Black Hole Interaction with Stars Maybe?
« on: April 29, 2021, 05:38:33 PM »
I'd like the star system generation to respect kepler's laws

things should orbit their barycenter; binary and especially trinary systems in starsector are very very very far off how they work in reality.

Suggestions / Re: Return building in SO with cost of 2 story points.
« on: April 29, 2021, 05:34:21 PM »
Story points shouldn't be spent to build in hull mods at all

This gameplay change only revealed an inherent problem with hull mods - you are fighting for weapon/venting/shield slots and 99% of the time the cost isn't worth it.

All I'm doing now is building in heavy armor, hardened shields, and integrated targeting on every ship because those are the most expensive and most useful.
Then, I don't even bother with other hull mods because they do next to nothing worthwhile compared to their OP cost.

I would prefer an alternative system where hull mods take up their own slots, and hull mod slots are available on a case-by-case basis but generally with low-tech favoring lots of hull mod slots, and high tech favoring very few.

So for example, a low tech ship may have 6 slots to work with, a midtech may have 4, and a high tech may have 2.
Rather than paying an OP price for each hull mod, you can just put whatever hull mod you want.

This will typically mean that high tech ships are getting integrated targeting and maybe hardened shields, while a low tech ship would have integrated targeting, hardened shields, heavy armor, safety overrides, flux vents, etc...

This means high tech ships tend to be more specialized, low tech more do everything.

I'd take this a step further and get rid of most hull mods that are simply increasing shields, adding damage, adding range, etc. We need more interesting things than stat buffs.

That's my 2 cents on it anyway. Whatever it may be, I just don't think the current system of paying OP for hull mods works and the above is just one idea to try and get away from that.

Mods / Re: [0.95a] Scy V1.64rc4 (2021/04/29)
« on: April 29, 2021, 04:31:40 PM »
I just don't understand the use case of this weapon given all of what you've said.

Other PD weapons will kill fighters all the same but also target missiles and almost universally do this for lower OP cost on an individual basis before even considering hull mods which the vast majority of PD weapons don't even need.

Simply put, trying to use Needlers as a point defense weapon means paying 2-3x as many OP as comparable weapons for marginal if any performance improvement. Just to get Needlers on the same playing field as all other point defense, you have to add the integrated point defense hull mod, but then if I'm using that why would I use Needlers and not one of the many other small turrets that would be even deadlier against missiles and fighters and don't normally target them?

And this is before getting into the issues I am seeing with Nano needlers have extremely unreliable tracking and shooting.

On paper the DPS and beam mechanics make them sound amazing for PD, but in actual practice they are completely outdone by vanilla PD weapons at nearly half their OP cost; directly contrary to your statement that they are the best possible PD weapon in the game. That's honestly all I can say on it, as you are convinced these are amazing and perfect, but I keep trying to use them and routinely find almost any other PD weapon being better - not just because they don't need hull mods to work, but also because they reliably track and shoot missiles, which I had assumed was a bug but it seems the needlers are 'working' as intended.

That's as much feedback as I can give.

Mods / Re: [0.95a] Scy V1.64rc4 (2021/04/29)
« on: April 29, 2021, 01:51:35 PM »
I have now tested with several different ships both vanilla and modded, against several different types of missiles both vanilla and modded, with integrated point defense + advanced turret gyros and without, my results:

Without integrated point defense nano needlers almost never even track or target missiles
(example test condition: Erythmium boar with only added nano needlers, integrated point defense, advanced turret gyros, vs dominator firing annihilator rockets; remove the integrated point defense and the needlers will only target the dominator, not the rockets)
The spinup time on the needlers means by the time they start firing the missile is usually already hitting (this is tested against simple annihilator rockets)
On non-scy ships the nano needlers will often just track targets without spinning up let alone firing (I think this might be a turret arc issue with missiles coming in too close to the limit of the arc - its not an issue with other PD but it seems to hurt the nano needlers for some reason)
Only on scy ships do the needlers seem to kind of work

Nano needlers need either a faster spinup time or imo a better option- to keep firing between targets like other beams do - the constant on/off they do means they rarely shoot targets in contrast with other point defense.

I found that the burst PD laser did a much much better job shooting missiles for lower OP cost (did not need integrated point defense or advanced gyros to even be semi-effective and cost only 1 more per turret) as well as even just simple flak, mostly because the instant hit allowed the shots to actually hit missiles. The nano needlers are just spending all their time tracking, aiming, spinning up, instead of actually firing.

I can't take videos of all this because my recording software can't hook into the game, but its night and day difference, the nano needlers are full stop either not functioning or barely functioning.

If you could post video of them working, I would like to see it so I can compare to what I'm seeing in my game and point out the differences.

Mods / Re: [0.95a] Scy V1.62 (2021/03/27)
« on: April 29, 2021, 08:18:31 AM »
Yes, I was using advanced turret gyros, this doesn't help. The nano needlers no longer function as effective point defense because they never actually fire

Mods / Re: [0.95a] Scy V1.62 (2021/03/27)
« on: April 29, 2021, 07:57:28 AM »
Bug report:
Nano needler weapons do not fire on their targets 99% of the time

I think it is because:
1. Their turret traverse speed is too slow
2. They have a windup before firing
3. The AI tries to switch targets before the windup has completed so it doesn't ever fire

99% of the time the needlers are just switching to a target, revving up for 3 seconds, then switching to a new target without ever firing a shot. The windup means the needler will never actually fire on a missile before that missile impacts.

In practice the monogram railguns from arkgensis with integrated point defense are doing a better job of being needlers.

Especially not helped with all large turrets seemingly targeted every missile/fighter in the newest version of the game. Things that I would definitely prefer aiming at a capital ship are instead aiming at tiny fighters that the large gun can barely track.

The skills and stuff wouldn't be a big problem with rapid iteration and changes - there's a mod already on the forums that pretty much fixes all my immediate issues with the skills for example.

But we're going from 1 update every 6-8 months, to 1 update every 12 months, to 1 update in 2 years...

And the actual content of these updates is getting less and less. This last one is 2 years in the making and hasn't really changed anything about the general gameplay meanwhile I can see a plethora of things that could really be worked on from progression to storyline to the way hull mods and weapons work

I honestly feel like alex just doesn't have his heart in this project anymore and its becoming abandonware

Mods / Re: [0.8.1a] The Knights Templar 0.9.8f
« on: April 26, 2021, 09:07:14 AM »
If it wasn't updated for 0.9.1 its not gonna be updated for 0.9.5

Just making as close to a factual observation as I can. This is a mod I'd consider dead (alongside most/all the mods that aren't updated within 2-3 months of a release). Maybe that is hurtful for a mod author or otherwise to hear but it's factually true for people looking to play a mod and this one is 3 years out of date now. It's dead jim.

Suggestions / Re: What if Story Points just gave you more OP?
« on: April 25, 2021, 12:07:31 PM »
IMO story points expose a failure in hull mods themselves. Competing with weapons and shields/vents isn't a good thing. I often find myself spending all my skill points on 'free' hull mods for my ships to shore up deficiencies or specialize them in ways I could never do if I had to pay the OP cost for the hull mods.

I really think the following should be done:

1. Do not allow story points to be spent on making permanent hull mods or enhancing colonies. Use story points as a sort of 're-roll' the player can use to get better outcomes. For example, ALWAYS having the option to recover ships with a story point, being able to spend a story point on a loot re-roll (guaranteed better) if you're not happy with it; that sort of thing.

2. Move hull-mods to their own category with its own restrictions independent of OP costs, with the amount of hullmods a ship can install depending on each ship in question. I could see for example, low-tech ships tending to have many hull mod slots, while high tech ships get fewer or even none.

Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 25, 2021, 10:29:56 AM »
I just want to give feedback on AI in the latest release candidate:

It's significantly improved aggression-wise from the initial release. Currently my only serious problem with the AI now is that it massively over-values enemy fighters to the point that my frigates will actually break contact with enemy ships to go off and chase fighters around the map (!)

In fact, I just finished a battle where 3 of my frigates followed and surrounded a lone enemy fighter, treating it as if it were a frigate, destroyer, cruiser, etc. itself while the enemy still had some 8 or so ships in play

The AI seems to be putting far too much importance on strikecraft. Fighters can be dangerous but they do not warrant my frigates breaking off contact with actual ships to go and chase down. Meanwhile I am finding that when a frigate is being overwhelmed by fighters, it likewise won't do the appropriate thing and disengage - this is when a frigate actually needs to care about fighters. Not when a fighter is off by itself doing nothing, but when there is a swarm on the frigate and its at 80% flux or worse and needs to back out of the current engagement or die.

I haven't seen yet if my capital ships treat fighters the same way, since I usually run very light fleets, but I certainly hope not.

There needs to be a better estimate of the capabilities of a lone fighter and a swarm of fighters. Right now I feel like strikecraft swarms are undervalued in how dangerous they are and lone fighters overvalued. A few mods have strikecraft that are actually individually dangerous so there should probably be more taken into account than simply numbers in proximity, but at the very least a basic check in the vein of "Am I being surrounded by fighters? Yes. Ok I should back off and deal with them/move to friendly point defense/help" would be nice.

Mods / Re: [0.95a] Adjusted Sector
« on: April 24, 2021, 03:51:18 PM »
Tried using this and unfortunately no matter what settings I used, even default vanilla settings, it would spawn stars in the south area of the core worlds.

Don't think players should even have colonies with where the game is right now tbh

maybe like a starbase, a planetary outpost, stuff that wouldn't have more than maybe 10's of thousands of people at the high end. Really feels like the entire colonizing side of things is really out of place with the rest of the game and is detrimentally affecting pacing and design

Progression (taking into account colonies staying a gameplay element) imo:
>scavs (mostly questing income)
>scavs setting up orbital station/outposts (mostly questing income supplemented with minor trading income from a station, outpost, etc)
>feudal lord (earning political reputation, now 'permitted' to own an actual colony somewhere under tithe to a faction, maybe more than one colony depending on reputation, quests, etc)
>faction leader (enough political/military power to declare your own faction and fight to establish own existence
>End game crisis (AI returns, invasions through gates, subjugation of the entire sector under your banner, etc)

Mods / Re: [0.95a] Tahlan Shipworks 0.6
« on: April 23, 2021, 12:36:06 PM »
The Darnus frigate is way too good imo
I put 2 phase lances + beam optics on it, basically just solo's entire fleets of enemy frigates by itself. It either needs a reduction in offensive power, or a nerf to speed or survival. I don't know the best exact approach mechanically for it and some of the problem might simply be how damn good phase lances are.

Also an AI bug report with the Darnus: If you order it to a capture point, the AI will constantly engage its special move ability and jet away from the capture point and then fly back. It's like it has ADHD.

Darnus is really cool but so good I feel like every other frigate is completely obsolete when I have one.

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