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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Euripides

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61
General Discussion / Re: Beam weapons need a buff
« on: April 08, 2021, 05:27:36 AM »
I just don't use beams for anything, they're less effective than any other weapon I could be using in their place.

Exceptions are the classic phase lance, tachyon, etc.
And also Scy and Diable's EMP beams (diable's could do with a small buff though) which I found nice to use on frigates - vapors in particular with the hacking commlink. They deal very small damage through the shield and sometimes put a module offline through the shield. That's the kind of utility beams need if they're gonna be worth bothering with.

So far the only thing I found beams useful for was super long range anti-fighter work using the point defense hullmod. My conclusion is that, yes beams can be viable, but I can also just use something even more viable instead.

62
Blast doors is one of many hull mods that could cost 1 OP and I still probably wouldn't use it.

63
General Discussion / Re: Impressions about skills in 0.9.5
« on: April 08, 2021, 05:02:49 AM »
I don't really like the skill system, and I didn't really like the one before either. It's there and works I guess but I don't care for it. There's not many meaningful choices, especially with being locked into one tree. I don't really like most of the skills either. Too many stat++ skills like extra damage or range that don't meaningfully change how you play. Free hullmod for learning a skill is kind of neat I guess, but the hullmods aren't unique so you aren't actually getting anything interesting out of it. Most of the time I already had the hullmod learned by the time I unlocked the skill that gave me the hull mod. Just pointless.

Story points on the other hand are really nice, but they are also very limited. I see often that I can spend story points for extra cash and xp on a mission for example, but I absolutely NEVER spend a story point on these things because 1 story point = 1 free hull mod on a ship which is easily worth 300k+ credits in rough value estimate, maybe even upwards of 800k. Meanwhile when spent on a mission reward its like +30k credits. Dinky. Don't want. Lame style of bonus anyway. Better would be RNG lootbox roll for using a story point and maybe getting some really interesting tech, blueprint, whatever that is much more rare and hard to acquire than $15k+ credits would be.

The story points for s-mods is very nice because it fundamentally changed how my ships works in a big way. There's a lot of ships I've never used safety override on for example, simply because the OP cost was hugely prohibitive and prevented the ship from being useful. Many of the hullmods beforehand were simply too expensive to bother with, they might've been nice but I'm not sacrificing half my firepower just to add an ECM module or make the ship turn 50% faster. Now I'm sometimes using these lesser hull mods because the really important practically mandatory ones like integrated targeting unit get built in and I now have the OP to spare on fun small ones.

64
Whole bunch of things influence AI behaviour

Equip at least 1 PD weapon - without it the AI gives higher priority to disengaging and avoiding/destroying missiles than it does attacking a target. Basically every ship needs a PD classified weapon now so that a single missile doesn't spook it away.

Make sure your flux dissipation is 60-80% of your total generated flux. When its too low the AI spends more time flying away to recover flux/vent even when it's barely gained any flux.

Aggressive/Reckless officers try to stay at the range of the shortest ranged weapons

If you're sick of your frigates flitting away to vent flux after 0.2 seconds of shooting, use the new s-mods to add safety override and hardened subsystems without the OP costs. They won't fly off to vent if they literally can't vent.

Play around with the weapon links and groups, it can have a dramatic impact on how the ship fights. The AI often will not fire an entire weapon group even if it has flux for some of them, but it WILL if they're in separate groups or sometimes if you set the firing to alternate.

Your frigates will spend a lot of time shooting at and running from enemy fighters, so bring some fighters of your own to keep the bad ones off your frigates

65
Mods / Re: [0.95a] Diable Avionics 2.62 (2021/03/27)
« on: April 06, 2021, 05:08:25 PM »
Most of diable's stuff is overtuned and not really usable if you're just a casual player. You've got to know your weapons and ships inside out, how they'll behave with what guns, and design around that.

The faction ships are 'balanced' so to speak but generally very weak unless fit perfectly.

66
Mods / Re: [0.9.1a] Interesting Portraits Pack || 375!! || (v1.2)
« on: March 29, 2021, 01:40:15 AM »
It's a portrait pack you should only need to change the .json version number to the current game version and have everything work just fine.

I don't understand why the game even prevents mods from running that don't match the version number. If its gonna break just let it break.

67
Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: August 28, 2019, 11:16:14 PM »
I tend not to play with any player skills nowadays for the "pure" experience. Which is basically false purity anyways, because many fleet skills are bonuses to player piloted ships anyways.

Ohase ships are good even without missiles. For instance an Afflictor with 2 Antimatter blasters and 2 Light Assault Gun is similar enough to reaper afflictor but with more staying power. Likewise with Shade. They can all point their guns forwards. Though it can be argued that in this case it is AM blaster that which makes it similar in style. Shade is almost an Afflictor. It's supposedly a little weaker, but EMP Emittor ship system is simply brilliant. Who needs Ion Cannons when you have EMP Emitter.

Personally I like to see Afflictor or Shade variants not as phase ships but as normal ships with shields, but I suppose we don't really need yet another specialist rare frigate to chase down other normal frigates.

I tend to stay away from a lot of skills simply because they make the game too easy and don't change the gameplay enough. Which is really my biggest issue with the current skills as they are: Instead of increasing my gameplay options, the skills are largely just "Vorpal Sword +3" buffs.

Skills I like:
Navigation 3 because it gives you transverse jump
Sensors 1 because it gives you neutrino sensors
Safety Procedures 2 because it makes fighting in alternative terrain like the corona of a star more viable

Skills I don't like:
Salvaging - Just trivializes the loot mechanics and prints money for you
Combat skills - Virtually all of them, as they just make your piloted ship overpowered (the exception for me being combat endurance)
Loadout Design - Like the combat skills, it's just large buffs that unbalance a lot of ships which are fine otherwise

Combat endurance is quintessentially the skill/buff I think officers should be applying to ships - they can fight longer with fewer malfunctions and get minor bonuses to a few stats when the CR is at a high level. I think that works a lot better for balance and makes more sense with "elite" ships run by an actual officer.

68
I'm finding the rating actually useful for helping me determine which of my ships are underperforming.

69
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: August 23, 2019, 09:17:09 PM »
Is it possible to get the old drone behaviour back for the Calm destroyer? Where they form a shieldwall in front of the destroyer rather than flying around everywhere?

Is it a bug? I don't understand why this feature was changed.

70
Mods / Re: [0.9a] Neutrino Corp. (v. 1.85-RC4.1)
« on: August 21, 2019, 11:52:29 AM »
In the Neutrino system there are several asteroids orbiting the neutron star that break Keplers' second law. They move faster in a higher orbit than objects in a lower orbit do.

I am not sure if this is an accident/oversight or intentional.

71
Is it possible to change the mod's settings to punish crew losses more than hull damage?

72
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 18, 2019, 07:09:47 AM »
I might just be unlucky but it seems like every time I get a trade delivery deal from the bar it is always just about 100 more storage space than I have available to me at the time. That either forces me to add in an extra cargo hull mod or purchase a new ship but the problem I find is that the next cargo delivery request is then again 100 more than I have and I find it keeps driving me to get or add more and more. I do not know it is by design or just pure bad luck but it has happened so many times to me I am starting to wonder if it is a bug with the calculations on what to offer me.

This happens to me too.

I was getting contracts for 6000 + cargo space, and I only had 4500. So I bought a massive super freighter that gave me 3500 cargo space, so I now have 8000 space.

I did that contract, and the MOMENT I finished the contract, I was getting 10000 + cargo space contracts.

I just stopped doing those contracts at that point and made profitable colonies instead.

It happens because you already have a bunch of cargo and the contract doesn't take into account the already used cargo space when generating the contract, as well as the total cargo space you have.

If you have 1000 cargo, the game will generate contracts that use up some significant portion of that space, say 800 cargo. The game does not care that you have 500/1000 cargo space dedicated to something already. If you have 100 cargo, the game will generate contracts that use up some significant fraction of that - you will get contracts to transport 80 cargo. If you have 10,000... you get contracts for 8,000 cargo, etc. It automatically scales.

You are also told, when deciding upon a contract, how much cargo space the contract will use up, and how much cargo space you have available.

73
Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 15, 2019, 11:16:22 PM »
The reputation changes that happen feel too disconnected from the gameplay. You get a random bad roll and now you're at war with a faction. I feel as though there should be some friction to slow that down and make it take a bit more than just RNG.

74
Shields can indefinitely tank damage so long as the damage never exceeds its capacity/recharge rate - you could take a hit once every 30 seconds forever.

Armor does not have that. You will eventually chew through armor, becuase it doesn't regenerate like shields do. This puts any armor focused design at a disadvantage in this mod. The amount of damage an armor-based ship can tank before it takes hull damage is fundamentally finite. The amount of damage a shield-based ship can tank can theoretically be infinite - something armor tanking cannot match.

The hull damage model very clearly disadvantages armor tanked designs compared to shield tanked designs.

The problem is finding a better way to simulate what the mod aims for. Hull damage is good enough, it could be better - maybe we can brainstorm some ideas in the thread.




75
Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 11, 2019, 12:09:36 AM »
I've just started a game with this mod and chose the derelict empire not really understanding what I was getting into.

My first mission was from the independents faction for a shipment of goods to a planet 30ly away; when I arrived I discovered that I couldn't land, the planet is apparently owned by the derelict faction. What is the design intent of the derelict faction? In-game there's not really any clue as to who/what they are, why they are (apparently?) at war with everyone, and why I can't land on their planets even with transponders off.

Am I even supposed to get missions to planets owned by them in the first place? Are they supposed to produce market goods despite not being interactable except as military targets?

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