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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Messages - prav

Pages: [1] 2 3 ... 13
1
General Discussion / Re: Enemy doesn't attack my ship
« on: September 28, 2022, 09:28:00 AM »
A Brawler or Vanguard with Wolfpack Tactics, Combat Endurance and Hardened Subsystems will straight up outlast a stock Conquest by a minute of PPT, or almost four minutes if you count degradation time above 30% CR. I don't think any of their base variants use HSS though. But if you have several ships and some of them drift out of contact occasionally (to capture a point, for instance) this can probably make up the difference.

And a common Lasher with WPT and CE still gets 420 seconds PPT, 70% of a stock Conquest. Frigates can have pretty good staying power these days.

If you're having trouble with frigates some fast fighters usually do a good job hunting them down - Broadswords, Thunders, Talons or similar.

2
Suggestions / Re: Fixing S-Mods
« on: September 25, 2022, 09:20:46 AM »
What point, you contradicted yourself in the second and third paragraph. I was just picturing the unnecessary loops we would do with balance changes.

Calling a proposition "buffoonery" shouldn't be seen as rude by anyone using the internet. Please don't do the toxic bait thingy (there really should exist a word for that).

I'd happily respond in kind, but it's Alex's forum and he wants it civil. I'll be more explicit in the future so those who can't keep up, can.

3
Suggestions / Re: Fixing S-Mods
« on: September 25, 2022, 08:58:39 AM »
That was rather the point. Don't be rude.

4
Suggestions / Re: Fixing S-Mods
« on: September 25, 2022, 08:40:54 AM »
Really the more bonus experience you have stacked up the faster it should be consumed.

I'm not sure how I feel about the fixed cost for S-modded hullmods - I like that it encourages a different hullmod valuation than what you arrive at when paying with regular OP, but I don't like how the answer usually comes out to EMR + HA. This could probably be fixed by just adding a few more high impact, high cost combat hullmods - Hardened Shields used to be one of these, but it's pretty unimpressive post-nerf.

Or you could nerf EMR and HA, since they're very competitive even at full OP cost...

5
Suggestions / Re: Fixing S-Mods
« on: September 25, 2022, 08:09:09 AM »
Literally the only choice you make is "will I use this ship in late game?".

It's pretty easy to get the story point refunded as bonus experience, but at the same time I can't remember when I last ran out of green meter, which makes the value of the refund very dubious.

6
A cruiser with a single medium mount and a few energy PDs as a battlecarrier? Surely that's forcing a square peg into a round hole.

7
I don't find any carriers to be useful in the current version. I suppose you could argue for the Legion, but the argument would hinge on the value of its guns, missiles and armor, not its fighter wings.

8
Mods / Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
« on: September 15, 2022, 05:01:21 AM »
Well done, good to hear you got it working.

9
Mods / Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
« on: September 15, 2022, 04:44:31 AM »
Quote
missing post

I'm sorry, you've been fixing what? Those INFO entries are a list of classes that are already compiled into a jar (you'll find the same message for eg the ion beam (Class [com.fs.starfarer.api.impl.combat.IonBeamEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.) followed by an NPE on some projectile spec with no real context. I have no idea what problem you're having.

10
General Discussion / Re: So there was a rant about the doritos
« on: September 14, 2022, 09:07:44 AM »
I'm not sure I agree with the underlying presumption that fighting the Tesseracts should feel fair. They're the weird extradimensional late-game challenge - cheapshots, new strategies, and simply raw power are not uncalled for. Ok, I got my ass kicked after I poked the strange space obelisk, and now I know that some of my ships are going to get bursted down - how do I deal with that?

Some people hate that kind of challenge, and won't agree. Others consider IWBTG game of the year 2007 and laughed their ass off when that apple fell upwards (or, less extremely, the entire soulslike genre - fans of which will swear up and down it's perfectly fair while stumbling into yet another evil trap). And some just want to vent after a good ass-kicking before trying again.

If the Tesseracts don't make me take a moment to reconsider my approach and my assumptions, what will?

11
Mods / Re: [0.95.1a] prv Starworks v24.2 (2022-09-14)
« on: September 14, 2022, 05:45:06 AM »
DOWNLOAD prv Starworks v24.2 - Always delete the old version before installing a new one.

v24.2

Agni
- Increased Agni fleet sizes and Agni fleet and deployment point cost per ship by 33%.
-- Net result should be that Agni fleets are reported as being more dangerous, with little change in actual composition.
- Cocoon cooldown will now be counted from when it is depleted, not from when it is applied.
- Cocoon damage text is now brighter.
- Improved logic for when Cocoon damage texts should be displayed.
- Beam and EMP damage reduction reduced by 33%.

Fixed a crash that could occur if an R&D Market owner knows extremely few ship blueprints.

12
Mods / Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
« on: September 11, 2022, 08:42:34 PM »
I'd offer to send you my save file but I already did a sweep of mods and started a new campaign, deleted the old save.

Perhaps I just had a really bad fleet set up. I don't claim to be ANY good at fleet design and weapon choices, but if my over a dozen frigates and half dozen each of destroyers/cruisers can take on the same size or even larger enemy forces and win in various (mostly pirate admittedly) combat engagements, I figure I'm doing okay. Suddenly I'm seeing a fleet less than half my size completely shatter my fleet and kick my teeth in with virtually zero losses.

What is the refresh rate on the use of the cocoon? Because there were several points where suddenly I'm doing damage again, get hopeful that maybe it was just a game glitch causing no damage then it seems like only a few seconds later my hopes are dashed and they're immune to all damage again.

FWIW I have around a hundred mods. It's a very real possibility my gameplay experience is completely saturated with sub-optimal ships/weapons/builds such that it whacks out my gameplay versus what these things were tailored against during testing. At the same time, they shouldn't be tailored against perfectly optimized builds because I would think that most players are mixing and matching like I do with all the weapons and ships and crap.

Yeah the Agni are a lot tougher than a typical pirate bounty; think of it as stumbling across your first Remnant Ordo unprepared - odds are it's going to end badly.

Cocoon takes 50 seconds per charge, starts with three charges, absorbs 4000 raw damage (no armor reduction, counts frag at 25%) per charge on the cruiser, 2000 on frigates. Comes out to something pretty negligible like 60/20 protection per second sustained, but the starting buffer is large - especially if it has an extra charge from Systems Expertise on the officer. I'll ruminate a bit on if it shouldn't have a longer cooldown between uses, right now it can be more or less be chained for as long as the charges last.

Correction: 4000/2000

13
Mods / Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
« on: September 11, 2022, 04:11:56 PM »
You can disable them in prvSettings.json

If you're shooting at an Agni and it's not taking damage it's likely because you're hitting a Cocoon, the frigate and female cruiser ship system, which absorbs a fair bit of damage before the charges run out - you should see some light grey damage text tallying up your impact. They recharge pretty slowly, so wearing them down is both viable and expected.

In testing Agni fleets tend to end up with close-fought wins against regular faction fleets of the same size, with around half the Agni retreating with heavy damage by the time the dust settles.

A known issue is that they're a little underconned, report as a little too easy, when they should probably be a little overconned instead. Not entirely trivial to fix since I have to adjust both ship FP and fleet spawn sizes without wrecking anything I'm otherwise happy with.

14
Mods / Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
« on: September 11, 2022, 04:54:43 AM »
And spoil the surprise?

Agni do not overwrite any Remnant systems, they are spawned after the Remnant theme is fully assigned.

Added a little teaser to post 1. Heed the warning b-acon.

15
Mods / Re: [0.95.1a] prv Starworks v24.1 (2022-09-10)
« on: September 10, 2022, 12:31:44 PM »
DOWNLOAD prv Starworks v24.1 - Always delete the old version before installing a new one.

v24.1

Agni Down Spinneret is now correctly tagged as a small weapon, not large.
Temporarily removed the theming requirement for the Flight Into The Unknown bounty.

RELEASE NOTE: This update is not neccessary if you always have the Agni enabled.

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