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Messages - prav

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1
My preferred anti-phase missiles are swarmer, pilum and locust. Make them flux out avoiding the missiles and you can kill them once they have to go back in. And they're more than welcome to try and tank the missiles with their paper hulls - just a tiny armor crack and the frag blows them right up. Such as from a stray swarmer.

2
Mods / Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« on: April 18, 2024, 05:36:43 PM »
Absolutely great mod, never start a new game without it. (Kakafoni my beloved)

Only one issue I, and others've had is that the CC bonus for PRV gives a neglegible bonus but a massive debuff.
Giving my officers schizophrenia for a 5% or 1% speed bonus is a downright terrible trade.

I was wondering if you could buff it to something like 10% more speed for officered ships and 5% more for officerless ships, if that seems fair. (it is)

I'm a bit of two minds about it. You're entirely correct that having your ship have a schizo moment at the wrong time is a really harsh penalty, but it's also something that often creates interesting - if not neccessarily beneficial - situations.

The shared speed bonus is a nav rating buff that stacks with Coordinated Maneuvers, so you're getting that speed across all your ships, added together, so you're going to have a significant nav advantage against most fleets. The wording is a little funny, I think it's based on the wording for some old version of CM. I should update it to be clearer. But the total bonus tends to be significant unless you're already maxing out your nav rating from other sources.

Now, if you have a particularly sensitive ship it may be wise to not put a maniac with cyberpsychosis in charge of it, but hey, that's the prv for you. More sensible commanders can use the Commisioned Crew Ban hullmod in these cases. Actually, writing this out gave me an idea that I'll need to check if it's technically feasible.

Anyway, feel free to consider it a flavorful challenge mode - the CC mod has upside, but you're entirely correct it's not always worth the downside, which is sometimes to the point of having a lynchpin ship reenact the charge of the Light Brigade...

3
You're giving up a bunch of OP (it's on of the cheapest hullmods there are) to gain a bonus you can't get normally.

More practically you're spending 2/5/8/15 OP and a story point on a +50% ammo regen hullmod that would see more use than EMags if it were a standalone.

Anyway my thrust isn't that smags needs a nerf neccessarily, but that using it as a balancing target means power creep.

4
S-mags is pretty far up the power curve. I'm not saying it needs an urgent nerf, but...

5
Suggestions / Re: Hull Restoration is way too overpowered
« on: April 11, 2024, 08:45:26 AM »
Crippling faults and deadly structural failures just bring character to a ship.

Really D-mods just aren't that bad. You can just ignore them. You'll probably find a nicer ship soon enough anyway.

6
Suggestions / Re: Making (some) money should be easy...
« on: April 07, 2024, 04:00:26 PM »
That change would make it so that practically speaking the only way you would get a capital is by salvaging it.

I don't really have a problem with that.

7
Suggestions / Improve transverse jump info
« on: April 03, 2024, 02:51:10 PM »
It's neat the first time you realize that
Spoiler
there is a direct correspondence between planet location in the system and the location of the hyperspace signature, but once you know this it's just a hassle to tab between the system view and hyperspace view to know which pink cloud to do a transverse jump at if you want to end up at Delta Deina III (Barren).

Original title Add a way to see which planet a nascent gravity well corresponds to
[close]
Spoiler about transverse jump mechanics, couldn't figure out a less blatant wording.

Perhaps this information could be unlocked with Hyperspace Topography? Or somewhere else, if anyone has a better idea. I just want to switch tabs less. Another useful piece of information would be the distance to the system gate - perhaps these should also have some kind of HS tell?

8
Suggestions / Re: Simulator Overhaul - Asteroid dencity ajustment?
« on: March 31, 2024, 06:40:55 AM »
A combat terrain selector perhaps? I'm not sure how many the base game has; none, nebula, asteroids, corona - any I'm forgetting about?

Feature creep is fun.

9
Freedom ain't free. Join the League now.

10
Mods / Re: [0.97a] prv Starworks v28.3 (2024-03-11)
« on: March 27, 2024, 03:06:28 PM »
You may be right, especially with the Gravity Minefield mines getting upgraded. Still, tier 2 and 3 stations are tough nuts all around. midline what? Some potentially useful strategy notes:

- Make sure you have something durable along to absorb various prv cheapshots. Dominator, Onslaught, Paragon, something that has a lot of brawn. EMP resistance is also useful.
- I've assumed there's a player flagship along to pop stealth drones and put in some well-targeted damage when the shields are down/away. If everything is on auto you may have trouble wearing down the station before you get worn down yourself. Combat skills help, but shouldn't be critical.
- Against a Star Fortress the Redan drones are a high priority target, time their flux and kill them and things get significantly less complicated.
- The shield cores are always on and take damage when they overload, and will overload for longer the lower their hull integrity is. It's not easy, but you can outlast them.
- If you destroy one of the Hangar or Heavy Battery modules the shield cores can be damaged when they rotate past the hole. They're fragile, and will die to a few rounds of accurate fire.
- Only the Heavy Battery has kinetic weapons - quite a few, granted - and the HB itself only has kinetic damage; if you can distract it with an armor tanking ship that will help quite a bit. Just mind the Bastions on the sides, which have anti-armor weapons.
- When the station changes its direction of rotation there will be a period when it's almost stationary. This is a good time to get some heavy damage in.
- This is also a time when it's harder to move out of the way of the a module's fire since you can't move counter-rotation. Don't get caught out.
- Fitting some extra PD isn't a terrible idea, all those mines and missiles can be a real problem.
- While they can certainly put in some damage when there's a shield overload, glass cannons like the Sunder are likely to suffer from the station's various cheapshots. It is what it is.

If you want to cheese a prv station,
Spoiler
bring something with shield-arcing damage like a Tachyon Lance. Blows the cores right up.
[close]

11
General Discussion / Re: should we just nerf the Onslaught?
« on: March 26, 2024, 12:38:46 PM »
That, and it has builtin solar shielding

Well, it has mandatory solar shielding. Compared to the Pegasus it's missing 15 OP.

12
Suggestions / Re: Quest Planets being immune to satbombing
« on: March 24, 2024, 03:46:18 PM »
A discordant note, so faint it was surely unheard, made me feel that this would be an act I would come to regret.

13
Onslaught has been overperforming since the last skill overhaul. This isn't some new thing.

e: I think I mixed up a couple of threads. Well, either way.

14
General Discussion / Re: should we just nerf the Onslaught?
« on: March 21, 2024, 03:11:33 PM »
It's drowning in OP, adding another couple of marginal mods isn't a big deal.

15
Modding / Re: Dear modders, re: faction specific hullmods
« on: March 19, 2024, 03:51:32 AM »
The base game does not hide unapplicable hullmods, it just blocks them and marks them red, cf phase mods on non-phase ships, converted fighter bay on ships without BI fighters, assault package on combat ships, etc. Following the vanilla style is not wrong.

Even vanilla hullmod list is nearly unusable if you don't filter?

Yeah this is more of what I like to think of as an Alex-level problem.

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