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Messages - prav

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106
Then we get to the large ballistics...but this has been an issue for quite a long time honestly. I mean why else would heavy ballistics integration become a thing? That happened a long time ago...people would just slot mediums instead or leave them empty. We've got a much deeper problem here.

Well, that's mostly due to the weapons not being in the primary arc on the Onslaught wings and Conquest off-side. Half price for something that fires half the time.

107
I'd give the Point Defense skill's +50% vs fighters buff a long hard look. That's a big number, and in a big battle it'll be on a fair number of big ships. Makes for a big impact.

108
I suppose I'll make the obligatory power creep post. The baseline has been shifted from 1,0 to 0,8 flux / damage (or positive traits equivalent)*, and every weapon now needs to be rebalanced accordingly. So far I'd ballpark somewhere between a third and half have been. At 0,8 f/d it's not a matter of few high performers, but a lot of low performers.

*Don't get hung up on the exact number, the interesting part is the direction and magnitude of change.

109
Suggestions / Re: [UI] Starscape shouldn't be turned on by default
« on: June 06, 2023, 11:42:12 AM »
What I'd really love to see is the intel map and the map map get merged.

On a similar line of thinking: make the fuel range indicators less "cover everything" and have them on by default.

The majority of the time something along the lines of a small orange ring around in-range stars would be plenty.

110
Suggestions / Re: High scatter amplifier changes
« on: June 03, 2023, 01:15:13 AM »
Performance aside, it would be nice if HSA changed the beam visuals a bit, perhaps swapping to an alternate pair of textures or adding an overlay or something along those lines.

111
Suggestions / Re: Phase Lance range buff?
« on: June 01, 2023, 02:53:25 PM »
I'd love to see another 100-200 range on it so it'd get along better with kinetic ballistics.

112
Mods / Re: [0.96a] prv Starworks v27 (2023-05-20)
« on: June 01, 2023, 03:25:38 AM »
i conquerored a prv planet and to upgrade the starbase i need a facilty blueprint where would i find that??

Laboratory Complex R&D markets (such as on the Ryak HEL station) sometimes sell it.

You can also dismantle the station and build a standard model instead - which is probably cheaper, since industry BPs are pretty pricy.

113
Mods / Re: [0.96a] prv Starworks v27 (2023-05-20)
« on: June 01, 2023, 01:08:30 AM »
Oh that's funny - they've got the same long pursuit flag as the Remnant, but since they can enter hyperspace they just keep going.

I'll just remove that, they should be satisfied so long as you shove off and leave them alone.

114
Mods / Re: [0.96a] prv Starworks v27 (2023-05-20)
« on: May 31, 2023, 01:04:03 PM »
Hey, just wanted to report the S-mod bonus for the hullmod 'Ramshield Adjunct' does not actually apply. The stat sheet and in simulator, damage to shields remain the same whether or not it was S-modded. Unknown if 0.96a broke it or it never worked at all.

Ah shoot, I think I forgot to disable the option to smod it - it was just a bit too easy a choice when you could skip the penalty.

Thanks for the report, I'll have it fixed for the next version.

115
Suggestions / Re: AI should not fire reapers at frigates
« on: May 30, 2023, 12:58:37 PM »
Yeah as you noticed the AMB does have the UVF tag. You don't happen to use a lot of eliminate orders? A ship on eliminate won't hold back weapons, since you're telling it to, well, not hold back.

116
Suggestions / Re: AI should not fire reapers at frigates
« on: May 30, 2023, 11:24:10 AM »
The AI does not fire STRIKE-tagged weapons like Reapers against frigates unless the weapon is also tagged USE_VS_FRIGATES or the ship is in exigent circumstances like being about to get blown up.

117
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: May 28, 2023, 05:18:35 AM »
Does anyone think the Ziggurat fight has become way harder, somehow? It just phased inside of, and dumped lethal motes into, my executor, very very deliberately remaining atop him the whole time. After if stopped and phased back in, the Exec lasted like 10 seconds before being destroyed. If it had continued to do that after venting I don't know how many ships I would have lost. It might sound cool, but the high volition motes just **** you til you bleed, seemed very janky...the whole fight just seemed like an abortion from that horrible beginning

Yeah I ran into this myself, it'd just squat in phase exactly underneath my Auroras and almost instagib them through the shields.

118
Suggestions / Re: Squall Nerf
« on: May 28, 2023, 02:44:37 AM »
At the current projectile HP the defending ship would generally be better off not shooting at Squalls at all, reserving its PD for other targets - or even just saving some flux.

119
Another factor is that Remnant PD is pretty unimpressive, with variants generally opting for offensive weapons. They used to have large high-ROF Spark swarms which would catch most missiles, but those are long gone.

120
I don't see the problem with the system. A Gryphon specced for sustainability shouldn't really run out of Squalls or Breaches. Isn't that the entire point?

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