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Messages - FreedomFighter

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151
General Discussion / Re: Market - I jsut do not understand it at all.
« on: August 11, 2017, 07:36:38 PM »
You only need to visit them once to know what are they having in their market. Price won't update until recent visit or bug the comm relay.

This window is probably what you are looking for.

http://imgur.com/a/TcfFT

152
You're going to need some Carrier soon or thing get real bad when Mora or Astral showing up. Having carrier doing PD job for your fleet free your ship to kit out more firepower to kicking more arse.

153
General Discussion / Re: Supplies and Fuel ohhhh my
« on: August 11, 2017, 07:14:50 PM »
Afflictor usage getting less and less when both me and enemy fleet starting to deploy half of fleet as capital. Also, it is hopeless when fighter wing just camp out for you. Once your flux run out then you are doom. At lease with Shade EMP, it fry every missile and fighter around it. Even if the AM and Reaper ran out, it still has EMP to be useful to the fleet. Once i got Shade, i sold all of my Afflictor. High-tech fleet pretty much health hazard for lightly armored Phase ship due to beam hit you with perfect accuracy. Capital especially Paragon eat Afflictor alive and no way AM can get pass Fortress shield. Onslaugh for some reason, love to has Devastator cannon at their rare, so even if you get behind them, it instant gib you the moment you come out of phase. Shade get more use to me when Astral becoming norm to enemy fleet. 6 Wings of fighters? Say no more since Shade can fry all of them in the same time. Also, it is sadistic to perma-stun some ship with it.

154
General Discussion / Re: Market - I jsut do not understand it at all.
« on: August 11, 2017, 07:03:59 PM »
You won't know the data if you never obtain it before. So the only way is you go around every single market in the game to obtain that info. What are they selling. What are they producing.

For now, trading isn't that profitable, even with contract. Beside, you are the only one that get exp from it. Your officer won't get trading exp. If you are looking for money then just go with bounty hunting or accept the running sensor package contract. Survey contract is great but require skill.

155
General Discussion / Re: Supplies and Fuel ohhhh my
« on: August 11, 2017, 05:03:42 PM »
Why would Shade need PD? It's EMP system also act as PD and has short cooldown. I like to use Shade more than Afflictor because of that alone. Smaller profile too.

156
Would the mod spawn a new faction if i add a new one in with respawn enable?

157
I'm cash in for warp demonic creatures from WH40k but idk if i want to experience those thing by myself. Hyperspace travel in 40k is 11/10 scale of danger in there.

158
Suggestions / Re: Faction-specific Hull Mods
« on: August 11, 2017, 01:46:22 PM »
the Pathers do arguably have the most distinctive faction-specific ships in the game in terms of how they perform and behave.

Also the most powerful. SO for free, where the only drawback is having to pay for restoration (to get rid of Ill-Advised modifications)? What's not to like?

Their ship selection is small and almost become irrelevant around mid-end game. Most of their ship also shieldless or not very shield to flux efficient which will get demolish fast.

159
General Discussion / Re: Sooo... Capital ships?
« on: August 11, 2017, 01:23:48 PM »
Maybe since the other aspect of the game aside from combat isn't main focus or well develop/implement right now. A lot of exploration/non-combat vessel are disappointing to use. I'm sure the Apogee, and Odyssey going to has their use once Alex finalize the planetary survey, and outpost stuff. Those exploration capital would be a bit attractive if it give you a fleet wide bonus that help you with long range travel or better sensor. The high resolution sensor isn't that great add-on imo. The range increase is miniscule. Better yet, if it help you with supplie/fuel consumption, CR deployment, and recovering or repairing.

160
General Discussion / Re: Best PD guns
« on: August 11, 2017, 12:10:53 PM »
Out of curiousity is the RR PD and PD laser actually a good choice? I've been using them as budget PD and they seem fairly competent (1 laser can take a missile or 2 out which is all I need unless it's spammed) anyone got a great one for a laser PD boat? I am thinking Urumi fan laser with the 2 extensions to range in game added too (1 range add-on lowers turret turn speed but shouldn't be that bad with the fan laser) what you guys think?

I found out that use both of them in mix kinda yield better result. PD Las range is so short, it couldn't catch all the missile at once if it shoot at you enmass. They also love to overkill on the same target then reassign to another one which slow them down. Having LR PD to peel off at long range first then when it come into PD Las range, it only need about one tick to finish off the missile. LR PD also very flux efficient and it is a good tool to entangle an enemy ship in case they are retreating. AI will keep their shield up to prevent damage from LR PD which stop them from getting zero flux boost, allowing your or your other ship to catch it up easier.

161
Bug Reports & Support (modded) / Re: Null Error
« on: August 10, 2017, 11:25:19 PM »
I see. I remembered that i used superweapon twice before this happen and it is fine. Maybe third time isn't a charm. Every factions hate me for doing that. Now the game hate me too and stop me from genocide people.

162
Mods / Re: [0.8.1a] Interstellar Imperium 1.17.2
« on: August 10, 2017, 11:20:53 PM »
It did exploded, not destroyed. I starting to observe it and seem if it hasn't taking too much damage before it explode, it kinda deal more damage. Though, that thing gaurantee to turn all frigate into spacedust. I like to shoot it into hoard of them. Frigate is annoying to deal with and it split my force apart. Better call PlanetBreaker.

163
General Discussion / Re: Supplies and Fuel ohhhh my
« on: August 10, 2017, 11:18:08 PM »
Dang. 4 Phase ship? I'm crying for your supply drain per day. They are bloody expensive to maintenance but worth it.

164
After updated to this version, the game FPS slow down to below 30 and stay there. Most of time it sit around 22 but these problem gone if i disable the Geforce Experience Share overlay function. After that, the game perform fine. Before this version, both game and GES overlay working fine with each other but now they seem to hating each other.

165
Mods / Re: [0.8.1a] Outer Rim Alliance v0.72RC3 (20/06/2017)
« on: August 10, 2017, 01:57:36 PM »
I found ORA having a hard time keeping the battleline since their ship is long and it need to do broadside which eat up a lot of space. Enemy fleet with forward facing ship seem to get their guns on me more than i put on them. Although ORA ship make a great aux force. Most of them are bloody fast with their system. They are also great at doing pincer maneuver since if enemy fleet starting to collapse and falling back, ORA ship still be able to keep their broadside on them while your main fleet with vanilla ship pressure them from bottom. The ship itself having a problem operating on their own agenda but once you mix them in your fleet along with the other ship, they are damn good at padding on left or right flank.

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