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Messages - Null Ganymede

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76
General Discussion / Re: Vanguard is terrible
« on: January 12, 2022, 04:51:06 PM »
5 ballistic 3 composite @ 6dp is a lot of dakka. You must get value out of that before armor and hull run out. Running way hot on flux, capacity over vents, and and relying on dampener as a mini-vent is the way to go. Aggressive or reckless officer is probably a must, it lets you play with elite PD skill machine gun builds too.

Also keep in mind 1 point into Industry is mandatory when doing lowtech tanking shenanigans.

77
General Discussion / Re: Formations
« on: January 11, 2022, 04:29:29 PM »
I need to know if it's possible to control the game
Only indirectly. Formations are emergent behavior from your loadouts / enemy loadouts / player orders, in that order.

Edit: the frustration sounds familiar and I remember it well. What helped me grok it was ignoring the fleet combat for a bit and focusing on individual flagships. Once I had some practice optimizing a single ship for combat I eventually realized that "dumb" AI was usually outmatched to the point that even if I took direct control it wouldn't be able to execute orders/kill stuff/survive.

If the ship is faster than its opponents it won't get pinned and die to them. If it has good point defense it won't get flamed out by Salamanders or EMP fighters. If it has more firepower (which is a combination of flux, damage bonuses, ranges, damage types...) it won't lose the flux war and get flux-locked at 90% then overloaded.

Aaaand if it doesn't have those things then Bad Stuff is gonna happen and all you'll be able to do is watch. That's why focusing on flagships initially is (imo) more fun and rewarding.

78
General Discussion / Re: My favorite wolfpack fleet
« on: January 11, 2022, 09:45:27 AM »
L energy+missile and a fighter bay for 10dp. Nice. Watching the Broadswords eat Reapers aimed at an overloaded cruiser was great.

An early colony should be able to churn out fleets like this, especially with the industry skill. Trick is finding a blueprint that's good for it. I guess candidates are anything that pushes up to 30-ship limit, can concentrate firepower via missiles/artillery/wings, and isn't super-rare?

79
General Discussion / Re: Need some wolfpack tactics ship builds
« on: January 10, 2022, 02:27:25 PM »
Safety Overrides on everything is a pretty fool-proof early game recipe.

80
General Discussion / Re: Quest marker on fleets with no quest
« on: January 09, 2022, 11:18:56 PM »
News from whatever faction put the bounty out hasn't reached you yet. I think beacons you hack give you news instantly from that system - otherwise it travels at some sort of speed?

81
General Discussion / Re: Genuine question about the phase changes
« on: January 09, 2022, 06:23:18 PM »
Harbinger is really bad now.
Fully specializing skills into phase flagships makes them bonkers.

3x plance Harb with anchor and elite point in FieldMod is... Well, think of it as a destroyer with ~10 phase lances firing non-stop. At ~1k range with full skills and hull mods, and 1/2rds of the time it's invincible and jiggling away from return volleys.

Sure it needs 5 points in combat to catch subsystem range up to weapon range, but you no longer *need* the subsystem for anything except disabling weapons on high-priority targets or assisting friendly torpedoes.

Actually, if the AI knows how to phase the weapon cooldowns, that'd be terrifying if told to escort a bowling ball assault ship...

82
Messing around with sensors, phase ships, and hullmods while mousing over stuff in the bottom left of your screen while in different zones is kind of the only way to learn.

Pretty easy to master *if* you care to.

83
General Discussion / Re: Your favorite mod ship
« on: January 07, 2022, 09:12:04 PM »
A bunch of the Blackrock Drive Yards ships had the combination of (mobility mechanic) + (forward-focused firepower) that made for very satisfying flagships. Everything from capital to frigate to cruiser-tier superdestroyer felt good to pilot.

Going down to a single pick though, I think the Replekia from Sylphon. Broadside flagships are uncommon but pretty dynamic to pilot as you switch between harassing with just forward-facing guns, to turning in to finish something with the rear turret, to going full broadside for maximum firepower. A bunch of ships are capable of it (several Underworld capitals, a Legio Infernalis one, presumably most of ORA) but it seemed to be the Replekia's whole thing.

84
It's interesting to compare this experience to the "my AI ships are getting slaughtered" beginner experience.

I like the idea of the starpocalypse mod (no black markets with beacon on, etc) but still remember being new enough that every bounty fleet was an all-in gamble, and the always-low supply counter a stressful ticking clock. Has the game gotten significantly easier with the recent patches?

85
Suggestions / Change player faction color in-game
« on: January 07, 2022, 10:25:41 AM »
Why: cheerful high-tech blue is a poor match for low tech pirate clunker runs.

Why not: you can just edit your faction's TriPad(tm) theme in player.faction then re-start.

Maybe it's just a UI color picker issue? None of the usual ones quite match Starsector's in-game aesthetic. It would probably be those ugly horizontal sliders.

86
The ground battle looks like a different alien game at a glance - but then you actually do it, and realize it's tied into all the best parts of Starsector and success directly depends on your fleet's history and combat efficiency and logistics capacity and stealth and...

The fact that invasions actually take time and you might or might not want to stick around is awesome. There's room both for planet-crushing capital invasion fleets filled with tankers and cargo vessels, and upstart frigate wolf packs hiding in asteroids while a group of marines recruited in a bar tries to put the next Warlord Kanta in power. Very cool.

87
Mods / Re: [0.95a] Arma Armatura 1.5.2e (9/16/2021)
« on: January 07, 2022, 07:42:17 AM »
This is the coolest mod.

I bought an Aleste (S) on a whim and tried putting two laser swords on it. Huge respect for the amount of polish you've put in. The animations, the well-polished descriptions, the fact that it's a clever movement mechanic that dances with the ship system movement mechanic, the KSBD reference as a cherry on top... Amazing. And that's just one weapon on one cataphract, everything is so high effort.

88
It seems like inactive gates often have ship graveyards. Guess during the Collapse that was where they got stranded and... Oh.


The automated fleet in my combat-only pariah run took some tuning. Eventually I caved and bought Expanded Mags and Accelerated Shields off a black market. These key upgrades and some careful tactics mitigated gamma core fearlessness to the point where the frigate wolfpack could reliably chew up pirate invasion fleets.
penultimate battle over Umbra, Asconia
[close]
That finally set up the next phase. Crew recovered from pirate wreckage let me barely run one of their Colossus Mk.IIIs. A bar mission in Nortia recruited 49 elite marines. Some heavy armaments and full fuel and supplies gave those marines barely enough support to invade and capture Umbra.
ground game
[close]
I lucked into two major quest locations before and got some industry items. Waystation with an alpha core was finished ~2 years after starting, immediately providing 910 crew.
fin
[close]
Ruthless Sector + Nexerelin probably made it shorter than it would be in Vanilla. Optimizing fleet combat was a struggle but carried the run. It took some save scumming practice to figure out tactics and loadouts. No industry skills until one point in the end, when retreating for 25% hull and armor repairs before re-engaging became clutch.

The most tedious part was moving around cargo container stashes. Having to alternate between struggling against remnants for weapons and hulls and bulldozing pirates for crew and experience also made logistics harder. In the future I might relax the in-space refits only rule and get cargo ships with logistic hullmods. Could also look for a yellow beacon system near a pirate or pather base system.

The most interesting start I've had in a while.

89
General Discussion / Re: How to gauge stats
« on: January 06, 2022, 01:07:49 PM »
I usually eyeball offensive potential based on weapon mounts and ship system.

You can usually tell if it's a forward-focused gunship, long range missile support ship, escort vessel, etc just from that. How survivable or flux-hungry it is kind of comes second and really needs simulation to figure out.

90
Things learned while starting an all-combat, no-exploration, no-stations pariah run:
  • Save supplies by repairing with a story point during a re-engage.
  • Save supplies by paying credits to restore ships instead of supplies to repair them.
  • Stabilizing cargo container orbits is a must until you can drop off valuables at an abandoned siphon/station. It's super cheap to do now!
Preying on mining fleets yielded enough supplies and crew to run frigates. That stabilized my supply situation and I got to level 4 or so with a level 3 officer, which was enough to knock over a small Tri-Tachyon patrol that had a Shade.
Spoiler
[close]
Then it was a matter of finding REDACTED armed with antimatter blasters to arm that Shade, and by that point level 6 is enough to respec into a phase flagship with a point in automated ships. That's a long way from 1000 crew but was a really fun start. Every fight and item drop mattered and every trick in the book was needed.

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