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Messages - Tei

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16
General Discussion / Re: Best loadout for Fourteenth Onslaught?
« on: February 21, 2019, 09:30:57 AM »
Vulcans on all smalls, dual flak on both center foward facing mediums, regular flak on back and back left and right medium mounts.

Heavy Autocannons on both foward medium mounts on the left and right. Heavy mauler on center foward facing medium mount.

MK9 Autocannons on both left and right Large mounts, devestator on center Large.

Reapers or Harpoons. Sabots for cheesing, Hiex for killing andthing in one salvo.

Armored Weapon mounts, not Heavy Armor (you actually want to be able to turn).
Range hullmods (Every ship needs one)
Exp Missile Racks
Aux Thrusters
That thing that reduces emp and makes you vent faster
Blast doors or reinforced bulkheads. Insulated thrusters or whatever (gives about 24000 to 30000 HP)

17
Update 0.3.3 - New toys for everyone




Here's a nice little update adding two new ships and two new guns for everyone to enjoy, along with various changes

ZA WARUDO

Changelog:
Spoiler
0.3.3
Additions:
- Added Izanami prototype cruiser
- Added Renki missile support frigate
- Added Gallant small kinetic railgun
- Added Castella Pirate variant
- Added Numeon antimatter cannon

Changes:
- Errant Drive now moves at fixed speed along current motion vector instead of boosting mobility
- Ingress' Navigation Feed is now an upfront cost cooldown-based system like targeting feed
- Changed Nessie's system to ammofeed
- Bungalow now has a Cramped Hangars hullmod, increasing fighter refit times

Balancing:
- Increased Kodai's OP from 110 to 120
- Increased range of mining lance from 600 to 700
- Lowered Yukikaze dissipation from 800 to 750
- Lowered Exa Pico armor from 400 to 200
- Lowered Nessie's flux cap from 12000 to 10000
- Buffed Nessie's mobility stats


[close]

Pfft hahah dude did you actually use the time stop effect, because this ia the last straw and Im going to build myself a time manipmuation shenanigans fleet.

18
Suggestions / Re: Spaceborne Aliens?
« on: January 30, 2019, 09:04:54 AM »
Those so-called aliens (at least in Star Trek) are simply elves and orcs in space, or simply humans with pointy ears or unusual skin color or just wearing a Chewbacca costume.  Having humans only is good enough.  Killer AI akin to Cylons or HAL9000 is alien enough since AI does not need life support and is unfettered by religion or human emotions.  Only problem with Starsector's Remnants is they just sit in their systems waiting to be farmed or exterminated.

I guess some of the other aliens are just Chthulu in space, and those are simply mindless or malevolent green beasts to capture or slaughter for XP and loot.

Quote
Cylons unfettered by religion and emotions

Haha about that... Also its been stated before in a previous thread that true AI if made IRL could be more alien than actual biological aliens in behaviour since they dont play by organic life rules.

Also human cultural diversity IRL is vast and varying enough to dwarf any average made up alien civilization in scifi. And thats just planet Earth, SS sector has many planets that number in millions or billions, and thats just the Core worlds not counting the decivilized post apocalyptic worlds in the far reaches of unexplored space.

SS is a setting about humans for the most part, and you dont really care wether or not if a new "race" is just another human offshoot or split off faction seeing as how simply seperating groups by a few lightyears much less miles can turn both parties into something unreconizable in a few generations.

Thats just the cultural aspect too, you have transhumanism/technology playing into SS as well (Gunnery Implants as an example plus how the Ludds shun advanced tech while TriTach embraces technological depravity).

19
General Discussion / Re: New and Improved Escort!
« on: January 25, 2019, 05:46:48 PM »
Kinda wanna see this gif with a Capital ship flanked by destroyers or cruisers.

20
My wife Onslaught has a new skin(clothes). Solid 10/10.

21
General Discussion / Re: Mods
« on: January 14, 2019, 02:17:56 PM »
Which Mod is it that lets you view all available factions?

The intel screen. Or the mod screen on the SS launcher. Or the SS mod folder.

22
I've seen the enemy do this once before, and I was absolutely amazed at how hard a Shepherd could be to kill when there's a Hammerhead constantly in front of it - any time I tried to maneuver around the Hammerhead, the Shepherd would move the other way and keep using the Hammerhead as cover. Could this be made the default behavior for any ships not suitable for direct combat? It would give civilian ships a legitimate use in combat as fire support, and is exactly what I expected the Escort order to do.

I think certain carriers already do that. Seen them immediately take a reverse after deployment to get behind an onslaught.

Also Id argue they really dont have a real purpose or presence in a combat situation sinply because they arent meant for that. Anytime you have a noncombat ship mixed in with battleships is a time to messed up.

23
You want more "realistic" combat? Remove all shields, put massive emphasis on armor, hull, and point defense.

Suddenly everything plays like a love child of Battlestar Galactic and The Expanse. Extremely high lethality amd every blow HURTS.

24
Doesn't this happen with any burst fire weapon on a hardpoint? My own Apogee tach lanced my several times because turn to face a single talon is more important.

25
General Discussion / Re: Anyone else like the Dominator?
« on: December 24, 2018, 07:52:16 AM »
I find it good in player hands but garbage in AI hands. The Dominator suffers from Heavy Slow Ship Disease, otherwise as that thing where they never use burn drives to chase down faster ships and when faster smaller ships decide that its a good idea to hover infront of the Dominator and block its firing arcs.


26
Suggestions / Re: Aliens and constructions
« on: December 22, 2018, 10:02:28 AM »
in the immortal words of Edward James Olmos on the set of Battlestar Galactica; if aliens show up I'm leaving.

More or less this. Especially if they are rubber forehead aliens. Huamn vs Human struggle are more interesting.

Also we have sentient AI in the game, and IRL sentient AI might just be more alien the actual aliens if we get to either one.

And as for megastructures, you technically already have them, battlestations are massive behemoths and you have old Domain tech like the planetary shield which if you take into account that planets are also BIG chances are closer to old Earth thete ate going to be giant constructions of sorts since the Sector we have is more or less the boonies in a rural contryside.


27
I like to see Remnants more proactive and start killing humans like the Cylons.  Currently, they hide and do not interact with the sector unless you invade their systems for whatever selfish reason you have.

Pirates and Pathers are too similar to each other.  Sindrian Diktat might as well be part of the Persean League since they have too much in common.


I want to be able to give AI cores back to Remnant nexus' so I can make some robot friends. A gamma core controlled Derelict drone ship would be a big dumb adorable guard dog that you can send to kill people for you. And doesn't the Dicktat and League have the exact same ships even in vanilla?

Differentiate the human factions with more unique weapons. A few more ships that are visually identifiable with a faction would be nice. However, weapons unique to a faction would potentially add nicely to how the battles look. Currently some of the factions fire weapons that make them too similar to Hegemony.

Tri-Tachyon has lasers. Hegemony has various guns. The other factions could use some type of cheap volley missile? Or a really heavy missile? Maybe a heavy mortar?

Making ships visually look like its affiliated with a faction is somewhat simple IMO, just give them a faction appropriate paintjob and/or markings over the vanilla sprite like the 14th battleground ships.

28
Suggestions / Espionage, Sector Intelligence Operations, and Black Ops
« on: December 18, 2018, 03:58:11 PM »
With 0.9 out and building your own faction as an actual vanilla mechanic, are espionage and "Off the Records" gameplay mechanics planned anytime soon? I know NEX mod did some rudimentary stuff with its Agents and Saboteurs.

But I did some thinking: What if there was a structure that you could build on your colonies akin to the CIA? Something that deals in gathering intelligence and directing espionage operations like letting you know where Pather and Pirate bases are, increasing the chances of getting certain items when raiding on a particular planet because agents have narrowed down where they are on a certain planet, finding out derelict ships out in the unexplored sector that are definitely recoverable, etc.

I figured for something like that you can also now hire Intel Officers the same way you can hire Fleet officers for ships and Admins for colonies, and depending on your decision you can have them either placed in your colonies (which reduce and hamper pather insurgent sleeper cell operations, and find out pirate bases and Pather ahead of time), deployed as sleeper agents on any chosen planet of another faction (which can do what Pather cells do like blow up your refineries, and maybe even sabotage defense fleets and soften up ground defenses for raids), and maybe even have them flat out steal blueprints or valuable items from time to time if the Intel Officers are skilled enough.

And for Black Ops, maybe be able to hire a third party to raid a faction you really don't like or send out clandestine fleets that strike at faction affiliated traders (since now you can get intel about when Mercantile Fleets are departing). Or perhaps you can set your own faction bounties, so whenever someone else destroys ships of the designated faction they are paid.

On the other hand espionage and black ops can be used by rival factions as well, like fleets of hostile ships that show up at your colony doorstep unannounced unlike Expeditions to wreck your stuff, or sleeper agents that only start hurting your assets when their faction starts hostilities with you (and can only be neutralized/captured by agents of your own). Perhaps even proxy wars of some sort because the Luddic Church just paid a sum of credits to some Independents so they only turn hostile when they enter player controlled colony space. Perhaps you better keep some agents on the defense instead of deploying to the Sector because some fleet officer you hired off of Jangala was actually an undercover Tri-Tachyon corporate spy , and when he finally acts he severely damages the ship you put him in control of just before an engagement with a Tri-Tach assassination force or even disappears from your officer roster completely along with a nanoforge or even an AI core (the amount of sabotage damage and/or item stolen depends on how long he/she's been in your fleet (maybe determined by officer level since usually a max level officer has been in your fleet for a while)).

And sometimes your own sleeper agents who fail their mission, gets captured, or awaiting extraction after a successful mission needs to be picked up so you can have your Intelligence Operations send out a recovery fleet or even you can pick up your agents yourself (sometimes your transponders need to be off and/or need a squad of Marines to bust them out of captivity). And sometimes your own faction agents capture agents of your own and maybe even for a price your can get them to betray their own factions (sooner or later maybe a Diktat fleet shows up just to kill her or rescue her depending on what happens).


Just some things I've been thinking of what do you guys think?

29
Right now? Pirates today, pirates tomorrow, and pirates thursday. But factions don't just dislike pirates, some of them dislike each other too.

On a related note, if you completely eliminate a fleet in a system without a comm relay, there shouldn't be any rep loss-- because after all, no one saw you do it and lived to tell about it.

NEX mod had that, like personal bounties but i stead of deserters or pirates its more like a hit man thing where you stroll up to a RNG fleet from that faction and kill them for money and rep.

Feels like something vanilla shouldnhave by default, aside from expeditions, it feels like factions are too passive with each other and especially against the players own fleet.

30
100% sure I killed everything. Even the fighters, afterwards I put my ship on autopilot and my fleet on full assault and let them wander around the map for a bit (about two to four minutes). This is with mods, but the first time it happened my game was more or less vanilla.

Both times it happened was with pirate bounty fleets, lots of fighters and Colossus carriers.

But they had civilian ships, right? Still, that doesn't make sense, there's a fail-safe where if the enemy has reserves, but hasn't deployed anything for some time (<30 seconds or so), it orders a full retreat. So that seems to imply there's some sort of ship deployed causing this, even if it's somehow invisible.

What's "more or less vanilla"?

(Let me move this to modded, in any case...)

Don't know its a bug with battlesizes or something but another time I couldn't leave a fight was because I engaged a pirate station with about 100+ ships joining. I eventually won with very low CR left but the stragglers kept trying to reengage me afterwards then retreating and then reengaging again until they had no CR left (they still did it it no CR). They ran out of CR but still engaged me until I destroyed all of the combat ships, then I read the message saying they are reengaging me with probably nothing because all they had left were fuel tankers (I promptly got frustrated enough to just quit game).

Right, that's a bug - haven't fixed it yet, but it's on my list. Sounds like it's probably different than what you've run into.

Well when I say more or less vanilla I mean I didn't have any faction mods, nothing that adds new content (Unless I'm completely mistaken or anything just some of the utility mods (Leading Pip, Rebalanced Pilums, etc). Plus I didnt fiddle with any settings I couldn't do ingame.

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