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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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16
General Discussion / Re: Xyphos - The sim queen
« on: July 12, 2021, 03:28:20 PM »
First of all, it doesn't benefit from ITU or DTC.
Do you want 1800 range Xyphos Swarm shenanigans?  Because that's how you get 1800 range Xyphos Swarm shenanigans.

17
Modding / Re: Yunru's DevMods
« on: July 06, 2021, 04:46:28 PM »
30 hullmods affecting 3 different stats, by deduction one can deduce that there's 10 different hullmods per stat.

A hullmod has two states: On and off.  To represent all combinations of numbers within a certain range one has to use a binary number format: Hullmod 0 is 2^0 (1), Hullmod 1 is 2^1 (2), Hullmod 2 is 2^2 (4)... Hullmod 10 is 2^10 (1024).

With all hullmods on (1111111111 in binary notation), the total bonus is 2^11-1=2047.  With only the first hullmod on (0000000001 in binary notation), the total bonus is 1.  Any integer amount of bonus between this range, 1% and 2047%, can be reached through a combination of less than a dozen hullmods.

...Correct me if I'm wrong but wouldn't that mean there's actually 11 hullmods per stat, not 10?

18
Suggestions / Re: Odyssey shield radius is too large
« on: June 25, 2021, 07:38:09 AM »
Instead of writing long posts, can we all agree that Odyssey is complete garbage and needs more buffs?
No.

19
General Discussion / Re: Do you have a preferred flagship role?
« on: June 22, 2021, 08:54:09 AM »
Quote
I'd like a full-on Paragon level of missile spamming capital. Even a supercapital.
There's basically no chance for a mod to add "full on Paragon levels of missile spam" from any mods that are even remotely attempting to present themselves as balanced.

The two ships closest to meeting such requirements from mainstream mods are both from Tahlan:
Spoiler
Traumtanzer: 2x Large Universals, 6x Medium Missiles, Autoforge hullmod, some medium guns.  Exploration reward.
Scathatch: 2x Large... Universals?  4-6x Medium Missiles (iirc), 1x Built in Large missile mount, Autoforge hullmod, a smattering of both large and small guns.  HVB Boss.
[close]
Both ships more expensive than the Paragon to field, and a big part of that is due to the overwhelming firepower all those missiles can easily bring to bear before considering any other weaponry.

20
(Note that a synergy slot already loses some capability by no longer accepting down-sized weapons.)
That's more of an advantage than not, especially with Autofit.
I disagree. It loses a lot of flexibility for slight ease of use improvement for a quality of life feature.
If you think trading the ability to downgrade a weapon slot's size for the ability to draw from two pools of weapons for a given size is a not only a net loss of flexibility, but a large net loss, then I have an arcology on Chicomoztoc to sell you.

21
(Note that a synergy slot already loses some capability by no longer accepting down-sized weapons.)
That's more of an advantage than not, especially with Autofit.

22
Mods / Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
« on: June 18, 2021, 12:25:26 PM »
Quickload racks only affects ships, not fighter craft.

Quickload Racks increases both the raw Rate of Fire of weaponry and the ammunition replenishing rate for missile weapons that have them (such as Pilums)  Did a quick test with the mod ingame for Salamanders and Pilums (and Jinn, which is IIRC a Kadur large "meme" missile with a thin magazine size and a really long regeneration time, and got these results:

Salamanders w/ Quickload Racks: ~18s between bursts
Salamanders w/o Quickload Racks: 25s between bursts

Pilums w/ Quickload Racks: ~48s for 5 bursts (12s between bursts)
Pilums w/o Quickload Racks: ~64s for 5 bursts (16s between bursts)

Jinn w/ Quickload Racks: ~45s missile regeneration time
Jinn w/o Quickload Racks: ~60s missile regeneration time

They appear to be working as intended on my current build.  Do you have the current build?  (v1.1.1b on the compressed folder itself; forgot to add that to the version file)

I think skills such as Missile Specialization's elite effect are additive, so the effect might be harder to discern if you happen to have a significant amount of pre-existing missile reload rate buffs.

23
General Discussion / Re: [Spoiler] Aquiring Omega weapons
« on: June 17, 2021, 10:41:07 AM »
There's one mission you can get from a high-level contact bounty where
Spoiler
an Omega teams up with a heavily S-modded Remnant fleet.
[close]

Other than that, that's it.

24
General Discussion / Re: High Scatter Amplification's impact?
« on: June 14, 2021, 09:05:17 PM »
I've found a very niche use for it while mod testing:
Ion suppression - An opponent faced with just HSA Ion Beams will vent to get rid of the hard flux, letting the beams straight against the hull.

Whether this behaviour holds up with any other ships present, let alone actively fighting, I don't know.
If it does, SO vanguards to disable the opponents as an opener, maybe?
The question naturally becomes: Why not just use an Ion Pulser to shatter the shields and ion the crap out of the ship once it fails?
one potential candidate is the scarab:
Mount a bunch of tac lasers and use it as an anti-frigate ship?
If you have the op you could even try install integrated point defense AI, I imagine it would be pretty good against fighters, especially shielded ones.

I suppose you could also try something involving an eagle and three graviton beams, trying to capitalize on that (combined) 600 hard flux DPS.

But the problem with both of these, would it be better than what you would ordinarily do with these ships? Probably not.
Indeed.  HSA Tactical Laser Scarab loses out to IR Pulse Scarab (which is a popular build at the moment) in raw DPS, flux efficiency, and armor penetration.  As for Eagles, that DPS from HSA Gravitons are exceeded by a single Heavy Machinegun (the theoretical slight range advantage HSA Gravitons might have in theory are eliminated by their turrets being mounted far back), so why not just use that and put real CQC weapons in the energies such as Ion Pulsers?

25
Mods / Re: [0.95a] Fighter Expansion Rebalanced v1.1.1a
« on: June 13, 2021, 10:52:04 PM »
- After looking at the .factions file for them, there might be a bug/issue. Hull frequency is supposed to have an integer for each but the SD have ' .6 ', which is less than 1. I'm not sure that the game can even use a decimal in that field. You might experiment by changing it to a ' 1 '.
Lion's Guard, Mercenaries, and Scavengers will fly with them sometimes. Maybe recover one from a battle.
Hull frequency can work with non-integer values.  After all, the Hegemony's XIV_bp tagged ships use a decimal number for Hull Frequency (0.25, specifically), and those turn up fine.  The Pirate's Falcon(P) hull frequency is set to 0.5 due to its strength.

Sentinels are intended to be fairly rare, IIRC only the Persean League, the Sindrian Diktat, and rarely Scavengers use them (and the Diktat uses them at a reduced frequency, outside of the Lion's Guard).  It's quite possibly I made them too rare though, so I'll ask around how people feel about the ship's spawn rates.
Okay, I just wanted to know, are the Cazin and Cazin (P) better at different roles or anything? Because the more PD focused guns on the Cazin (P) make them seem better as full interceptors than fighters.
Their weapon loadouts make them functionally quite different, yes.  Cazins are functionally Broadsword Lite: they perform the same function (tankiness, shield pressure, flare distractions) more cheaply, just not quite as well.  Cazin (P) is better against light fighters and missiles due to range and sustained firepower... at first.

26
Suggestions / Re: give the squall a miniscule flux cost
« on: June 13, 2021, 07:25:57 PM »
EMR+Right Officer Skills+Autoforge gets you up to 9x the initial ammo, otherwise it's "only" 3x.  In vanilla only the Gryphon has the Autoforge to manage the 9x fleet, and frankly if you've got that great an officer to put on a Gryphon you're far better served with a Hammer Barrage than a Squall.

That's not the most interesting thing though.  That this suggestion is currently requesting a nerf for what's already the most underwhelming and least-used large missile weapon in vanilla is the most interesting part of this suggestion.

27
Suggestions / Re: Make Weapon Drills affect fighters
« on: June 13, 2021, 01:27:43 PM »
Oh boy, 2 whole skills.  Compared to how many skills that buff ships exclusively?

28
Imagine you have Pirate raid.

1. You shoot fleet one and two combined in first engagement. Done perfectly.
2. After that you loot your loot and fly away. The next pirate fleet comes. It's also eased away despite some malfunctions due low CR.
3. But then 5 little frigates want to battle your fleet. The Ziggurat has now 0 % CR unless you wait for a long time. What now?
Is the question rhetorical?

Even assuming that 5 little frigates would willingly chase and engage a fleet that includes a Ziggurat in this scenario, the answer should be obvious: Deploy your non-Ziggurat combat ships and smite 'em.  I mean, you obviously didn't grab the Ziggurat without having any other Warships in your fleet.  Ships like the Ziggurat are for turning the tide in tough, pitched battles, not really for rolling out in every single minor skirmish that you run into.  Surely you're not deploying Ziggy against every fleeing Kite?

29
Being able to pick off whatever weak fleet you want sounds overpowered to me. Expensive maybe on the CR recovery, but OP.

So I dislike the idea.
Stronger than the ability to leash a personal Radiant or 10 extra vents + a 3rd S-mod slot?

I'm not even confident that it's definitively stronger than the T1 Technology campaign skills...

So preventing 2 fleets of Redacted from joining into a death ball is weaker then t5? No. It is not.
Yes it is.

Separating 2 fleets from a death ball can already be done through clever piloting at the Campaign scale; a L5 skill wouldn't introduce anything unique in that regards, it'd just make doing what's already possible easier.

Leashing a Radiant, meanwhile, means you don't even have to bother separating the two fleets since you can just clobber the entire deathball in one fight.

30
Suggestions / Re: Omni shield needs a rework
« on: June 11, 2021, 01:50:40 PM »
It sounds like the frontal shield conversion is too strong, not that omni shields are too weak.
Front Shield Conversion isn't even the top 10 strongest hullmods, but Omni Shield Conversion is definitely in the top 10 weakest.  (Yes, even with the recent cost reduction)

Most of the ships that benefit the most from Omni-shields already have them.  Many (though not all) of the ships that could use Omni Shielding to cover vulnerable engines can often get by with cheaper extended shielding instead, with no loss of shield coverage from Omni.  In contrast, quite a few non-Broadside Omni Shielding ships can benefit somewhat from a Front Shield conversion (though not enough to prioritize it over more general hullmods IME).  For player usage, trying to balance pointing the omni-shielding and main guns can be annoying, which is a non-issue for front shields.

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