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46
Suggestions / Re: Possible buff to Low Tech Ships idea
« on: June 04, 2021, 08:53:33 PM »
Changing the cost of small PD guns to 0 OP basically removes any choice involved in making builds. Why would you ever leave mounts empty in that scenario? There's no trade-off.
Quite the opposite, right now there is no choice, every small weapon is a pure negative on a ship, making them cost as much as they are worth (zero) will give you the choice between adding them, or not adding them to save more flux.
Railguns and Needlers are very good small ballistic kinetics which pair well with HE missiles and low-ish end HE medium ballistics.  Vulcans are excellent cheap general PD weapons, it only needs a few to make a firing arc extremely resilient to missile threats without dedicating valuable Medium or Large slots to the task.  Light Mortars are already cheap and flux efficient HE guns you can just plop on when there's more mounts available than your flux or OP can feasibly support (Lasher, Mora).  LMGs & DLMGs are excellent compliments to ACGs in SO builds.
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while high tech ships often have great range (specially the paragon)
Mostly false.
High tech ships are reliant on energy weapons.  Their long-range options are the following:

Small
Tactical Laser: 1000 range, Soft flux, low damage, fairly poor efficiency for its size.  It's far easier to find threads with people saying it's too weak than it is to find people saying it's too strong, not used terribly frequently (sometimes for IPDAI shenanigans).
LR PD Laser: By technicality (800 range).  Soft flux, not suited to anti-ship roles due to poor hitting power.

Medium
Graviton Beam: 1000 range, Soft flux, kinetic but still low damage, fairly good flux efficiency (especially vs shields).  Like the Tactical Laser, it also tends to spawn the "This Gun Sucks" sort of thread.

Large
High Intensity Laser: 1000 range, Soft flux, lots of HE damage.  Nice vs armor and hull but needs help to get through shields
Tachyon Lance: 1000 range, Soft flux, lots of burst energy damage with an EMP component and arcing if target has high flux.  While good, it's not terribly high raw DPS and the arcing effect needs hard flux to work at all, so again, needs help to get through shields.

Important to note that energy (and High Tech as such) has no long-range hard flux options whatsoever.  By contrast, though Small Ballistics lack 1000-range hardflux guns in Vanilla (and thank god for that), 2 good hard flux Medium Ballistics at the 1000 range bracket in the form of HVDs and Heavy Maulers, 1 hard flux Large Ballistic that still holds the record of longest base range in the game (Gauss Cannon, 1200), and a smattering of 900-range hard flux Large Ballistics that outrange vanilla energy's hard flux options.

The only high-tech warship that can compete in the Range game is the Paragon, specifically due to its built-in Targeting Core Mod giving a +100% range bonus over DTC's +50% and ITU's +60%.  Without that hullmod the Paragon's just a big, annoying shield brick that any other cap specced for range can blow over (with time).

So no, high tech does not have a general range advantage over Lowtech or Midline, in fact the exact opposite is true.
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low tech ships are often best built sacrificing most of their weapon slots
Sort of covered in the first reply, but Lowtech (and often Midline) ships do not gain anything by sacrificing most of their weapon slots.  Very few even downsize their weapon slots, though it's not unheard of.  Most of the consistently best performing low-tech builds neither downsize mounts nor remove them entirely.

In fact, it's often high tech ships (and occasionally Midline) that benefit from forgoing mounts.  Energy PD is often ineffectual overall, often placed in poor positions and poor quality arcs, and expensive for its DP cost.  No point putting in 12 OP for rear PD lasers on your Medusa if they won't even stop a Salamander, might as well use your integrated Omni-shielding to stop them anyways and use the OP to bolster the rest of the ship.  Apogee is another high-tech ship that suffers from this problem, many of the turret mounts are of poor quality, so most of the best Apogee builds neglect those and double down on enhancing what the large energy hardpoint and the large missile slot can do.

Again, the reverse is more true than your initial claim.
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the high tech wants to be as far away as possible so they can vent flux and tank stuff using their shields
I can't very well benefit from the Energy Weapon Mastery skill if I'm as far away as possible, now can I?

Heck, I can't very well use my hard flux energy weapons at all if I'm as far away as possible, because as previously shown High Tech does not have a hard-flux range advantage.
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In fact frigates only really got more decent recently because they got some proper slots.
The number of frigates which have had slot improvements in Star Sector patch 0.95 is 1.  0 if neglecting ships that have been rehauled into a completely different ship (which is to say, Hyperion).

The improvement Frigates received in 0.95 is slightly tied to improvements to some key small weapons (IR Pulse Laser, notably), and primarily tied to the reworked Skill system which enabled several strong frigate-specific (and CQC specific in the case of hightech & midline frigates) buffs to both raw firepower and PPT.  Hyperion was a complete rework, other than that mount changes had nothing to do with it (and didn't happen as you describe).
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Make small slot PD weapons cost 0 OP (yes, zero)
Make some small slot weapons cost a little bit of OP, like 1 or 2 for stuff like raiguns.
Greatly decrease flux generation for small slot weapons, specially ballistics
Ah, right, the suggestion itself.

Considering the obvious that all ships are currently designed with certain factors in mind (notably: that weapons are not free), this would quite obviously break the shipbuilding portion of the game and require, at minimum, an Ordnance Point shift for every ship in the game (yes, all of them).

One of the more amusing ways it would break things is by making the downsizing of medium mounts with what used to be premium weaponry far more fashionable.  For a tangible example, the Railgun already makes the Arbalest Autocannon's life quite hard, and they're the same cost.  At 2 OP it's a blatant no brainer to take a Railgun over that, and with an extra flux efficiency buff for smalls like you've suggested they can also easily replace masses of not just low-end mediums or even high-end mediums with downsized Smalls, using OP saved to easily compensate the slight theoretical DPS and range losses through caps, vents, and a shipload of hullmods.



Anyways, most of what's being stated is flat-out incorrect, and these assumptions appear to be at least partially based on poor loadout designs.  I, and plenty of people more experienced in Star Sector than me, would be curious to see your designs over at General, so we can critique the ships and find out precisely why you believe small weapons are so, uh, bad.

47
General Discussion / Re: Luster seems a bit OP ?
« on: June 04, 2021, 11:47:16 AM »
Not Vanilla.

48
Suggestions / Re: Nerf the doom cruiser
« on: June 04, 2021, 11:31:02 AM »
30?  Hell, just throw out 15 Paragons while you're at it...

49
Mods / Re: [0.95a] More HullMods 1.8.0
« on: June 04, 2021, 11:29:02 AM »
Damage buff hullmods of any sort (be it +Penetration like this hullmod, +ROF, +Damage vs specific targets or even just raw +Damage) are very rare, even in mods, because they're easy to make wrong and turn into must-haves.

Anyways, the initial analysis is incorrect, due to fundamentally misunderstanding what the hullmod is doing.  Anti-Armor Ammunition increases the hit strength of weapons by +20% for the purpose of armor-based damage reduction: This increases damage dealt to armor yes, but hull as well due to 5% residual armor effects.  This can have significant effect on both cracking armor and peeling out hull, especially for weapons with intrinsically low hit strength (LAGs, almost all Frag and KE based weapons).

It's not a huge effect, but it's not a huge cost either; Hullmod isn't budget breaking at 5/10/15/25, so it's a step under Hardened Shields and several steps beneath Hardened Armor.  Which is fine, not everything has to be a huge 40 OP stat bar, and cheaper hullmods with weaker effects

By contrast, Anti-Armor Ammunition would become a must-have at +40-60% effect, even with an accompanied OP increase.

50
General Discussion / Re: the #1 reason I don't play this game
« on: June 03, 2021, 06:04:40 PM »
Can we get some pictures of the ships from the saved linked here?  I'm away from my desktop that has Star Sector so I can't check the builds personally (and I'd probably not have the patience to download the specific modset used anyways)

Based off Hiruma Kai's incomplete description of the fleet in question, the builds used spark very little confidence.

51
Blog Posts / Re: A Tale of Two Tech Levels
« on: June 01, 2021, 06:43:29 PM »
I never use Aux Thrusters on purpose.  OP cost is in ITU territory; a bit too pricey for just a soft stat boost (even a big +50-100%)

52
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 31, 2021, 06:12:41 AM »
Can we get a few numbers on current changes to weapons/hullmods?  Quite a few of us would be interested in testing a few of these changes.

53
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 29, 2021, 10:36:24 AM »
Doom.  It was bad, which is why its system was swapped to Mines.

54
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 29, 2021, 10:33:55 AM »
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I see what you're saying, but I don't see it the same way, I guess? To me it looks natural - one mode of engine use cools down, there's a switch-over, and it picks back up. Makes it feel like a real thing working behind the scenes. It's also a bit easier to balance if there's something modifying the zero-flux bonus; I think in particular for these systems being able to predict how far it'll go is important. Well, for Plasma Burn it still is, for Burn Drive it's less so, now that it can be cancelled.
I think he's referring to the sort of pattern on Burn Drive ships:
-Ship begins at 0-flux cruise speed, heading towards ex: an Objective
-Ship activates Burn Drive, receiving a big temporary speed boost
-Burn drive period ends, ship slows down to normal max speed.  If not in a combat situation, ship will also have the 0-flux booost activate immediately afterwards, which means the ship must accelerate back up to the speed it was initially at before it started the cycle.
It does feel somewhat awkward outside of combat, though there's not any real connotations associated within combat outside of large and low-acceleration warships like Onslaughts would be able to reach the frame somewhat quicker if they didn't "lose" speed after using Burn Drive.

55
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 29, 2021, 06:08:31 AM »
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Low tech heavy frigate, finally, a blessing from our lord. Everything suggests it just must be used while heavy d-modded to get bonuses from I4R.
I4R is being taken through the shredder, haven't you heard?
What happened? I'm in a middle of a run using d-modded ships with this
We don't know precisely what, but I4R will not be existing as it is in the next update.  Turns out Enforcers casually eating a dozen or two Reapers is a bit excessive.

56
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 28, 2021, 05:57:28 PM »
I'm sorry but WHAT? Please PLEASE tell me that is a joke! Fortress shield is a MAJOR part of the Paragon's identity. And replacing it with flares seems like a double barrel "F*** YOU!!" to it and those that like it. The ships would have to be COMPLETELY changed in order for the system change to be even remotely worth it
Is joke
(Sorry ;D)
Oh thank Ludd! Don't scare me like that!

Edit: IS it even possible to add a ship system as a Right Click System via a normal hullmod?
It isn't afaik.  Tried to go from phase to shields for a week before figuring out (well, being told) that wasn't actually possible.  Unfortunate, 'cause I thought I found a way to get it to work in a way that was fun while not breaking the balance (well, more so than any given phase ship might already do)
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Low tech heavy frigate, finally, a blessing from our lord. Everything suggests it just must be used while heavy d-modded to get bonuses from I4R.
I4R is being taken through the shredder, haven't you heard?

57
Blog Posts / Re: A Tale of Two Tech Levels
« on: May 28, 2021, 02:45:26 PM »
That the Eradicator (P) is getting a DP discount compared to the base model is quite interesting and also somewhat unusual, given that the other pirate direct downgrades (Wolf (P)'s loss of OP & side turrets & degraded skimmer, Afflictor (P)'s loss of OP and side hardpoints, etc) do not benefit from that.  Presumably this isn't implemented via .skin as those lack the ability to change DP costs.  Is the Eradicator (P) kind of an outlier in that regard or is this part of a new, upcoming trend for Pirate downgrade variants?

The LAC & LAG range buffs are curious.  IMO they risk crowding out the premium small ballistics in terms of role, as well as potential balancing connotations associated with having inexpensive, small, and relatively long-range guns.  If they're considered underperforming it may be best to approach other avenues of enhancements, such as flux efficiency or damage.

A shieldless superfrigate is conceptually interesting, to say the least.  I've never had real issues dispatching shieldless ships thanks to various available EMP and anti-armor options available, bug I guess I'll have to see how it works out ingame.

I don't agree that current Tempest overperforms for its light cruiser grade Deployment Cost, but I'll just leave it as that for now.

Overall, most excited for the introduction of the Eradicator and Eradicator (P)!

58
General Discussion / Re: Ship size vs weapon size
« on: May 28, 2021, 09:40:00 AM »
...Mudskipper Mk.2.  You just asked for the Mudskipper Mk.2.

59
General Discussion / Re: High Scatter Amplification's impact?
« on: May 28, 2021, 07:02:21 AM »
All of the HSA damage goes to hard flux, HSA is just bad.  Crippling all your beam-based PD (all of vanilla's energy PD) just to make your beam-based anti-ship weapons work like worse projectile weapons is basically the Star Sector equivalent of fixing a bug while creating 100 more.

HSA really ought to work in a similar fashion to Energy Weapon Mastery: Full Hard Flux within X range, no hard flux beyond Y range, and partial hard flux between ranges [X,Y].

60
Modding / Re: Why do most mods have to make the game easier?
« on: May 28, 2021, 06:35:15 AM »
I agree that my OP suggestions to the problem are just bad. But the problem is absolutely there. However, over the course of the thread we came with better ideas like making military tech harder to access and the idea of making factions suspicious if you're using their tech without their approval.
Former has been done very recently through a miscellaneous mod.  Latter's not really done except for specific faction packs, as Vanilla factions don't harass you for that (and it wouldn't be particularly practical to implement as most of the vanilla factions share the same pool of technology to a vast extent anyways).

(Neither are within the scope of standard content/faction mods)

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