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Messages - Volfgarix

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46
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 17, 2018, 02:37:18 PM »
I was caught near Kanta's Den by small fleet of pirates, at first I thought I would be fine because the station cannot chase me and small pirate fleet won't do much alone against me.
Boom, turns out I had to lose few ships to be able to walk away from stationary threat.

There is a bug(?) that seems to be from at least 0.8 version - when you run out of fuel in hyperspace and start drifting towards star, you can slow down by going dark. It seems like you can drift slower in the river if turn out lights on ship. It's not something critical, but sorts of bother me.

Besides that, everything is alright so far, the new mission system is fun and at last I can get some decent trade info. The news about valuable convoys is neat as well, previously I had to chase around for non-indie trade fleets and count for luck.
Still didn't get to the colony stuff, still getting resources for that.

47
Announcements / Re: Starsector 0.9a (Released) Patch Notes
« on: November 17, 2018, 09:36:11 AM »
Shelled out my second-world money to buy the game at last.
Hooo boy, I'm excited!

48
General Discussion / Re: Vanilla Weapon Balance Sheet
« on: August 15, 2018, 02:42:02 PM »
Well considering that Pulse laser doesn't have anything that can interact with expanded magazine, I'm pretty sure the mod messes with it. Even if you don't have a new computer, turn the mod off.
I meant the Autopulse Laser, my bad

49
General Discussion / Re: Vanilla Weapon Balance Sheet
« on: August 15, 2018, 02:21:26 PM »
i understand the frustration, but on the bright side: you'll probably find a lot more variety in viable builds that use different weapons now, even if it also makes things harder than they have been so far.

Indeed, I'm looking forward for more variety in weaponry and for some proper fleet configurations.
Turns out that I might be to turn off the graphics mods for good because I'm using a bit better computer and damn, those explosions are nice.

If the mods didn't mess with AUTOpulse Laser, then I recommend SO Sunder with expanded magazine, pretty good for kitting.

Edited the weapon's name.

50
General Discussion / Re: Vanilla Weapon Balance Sheet
« on: August 15, 2018, 01:57:30 PM »
...
*facepalm*

Why would a graphics mod change stats of the weapons? This makes no sense.

So most of my success in the game came from weapon that was made OP by a graphic mod. I sensed some fishiness in this, but I thought it's just some diamond in the rough or something.
Welp, time to re-learn the game.
Oh, and gotta redo the Missions, many of them I did with use of Mining Blasters.

And thanks for clearing things up, Sy and Piemanlives.

51
General Discussion / Re: Vanilla Weapon Balance Sheet
« on: August 15, 2018, 01:00:57 PM »
when you say MB is regarded as a trashy weapon, are you referring to why its vanilla version is considered trashy? because "5 times 700 damage" are not the vanilla stats.
Tooltip in the game shows me 5x700 and it shows by five projective being shot at once. I have no mods that would change stuff, only Dynasector, lazylib and graphics mods for better perfomance.

52
General Discussion / Re: Vanilla Weapon Balance Sheet
« on: August 15, 2018, 07:16:02 AM »
Aren't ships with Phase Skimmers good for Hit&Run tactics, too? I don't have problem kiting with SO Medusa, especially if I have some support to take some of their attention. Problem comes when fighters get into the fun, but then cloakers shine or carriers even out the play.
Simple, one or two salvos are usually enough to overload smaller ship's shield, then just finish it off. You can maneuver to get behind larger ships or just support your ships and wait until shield goes down. Sunder with High Energy Focus makes mincemeat of anything that gets in the way.
I always found it easier to just hit hard, so enemy wouldn't have time to reorganize or flank. If it didn't work, I wouldn't find myself cheesing the damn game with it every time if I don't handicap myself intentionally.

53
General Discussion / Re: Vanilla Weapon Balance Sheet
« on: August 15, 2018, 04:15:57 AM »
Ok, so first, hello everybody, my first post here.

I actually decided to make an account because it puzzled me why Mining Blaster is regarded as trashy weapon.
5 times 700 damage, it out-damages Heavy Blaster without problem.
Put two on some quick ship like Medusa and you will delete frigates and destroyers and dent bigger ships nicely while kiting them.
Put two or three on Sunder and you will wreck cruisers and capitals if you flank them, hell, even frontal attack works if they're busy shooting at anything else.
Works nicely as close combat tool if you put them on large ship like Paragon.
It practically works at any ship that lets you get close to enemy.
This thing actually lets you break shields if you have energy slots only.

In my opinion it's stupidly strong

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