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

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Messages - Kommodore Krieg

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16
General Discussion / Re: favourite capital ship
« on: September 16, 2013, 05:19:05 PM »
Obviously you don't understand how the Onslaught works.

The vast majority of its firepower is focused to the front. Its turning speed is very poor. The Conquest can maneuver and STAY behind the Onslaught, gut its engines, and reduce it to scrap whilst taking minimal damage. Only the opening volleys from the Onslaught do any considerable damage.

Most of the time (in a 1v1 simulation anyway) by the time you manage to get behind the Onslaught with your Conquest you will be clinging to life.  Though the Conquest is indeed more manuverable, it isn't so much of a difference that you can loop around outside of the Onslaught's range and then cut in behind it.  No, you have to burn past it at point blank range and THEN use maneuvering thrusters and cut in behind it hard.  That will work, but most of your weapons will be offline from the pounding you took in getting there.  This assumes a 1v1 in a sim where the Onslaught isn't distracted by anything else of course.  Real battles are totally different and the Conquest is great for the mobility it offers.  As Gunnyfreak said, it's great for controlling the battlefield vs smaller ships.  I voted Onslaught though; being able to tank hits on the armor with no need for shields is very satisfying.  Not to mention the firepower. 

17
I am looking forward to the updated version of this most essential mod. 

18
General Discussion / Re: Newbie on the loose
« on: September 13, 2013, 02:48:00 PM »
Welcome.  Make sure you download the new version that was just released.  Have fun, it's a wonderful game. 

19
Blog Posts / Re: Combat sound effects in 0.6a
« on: September 02, 2013, 09:15:35 AM »
These are beautiful, they sound more, mature if you will, than the previous versions.  Sound is such an important element in games, I'm glad it's being handled so well in Starsector.   I like them all, especially the gauss and shield sounds, but I think the plasma cannon could use a little more oomph.  

20
General Discussion / Re: Fragmentation vs. Kinetic
« on: April 28, 2013, 02:42:13 PM »
Haven't read the whole thread, but you're right that LMGS are superior to Vulcans in every way.  The Vulcan currently serves no purpose.  No matter how the Vulcan is buffed, so long as it does frag damage the LMG will be a better choice; it shoots down missiles quite well and at point blank range several of them will drop shields very fast (try getting a Dominator covered in dual LMGS close to another ship and watch), and if armor is down they also do a LOT of dps hull.

21
I would definitely like to hear some alarms going off at critical moments.  An alarm for very high flux would be great, something that lets you know your ships systems are being pushed to the limits, and the on board computer is warning you about it.  

I think an alarm makes the most sense, even in the Sunder scenario.  You're still maxing out the ship's power output, probably beyond what it is comfortably designed for considering it would be border-lining an overload if it took a hit on the shields.  An alarm adds a fitting sense of urgency.  It needn't be something so obtrusive sounding that it makes things annoying though.  

95% flux is normal on one ship variant with high flux dissipation and 'critical' then you use ship variant with low dissipation or different weapons config.

This does throw a wrench in things though.  I suppose what I would really like to see is more continuity between what is happening to your ship and what is happening to your perception of your ship.  The UI flickering when you take a big hit for example, perhaps accompanied by a screen shake.  Something that makes you feel like you are actually on the ship that just got hit by a torpedo.   High flux?  Maybe the UI starts glowing brightly and shorting out a little, accompanied by the above suggested humming.  

Maybe the alarm could be better implemented at a critical hull strength threshold, say less than 10%.  Accompany that by red flashing around the borders of the screen and a red flashing UI and you definitely feel like you're in command of a critically damaged ship in its death throes.  

22
Suggestions / Re: Damage effect with depth
« on: March 31, 2013, 06:45:48 PM »
I think the lasher one looks best as well.  On a note related to wreckage, I think adding some more "life" to wreckage would be a good idea.  Little arcs of flux shorting out here and there, plasma fires burning, that sort of thing.  I think currently they become "dead" too quickly.

23
Blog Posts / Re: Fleet Encounter Mechanics, Part 1
« on: March 31, 2013, 06:33:42 PM »
I'm looking forward to this update, these are very interesting mechanics.  I'm a little surprised so many people aren't familiar with the word "harry".  As previously mentioned it makes perfect sense in the given context. 

24
General Discussion / Re: Hellbore Cannon art issue
« on: March 27, 2013, 05:40:10 AM »
For anyone else that felt as I did in the OP check out this thread:

http://fractalsoftworks.com/forum/index.php?topic=5909.msg93744#msg93744

Alex and Gunnyfreak have both generously provided very nice looking alternatives to the vanilla cannon.

25
Modding / Re: Mod request: Better Looking Hellbore
« on: March 27, 2013, 04:31:58 AM »
You gentlemen are both heroes.  Thank you Alex and Gunny, and if anyone else want's to add their concepts feel free!

26
Modding / Mod request: Better Looking Hellbore
« on: March 26, 2013, 05:26:34 PM »
If any of you fine artists were bored and looking for something to do, I have a small request I'd like to throw out here.  See how the Hellbore Canon looks in this picture? The top down view in the bottom left corner?: http://i.imgur.com/dFHdd.jpg

I would like to request someone make a mod that makes the Hellbore look like that, with a similar colour scheme to the vanilla current one.  I have nothing to offer but my undying gratitude I'm afraid, and I don't expect anyone to do this, but I thought it wouldn't hurt to ask considering how talented our modders are.  Thanks!

27
General Discussion / Re: Hellbore Cannon art issue
« on: March 26, 2013, 05:13:21 PM »
so the problem kinda stems from the fact that you are aware of what the cannon looks from the sides and the top ?
sound slightly silly

I've never liked how the Hellbore looked, but I never cared enough to post about it because I figured "Hey it's not my game, if Alex wants an ugly cannon more power to him".  After seeing that art however I though "Well, it almost looks like maybe an error was made here, and if that's the case, it's in my best interests to point it out because it would mean a good looking canon!".  And yes, it cannot be unseen.  I think either of those top views in the concept art would look way better. 


28
General Discussion / Re: Hellbore Cannon art issue
« on: March 26, 2013, 08:58:02 AM »
It's not just the asymmetry, it's more just the fact that it looks so awkward being portrayed from the side when all other weapons are portrayed from the top (if this is in fact what is happening).  I don't mind the HVD for example and it is asymmetrical. 

29
General Discussion / Hellbore Cannon art issue
« on: March 25, 2013, 06:51:03 PM »
This is a small issue that has been niggling at me for some time; the Hellbore Cannon is asymmetrical.  Now this isn't a huge issue if that's how it is intended to be (even though it might drive me mad) but I suspect that it WAS intended to be symmetrical, and the sprite we have now is in fact (incorrectly?) based off the side view of the cannon rather than the top view.  I am basing my assertion on this concept art :

 http://i.imgur.com/dFHdd.jpg .

You can clearly see the side view of the Hellbore at the bottom of the page, which looks like the one we have in game now.  Below the two side views are two top views, either of which I think would look infinitely better in game.  Is this mixup or not?  If so, is there hope that the Cannon, one of the coolest weapons in the game, could be re-done to properly portray it from above, in it's intended symmetrical glory?

30
Accelerated Ammo Feeders are awesome for quickly overwhelming an enemy's shield/hull. Th tradeoff makes sense, you just have to be opportunistic in it's use/invest enough points in flux storage for it to not matter.

Or use it with machine guns after you've weakened the enemies armor and laugh at the obscene damage for almost 0 flux buildup.

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