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Messages - pairedeciseaux

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16
Suggestions / Re: Odyssey Medium Synergy Mount
« on: December 17, 2021, 11:28:49 AM »
Or Ion Pulser on medium synergy + Autopulse Laser on large energy + Expanded Magazines.

(this is very much viable on Radiant now, and combines well with other Large Energy guns)

17
Attention to details: I like this.

Easiest fix: just use a single sound effect for all skills of the same tier. Not only is this the easiest, it's also the one approach where audio experience matches the logical organisation of information and how player interacts with UI.

Otherwise, agreed:
So in Combat, the first 2 skills you choose would play S1, the next two would be S2 and so on. Of course, picking either Systems Expertise or Missile Specialization should always play S5.

18
General Discussion / Re: Teammate AI, What am I missing?
« on: December 16, 2021, 12:12:13 PM »
I have an aggressive officer piloting a LP Lasher in a close range build but it refuses to close the distance to kill an overloaded retreating Wayfarer that has an eliminate order on it. I honestly don't understand it, It just matched its speed the entire way up the screen until it retreated

Don't you realise?! Captain of your LP Lasher is none other than Brother Cotton. Please do not suggest again our brother to be an AI Core. He may be merciful - especially with civilians - but be advised such insults are not tolerated among those who follow the Path of Light.

:D

Do you remember what the flux status of your LP Lasher was and whether its shield was up or down? What was its precise loadout (guns and hullmods)?

One thing that (I think) would prevent a ship from closing distance, is its fear of being damaged by explosion of its target.

Combat in general feels a lot harder than it used to be, to the point its sometimes quite frustrating. And I'm not entirely sure what is causing that.

Hmm - at least as far as pirates go, one possibility is that pirates are just stronger now than they used to be, due to a combination of access to new ships, and d-mods being slightly less of a hindrance across the board.

(and improved loadouts!)

19
General Discussion / Re: Eradicator
« on: December 15, 2021, 11:21:01 PM »
Actually this is very much intentional:

Quote
Now, having an accelerated ammo feeder on that might be a bit mean. And the pirate version of the ship has some red it in, so it stands to reason that it would go faster. With that in mind, the (P) version of the ship has burn drive! Since for this particular ship this is a bit of a nerf, it’s also got reduced deployment points. Though, to be fair, “this isn’t as powerful as the baseline version of the ship” is unlikely to be much consolation when it’s coming at you full-burn.

https://fractalsoftworks.com/2021/05/28/a-tale-of-two-tech-levels/

Haven't used the AAF one so can't comment on its effectiveness. But right now, on paper, I prefer the cheaper/faster Burn Drive one. I guess the AAF one is a better fairly mobile line ship, with an already good 70 max speed considering its robustness and firepower.

20
General Discussion / Re: Eradicator
« on: December 15, 2021, 10:42:47 AM »
Was wondering about this too and finally saw one yesterday in black market of a Luddic Church planet.

There was regular Eradicator, Pirate Eradicator and a regular Falcon. Looked at the stats and... it's basically the same as the pirate version with a few tweaks:
  • Accelerated Ammo Feeder instead of Burn Drive
  • Higher market price
  • 20 deployment points instead of 15 ?!

(also, Pirate Eradicators are quite easy to obtain when fighting pirate bounties, got 3 of those this way)

I am wondering whether this deployment/recovery/maintenance difference is done on purpose or not. And if not, not sure whether it should be 15 or 20 for both. Both Eradicators seem to be somewhere in-between an Eagle and a regular Falcon. And... SO Pirate Eradicators are nasty.

21
Mods / Re: [0.95.1a] Underworld 1.7.0
« on: December 14, 2021, 10:55:51 AM »
Not just a routine update this time!  New ships!

Yay!

Climax


- Added Climax-class Cruiser
  * Cabal equivalent of the Apogee
  * Thanks to King Alfonzo for the sprite!

Interestingly enough, Climax looks very much like a GMDA design with Cabal color.  ;D

Anyway: well done!

22
General Discussion / Re: how to avoid pirates?
« on: December 14, 2021, 10:43:00 AM »
So, did you skip tutorial entirely or just the "get more ships" part? It is viable to skip tutorial and begin your journey with just 1 or 2 frigates, but I would recommend a beginner to play tutorial 100%. Because tutorial teaches a few important things. And the combat in the starting system usually is not too brutal.

There's not much noob trap in Starsector - especially as each new release is more polished than the previous one, so less rough edges. One just needs to learn the basics, then explore gameplay freely and slowly immerse oneself into the depth. Because, yes, the game has a fair amount of depth.

Having said that, your first impressions are important, because you are the one likely to notice rough edges. So feel free to write feedback on the forum, in the end it could help improve the game!

23
General Discussion / Re: how to avoid pirates?
« on: December 14, 2021, 09:49:33 AM »
One important thing you should learn in the starting system is to split enemy fleets and pick them 1v1 or 1v2 depending on strengths on each side. If you are specifically at the point were you need to deal with the 2 pirate/rebel fleets that guard the jump point, in order to fix the jump point, then - yes - try to fight 1v1 (did you get additional ships you are supposed to obtain as part of tutorial?).

Also you may lure enemy fleets away from jump point and then escape. Or lure enemy fleets to a Hegemony fleet and then fight enemy fleets with some help. You get the idea.  :)

Depending on how you play the first hour(s), your fleet may end-up being strong enough that Pirates won't bother you anymore when you finally leave Galatia Star System. Realistically this is not something a beginner may achieve in first play-through, but eventually you'll get better and better at it.

24
This is a skin. See data/hulls/skins/sunder_d.skin which contains among other stuff:
Code
	"weaponSlotChanges":{
"WS 003":{
            "size": "MEDIUM",
}
},   

25
Announcements / Re: Starsector 0.95.1a (Released) Patch Notes
« on: December 10, 2021, 11:37:18 AM »
Starsector week-end, here I come!  :D

Thank you Santa Fractalsoftworks for the early present!

26
Yes, actually experimenting is probably the way to go. Bending rules and testing crazy ideas could be the way to find new concepts.  :)

Having said that,

Burst PD/Haevy Burst PD:
I don't really use them because they seem to struggle against Sabots,
(...)

LR PDs are pretty good at catching Sabots, especially when using a pair of LR PDs. And generally speaking having an universally good PD gun is not how Starsector is designed. So Burst PD not being good at catching Sabots seems to be a feature rather than a bug. Since most hightech ships have plenty of small energy slots, it's easy to combine various specialized PD weapons.

Ion beam:

Medium sized non-PD energy beams - that is, Graviton and Ion, are both highly specialized weapons. I agree, on general purpose builds you definitively want to use damaging guns on medium slots. But if you think in terms of overall effectiveness of a large enough fleet, adding an Ion Beam on at least one ship makes sense. Because, disabling an enemy ship is a very powerful tactic: it is good for allied ship safety, and for maximising their damage ability. So Ion Beam is not supposed to deal actual serious damage directly.

Mining Blaster:

Personally I think the gun is mostly fine as is, but can't deny it's not a super popular weapon looking at comments on this forum. Maybe reduce OP cost by 1?

27
Rather than trying to equalise Venture and Apogee, it's probably best to push them further away from one another while fixing some of Venture's issues:

Venture:
  • Cargo: 350 -> 450
  • Fuel capacity: 120 -> somewhere between 150 and 240
  • Fuel consumption: 3 (unchanged)
  • Min crew: 125 -> 90 or 100
  • Max crew: 350 -> 270 or 300
  • Max burn: 7 (unchanged)
  • Civilian-grade Hull (unchanged)
  • Surveying Equipment (unchanged)
  • (built-in hullmod idea, Onboard Refining = each month transform X amount of ore into Y amount of metal/transplutonic)

Apogee:
  • Cargo: 400 -> 300 or 350
  • Fuel capacity: 200 (unchanged, most cruisers have 60 to 150 capacity, Revenant has 900)
  • Fuel consumption: 2 (unchanged, best cruiser fuel efficiency)
  • Min crew: 150 (unchanged)
  • Max crew: 450 (unchanged)
  • Max burn: 8 (unchanged)
  • High Resolution Sensors (unchanged)
  • Surveying Equipment (unchanged)

Currently Venture with 120 fuel capacity has only 40% of Apogee's effective hyperspace traveling ability. With 150 fuel capacity it becomes 50%. And with 240 fuel capacity it becomes 80%.

Easy enough to boost max burn with Bulk Transport, Augmented Drive Field and Militarized Subsystem, IMO.

28
Suggestions / Re: Being deputized by system owners during system bounties.
« on: December 04, 2021, 01:47:02 AM »
Could work with an in-system contact. I think there already are contact missions that send you do the equivalent of system bounty in out of core pirate-infested systems. So we could have this for the local system, with - as you suggest - a kind of "I'm working under cover, I'm legitimate law enforcement, leave me alone" reply to patrols.

29
Announcements / Re: Starsector 0.95.1a (In Development) Patch Notes
« on: December 04, 2021, 01:39:32 AM »
Updated older sprites for several ships
(...)
Updated older sprites for some weapons

Valkyrie, Vigilance, Buffalo, Mule, Hermes, Wolf, Shrike, Revenant, and some weapon slots on others (Falcon, Eagle, Apogee).

Some weapons got touch-ups too; Autopulse, HIL, ... etc? And added a new Pilum stage, of course.

Yay!

Hyperion:
  • Phase Teleporter cooldown increased to 10 seconds
  • Changed deployment/base maintenance cost back to 15

Finally, the mobility nerf. Hard decision.   ;D

Squall MRLS: increased ammo to 160 (was: 100)

Haha! I can see squall pressure from those large pirate fleets and remnants stations getting harder to deal with.

  • Atropos (Single): reduced OP cost to 1 (was: 2)
  • Atropos Rack: reduced OP cost to 3 (was: 4)
  • Harpoon (Single), Sabot (Single):
    • Changed to (Double)
    • Ammo increased to 2, with a 10 second reload delay
    • OP cost increased to 2
    • Longbow Bomber retains the single-shot version

So now there are small missiles options at 1, 2, 3, 4, 5 OP, right?

I suspect the Atropos (Single) at 1 OP and the new Harpoon/Sabot (Double) at 2 OP are going to be my most-used missiles on frigates. Also nice options on larger ships for OP-padding.

Pilum LRM:

Curious to play with that.

Perdition Bomber:
  • Increased wing size to 3 (was: 2)
  • Increased OP cost to 20 (was: 15)

My initial reaction was: unpractical, cost too much! Then i realised that 2 new Perdition wings for 40 OP gives the same firepower as the old Perdition wings for 45 OP. So, on Mora/Heron, just put 2 of those new wings, and mix with 1 cheaper option. Though comparison with Dagger wings is inevitable.

Any theories as to when this will be released?

Hmm, looks like finishing touches to me! So, should be close.

30
how are you able to zoom out this much?
my max zoom makes a capital ship take 1/4rth of my screen.
PS: sorry for going off topic, genuinely curious.

(in the config/settings.json file, search maxCombatZoom)

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