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Messages - From a Faster Time

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General Discussion / Re: Stuck on the Odyssey
« on: October 12, 2019, 10:21:39 PM »
And here is the Odyssey that I am piloting....IF I HAD ONE
Describes my feelings on Odyssey.

General Discussion / Re: Supply consumption is ridiculous and unfun:(
« on: September 09, 2019, 11:43:26 AM »
but my 3 small ships consumes 25 a DAY to get back up to readiness.
Are you sure your cargo or fuel cargo isn't overloaded? Cause those increase penalties, also repairing damage from a fight as well.

General Discussion / Re: Kitting a Conquest
« on: June 07, 2019, 07:19:28 AM »
Here is the general idea

Here is what I used for for flexible fun.

General Discussion / Re: Kitting a Conquest
« on: May 26, 2019, 07:36:26 AM »
Does the Conquest usually inspire such heated arguments? I've stopped reading the thread cause it just devolved into mind-numbing number crunching.
Yes every single *** time. Doubly so if Lucky33 is involved, he is the top troll/bait artist on these forums.

General Discussion / Re: Kitting a Conquest
« on: May 26, 2019, 02:52:20 AM »
10 OP of worth it. You show yourself its better than two mark IX for only 2 OP more
Single Storm Needler. Ordnance points 28(18OP on conquest)
Time to kill sim Dominator for 18OP - 03:32.
Not worth it.
Two Mark IX Ordnance points 18 (8points for Conquest)
03:53 for 16 OP
Not worth it.
Mark IX 8 + Hellbore 6 + Heavy Blaster 12  + dual Assault Chainguns 20
00:23 for 46 OP
Worth it.
Is it that hard to realize that since desired TTK is 23 seconds, Storm Needler with its generous 212 seconds is not the major damage dealer here? And this is why:

Every time I see your posts, it's something like this
Single Storm Needler. Ordnance points 28(18OP on conquest)
Time to kill sim Dominator for 18OP - 03:32.
Mark IX 8 + Hellbore 6 + Heavy Blaster 12  + dual Assault Chainguns 20
00:23 for 46 OP
You compare 18OP Single damage type vs 46OP mixed damage type and then say "wow look at the time to kill, its much lower worth.
It's like saying a frigade is bad, because 2 capitals are better.

If Alex got an offer of a big fat 7 figure check for an exclusive release, he could walk away from game development forever and I wouldn't even be mad. Contrary to tyhe beliefs of some fans across all types of media, the content creators life as a human being is more important than any amount of fan furor. An early, financially independent retirement is about as good as it gets in terms of opportunity to pursue true personal fulfillment (whatever that looks like).

I doubt he's holding his breath waiting for this to happen, but regardless we should all be ready to cheer for the guy if he made enough to do it.
Kinda sick of supporting an indie developer that provides something new to the market that people are starving for only for them to jump ship and abandon their baby at the first sign of money.
The whole reason these games are so good, like Starsector or Factorio is that it's removed from all the cancer of normal gaming industry.
Sure I agree it's nice for the guy who gets the money, but as a consumer I care about getting good games with least amount of cancer possible, the industry is starved of that right now.
I hope games like this provide plenty of profit to make the game to the dev/s, but at no point to I desire somebody to step in and sink their claws into the vision of the game that the developers didn't intend.

General Discussion / Re: Memorable features from the past
« on: May 01, 2019, 02:48:39 PM »
V0.7 : ? I didn't play much around this patch
Speedy speed boy Conquest.

General Discussion / Re: High Zero-Flux Speed Boost
« on: April 29, 2019, 09:59:19 AM »
Has anyone else tried playing with a drastically heightened zero-flux speed boost, say 500 instead of 50?
Make a vid

Early Helmsmanship 5 used to increase zero-flux bonus from 50 to 75.
Yeah, rip fast.

What *hasn't* been really fun is beating back bombardment fleets, and there's a Luddic Path starbase that I haven't been able to crack since I started the game.
Not to mention I see red every time I have to go through 5 fleet battles on the way to the Luddic Path starbase that always has it's own deathstack in orbit, and then having the pleasure of trying to fight a starbase and reinforcements with one Capital and two cruisers.
Here is taking down a starbase "early" Note the lack of enemy ships due the fact that they were lured away to check out who is messing with their nav relays.(Maybe it's a new concept to you but you don't have to fight everybody in the system, you can bait enemies away from a position use hit and run to whittle them down in bite size engagements and so on. Absolutely nobody is forcing you to come stomping into the system and fighting through everything at the same time) Here is me defending against the first pirate invasion force on my colony
The main issue in defending a new colony is having absolutely no help, dealing with one or two deathstacks at once AND having to swallow a 40 DP strength deficit. I don't understand the balancing rationale behind the mechanic, the campaign already has CR and the smaller fleet will already decay in effectiveness and peter out in a battle of attrition. What this mechanic does is make fleet actions take hours and makes the battles supremely boring defensive actions where you camp a corner with your hardened subsystems carriers waiting for the enemy to decay in CR.
It's already in the favor of a weaker fleet, if deployment restrictions were removed the enemy would usually swarm you like mad. The fact that you only give up a small deployment disadvantage and get to fight only a portion of the enemy fleet at a time gives you as the player much better fighting chance.
It's time to rebalance combat deployment. I even came up with an in-game lore reason *handwave*a smaller fleet should be easier to organize and make battle ready than a larger one *handwave*
Yeah, which is why you are facing only a portion of the enemy fleet and not the entire enemy fleet at once.

I was gonna post this in the carrier spam thread, but this was too epic, I hope I can share it in a new thread :P

But on a serious note, ever since carriers were buffed a lot and all the combat related skills were nerfed I have felt the game being a bit off as it rewards you with the most amount of power for the least amount of effort. At least with the more powerful combat skills in 7.2 times the player still had to control the ship and do all the work. Now it seems like that was stamped out and replaced with "you can go afk bro, just let carriers do all the work" while it being one of the strongest options.
Last bit that is annoying is that if you take carriers vs carriers, you can kill their fighters/bombers and what not, and then your fighters can kill off the enemy ships.
On the other hand if you take lots of PD, flak, and anti fighter weapons, then you may be able to kill of the fighters, but killing off the carriers with those weapons is like pulling out teeth with your nails. As of right now you should get a couple of carriers, if only for purely interceptor role.
Over all the carriers feel quite deployment point efficient comparing to anything else early on and mid game.

General Discussion / Re: How not to suck?
« on: April 07, 2019, 02:34:33 AM »
Ive built up a good size fleet. Destroyers, cruisers, battleships, battlecruiser, carriers, a mixture in storage. No matter what combination I use, I get owned by other fleets. Black Rock fleet, imperium fleet (using nexeorlin mod).

I set each ship to escort each other, and form on me. No one goes off on their own. What usually plays out, we face off with enemy and they eventually overwhelm us. They also have mostly cruisers, destroyers and frigates. My heavy firepower onslaught and his supporting cruisers and destroyers make no difference.

I try to fit with variation of anti shields and anti armor weapons on my battleship which I fly. I never had any trouble getting this far, I mean I'd say im in mid-end game area now, I've won lots of battles during that time. Should I be trying to out maneuver people instead of getting in a shooting war? Are my weapons terrible?
Make a video of your typical engagement. And I will give you advise based on that. As there is many variables in play, I simply can't give you specific advise that is tailored to fixing your problem if you don't give a video. And I doubt you want generic advise.

Suggestions / Re: AI range management
« on: March 10, 2019, 04:22:55 AM »
- It doesn't seem to take inertia into account during approach. So while it starts trying to backpedal once in combat range, that's too late. It needs to enter combat range at near 0 relative speed.
Funny, I brought up exactly that as a problem to Alex a while ago.
I don't suppose Alex could add something like "optimal range" value in the ships loadout screen. That a player could set for a specific ship and it's loadout, that the AI will try to use over it's default range preferences....Would certainly take out of some of the complexity in AI figuring out what the optimal range is and all it would have to do is try to maintain it.

General Discussion / Re: The 'I suck at combat' thread.
« on: March 06, 2019, 12:49:15 AM »
Thanks for the offer.  I'll probably be too embarrassed to record my suckage  ;D but lemme think about it.
Sure, just saying if you have troubles,  and don't know where to improve, I am sure people could give you plenty of advise on what to work on that is tailored specific to you and thus, one would assume, the fastest way to improve.
Naturally you can just play the game and have fun, learning along the way like everybody else did. Nobody says you have to tryhard to get good as fast as possible.

General Discussion / Re: The 'I suck at combat' thread.
« on: March 05, 2019, 05:21:18 AM »
I do not post vids.  (Not creating an account to do so.)
Post a webm? No accounts needed for that.

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