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Messages - CrashToDesktop

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16
Suggestions / Move Shield Flux/Sec Stat in Refit Screen
« on: May 03, 2023, 09:05:18 PM »
A bit of a small thing, but something I've noticed is that flux dissipation and weapon flux/sec are both on the right side of the refit screen, but shield flux/sec isn't in line with it. Could shield flux/sec and shield flux/damage have their positions swapped so all the flux dissipation stats are in the same column?

17
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: April 24, 2023, 01:01:31 AM »
I know what I like, and what I like is off-meta.

18
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: April 24, 2023, 12:41:31 AM »
Has the OP cost of the Sarissa been settled on yet?

19
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: April 20, 2023, 02:21:52 AM »
Quote
  • Added Luddic pilgrim transport bar mission

Will this also include Luddic "pilgrims" of the more questionable variety? Add a bit of variety to the bar missions, especially if something like this would impact the target market.

20
Suggestions / Re: Proximity Fuse vs. Shields Incorrect Damage
« on: April 18, 2023, 02:20:49 PM »
Is there any chance that calculation might get improved vs. shields/hull?

21
Suggestions / Proximity Fuse vs. Shields Incorrect Damage
« on: April 17, 2023, 11:37:05 PM »
I've noticed some weird behavior when you have a proximity fuzed projectile detonate on a ship's shield. When the ship's collision radius is larger than the shield radius (as it should be) the projectile appears to detonate early and not deal the expected amount of damage. When the collision radius is smaller than the shield radius, the project deals the expected amount of damage.

For example, the vanilla Flak Cannon deals 200 Fragmentation damage. Versus the Conquest and it's 1.4 efficiency shields, you would expect it to deal 200 / 4  * 1.4 = 70 damage, but in-game it barely manages to get 40 damage. If you tweak the collision radius of the Conquest to be smaller than the shield radius, you get the expected 70 damage.

22
Suggestions / Enable Turret Rotation on Beam Chargedown
« on: January 30, 2023, 11:39:55 AM »
The last time I could find this particular thing acknowledged was ~9 years ago. I'm not sure if that same reason still holds up in today's Starsector, but I don't see a reason why it should. If anything, it looks worse than it otherwise would since you see the AI swinging beams off-target all the time for no discernible reason - especially bad on the Tachyon Lance since it's got the longest chargedown time of any vanilla beam.

Could turret rotation on beam chargedown get enabled?

23
Suggestions / Re: What could be done with Safety Overrides
« on: January 15, 2023, 10:44:31 PM »
Active venting dumps flux at 2x your passive vent rate. SO doubles your passive vent, so fluff-wise you're actively venting flux at all times.

24
Suggestions / Re: What could be done with Safety Overrides
« on: January 15, 2023, 08:31:16 PM »
At least in the case of Safety Overrides, you might not even need a new keybind for the player. SO currently disables venting, so if you go with that line of thinking, you can just use the Venting keybind to activate whatever it is that SO would do as an active ability.

25
General Discussion / Re: Question on panning / scrolling after death
« on: January 06, 2023, 12:51:52 AM »
You can enter the command view and select a friendly or allied ship and hit "F" (or click the button on the menu) to enter the camera feed and watch from their view. You can still pan and zoom in that mode as well.

26
Converted Hangar + Xyphos works well on a lot of destroyers. For 37 OP investment, you get a pair of Ion Beams and a pair of Burst PD Lasers (worth 38 OP on their own) with the Advanced Optics buff, plus the fighters themselves have minor tanking ability when you vent or overload.

27
You don't have all the prerequisite mods. For the SW Starfighter Project, you also need Arma Armatura.

28
General Discussion / Re: Can you recover.....? SPOILER INSIDE
« on: October 15, 2022, 03:10:03 PM »
By default you cannot recover Tesseracts at all. In vanilla there's two hypershunts and a special bounty that contain Tesseracts, plus the cache in Alpha Site and that's your sole sources of that special weaponry in the entire game.

Mods let you bend all those rules, of course, if you so desire.

29
Well done! I do appreciate having vanilla-style portraits, I think I'll be adding many of these to my runs from here on out.

30
Bug Reports & Support (modded) / Re: Finding Coureuse Diplomacy Bug
« on: September 23, 2022, 07:53:16 PM »
You can go to the comm station in the system and hack into it when there's no other fleets nearby to witness you. That'll get you your second piece of evidence.

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