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Topics - StarScum

Pages: 1 [2]
16
General Discussion / useless burds
« on: August 07, 2019, 02:40:02 AM »
I want to trade out my Eagles for Falcons as they have a smaller logistical footprint without sacrificing much firepower and are quicker. But when pondering this I came to ask myself why I'm bothering with cruisers at all.

Compared to my dual Assault Chaingun/Light Needler Hammerheads who chew threw cruisers alone and everything when in a pack, these supposedly beefier ships aren't carrying their weight at all. I'm tempted to cut them from my fleet entirely and just get more Hammerhead. Sure, LNs are hard to come by, but I'm swimming in ACs and Railguns.

I think they would be competitive if I could just get my hands on some Heavy Needlers. I've only found 1 while I've found multiple Storm variants of the same weapon even in its blueprint form. 


17
Suggestions / Wait at Starports
« on: August 07, 2019, 12:59:47 AM »
There should be an option to wait at starports for an indefinite period of time during which your ships consume no fuel or supplies like if they are docked in storage.

When I get to the colonization phase, I often find myself waiting around a lot with my full fleet ready to combat incursions from hostile factions. This consumes a lot of supplies but I do it because its annoying to have to constantly take out your ships from inventory, get them in the order you want, and assign officers. I'd rather just click a button when I arrive at the planet or starport that says 'wait here for some time' like in Mount and Blade. Preferably waiting will make time go as faster or even faster than accelerated time.

If you want to add a mechanic on top of this, make it so ships loose CR if you go too long without spending time in a port to simulate crew fatigue and dropping moral during long cruises. You need to take into account your men's need for R&R.

18
Suggestions / Player Space Stations
« on: August 05, 2019, 12:06:03 AM »
Space stations that the player finds and renovates could act as an effective transition between the early and the late game where the player is financially stable, has a lot of loot to store, and needs more supplies but is not ready to invest in defending and developing a colony.

Basically, instead of having these abandoned stations that are either useless or are free storage, the player instead renovates old orbitals to act as both storage and a small source of fuel and crew. Perhaps even marines to encourage players to explore the raiding mechanics.

Like colonies, it would require some upfront costs and make an initial dent in your annual profits as everything is set up, but overtime would turn a small profit. Unlike colonies you don't have to babysit them constantly. The idea is that stations would be gradually ease players into the colonization/end-game by giving them a staging ground and a way to generate some steady income.

19
General Discussion / Starpoint Gemini Warlords vs StarSector
« on: June 01, 2019, 09:49:27 AM »
I saw that Starpoint Gemini Warlords got new DLC. Its a game I've watched, but never thought to buy, a lot like StarSector. Now that I've enjoyed the latter, would you recommend the former?

20
General Discussion / Best Non-Combat Flagship
« on: May 25, 2019, 07:04:45 AM »
I'm not very good and fighting so I didn't spec my character into any skills that only buffed his ship cause I always put it on autopilot. That means its better for me to give the big o'l capital ship Id normally use for myself to someone else more suited while I fly something else that is fast and doesn't require a lot of upkeep.

What ships would you recommend looking at?

21
General Discussion / How Do You Fight Station Battles?
« on: May 24, 2019, 10:18:44 AM »
Cause I'm at my wits end to this ***.

I try to keep my fleet together to tank the initial salvo of missiles and fighters with massed PD, but then I have to split my fleet up to take each side of the station. I order my fleet to avoid the station to keep them from firing valuable missiles at it.

When I try to designate ships to engage (I don't know when to engage or eliminate or strike craft) the ship pulls back behind enemy lines and my genius captains decide to follow them, getting flanked and being destroyed or wasting all their strike craft striking deep into enemy lines where they get eliminated from PD fire. 

That is if they obey my orders at all. Half the times I feel like I'm being outright ignored by my ships. And its not like I can re-designate targets as the enemy shifts its line cause I only have limited amounts of order and it takes a *** age to get new ones.

I've gotten close, so close so many times, but I end up having my readyness go down and my ships eliminated by the station as they can focus on those that have drifted out by themselves and *** on them with massed missile and bomber strikes.




22
General Discussion / Eagle and Heron Loadout
« on: May 23, 2019, 09:14:36 AM »
Eagle:
1x Hypervelocity Drivers
2x Heavy Mauler
3x Gravitron Beam
2x Sabot MRM
5x Laser PD
I want the Eagle to engage enemies at extreme range and use its mobility to its advantage.

Heron
2x Broadsword
1x Dagger
1x Pilum LRM
6x LR Laser PD
I want my Heron's and their strike craft to be the main arm of my fleet.

23
General Discussion / Brawler vs Hammerhead
« on: May 22, 2019, 11:23:31 AM »
Relative cost wise, how does a Brawler frigate with 2 Assault Chainguns and 2 Light Needlers compare with a Hammerhead with those plus Harpoons and 2 PD lasers?

I'm looking for ships to get up in the enemy's face and keep them away from my long range carriers.

I'm assuming the Hammerhead is going to be better due to its larger OP and Accelerated Ammo Feeder but I want your opinions.

EDIT: Just to clarify, I'm intending for these ships to be used by the AI.

24
General Discussion / The AI, Missiles, and Strike Craft
« on: May 22, 2019, 08:57:40 AM »
I've noticed that the AI isn't the smartest when using missiles or strike craft. Missile ships will fire slow, valuable torpedoes far out where they can be sniped, and carriers will send out bombers against shielded targets. Seeing as that's the case, is it smart to give AI ships only "spammable" missiles and fighters like Annihilator Rockets and Talon interceptors?

25
General Discussion / Kitting a Conquest
« on: May 21, 2019, 09:08:26 AM »
I'm really interested in the Conquest capital ship for its weapons and speed.

I was planning on outfitting its 4 large ballistic slots with Mjonlinr Cannons so the main guns are always useful, the 4 medium ballistic slots with Heavy Maulers to chew up armor, and the 2 medium energy slots with graviton beams to help the Mjonlinr strip shields. The 8 small energy slots will be split evenly between burst PD lasers and Ion Cannons. Perhaps I'll replace the Ion Cannons with Antimatter blasters but that might not be realistic.

Not sure what to put in the 2 large and medium missile slots. 

On an unrelated note, the more I look at it, the more I want to strangle whoever designed the Conquest. From a lore perspective its like stapling two battleships together; it looks awful and its impractical. From a lore perspective, there is little to be gained from having two battery's of guns on two different sides of the ship that can't support eachother. It would have been much more practical (and stylish) to just have guns mounted on a hull running down the middle of the ship that can be brought to bear port, starboard, and aft. This would cover all the areas it currently does while also cutting the cost of the ship almost in half.

From a gameplay perspective its also frustrating cause it means you have to spend OP on guns that will most likely be out of combat most of the time.

It just pains me that a ship I love the concept behind (a fast moving hard hitting capital ship just like the Iowa) could be more efficient and more stylish at the same time.

26
General Discussion / How To Win Uneven Fights?
« on: May 21, 2019, 05:21:46 AM »
How do you win against stronger fleets? It seems that the only deciding factor determining whether I win or lose a battle is by how much I outgun the enemy. Are there any tricks to getting more out of your ships? Admittedly I'm not the most sophisticated admiral as I just designate ships to be eliminated. I don't even command my own flagship cause the AI is so much better and flying it.

27
General Discussion / Cruiser Carrier Group
« on: May 21, 2019, 02:21:08 AM »
I want to make a carrier fleet without any capital ships to cut down on maintenance costs.

I was thinking the carriers would be Herons with 2 Thunders and 1 Trident. I'd also have a couple of Geminis to act a light cruisers and freighters. They'd be supported by Hammerhead destroyers and Brawlers which would get in the face of the enemy and strip their shields while the carriers hide in the back. I'd also take along a Shepard for salvaging and 2 Drams.

28
General Discussion / Explorer cum Colonizer
« on: May 20, 2019, 04:32:52 AM »
Is it possible to get enough money to start a colony just be exploring? I don't want to trade because its boring and I'm bad at it and I don't want to fight because its boring and I'm bad at it. Exploring sounds much more rewarding and from what I've read more useful for someone looking to colonize given how you can find AIs and blueprints.

What start and stats should I use to achieve this goal? I first started out with the Wolf and the Shepard (oddly poetic) doing the tutorial, but then scrapped all the ships I salvaged cause I felt overwhelmed and they all had d-mods. However I then found I didn't have a source of ballistic damage save for the sabot missile which only had three shots so now my fleet was useless. I know people recommend this start, but I'm going to try the explorer start without doing the tutorial this time and invest in tech and industry.

Any suggestions?

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