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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 - Arakasi

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31
Bug Reports & Support / Ships Keep Slamming into One Another
« on: April 08, 2021, 04:54:10 AM »
Most of the cases this happens it is completely avoidable by the AI, but for some reason they really don't respect the space of each other, especially for frigates, but sometimes even for capitals, see the short clips posted below.
https://i.imgur.com/INXfpX7.mp4
https://i.imgur.com/cFnwkS0.mp4

32
I actually haven't managed to find a role for the Paragon and Odyssey where they are successful (I didn't use them much against the Coronal Hypershunt guardians either), so I could probably streamline the fleet a little.

Yeah I don't really think capitals aside from the Radiant and Zig are good in this patch. Too slow against the endgame fleets.

33
I know a lot of people are struggling with the endgame atm, so I figured a thread for this would be a good idea. Please try to avoid builds that are reliant on the current cheese (Derelict Congingent & ships that are only good with a SP Safety Overrides).

Here's mine atm:
Spoiler
[close]

This fleet is capable of taking down any [REDACTED] fleet, given appropriate tactics, but I'm currently grinding story points before I try take on the hardest bounty fleet (the first time I tried to capital-spam it and that ended very poorly).

Edit: Here's my skill setup too, I'd probably do it a little differently now and not double dip so far into Leadership, but getting coordinated maneuvers and wolfpack is very good since frigates are a must against endgame fleets (cheese and unique ship use excepted).
Spoiler
[close]

34
Suggestions / Re: A Recovery Skill
« on: April 07, 2021, 07:43:04 AM »
Ah, ship recovery after a fleet wipe.  Okay.  Such a feature would be useful for Legion14, too.  (Honesty, if I wipe, I reload, and I usually reload for much less.  Also, it is a reason why I do not play Ironman.  I do not have the time to absorb losses and try to recover like that.)

What makes the mid-game so exciting to me is going into situations where I can lose something I prize. This obviously becomes less of a factor in late-game but I don't think the correct way to make the late-game more engaging is to have unique lose-able ships/items. The new weapons on the other hand, hell yes, because I can (theoretically) farm more if necessary, it's just a real pain in the ass.

35
Suggestions / A Recovery Skill
« on: April 07, 2021, 05:28:57 AM »
While I know there are skills that make it so your ship(s) are almost always recoverable after combat, one thing I would like to see with the introduction of the
Spoiler
Ziggurat
[close]
is a skill or maybe even an expensive hullmod that 100% allows you to recover your ship, and further, if you lose the whole battle, turns that ship into a derelict you can locate and recover later (perhaps using story point(s)). At the moment I really don't want to use that ship against the harder threats in the game even though it might be fun because I'm playing without save scumming, and this sort of unique lose-able item really does encourage that behaviour.

36
General Discussion / Re: The game became too hard
« on: April 07, 2021, 05:20:05 AM »
I wouldn't call the game too hard at the moment, just not really that balanced for the player against the endgame threats. When I ask for fleet compositions to take on the hardest threats in the game all I ever get are "just use the
Spoiler
zig
[close]
", or just phase spam", or "just abuse Derelict Contingent or Safety Overrides with story points". It should be possible to take on these fleets without abusing obviously broken game mechanics, and with a wider variety of fleet compositions provided they're well built and heavily story-pointed.

Part of the problem is that these end-game fleets cannot realistically be fought head on by most standard ships due to their officers coupled with the sheer numbers of them, they almost always have the DP advantage from the get-go and this incentivises playing the objectives much more. This would be fine, except it requires your ships to be much faster than theirs so they can can escape the central mass of enemies and flank to re-acquire the objectives. The issue with this is that (aside from it ruling out most midline and lowtech fleets  >:( ) is that that sort of gameplay is more focused on ordering the AI around the map the whole time from the tac screen (something Alex I know wanted to avoid) AND it requires a lot of CR to be able to slowly pull apart the swarm as individual units break off. Obviously you can do better with the CR if you use skills like Wolfpack Tactics, give them Hardened Subsystems, and bring as many ships as you can, but this is playing counter to the intended design of this patch of having a diverse fleet somewhere between 180-240 DP. It just feels like older patches with capital spam, except instead you're spamming destroyers and frigates and outright avoiding capitals
Spoiler
zig excepted
[close]
.

Ideally I'd like to see it be possible for each design type (low tech, midline, high tech) to be able to tackle the threat in their own ways given they invested in, and are appropriately outfitted. If anyone has done this, especially with low-mid tech, I'd love to see it.

37
I paid a story point to the historian to learn there's a blueprint stuck inside a Coronal Hypershunt, except there's no way to loot one.



38
General Discussion / Re: No One Knows the Phantom or Revenant
« on: April 01, 2021, 11:41:53 PM »
I found a Revenant blueprint from a cache or research station, but I would not be surprised if there was a unique quest mission for that one too.

From your description I think I had that quest for the Revenant (and found the Phantom elsewhere). Though I had the scavenger warn me I saw no sign of the boss that you mentioned, probably flew past it because my fleet was too big to care.

39
Suggestions / [AI Skill] Minor Disappointment
« on: April 01, 2021, 11:33:40 PM »
I was really looking forward to trying out the AI skill with the Domain
Spoiler
Drone Battleship that is guarding the cryosleepers.
[close]

I understand it's most likely not balanced or designed for player use atm, but I think at least having a rough equivalent to the
Spoiler
Remnant's Radiant
[close]
from the Domain side being salvagable by the player would be neat.

40
Bug Reports & Support / Re: The Typo Thread
« on: April 01, 2021, 01:15:08 AM »
RC12:
Spoiler
When you meet Daud and talk to him he says "Captain, I need to know if we history's fools or heroes." should be "we're"
[close]

41
Bug Reports & Support / [0.95a-RC12] Xyphos Fighter Infinite Overload?
« on: March 31, 2021, 08:08:30 AM »
As the title suggests, it seems as though once a Xyphos fighter gets overloaded it stays permanently (?) stuck in that state until it happens to get destroyed and replaced.

42
General Discussion / Re: No One Knows the Phantom or Revenant
« on: March 31, 2021, 08:05:13 AM »
My thinking was that these two were developed in part response to this thread: http://fractalsoftworks.com/forum/index.php?topic=15571.15 where I lay out how stealth salvage is far too easy and requires no investment to be very good. However, the fact that no faction knows them makes them so vanishingly rare that it would be hard to invest in the first place in order to build a stealth salvage sort of fleet even in the mid-game. And further - even though it was slightly nerfed with an increase to detection range on salvaging, the [redacted] not having the ability to burn means you can mostly just escape regardless.

43
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 16, 2020, 06:13:38 PM »
Salvaging/scavenging temporarily boosts you sensor profile by 1000; it's in the patch notes - so, no, but also yes.

I missed that! Not sure if that will give the phase ships that much of an advantage in that situation but it certainly makes the whole process harder and is appreciated, thank you!

44
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 16, 2020, 06:06:14 PM »
Are you considering increasing the sensor range of [REDACTED] fleets to make sneak salvaging in those systems more difficult now that you've introduced the strategic phase ships? (I have been personally modding my game so that their burn level is increased by 2 to make them more punishing, since they don't have a burn drive ability).

45
Announcements / Re: Starsector 0.95a (In Development) Patch Notes
« on: October 16, 2020, 04:56:18 PM »
Amazing stuff! I am really looking forward to this update.

Now that these are added (I believe in-part due to a conversation we had):
Ships/systems:
  • Added Phantom-class phase troop transport
  • Added Revenant-class phase hybrid freighter/tanker
Are you considering increasing the sensor range of [REDACTED] fleets to make sneak salvaging in those systems more difficult? (I have been personally modding my game so that their burn level is increased by 2 to make them more punishing, since they don't have a burn drive ability).

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