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Messages - pedro1_1

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31
General Discussion / Re: 0.10a battle objectives change
« on: August 21, 2020, 09:06:40 PM »
Ah - what I meant wasn't the objective layout not happening, but rather the "enemy AI consistently trickling stuff in" behavior.
As for the behavior, it now works as a wave, like first frigates, then destroyers, Etc, so even after the behavior change, but you can still chease the AI using the map and concentrated fire, just not as simple as it used to be

32
General Discussion / Re: 0.10a battle objectives change
« on: August 21, 2020, 05:37:52 PM »
Right, yeah. That shouldn't happen anymore, regardless. Are you sure that it still happens in this release? I'm not 100% when on when I fixed it but thought it was a while ago.
No idea.  Ever since the 0.8a skill revamp, I mostly ignored objectives.  Not to mention that fights against Ordos do not have them.

But before 0.8a, I totally abused that "two-left-and-one-right" map in hard fights.

 I can say it still happens from time to time, but I see more Xs, squares, horizontal lines and random point placement maps than those

33
General Discussion / Re: What's the best battle fleet to have?
« on: July 26, 2020, 11:07:59 AM »
Conquest is effectively 70 SU, 45 base + 25 from having 50 boost half the time (which is actually better than flat 25).

There are also other factors, and for new players, the conquest is effectively base 45, since new players are advised not to use combat skills and as such can't have Helmsmanship 3 skill needed to use the zero flux boost, which is why Conquest is a advanced player ship, unfit for a new player.

34
General Discussion / Re: What's the best battle fleet to have?
« on: July 26, 2020, 09:23:58 AM »
I would add Paragon and conquest into flagship list. Conquest in good player's hands are equal to Odyssey, even better in some aspects. Requires a very specific loadouts and tactics.  Paragon is a simple killing machine. Player piloting usually makes any ships like 5-10 times more efficient, than AI does. So, if you pilot Doom - it is like there are 5-10 Dooms on the battlefield, so 35 DP spent and 175-350 DP virtually on the battlefield, i.e. +(140-315) virtual DP advantage because of player. For Paragon same virtual math gives 300-600 virtual DP or +(240-540)! It might be boring to pilot that mammoth, but it is definitely effective in player hands.

The Paragon is the type of ship he does not like to fly, for the Conquest, it is fast, but it's not fast enouth, I cut the fast ships at 70 SU for non catitals and 50 SU for capitals, and that's the reason I did not include it nor the Gryphon on the flagship line, because they are faster than the alternatives that use their weaponry, but they are too slow because of their weaponry, as for why I did not include the Falcon on the list, it is simple, the variant that's worth to use as a flagship, the XIV Battlegroup, is at 62 SU.

Thanks for all that information, appreciated!

But is there like a build i can take (where everything is already modded, equipped, etc.) because that's the thing i hate the most in these kind of games (i almost didn't get SS because of it) it's to know what goes well with what, which guns are the most efficient on which ships and agaisn't which enemy, which ship to take to reduce the ressources needed for maintenance, etc.
I want to die when i have to do that. And if i don't do that, the game is gonna get stagnant. It's already getting a bit boring because i only do exploration (without finding a single good planet  >:( ).

You should try using a game to make the loadouts you whant and them using these loadouts on basically every game you play after, you can save screenshots by using the Print Screen button, which makes following the loadouts much easier to re-make

35
General Discussion / Re: What's the best battle fleet to have?
« on: July 25, 2020, 10:35:54 PM »
-Sniped for the reason: Quoted myself insted of editing the post-

36
General Discussion / Re: What's the best battle fleet to have?
« on: July 25, 2020, 10:22:10 PM »
I don't think it's possible to create a "Best" battle fleet, but some ships are definitivally better than others, I will stick to vanilla only.

For the flagship, you want to fill a role none of your ships fill and that the game AI can't fill corectly(Sniper, Flanker, Etc...), I also can't say weapons on most ships, since those are personal, but I would consider these ships:

  • Hyperion-class frigate, it's a suppership, it's the reason it costs so much for a frigate, should probably have 2 or 3 on the fleet, for when your Peak Performace Time(PPT) drops to 0 and you need to swich.
  • Afflictor-class Phase frigate, it has a phase field insted of a shield, so take care when out of phase, it has efective PPT equal to that of the Hyperion, so take the same amount of ships as it, it's favorite weapons are reaper torpedos and AM blasters.
  • Hammerhead-Class Destroyer, it's strong, and it can have as much PPT as capital ships have, but you pay in reduced OP, which is not really a problem, the Hammerhead in this case is a back line ship, which uses long range weapons to hit the targets, or you can use mid range weapons and have less PPT, in which case you whant to have 1 as a backup.
  • Harbinger-Class Phase Destroyer, This ship is main strengh is making ships overload for a short period of time, which means you want weapons that can either do big damage or disable a ship, the former means you whant either AM blasters, Heavy Blaster or Mining Blaster, the latter uses the only EMP weapon that can do damage on a few seconds: the Ion Pulser as well aas using the hull mod that buffs the Ion pulser, Expanded Magazines, I think the latter is better, because it can remove the big weapons of the enemy capitals and retreat, and it takes quite a few seconds to recover from a EMP attack, has the efective PPT of a frigate, so should ake 1 or 2 on the fleet.
  • Sunder-Class Destroyer, this ship brings 1 large energy weapon to the battle, it is identical to the Hammerhead on that it can stay as much time as capital ships in battle, but unlike the Hammerhead it can't afford to take damage, since it's shields are really bad, definitivally worth looking at, specially the long range variants.
  • Aurora-Class Cruiser, this is a really strong ship that can do heavy damage while being fast, it can use some loadouts, but some are better than others, it's ships system is also strong, it can do the same thing as Harbinger on that it can either do damage or disable ships, but it's better at doing damage, it can achive capital PPT only on skills which is great, since you can use all of it's OP to fight, and you don't need reinforcements either.
  • Doom-Class Phase Cruiser, it's strong, it can deploy mines from phase and deal damage, it's weakness is that it has efective destroyer PPT, so you should bring 1 ship.
  • Odyssey-Class Battlecruiser, "Why have big ship be slow" is what the desiners of this ship though, the Odyssey is a capital that has 70 base speed, it is a increadible ship that you can use even on a half descent form, and it's a capital, so it has Capital PPT and you don't need ships to swich into.

For the main body you will need to fill some of these roles:

  • Main line, ships that win slug fests by winning the flux war, the primary ships that can win this kind of battle are capitals, but some criusers also do that, a quick list of ships that can fill this category:
    • Tanks, these are the ships that recive and return damage:

      • Onslaught-Class Battleship, preference for XIV Battlegroup
      • Paragon-Class Battleship
      • Dominator-Class Heavy Cruiser, preference for XIV Battlegroup
      • Legion-Class Battlecarrier, non-XIV Battlegroup
      • Apogee-Class Cruiser
    • Screeners, ships that are made to stop fighter and missiles from destroying the Main line, almost all are frigates:
    • Missile plataforms, ships that are made to send missiles to destroy any ship that wants, generally are cruisers, main weakness is running out off missiles, I also gave nicknames for each ship class:
      • Buffalo Mk.II-Class Destroyer, "Should be current Ghyphon", it's a bad ship, in teory, in pratice it is a good ship because it can fit so much for only 4 DP, it also removes any senblance of niche from the Vigilance-Class Frigate.
      • Venture-Class Cruiser, "Harpoon Hopper", it's nickname is what happens as soon as any ship gets overloaded when this ship is equiped whit Harpoons.
      • Gryphon-Class Missile Cruiser, "incarnate disappointment", no need to explain, just use it and see it struggling to get to the fight.
      • Pirate Falcon A.K.A. Falcon(P)-Class Light Cruiser, "7° Tournament Demon", It's increadibly strong, to the point it was banned from the fleet building tournaments because it was so broken
  • Carriers, the ships that manifest their presence even if they are behind the lines:
    • Drover-Class Light Carrier, it is the fighter/interceptor carrier, you use it when you have little to no point defence of one type, or you can just make a fleet of this things and auto win all battles, which is not fun, they generally bring Sparks or Broadswords and Talons, because of it's system.
    • Heron-Class Fast Carrier, it can be used to bring any fighter craft, it's system is semi-neutral, bombers benefit more, but a fighter/intercepto heron can still do quite a lot of damage.
    • Astral-Class Carrier, it can bring lots of bombers, and re-arm the bombers while being at distance, a great ship to have, just don't put fighters/intercptor in it, please.
  • General support, these ships have niches too small to be considered by their niche, but because of that they end up changing niches on the fly, so for example, "A" ship from here is hunting the enemy's screeners but a enemy ship got near one of your carriers, so "A" ship disengages the screeners and goes to defend the carriers, as soon as that treat is eliminated it goes back to hunt the screeners, but one of the main line ships is at high flux, so "A" ship disengages the screeners and enters the main line in a releave effort, which allows the ship to vent and return to the fight, "A" ship disengages the main line and returns to hunt the screeners, which had their force cut in half because this ship put them out of the main line and allowed them to be picked off by the carriers, which means they are the glue that holds your fleet together in battle, these ships are:
    • Conquest-Class Battlecruiser, it can be a tank, a glass cannon and a screener at the same time
    • Promethues MK.II-Class Modified Tanker, It is stronger than most capitals when pulled right, but that means it has  burn 6, which is why it is not used in the first place
    • Eagle-Class Cruiser, preference for XIV Battlegroup variant
    • Doom-Class Phase Cruiser, it is the only viable phase ship for AI in the game currently, all wil become viable next release, this time in it's own category
    • Aurora-Class Cruiser, AI is kinda bad at using this ship
    • Non (P) Falcon-Class Light Cruiser, preference for XIV Battlegroup variant
    • Hammerhead-Class Destroyer
    • Sunder-Class Destroyer
    • Medusa-Class Destroyer
    • Shirke, preferece for Pirate Variant
    • Tempest-Class Frigate
    • Lasher-Class Frigate, avoid Luddic Path variant, AI is bad at using Safety Overides(SO) ships
    • Brawler-Class Gunship, avoid Luddic Path variant
    • Kite-Class Shutle, preference for Hegemony Auxiliary(A) variant, avoid Luddic Path, Stock(S), and Pirate variants

Them you make the logistics fleet to get you to were you want to go and to get the sweet loot and the fleet back to were you are.

37
General Discussion / Re: The Guardian makes no sense
« on: July 24, 2020, 03:42:45 AM »
Everyone is assuming the goo wont change itself over time. We see complex actions arise out of simple sets of instructions. The goo wont just have the intelligence of a simple replication machine, it will adapt, the small nano machines themselves as the basic unit of the superorganism.
All those countless machines and that very imperfection which will cause slight deviations - mutations - which will also be trying to replicate themselves and so on.

I think all plots that involve any form of artificial inteligence surpassing humanity and destroying it false, because at the worst, we just print all the bluepints we used to get to were we are and E.M.P. Nuke the planet back to stone age, just to get back here in 20 years.
Also E.M.P. weapons are increadibly less destructively on ScyFi than on real life, a single microwave cruise missile would be able to destroy manufactory facilitys on a range of 500 km from it's launch site, if not shoot down, and we are mostly resistent to microwave at all but point blank range, while eletronics are in danger of microwave from a distance of kilometers.

38
Modding / Re: [0.9.1a] Exploration Ships (1.0.1)
« on: July 18, 2020, 04:04:09 AM »
The mod is just unsupported, maybe i don't understand if it works or not but it's strange. When I lauch  the game it's say "There is 1 unsupported mod enabled"

That's Version Checker saying you it does not support this mod on the update verification list, the game runs normally, I have 4 mods that get the same string and all are working correctly

39
Mods / Re: [0.9.1a] Missing ships mod
« on: July 16, 2020, 01:57:20 PM »
So is this intentional?

[close]

Version 0.4.1

40
General Discussion / Re: Cursed builds
« on: June 22, 2020, 03:10:19 PM »
When you got few weapons / Odyssey

[close]
This build demonstrated a fundamental misunderstanding, or a willful ignorance, of flux dissipation and opportunity cost when it was posted on the subreddit, and it continues to do so now.

Or that I'm 3 hours in the campain and did not find any good weapons and no hull mods to use, which is the case

41
General Discussion / Re: Cursed builds
« on: June 22, 2020, 11:42:58 AM »
When you got few weapons and no hullmods / Odyssey

[close]

Edit: added "and no hullmods" to spoiler name

42
Suggestions / Re: NPCs should salvage/recover derelicts
« on: June 07, 2020, 10:06:19 AM »
Yes but it only happens outside the core sector with pre-generated derelicts.
I lost severals promising derelicts to scavenger fleets while exploring

That's a feature from Starship Legends, Vanilla Starsector NPC fleets can't scavange or recover a ship or debris field

43
Hi I would like to know where you found the config.json. I want to change the base tarrifs but I cant find it.

going from the starsector folder:

Starsector->starsector-core->data->config->settings.JSON

44
General Discussion / Re: how to optimize stealing ships?
« on: May 28, 2020, 08:32:17 AM »
A ship that broke apart is considered destroyed, it is not salvageble if it has no reinforced bulkheads, it will increase the D-mod amount for a ship that has reinforced bulkhads, you don't want a ship to break, so don't shot a disabled ship hull

45
General Discussion / Re: how to optimize stealing ships?
« on: May 28, 2020, 08:13:04 AM »
The ships you drop are selected randonly from the disabled poll, unless the ship has reinforced bulkheads, then even if the ship is on the destroyed poll, it will have a high chance to drop, you also need hold fire on the disabled/destroyed ship hull, since that can add more D-mods on a ship, salvage gantry is not needed, but it increases the salvage you get from the ships you did not salvage.

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