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Messages - Maeleth

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31
Maybe it's just my horrible memories from first playthrough. Poor Gemini would always die first in any combat situation, despite being an okay ship on paper. Besides, for 3 extra DP we have the allmighty Drover, so there is absolutely no reason to use Gemini aside from self-imposed challenge.

32
I will gladly take Gemini's and Mule's into my fleets!
I'm with you on Mule, it's an amazing support ship (HVD+2xSalamander+2xNeedler and ConvHangar is my go-to choise) with good speed, armor, cargo and low maintenance profile. Pirate version is even better.
 But Gemini? Why? It's basically a suicide boat with paper-thin shield&armor, 50(!!!) speed, 1 hangar (albeit Reserve Deployment helps a tiny bit) for 9 DP and only 55 OP. Why not pick a Condor or Valkyrie w/CH plus Buffalo or a pair of Shepherds? It's not like you're severely limited by 30 ship limit in early game.

33
Legion S tier, Onslaught A tier — burn 7, both slow AF, has many weaknesses.
Such as?.. I can't honestly name a single one. Both ships are great both in player and AI hands, carry enough weapons to trade with any capital and win (or pop out of existence any ship below 15 DP in seconds), have a decent speed, armor and enough OP to install every hullmod you've ever wanted.
As for the burn, who actually cares? 4xOx are mandatory in every lategame fleet anyway, which translates into constant 20 burn.

34
Did you miss the part where I said this post in tongue in cheek and I have 20 hours in the game? It was more a joke on what seems like the best options after such little playtime and if you want to correct some of this go right ahead I'm happy to listen

Sure, always happy to help. Let us get started:

1) Any fleet using more than 2 supplies a day is unacceptable
After beating tutorial you gain 15k/month stipend, this alone is enough to sustain a medium sized fleet while doing absolutely nothing. Add a few salvage ships to your fleet and forget about buying supplies basically forever.

2) Any weapon with less than 1000 range is also unacceptable, the plasma cannon is an exception range is king in space games
Any weapon above 450 range is A-okay as long you're not dueling bigger ship. As a general rule, 1000 range guns are dedicated support/suppression ones with terrible DPS. The most powerful guns have 400-700.

3) Ballistic point defense does literally nothing, if 6 missile are flying at me 6 are hitting
Vulcan is the strongest anti-missile PD. Kinetic guns kinda suck, but still are more or less effective against shielded fighters. Plus their flux cost is almost negligible.

4) After the first 5 or so bounties of a new playthrough the carriers start showing up and make bounties close to impossible
Carriers can't deal any damage to bigger ships if you have a half-decent PD coverage. The real trouble are capital ships and cruisers in MASSIVE numbers.

5) Enemy carrier AI is pretty good, friendly carrier AI is pretty bad I always have to hit tab and give them a target otherwise they just float away from combat not doing anything
The AI is the same for both parties, the only thing affecting fighter behavior is Fleet Doctrine. Aggressive/reckless AI (or officers) will prefer attacking, steady/cautious/timid are more concerned about protecting allied ships.

6) Having a limited amount of Command Points is a strange feature that makes me not want to use them at all
You can give infinite amount of commands for a single point, as long as the game is paused. Still not enough? Grab a skill, install a hullmod, capture a point.

7) The rock paper scissors style of damage has lead me to mostly using energy weapons, I would much rather have 100% of my damage 100% of the time
Energy weapons are jack-of-all trades, performing below average in every situation. You literally can't overflux a Radiant or strip armor from Onslaught with energy pew-pews. At least not until friendly CR hits 0% =/ Specialized damage is the only way to win flux wars and melee brawls.

8) Maneuverability wins, it's pointless having a tanky ship that just has to sit there getting shot much better to be able to move even if you have a paper hull
Most of the times, sure. Or you can rely on extremely long range alpha strikes, missiles, fighters and dominate fast paperboats like no tomorrow. It's not like AI is smart enough to kite you around and not rush forward under heavy fire.

9) You have to pay officers every month, better to fire them right away than have them eat up my credits
Officer is a force multiplier, making ships 2-3-4 times more effective. Not as good as having a few extra ships, but they do not slow you down, have no supply/fuel upkeep and also immortal.

10) Outfitting a ship for the AI is hard since it will never use it correctly
They are pretty competent with simple ship systems. Omen, Hammerhead, Sunder, Drover, Falcon/Eagle and a dozen more ships are more than okay in AI hands.

11) The min/maxer in me needs a planet with 100% hazard, farmland, ore and ruins and has to be close otherwise I will never establish a colony I've yet to find a perfect one and actually set up a colony I'm not sure I ever will
Every planet below 200 hazard is profitable, even without AI cores or skills. You don't need food or ore, and ruins are absolute garbage. The only thing that truly matters is accessibility bonus.

12) Surveyed one planet, surveyed them all
Not sure about that one. There are unique conditions, ruins and even small events with locals requesting trade and stuff.

13) Frigate and Destroyer combat is fun cruiser combat is a slog
Depends on a cruiser. Falcon, Doom, Apogee and Gryphon are extremely fun to fly. So are Conquest/Onslaught with their insane firepower and mobility systems.

14) Missiles are a waste of Ordnance points, they miss or get shot down and run out of ammo better to leave the mounts empty and get more vents or a hull mod
They suck by themselves, sure thing. You need to occupy enemy PD with something (fighters with flares, locusts, etc.) for them to be effective.

15) LP Lasher with 2x light needlers and 3x LMGs is the most fun you can have in a video game
SO builds are kinda ok against smaller fleets, but they cost a lot supplies in CR recovery and tend to die in any kind of prolonged combat. I've almost never used them after my first 5 or so hours in Hammerhead.

16) Phase ships make me want to cry and should be deleted
Default loadouts for phase ships are terrible, they cannot deal any real damage. Most of the time poor guys would simply float around, lose their CR and die due to engine malfunction.

17) The early game when it's a struggle is a lot of fun, massive fleet fights not so much
Both are great fun if fights are difficult and demanding in player skill department.

35
Is this an ultimate troll post? You're wrong at every single point, friend.

36
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.16
« on: June 02, 2020, 11:54:13 AM »
Aaaaand I didn't backup the last version lol. Is there any way to make the new version compatible? Or somewhere to find the previous 0.3.15 to download?

You can have mine if nothing works. I'd never update anything without proper backup :D
https://filebin.net/9a5e9z04nqyw8i77

37
Just wondering what y'all specs are running and if you have any recommendations?

i3 4170, 16bg 1600 mhz RAM, 1060 6gb, SSD. Silky smooth 60 fps in vanilla, with mods drops to 20-30 in fighter-heavy combat.
My recommendation? Buy something better, CPU seems to be the bottleneck in my case.

38
General Discussion / Re: So let's try to find the worst weapon on vanilla
« on: February 26, 2020, 10:55:53 AM »
Ballistic S: LMG. Horrible accuracy, turning&targeting, extremely low kinetic damage (meaning zero actual damage to unshielded fighters and missiles)

Ballistic M: Thumper for obvious reasons. 2nd place would be Heavy Mortar. Not accurate enough to hit any target that moves, not damaging enough to punch through anything that stays stationary.

Ballistic L: Devastator Cannon. Yet again this weapon would miss a Paragon from 2 meters away. And even if it hits, said Paragon would not be even scratched.

Missile S: Annihilator Rocket Launcher/Sabot SRM. Both can't really hit small targets, and on a bigger ones their damage is laughable at best. Not to mention extremely limited uses per battle. Better to put those extra OP on some hullmods or extra flux. However they are very, VERY potent on bombers, to the point of being completely broken.

Missile M: Proximity Charge Launcher. Why would you use sub-par PD weapon with limited ammo, ever?

Missile L: Squall MLRS. And another kind of weapon that cannot hit a broad side of a barn, while actually hitting it wouldn't make a dent. At least it's half decent in player hands.

Energy S: Mining Laser. ML cannot bring down a single salamander missile. With Advanced Countermeasures 3. Even an empty slot is more effective at being PD weapon.

Energy M: Ion Pulser. Precious medium slot, 450 range and 11 OP for a slightly better Ion Cannon? Nope. Never.

Energy L: Paladin PD System. Not a terrible weapon, but every other big laser shoota is way, wa-a-a-a-ay better. Not to mention that its range is similar to small PD weapons. So why even bother?

39
General Discussion / Re: Whats your favorite capital ship
« on: February 26, 2020, 10:18:58 AM »
Definitely Onslaught (XIV). Pretty durable and mobile, has insane firepower (and great turret angles, allowing it to pressure 3-5 targets simultaneously), almost immune to flanking, fighters, missiles, etc. The only thing it needs to mindlessly stomp any resistance is some sort of screening from multiple enemy ships and any form of long range kinetic pressure (an Apogee and a pair of Herons w/ Longbows are the best options).

40
General Discussion / Re: Good AI controlled assistant ships?
« on: September 29, 2019, 12:36:47 PM »
The cheapest option would be Centurion. Cheap, reliable, with decent speed and survivability. Slap any mix of Ions/TL/LR PD/LR Pulse/Railguns on it, max vents->caps and you're good to go. Add Hardened Subsystems for extra few minutes of operating time. Though it will not survive high burst damage from laserboats, so take care.

Omens are extremely good with double PD or Pulse + salamander, again HS and max flux. Extremely tanky with it's speed, size and shield. Just don't expect to it to kill anything more than 5 DP worth by itself.

Tempest is incredibly good at both distracting and killing stuff, my preferred option is Grav Beam+Tach Lance+Salamander/Hammer. Optics and/or HS are optional but welcome addition.

Drover with any mix of interceptors and fighters. Usual setup would be Talon/Broadsword early game, Lux/Spark later on. Consider any other options if you don't rely on missiles and don't really need flares.

Mule (P) is surprisingly good as a support boat with 1k range Ion beam and salamanders.

Medusa is OP as *** at crushing small ships, but struggles with bigger targets. I'd rather bring an extra XIV Falcon for (almost) the same DP cost and double damage potential. Or another Drover for that mindless carrier spam?

And let us not forget about Monitor. Unkillable chunk of cosmic steel that will float around and eat all enemy fire for eternity without blinking an eye, this is the only small ship that will actually survive lategame carnage on a battlefield (without constant babysitting).

41
I don't know why din't you pick Combat Endurance 3 for the +15% combat readines making your ship stronger than the average combat endurance ship, and you don't use carriers in your fleet or you run then whitout the buff from Fighter Doctrine at all?

Level 2 of CE is a complete waste. Level 3, for two points, gives you what? +5% to everything for one fight per 3-4 days? I'd rather pick something that works 24/7 and gives a decent buff to utility&survivability. It's a decent pick for officers though.

FD is more of the same. Lvl 1 is completely useless, lvl 2 is barely noticeable (your fighters will quickly die no matter what if there are not enough flares/interceptors to keep enemy PDs busy), and lvl3 gives +15% replenish rate. It might be useful if you're running 10+ elite carriers to mindlessly steamroll everything and everything. I personally run 7-12 wings in total, so no real use for such a minor bonus.

42
https://fpdk.github.io/?s=0301102330405063708293x13001323334050607080x23031123334053x33001020334350

My usual setup. Start with yellow, then blue, green and red trees. This skillset ensures your fleet is self-sufficient and hard-hitting with minimal investments. Everything else goes into mid/hightech gunboat oriented skills for maximum fun on the battlefield.

Spoiler
Helmsmanship 0-flux tooltip seems to be incorrect. As of current patch it only applies to <1% flux, not 5%.
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