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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 - ArthropodOfDoom

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16
General Discussion / Re: Capital flagship suggestions
« on: May 15, 2014, 11:26:17 PM »
I didn't read the whole thread, but I'd like to add in that the Odyssey with dual Autopulse Lasers and two ion cannons on the port side, with the Hornet missiles from Starsector+ in all available slots, the huge point-defense turret on the starboard large energy slot, and small burst lasers everywhere else kicks an AMAZING amount of butt.

I also use extended magazines, which is practically a requirement when using the Autopulse Lasers. There are a lot of changed skills in Starsector+, so I can't remember the exact stats off the top of my head, but it suffices to say that I've got rank 10 in both Tech and Combat, and it really shows up in how much damage I can slam into two or three destroyers in a single salvo.

17
Announcements / Re: Starsector 0.65a (In Development) Patch Notes
« on: April 09, 2014, 07:38:22 PM »
Can haz Ox pics pl0x?

Srs bsns though, how does one make a what already looks like a brick with warning stripes on it look "beefier"?

18
Blog Posts / Re: Starsector Sketchbook
« on: May 08, 2013, 04:37:34 PM »
Who is martine?  ;D
(Second marine prep picture, titled martine_prep2.jpg)

19
Mods / Re: Exerelin - Dynamic System and Faction War - v0.32
« on: April 27, 2013, 05:57:46 PM »
AWESOME! Thank you so much!

20
Mods / Re: Exerelin - Dynamic System and Faction War - v0.32
« on: April 27, 2013, 03:44:09 PM »
If Zaphide doesn't want to upload a vanilla-factions version for 0.32, could at least get some pointers to doing it myself?
I only know a little python, and I'm not sure if that will translate well to modding for Starsector in Java.

21
Mods / Re: Exerelin - Dynamic System and Faction War - v0.32
« on: April 27, 2013, 09:03:44 AM »
Is it possible to have the mod without all the other factions?
I like playing "vanilla" in terms of factions and ships, but this engine conversion/modification is fine.

22
General Discussion / Re: What do you name your ships?
« on: January 15, 2013, 09:28:45 PM »
Haven't posted in a while, so I thought I'd say something here.

All of my ships are named after mythology or something epic,
and I currently run a single Conquest named the Nordic Armory Ship Odin.

Loadout means it is called a Legendary Battleship, as I have literally taken on full TT battlefleets and won.

Anything smaller than a carrier fleet is nothing, and I can basically autobattle and win.
I can murder whole cargo fleets in a couple minutes, and I have knocked out a Paragon or two.


Onslaughts can be difficult, but the fully-powered agility of my ship gives it a top speed of 151,
with a flux vent of more than 3000 (far more when actively venting), a flux capacity that almost hits 20000,
2 Mjolnirs, 2 Hephaestuses, 8 burst PD, 2 large burst PD, 4 Pilums, and so much more.
I would have to check to see what hull mods I have on there,
but it is a tank with everything activated.

[EDIT]: Thanks, Gothars. :P

[EDIT 2]: Found a cooler name than Odin, Hringhorni, http://en.wikipedia.org/wiki/Hringhorni.

23
General Discussion / Re: Things you didn't expect from starfarer.
« on: December 11, 2012, 10:12:28 PM »
Did not expect the Conquest with dual Hephaestus and Mjolnir to be able to destroy almost all of a Hegemony Defense Fleet. I think only two Onslaughts were left, one at full health, the other at 15%.

24
General Discussion / Re: Level 60 trolling formerly ...
« on: November 29, 2012, 01:18:23 PM »
Currently running Conquest with following setup, although I am unsure of the exact modification setup.

Mjolnir x2
Hephaestus x2
Dual Flak x4
Burst PD x10
Pilum x4

I can't remember the rest of the build, so you'll have to wait until I get home.

25
Announcements / Re: Starfarer 0.54a (In Development) Patch Notes
« on: November 04, 2012, 03:31:02 PM »
Oh, and don't get into too much detail with your feature tests, you have a small army of people who are eager to give you feedback at your service ;)

This. We would love do your playtesting for you, but unfortunately, that would require a quicker, self-downloading client. :/
I think the best place to look for balance issues is in the General Discussion forums,
everyone there seems to think the Mjolnir is underpowered, or that other guns are overpowered, etc.

On that topic: please give the Mjolnir just a teensy boost? Even like 5% in damage would be fantastic.

26
General Discussion / Re: My fleet size is too big
« on: October 29, 2012, 04:51:06 PM »
Conquest hunting with Mjolnirs, oh my god yes.

SPRINTSPRINTSPRINTSPRINT
Instadeath'd.
SPRINTSPRINTSPRINTSPRINT
Instadeath'd.

Pretty much me after learning how to properly broadside people.

27
General Discussion / Re: A good Mjolnir Onslaught
« on: October 29, 2012, 04:46:05 PM »
WOOPWOOPWOOPWOOP MORE MJOLNIRS WOOPWOOPWOOPWOOP

Seriously though, good on you for using Mjolnirs.
Looks like you and I are the only two who use them. :/

28
Suggestions / Re: If You Could Have Three Skills...
« on: October 29, 2012, 04:39:03 PM »
Too good not to join in on the wild speculation. :D

That Looks Interesting! --- Any weapon or part lost on a captured or damaged ship
will be removed from the destroyed ship, stripped apart, and then used to improve or repair another ship.

Steve From Accounting --- All of your crew members, veteran and above and officers,
allow for a 0.1% increase in trade effectiveness (lowers prices, increases returns)
at the cost of the ability to fight (1/(max crew)% decrease per officer in combat speed/damage/effectiveness/etc.).

I Cultivate Goats --- If the food stores in your fleet are high enough,
then a large cargo ship or capital ship can have some of its cargo space sacrificed
in order to produce food over time to sustain the crew. Effectiveness depends on food per day and space dedicated.

29
General Discussion / Re: Surprisingly Dangerous Weapons
« on: September 28, 2012, 06:48:11 PM »
As much as people use Hellbores/Hephaestus,
I much prefer Mjolnir cannons for the EMP damage.
I think it sets a precedent for any other large multipurpose weapons.
I use two a side in conjunction with a Phase Beam for some pretty good EMP damage.
However, I might use a Graviton Beam in order to get some actual anti-shield capability.

30
The main weaponry on my Conquest loadout all have some EMP damage.
Why, you ask? Well, because of weapon knockouts.
It may take some time to effectively pound through shields,
but once that happens, it's all over for whatever was sitting inside said shields.

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