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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 - Locklave

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16
General Discussion / Re: These Remnant are normal ?
« on: January 26, 2022, 03:03:17 PM »
lol I always just saw it and was like "no thanks".

17
General Discussion / Re: These Remnant are normal ?
« on: January 26, 2022, 02:09:13 PM »
I ran into that fleet on a couple of games. Almost the same make up but without the mod ships.

It just sort of hangs out in hyperspace not moving. I don't think they should be there but I've seen 3-4 times maybe across maybe 12 games.

18
General Discussion / Re: Phase Anchor is absurdly overpowered.
« on: January 25, 2022, 02:30:43 AM »
I actively have 1-3 Shades/Afflictors max in my fleet, I've never felt I needed more or that they underperformed in AI control. I have little experience with the Harbinger, it seemed okay in AI hands but it's rarely on the market so I generally don't have one. So I'll take Megas word on the Harbingers performance.

Doom is in a really good place I'd say with a AI captain and even overperforms.

I like the Shades secondary ability, it's more general function and has performed well for me in the past.

As I've said I don't feel phase ships in general are a balance problem. Just the Zigg and the Doom when AI captained or player controlled.

19
General Discussion / Re: Vanguard is terrible
« on: January 25, 2022, 01:44:03 AM »
AI piloted stock attack pirate vanguard with steady officer lvl 5 (impact mitigation,ballistic mastery,target analysis,systems expertise elite, polarized armor) loses battle to single pirate hound in simulation. All due to damper field usage while hound just fires away and eventually kills off the vanguard.

I said the system was detrimental to it's gameplay and that right there is a perfect example of it.

The AI has absolutely no clue when it should be using the Dampener field on a ship without a shield. It just randomly turns it on while it should be firing giving the enemy free damage and gaining absolutely nothing.

Put a Dampener field on literally any shielded ship and it's survivability dramatically increases, put it on one without a shield and it only lives slightly longer at the expense of losing firepower.

20
General Discussion / Re: Phase Anchor is absurdly overpowered.
« on: January 24, 2022, 02:24:55 PM »
But that's a ship problem and not specifically the PA hull mod.

Quote
Using known overpowered ships, ...  are terrible tests. Doom was already OP.

Then we shouldn't discuss any phase ships since they are all overpowered anyway. Only thing balance phase ship is that AI cannot utilize phase field.

The phase frigates aren't OP, they are all the glass cannons they are meant to be. I think they fill their unique role in perfectly balanced way.

Doom has had countless threads about it being brokenly strong. I haven't seen one about the frigates or the Harbinger for that matter.

21
General Discussion / Re: Phase Anchor is absurdly overpowered.
« on: January 24, 2022, 01:40:54 AM »
But that's a ship problem and not specifically the PA hull mod.

22
General Discussion / Re: Phase Anchor is absurdly overpowered.
« on: January 23, 2022, 10:20:49 AM »
I tested PA Doom and ...

Using known overpowered ships, Doom in this case, are terrible tests. Doom was already OP.

What needs to happen is the Large phase ships need to stop breaking the game with how strong they are.

23
Actual effective fighting time is what people are talking about with SO PPT.

You are timing an element no one is measuring by, because that information is useless in regards to a real fight. It can float around being useless for 15 minutes+. So what?

24
General Discussion / Re: Campaign Terrain/Movement Feedback
« on: January 23, 2022, 03:58:58 AM »
I hate asteroids. I've made threads about how annoying they are and wish this one thing had a toggle setting to turn off.

Slipstreams seem to be in your way and going the wrong direction 95% of the time. Maybe it's just bad RNG we are experiencing? The few times they were going the right way it was great and the ambushes at the ends of them are actually what pirates would do.

Has anyone experienced Slipstreams mostly going the right/helpful way?

25
General Discussion / Re: Vanguard is terrible
« on: January 23, 2022, 03:48:15 AM »
You're probably using it in the wrong role or haven't actually tried it.

It kills things, that is it's role, like every combat ship. I have tried it many times and specifically seem to have the same problems with it other people have experienced.

Your loadout doesn't solve or address it's survivability issues, nor does it mitigate the dramatically increased costs to repair and recover. Not minor problems to be waved off. Your posts haven't even touched on the increased costs of operation.

I want it to be a better ship, I want that low tech premium frigate role filled by a solid ship, this isn't a solid ship currently. If I or anyone here hated the ship we wouldn't bother posting about it's problem because we'd be apathetic to it's situation.

26
General Discussion / Re: Vanguard is terrible
« on: January 22, 2022, 05:58:45 PM »
Better frigates get flux locked...

They got flux locked because of the massive damage their shields took preventing the ship from being destroyed. Where as the Vanguard will just explode. Those ships ate thousands of damage, can retreat and do it again in 15 seconds.

The basic upkeep is higher, the repair costs are always substantially higher because everything is armor and hull damage and it's survival is inferior resulting in more wasted crew/supplies on recovery.

I don't care about the limited cases where it can burst down an enemies flux. The moment it encounters a ship it can't burn the flux of it is 100% dead and that's assuming something doesn't have the weapons to shred it be on approach. It either wins a burst fight or it's dead, when other ships can escape/recover and reattack.

It's frustrating knowing it has these massive problems and having anyone talk about it like it's fine in this or that regard. Other cheaper ships (in both cost and upkeep) would do the same job better. You can like and love the ship, go for it, but don't keep making posts pretending like it's shortcomings don't exist because you like the ship.

It should be a better ship.

27
General Discussion / Re: Vanguard is terrible
« on: January 21, 2022, 04:47:16 PM »
I posted combat logs of it punching up vs the 2nd most dangerous faction in the game.

Of your modded game.

28
General Discussion / Re: Atlas - Most useful ship in the game?
« on: January 21, 2022, 04:44:20 PM »
SP aren't unlimited, I don't care if they are in theory, they massively slow down late game and when you start wanting to use them for colonies you will be able to blow 20 SP with 3-4 clicks. SP are too important to spend on minor campaign upgrades. Early game it's raining SP, you spend them like you are drunk and more pour down. Late game you wish you hadn't been so wasteful.
20 SP on a single colony, no wonder you wish you haven't been so wasteful :)
Maybe spend 2 on pop&infra or starport for the first colony to speed things up, maybe another 4 for the other one if you are feeling frisky.
That sweet, sweet ground defense upgrade for only 64 might look enticing but if you skip it most of your SP problems will go away.
SP is also faster to get later on, you have a full fleet against XP dispenser pirate armada/invasion/ordo stacks.

I was being a bit hyperbolic but w/e. You can blow tons of SP on colonies.

Also not really my point.

29
General Discussion / Re: Atlas - Most useful ship in the game?
« on: January 21, 2022, 02:55:31 PM »
I am perhaps misinterpreting your statement, so please correct me, but it sounds like to me that you're implying there are no balance considerations for the campaign and navigation layer.  I'm pretty sure a giant profile, low sensor range, and low burn fleet (a fleet with all civilian tags and no mitigating hull mods for example), is going to be found and caught by hostile fleets more often than a small profile, high sensor range, high burn fleet.  Especially if neither has transverse jump.
I'm saying that there is already a self imposed penalty connected to Campaign vs Combat hull mods, the OP cost.

The Campaign hull mods are inferior to combat by such are margin that unlocking the logistics limit would have minimal impact on the lions share of ship/fleet builds. Because those OP are already needed elsewhere, combat related specifically.

All the logistics limit does is prevent weird/exotic fleet builds like a crazy stealth fleet or super high detection range fleets that use them to avoid combat. To do that now you are forced to use SP, because of the limit. Even if you were willing to sacrifice the fighting power for it. The logistics limit is preventing interesting fleet builds that focus less on combat by forcing the use of the players most valuable resource SP to achieve them.

SP aren't unlimited, I don't care if they are in theory, they massively slow down late game and when you start wanting to use them for colonies you will be able to blow 20 SP with 3-4 clicks. SP are too important to spend on minor campaign upgrades. Early game it's raining SP, you spend them like you are drunk and more pour down. Late game you wish you hadn't been so wasteful.

So why does the logistics hull mod limit need to exist at all? Why does the Atlas in the first post need to waste 2 SP for such minor Campaign bonuses? I have never heard a good answer. That Atlas isn't overpowered because of those 2 SP, it's a really good support ship mind you, but I can sure a hell make a fighting ship overpowered with 2 SP.

30
General Discussion / Re: Vanguard is terrible
« on: January 21, 2022, 02:17:26 PM »
Officered scarabs are my go-to for frigates.
I like Omens with officers. 'Systems Expertise' + 'Target Analysis+' + 'Point Defense+' officers to be precise. Then you give them a short PD weapon, possibly one you get from a [REDACTED]. They'll just toy around with their prey, till the big brothers join the fight :D

You should try Monitors with officers, it can go toe to toe with monster ships. Go with an anti shield weapon and watch a Brilliant burn out on flux just trying to get it's shields down.

100% of flux output being dumped into eight ballistics is better than "okay".

I was imprecise in my statement. I mean to say relative to the intended role of the ship.

It's meant to be a premium heavy low tech frigate. Something that should be able to hold up against top tier enemies relatively well for it's size, like the a Tempest (even with the current drones issue that will be fixed) or an Omen/Monitor/Centurion/Scarab/Hyperion ect. It should punch up, it can only punch down. Throw it against pretty much anything Redacted and it explodes, also depending on what weapons a normal fleet might have it may also get wrecked.

It's painfully conditional if and when it would be considered better then okay.

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