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Messages - cathar

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46
I agree with Buff Skeleton, something about the rating with Remnant - and also Blade Breakers and later IBBs -  seems a bit off. Spent the last few play sessions wrestling with high danger Remnant and Blade Breaker systems and once I deploy two or three capitals I will be at 1 or 2 stars, even though I would most likely lose that fight.

Is there a config setting for how much player level figures into the calculation? Maybe you could give less experienced players (like me) the option to not have their non-existent skill factor in the difficulty rating.


EDIT: I'm using mostly pirate ships from the Tahlan Shipworks mod, which have *** front shields especially badly suited for Remant fights it seems. I know this is the kind of mod interaction that can only lead to madness if another modder tries to account for it, but it would be nice to have a config option to tailor it to this situation.

47
Modding / Re: Spriting Timelapses
« on: September 18, 2019, 04:37:41 AM »
Apologies for replying to an old topic but these were extremely educational, any chance of you doing more videos of this sort?

Or is there some other way to see your work (twitch or something)?

48
Mods / Re: [0.9.1a] Ship/Weapon Pack 1.10.4
« on: September 10, 2019, 04:16:48 AM »
Is there a specific way the IBBs are triggered?

I am currently on a Diable Avionics playthrough and would really like that specific faction's IBB to come up. Character is on level 63 and the last IBB I got was the all-phase ship one, if that is important in any way.

Sorry if this has been explained before at some point.

49
Mods / Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
« on: September 03, 2019, 01:38:23 AM »
Cheers, I'll try later today, fingers crossed.

I will miss endlessly zipping about in the Rakia but all the other changes look really nice.


I am about 40hrs into my (almost) pure Sylphon playthrough and SRD has taken over all of Hegemony and most of Luddic Church space. All those AI haters obviously had no clue what they are talking about so they needed to go.

Still tremendously enjoying this fleet, though my Equilibrium flagship seems a bit underpowered compared to everyone else. What do people put into the forward large hardpoints? The way the weapons are arranged I can't really hit anything with both at the same time unless it's a station or another Equilibrium. I have tried Large Energy weapons in all 4 slots but those loadouts are never flux efficient, so I have lazer torpedos in the large turret slots.

50
Mods / Re: [0.9.1a] Sylphon RnD 0.9.5e - More balance tweaks
« on: September 03, 2019, 12:36:10 AM »
I'm still on .5c, is it safe to update to this on an existing save?

51
Why the Rakia nerf? It doesn't seem to be able to stay phased longer than similarly priced phase ships.

52
- Tarima is simply not a very good ship. Not every ship in a faction should be equally good. Keeps fleets balanced and nicer to play against.

As for the Tarima, it's not meant to be garbage, it's just mid-tier and can work just fine. It's just not a top-tier destroyer like the Hammerhead.

Emphasis mine, somehow these read mutually exclusive to me but eh.. Just for the sake of my sanity, what would you consider a decent loadout for the Tarima to make it work just fine?


Just got an Equilibrium and it has immediately become my new favorite ship of this mod (like almost any new ship I get from Sylphon to be honest). Best moment so far was skipping into the path of several flights of Piranhas and their bombs and just flux shotgunning them all in the face.
Am looking foward to a slight mobility buff, it really tends to just skip on the spot when used at low movement speed.


Quote
How do I get Outcast ships? I've only seen their fighters and weapons on the Sylphon markets.

At some point I got the blueprints for them, and now my faction fleets always has one as the capital.
How rare are the outcast blueprints in general?  I just stumbled on the whole BP pack about an hour ago.
Very very super rare.  I got the outcast pack... once.  Across every game I've played.  I've also gotten individual BPs for a few specific outcast items a few times.

Oh well, time to scour the sector for Blueprints I guess, that capital outcast ship looks incredible.


Edit: One more question, Update 0.9.5d, is it safe to update mid-save? I want to try out the officially Less Garbage Finis Astra but don't want to lose my save.

53
How do I get Outcast ships? I've only seen their fighters and weapons on the Sylphon markets.


@Traverius:
- Tarima is simply not a very good ship. Not every ship in a faction should be equally good. Keeps fleets balanced and nicer to play against.

I understand that point from a balancing perspective, but then maybe advertise it as such in game.

If I recall correctly, not at my pc at the moment, it's described to be centered around utilizing the built in weapons to best effect or something along those lines. Which led me to believe that if it doesn't work, I need to change the loadout until it works.

Now you say it's meant to be garbage tier anyway, that devalues a large chunk of my early game experience when I piloted that thing and kept changing it up to make it work.

Maybe describe it as a failed experiment that is only rarely used by Sylphon now or something.


@Traverius: I had similar struggles with the Sylvetra, it's working decently well as a protector of my own carriers. I was hoping it would do more on its own cause the concept is extremely cool, but it just doesn't get enough missiles back from using its system to make it worth using as an aggressive attacker.

54
@Asynchronicity:
Haven't found the Shield Conversion Front yet, for now I have a lvl20 officer with Missile Spec and Flux stuff in the Seresvalla and it's already a force to be reckoned with. I still have far too much fun with the Rakia to give up piloting it for anything else. Plus the AI seems fairly competent at using the special abilities of the Seresvalla, pumping flux explosions into enemies alongside the missile barrage.

I did test out having multiple Seresvalla in a combat sim and in campaign mode and it seems to not stack in any way, so there's no benefit to having more than one. Could be wrong of course.


@Starareo:
I'll fiddle a bit more with the Valestri, but I still can't make it work. I will post my exact loadout later, maybe I am just doing something incredibly wrong.
My Rakia now has Ion Cannons (or something like that name, don't have the game open right now) and it has incredible alpha striking. Pretty much anything I catch with it's back turned gets instantly overloaded if I manage to hit it with all guns at once.


Since my last post my Etrika and Tarima died and I have replaced them with a pair of Dread Eagles, which are hilarious and awesome and I kinda wanna try out a fleet just filled with those. Still need to find better loadouts as they seem very flux hungry but it's just so much fun to watch them zip about the battlefield. AI seems decent with them as well.

I have also picked up a Sylvetra but I guess I don't really understand what it's supposed to do either. It also seems to have behaviour I have seen with many missile heavy ships where it will go extremely close to the enemy even if it only has an engage order. Of course there's a chance I might just have the wrong missiles on it. Any tips?

Any opinions on the Sylphon fighters and their carriers? Right now I have this jumbled mix of whichever I could pick up from vendors, not sure if there are any cool combinations I am missing.


Cheers for the help guys, still enjoying this Sylphon run, currently exterminating the Hegemony system by system.


EDIT: I also noticed a random thing that I'm not sure which mod affects this and if this might be intended behaviour, but: In my Nexerelin game, when Sylphon invades someone, they have these massive fleets with loads of capitals and firepower. However, when the Hegemony tried to invade Castrum with 3 huge fleets, the defense fleets Sylphon spawned where these pitiful small pickets that were shot away by all the Legions.
I had a lot of fun repelling that invasion but I did wonder if that is how it is supposed to be.

55
Hey, just registered to post here, basically.

Just finished my first vanilla playthrough and am now diving headfirst into modded with Nexerelin and lots of extra factions. To slowly learn all the mod factions I am doing a pure playthrough with each of them.

Chose Sylphon as the first cause it just looks so damn cool.

First off, having a pure Sylphon RnD fleet just looks amazing! The color schemes, visual effects and weapon colors mesh extremely well and make it feel like I am in command of this otherworldy high tech demon force. I didn't mess with Phase Ships much in my first playthrough and am having so much fun piloting a Rakia. The way its phasing and rockets look make for a very satisfying experience.

I do have some questions:

What is the point of loading up Alpha Cores into my ships? Spending an alpha core for the bigger ships is a hefty investment and I don't really understand what it will give me.

What exactly is the Seresvalla supposed to do? Loadout-wise, I slapped as many missiles on it as possible and it seems effective enough as a big missile cruiser, but I don't understand the effect it is supposed to have on the other ships in my fleet. Also, is it worth it to have more than one? Does whatever positive effect it has stack?

Any good loadout tips for some of the slower ships, especially the Etrika and Valestri? I can't really seem to make them work properly, and by the time they arrive at the front lines my faster ships are already either done or in trouble.
And gods forbid one of them gets it in their head to "chase" a faster ship. They tend to end up on the other side of the battlefield, being kited into infinity, their supply cost completely wasted on some lone Wolf or Kite.

How do you properly use the Tarima? Both me and the AI seem to be struggling with utilizing the built in weapons.

Also struggling a bit with the Replekia. I'm using it as a heavy broadside ship but compared to even vanilla ships like the Conquest I had lategame in vanilla it just seems slow and flux inefficient for its cost.

As for the Rakia, like I said it is a lot of fun, I do wonder what would be the best extra weapons in addition to the built in ones? I now have Hypervelocity drivers on it but they don't seem to contribute much to its alpha striking ability. Wish I could load it up with even more rockets.

Haven't messed with the other bigger ships as I just don't have the money and supplies yet to properly pay for their maintenance, but I am very much looking forward to it.


I assume a lot of my struggles are based on my limited experience with the game in general and high tech ships in particular, but any pointers with loadouts (best case only using Sylphon and vanilla weapons) would be much appreciated.


Thank you so much for your hard work on this mod, it is a joy to play, and I am looking forward to the eventual sector-wide rule of our AI overlords once I am done with the playthrough.

Cheers,
Peter

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