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Messages - Amoebka

Pages: [1] 2 3 ... 92
1
General Discussion / Re: Omega Weapon Tier List
« on: June 17, 2024, 11:09:35 PM »
Hegemony crisis fleets are your low-tech endgame enemy. I don't think we necessarily need any new boss factions, just more reasons to fight human faction fleets filled with triple s-mods and level 7 officers.

2
General Discussion / Re: Omega Weapon Tier List
« on: June 15, 2024, 01:38:17 PM »
Resonators are elder god tier. Let's compare them to HVD to see why (assuming elite missile spec, ofc):
113 138 kinetic DPS in sustained mode (HVD has 138)
0.2 flux/damage (HVD is 1.27)
2500 range (HVD is 1000 base)

So you get pretty much the same DPS for a medium slot, at more than double the range, 6 times the flux efficiency, perfect guidance on projectiles, and the initial burst capability. On a high-tech ship, potentially, which normally suck at long range kinetics.

EDIT: messed up the math, turns out with missile spec Resonators have the same DPS as HVDs.

3
Suggestions / Re: About the Hull Restoration skill
« on: June 10, 2024, 01:30:39 PM »

In terms of what to do for it: something unique that has synergy with low tech ships, as those are the ones that most benefit from industry's 2 strong combat skills (which I often don't have the points to take!). What if the skill specifically mentions that it involves the fleet having better autofactories aboard their ships? Maybe change the name to "Nanoforge Mastery" or something. Then give a fleetwide bonus to missiles, armor, and hull. Perhaps missile ammo (though with officers and S mods that is getting generous for some missiles), or just better performance.

Yeah, how about no. Skills already favor low-tech ships too much. At some point you have too many "buff armor and hull" effects in the game.

4
Suggestions / Re: About the Hull Restoration skill
« on: June 10, 2024, 06:35:32 AM »
It's extra 60 seconds (75 with combat endurance) of operating time. For something like Brawler (LP), that has 100 seconds PPT, this is very significant.

5
Suggestions / Re: About the Hull Restoration skill
« on: June 10, 2024, 05:48:04 AM »
Extra CR isn't just stat bonuses, it translates to longer combat time before malfunctions as well. Having too much would disproportionately benefit SO, hyperions, phase, and other strats that are meant to sacrifice staying power for high performance.

6
This is a really good Omen build, actually, but it's entirely focused on protecting larger ships. They can't fight hostile frigates 1v1 with this (other than unshielded pirates/derelicts). Which is why I suggested getting another Medusa or the more agressive Tempests.

For loadouts, I would encourage you to try and experiment yourself. There are a lot of conflicting opinions and disagreements about ship building even on this forum, so it's not like there are some clearly best meta builds for you to copy.

The most general rules to get you started:

1) Don't mix weapons with significantly different ranges. Either use all long-ranged guns, or all short-ranged ones.

2) Make sure each ship has some weapons that are good against shields, and some that are good against armor. For ballistics, that means a mix of kinetic and HE guns. For energy weapons, that means a mix of high-efficiency guns (pulse lasers) and high-damage ones for cracking armor (heavy blasters, burst beams like phase lances).

3) Total flux usage of all weapons shouldn't be too much higher than your flux dissipation. About 20% higher is generally safe, anything above requires a deeper understanding of what you are doing.

4) Use missiles to fill out roles your guns don't cover. If the ship doesn't have weapons against heavy armor, use torpedoes. If it needs shield damage, use sabots. Etc.

5) (Almost) always use Integrated Targeting Unit (or Dedicated Targeting Core) on cruisers and capitals. Carriers are one of the very few exceptions.

You can always look at default autofit variants (the ideal ones the AI is trying to make, not the ones that come out) and think why they are made the way they are.

7
How do you think is overall fleet composition? If I fix the ships loadouts is it fine? Thanks a lot for advice

Pretty good. Plenty of heavy firepower to deal with large ships, and plenty of Omens to negate enemy missiles and fighters.

The one thing you lack is a quick strike group to capture objectives and kill enemy frigates trying to do the same. Currently you can use your Medusa and some Omens for that, but their loadouts are kinda bad for fighting small ships. Medusa could use phase lances instead of heavy blasters, and you might want to give it a more agressive frigate buddy, like a Tempest or a Scarab. Another option is to use your carrier, the Mora, for killing frigates with fighter strikes. Broadswords are a bit too slow for that role, something like Thunders would do better. Do note you will have to manually assign strike orders for it to target frigates. The Medusa + frigates strike group is probably easier.

8
The Champion, Eagles, and Falcon (P) just have atrocious loadouts, presumably because of autofitting without having enough weapons in your cargo.

The Champion is all beams (so no hard flux) and lacks its large missile. Left Eagle is all kinetic damage without any HE. Both Eagles lack missiles too. Falcon (P) has bad missiles equiped and a pointless hangar bay (remove it).

Mora, Dominator, and Eradicator (P) look like they should be doing something, at least.

The overall idea of the fleet (slow, long ranged low-tech ball supported by faster high-tech frigates and destroyers) works, but you might want another Medusa or some other hunter-killer. Omens are more for escorting larger ships.

Really, you should stop relying on autofit, or at least use it when you have a huge stockpile of different guns for it to choose from.

9
Suggestions / Re: Should smuggling have consequences for markets?
« on: June 08, 2024, 06:02:20 AM »
Right now, factions will go to severe lengths to prevent smuggling, criminalize various commodities, and send pickets after anyone trying to dock without identification
They don't though. Smuggling is only illegal for the player, AI smuggler fleets dock in plain sight of patrols with no harassment.

10
Suggestions / Re: Allow a player to hire/assign an escort fleet
« on: June 07, 2024, 04:04:39 PM »
I think this is the endgame for that "orders" tab in the colony menu that has been teasing us since forever?

Imo would make more sense to tie this second fleet to colonies, to give more importance to having your own military base, production and blueprints. So, basically, a heavy patrol your colony spawns but you can order it to follow you for assisting with tough battles.

11
General Discussion / Re: First steps, advice please :)
« on: June 07, 2024, 03:55:30 PM »
One funny way to take advantage of s-modded Recovery Shuttles is using DTA Talons as point defense. With elite PD skill on the officer and the carrier admiral skill that boosts target leading, 16 talons provide insane vulcan coverage that keeps working while you are venting. All those infinite swarmers also help a lot to get torpedo barrages past enemy PD as well.

12
Suggestions / Re: Lessen ship death penalities.
« on: June 06, 2024, 06:46:22 PM »
Ye, you definitely sound like a player who would enjoy 5 skill points into industry.

Field Repairs gives your recovered ships 40% hull and CR for free, and makes repairs cheaper and faster.
Containment Procedures cuts all combat crew losses in half.
Hull Restoration makes all your ships always recoverable when destroyed, greatly reduces the chance of getting d-mods, and repairs d-mods for free over time.

That's all your wishes covered.

13
What point? 15% extra armor for 15 OP is an insane deal, it's twice as good as heavy armor. You can get bulkhead bonus without spending an s-mod slot, Onslaught has plenty OP for that. You can't get the extra armor without s-modding.

If you want to use shield shunt, s-modding it is always the best option. The bonus is more than good enough.

14
S-modding ITU gives no bonus effect and saves 25 OP. S-modding Shield Shunt gives +15% armor and saves 10 OP.

Is +15% armor worth 15 OP on an Onslaught with 370 OP?

15
General Discussion / Re: Most profitable industry combo?
« on: June 06, 2024, 09:26:49 AM »
Just to have a super-refinery with 20+ output for fun. IIRC having one planet with huge output makes more money than several smaller ones. Not sure if it still applies after you are already the sector's largest supplier, which at 10 transplutonic export you are.

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