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Messages - Amoebka

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1006
General Discussion / Re: Best Skill Tree 0.95
« on: May 12, 2021, 01:12:59 AM »
Did not expect it to be so extremely one sided.
We have not one, but two Loadout Designs now - tech 4L and 5L. If anything, I'm surprised it's not 100%.

1007
General Discussion / Re: Best Skill Tree 0.95
« on: May 11, 2021, 06:44:41 AM »
I prefer 5/3/7/0 split

Right, that's a good one too. Tried it out with wolfpack spam and automated ships for glimmers. Pretty fun and probably the only competitive alternative to special mods.

1008
General Discussion / Re: Best Skill Tree 0.95
« on: May 11, 2021, 02:22:03 AM »
Tech hands down. Every single skill except sensors is desirable. I almost always go 10 tech.

Leadership isn't really "slept on". Getting 4-5 into it is very strong (you only want 4, but the remaining skill point is hard to put elsewhere either). It's just that tech 10 is crazy enticing, and forgoing combat for leadership completely feels miserable.

The way I see it, you always put 5 into tech and 5 into combat. After that it's either 5 more into tech or 5 into leadership. Industry is damn worthless outside of DC abuse.

1009
Suggestions / Re: Make Ranged Specialization change AI behaviour
« on: May 10, 2021, 02:18:45 PM »
Timid Monitor with Nav+ECM is a thing of beauty. If AI could feel, it would be fuming.

On topic, changing behaviour based on skills is a weird design choice. That's what personality is for. If cautious doesn't perform as it should, it should be fixed by itself.

AI cores should allow you to switch personality at will, and I think Alex already said he's on board with that?

1010
Suggestions / Re: Shield Shunt needs defensive buff
« on: May 10, 2021, 07:40:29 AM »
Maybe an unpopular opinion, but I think mods shouldn't be considered at all when designing the base game. If modders add some crazy new tech types, it should be on them to make them fit with the existing mechanics.

1011
Mods / Re: [0.95a] Keruvim Shipyards BETA (V:0.2) Here we go again.
« on: May 08, 2021, 05:35:28 AM »
Tfw it's another fighter bays on every single ship episode.  :-[ Still going to download, these are by far the best looking midline mod ships I've seen and just among the best looking ships in general. Great job.

1012
What about the cryosleeper boss fight? That doesn't scale to your fleet either.

True. Although that one isn't very hard even with default 300. Guardian loses 1v1 against a competently built player capital. So scaling is less necessary here.

If the player makes the extra investment to bring that much firepower then the player deserves the advantage that provides, no?

A bit of a faulty argument. Allowing players to bruteforce fights without engaging with game mechanics (such as flagship piloting, loadout design, fleet composition, etc) cheapens the difficulty of the game. It becomes optimal to always bring more ships and steamroll. Particularly bad for a game like Starsector, which heavily discourages risk-taking.

1013
Suggestions / Re: System Expertise Balance
« on: May 07, 2021, 07:48:25 AM »
I have soloed single-Radiant Ordos with a Conquest. I think somebody posted a video of soloing a double-Radiant one (was it maybe SCC?). Somebody else on reddit mentioned doing ordos with an Odyssey, but I'm a bit sceptical about that one.

1014
Suggestions / Re: System Expertise Balance
« on: May 07, 2021, 06:46:53 AM »
No capital, other than Conquest and maybe Odyssey could solo fleets by themselves. And those two required very specific character builds. Doom could be used as-is by everyone.

Do you seriously believe you could solo fleets with an Onslaught, or that Doom was a worse use of 40 dp than it?

1015
Suggestions / Re: System Expertise Balance
« on: May 07, 2021, 06:35:47 AM »
Doom was more or less fine until Systems Expertise and elite Phase Mastery came. 
This is simply Orwellian. Doom was overpowered in 0.9.1a. Being "one class above" shouldn't mean "can kill entire fleets by itself with zero risk".

1016
Suggestions / Re: More ballistic HE options
« on: May 07, 2021, 05:33:52 AM »
Phase lance doesn't have 800 range and can't deal hard flux. Heavy blaster is one of the least flux efficient weapons in the game. Your point?

1017
General Discussion / Re: Is tech-mining still worth it somehow?
« on: May 07, 2021, 03:51:36 AM »
Current version size 3 colonies are immune to all sorts of outside faction interference iirc.
That said it’s totally legit to perform hit and runs on all the sweet vast ruins.

Nah, pirate raids will still come. Not that they will do much damage if your only building is tech-mining.

Tech-mining is technically always profitable, but it's a very small profit margin for a lot of tedious clicking. Buying crew on the cheap, buying a crew transport, flying it all to the system, collecting the loot before abandoning. Just wastes a lot of IRL time.

1018
Assuming damage is a mutable stat, it works the same as everything else - bonuses are additive, maluses are cumulative.

1019
Suggestions / Re: System Expertise Balance
« on: May 06, 2021, 09:18:01 PM »
I like my +1 charge on phase skimmer ships.

The skill is perfectly fine, stop dancing around and nerf Doom directly. You people will nerf everything before you touch your sacred cow.

1020
Suggestions / Re: High Flux Increases Phase Cooldown
« on: May 06, 2021, 08:31:49 AM »
It's like saying there's no way to get a feel for venting because it also takes variable time. I don't think it's really an issue.

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