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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Amoebka

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General Discussion / Re: What is the point of ship blueprints?
« on: June 02, 2024, 10:30:42 AM »
In previous releases getting the ships/weapons you wanted was a lot harder. Markets were less reliable, didn't have a lot of stock, and there were no contacts or bar opportunities. Having a blueprint and your own production was the most realistic way of obtaining rarer hulls like Odyssey or Aurora.

I do generally agree that with so many tools we have today for getting pristine ships, blueprints tend to feel irrelevant. If you have good relations, ordering from contacts is straight up cheaper than producing yourself.

Suggestions / Re: Paladin and Tachyon Lance
« on: June 02, 2024, 10:16:20 AM »
It is actively worse to fire a soft flux weapon with <1 damage/flux into shields than to not fire it at all in many cases.
"Many" is a nebulous word. Maybe I have much better dissipation and/or capacity and want to brute force the fight. Maybe the enemy has garbage shields and I'm winning the flux trade. Maybe I outrange and can afford to dissipate the soft flux from firing the lance.

Imagine a corner case where my fleet has 10 tach lances and barely any other weapons. That's enough firepower to overload and kill just about anything if they all fire. Yet with your AI changes, nobody would take the first shot at an unfluxed target, and my fleet will simply die without firing a single shot.

In general with design, including game design, there's this concept of "knowing how to make a mistake". When you are drawing a human figure, drawing the legs slighty too long will still look fine and perhaps even flattering. Drawing them too short will look quite bad though. So if you are unsure about your proportions, it's better to draw them longer than shorter.

Getting AI to perfetly analyze the combat situation and use weapons optimally is far too complex and is never happening. So we have to ask ourselves, which mistake is better - AI being too trigger happy, or AI being too shy to fire. I would argue watching your ships refuse to do anything and die is far more frustrating than watching them at least try something and die.

Suggestions / Re: Paladin and Tachyon Lance
« on: June 02, 2024, 09:20:55 AM »
TBH, I wish the AI would save the lances for when shields are down or flux is high. It is way too liberal with firing them in situations where there is very little utility in firing them IMO.
Hard disagree, sorry. It's much better for AI to fire weapons too liberally, than to not fire them when they should because they are trying to be too smart for their own good. It's already far too frustrating how safe AI plays, if it just sits there without even firing weapons players like me would explode.

General Discussion / Re: When is Shield Shunt worth it?
« on: May 31, 2024, 02:29:58 PM »
Moras have Damper Field so why not shield shunt those
Because they don't really need flux for weapons. The only thing Mora as a carrier needs to do is not die, and even a crappy shield helps with that a lot more than some extra armor.
Shield Shunt is for when you want the ship to dedicate all its flux to weapons.

Suggestions / Re: Odyssey feels weaker than Aurora
« on: May 27, 2024, 03:05:05 AM »
The main issue with the Odyssey though is that it just drifts toward the right part of the map, due to how broadside AI works. Then they all start clustering and blocking each other. At least with the Conquest you can flip the weapons to have some drift to the left while others drift to the right, to form a nice combat line. No such luck with Odyssey.

You can put a large energy on the right side (the mount is synergy), support it with smalls, and then use the left 2 larges for a paladin and a rift torpedo. It's jank-o-clock.

General Discussion / Re: Ignore Slipstreams
« on: May 25, 2024, 07:28:32 AM »
Emergency burn lets you cross them with minimal course deviation at the cost of some supplies and fuel.

Suggestions / Re: Regenerating DEM
« on: May 22, 2024, 10:34:27 AM »
I'm consistently amazed by how people care more about not "wasting" missiles than securing quick and unavoidable kills. If your ship "wasted" all its harpoons to kill an enemy ship, you still have a ship with some guns left, and the enemy doesn't. That's the point.

Suggestions / Re: Hypershunt tap problem
« on: May 19, 2024, 03:31:56 AM »
And then Hegemony goes to war with someone, Jangala's accessibility drops below 90% as a result, and your cryorevival has a global shortage for the next 1.5 years.

Suggestions / Re: Hypershunt tap problem
« on: May 18, 2024, 11:52:48 PM »
Lamp is good because it still provides a (smaller) free upside even if not fully supplied.

Tap is awful unless you stack the entire production chain on one size 6 planet, because disruptions are too common.

Cryosleeper is awful because the halved bonus isn't worth the upkeep, and disruptions are too common.

Disruptions happening magically with no way to prevent them is a lame and stupid game mechanic in general.

i've got 2 shield shunted ballistic heavy ships
You are going to get rekt really hard by reality disruptor unless you stack every single repair bonus, including possibly s-modded repair units. A single shot can and will disable every weapon and engine on an Onsaught for 20 seconds.

As far as SWP ships go, I strongly recommend a flagship Chronos (or a Dawnstar if you have it) with a reality disruptor. With so much cooldown shaved down by time dilation, you can keep multiple ships permanently disabled and instakill fighters. Basically a Ziggurat for half the price.

General Discussion / Re: L/M Missile in 0.97
« on: April 29, 2024, 11:10:38 PM »
Yeah, DP is like the most important stat for lategame, especially for spam monofleets that want critical mass. For ships that had OP to spare on the old penalty (including Gryphon) it's a nerf.

General Discussion / Re: L/M Missile in 0.97
« on: April 29, 2024, 10:04:44 PM »
Gryphon is still "good", because the sheer volume of harpoons overpowers anything even without squalls. Ammo lasts half as long though, which puts a severe limit on the sizes of fleets they can take. Converted hangar nerfs are a big hit as well. Gorgons instead of breaches are theoretically an improvement, but not a noticeable one.

I keep wanting to find some way to spam cheap unofficered support ships, ideally with civilian-grade hulls, but there aren't many buffing effects in the base game other than nav and ECM (and Escort Package). I guess that's what SD is for but I find SD very hard to fit into an officer-focused fleet before the level cap.
Capital-sized civilian ships, like Prometheus, can be used to buff your escort-package destroyers.

Suggestions / Re: Change names for ship orders.
« on: April 19, 2024, 07:07:49 PM »
"Orders" could also be renamed into "mild suggestions" to better explain new players their function. Except Rally, that one is actually useful and therefore should be removed from the game.

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