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Messages - Amoebka

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31
General Discussion / Re: Prometheus mights need a nerf.
« on: March 13, 2024, 03:46:02 AM »
It doesn't count for leadership skills, because it doesn't actually benefit from most of them. Most skills buff combat ships only.

32
General Discussion / Re: Damage Bonuses
« on: March 11, 2024, 09:36:33 AM »
I would expect there to be a third type as well - getDamageToTargetHullMult(), getDamageToTargetShieldsMult(), getDamageToTargetWeaponsMult(), etc.
So the "100% to engines and weapons" from elite TA would likely be (1 + Z). Willing to test for that?
Based on the code, Beam Scatterer would be in the (1 + X) group, while PD skills and terminator core in the (1 + Y) group.

33
General Discussion / Re: Is the Hephaestus at a good spot?
« on: March 10, 2024, 05:19:24 AM »
Go ahead and do an explosive-only fleet against the Remnant then, see if it performs better than the all-kinetic one. Since apparently going all-in on either are the only two available options.
You are the one pretending it's all or nothing, saying an anti-hull weapon has "no practical use" against shielded enemies. Adding HAG into the weapon mix makes fights much easier compared to plinking away at hulls with kinetics.

34
General Discussion / Re: Is the Hephaestus at a good spot?
« on: March 10, 2024, 03:45:18 AM »
Go ahead and do a kinetic-only fleet against """high-tech""" remnants. At the end of the day, it's hull damage that kills ships, and HAG is exceptionally good at dealing it.

35
Suggestions / Re: Cryosleeper Buff
« on: March 09, 2024, 12:09:43 AM »
Yeah, the organics demand is killing the thing. Even if you do have a planet to import from, magical trading disruptions you can't prevent in any way will ensure you spend most of the time receiving less than half of the bonus.

36
General Discussion / Re: [SPOILER] Orion-Perseus Abyss Archive
« on: March 08, 2024, 05:26:29 AM »
This is the "normal" ziggurat ghost. It is easier to notice in the abyss, however, because ghosts spawn more often there, and only a few types can spawn (the ziggurat one being one of them).

The only ghost unique to the abyss is the "abyssal drifter", I think, which doesn't do anything interesting.

37
Suggestions / Re: More threats and rewards in the Orion-Persean Abyss
« on: March 05, 2024, 12:10:48 AM »
I'm just going to spend more time exploring the starfarer.api instead and call ***.  :)

38
Suggestions / Re: Hellbore buff?
« on: February 20, 2024, 02:59:41 PM »
Wasn't the whole point of the hephag buff to make it a reasonable alternative to hellbores?
Yes, but now that HAG is buffed, we need hellbore to be buffed to keep it good too. And then after that, HAG would be worse than hellbore again, so we would ask for another HAG buff, and then...

39
I've seen phase frigates fly so far off the bottom edge of the map I couldn't target them at all, even with R. Felt rather unfair.

40
General Discussion / Re: Tech mining in .97 (Updated)
« on: February 13, 2024, 06:27:30 AM »
The only case where the colony size matters is calculating upkeep/demand for precisely vast ruins on a size 3 colony (in which case it's the same as size 4 colony).
The amount of finds doesn't depend on colony size in any way.

41
General Discussion / Re: Lets Talk Harbinger
« on: February 13, 2024, 02:03:00 AM »
Comparing ships to player-piloted afflictor is simply not a fair argument. I've recently fought a full-phase assassin fleet with level 6 officers in harbingers, and they did perfectly fine, killing all of my destroyers and frigates by the end of the battle. AI isn't great at using the disruptor, but it's even worse at estimating the threat enemy disruptors pose. Ships run off to 1v1 a Harbinger and die instantly all the time.

42
I think a simple fix is to have the faction lower your reputation every month if you didn't do anything for them, eventually cancelling the deal. Gaining any reputation with them by doing missions or fighting their enemies would clear this reputation debt on top of the normal boost.

So let's say I get -10 with my faction for every month of inactivity. If I do a mission that would normally be +3 rep, I get +3 rep and reduce my inactivity penalty for the end of the month to -7. If I do enough for +10 rep, I just get those +10 rep and no penatly at the end of the month. If I do +20, I still only get +20 and no penalty.

43
General Discussion / Re: Tech mining in .97
« on: February 12, 2024, 08:04:37 AM »
Didn't the game reroll known blueprints into basic resources? I swear it was the case.
Any known blueprint and hullspec just disappears, and you get nothing to compensate for it.
See api\impl\campaign\econ\impl\TechMining.java lines 257 to 296.

44
General Discussion / Re: So ... the "new" monitor
« on: February 11, 2024, 04:08:26 AM »
Fortress shield is a simple efficiency multiplier, it does stack with all the others normally. An argument can be made that at some point it becomes not worth it to invest in better efficiency, because most of your hard flux generation comes from upkeep, rather than absorbing damage. Unless you want the ion beam resistance, hardened shields feel less impactful than the alternative ways to spend OP/s-mods.

45
General Discussion / Re: What is your general take on v0.97?
« on: February 09, 2024, 03:17:38 AM »
Have people ever colonized for money?
Obviously not, because colonies take 10-15 years to pay off the initial investments. The amount of headache and tedium is simply insane for how low the returns are.
After the initial excitement for the crisis system, I'm back to my old ways. Selling every alpha core and colony item for cash and never colonizing, that is.
Under the fancy coat of paint, the hostile activity is still the same yearly bug squashing as always.

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