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Messages - Daynen

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1
General Discussion / Re: Onslaught is laughably bad
« on: November 22, 2024, 09:00:33 AM »
Guys guys guys!  How can you call this scholarly gentleman a troll when I regularly box with Onslaughts in an Atlas mk II?  Of COURSE it must be terrible because I can beat it for half its DP cost!  I demand you all apologize promptly and forthrightly to this misunderstood pariah and offer reparations in the form of... uhhhh... in the form of um...

Well I'm sure I'll think of something but in the meantime I wag my finger at all of you.  DISAPPROVINGLY.

2
General Discussion / Re: I wish pirates weren't just murderous
« on: October 29, 2024, 10:56:02 PM »
Real pirates shouldn't be going after big, well-armed fleets anyway; they should be chasing down merchants and supply fleets for easy loot.  They should be interested more in fast raiding ships and combat freighters so they can chase something down, blow up the escorts and hold the logistics ships at gunpoint, not engage a Hegemony armada.  Safety overrides should be their bread and butter and they should be ultra-aggressive in a fight right up until the moment they think they might lose, at which point they should be turning tail and running because they're not there to challenge a navy; they're there to score easy money.

Realistically, if they got their hands on a paragon they'd more likely tear it apart for useful tech for their smaller, faster fleets...and they honestly shouldn't have permanent bases on planets either; they should be trying to stay hidden, possibly even nomadic, to avoid the authorities.  Seriously, Kanta's Den is just BEGGING for a Heggie sat-bomb.

Ironically, I have to agree that the Luddic Path act more like pirates than the pirates do.  At least they actually stop you and demand money before they attack.

3
Now see, I WOULD HAVE posted my Atlas MkII build but it's definitely NOT "ineffective" because I probably have more lifetime kills with that ship than most others combined.  Easily the best pirate ship in the game and for those who explore it thoroughly, it punches WAY above its 24 DP weight class.

4
I'm not sure how "ineffective" it is but I love Monitors built for pure shield focus.  No weapons.  They just dance around dodging big stuff and soaking up little stuff until the enemy either dies from their built-in flak guns (which in itself is hilarious) or they run out of PPT first (because of course I'm giving my boys as much PPT as possible.)  They'll never kill anything of note but they WILL be the last picket ships on the field.  Bring around 8 of them, send them to objectives and then engage whatever looks like a good target as the enemy fleet splits up.  Capital ships can't bring them down because they convert so much flux to soft that they just never drop their shields.

For more funsies, deploy only four at a time and no other ships.  Waste the enemy's time and missiles, then send in your workhorses and clean up the empty, worn out bastards who dared challenge your memery!

5
General Discussion / Re: Looking for a mod that adds powerful small ships
« on: October 15, 2024, 09:46:40 AM »
Try Hazard Mining Incorporated.  Get a Monjeau.  Think you might enjoy it.

6
General Discussion / Re: How many duplicate ships do you have in your fleet?
« on: September 12, 2024, 10:42:15 AM »
I've got three Retributions in a fleet alongside eight omens, four monitors, and a smattering of hammerheads, sunders, a fury and...I think I still have an Apogee in there somewhere.  Haven't loaded that save up in a bit; I've been busy. XD

7
General Discussion / Re: Help with Pegasus loadout against Domain drones
« on: August 26, 2024, 01:22:31 PM »
Yeah if you're going pilums you kinda have to go all in.  Past a certain density they reach critical mass and just overwhelm PD as they surround the enemy and close in.  Below that, you're just mildly herding the target away from you and wasting time chasing it.  cyclone reapers?  On a Pegasus?  With the nonexistent convergence of those hardpoints, that's just asking for things to go horribly wrong.  Why not just load up four hurricane MIRVS?  They're guided enough to make it count, cover a wide area on the target and deal HE damage; they're perfect against derelicts.  If you've got them, it's not a bad way to use them.

8
General Discussion / Re: Salvage guidelines?
« on: August 22, 2024, 10:55:11 AM »
S-mod the ships you want to keep and use through your career; the extra OP you get back from a couple S-mods can elevate your fleet to a completely different level.  I don't S-mod most frigates except for perhaps omens and monitors; once built out they make phenomenal picket ships that can waste a TON of the enemy's attention, missile ordnance and PPT while they sit on objective points and just refuse to die.  S-mod once you've got a build in mind; story points are probably the most valuable resource in the game and wasting one on the wrong mod/ship can waste a lot of your time.

As for logistics, I look for things that make them more cost-efficient to run; solar shielding is my favorite since it removes those bursts of supply usage from storms and coronas, making your logistics ships not only cheaper but more predictable to maintain, reducing the variance and easing your guesswork on how many supplies you need.  Insulated engines is nice since capital logistics are otherwise a massive neon sign saying "CHASE ME!" to anyone onscreen.  I'm tempted to try S-modding efficiency overhaul and solar shields to see just how cheap I can make my logistics but that seems better suited for late game where you're not really running from enemies as much.

Never really felt the need to S-mod augmented drives; I'm comfortable with 18 sustained burn and with my skill spread I only need ships to hit 8 burn on their own, which is only an issue if you've got a super slow capital ship with a D-mod to get it down to 5 burn.

9
Ains Ooal Gown would like a word with you...

10
General Discussion / Re: Salvage guidelines?
« on: August 21, 2024, 09:45:33 AM »
I don't bother with ships that are regular and common.  Anything smaller than a destroyer is basically out; those are cheap and everywhere.  Only ships I'm specifically trying to find are worth a look, only if they're not loaded with D-mods and IDEALLY not costing a story point because I'd rather use those on things like S-mods, colony improvements, elite skills and evading bad engagements.  Besides, even the game tells you the math: salvaging and restoring a junked ship is going to return less value than the scuttling and that's BEFORE you consider the extra cost if you're undercrewed.  Hell, even if you brought tons of extra crew just for salvaging, you're paying their salary every month anyway.

In other words, I only salvage ships I SPECIFICALLY want AND don't expect to see again anytime soon.  The rest I can build with heavy industry anyway.

11
General Discussion / Re: Wow......just wow
« on: August 19, 2024, 01:03:37 PM »
Welcome to the sector, captain.  Think it's awesome now?  Just wait till you dive into the mods...

12
General Discussion / Re: Any ship build recomendations?
« on: August 19, 2024, 12:12:30 PM »
Screw the meta.  Get yourself an Atlas Mk II.  Put two mjolnirs on it with alternating fire and a locust on manual, then some vulcan PD on the front and back.  Leave the side guns empty.  Vent it up and get aux thrusters.  Do what you need to make it work and then revel in the sheer DEVASTATION of twin ammo fed mjolnirs on a capital class logistics ship that costs only 24 DP to deploy.  It's slow, it lacks agility and it's fragile but it'll teach you positioning and piloting skills and when you master it you'll laugh at ships of all sizes as you wreck their fancy fleets with up-gunned pirate trash.

BWUP BWUP BWUP BWUP BWUP

*click*

BWUPBWUPBWUPBWUPBWUPBWUPBWUPBWUPBWUP kaboom.

13
General Discussion / Re: I think I made a friend.
« on: August 19, 2024, 12:06:31 PM »
holy crap, you've discovered an exploit to generate free crew!  YOU BROKE THE GAME!

ALEEEEEEXX, HE BROKE IT!  IT WASN'T ME THIS TIME, I SWEAR!

14
General Discussion / Re: Some Hullmods for missiles are ... not good ?
« on: August 12, 2024, 11:31:26 PM »
Yeah, pre-firing some missiles can give you a serious edge because your enemy is charging into an existing missile volley and your missiles are already partway done reloading by the time they engage.  Good way to buffer a double burst.  Also neuters fighters when you pre-fire a locust; even the biggest swarms are popcorn if they get hammered twice before reaching you.

15
General Discussion / Re: can we talk about Kinetics?
« on: August 10, 2024, 09:51:15 AM »
I've come to enjoy the storm needler a lot lately, especially on the Retribution.  Two of those with a hellbore and two thumpers has proven to be a frighteningly good ship grinder when paired with a built-in expanded magazines.  Sure, the hellbore is technically the only anti-armor thing on there, but the sheer number of hits scored by the other weapons means that even if the hellbore is consistenly blocked by shields (and it isn't) I'm STILL shaving faces at a rate that would make Sweeny Todd proud.

It's true that pure kinetic ships can find themselves in trouble once the enemy starts dropping shields to fire weapons, but consider this: every hit on armor reduces armor, which cannot be regained in battle.  Every time your puny needles hit the enemy, they are losing damage reduction, bit by bit.  When you're hitting them dozens of times a second, that armor loss DOES add up.  You WANT them to drop shields so your fleet can start doing real damage.  If they don't, they're just reducing their own DPS by staying at high flux...or handing you the win by overloading themselves.

I think kinetics are generally in a good place.  The arbalest is the OP saver, the mark IX is its bigger brother, the needler is the all-in shredder, the gauss is the standoff sniper; overall they all seem to serve their purpose fairly well.  Tweaks?  Maybe, but I couldn't tell you what they should be at the moment.

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