Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Daynen

Pages: [1] 2 3 ... 29
General Discussion / Re: I'm SO sorry, my love...
« on: July 19, 2024, 08:13:03 AM »
Yeah I pretty much just loaded it up with flaks and vulcans and let the triple mjolnirs do the work.  With all that PD the enemy has to launch a SERIOUS missile barrage to get anything through; I can even shoot down a fair number of missiles with the mjolnirs if I feel inclined.  It might falter against the mightiest of the mighty but dear LUDD does it punch down on everything else.  With all the dashes it can be a pretty tremendous flanker too; note that hitting that dash almost completely resets your inertia, allowing near instant directional changes.  Get it enough maneuverability and it can skip around to an onslaught's back.

Feels like a pretty damn good bargain for only 35 DP.

General Discussion / Re: I'm SO sorry, my love...
« on: July 18, 2024, 10:23:13 PM »
Built out the way I do it, I can fire those three mjolnirs for a LONG time if my shield isn't hideously pressured.  Also since it works well against shields and armor equally, I don't have a care in the world WHAT I'm shooting at because I'm heating it up and tearing it down.  If I feel like I need to downflux a bit, I just let off the trigger for a second, pull back a bit, then jump right back in as soon as the enemy thinks he's safe to vent.

It's honestly funny to me how unpopular mjolnir seems to be; it's demanding, sure, but if you can meet that flux and OP demand, it will GET WORK DONE.  It might not have the sheer anti-armor punch of a hellbore or the shield popping stab of a gauss cannon but the solid damage, rate of fire and EMP bonus mean it CANNOT be ignored in a fight, especially when I have THREE of them on a ship that can gap close on demand.

General Discussion / Re: I'm SO sorry, my love...
« on: July 17, 2024, 10:58:06 AM »
Now start flying the big beautiful Nova from AI and feel the inadequecy of Retribution. It is a Retribution but better in every way.
It doesn't shoot bullets
Autopulse shoot energy bullets.

AWAY, vile temptations!  I have already betrayed my Atlas; you shall not tempt me away from my beloved Mjolnir as well!

General Discussion / I'm SO sorry, my love...
« on: July 16, 2024, 04:00:00 PM »
I...I've been unfaithful.  I feel like I've committed marital infidelity.  I've fallen in love with a new ship.  It's the Retribution. doesn't even have an ammo feeder! :o  It's so mobile and powerful and durable and it can run THREE mjolnirs!  And it's only 11 more DP than the Atlas mk II!  I just...I COULDN'T HELP MYSELF!  I found one and gave it to an officer but then I tried flying it myself and it felt so wrong...yet so right.  Now I'm flying it with my atlas still right there next to it in the fleet formation screen!

I feel like such deviant two-timing scum!  I'M SO SORRY ATLAS, PLEASE FORGIVE ME! :'(

General Discussion / Re: Next patch.
« on: July 16, 2024, 12:13:06 PM »
It doesn't matter what comes next.

It's more Starsector.  We all want it.  End of discussion.

General Discussion / Re: Is Atlas OP?
« on: July 16, 2024, 12:05:57 PM »
I'm an S-modded solar shields kinda guy myself; the complete erasure of random supply loss from storm surfing considerably extends both the length and speed of my expeditions by reducing the variation in supply consumption while leaving valuable cargo room free that would otherwise need to be filled with costly supplies at the start of a voyage.  That means less stockpile withdrawal bills and more room for loot!  Incidentally it also means no getting caught by random hostiles with several ships at low CR thanks to a recent storm hit.  BRING IT ON, ORDOS.

As for burn, I'm not really concerned about hitting 20 burn most times.  I find 18 sustained is plenty sufficient to catch or escape any fleet in the sector, albeit sometimes with a bit of clever maneuvering.  Plus it means hacking nav buoys is actually worth it and so is the +3 bonus from gathering all that navigation data, which will get me to 20 burn anyway, in-system or out, respectively.  So while the atlas USED TO BE a hard sell because of the speed, there are now wonderful answers that make it a non-problem, even without S-modding augmented drives.  I've used the colossus for cargo plenty of times but when the opportunity presents itself, I do tend to upgrade to an atlas so I never have to worry about cargo space for the rest of my fleet.

That being said, since a colossus DOES have a higher base burn, you CAN ultimately make a fleet with them go even faster.  While there might not be MUCH call for a fleet that can go faster than 10 base burn, keep in mind that this also affects your "moving slowly" and "go dark" speeds too!  Super speedy smuggler/spy satellite gameplay, GO!

General Discussion / Re: Where do you set up camp?
« on: June 19, 2024, 10:34:46 AM »
I mean...I just start the game and when I feel like finding a colony system I know...explore.

...Is that weird?

Words and numbers...funny how they're almost two different languages in and of themselves, ain't it?  ;D

It's interesting how often weapons like the HVD are decried for their "inefficiency."  You have to remember that range is a HUGE factor in a weapon's effectiveness, not simply for its own sake but because that range gives the firing ship room to dodge return fire, dramatically easing the strain on its flux reserves.  A standoff weapon might seem flux inefficient and low damage, sure, but consider that a ship loaded with weapons like that isn't going to be overfluxing because it's not getting hit so much.

Incidentally, long range weapons also help prevent your fleet AI from crowding in on a target and blocking each other as they muscle in for a front row seat to the grand explosion.  So while they may not win out on paper stats, they have lots of indirect value.

Atlas mk II.  24 DP for two large missile slots AND two large ballistics WITH an ammo feeder.  Slow, a bit fragile, but if you're patient enough to set yourself up for good attack runs it CHOMPS.

General Discussion / Re: High tech feels like a wet noodle.
« on: June 15, 2024, 07:52:43 PM »
to me, the real point of high tech ships tends to be their ship systems.  The special abilities they bring can turn the tide and hard counter things when used correctly.  Omens zap missiles and fighters to dust, Astrals recall their bombers and do another run before the enemy's ready, fury dives in for the kill, hyperion teleports around the map, etc etc.  they may not win the raw stats game but with proper application their ship systems can completely change the tempo of a fight.

building in SS may not seem like a lot more armor but for balance purposes you have to consider that SS can be used WITH those other armor sources.  Even the squishiest ship can become startlingly solid when you take all the armor buffs and give it a defensive officer.  Allowing too much more armor would quite literally make some ships unkillable...and that would be no bueno.

General Discussion / Re: The Making of a Ramming Ship.
« on: June 14, 2024, 08:28:31 AM »
You want to ram targets that don't die immediately from you ramming them, but instead go flying and crash into their teammates, sending them flying as well while exploding on them.


General Discussion / Re: When is Shield Shunt worth it?
« on: June 14, 2024, 08:26:09 AM »
If a ship doesn't have shields (or phase) then it can't be overloaded.  Put it on a ship that counts as "almost always recoverable" and is fast enough to keep up with enemy destroyers.  Make sure it has enough flux to keep up with all its weapons, give it to a reckless officer with strong kinetics and watch it force openings for your fleet as it relentlessly jackhammers whatever it can reach.  Just make sure your fleet can exploit said openings and enjoy.

General Discussion / Re: Picking first system to colonize
« on: June 14, 2024, 08:21:37 AM »
Yeah I'm definitely feeling the second system.  A terran world grows fast and cheap and there's TWO of them?  Hell yes please.  That blank barren world is a great world to drop colony items on, especially a nanoforge, because the pollution will be negated anyway.  The gate being a few light years away is actually not so bad; I can't recall if other fleets (read: enemies) can eventually use it but that means they can't just jump right into your backyard.  Drop mining and refining on that frozen world and your income is probably in the green, despite the toxic atmo.

Pages: [1] 2 3 ... 29