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

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Messages - Daynen

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31
General Discussion / Re: What is the point of ship blueprints?
« on: June 14, 2024, 08:15:08 AM »
Blueprints are freedom.  Sometimes the RNG denies you what you happen to want at the time.  Maybe you just got your fleet blown up and want to try something different or you want to go kamikaze on a particular foe without risking your S-modded ships.  Sometimes you just want to spam a ton of a certain ship because you want a hard counter to something annoying.  Sometimes you just feel like rolling out the pilum carpet and need a ton of falcon(P) hulls or you want to see just how many piranha bombers it takes before an enemy station overloads.  (Hint: it's a lot.)

It's nice to be able to feed the game credits which are the most plentiful resource in the game and have it spit out exactly what you want to play with.  Also, heavy industry produces supplies, so it's nice to have those as backups too, just in case.

32
I've long thought that fleet cap should have been related to your level or some manner of progression, perhaps tied to your officers as well.  Nobody's having 30 ships right out the gate on a brand new career anyway unless they go for some seriously targeted memery.

33
General Discussion / Re: The Making of a Ramming Ship.
« on: May 31, 2024, 08:37:24 AM »
"ramming" you say?

How quaint.

Look up ED shipyards and get your hands on a Newfoundland.  Armor up all the sections and then spin it around.  Forget ramming, now you've got TAIL SLAPPING.

WITH A SPACE TRAIN.

34
General Discussion / Re: Help with beam weapons
« on: May 31, 2024, 08:30:00 AM »
beams are the go-to weapon for dealing with phase ships.  The (near) instant travel time, long range and continuous damage are great for forcing phase ships to STAY phased and back off, wasting their precious PPT, forcing them to stay at high flux and effectively neutralizing them while the rest of your fleet deals with the rest of theirs.  It doesn't take much either; a tac laser or two is often enough to scare off anything smaller than a Doom cruiser.

35
General Discussion / Re: When is Shield Shunt worth it?
« on: May 31, 2024, 08:25:48 AM »
If it can't use shields, it can't be overloaded.  Let that thought guide your decisions.

36
General Discussion / Re: Cannot find location in "Outer reaches" :(
« on: May 31, 2024, 08:24:03 AM »
"outer reaches" = "out of the question."  simple.

37
Announcements / Re: Starsector 0.97a (In Development) Patch Notes
« on: January 29, 2024, 10:30:31 AM »
Reduced OP cost of auxiliary thrusters?

YOU JUST BUFFED MY ATLAS MK II, SIR.

38
General Discussion / Re: Nexerelin turned me psychotic.
« on: December 28, 2023, 09:49:51 PM »
I am an incorrigible weapon hoarder.

39
General Discussion / Re: Building for [REDACTED] fleets + stations
« on: December 28, 2023, 10:26:56 AM »
Personally I wouldn't be going after Ordos year one anyway; they're more prepared for you than you are for them.  Kinetics ARE important against them, yes, but if you don't have anything else it can be hard to close out the engagement because they tend to be fairly mobile too.

As for stations, personally I don't like to go after those until I have some cap ships with some decent large guns (read: something bigger than hellbores.)  The right cruisers CAN put in work but, while mobile enough to not just instantly pop, they generally can't facetank a station very long and not all of them have guns big enough to put real pressure on station shields.

Since the topic of burn speed is up, personally I find that aiming for 18 sustained burn is sufficient to keep pace or outrun basically anything in the sector.  Post-hyperspace topography bonuses you'll be at 20 in the great outdoors, but I find 18 in-system to be ample speed for catching things and turning to run when you're spotted.  I haven't used an Ox tug in forever.

On the topic of S-mods, I prefer S-mods that actually provide additional bonuses to building them in.  Sure, augmented drives is a LOT of OP to save, but S-mod slots are even more finite and precious than ordnance points.  With the right skills, ABD's not needed on anything but the most glacially slow vessels anyway; certainly not on cruisers.  If it doesn't drag my sustained burn down below 18, it's fine for me.

And yes, +15% CR is big.  Not only does it give you a bigger window of engagement before malfunctions, having higher than 70% CR provides passive bonuses to a ship.  The fleetwide CR bonus is basically THE reason I dip into leadership when it's not my primary skill line.

40
General Discussion / Re: Nexerelin turned me psychotic.
« on: December 28, 2023, 10:09:33 AM »
That's why I make sure my colonies are OUTSIDE the core, so I have plenty of time between a raid announcement and its arrival to decide whether to bomb the *** out of whoever's getting uppity or just let the salvage come to me.

Yeah, Nex is pretty fun.

41
General Discussion / Re: Atlas and Prometheus (mk.I)are gods.
« on: December 28, 2023, 10:08:12 AM »
Me, over here enjoying my S modded solar shielding and insulated engines as I merrily bounce from storm to storm taking no damage and evading entire pirate armadas on my way to plunder habitats and research stations with abandon...

42
General Discussion / Re: I think I just hit the motherload
« on: December 12, 2023, 03:33:07 PM »
Damn.  That's a monty haul of a system right there.  Don't waste it.

43
General Discussion / Re: Help satisfy my urge to maximize Pilums
« on: December 12, 2023, 03:31:31 PM »
.. but do all those Pilums actually do something, other than make the red ships spend flux on PD?

They also make a lot of ships waste PPT dodging them and staying away from your fleet while you pick your targets.  Additionally, pilums are actual objects and can even pop a shot from several weapons if they incidentally intercept.  Fighters can run into them too.  If you keep a steady carpet of new pilums filling the screen, the enemy WILL behave differently to avoid dying to them.

44
General Discussion / Re: Help satisfy my urge to maximize Pilums
« on: December 09, 2023, 10:50:14 AM »
Falcon (P).  Four medium missile slots on a reasonably maneuverable cruiser should scratch the itch nicely.  Alternatively, the Atlas mk II has two large missile slots for the new large pilum launchers, with plenty of ballistic slots for various sizes of PD if you wish.

45
General Discussion / Re: How does Ship Salvage/Restoration work?
« on: November 30, 2023, 09:31:33 AM »
Given that ships don't always break apart when disabled and this seems to affect the salvage chance, it would be cool if we could prune the salvage lists by purposely breaking up disabled ship hulks we don't want.

Deterministic gameplay is always pretty cool.  Take Battletech, for example.  If you just blast a mech, destroying weapons and knocking off limbs until its engine explodes, you get scraps.  On the other hand, if you knock its legs out and disable it, you get more choices from its parts or equipped weapons.  If you headshot it and kill the pilot directly, you can salvage pretty much the whole mech.

It's trickier in a real-time battle system with dozens of ships, but being able to directly influence our salvage by our combat methods would be cool.

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