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News:

Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Daynen

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31
General Discussion / Re: Your One Ship
« on: March 22, 2023, 01:42:35 PM »
If we're talking as a player controlled flagship, I'm seriously enjoying the Monjeau from hazard mining incorporated.  It's a destroyer with a fast ship system that lets it play dodgeball with all but the fastest missiles and projectiles and a pair of built-in HE guns that just GRIND anything unshielded.  It has this weird armor buff that makes it nearly immune to beams so it's not instantly hard-countered by them (but god help you if they hit exposed hull,) and best of all it has an ammo feeder to really kick those guns into overdrive (I love ammo feeders, deal with it.)  It fluxes out extremely fast, even with hullmods but it's maneuverable enough to back off to vent when needed.  It's fast, strong, doesn't get instagibbed by braindead weapons and can go the distance in skilled hands but still gets punished badly if you screw up.  It's just a lot of fun to fly.

One good reaper shot will still ruin your day though.  And those suicide ships from the luddic enhancement pack are DEATH.

32
Atlas Mk II.

What?  You don't think two large ballistics with an ammo feeder makes an impact?  FIGHTME.

33
Mods / Re: [0.95.1a] Forge Production v1.1.0
« on: March 08, 2023, 11:47:05 PM »
Ooh.  Shiny new update.  But...save breaking!  ARGH!  Oh well.  Can't have it all I guess.  I'll grab it next run.

34
Mods / Re: [0.95.1a] Space Truckin' [v1.2]
« on: March 08, 2023, 11:26:10 PM »
Not a bad little addition to the game.  Easy to find, fairly comprehensive UI, simple to engage with, adds a nice variant to standard trading gameplay and with a little commitment can stack up cash pretty quick.  The discount fuel and supply system is nice icing.

35
The Monjeau may be my new favorite ship.

36
I've been having WAY too much fun with a Monjeau destroyer from Hazard Mining Incorporated with this mod (and others of course, but this one's a big one.)  I think I'm up to...eight S-mods now?  The thing is a beast.  Absolutely MULCHES domain derelicts and anything without shields, yet it still has real weaknesses and can only do so much work.  Solos fleets regularly.  Might be a bit OP.   ;D

Fun times.

37
Mods / Re: [0.95.1a] Space Truckin' [v1.1]
« on: February 19, 2023, 11:55:16 PM »
Straight up space truckin'.  What a time to be alive.

38
General Discussion / Re: PSA: Distress Calls
« on: February 19, 2023, 10:17:00 AM »
I've never felt the need to even answer distress calls.  The rewards are modest at best and the chance of getting ambushed and dealing with pirates isn't worth interrupting whatever expedition I'm usually on (because OF COURSE it happens when I actually have a distant destination to reach.)  As for independent rep?  If you NEED independent rep, you must have done something terribly wrong because the independents are like the capybaras of Starsector: everyone's friend and completely chill.  You have to go WAY out of your way to *** them off because they never come for your colonies and never start wars with anyone.  I usually don't even notice that I've reached cooperative with them because it just happens naturally, pretty much regardless of what I'm doing.

39
General Discussion / Re: Help designing a "stealth" fleet
« on: February 19, 2023, 10:08:21 AM »
I mean, if you want all phase ships that can assassinate stuff, why not just go the Invader zim route?  "Doomy doom doom dee-doom doom doom doomy doom..."

I mean, there is only SO MUCH point defense on those enemy fleets.  Sooner or later, you're GOING to drop enough mines to crack them.  If they're killing your mines...add more Doom.

Bonus points for singing along as you do it.

40
I'm still not quite sure what the missile autoloader is for.  If it's meant to just give more missiles, we already have expanded racks.  If it's meant to provide a steady stream and turn limited ammo missiles into unlimited ones, then it should just do that, albeit with extremely long reload times or perhaps a drain on PPT or some other noteworthy tradeoff.  As it is, it really feels like just a slightly different EMR that doesn't give you your missiles all at once and only provides the same or similar ammo count if you have very specific mounts and missiles in them.  Just seems like a lot of complexity for a slight variant of an existing option.  Maybe I'm wrong but that's my impressions of the hullmod so far.

As a contrast, one modded ship comes to mind that had nothing but several small missile slots and a curious ship system that while active gradually generated more missile ammo, with bigger, more destructive missiles obviously taking longer.  However if memory serves it generated hard flux while active, or it disabled shields and weapons; can't recall precisely but it left you vulnerable.  The end result was a ship that could blow all its missiles and then back off to build more, like a long venting session.  It was kept in check by a lack of other major weapon mounts and all the missiles were side-facing, requiring either tracking missiles or side firing.  It was a...cruiser?  Haven't played in a bit and might be off on that one, but as a reference point I felt it was worth comparing.

41
General Discussion / Re: "Found nothing of interest"
« on: February 19, 2023, 09:33:58 AM »
Burn the whole thing until it's all glass.

Planet sized disco ball!

42
General Discussion / Re: How do you make the game's AI work?
« on: February 08, 2023, 05:22:50 PM »
Mjolnirs are not the best large ballistic, they're a luxury weapon that basically only fits on a Conquest because nothing else has enough flux to support it.

My Atlas mk II would like a word with you.

43
Jayzus.  Like mines NEEDED more damage...

44
General Discussion / Re: How difficult is it to find a Paragon/Doom?
« on: January 05, 2023, 12:20:37 PM »
It's honestly kind of potluck.  I've started a new run before and within 20 minutes I salvaged a ship that turned out to be a paragon.  Other times they're simply nowhere to be found until Tri-Tachyon gets REALLY *** off.

45
General Discussion / Re: What is your prefered piloted ship type?
« on: December 20, 2022, 08:53:32 PM »
For me it's less about what class of ship it is and more about just how good it feels to pilot a given hull, depending on its weapon layout, speed, and ship system.  Some end up sounding like odd choices but they work great for me; the Atlas MkII for example.  Throw two mjolnirs on it and focus your efforts on making it more sustainable and controllable and it delivers PUNISHING firepower with that accelerated ammo feeder.  Not only can it HAMMER through shields and armor alike but it can also sweep fighter waves from the field with manual targeting. 

Honestly though, I'll fly lots of things as long as they're not frigates.  Most just don't deliver the punch nor take one and I'm not a fan of phase ships; they just have no endurance in a long drawn out battle.  You only get so many ships in your fleet without penalties so in my book they might as well be worth the slot.  I don't really fly carriers either; they're best left to the AI.

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