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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Daynen

Pages: 1 2 [3] 4 5 ... 31
31
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 just...you know...explore.

...Is that weird?

32
Words and numbers...funny how they're almost two different languages in and of themselves, ain't it?  ;D

33
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.

34
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.

35
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.

36
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.

37
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.

THIS GUY GETS IT.

38
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.

39
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.

40
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.

41
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.

42
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.

43
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.

44
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.

45
General Discussion / Re: Cannot find location in "Outer reaches" :(
« on: May 31, 2024, 08:24:03 AM »
"outer reaches" = "out of the question."  simple.

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