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Starsector 0.98a is out! (03/27/25)

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Messages - Daynen

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436
Holy crap this is actually happening.  You do not know what you have unleashed upon the galaxy.  MISSILE BOATS AWAY!

437
General Discussion / Re: Just Sustained Burn All The Time?
« on: November 12, 2019, 11:15:00 PM »
You'll love solar shielding then...

438
Man, merging this with Nexerelin would be pretty hardcore.  Can't wait to take my Tyrant out on a galaxy-conquering spree.

439
General Discussion / Re: Limited Skillpicks ruleset
« on: October 19, 2019, 03:22:38 PM »
More speed for your whole fleet is great...until they outrun your flagship, burn all their mobility cooldowns to get to engagement range, run into enemy battle lines and die alone...

I'm definitely eager to see what kind of skill reworks are coming; the current skill tree is somewhat stale.  I can't justify ever going with heavy industrial skills again, whereas the tech tree is all but automatic.  The disparate number of skills in each tree also means the aptitude points in smaller trees are objectively less valuable.

440
General Discussion / Re: Battle Tactics
« on: October 19, 2019, 03:17:24 PM »
I've never tried edge camping, though perhaps there might have been times I should have; I'm more interested in eliminating targets early if I can to reduce enemy coverage and firepower.

The problem with objectives in battles is that not only are they random but they don't have that much impact.  The speed bonus from a nav point is nice but I don't think it's ever been the tipping point for me.  Sensor jamming is kind of an intangible benefit in a lot of my experience and extra command points are kind of superfluous really.  If objectives provided a better variety of benefits or slightly more noticeable ones it might be worth worrying about.  for fragile ships running extreme range missiles with unlimited ammo (read: salamanders) it can work just fine; otherwise it would probably be counterproductive for most of my game time.

441
General Discussion / Re: Whats the best way to counter phase fleets
« on: October 12, 2019, 06:02:33 PM »
In short, weapons that have continuous fire can outlast phase ships' flux, forcing them to decloak and take armor damage.  It's all downhill from there.  Weapons with sudden burst potential are bad because they can dodge into cloak then come out and hit you during your cooldown phase.  Anything with limited ammo is foolish.  Beams are spectacular against them, as is any weapon with a regular firing rate and armor penetration.  Of course if they're not bringing too much firepower to bear, you also have the simple option of killing the rest of their fleet first while they dance around.  A lone phase ship does not fare well against a fleet of infinite cover fire.

442
General Discussion / Re: What's AI good and bad at?
« on: October 05, 2019, 02:24:41 AM »
Not that I'd trust a paragon to the AI...but if I did, I'd just give it four autopulse lasers with extended mags.  It doesn't HAVE to time anything; it just gets a target in its sights and unloads.  If it doesn't kill the target outright it WILL bring their shields down for me to alpha strike it.

Unless it's maybe another paragon...

443
General Discussion / Re: [GUIDE] When To Fully Stop Tech-Mining?
« on: October 04, 2019, 06:38:30 PM »
Once the message changes to "mostly combed through" or what not, I usually shut it down.  It's too unreliable to be worth much when you can get everything it provides more dependably from many other means.

444
General Discussion / Re: What's AI good and bad at?
« on: October 04, 2019, 06:33:55 PM »
The AI does what AIs usually do: fight and die.  Ships with turreted weapons, replenishing missiles like the pilum or salamander, and ships with strong flux stats and wide shields are good for your fleet AI.  Any ships that require timing to fire weapons at full effectiveness will be lost on the AI; it just doesn't get them.  Phase ships in my experience love to just wobble around in phase space thumbing their nose at the enemy until their flux is full..and then die.  Any cooldowns that are best saved for any reason are wasted; the AI burns everything it can at the first opportunity.  Ever start a battle with a row of ships that have movement abilities?  All their charges are gone before first contact, leaving me double facepalming as they get surrounded and stuck.  God help you if you use reapers and one of your officers decides NOW is the best time to dodge in front your ship to PrOtEcT yOoOoOoOu!  Boom.  I swear to god they wait for it too.  It's the reason I stopped using torpedoes and they still try their damndest to get in front of my guns and beams.

The best use I've found for the fleet AI is tanks.  Heavy, durable, well-shielded ships with tons of point defense so they can just stride up to the enemy, go "OOGA BOOGA," float off to a corner somewhere and stick their chest out without dying while I alpha strike the dog$#*^ out of the enemy's juiciest targets.  It's also why I always give my officers defensive skills over any sort of weapon enhancements.  Anyone can flicker a shield; the AI can't fight itself worth a damn.

445
Suggestions / Re: auto loader hull mod for small weapon mounts.
« on: October 04, 2019, 06:13:51 PM »
Maybe this hullmod causes firing missiles to generate flux, but provide infinite ammo on cooldown.

Archean Order does exactly this, with ALL missiles.  In that mod, all missiles have innate cooldowns and generate flux, sometimes MASSIVE flux, but have effectively unlimited ammo.  Many missiles have very different behaviors and firing patterns than vanilla, allowing for spectacular missile boats that have no business in a melee due to their exorbitant flux generation.  On the other hand, it also includes classifications of weapons like strike, assault, and fire support, informing what range they're meant to fight at.  I wouldn't mind seeing a vanilla hull mod that alters limited missiles in a similar manner, though torpedoes would need significant flux costs and cooldowns to be even remotely fair.

446
Suggestions / Re: Prioritize by hull size orders
« on: October 04, 2019, 06:07:50 PM »
I definitely would like to be able to specify some better orders for my fleet before a battle.  For a rough, very rudimentary example of how this MIGHT work with some adjustments, look at Gratuitous Space Battles.

447
What about some kind of weapon that repairs OTHER ships' armor?  Like a short ranged welding beam that generates flux but gradually just regenerates armor?

PROS: you can do repairs in battle and maybe find a niche for some ships you might never use.

CONS: you have to use a ship for repairs instead of fighting.  AI would probably need recoding to make it work for AI pilots.  The ship can't repair itself with its own beam.  Possibly still abusable.

448
General Discussion / Re: How do deal with shield fighter swams
« on: September 26, 2019, 09:45:40 PM »
Flaks aren't that impressive to begin with; they miss too often.  Basic machine guns, while short range, have great rate of fire and burn shields quickly.  If you happen to be running anything with large missile slots, a Locust launcher or two will absolutely MOW fighters of all shapes and sizes.  If your craft have small energy slots, PD lasers are reliable; they don't miss and tend to do well against all fighters, shields or no.

449
General Discussion / Re: Percentages Question
« on: September 26, 2019, 09:42:52 PM »
It's also good for ships that have slow raising shields and a lot of ship to cover.  The time it takes to drop shields, vent, then fully raise shields again can be a HUGE window for strike forces; allowing hard flux to dissipate with shields up means some craft can just run shields all the time.

How do you think the monitor is so damn durable?  It does exactly the same thing, only faster.  Combine a monitor with an officer with this talent and they'll eat heavy ordnance for DAYS.

450
General Discussion / Re: Getting way outgunned
« on: September 26, 2019, 09:40:19 PM »
There are tactics and fleet compositions that can beat any fleet in the game; the trick is getting a hold of the right ships and weapons and setting things up for such a fight.  Then of course you have to make sure your officers are flying durable enough ships to eat some fire while you bring a nice alpha strike craft and go to work.  It should definitely be noted though that once bounties start sitting around 300k they are no longer a trifling matter and you should go prepared for WAR.

Just experiment with more ship types and weapons and try flying around enemy fleets to divide and flank them; you're bound to find tricks that work for you.

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