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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Starsector 0.7.2a (Released) Patch Notes  (Read 355120 times)

Schwartz

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #345 on: February 28, 2016, 01:22:26 PM »

Annihilator Pods are crazy good, especially with Missile Spec. Pilums are good with ECCM. Sabot Pods are good. I don't know what the medium lineup would be lacking, except for an Atropos delivery system and a swarmer equivalent. But I've never felt medium missiles to need swarmers in particular, that's dirty work for smaller ships who can't afford PD.

The Aurora has always made an impression on me as a 'hybrid' boat in the true sense of the word. A decent but not oversized energy loadout and dedicated missile capability. The new synergy mounts are probably balanced as they are. I wouldn't want to give this cruiser a heavy synergy hardpoint, because it has the flux pool to handle Plasma Cannon etc. better than most other ships so the advantage would be disproportionate and enemy shield overloads easy to achieve while you're still trucking along. I still think it'd work fine with either 1x synergy medium, 2x missile medium, or 1x missile large, 2x missile medium.

Next up: Building an all-out pulse laser boat for funsies.

Also, it may seem like a small thing, but the new Intel screen feels very tidy and easy to use. Well done.
Oh! And the jump point tooltips are a big help as well. No more awkward savescumming just to catch bounties before others do.
« Last Edit: February 28, 2016, 01:37:49 PM by Schwartz »
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ANGRYABOUTELVES

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #346 on: February 28, 2016, 02:40:04 PM »

I wouldn't want to give this cruiser a heavy synergy hardpoint, because it has the flux pool to handle Plasma Cannon etc. better than most other ships so the advantage would be disproportionate and enemy shield overloads easy to achieve while you're still trucking along.
The amount of supplies and deployment points the Aurora costs is already disproportionate to its effectiveness, but in rather the opposite direction. It's a cruiser that costs almost as much as an Onslaught to field. It should be disproportionately effective. The Apogee has a Large Energy Mount and a Large Missile Mount and a ship system that gives it 2 free ion cannons and 30% extra range, and it costs fewer supplies to field while supposedly not being a dedicated combat ship.
« Last Edit: February 28, 2016, 02:44:05 PM by ANGRYABOUTELVES »
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Megas

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #347 on: February 28, 2016, 02:49:18 PM »

Either Aurora should be powered up or its costs lowered to match Apogee/Dominator/Eagle.  Currently, I prefer to use Dominator, Eagle, or two Medusa instead of that overpriced boat.  Aurora might have been worth that much before due to torpedoing everything to death with Reapers, but it cannot do that anymore.
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Copperwire

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #348 on: February 28, 2016, 03:38:34 PM »

Anyone else notice that shuttles etc are now 2 CR rather then 3 CR?  Good move Alex :)

CR/DP costs between classes and ships have and continue to be one one of the things that makes me ???, thought it is better in this version.

For instance, even with many things moving to 2 CR, the list of things that cost 3 DP is clearly not "equal":

Hound
Shepherd
Valkyrie
Buffalo
Taurus

Clearly, some have that value because of combat potential and others for cargo.  One way to improve handling this would be to separate CR from DP - even if they generally had the same values, this would give an axis to deal with exceptions.  

Another way to look at it is to look at something like the list of things that cost 12 DP/CR, net:

6 Kites
4 Shepherds
2 Tempests
1 Medusa
1 Enforcer + 1 Shepherd
2 Wolves + 1 Kite

Without going too crazy, "equal" isn't really applicable.  And that is ok; it is a SP game and things like rarity, price, and utility "handicap" the field a bit.  Still, it is a lens worth looking through, and when you do some things stand out.

For one "3 Medusa (36) vs 1 Aurora (35)" does not feel right at all.  

On the other hand "2 Medusa (24) vs 1 Apogee (25)" feels better - they are not the same but each can fill roles that the other can't in terms of fleet performance... and I think that is about as much as you can ask in terms of getting it right.

Another worth considering/testing for yourself is "1 Condor + 4 CR of fighters vs 4 Shepherds". 
« Last Edit: February 28, 2016, 03:45:28 PM by Copperwire »
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BHunterSEAL

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #349 on: February 28, 2016, 04:40:13 PM »


You know, let me just fix that up now. There, done.


Awesome, thanks a ton--the Intel screen has come together really well.


All of the new frigates are actually available through the various starting options.


Just saw that! Love at first sight with the Centurion. I like that it functions as sort of a flag-frigate early-on and stays useful when refitted for dedicated PD-escort duties once you've started fielding larger warships. It takes a little getting used to broadside-focused weapon arcs in a ship that small, but the punch it adds to a frigate squadron is worth it. Definitely not something you want to run around solo with, but the special shield ability is a great counter to the ever-present danger of finding yourself cut-off and surrounded by faster frigates. Probably my favorite example of ship design in Starsector so far.
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Midnight Kitsune

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #350 on: February 28, 2016, 04:54:23 PM »

I have to agree that the aurora does NOT feel like it is worth almost an onslaught. Hell many of the changes have made ships not feel worth their cost, like the Centurion being worth as much as a Tempest (6 while the Lasher is 4 and the Wolf is 5) and the Scarab, Shade, and Afflictor being worth almost as much as an Enforcer! (8 versus 9)
Oddly enough, the doom is the only ship that didn't get boosted way above the average deployment cost
Here is a list for those that want to see the comparisons:
Spoiler
Examples:
Supplies per deployment:
Enforcer: 9
Hammerhead: 8
Medusa: 12
Afflictor: 8
Shade: 8
Hyperion: 15
Harbinger: 20!
Falcon: 15
Eagle: 22

The new frigs:
Scarab: 8
Centurion: 6
VS.
Tempest: 6
Wolf 5
Lasher: 4
[close]
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Toxcity

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #351 on: February 28, 2016, 05:41:52 PM »

The reason for the phase ship costs being so high is because those things are monstrous now, especially the Afflictor. Centurion and Scarab could maybe do with a one point downgrade though (Centurion doesn't have great offensive potential, and Scarab isn't quite as deadly as the phase frigates).
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Dri

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #352 on: February 28, 2016, 05:53:38 PM »

One of the most effective ships in my fleet is an AI controlled Aurora of mine who's officer has Power Grid Modulation and shield tanking hull mods (front shield generator, hardened shields etc) and some heavy blasters. The Aurora has such good flux stats that its damn near invincible and its fast enough to simply bail out and vent quickly (resistant flux conduits for even faster venting) when it does finally get high on flux.

Not saying it couldn't use some tweaks to its cost but its still a powerful ship when built right and a very safe bet to give to an AI officer.

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Nick XR

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #353 on: February 28, 2016, 11:29:33 PM »

Think I found a bug, couldn't turn my transponder back on once I turned if off (although I didn't turn it "off", I "went dark" which turned it off).  When I disabled going dark, I was then unable to enable my transponder.

Midnight Kitsune

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #354 on: February 28, 2016, 11:33:11 PM »

Think I found a bug, couldn't turn my transponder back on once I turned if off (although I didn't turn it "off", I "went dark" which turned it off).  When I disabled going dark, I was then unable to enable my transponder.
Transponder needs to be double tapped to be turned on or off
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Nick XR

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #355 on: February 28, 2016, 11:36:40 PM »

Think I found a bug, couldn't turn my transponder back on once I turned if off (although I didn't turn it "off", I "went dark" which turned it off).  When I disabled going dark, I was then unable to enable my transponder.
Transponder needs to be double tapped to be turned on or off

Wait, so transponder has to be double tapped to work, but all of the others are single tap?  That's unintuitive as can be and the transponder help makes no mention of that (not that I usually read help...).  No other game with a "skill bar" has done anything like that that I can recall. 

Alex

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #356 on: February 28, 2016, 11:39:12 PM »

There's text at the top of the screen that tells you you need to use it again to confirm activation/deactivation, and the ability button flashes. Reason being that toggling the transponder (especially turning it *on*) can have disastrous consequences.
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Sy

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #357 on: February 29, 2016, 03:03:19 AM »

just found something strange.. i'm buying marines from the blackmarket on Zorra, with price starting at 747 credits per unit. but with each one i buy, the price per unit decreases. if i buy all 30 available marines, price per unit goes down to 379. i would've expected price to increase, not decrease, as local supply approaches 0.
this seems to apply to some goods, but not to everything. if i buy all the fuel and supplies on offer, ppu for supplies goes up and ppu for fuel goes way down.

screeshots: 1 2 3

is this a bug or am i missing something? ^^
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Carabus

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #358 on: February 29, 2016, 04:34:44 AM »

I had the very same bug in StarSector 0.7a in Tigra City, but forgot to report. When I tried buying the marines one at once, the price was constant, but when I selected more the price per unit was decreasing. I even checked the save now. Buying one costs 881 but buying 10 costs about 6800.
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Carabus

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Re: Starsector 0.7.2a (Released) Patch Notes
« Reply #359 on: February 29, 2016, 04:46:15 AM »

One more bug from 0.7a that I had a prepared save with. Sorry for not reporting it earlier but I only came back to StarSector today. The bug is possibly already fixed since then, but won't hurt to report anyway in case it was not.

When finishing procurement mission, you get a credits payment. Now if you, without leaving the station, try to recruit an officer, and offer to hire him, it shows your available sum of credits, but instead of actual one it shows the amount you had before you received the payment.
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