Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 [2]

Author Topic: When was the last time you lost a ship to actual gunfire?  (Read 11858 times)

Silver Silence

  • Admiral
  • *****
  • Posts: 980
    • View Profile
Re: When was the last time you lost a ship to actual gunfire?
« Reply #15 on: April 21, 2016, 09:44:24 PM »

I tend to use missiles that regenerate ammo and pretty much leave out non-regenerating missiles entirely. I dislike having to back down from fights to do nothing more than reload missiles and incur a second CR hit for doing so and given that I also like the large protracted engagements with ships on very high CR timers, I feel that it'd be better just using the OP on regenerating missiles that last in those sustained fights or no missiles at all and use the spare OP for heavier weapons, flux or hull mods. On the topic of losing ships to missiles though, does it still count if I get nickel and dimed to death by light gunfire (fighters with LMGs or similar weapons or that one lasher on your butt) after copping several torpedoes to the face during an overload?
Logged

Sabaton

  • Admiral
  • *****
  • Posts: 538
    • View Profile
Re: When was the last time you lost a ship to actual gunfire?
« Reply #16 on: April 22, 2016, 02:17:17 AM »

Does this speak of missiles/torps being overpowered or is it simply the nature of burst damage being superior to sustained?



And to answer the question in the topic title, to my eternal shame I had a Medusa (not one I was piloting, but still though) killed by a pirate Mudskipper yesterday on my current level 51 character.

Wow, how can something so sad be so funny? Even if the AI was piloting it, how can it happen?  ???
Logged

Voyager I

  • Captain
  • ****
  • Posts: 353
    • View Profile
Re: When was the last time you lost a ship to actual gunfire?
« Reply #17 on: April 28, 2016, 10:00:21 PM »

Does this speak of missiles/torps being overpowered or is it simply the nature of burst damage being superior to sustained?



And to answer the question in the topic title, to my eternal shame I had a Medusa (not one I was piloting, but still though) killed by a pirate Mudskipper yesterday on my current level 51 character.

Wow, how can something so sad be so funny? Even if the AI was piloting it, how can it happen?  ???

Mudskippers are terrible joke ships, but the punchline is the big *** hole they will put in something if you totally write them off.  If the player was level 51 the Mudskipper might have had a credible officer in it.  AI ships don't seem to account for officer bonuses in their threat assessments, so they will sometimes set themselves up to get zonked in avoidable situations by underestimating how much damage an incoming shot would do / how far away they could be hit from / how quickly the projectile would travel.

I'm also assuming the Mudskipper snuck in the final hit on a crippled Medusa.
Logged

RandomnessInc

  • Commander
  • ***
  • Posts: 145
    • View Profile
Re: When was the last time you lost a ship to actual gunfire?
« Reply #18 on: May 29, 2016, 08:27:54 PM »

well missiles are irrelevant when you're in a nevermore
Logged
May the fry be with you.

borgrel

  • Captain
  • ****
  • Posts: 357
    • View Profile
Re: When was the last time you lost a ship to actual gunfire?
« Reply #19 on: May 30, 2016, 05:06:07 AM »

my personal ship is a scarab with 2 antimatter blasters and 2 ir pulse lasers, safety override, hardened subsystems, lots of vents and basically nothing else.

it only has 90s deploy time but i manage to nuke 6-10 ships in that time including cruisers if they separate themselves too much or if their reinforcements dont arrive in time after i've nailed the 4 frigates crowded around it.

thankfully time slow allows me to dodge most torpedoes that are a credible threat and the enemy almost always unloads them due to panic fire when 2 anti matter pulses slam into their side. (the only exception seems to be sabots)

i almost always flash out due to gunfire when a trio of sabots overloads my shields just as time slow wears out (i HATE archers :P)
Logged

LordDavenport

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: When was the last time you lost a ship to actual gunfire?
« Reply #20 on: June 11, 2016, 06:50:39 AM »

Currently I am playing with a lot of mods on, and as part of the knights templar faction. My Paladin has gone down to gunfire a couple times... generally when I misjudge another capital ship. Usually though it dies to a constant barrage of Mayorate harpoons. I have a victory pretty much covered in LRPD lasers that I bring along against large mayorate forces... just so my paladin can vent under its coverage.

I have also had my paladin blown up by some bastard with a reaper I didn't see hitting me as I vent. Takes 3-4 but it has happened. Sometimes get away and damage control my way back to 75%.

In my pursuit sloop though(a overarmed wolf with augmented engines), I have died to gunfire a few times. The build is meant to be able to catch and kill unarmed shuttles as they run for it. Best recent death with it was from tapping my own Ravana after a pursuit that turned into an engagement.
Logged

King Alfonzo

  • Admiral
  • *****
  • Posts: 695
  • -- D O C T O R --
    • View Profile
Re: When was the last time you lost a ship to actual gunfire?
« Reply #21 on: June 16, 2016, 10:33:36 PM »

(Rather belated due to Security block)

Missile Spam vs Frigates is probably the worst-case scenario from a game design perspective. How do you make missiles that are both fast and damaging enough to pose a threat to destroyers, but don't just obliterate frigates when spammed in massive numbers?

...possible idea - HE damage as a flat value (200 or so) + % bonus for HE + a percentage of the total hull. So if you hit a frigate you're going to cause as much damage as if you'd hit a bigger ship. The biggest downside is for big chunky ships you could take them down with the same number of missiles as a frigate, but you could then simply change that % bonus to be size dependant. This, however would probably be too complex to implement. Or alternatively, have HE damage do less damage as a percentage to smaller targets...?


On topic - anyone noticed how frag weapons actually become horribly dangerous in late-battle situations? I have lost too many Nevermores (Four) and Sunders (eight) due to massed Vulcans, Shredders and Flak cannons (and, admittedly off-topic, grapeshot) when my armour's low and I've gone in for a finisher.
Pages: 1 [2]