Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 38 39 [40] 41 42 ... 116

Author Topic: Starsector 0.8a (Released) Patch Notes  (Read 639154 times)

Mysterhay

  • Ensign
  • *
  • Posts: 45
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #585 on: April 13, 2017, 01:13:14 PM »

"Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range"

Long live the new cap king!
Logged

FooF

  • Admiral
  • *****
  • Posts: 1378
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #586 on: April 13, 2017, 01:17:08 PM »

A lot of welcome QoL improvements. Bravo.

Out of curiosity, what do the new supply and fuel icons look like? Am I saying goodbye to my yellow lunchboxes/crates and luscious red lipstick tubes/torpedoes?  :D
« Last Edit: April 13, 2017, 01:23:14 PM by FooF »
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2846
  • Your Friendly Forum Friend
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #587 on: April 13, 2017, 01:17:48 PM »

"Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range"

Long live the new cap king!
2K range tac lances anyone?
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

Mysterhay

  • Ensign
  • *
  • Posts: 45
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #588 on: April 13, 2017, 01:30:47 PM »

"Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range"

Long live the new cap king!
2K range tac lances anyone?

It's going to be easier to fight a Paragon with escort than without, at least the Paragon's escort will block LOS from time to time!  ::)

I'm thinking 1k range ion cannons. Burst PD will render missile spam irrelevant for all escort ships also. Looking forward to testing this out!
Logged

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 7173
  • Harpoon Affectionado
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #589 on: April 13, 2017, 01:32:43 PM »

Quote
Solar Shielding: modified description to mention that it also protects against hyperstorms

Oh! Now that is interesting. Might even be worth it.

"Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range"

Long live the new cap king!
2K range tac lances anyone?

Plus advanced optics - 2.4k.
Logged

Dri

  • Admiral
  • *****
  • Posts: 1403
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #590 on: April 13, 2017, 01:36:01 PM »

Paragon really is a monster now—gone are the days of being able to kite/snipe it with a Gauss Cannon.

QoL improvements are always super welcome and I hope the tweaks to the sensor mechanics make them a bit less opaque. Anyways, I've been checking the damn forums every couple of hours hoping for that glorious release annoucement; guess I can take a break from that for a week or so!
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2846
  • Your Friendly Forum Friend
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #591 on: April 13, 2017, 01:36:40 PM »

Quote
Solar Shielding: modified description to mention that it also protects against hyperstorms

Oh! Now that is interesting. Might even be worth it.

"Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range"

Long live the new cap king!
2K range tac lances anyone?

Plus advanced optics - 2.4k.
2.2K as increases are all additive now
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

orost

  • Captain
  • ****
  • Posts: 436
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #592 on: April 13, 2017, 01:41:27 PM »

What do the sensor changes mean for gameplay?
Logged

Sy

  • Admiral
  • *****
  • Posts: 1225
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #593 on: April 13, 2017, 01:43:10 PM »

Paragon really is a monster now—gone are the days of being able to kite/snipe it with a Gauss Cannon.
that will still be possible against anything other than a beam Paragon, though not quite as easy anymore. 1.2k of Gauss +60% of the buffed ITU still far outranges even a Paragon's Autopulses, Plasma Cannons, or Heavy Blasters.
Logged

nomadic_leader

  • Admiral
  • *****
  • Posts: 725
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #594 on: April 13, 2017, 01:48:14 PM »

reduced cargo/feul capacities for combat ships; new fuel and supply icons. very nice indeed!

paragon changes good. capital ships should be capital. Maybe Forlorn hope beatable now?
Logged

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 7173
  • Harpoon Affectionado
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #595 on: April 13, 2017, 01:50:53 PM »

Quote
Solar Shielding: modified description to mention that it also protects against hyperstorms

Oh! Now that is interesting. Might even be worth it.

"Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range"

Long live the new cap king!
2K range tac lances anyone?

Plus advanced optics - 2.4k.
2.2K as increases are all additive now

* snaps fingers * Drat!

So here's a question - will optics be worth it on the beam paragon? I think yes, as absolute range is more important than percentage.

reduced cargo/feul capacities for combat ships; new fuel and supply icons. very nice indeed!

paragon changes good. capital ships should be capital. Maybe Forlorn hope beatable now?
Beatable now - the trick for me was to use enough phase lances. With the player controlling
the targeting, they let you "pop" the kiting frigates and destroyers one at a time, before they have the chance to retreat, vent, and come back in.
Logged

nomadic_leader

  • Admiral
  • *****
  • Posts: 725
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #596 on: April 13, 2017, 01:56:13 PM »

reduced cargo/feul capacities for combat ships; new fuel and supply icons. very nice indeed!

paragon changes good. capital ships should be capital. Maybe Forlorn hope beatable now?
Beatable now - the trick for me was to use enough phase lances. With the player controlling
the targeting, they let you "pop" the kiting frigates and destroyers one at a time, before they have the chance to retreat, vent, and come back in.

Ah. I see.  Ok next question:

Why are the two difficulty levels "easy" and "normal." Since these are purely relative terms, why not just call them "easy" and "hard." It's like a pizza place only having "small" and "medium" pizzas.
Logged

Voyager I

  • Captain
  • ****
  • Posts: 353
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #597 on: April 13, 2017, 01:58:03 PM »

Advanced Targeting Core seems like it would be mutually exclusive with other range hullmods, but it doesn't explicitly say so in the patch notes...
Logged

ANGRYABOUTELVES

  • Admiral
  • *****
  • Posts: 592
  • AE ALTADOON GHARTOK PADHOME
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #598 on: April 13, 2017, 02:00:10 PM »

Why are the two difficulty levels "easy" and "normal." Since these are purely relative terms, why not just call them "easy" and "hard." It's like a pizza place only having "small" and "medium" pizzas.
Presumably normal is the intended difficulty, and easy mode is for elementary schoolers. Calling the difficulty that the game is supposed to be played on "hard" would discourage new players from using the intended difficulty, when playing on easy mode just makes the game trivial.
« Last Edit: April 13, 2017, 02:03:04 PM by ANGRYABOUTELVES »
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 23986
    • View Profile
Re: Starsector 0.8a (In Development) Patch Notes
« Reply #599 on: April 13, 2017, 02:04:32 PM »

more Shepherd buffs! O:
i honestly think it might need a little nerf with all this. like putting cargo capacity at ~75, same as Hound with which it shares supply costs, so at least Wayfarer and Cerberus are still the better options for frigate-level cargo ships.

Hmm, that's a good point. I'll take a quick look.

on another note, and sorry if i'm getting annoying, did you take a look at that "holding right-click will immediately reactivate shield/cloak" thing? ^^

Yeah, I looked at it - the problem is that it's not something I can do while being 100% sure I didn't break something subtle, so there's no way I'd want to do that now.


Out of curiosity, what do the new supply and fuel icons look like? Am I saying goodbye to my yellow lunchboxes/crates and luscious red lipstick tubes/torpedoes?  :D

In the same vein as before, but updated to match the new stuff in terms of overall quality/style.


What do the sensor changes mean for gameplay?

A bit more sensor range in the early game, maybe up to 50% more or so (which should hopefully help with "sudden" encounters), and more meaningful impact from individual ships, that doesn't taper off for larger fleets the way the old formula does.

Edit: plus hopefully being simpler, more transparent, and comprehensible, but that's not strictly "gameplay impact", though I suppose in a sense it is.

Why are the two difficulty levels "easy" and "normal." Since these are purely relative terms, why not just call them "easy" and "hard." It's like a pizza place only having "small" and "medium" pizzas.

"Normal" indicates that this is the difficulty the game is ultimately balanced for and meant to be played at. "Hard" doesn't have the same implications.

(It's more like a place having a "pizza" and a "small pizza".)

Advanced Targeting Core seems like it would be mutually exclusive with other range hullmods, but it doesn't explicitly say so in the patch notes...

It is, yeah.
« Last Edit: April 13, 2017, 02:07:39 PM by Alex »
Logged
Pages: 1 ... 38 39 [40] 41 42 ... 116