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Author Topic: Starsector 0.8a (Released) Patch Notes  (Read 554623 times)

PapaPetro

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1215 on: April 25, 2017, 08:49:51 AM »

The Neutrino Detector makes it a easier though not foolproof to find those obscure probes. It requires 1 point in the Sensors skill in the Technology Aptitude and costs 1 Volatile per day upkeep.
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ciago92

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1216 on: April 25, 2017, 10:04:24 AM »

Loving the update so far!! Have to second everyone else that the Talons might be a little too strong now, a Drover with two Talons wrecks almost anything the Pirates field below multiple destroyer class fleets. Love love LOVE the salvage mechanics, makes losing a ship so much easier to deal with. On that note, not 100% on some of the combat AI. I had multiple ships engaging a lone Mora and I watched my (D) Falcon (no officer) decide it didn't want to overload (probably 90% flux or so) and instead tanked a Reaper on its front armor. One on one that might be the best decision, but that Falcon had a lot of support. It did survive, but I was not thrilled with the decision making haha! Maybe throw a little weight on "hey my allies can protect me when I overload" when looking at alpha strike level damage? Wouldn't be surprised if it already does and this is just a small quirk of the specific battlefield scenario, but I was very surprised by the decision to (ever) allow a Reaper to land. Thanks again for making such an awesome game!!!
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736b

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1217 on: April 25, 2017, 11:35:04 AM »

The Neutrino Detector makes it a easier though not foolproof to find those obscure probes. It requires 1 point in the Sensors skill in the Technology Aptitude and costs 1 Volatile per day upkeep.

For me it's actually harder with the neutrino detector, because it's always leading me nowhere and I end up going further away from the probe.
Easier to just fly around more or less randomly until I get it.
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Alex

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1218 on: April 25, 2017, 12:34:06 PM »

Re: flickering - argh!

How can I find a probe on the outskirts of a nebula?

It's not going to be much further out than the outermost orbit in that system (which could be a ring, doesn't have to be a planet) and it's orbiting the star. It's also not going to be super close to the star.
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PCCL

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1219 on: April 25, 2017, 12:35:30 PM »

the orbit of a... nebula?
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Alex

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1220 on: April 25, 2017, 12:37:07 PM »

If it's in a nebula, it's not going to be orbiting anything. It doesn't say it's orbiting a nebula, either, so I'm not sure what you mean.
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Serenitis

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1221 on: April 25, 2017, 12:53:34 PM »

I really wish the aptitude skills gave you something. Anything.
Potentially 12 of your 40 levels are worth nothing.

As much as I love the things, Sparks are probably a little too good for thier cost and (relative) ease of aquisition.

Shepherds seem far more aggressive than I remember them being.
When I deploy them I frequently have to waypoint them out of the big furball that inevitably forms and hope they don't get stepped on.
I get that they need to be somewhat close to be 'in range' of it's drones, but I don't think they should dive into a mess of ships firing back and forth.


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CedricO

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1222 on: April 25, 2017, 01:07:51 PM »

When can we expect Starsector to pop on steam (early access?).
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Techhead

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1223 on: April 25, 2017, 01:13:50 PM »

I really wish the aptitude skills gave you something. Anything.
Potentially 12 of your 40 levels are worth nothing.

As much as I love the things, Sparks are probably a little too good for thier cost and (relative) ease of aquisition.

Shepherds seem far more aggressive than I remember them being.
When I deploy them I frequently have to waypoint them out of the big furball that inevitably forms and hope they don't get stepped on.
I get that they need to be somewhat close to be 'in range' of it's drones, but I don't think they should dive into a mess of ships firing back and forth.
On the first, I think that's intentional. The aptitude tax is supposed to discourage over-generalization. 12 points that 'do nothing' probably means you're picking and choosing the 'best' skills. If you only buy one skill from an aptitude, you're paying double price for it.

The Shepherds, my guess is that it might be trying to engage with the ship weapons as well as  the drones. What's installed on it?
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Sarissofoi

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1224 on: April 25, 2017, 01:20:03 PM »

The Neutrino Detector makes it a easier though not foolproof to find those obscure probes. It requires 1 point in the Sensors skill in the Technology Aptitude and costs 1 Volatile per day upkeep.

For me it's actually harder with the neutrino detector, because it's always leading me nowhere and I end up going further away from the probe.
Easier to just fly around more or less randomly until I get it.

Some of the signals are false which mean there is nothing but they never change direction so you can easily find which are not real.

Sy

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1225 on: April 25, 2017, 01:21:36 PM »

When can we expect Starsector to pop on steam (early access?).
steam, yes. most likely. once it's done.
steam early access, definitely not.
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Sarissofoi

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1226 on: April 25, 2017, 01:42:01 PM »

BTW Is solar shielding work as intended?
I slap some of them on support ships and did not notice any effect in supplies used when in storm or in sun corona.

Alex

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1227 on: April 25, 2017, 02:00:15 PM »

BTW Is solar shielding work as intended?
I slap some of them on support ships and did not notice any effect in supplies used when in storm or in sun corona.

There's no effect on the rate of supply use, but since the CR damage is reduced, you'll lose less total CR when in a storm/corona and it will take less time to recover all of it, thus using less supplies total, but at the same rate.
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Sy

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1228 on: April 25, 2017, 02:00:42 PM »

BTW Is solar shielding work as intended?
I slap some of them on support ships and did not notice any effect in supplies used when in storm or in sun corona.
it reduces the speed at which your ships lose CR. but since ships always recover CR at the same, full speed, the supplies-per-day consumption is always the same when your ships are below max-CR.

with Solar Shielding your ships won't lose as much CR while you're in a corona or hyperstorm, so the time it takes to get them back to full CR again will be much lower, and consqeuently you will also consume a lot less supplies in total. :]

edit: too slow! D:
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ArkAngel

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Re: Starsector 0.8a (Released) Patch Notes
« Reply #1229 on: April 25, 2017, 07:30:33 PM »

I ran into a peculiar issue for myself. I was exploring/surveying systems and salvaging probes/survey ships. Just as I'm about to leave the system, I give away some fuel to a stranded independent fleet with my transponder off. On my way back to civilization, a large fleet suddenly started following me. On instinct, I turned off my transponder. Out of curiosity, I saved my game, and turned off sburn so i could look at what the fleet is, and it's an independent salvager chasing me, yet not formerly hostile. Turning my transponder back on tells me it would reveal my hostile actuons to yhe independants, so i'm really confused. As far as I know, I didn't do anything.
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