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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Author Topic: Starsector 0.9.1a (Released) Patch Notes  (Read 300815 times)

Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #810 on: July 27, 2019, 05:21:08 AM »

That would be beyond OP... The smaller ones are bad enough, some things just aren't meant to be scaled up.
Sabots are fine.  They are strong, but have low ammo, and only the player can use them to full effect.  Sabots are one of the better missiles a playership can use.  I do not think a large one would be OP at all unless it dumped several per salvo.  Even then, if the enemy is a capital, it probably armor tank it.  Small ships may die, but Locusts already do that.

Squall is not fine.  It is easily dodged and it runs out of ammo too quickly.  I tried it in its likely role of suppression and it fails miserably.  I guess Squall's best role is stalling (like we need more delay-of-game mechanics), but it does not have enough ammo to do that.  Besides, I want large missiles to be heavyweights.  Suppression is what I would expect lighter mounts to do while big guns do big gun things like making things disappear quickly.
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Thaago

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #811 on: July 27, 2019, 09:37:52 AM »

The EMP on sabots is actually rather significant. I do not know if the combat skills further boost its disabling power (the +damage to engines and weapons adds up to +100%, but again not sure how much counts), but a pair of them will disable most of the guns on the impacted area.

As an example, in my current game I have a mildly D mod Dominator that I use the 2x Annihilator 1x Sabot pod (and guns) to happily kill Onslaughts. The 'happily' is only because 2 Sabots will either knock the flux up, or disable the entire front of the ship and let me shoot without getting shot back.
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Harmful Mechanic

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #812 on: July 27, 2019, 04:18:39 PM »

The biggest issue with Squalls is their AI not correcting inwards for angled launches, which renders them nearly useless on a few ships (most notably the Apogee and Conquest, both of which need to fire them sharply off-bore to a target for any benefit) and makes timing your few Squall salvoes extremely difficult. If the two-stage AI properly aimed the rockets, I think you'd find they're actually terrifying, especially en masse.
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MesoTroniK

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #813 on: July 27, 2019, 08:01:56 PM »

Indeed Soren, and I did go and make that missile AI tweak suggestion thread like I said I would heh.
http://fractalsoftworks.com/forum/index.php?topic=15742.msg253767#msg253767


Megas, OK disregarding the missing issue, which I just addressed up above. A large Sabot, even if it fired no more per volley than smaller ones? Would indeed be broken! A Sabot SRM is basically instant winning of the flux war until they run out of ammo, a large volley of them from a theoretical large one (which will certainly never exist) would be incredibly broken... And so would one that fires small numbers, as it would be the same instant flux war win as the smaller versions but with a deep ammo pool.

The Squall is also a big flux war win, but spread over a period of time which is its own brand of dangerous but can be defended against. Really the Squall *could* use a buff, but not through stats but instead its AI.

Avanitia

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #814 on: July 27, 2019, 08:06:49 PM »

I'd like to add that Sabot for large missile mount would be instant pick in most loadouts and situations - due to how good Sabots are.
Large missile I can fire and which splits into projectiles dealing a lot of kinetic and EMP damage? And it splits into them when still covered by my shield?
Why would I even use Squalls or Hammer Barrage ever again when I can instantly overload most enemies I fight?
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You haven't played Starsector unless your storage has one thousand Vulcans in it.

Megas

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #815 on: July 28, 2019, 06:36:09 AM »

@ MesoTroniK:  Maybe better Squall AI will help it.  The missiles need to hit, which they often fail to do now.  (MIRVs out-of-the-box are much the same way.)  Squalls, and MIRVs for that matter, should not require ECCM just to function out-of-the-box.  As for Sabots, I disagree, but I will not argue more about that here in patch notes.
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RedHellion

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #816 on: July 29, 2019, 02:42:15 PM »

Chipping in on the Squall conversation: it's currently an interesting missile, but mostly useless against non-station targets. The first-stage AI seems to aim at the target's current center of mass rather than attempting any kind of target-leading (or if it does, it's not very good at it even with ECCM), and as such misses almost anything smaller than a capital ship (and most mobile capital ships) except Onslaughts, Paragons, or side-on Conquests. Either the Squall needs its second stage to be a hell of a lot faster to give bigger enemies less time to dodge, the first stage to be better at target-leading, the second stage to shotgun-blast at the end like sabots used to, or the second stage to benefit from at least a very weak form of guidance to make up for some of the first stage's inaccuracy.
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Histidine

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #817 on: August 01, 2019, 05:28:18 AM »

Off-topic: Is there a way to disable YouTube video embedding in a forum post? It seems to activate even when the video is in a URL tag (although the preview doesn't show this)

e.g.
Spoiler
This is supposed to be a link in text
[close]
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #818 on: August 01, 2019, 08:28:55 AM »

Hmm, that's unfortunate - offhand, I don't think so. (There's a dedicated topic about the video embedder, btw.)
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Bizarro

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #819 on: August 03, 2019, 10:56:49 AM »

I bought this game a few years ago and I just wanted to thank the developers for being so dedicated to perfecting this incredible game. I always come back to Starsector and do another long playthrough ever year and I'm always impressed with the progress that's been made. You guys rock.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #820 on: August 03, 2019, 11:29:36 AM »

Thank you! I'm happy you've enjoyed it :)
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HyperNova

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #821 on: August 03, 2019, 05:42:45 PM »

I am hoping to see v1.0 this year, with cloud save etc. I have a feeling it is getting close.
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Thaago

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #822 on: August 03, 2019, 06:41:34 PM »

I am hoping to see v1.0 this year, with cloud save etc. I have a feeling it is getting close.

Sorry to tell you, but that is not very likely :D.
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Histidine

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #823 on: August 07, 2019, 04:33:13 AM »

A few things that I didn't feel like making a new thread for:

Bar delivery quests don't create the (!) important marker on the destination market.

Quote
Abandoning a colony no longer removes the "Decivilized" condition
Does this also apply to the Decivilized Subpopulation condition? Because that's still being removed on abandon.

Idea: Just as interacting with a jump point suggests the player turn on their transponder when entering a system, leaving a system should prompt player to turn it off.
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Alex

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Re: Starsector 0.9.1a (Released) Patch Notes
« Reply #824 on: August 07, 2019, 09:14:11 AM »

Bar delivery quests don't create the (!) important marker on the destination market.

Huh, you're right - fixed that up.

Does this also apply to the Decivilized Subpopulation condition? Because that's still being removed on abandon.

It didn't apply; fixed as well.

Idea: Just as interacting with a jump point suggests the player turn on their transponder when entering a system, leaving a system should prompt player to turn it off.

Hmm, let me think about that. I kind of want to limit the amount of potentially intrusive-feeling handholding. For jumping in, I think it's worth it because the annoyance of forgetting and getting stopped by a patrol is very high. For jumping out... worst thing you get is a tough fight, but you can at least *fight*, so - at least imo - it doesn't feel nearly as bad to forget. Like, it's ok to realize a tad late and turn it off.
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