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Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

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Author Topic: [0.95a] Scy V1.64rc6 (2021/05/02)  (Read 785788 times)

ThatOneWeirdo

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1350 on: May 20, 2021, 03:48:47 AM »

Stymphalian bird uses up both dash charges from systems expertise if you shoot while the boost is active, I just wanted to know if that's intended or not?
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Tartiflette

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1351 on: May 20, 2021, 06:43:41 AM »

The Stymphalian Bird works exactly the same way with or without System Expertise. Having more charges does nothing and that's intended, the accelerated regen is enough of a benefit.
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ThatOneWeirdo

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1352 on: May 20, 2021, 08:28:36 AM »

The Stymphalian Bird works exactly the same way with or without System Expertise. Having more charges does nothing and that's intended, the accelerated regen is enough of a benefit.
Alright, thanks! I've spent a little more time with it and must say that I really like its design, I think the boost thing is very cool, especially the slow-motion you get if you use shields after teleporting. I managed to solo the derelict mothership with it, so I guess it's already pretty broken against unshielded targets haha.
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Master Troano

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1353 on: May 20, 2021, 09:20:18 AM »

Absolutely love this mod, amazing aesthetics!

Is it just me, however, or does the Scy faction die pretty easily in Nexerelin (both random and non-random). They also appear to lose most fights (both in-person and autocalc).
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DownTheDrain

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1354 on: May 20, 2021, 01:03:34 PM »

Is it just me, however, or does the Scy faction die pretty easily in Nexerelin (both random and non-random). They also appear to lose most fights (both in-person and autocalc).

I remember losing with them a lot, but I do that with a lot of ships.
Not sure about the faction. They've taken a bit of a beating but it's my first playthrough with Scy enabled in forever, so that's not much of a sample size. Besides, Tri-Tachyon isn't doing too hot either and nobody can accuse them of having subpar ships.
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Nuggnugg

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1355 on: June 06, 2021, 09:30:03 AM »

i am doing my first playthrough with SCY a commission. Amazing looking ships and i have lots of fun trading, smuggeling and exploring, but when it comes to the combat i just can seem to get them to work (i still havent invested in any of the capitals). I usually dominate 2 star danger level fleets with other doctrines, but with SCY the AI seems to either permanently run away from hostiles or overextend and get absolutely fu***d.
I'm probably just bad though, and will keep trying to make it work. I might be missing some crucial ships that can create more space for flanks and skirmishing.

#edit: I just bought a siren. It changes everything
« Last Edit: June 06, 2021, 04:06:22 PM by Nuggnugg »
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Tartiflette

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1356 on: June 06, 2021, 11:14:02 PM »

The best advice I can give you: Scy needs to outnumber the enemy. Relying on cheap and fast distraction frigates is paramount so that other ships can cycle in and out of combat to vent. Additionally Scyan ships can run very hot given their high venting rate so installing the biggest meanest gun is not a bad idea even if you are ridiculously outfluxed.
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Harmful Mechanic

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1357 on: June 07, 2021, 12:17:09 AM »

Yeah, Scy ships are built around team-fighting more than individual heroics. Think of them as more like RTS units than other Starsector ships and you've got a better handle on how they work; always together, never alone, and build them to cover each others' weaknesses.
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Nuggnugg

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1358 on: June 07, 2021, 05:40:07 AM »

Thanks for the tips! The fights are getting alot easier (and fun) as my fleet is growing. 2 manticores, 2 sirens, 2 corcottas and a khalk + 3 destroyers and 5 frigates at this point.
There seems to be alot more openings i can exploit at this point (im flying the bird) and the AI seems to make fewer misstakes (probably the combination of a bigger fleet providing relief + more officers). Cant wait to start flying the capitals, they both look absolutely amazing!

I might look into getting some more frigates for distraction purposes ^^

And thank you for the amazing faction mods Tartiflette, they are literally second to none. I can barely even even imagine a playthrough without O.R.A, DA and SCY at this point. I appreciate it so much i might even make a donation ^^
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Tartiflette

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1359 on: June 07, 2021, 11:04:56 AM »

Thanks! I'm glad to hear you are enjoying them.
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Master Troano

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1360 on: June 08, 2021, 01:16:21 PM »

Hey, quick question: is the Kimono supposed to flux out so easily on all default loadouts?
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SpaceDrake

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1361 on: June 08, 2021, 02:29:04 PM »

The best advice I can give you: Scy needs to outnumber the enemy. Relying on cheap and fast distraction frigates is paramount so that other ships can cycle in and out of combat to vent. Additionally Scyan ships can run very hot given their high venting rate so installing the biggest meanest gun is not a bad idea even if you are ridiculously outfluxed.

Yeah, Scy ships are built around team-fighting more than individual heroics. Think of them as more like RTS units than other Starsector ships and you've got a better handle on how they work; always together, never alone, and build them to cover each others' weaknesses.

Which is to say: if you're playing in Nex in particular, there are certain scenarios in which Scy might struggle, especially in the early match, because of the interaction of officer mechanics and deployment pool. Player Scy fleets absolutely need a deep officer corps, and if you're trying to take on things like a Grand Invasion Fleet or a Task Force alone, it might turn into a real struggle because the NPCs can absolutely shatter the standard officer cap, even beyond player skills (I've seen large fleets with fourteen officers). It might not even be a bad idea to run one or two AI frigates or destroyers, rather than a Radiant, and give them both cores in order to boost your officer numbers a bit.
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Souvenir

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Re: [0.95a] Scy V1.64rc6 (2021/05/02)
« Reply #1362 on: June 11, 2021, 05:47:02 PM »

This faction mod is really well crafted. Balanced power levels, precise but creative design, and also eye candy! Exploring the various missile types was a blast. First time fighting Scy, being a smarty-pants captain, I shot down their laser torp spam without raising shields, only to have them all explode in my face. Perfection. 

Also, that engine hum is glorious.

- The Nemean Lion targeting system AI might not be using a high enough enemy ship detection range, making it enter defensive range mode too often (e.g. against simulator Onslaught). Typical capital weapon ranges with ITU should be around 1440-1600, or maybe it's not designed to solo a capital, hence the no enemy threshold being only 800 for switching into defensive range mode? I can see how it would be need to be different if fighting frigates and destroyers though...

- Also, does anyone know what effect losing the external flight deck on the Keto does?

Scy is my absolute favorite mod to play alongside vanilla. High risk, high reward playstyle. Although if Diable had an even bigger mech... Just kidding.
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