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Author Topic: Starsector 0.95a (Released) Patch Notes  (Read 600399 times)

Thaago

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1410 on: April 03, 2021, 11:18:40 PM »

Comments so far: Energy Weapon Mastery is funny, but probably too strong. I can see the bonus being 25% at max flux instead of 50% for a level 2 skill being about right. That puts it in line with other lower tier damage boosters (10% for L1, 0 to 20% for C2). I think the reason its so strong is that for ships that want to use it, they are always going to be in range so there's no tradeoff happening. The elite skill for it is also really excellent, one of the best elite skills out there.
I have to admit that I have chosen this skill for four of my level 6 Lieutenants (3 for my Hyperion frigates, one on my Doom cruiser). 

Still it feels about right for the additional risk it entails to get close to that 50% bonus buff (you need to be under 600 units as well as have high flux) and it's unlikely your sitting at 50% regularly unless you have your shields down or are decloaked.  I haven't really paid much attention to what the average damage is however.  I think my Doom tends to run a bit higher in flux normally than my Hyperion's so it is quite possible I'm averaging less than 25% for my Hyperion's, but more for my Doom. 

If the maximum damage was reduced to 25% and the flux bonus needed to max the effect was halved (ie max damage at 50%+ flux level), it probably wouldn't make much difference to the overal damage of my fleet.

In comparing it to other skills I was guestimating half flux for about a 12.5% damage boost, pretty in line with L1 and C2... it is a lot smaller, but medium energy hardflux weapons only go out to 600 range anyways before hullmods, so frigates and destroyers are probably operating within the range band no matter what. Comparing it to ranged specialization, which is level 3, competes with armor, and requires either a specialized long ranged cruiser build or a capital with 900 range weapons, gunnery implants, and ITU to get the max bonus, energy weapon mastery is just very easy to get a very large damage boost.
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TaLaR

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1411 on: April 03, 2021, 11:33:13 PM »

In comparing it to other skills I was guestimating half flux for about a 12.5% damage boost, pretty in line with L1 and C2... it is a lot smaller, but medium energy hardflux weapons only go out to 600 range anyways before hullmods, so frigates and destroyers are probably operating within the range band no matter what. Comparing it to ranged specialization, which is level 3, competes with armor, and requires either a specialized long ranged cruiser build or a capital with 900 range weapons, gunnery implants, and ITU to get the max bonus, energy weapon mastery is just very easy to get a very large damage boost.

EWM competes vs Gunnery Implants, which is also good on pretty much anything. Even frigates that don't benefit much from range at least contribute a lot to ECM (6%).
EWM needs to be more than merely okay to be worth taking vs GI.
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Vind

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1412 on: April 04, 2021, 02:01:17 AM »

Energy weapon skill is barely enough to do anything with high tech ships. As almost every ship got officers with skills for armor boosting energy weapons need this to even remotely compete with Kinetic/HE weapons combo. Pirates tank 2 blasters like some peashooters while flux is not at max level.
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Serenitis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1413 on: April 04, 2021, 02:09:20 AM »

I was near a bounty pirate station in an unclaimed system when a small pirate fleet tried to chase me. I moved far enough away from the station that the small fleet changed its status to running away, but instead it kept tailing my fleet and wound up inside the circumference of my fleet. It did not engage and kept bouncing around instead. Eventually I changed direction and it flew off, so I raided then blew up the station. It was very amusing.

Fixed this one up just now, actually!

Sort of adjacent to this.
I was flying between two of my colonies in the same system, and one of my own faction fleets did this exact same thing to me. Pursued, and then bounced around once it caught up. Did nothing else, and followed me around everywhere in the system.
When I clicked on the fleet it prompted a 'contraband scan' dialogue, in the same manner as if you'd been caught with no transponder on in a core system.

Never seen this from the player faction before and it doesn't make a ton of sense, so it may not be intended behaviour.
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Soban

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1414 on: April 04, 2021, 02:59:47 AM »

The mission rewards for "Drop this into a system", "Install a covert surveilance satellite" and "Raid X at Y location" seem to be bit too small currently. Does not seem to be worth the effort, especially for the faction penalty standing afterwards.

Also a bug.

Was exploring a system and noticed it had a stable location, nearly in the middle of the sun. Picture below.

https://i.imgur.com/J6Gb7Ir.png
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Lucky33

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1415 on: April 04, 2021, 04:28:58 AM »

Damper field's shot damage threshold is too high. AI allows ship to melt while under fire from wide array of weapons such as Thumper or Autopulse Laser without single use of the system.
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FreonRu

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1416 on: April 04, 2021, 05:20:41 AM »

Good day. I apologize in advance for using google translate. I will share my impressions and thoughts on the update.
To begin with, the update is long-awaited and amazing. I feel a couple of hundred more hours in the Starsector world. With a complete passage (so to speak), I had several questions and reasoning on their topic, I will try to state as they appear:
 
1 Quests - bounty hunting. There is not enough intermediate link between "a fleet of four rusty cans" and "a fleet of 10 conquerors and another 10 smaller ships, with officers on each vessel." A sharp leap, my personal fleet is not replenishing at such a rate.
2 The reward for pirate bases is very small. Here a simple comparison is suitable - one pirate base is equal in cost to research in a distant system of any planet or researching artifacts in a domain. But! To destroy a pirate base, you need to spend several orders of magnitude more credits and then pay more for repairs and supplies than to make a research fleet and calmly receive the same amount of credits.
3 Officers. Found a couple of level 7 officers in random locations - awesome! But! They cannot change their behavior model - I am ready to invest a couple of history points in them and even improve their skills, but there is no possibility. Although I am very glad that there are fewer problems with officers now - and the window for choosing skills is larger and it is now not so difficult to find them, given the possibility of retraining with history points.
4 Inhabited worlds (colonies for the player). How many did not play constantly have no luck with inhabited worlds that can be populated closer to the center of the map - there is all life (quests, shops, conflicts, etc.). And that's why I always populated Penelope (taking into account the terraforming fashion) - there are many planets - all colonies in one place at once - patrol fleets tear everything they see. And there are all stable points! Subject to a new subject (another industry if 10 light years away from a coronary shunt). Moreover, it is simply pointless to colonize very distant worlds - the level of accessibility is 0%. And the gates located nearby (active) do not give an increase of 100% - although it would seem logical.
5 Payment for colonies (costs for palnetary modifiers) at the initial stage is capable of ruining, but without this there is no increase in the colony. Those. to start building in this patch, you need to already have a good initial capital or look for a planet (or better just 4 or 6) that will not require a constant infusion of money. After the development of industries, this question disappears, but the initial stage must be lived through.
6 Attacks on colonies - the logic is this: "Your colony produces a lot of products (insert what you need), we are now going to ravage your colony, kill innocents and mock the population, you have the option to take a fair fight or pay money (using a history point). My officer on tactical operations, he says that patrol fleets will tear them to shreds (taking into account the item that was found in the ruins of the Domain) - so I calmly continue to explore the world and complete quests. The enemy fleet arrives and naturally dies ... and my reputation is lost. It%u2019s okay to go to a fair fight, lose in it and then reduce your reputation? Why did you fly in at all? We are not enemies at all, and not allies, relations are friendly, but flying to die and take away your reputation is strange.
7 Skill points - in this thread, it is already written that the skill points are not enough and why (it does not make sense to duplicate), in my personal opinion, for an extremely comfortable game, about 5 skill points are missing - exactly half of the skills may be in the player (just possible connect with the main quest - by the way, very interesting)
8 Galatia learned about the academy by accident! Maybe at least get an invitation from them or mention them in training.
9 Gate activation. Why does the gate use fuel? in this navrenye is the idea of %u200B%u200Ba gate so that without spending gigatons of fuel to move between large distances? Can a player's merchant fleets use a gate? It would be very convenient.
Also, on the map of flights through the gates, there are very few quest marks (for example, I flew to research or once again try my hand at a new enemy).
10 New (spoiler) enemies are just hell and vietnam! Cool! But! Why, for example, when we take Ziggurat away from it becomes much weaker than when we try to defeat him? I was hoping to cause hell for the pirates ... but it turned out the opposite.
11 I found domain mirrors in distant systems on two planets (for reflecting light or vice versa for focusing) - why can't you pick it up and take (tow) to your habitable system? Suppose they weigh a lot and it will be necessary to take several freighters to move them, or the speed of the fleet will be very limited. Or just colonize a lonely planet very far from the center of the map?
12 The more time passes in the game, the thicker and angrier the pirates - they corny will destroy everything inhabited.
13 Checking hegemony for the presence of AI cores - only two options - to patch, taking into account the waste of history points (very rare - only unicorns are less common) or destroy them (just make hegemony your enemies) - you can just pay without history points - albeit more expensive, but so much more options?
14 New items are awesome! Although the availability of new items makes you wonder where to build colonies - or in a world where there are a couple of suitable planets for human habitation or for work items. The same example for an increase in industries - it means find a world with a coronary bypass and no further than 10 light years look for a suitable place, which, according to the law of meanness, will be very far from the inhabited worlds, will have 0% availability and there will definitely not be a cryosliper nearby. By the way - why can't you tow the cryosleeper to your colony? Let it be long and expensive - but why not? Pain and suffering.
15 Neutrino detector - pain and suffering. Used only on a quest. His testimony is very strange.
16 Lobsters! How about lobsters! I did not find an object or planet where and how they can be grown - I saw only in the Ascona system.

Requests / questions not for the patch, but for the game as a whole:
1 Why is there no high-tech medium-sized aircraft carrier (astral large), tanker and cargo carrier? I love the design of the hi-tech fleet.
2 Garbage fields - can you make them disappear after collecting them? I constantly return to the already assembled ones (distracting, get ready to carry a few rigs with me).
3 How about an item or an autonomous fleet which in the player's colony (in the system where the player's colonies are) will remove nebulae by transforming their items. It's just not nice to lose acceleration due to clouds of fog, and so they will serve as an additional source of items and you can ennoble your colony.
4 How about the transfer of captured or newly built ships to the patrol - let it be useful there. And even more - how about creating an item that transforms the industry - a military base into an attacking outpost - that will automatically send a punitive fleet (possibly even represented by the player) to clean up the pirate base from which the pirate raid is taking place.
5 The limit on the size of the deployed fleet of 400 units is small. Can we go back to the previous 500, please.
6 The flashes from the explosion of ships and the transition from screen to screen are very inconvenient.
« Last Edit: April 04, 2021, 05:23:51 AM by FreonRu »
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Lucky33

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1417 on: April 04, 2021, 07:12:58 AM »

Frigates on escort order tend to rotate into back-to-enemy nose-to-escorted position or get stuck in the broadside orientation while having only forward facing hardpoints (Brawler). You can say that escorting ships waste toomuch time maneuvering in a very odd pattern and not firing their guns. With a very dire consequences as a result.

Not a thing while not under escort order.
« Last Edit: April 04, 2021, 07:40:23 AM by Lucky33 »
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bluevulture

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1418 on: April 04, 2021, 07:19:29 AM »

10 New (spoiler) enemies are just hell and vietnam! Cool! But! Why, for example, when we take Ziggurat away from it becomes much weaker than when we try to defeat him? I was hoping to cause hell for the pirates ... but it turned out the opposite.

The only difference between the ziggurat you fight and the one you get is the "High Volition Attractor" hullmod, which improves the motes (light balls that do EMP damage), so if it's massively under-performing you just probably don't have it setup the proper way. For reference the lvl 10 captain on the Ziggurat when you fight it has these skills:

Spoiler
"helmsmanship"
"target_analysis"
"impact_mitigation"
"gunnery_implants"
"energy_weapon_mastery"
"reliability_engineering"
"ranged_specialization"
"missile_specialization"
"phase_mastery"
"damage_control"
"navigation"
[close]

on elite. Not to mention that the default loadout is pretty powerful (plasma cannons, reapers, disintegrators and heavyneedlers).

16 Lobsters! How about lobsters! I did not find an object or planet where and how they can be grown - I saw only in the Ascona system.

As the name would suggest the lobsters are only grown on the water world of Vulturn, in the Askonia system, and to my knowledge ther is no way to get them, or grow them anywhere else.
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Histidine

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1419 on: April 04, 2021, 07:24:59 AM »

Do bounty sizes still scale faster than linearly (while bounty payout scales linearly, with the difficulty tier)? Eyeballing CBPirate and the FleetSize enum, it kind of seems that way (and also since the difficulty component of payout is added to a flat amount).

If the consensus is that late game bounties remain too hard (as they were in 0.9.1), this may be a contributor to it.
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Megas

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1420 on: April 04, 2021, 07:59:09 AM »

Do bounty sizes still scale faster than linearly (while bounty payout scales linearly, with the difficulty tier)? Eyeballing CBPirate and the FleetSize enum, it kind of seems that way (and also since the difficulty component of payout is added to a flat amount).

If the consensus is that late game bounties remain too hard (as they were in 0.9.1), this may be a contributor to it.
Early bounty strength seems the same as before, which is too fast like in earlier 0.9a releases.  Also, it jumps from one or two capitals in 200k bounties to six or more at 250+k, sort of like last release.

For the moment, after acquiring Radiant and another capital, I can deal with bounties from 180k to sub-250k.  Once they go to multi-capital and full officer spam, I may abandon combat with bounties unless I can find a way to win flawlessly with a conventional fleet.  (I still do not have unlimited money and fully developed colonies yet.)
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TaLaR

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1421 on: April 04, 2021, 08:08:29 AM »

I think current best solutions to high tier bounties are player-piloted Afflictors or Doom. Or Derelict Contingent cheese, possibly combined with AI ships.
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Megas

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1422 on: April 04, 2021, 08:15:35 AM »

I think current best solutions to high tier bounties are player-piloted Afflictors or Doom. Or Derelict Contingent cheese, possibly combined with AI ships.
I want to avoid cheese if I can, because I do not want to learn Spec.Mods. permanently, and respeccing gets expensive after several skills become elite.  (I did not elite any of my skills yet because I do not want to burn too many story points after respec.)

That is why I mentioned conventional fleet.  I have read the topics of various cheese.

I do not want Derelict Contingent because I want pristine ships, and Field Repairs is the only cheap way of removing d-mods from s-mod ships, even if it takes way too long for d-mods to disappear.  (Buy/build new ship then spending story points is too expensive, restore is too expensive.  Losses are too painful.)
« Last Edit: April 04, 2021, 08:18:59 AM by Megas »
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AcaMetis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1423 on: April 04, 2021, 08:22:24 AM »

I just noticed that the colony skills of administrators look like elite skills, they have the triple star border around them. Seeing as how those skills don't have elite effects I'm not sure why they do, either way they shouldn't.
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WeiTuLo

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1424 on: April 04, 2021, 08:27:01 AM »

Is it just me, or are Lumens very hard to recover without using story points? Must have fought 10+, got 4 opportunities to recover brilliants without using story points, and many Glimmers, but 0 for Lumens.
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