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Author Topic: Starsector 0.95a (Released) Patch Notes  (Read 599203 times)

TaLaR

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1155 on: March 29, 2021, 01:13:32 AM »

Yeah, top end bounty fleets haven't gotten that much smaller (for example: 12 Conquests instead of 20 + assorted smaller ships), but now they have 15+ top tier officers to boot (instead of being constrained to same max as player as in 0.91).

Chain-deployed player-piloted Afflictors can chew even through that, but I'm not sure how an average player is supposed to win (with no-to-minimal losses, since otherwise it's not a victory at all).
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sector_terror

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1156 on: March 29, 2021, 01:17:12 AM »

I will say that as I get farther into the game and up against more powerful enemies: its starting to bug me a little bit how "invisible" the strengths of enemy ships is
I bumped into this a lot earlier than you it seems.
I'm still stuck trying to do mid-tier bounties and constantly bouncing off them because I just can't seem to get enough damage onto a target before it just nopes off into the distance to reset its flux, even despite deploying my entire fleet. Which is absolutely killing my supplies.
(Caveat: I'm not great at combat, and I am fully aware of this.)

Doesn't help I've been apparently quite unlucky by only finding a single officer so far.
Honestly, it really doesn't feel good that officers have been changed from "nice to have" to "you will fail if you don't have". Especially at such an early stage of the game.
This (imo) feels like it would be a far better fit for late game stuff rather than a global mechanic.

I've also noticed that the bounties that are being posted seem to have vastly outpaced my fleet's capabilities fairly quickly.
I'm seeing bounties with multiple capitals regularly despite still being effectively in the "can barely manage cruisers" stage, because of all these invisible boosts.

     That's always been a problem. There's no good scaling for the mid-game. Your early game crows very quickly since frigates and destroyers are cheat and dont have a lot of cost to maintain. But once you hit cruisers the games development hard stales to the point growing to meet the same growth rate become impossible with the cascading management costs. I've considered modding the game myself recently to heavily cut the cost of buying new ships to compensate, since finding the proper weapons for your builds is a money sink given how long some ships have to sit in your docket waiting for weapons that actually synergize well. It would mean your fleet can continue a linear growth pattern rather than an exponentially declining one.

The skills that boost ships with specific foo with a limitation on the amount of foo are interesting, but the limits seem quite restrictive. If you're building a fleet that's going heavily foo, a lot of the time it seems like you'd be better off taking the general skill instead....These skills seem undertuned in general.

     I'm also adding in on this. I originally loved the skills but I think that's because my first new character doesnt use leadership skills at all. As they stand, this is the big reason why.(On top of the first set being terrible.) These skills are unnecessarily weak to the point of undermining using them in the first place. Like Angry said, why bother getting the phase ship skill with a fleet of phase ships when the penalty for it is so severe? It would only help a small section of your fleet if you tried to use it to actual effect and it ends up lost for it. Hell, the carrier one is the worst since it caps at a mere 6 bays, not even ships.
     It seems to me like Alex tried to tone them down to drop incentives for mono-fleets. I understand the principle, but the current skill system does that already. -50% phrase cooldown and double speed borders into out and out broken, as does double missile capacity. That might as well be the griffon's MO in skill form. Hell look at stage 2 technology. Do you pick 15% more range? for fifty percent more damage? The blog post talked about combining general and specialist skills to create a raw level of power greater than the previous skills could be at max, with the price tag of losing adaptability if you lose that key ship. So why am I suddenly not given the same style of option for fleet based skills? It's spits the whole idea of having specialist VS general skills in the face.

Yeah, top end bounty fleets haven't gotten that much smaller (for example: 12 Conquests instead of 20 + assorted smaller ships), but now they have 15+ top tier officers to boot (instead of being constrained to same max as player as in 0.91).

     To be fair, 8 capital ships less is not a small thing. It actually be interesting to find out if the enemy "leader" can also have leadership skills and bonuses across the whole fleet like the player. If so it might give those fleet limits a lot more sense(at least in terms of sheer number counting, not the 'max fighter bay' limits since AI dont really take advantage of that). Can we get any confirmation if the AI use those skills at all? Or is that a player only thing. It doesn't change my statement but...still.
« Last Edit: March 29, 2021, 01:21:11 AM by sector_terror »
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Megas

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1157 on: March 29, 2021, 04:13:15 AM »

Re: invisible boosts
Some of the early game fleets I fought were insanely durable.  Combined with the cowardly AI, fights are slow, and PPT is a real problem.

I guess I should use Wolfpack Tactics and buy a bunch of small ships, but it is getting almost late for that for me, as I am starting to get big ships.  Currently, my fleet is unskilled, but most of the skills I see are underwhelming, or useful only early when my fleet is small, but I do not want to waste Skill or Story Points for an early-game advantage that will disappear (like getting colony skills instead of waiting for alpha core farming in last release.)  Even the new Loadout Design (which appears to be one of the best skills) needs Story Points, and I do not have enough of them now.

Speaking of colony skills, those are the skills that interest me most (because I want my empire!)  I am disappointed that Leadership's colony skills are after the permanent officer skills.  Thus, I wrote them off because I do not want to lock my skills into officers.  (I might need them eventually, but I do not want to lock my points in case I want Technology and Combat/Industry instead.)  Then again, with that infinite skill bug posted a page or so back, I might exploit that!

P.S.  I wish Story Points were called Action Points because I cannot write SP abbreviation when we have both Skill Points and Story Points, but SP for Skill Points and AP for Action Points would work.  Guess I could use SkP or KP for skills and StP or TP for stories.
« Last Edit: March 29, 2021, 04:25:17 AM by Megas »
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Originem

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1158 on: March 29, 2021, 04:25:56 AM »

how to apply damagedealtlistener if not use afterShipCreation?
I mean, while I was developping UNGP, I use BuffManager, and member.getStats().addListener(), but it seems that it doesn't know apply it correctly

Ah - I'm pretty sure that the listeners in ship stats are only for OP cost modifiers.
Hmmm, so if I want to add damagedealtmodifier, I have to add it to the ShipAPI?
If I want to add it while in combat, would "ship.hasListenerOfClass" cost a lot of performance?
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Megas

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1159 on: March 29, 2021, 04:33:16 AM »

One amusing thing that stood out, the shoplifter bar encounters.  After I had acquired some marines (to raid for stuff), I ran into shoplifters in the bar twice, and "bought" two pristine ships (Drover and Shrike) at a discount.  One of the shoplifters offered to be a contact.
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EclipseRanger

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1160 on: March 29, 2021, 04:36:28 AM »

Another potential bug.One of the Scan Derelicts missions asks me to scan a ship that is "orbiting a red dwarf" in the Ideimeron system(a system whose star is NOT a red dwarf).Plus,I ve never seen a Derelict mission refering to stars in any way other than "the heart of x system".Perhaps that thing that Alex mentioned,that stars are also considered planets,is interfering when the game is selecting an orbiting planet for the derelict?
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TaLaR

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1161 on: March 29, 2021, 04:39:43 AM »

     To be fair, 8 capital ships less is not a small thing. It actually be interesting to find out if the enemy "leader" can also have leadership skills and bonuses across the whole fleet like the player. If so it might give those fleet limits a lot more sense(at least in terms of sheer number counting, not the 'max fighter bay' limits since AI dont really take advantage of that). Can we get any confirmation if the AI use those skills at all? Or is that a player only thing. It doesn't change my statement but...still.

Is it though? By the time extra capitals get to deploy your fleet should already have herded remainder of enemy ships into small surrounded pocket near their spawn point. In any other scenario you aren't likely to be able to get a clear victory against this kind of fleets.

It's hard to judge enemy fleet skills. The only obvious one is EM warfare, which seems rare and not sufficient to out-EM my fleet even when present (it doesn't scale with ship size or officers, flat 2% per ship).

DP-capped skills should be very weak for them even if available - 12 Conquests is already 480 DP, without considering smaller ships in fleet.
« Last Edit: March 29, 2021, 04:47:13 AM by TaLaR »
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Zaizai

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1162 on: March 29, 2021, 05:33:20 AM »

Sometimes i'm getting good missions that pay 100-150k, even 300k, however I'm also getting impossible missions that require 17k storage, and most of the times pitiful missions that pay just 3-5k, max 30k, and feel totally not worth my time
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Serenitis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1163 on: March 29, 2021, 06:36:44 AM »

Re: invisible boosts
Some of the early game fleets I fought were insanely durable.  Combined with the cowardly AI, fights are slow, and PPT is a real problem.
For example:
I have an Apogee (starting ship) with a plasma cannon on it, and I have the energy mastery skill.
In one battle I was faced off with a Shrike, and this ship which I expected to fold after a few volleys basically shield tanked an entire flux bar's worth of extra damage plasma cannon shots, while also firing it's own weapons, before just sliding off into the distance presumably madly tooting a horn like a happy clown. It's flux never went above ~60% during the encounter. And this happened multiple times before I managed to corall it sufficiently.

My first game of 095 has been full of stuff like this, and it's just been a non-stop parade of WHAT.
It's p. funny really.
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Grievous69

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1164 on: March 29, 2021, 06:44:33 AM »

Just recently I fought against the toughest Venture I've ever seen. Know I now they're supposed to be tough but that thing was eating Heavy Blaster shots like it's nothing, anything apart from a Reaper basically does nothing to the hull bar. The combination of some skills truly makes for bonkers interactions.
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Awe

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1165 on: March 29, 2021, 08:22:27 AM »

Slow speed calculate incorrectly. All my fleet can do 8+ burn(some civilian ships has 7 burn initially, but all with militarized subsystems, so 8 is minimal), so slow mode should be 8/2+3(skill)=7, but game limit it to 6.

PS Also, high resolution sensors broken - doesn't work even on apogees. -_-
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Serenitis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1166 on: March 29, 2021, 08:30:43 AM »

Bar bounties.
I've taken 4 of these so far (2 from my own colonies + 2 from the core), and failed to find the target every time. It's like they're just not there.

[e]
Also very much like the mod tables when choosing saves to load - much clearer.
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Baqar79

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1167 on: March 29, 2021, 08:36:17 AM »

I'm not sure if this is intended behaviour, but it seems that slow mode/going dark does not take burn speed modifications into account (eg Augmented drives), so the unmodified ships burn speed determines the actual speed regardless of your actual burn speed.

Some examples (I have the Sensors perk picked which should give a +3 to burn speed while going slow):

Tempest (11 burn):
9 burn speed for slow mode/going dark (11/2+3 = 5.5+3 = 8.5 which I guess is rounded to 9).

Falcon(P) (11 burn - Augmented drives):
8 burn speed for slow mode/going dark (Even though augmented drives is built in, it still uses the base value of 9 burn divides that by 2, adds 3 and then rounds up).

Apogee (10 burn - Augmented drives):
7 burn speed for slow mode/going dark (8/2+3 = 4+3 = 7, so the Augmented drives is once again ignored here).

Oh Awe just posted the same issue as I was typing this :D
« Last Edit: March 29, 2021, 08:39:14 AM by Baqar79 »
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Farlarzia

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1168 on: March 29, 2021, 08:48:28 AM »

High Resolution Sensors has had an overhaul - its not broken, but it doesn't directly influence a ships sensor rating by a fixed rating anymore. This is reflected in the hullmods "increases the fleets sensor range", rather than the individual ship.
Instead it applies a passive buff to the fleet. If you mouse over the Sensor Profile in the UI, you'll see its still contributing.
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AcaMetis

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Re: Starsector 0.95a (Released) Patch Notes
« Reply #1169 on: March 29, 2021, 08:58:23 AM »

Strange issue: When I attempt to dock with a planet I'm not welcome at due to recent hostile actions, with my transponder on, the game will highlight how long I have to wait in red. If I attempt to dock with my transponder off the same text is not highlighted.
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