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Author Topic: Impressions about skills in 0.9.5  (Read 59239 times)

Mordodrukow

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Impressions about skills in 0.9.5
« on: March 27, 2021, 06:07:43 AM »

Spreadsheet for better representation:
https://docs.google.com/spreadsheets/d/1IWhaeedEB2xDvt9qDsTHY4SFBVtaqz83ShVbu1miYFk/edit?usp=sharing

First of all: TY, Alex and guys, for your great job. You all are truly awesome!

Second: i just started my first playthrough in 0.9.5 30 minutes ago, so, this is opinion about how new skill system sounds (are descriptions understandable and how useful skills look for me), it is not experimental-based. When i complete my playthrough, i ll update this (maybe).

Third: feel free to left your impressions (based on theorycrafting or real experience) here to collect em in one topic.

1. Really cool that all skills have some quotes. I like to learn more about SS lore.

2. All specs say, that "some skills can be made "elite"", but Leadership spec has no such skills at all (while Combat has elite options for all of it's skills).
    Also, since we will have 56 skill points just by getting 15 level, i ll concider "elite" upgrade as free (or something close to free...).
    Also, i ll not mention hull mods, unloked by skills, because you can buy em anyway, so, the real value here is also around zero (unless the rarity of mods was revisited).

3.1. Combat.
3.1.1. Helmsmanship. Piloted ship: +50% maneuverability, +10% top speed. If elite: 0-flux boost works if ship doesnt generate flux.
         or
         Strike commander. Fighters on piloted ship: +50% hp for missiles (bombs, etc.), +20% dmg vs everything but fighters and frigates. If elite: +100% target leading accuracy.

         IMO: Helmsmanship bonuses are really good. In 9.1 almost all of my ships had those (and some also needed hullmod for maneuverability). Elite bonus is strange: it doesnt work when shield is up anymore (i tried), so, it looks less useful. But at the same time, if you actively switch shield state, it will work, and it is good in terms of gameplay.
                Strike commander has one essential bonus, and it is 20% extra dmg. I dont know how target leading works, but i dont think you cant play as carrier without it and extra HP for projectiles. I like that we need to choose between extra speed and fighter dmg, because, you know... fighters...  >:( I hope, that fighters will generate flux to disable 0-flux boost (because current skill system still allows to pick both skills).
         
3.1.2. Target analysis. Piloted ship: +10% dmg to destroyers, +15% to cruisers, +20% to capitals. If elite: +100% dmg to weapons and engines.
         or
         Point defence. Piloted ships and own fighters: +100% dmg to fighters, +50% dmg to missiles. If elite: +100 to range of point defence weapons.

         IMO: again, i like to see bonuses against carriers, but i think, 90% of players will pick extra damage over Point defence, because you can have an escort. Elite bonus of Point defence is interesting, because it can make some PD weapons actually better in regular combat than normal weapons (some of PDs already better...)

3.1.3. Impact mitigation. Piloted ship: +150 armor for DR calc, -25% armor dmg taken, -50% weapon and engine dmg taken. If elite: -50% kinetic dmg taken by armor.
         or
         Ranged specialization. Piloted ship: ballistic and energy weapon deal increased dmg at range. From +0% at 800 to +30% at 1600 and above. If elite: +30% ballistic and energy weapon projectile speed.

         IMO: interesting choice here. It is 3rd tier, so, it already requires to sacrifice a lot to pick both sides. Extra armor can do a lot, less dmg to weapons and engines is also good. Even elite bonus is nice. Yes, it makes small numbers even smaller, but it allows your armor to last longer, so, you dont need to trade flux.
                But the range is meta (well, at least it was in 9.1). Sadly, bonuses start from 800 (so, in fact you want at least 1200), which means that this skill is mostly for ballistic users or for the Paragon. Also, it is not clear whether the distance dependence of the bonus is linear (needs better description).

3.1.4. Shield modulation. Piloted ship: -20% dmg taken by shields, 15% hard flux dissipation while shield is active. If elite: -30% HE dmg taken by shields.
         or
         Phase mastery. Piloted ship: -50% phase cloak CD. If elite: +100% top speed while phase cloak active.

         IMO: not so interesting choice, because phase ships cant use shields. The only real choice you doing here: will you pilot phase ship in current playthrough or not. And even that is not so important, because both skills are not permanent, so, you can respec.
                Also, both skills need better description. 15% hard flux dissipation while shield is active - does it mean "15% of current hard flux" or "15% of your regular flux dissipation"? Yes, we know the answer, but new player does not. And for the second skill: how long phase cloak CD is without it, and what bonus to speed phase cloak gives without it (if any).

3.1.5. Systems expertise. Piloted ship: ship's system gets +1 charge, +50% charge regen, +50% range, -30% CD (if any). If elite: +30 seconds to POT.
         or
         Missile specialization. Piloted ship: +100% missile and ammo capacity, +50% missile HP. If elite: +50% rate of fire for missile weapons.

         IMO: i dont understand what missile spec does here at tier 5 if it has no bonus to dmg. System expertise looks way more interesting, and i ll definetely try build something around it, but i have feeling, that it is not so important (to be at tier 5), and easily can be skipped. In fact, if you dont wanna wrap around Combat line, you dont need it. But maybe i m wrong...

3.2. Leadership.
3.2.1. Weapon drills. All combat ships + carriers + militarized civ ships: +10% weapon dmg (Maximum 10% at 90 or less total combat ships recovery cost).
         or
         Auxiliary support. All ships with Militarized subsystems: +900% to combat effects of Militarized subsystems, Escort package and Assault package (Maximum +900% at 5 or less total deployment recovery cost for ships with Militarized subsystems).

         IMO: so, another 10% bonus dmg, i ll take it.
                Auxiliary support looks funny. It gives colossal bonuses, but only for few frigates. You will have an opportunity to pick in combat few tankers with 3000 range PDs. Is it worth a skill point? I dont know yet... But imo, 5 DP is too little. Also, this skill need better description for effects dependence.

3.2.2. Coordinated maneuvers. All frigates and destroyers with officers (inc flagship): each deployed frigate gives +6% to nav rating and +50% to command points recovery rate, and each destroyer gives half of those values.
         or
         Wolfpack tactics. All frigates with officers (inc flagship): +20% dmg to ships larger than frigates, +120 seconds to POT, ship is almost 100% recoverable. Flagship only: +100% to command point recovery rate for frigate, +25 to 0-flux speed boost for destroyer.

         IMO: i guess, Wolfpack tactics is strictly better, because you need extra range in addition to speed, and the first skill doesnt give it. Yes, maybe you can use extra CP to coordinate ships to focus damage etc., but we all know how good is AI, and also Wolfpack tactics adds extra dmg, so, we dont loose much. At the same time, it adds POT, which is essential for small ships. And also it makes frigates recoverable, which is also important (i never played frigate fleets in 9.1, because i dont want my ships to die).

3.2.3. Crew training. All combat ships + carriers + militarized civ ships: +15% max combat readiness and +30 seconds to POT for combat ships (Both maximum at 180 or less total combat ship recovery cost).
         or
         Carrier group. All ships with fighter bays: +50% fighter replacement rate (Maximum 50% at 6 or less fighter bays in fleet).

         IMO: +15% CR is great, 30 seconds is not much, but also valuable, 180 DP looks short, but it is 2 Paragons and some escort, so, maybe it is ok. The problem is: it depends on total fleet points, not on deployed ship points. So, at least there will be problems with trophy ships that impose penalties. Also, why does this number (180) doesnt scale from Battle size setting? And also: it is better to describe the formula. How much will i have with 250 points? Or 300?
                Carrier group, well... i like that we opt at 6-10 fighter bays per entire fleet. It is the number i d like to see. Not like, you know... 40, like it was in 9.1.

3.2.4. Officer training. Fleet: +1 to max officer level, +1 to max number of officer's elite skills, +2 command points.
         or
         Officer management. Fleet: +2 to max number of officers, +2 command points.

         IMO: in 100% of my playthroughs in 9.1 i used 6 officers and never was care about it. It is possible, that somebody will want to create a fleet composed of frigates, and will need 10 officers instead of 8. But i think, in most situations Officer training will be strictly better. Maybe OM needs bonus to command points recovery per officer. Like 10% or maybe 15...

3.2.5. Space operations. Governed colony: +30% accessibility, +25% fleet size.
         or
         Ground operations. Governed colony: +100% effectiveness of ground defences, +2 stability. Fleet: +100% effectiveness of ground raids, -25% marine casualties in raids.

         IMO: colony rules has changed in 9.5, so, it is hard to evaluate both skills. I have feeling that Space operations will be more useful. +2 stability is good, but when it works for all colonies. And if it works only for one, it will be useful mostly for new colony development or to deal with unrest on planets which were hit by Ludds.

3.3. Technology.
3.3.1. Navigation. Fleet: -30% terrain movement penalty, +1 max burn, additional +1 for sustained burn. Unlocks Transverse Jump.
         or
         Sensors. Fleet: -25% detected at range, +25% sensor range, +3 to burn level at which the fleet is concidered to be moving slowly. Unlocks Neutrino Detector.

         IMO: it doesnt even funny. Maybe stealth in this game is OP, but my experience tells me that it is not. I ll concider not picking 2 burn and transverse jump if Sensors will increase sensor range by 80%, or, maybe, 50% and give ECM rating...

3.3.2. Gunnery implants. Piloted ship: +100% target leading accuracy for autofiring weapons, +15% ballistic and energy weapon range, +6% ECM rating of fleet for frigate or +3% for destroyer. If elite: -50% weapon recoil.
         or
         Energy weapon mastery. Piloted ship: energy weapons deal up to +50% dmg at close range, based on the firing ship's flux level (full bonus at 600 range and below, no bonus at 1000 and above). If elite: -10% flux generated by energy weapons.

         IMO: now, thats the choice! In fact, it will define playstyle, and i ll definetely try EWM at least once. The only thing i want to say: what does "based on the firing ship's flux level" mean?! Can we get a formula?

3.3.3. Electronic warfare. All combat ships + carriers + militarized civ ships: every deployed combat ship adds 2% to fleet's ECM level (maximum 20%).
         or
         Fighter uplink. All fighters: -50% crew lost due to fighter losses in combat, +25% top speed (both maximum at 6 or less fighter bays in fleet).

         IMO: i like that ECCM is gone, because ECM is already counter to itself.

3.3.4. Flux regulation. All combat ships + carriers + militarized civ ships: +20% flux cap and flux dissipation for combat ships (max 20% at 180 or less total combat ship recovery cost).
         or
         Phase corps. All combat phase ships: -30% flux generated by active phase cloak, +180 seconds to POT (both maximum at 30 or less total combat phase ship recovery cost). Fleet: +50% to fleetwide sensor profile reduction from phase field.

         IMO: i think, thresholds in both skills are too low. Especially second one. Single Doom is already 35. Which "all" combat phase ships must enjoy those bonuses? Harbinger and Afflictor? Also: need formulas.

3.3.5. Special modifications. Ship loadouts: +10 to maximum flux capacitors, +10 to maximum flux vents, able to build 1 more permanent hullmod into ships (3 instead of 2).
         or
         Automated ships. All automated ships: allow to recover and use botships. They can be captained only by AI cores. Man combat readiness 100% (at 30 or less total automated ship points, which is the sum of deployment points and AI core cost (10 for Alpha)).

         IMO: again: 30 point threshold for automated ships sounds like you will have one Alpha-Radiant with 40% CR. Because, why will you want to pick any other ship? Because of curiosity, i guess...
                Special modifications looks better. In fact, 1 extra build-in hullmod equals to 10% extra OP we lost now. 10 extra vents and capacitors is interesting change (was 20% in 9.1), because it is almost the same number for capitals, but way bigger number for smaller ships. I like it. Really.

3.4. Industry.
3.4.1. Bulk transport. All ships: +50% to cargo, fuel and personnel capacity (max at 2000, 2000, 5000 respectively), +1 to max burn for non-militarized civ-grade ships.
         or
         Salvaging. Fleet: +50% resources (but not rares) from derelicts, +20% post-battle salvage, -75% crew lost in non-combat operations.

         IMO: Bulk transport has too small thresholds. I started new game as scavenger (5 ships, only one of them is cruiser, no capitals), and i already have 30% of those numbers (except for personnel). But the saddest part is: Salvaging is even worse, because you dont get extra rares, and you will just throw away all "resources", because extra cargo capacity is in the opposite skill.

3.4.2. Damage control. Piloted ship: ship is almost 100% recoverable, -25% hull damage taken, -50% crew lost due to hull damage in combat, 50% faster in-combat weapon and engine repairs. If elite: 25% of hull and armor damage taken repaired after combat ends, at no cost.
         or
         Reliability engineering. Piloted ship: ship is almost 100% recoverable, +60 seconds to POT, +15% max combat readiness, combat readiness degrades 25% slower due to 0 POT. If elite: -30% overload duration.

         IMO: those skills are good. But second one is better, because why build a game plan around taking damage when you can get other bonuses and not take damage?

3.4.3. Containment procedures. Fleet: -75% crew lost due to hull damage in combat (max 75% at 60 or less total deployment recovery cost), -50% fuel consumption or -25 units to fuel consumption, whichever is lower, +25% fuel salvaged, Emergency Burn no longer reduces combat readiness.
         or
         Makeshift equipment. Fleet: monthly supply consumption for ship maintenance is reduced by 50% or 100 units, whichever is lower, -50% resources needed to survey planets. Unlocks Remote survey.

         IMO: both skills save you some space and some money. Not much. I, personally, will prefer fuel. 25 units means around 1/5 or 1/6 of your total consumption in late game. 100 units of supplies... i dont remember my expences, but i guess, it will be around 25%. Slightly bigger than fuel, but you can live without supplies some time, while without fuel you are in trouble.
                About Remote survey. In 9.1 there was no point to use it, because you wanted to explore all planets anyway. Maybe now it will be useful, need to check.
                And again: formulas.

3.4.4. Field repairs. Fleet: +100% ship repair rate outside of combat, 50% of hull and armor damage taken repaired after combat ends, at no cost (max +100% and 50% respectively at 60 or less total deployment recovery cost), recovered ships have fewer D-mods on average, chance to remove a D-mod from randomly selected ship in a fleet every two month.
         or
         Derelict contingent. All ships with officers, that also have D-mods: 15% chance per D-mod (up to 5) to have incoming hull dmg reduced by 90%, -10% crew lost due to hull dmg in combat per D-mod (up to 5), +3% max combat readiness per D-mod (up to 5), +5% minimum armor value for DR per D-mod for unshielded ships (cant exceed original value).

         IMO: Field repairs gives good bonuses. Faster repairs and free armor and hull work well. I tried, they really make difference. The problem is 60 point threshold, which soulds like a joke. But then we get free D-mod repairs and skill becomes useful again. But... We need to know the chances. Fixing 1 D-mod per 2 month with 20% chance doesnt worth it. 50% - still small, but ok, i ll try. And i think, it will be better to give bigger chances for smaller ships and for low-tech ships. It will make sense, and in combination with Wolfpack tactics will allow to make viable frigate fleet (at last).

3.4.5. Industrial planning. Governed colony: All industries supply 1 more unit of each produced stuff. All colonies: +50% to max value of custom ship and weapon production per month.
         or
         Colony management. All colonies: able to govern 1 more colony and manage 1 more admin (both 3 instead of 2).

         IMO: cant say anything here untill i check how colonies work. 1 extra unit of production means a lot when we talk about big planets, so, the question is: will it be essential or not.

Overall i like the changes, but i think, some numbers need to be tuned.



UPD. As i promised, updating my opinion after playing a bit. Before i start, need to mention:
1) it was pretty long playthrough. It is not over yet, but i already have 3 capital ships, and almost completed the story line (i think... i dont really know how long it will be, but the ship is already mine). I still have zero colonies, so, no opinion about them.
2) i started in RC9 and i want to finish it as it is. Maybe some things already different in last version.

So, lets start.
First of all, my overall impression about new system. It is kinda weird. I see it was developed to achieve some goals. They were declared in blog post, and i even remember some of them. I have no opinion about: is it bad to force us to make choice as it is now, or it was better in previous version. I m Libra, it is hard to me to define things as strictly good or bad (but if i do, there are serious reasons why), and new system is just different. It is new rules, and i must accept em, simple as that.

But if you ask me, what i d change in entire system, i have an answer: it would be good if after taking 5 tier in a line we will be able to pick any skills in the line, not starting from the very start. We already have only 15 skill points, it will not break anything. And about respecs: if skill was made an elite, it must remain elite if we remove it, but then change our mind and pick it again.

C1: OK. 20% dmg boost to fighters may seem a little low, because movement skill is awesome, but we cant boost dmg even more, because it can get out of control.

C2: I mentioned it earlier, and my opinion remains the same: why to pick Point Defence, if you can give it to officer? Few suggestions how to change it so it look more appealing: 1) Flat discount to PD weapon OP cost. Like -2/-5/-12 depending on mount size you use to fit this weapon. 2) Elite version allows weapon to penetrate fighters and missiles without losing the damage. Both in addition to current benefits.

C3: I use Impact mitigation and i think it is strictly better than Ranged spec. There are few reasons. 1) Ranged spec stars from 800, and needs 1600 range for full bonus. It means, it will work for few very specialized builds like Tachyon Paragon or Gauss Conquest. For regular builds you can get like +5% - +15% bonus. It is still something, but...

Impact mitigation gives you +150 virtual armor (pretty good, since you WILL have to drop shields sometimes), armor lasts longer, and, surprisingly, halved dmg to weapons and engines gives you a lot. Why? Well, may be it is just me, but i hate piloting ships without 360 degree shields, because my engines can go down from simple wind blow. Half of my playthrough i piloted Champion. It is great ship, but damn, its engine is a piece of paper. And it is while i have Impact mitigation! Imagine not having it! I mean: people saying: "Hey, shields are too good compared to armor!" You know why? Because engines can break if a childe throw a stone into them.

So, what i suggest: all engines HP boosted (not much, but at least 1.5 - 2 times more). And Ranged spec starts from 600, not from 800. IMO, it will be enough.

C4: Pretty OK. You choose one skill depending on what ship you wanna pilot. But. If you want to pilot phase ship, C4R is mandatory. I got Ziggy, and i swear, it is pain to pilot it without this skill.

C5: System expertise is nice. I dont think it should be on tier 5 (as well as missile spec), but i also dont think it should be close to start. Maybe you should swap it with C4, because shield boost is really important and deserves to be C5.

So. System expertise is great for right ships. I use it myself on Odyssey and i have an officer with it piloting Fury. In both cases the skill is awesome. I can make 3 consecutive dashes and get 4th one after 0.5 seconds after that. It really allows do engage and disengage, and the Fury is absolute beast when fighting vs the same size or smaller enemy. It can get enemy down fast, not mess around for few minutes while doing that. So, i can recommend this skill.

Missile spec... well... I m glad to see people being happy with that skill. Earlier i thought that we need dmg boost for it. But now, when i saw how much missiles i must deal with, i think it was correct to leave this skill without it. I mean: in 9.1 missed enemy reaper meant ruined combat, and it was really frustrating. Here in 9.5 i can take 3 or maybe 4, and still be ok.

But IMO, Missile spec needs some buff. I can suggest that: Elite: each missile weapon regains 1 missile depending on hull size. Every 45 seconds for frigate, 40 for destroyer, 35 for cruiser and 30 for capital. It aint much, but it is intended to be. It mostly benefits frigates, because frigate with single Reaper becomes frigate with multiple Reapers. It still benefits big ships, because they have greater PPT. And it is elite, so, it is unlikely that enemy will have a lot of those and make your life hell.

Overall i think Combat line is solid. Not much to fix here. Will i wrap around? No, definetely not. I dont want to use fighters or PD in current state. Will i wrap around if we will be able to pick any skill after Tier 5 is taken? Well, maybe... Mostly because of C3.

L1: L1R looks like a joke, i dont use it, i dont know is it good or bad, and i dont want to.

L1L is hard to evaluate. Right now i have Odyssey, Legion, Conquest, 3 Champions, Apogee, Fury and Medusa-sensei, and this skill gives me 4% dmg. It is not the biggest fleet in the galaxy, but it is not the smallest one as well. And 4% is equal to 12 extra CR. Pretty fair, yes? Well, yes. And no. Because taking +15 CR in 9.1 was equal around 6% of you total skill points pool. 1/15 is bigger than that. And keep in mind that CR gives you more than just damage boost.

So, IMO, the DP cap should be 120, not 90. OR there must be a cumulative bonus for each point in Leadership line. Something like: +5 CR and +15 sec to PPT per skill point invested (and L3 gives something else), but no more than 100 CR. OR the skill caps of each skill in line should rise with each point invested. It is my overall recomendation for entire line.

L2: IMO, the worst part of new system. No doubt, Wolfpack tactics is nice for the player, who wants to play frigate fleet playstyle. But what shoud i do if i dont want to use frigates or destroyers? AI is more agressive than ever, and small ships still die. Recovery and repairs are more expensive then before. I just dont want to play like that. Jesus, dont force me to do that, okay?! I know, that frigates can cap points and cheaper to maintain. I. Just. Dont. Want. Stop raping me!

L3: Both skills are good. But i dont want Tier 2.

L4: Both skills are awesome. But again: i dont want Tier 2. Also wanna mention: i thought, +1 officer level is strictly better, but since new system gives you more DP if you have more officers, it turns out, that +2 officers is strictly better. You can get Level 7 officers from the space, whats the point of left skill?

L5: I dont have any colonies yet, but IMO, 25 extra access or +2 stability doesnt worth it, since it affects only the gouverned colonies, and you need balls of steel to max both Leadership and Industry.

My overall opinion about Leadership line: it is kinda weak, but with changes i suggested in tier 1 it could become better. I have L1L, but think about removing it to go full yellow.

Will i wrap around Leadership line? Lol, no. Thank you very much. Will i wrap around if what i suggest will be implemented? May be! At least it will be a very good option.

Tech line: I ll start from overall opinion here. Entire line is great, but enemy's ECM levels are absurd. I recommend: make sensors range and ECM to be a one stat (like: +% bonus to sensors and the same penalty for enemy weapon's range). And give around 5% for each point invested in Tech line. And replace benefits of Sensors and Electronic warfare with something else.

T1: Navigation is strictly better here. I tired one stealth mission while doing story quests, and i dont want more. And -25% to detection range doesnt help. Neutrino detector also useless, because you will get one for free. And it is useless anyway. I tried to find one probe with it today. Spent half of a year. Still didnt find it. So, thank you, sir, i ll pass. Other two bonuses kinda okay, but definetely not better than what Navigation does.

What to do? Well, may be, you should accept what i suggested for entire line, but make ECM bonus equal to sensor's boost only for those who pick Sensors. THAT will be a hard choice. Also fix Neutrino detector. At least remove volatiles consumption and allow to use with sustained burn for those who picked Sensors.

T2: Gunnery implants is very valuable skill, nothing to say here. I wanna talk about Energy weapon mastery. I have pretty contradictory feeling about that. My plan was simple: build a plasma Odyssey with Systems expertize, Unstable injector (to reduce range a bit) and EWM. But it doesnt work, lol. You can get like +25%, and you need to rub on enemy to get this. Odyssey's shield is so big, you cant get close enough, you wanna keep some distance, because there are more enemies around, and they will kill you if you dont leave fast enough. Also, you dont wanna be close, because enemy will explode on death. And as a cherry on a pie: bonus depends on your flux level! Also mention, that extra 15% range from Gunnery implants will give you bonus damage (quite big bonus actually) too, because if you are out of range - you dont do damage. So, overall it looks like that this skill was designed for small phase ships. But. Elite version gives 10% flux discount, and damn, it is the the thing i need!

Overall, i think (about EWM):
- the flux condition should be removed
- max bonus should be 50/45/40/35 depending on hull size
- but range should be increased from 600-1000 to 800-1200

T3: Electronic warfare is the second worst part of new system, and we all know why.

T4: As for C4, there is no actual choice here if we play battleships. If we play phase ships, well... it is interesting. Could be. If cap for the right skill will be adequate. And for the left one. After some playing i see that 180 cap is ok. But ONLY if we have max battle size 300. IMO, it (and many other caps) just should scale of max size proportionally. And it will be fine.

T5: Very interesting pair of skills indeed. I ll start from the right one. It has very low cap. IMO, it should be 1.5-2 times bigger. Simple.

And for Special modifications. Well... It look like one of the most OP and one of the most useless skills at the same time. Seriously: if you pick it, it doesnt give you anything by itself. You still should pay for those extra vents and caps, and still should pay story point (well, it is the least of our problems) to get extra S-mod. When the skill was introduced, i thought: "Hey, what a cool skill!" Now i see, that it is not a privilege it is your duty to get the third S-mod, because without it you will have no room for those extra vents and caps. And also because entire game is balanced around you squeezing the maximum from your opportunities to just stay alive.

Also mention two things: there are not that much mods which cost 40 OP, and way less RELEVANT mods. Highly likely, you will get one of them as 1st or 2nd s-mod, so, in fact this skill gives you 20 or 25 OP (less than similar skill from 9.1). It looks like a hidden nerf for high-OP ships (ahem... Paragon... ahem...), and i like it, because it is a nerf, but it doesnt turn your sweet 4 large energy annihilator into dirty boot. I also like, that the skill gives strictly 10 extra vents and caps, because it benefits frigates more (but the price is also big). It is VERY well designed skill, IMO. A brilliant!

And again: will i wrap around? Idk. But from the all lines, it is the most attractive one to do so.

Industry: At first, i wanna mention: i hate that now military path is not profitable. I understand why. Because there were a lot of complains, that "industry skills do nothing, they just give you a bit money, and thats it" etc. And Alex desided: "Okay, you asked for it". And now we got... what we got. And i cant say it was bad desicion. But.
1) Bounties were overnerfed. They deserved a nerf, but not that big.
2) There is no point of doing that while we can raid people for millions, or just trade with them. For millions. Money is not a problem. But it will be if you wanna roleplay dedicated warrior (but dont want to raid). It is like comparing Fallout 2 playthrough with Thievery and without it. Still remember Leather Jacket as a quest reward. While i have way better equipment just because i steal everithing.
3) Some skills have VERY strange caps.

I1: I m using Bulk Transport here. If i ll take the other skill, i ll have +20% salvage. I already have +9%, so, it will be 18% more. It will not save me in hard battles, and i dont need it in easy ones. 50% extra from derelicts is just a waste, because we dont have enough space (and having 5-8 extra freighters can hit hard). Less crew losses? Well, it han be handful, but only if you lose ships, and if you do, it's already very bad, some extra crew members will not save you.

About bulk transport. Strange cap for personell, but overall caps are suprpisingly OK. I have two Colossuses and one Prometheus, and i have zero problems with inventory space.

For the other skill i recommend to return 15% extra rares.

I2: Well, i thought that Reliability engineering is a no-brainer here. I was wrong. 25% free repairs can save you a lot. But i will note take it from the principle. Because it is a good representation of modern business's dark side: create a problem, sell the solution. Alex hits you by the stick and says: "Hey, take this pillow! Just spend a skill point!" No, thank you.

In 9.1 i considered the free-repairs skill as good one. Mostly because it allowed me to faster recover from the battles. Not because it saved some money. Now i dont wanna think about it. And -30% of overload time is extremely valuable too.

I3: Another tier i was wrong about. I have no problems with fuel, but i have em with supplies. For my fleet it saves around 1/3 (was 10 per day, become 6.4). In fact, it always saves 100 supplies per month, thats how caps work. It is around 13k of cash per month.

While fuel skill can save you more, but you need really big fleet and fly a lot.

I4: Field repairs is nice skill, but with very strange caps. It will save you so little, so, you can consider it doing nothing. IMO, caps should be at least twice bigger. And for D-mod reduction... I m just using a bug when you can remove D-mod after entering Build-in menu, because *** current economics -_-. But if play seriously, a chance of removing random D-mod every two month doesnt worth it. At least, it looks so. If the chance is around 30% or better - it is nice skill (while you keep finding broken Astrals or keep looting really good ships from enemy). If it is around 5% or lower - i dont think so...

And the second skill is just a meme skill, i dont wanna talk about it. I didn't try it anyway.

I5: I guess, i ll take extra colony slots here. But since i have no colonies, i cant have any opinion yet.

Overall Industry line is strange. I understand that the goal was noble, but i have more bad feelings about new economics than good. I miss the skill which prevents some damage from the storms (seriously, yesterday i traveled 9 light years in the core and lost 216 supplies, This_is_not_OK.meme), caps are low etc. But at the end i decided to invest 5 skills into Industry and 0 into Leadership, because it is even worse.
Will i wrap around Industry line? Guess, i really want to, but have no skills for that.

So, thats it. IMO, entire system is not that bad as people say. But bounties should be a little bit profitable, repairs should be a little less expensive, and all other suggestions are written above.


UPD again, lol. I ended story line, and now i see why economics is balansed as it is. Well, it makes sense, but: 1) industry caps are little bit low anyway; 2) it is pretty hard to live in mid-game.

Also. Found info agout EWM. Turns out, it gives the bigger bonus the more flux you have. And well, it works good. Maybe even too good. Now i see, that it is REALLY hard choice. Maybe, one of the hardest, if you playing energy build.
« Last Edit: April 25, 2021, 11:35:13 AM by Mordodrukow »
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Grievous69

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Re: Impressions about skills in 0.9.5
« Reply #1 on: March 27, 2021, 06:39:43 AM »

Second: i just started my first playthrough in 0.9.5 30 minutes ago
Not to devalue anyone's opinions and feedback but come on. I know people are eager to say something about the new patch so why not play for a bit and then give feedback. This is basically a wall of text of someone who only read the skills without trying anything and then gave their thoughts. Which once again, is fine and perfectly legal, it's just smarter to actually try something in practice.

If I just opened the Codex and read about the new ships then came back here to say "x thing is broken, or worthless", people would give me strange looks for sure.
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Mordodrukow

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Re: Impressions about skills in 0.9.5
« Reply #2 on: March 27, 2021, 06:52:22 AM »

Quote
why not play for a bit and then give feedback
I agree, and i ll do it later. But most of the things work just as they worked earlier. Maybe average fleet size is slightly lower now. Maybe there are less carriers in fleets. Maybe there are few new weapons. I count with that. And if colonies changed a lot - i m not giving any opinions about them.
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Cy420

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Re: Impressions about skills in 0.9.5
« Reply #3 on: March 27, 2021, 08:31:39 AM »

elite upgrades are def not free as u will use story points for lots of other stuff,also you lose the elite skills if u respec and u need to grind out the story points for them again
but yeah combat having generally good skills that favor different playstyles, there no hard choice because it depends on what your ship is, and all skills have elite points so as I see the early game optimal spending of skills and story points are into combat as that will get you experience,money,reputation, all of it, for a good bang for your buck, while the other skill trees are some hard choices and compromises.
Also there's some permanent skills that lift the limit on officers, governors and hullmods, so you end up with 12 points to costumize your build in the endgame.
Alex wanted more meaningful choices in talents, but now it boxes you in, I dont get it why he got rid of the tier system. In the previous version I was looking forward to what skill to choose, in this version I'm looking at what not to choose because I need to make that point count, and that will lead to cookiecutter builds even harder than it was with the previous version. Mark my words the forum will be full of "best optimal builds" in no time instead of "what is your build". Skills were a flavour to how you played the game now they are dictating it, boxing you in.
Now you can be a fighter or a trader, but if you want to mix a bit of both you just going to gimp yourself. As i see for now, you will either go red+green for combat or blue+yellow for trading, mixing anything differently will just gimp you in every other aspect of the game. I wish we had the old skilltree back and just make the level 2-3 skills cost story points. That way you could have a template build and then the elite skills would define your "class".
Right now I will have to give up all my piloting skills if I want to make a colony that doesn't suck. And once i have my colony i am completely useless, i am just sitting there being a walking, breathing +% bonus.
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TaLaR

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Re: Impressions about skills in 0.9.5
« Reply #4 on: March 27, 2021, 09:56:03 AM »

elite upgrades are def not free as u will use story points for lots of other stuff,also you lose the elite skills if u respec and u need to grind out the story points for them again

Yep, you can't keep freely respeccing, especially the elite skills. You may go into the game with plan to reassign your build once or twice (and avoid elite-ing skill you know are temporary), but that's about it.
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Lord Heart Night

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Re: Impressions about skills in 0.9.5
« Reply #5 on: March 27, 2021, 04:19:42 PM »


         Automated ships. All automated ships: allow to recover and use botships. They can be captained only by AI cores. Man combat readiness 100% (at 30 or less total automated ship points, which is the sum of deployment points and AI core cost (10 for Alpha)).

         IMO: again: 30 point threshold for automated ships sounds like you will have one Alpha-Radiant with 40% CR. Because, why will you want to pick any other ship? Because of curiosity, i guess...
                Special modifications looks better. In fact, 1 extra build-in hullmod equals to 10% extra OP we lost now. 10 extra vents and capacitors is interesting change (was 20% in 9.1), because it is almost the same number for capitals, but way bigger number for smaller ships. I like it. Really.

This right here!
As soon as you have a single Radiant in your fleet, forget about any other automatic ship!
Seeing as Im rather sympathetic towards the [REDACTED] this has killed my game somewhat and would love to know how to remove that damned limit cos its currently killed my fun  >:( >:( >:(


[attachment deleted by admin]
« Last Edit: March 31, 2021, 12:48:30 AM by Lord Heart Night »
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Warnoise

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Re: Impressions about skills in 0.9.5
« Reply #6 on: March 27, 2021, 06:31:35 PM »

Writing a literal essay after 30min of gameplay...that's impressive
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Histidine

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Re: Impressions about skills in 0.9.5
« Reply #7 on: March 27, 2021, 07:50:17 PM »

Pettable Remnants Automated Ships threshold is way too low; my one Brilliant with Alpha Core goes over the limit (35/30).
The only reason it's competitive with Special Modifications right now is because I don't have enough story points to toss hullmods on everything, and I expect that problem will fix itself in the long term.

(I don't mind having an NPC-only buddy ship though, especially if it's suitably powerful)

I feel like the limit should be a lot higher, and the 'point cost' of AI core use reduced or eliminated.


Also while we're complaining about things, I'm going to broken-record a bit about the ghost of Advanced Countermeasures still haunting us
Spoiler
Quote from: Histidine
Quote from: Alex
Advanced Countermeasures:
  • Level 1: increased to -50% kinetic damage vs armor (was: 20%)
  • Level 2: increased to -25% HE damage vs shields (was: 20%)
  • Level 3: damage to fighters/missiles increased by 50% (was: 30%)
I'm not sure Advanced Countermeasures should even exist to begin with, in light of these changes.

My concern here is: You get things like HVD/Gauss Cannon being moderately effective against some ships' armor while doing nearly nothing to other, visually identical ships, without a readily available indicator of why this should be the case. Likewise with sending fighters against a ship and them Doing Something or getting swatted like flies.

The invisibility aspect is true of many other buffs. But at least with something like a ship having the zero flux bonus with its shield up or its missiles flying faster, the player can easily see what's going on even if they don't know why. The damage calculation is completely hidden except for the final output. And unlike, say, Heavy Armor, the bonus from Advanced Countermeasures doesn't even appear on the stats card.
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Thaago

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Re: Impressions about skills in 0.9.5
« Reply #8 on: March 27, 2021, 07:50:49 PM »

Locusts with the elite missile skill are insane. They fire so fast.
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Histidine

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Re: Impressions about skills in 0.9.5
« Reply #9 on: March 28, 2021, 01:35:28 AM »

Whatever combination of skills made this Derelict fleet super hard to kill, I hate it:
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bobucles

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Re: Impressions about skills in 0.9.5
« Reply #10 on: March 28, 2021, 08:23:33 AM »

Phase corps does seem a little sad. It's only good for 2-3 tiny ships or 1 big ship. Meanwhile, the 20% flux boost ALSO helps phase ships along with everything else.

Derelict contingent looks like a lot of fun for meme runs. 75% chance to take 0.1x hull damage? That's goofy AF, can't wait to try it.

Thaago

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Re: Impressions about skills in 0.9.5
« Reply #11 on: March 28, 2021, 09:39:06 AM »

Whatever combination of skills made this Derelict fleet super hard to kill, I hate it:
...

Is that the 90% damage reduction from industry for D mods (% chance)? Number seems about right. Maybe some other things in there as well.
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Midnight Kitsune

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Re: Impressions about skills in 0.9.5
« Reply #12 on: March 28, 2021, 06:35:43 PM »

I agree that we need formulas badly! Or at least something in game that tells us HOW it drops off.

Here are the drops after 6 carrier bays for Carrier Group:
43% at 7 bays, 38% at 8, 33% at 9, 30% at 10, 27% at 11.
I THINK that is logarithmic decay? Can't tell.
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Hiruma Kai

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Re: Impressions about skills in 0.9.5
« Reply #13 on: March 28, 2021, 06:49:58 PM »

I agree that we need formulas badly! Or at least something in game that tells us HOW it drops off.

Here are the drops after 6 carrier bays for Carrier Group:
43% at 7 bays, 38% at 8, 33% at 9, 30% at 10, 27% at 11.
I THINK that is logarithmic decay? Can't tell.

Once you're past the cap, think of it as the skill giving you a pool of X bonus.  That bonus is divided by the number of ships you have.
50% * 6 decks = 300% pool of bonus for carrier group.


300% / 7 = 43%
300% / 8 = 38%
300% / 9 = 33%
300% / 10 = 30%
300% / 11 = 27%
300% / 12 = 25%

I'm pretty sure, in a fleet with more than 6 flight decks, you're getting exactly the same amount of bonus fighters recovered (in an absolute sense) as you are with 6 flight decks because of this.  Essentially turning the fleet skills in to a flat bonus that doesn't scale with fleet size.  Kind of like the personal ship skills, which don't scale with fleet size.
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SCC

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Re: Impressions about skills in 0.9.5
« Reply #14 on: March 29, 2021, 08:39:44 AM »

Thanks for writing out all the skills on the forum. It's convenient for when I don't have the game open.
My takes on skills:
C1L: okay. More speed and manoeuvrability is generally useful and 0 flux bonus when venting or overloaded is useful.
C1R: situational. The only fighter buffing combat skill. It's probably good to avoid it, unless you plan on sticking to (battle) carriers.

C2L: good. It's old Targeting Analysis, but actually Ordnance Expertise.
C2R: okay. Not useless to warships, but the other skill is generally more appealing.

C3L: good. Half of EA and one fourth of AC smashed together. Good for low-tech ships and capitals.
C3R: okay. Decent on paper, but you need some mobility to take advantage of this skill reliably. It's also invisible to outsiders, as Nia mentioned elsewhere. I wish it was simply Gunnery Implants, because higher accuracy over longer ranges is easy to see.

C4L: good. One half of Defensive Systems.
C4R: situational. It's good for phase ships and only phase ships. Interesting buffs.

C5L: good. This is a very nice skill, but it seems to buff already good skills, while not helping much the weaker ones. Elite bonus is a joke, though.
C5R: situational. Good for low-tech and gryphon, passable for everyone else. While extra ammo and fire rate bonuses are nice, lack of speed bonus hurts.

Leadership:
L1L: okay. It's bonus damage, but it falls off pretty quickly. I kinda wish it it started falling off at 150 DP.
L1R: bad. On one hand, it makes your Venture into an uber tank and gives Atlas Mk II some room to breathe. On the other, you are better off with a skill that benefits more than one ship.

L2L: situational. Makes your fast ships faster.
L2R: situational. It gives some bite to frigates and, more importantly, more PPT, but only to officered ships. It's a shame it gives no bonus to destroyers.

L3L: good. Your human combat ships get more CR and the limit is reasonable.
L3R: situational/good. Fighters are generally useful, but limit per bay encourages using better fighters, which are expensive.

L4L: good. Better officers. More story point sinks, though.
L4R: good. Some bonuses apply to officered ships, so it's more synergetic with them.

L5L: good. Makes colonies personally governed more profitable and defensible.
L5R: I didn't raid yet, no idea how useful this skill is. It's so high in the tree, though.

Technology:
T1L: good. QoL.
T1R: okay. Gets worse rating simply because it doesn't help the whole game and all playstyles, unlike Navigation.

T2L: good. Makes long range weapons longer and better. ECM is just a bonus.
T2R: good. Incredibly synergetic with high-tech playstyle. Nearly no downsides.

T3L: good. Stronger for fleets with smaller ships, even if it's not a dedicated small fleet skill. Nice.
T3R: bad. Top speed is nice, but crew is cheap.

T4L: good. Good bonuses, reasonable limit, but civvies with milsub eat into the bonuses, which is annoying, because milsub is essential in most cases.
T4R: situational. Okay for fleets with a few phase ships. If you have none or have many, left skill is better.

T5L: good. Sorta LD3. Third built in/integrated hullmod is useful only for your mostest bestest ships, but more vents helps everyone.
T5R: preliminarily situational. Reason being that people complain about very low DP allowance, so the only other use is to get even more frigates for your wolfpack.

Industry:
I1L: situational. Traders might like it?
I2R: okay. Unless salvage was nerfed in this version, it's not necessary for exploring, but nice to have.

I2L: situational. Damage Control is for low-tech or extreme junkers.
I2R: okay. Fine for most ships, but especially good for small ship pilots.

I3L: good. More fuel and you can emergency burn with no CR penalty.
I3R: okay. Savings are smaller than with Containment Procedures, but not terrible, and it makes surveying planets better.

I4L: okay. It's bizarre there's a limit on this skill at all.
I4R: good. Best defensive low-tech skill in the game, but it makes ships in good condition paradoxically worse.

I5L: okay. It's probably better to have more colonies.
I5R: okay. Ditto. I'm not sure yet about colonies, though.
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