Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Pages: 1 ... 25 26 [27]

Author Topic: [0.98a] BigBeans Ship Compilation  (Read 400909 times)

Arghy

  • Captain
  • ****
  • Posts: 331
    • View Profile
Re: [0.98a] BigBeans Ship Compilation
« Reply #390 on: April 29, 2025, 10:35:22 AM »

The salvage bonus is based on hull size so the haven being a destroyer will make it more efficient than a shepard which is a frigate. If you mouse over the hullmod it will show you the math behind it.
Logged

BigBeans

  • Captain
  • ****
  • Posts: 330
    • View Profile
Re: [0.98a] BigBeans Ship Compilation
« Reply #391 on: April 29, 2025, 04:17:58 PM »

Hi, I'm new to mods and was wondering if the Haven Drone Tender is actually more efficient for collecting salvage than the Shepherd? As in, does it give more of a bonus towards salvage gathered?

Yes.

The bigger the hull, the better the salvage bonus.
Logged

Mattes

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.98a] BigBeans Ship Compilation
« Reply #392 on: April 30, 2025, 05:42:45 AM »

I completely missed that, thank you very much!
Logged

t3rm1dor

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: [0.98a] BigBeans Ship Compilation
« Reply #393 on: May 07, 2025, 04:32:20 AM »

The remmant bogle version doesn't seem to show in the codex.
Logged

Arghy

  • Captain
  • ****
  • Posts: 331
    • View Profile
Re: [0.98a] BigBeans Ship Compilation
« Reply #394 on: May 07, 2025, 06:32:22 PM »

I take back what i've said about the galli. I've dedicated this run to fielding them and its basically doing the same job as the omen at a slightly cheaper cost with more versatility. The omen is more survivable but expensive to actually field.
Logged

BigBeans

  • Captain
  • ****
  • Posts: 330
    • View Profile
Re: [0.98a] BigBeans Ship Compilation
« Reply #395 on: May 17, 2025, 05:19:32 PM »

The remmant bogle version doesn't seem to show in the codex.

Yeah, Starsector 0.98 changed how hidden entries work in the Codex. It has been fixed for the next mod update.
Logged

Arghy

  • Captain
  • ****
  • Posts: 331
    • View Profile
Re: [0.98a] BigBeans Ship Compilation
« Reply #396 on: May 18, 2025, 01:38:52 AM »

I recently lost a fight i shouldn't have because my nadirs keep trying to strafe instead of being the all beam mobile turrets they should be. I feel the large turrets need a slightly larger angle so they can bring more turrets to bear at a time. They kept moving towards the edge of the battlefield only allowing 1 tach to be brought to bear which prevented the critical mass that was needed to kill targets--it was very frustrating to watch. Such a slow ship shouldn't be trying to do drive bys when literally every other ship in the game can simply leave its weapon range so easily.

I could probably have won if i micro manged them and ensured they didn't move from the center of the battle but the AI can't do this--i actually got the 2 nadirs by driving them off into the corner of the map and killing them last. They're wonderful ships and should totally be a menace but because they have all turrets i feel they try to be extremely slow odyessys.
Logged

t3rm1dor

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: [0.98a] BigBeans Ship Compilation
« Reply #397 on: May 28, 2025, 01:20:47 AM »

Can the Tungustan be given some rework? I have given it some thinking and I think is really the only ship I don't like from the mod for two reasons: the inbuild weapon is extremely dominant in that it exceeds the anti shield role, more notable when used against frigates and destroyers; and the extremely limited build choice due to the in build weapon limiting the ship to four small slots. I was wondering if making the inbuild super grav beam weaker (for instance just 100 damage and an extra 400 special damage just to shields) would open more desing possibilities to allow at least distinct support and combat builds.
Logged

BigBeans

  • Captain
  • ****
  • Posts: 330
    • View Profile
Re: [0.98a] BigBeans Ship Compilation
« Reply #398 on: May 30, 2025, 06:13:37 PM »

I recently lost a fight i shouldn't have because my nadirs keep trying to strafe instead of being the all beam mobile turrets they should be. I feel the large turrets need a slightly larger angle so they can bring more turrets to bear at a time. They kept moving towards the edge of the battlefield only allowing 1 tach to be brought to bear which prevented the critical mass that was needed to kill targets--it was very frustrating to watch. Such a slow ship shouldn't be trying to do drive bys when literally every other ship in the game can simply leave its weapon range so easily.

I could probably have won if i micro manged them and ensured they didn't move from the center of the battle but the AI can't do this--i actually got the 2 nadirs by driving them off into the corner of the map and killing them last. They're wonderful ships and should totally be a menace but because they have all turrets i feel they try to be extremely slow odyessys.

This sounds like an AI issue and lack of using commands. I've never seen it act like that.

Can the Tungustan be given some rework? I have given it some thinking and I think is really the only ship I don't like from the mod for two reasons: the inbuild weapon is extremely dominant in that it exceeds the anti shield role, more notable when used against frigates and destroyers; and the extremely limited build choice due to the in build weapon limiting the ship to four small slots. I was wondering if making the inbuild super grav beam weaker (for instance just 100 damage and an extra 400 special damage just to shields) would open more desing possibilities to allow at least distinct support and combat builds.

No. This is basically telling me to rework its entire role. It's a long range anti-shield beam bully that can also push ships. It's designed around it's built in weapon. You kinda know what you're getting into when you use it. Also 100 base damage is the same as a regular Grav beam so doubly no.

Only thing I might do is see if I can make it less oppressive against Frigs/DD's but it was already massively nerfed last update and is starting to veer into being too specialised to be worth using.
Logged

Arghy

  • Captain
  • ****
  • Posts: 331
    • View Profile
Re: [0.98a] BigBeans Ship Compilation
« Reply #399 on: May 30, 2025, 08:51:01 PM »

Yeah the nadir problem is against strong high flux enemy it wants to skirmish which fails spectacularly so against remnant you have to manually command them to go around the map. I've got 3 S-mods on both of mine with level 7 officers so they're monsters but they just don't know it haha. I might get rid of the tachyons though because i feel like they're not shooting them as often as they should against high flux enemies. 
Logged

happycrow

  • Captain
  • ****
  • Posts: 396
    • View Profile
Re: [0.98a] BigBeans Ship Compilation
« Reply #400 on: Today at 10:03:29 AM »

Also includes a handful of free to use sprites that have been edited and brought up to standard by me and given a new home.

Hi! Which of your sprites falls into the free-to-use? I've DL'd your work and am slowly teaching myself, much the way you did, I guess, and starting with skin work before diving into (what I consider) the scary stuff like boundaries and turret placement and stuff. TYIA, it's really neat stuff.
Logged

BigBeans

  • Captain
  • ****
  • Posts: 330
    • View Profile
Re: [0.98a] BigBeans Ship Compilation
« Reply #401 on: Today at 10:35:54 AM »

Also includes a handful of free to use sprites that have been edited and brought up to standard by me and given a new home.

Hi! Which of your sprites falls into the free-to-use? I've DL'd your work and am slowly teaching myself, much the way you did, I guess, and starting with skin work before diving into (what I consider) the scary stuff like boundaries and turret placement and stuff. TYIA, it's really neat stuff.

None of them now. That line is out-dated. I have either removed or remade all the free to use Spiral arms sprites.
« Last Edit: Today at 10:54:43 AM by BigBeans »
Logged
Pages: 1 ... 25 26 [27]