Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

Pages: 1 [2]

Author Topic: General feedback  (Read 3176 times)

Ad Astra

  • Captain
  • ****
  • Posts: 263
  • Are Reapers strawberry flavored?
    • View Profile
Re: General feedback
« Reply #15 on: May 02, 2021, 09:54:38 AM »

How common is Scarab in TT fleets and markets? If it's decent now, Tempest could be removed from TT's known ships and have Scarab replace it.

In my experience scarab is slightly less common than tempests, compared to omens they are both somewhat uncommon.

I agree about story options, a player with colonies for example or with high faction reputation should get a few skips and faster paths.
Finally regarding low-tech, I might start a thread to discuss what we are going for with those definitions, because as is, it doesn't really work very well on several levels. I think tech level should reflect in ship systems and mounts, but not so much in flux stats, while the Onslaught is an antique capable of armor tanking, that isn't viable for smaller ships, and that's why low tech frigates and destroyers get ignored so often.
A ballistic mounted low-tech speedy superfrigate should be a possibility for example, we just need certain mounts and certain ship systems be specific to each tech-level, and that would be enough characterization without having to go mad trying to balance shields to armor or feeling that tech levels get displaced.
Logged
You can park your spaceship anywhere you want if you get along with pirates

SCC

  • Admiral
  • *****
  • Posts: 4203
    • View Profile
Re: General feedback
« Reply #16 on: May 02, 2021, 10:01:38 AM »

Have you tried looking at abilities.csv in starsector-core\data\campaign? Changing the sort order might default you to what you want every playthrough:
I did not think of this. I changed emergency burn's order value to 1000 and distress signal's to 1100, but it didn't cause EB to replace distress signal. Instead, EB was move to slot 7 and distress signal stayed where it was. It's better than nothing, I guess.

WeiTuLo

  • Captain
  • ****
  • Posts: 312
    • View Profile
Re: General feedback
« Reply #17 on: May 02, 2021, 11:22:51 AM »

Have you tried looking at abilities.csv in starsector-core\data\campaign? Changing the sort order might default you to what you want every playthrough:
I did not think of this. I changed emergency burn's order value to 1000 and distress signal's to 1100, but it didn't cause EB to replace distress signal. Instead, EB was move to slot 7 and distress signal stayed where it was. It's better than nothing, I guess.

I wonder what happens if you list EB twice, say at 1000 and 1050. Might push DS to second bar, or cause the game to crash.
Logged

Embolism

  • Admiral
  • *****
  • Posts: 511
    • View Profile
Re: General feedback
« Reply #18 on: May 02, 2021, 08:30:50 PM »

I feel all of the top-end frigates are too common. Tempests and Omens shouldn't be routinely found in Black Markets, they should very much be gated behind Military Markets and only once-in-a-blue moon be available elsewhere.
Logged

SCC

  • Admiral
  • *****
  • Posts: 4203
    • View Profile
Re: General feedback
« Reply #19 on: May 03, 2021, 05:04:38 AM »

Raiding pirates and pathers for supplies, fuel and other stuff is just too easy. It would be nice, if station-only colonies got a buff to their defensiveness, as it's pretty hard to shoot a space station without destroying it entirely.

Thaago

  • Global Moderator
  • Admiral
  • *****
  • Posts: 7416
  • Harpoon Affectionado
    • View Profile
Re: General feedback
« Reply #20 on: May 03, 2021, 11:10:13 AM »

Raiding pirates and pathers for supplies, fuel and other stuff is just too easy. It would be nice, if station-only colonies got a buff to their defensiveness, as it's pretty hard to shoot a space station without destroying it entirely.

Its true... with decent marines the bases give something like 100k in supplies and fuel every time I swing by. And thats assuming I'm just using them as resupply points instead of selling those supplies/fuel to one of the deprived luddic path worlds.
Logged

Megas

  • Admiral
  • *****
  • Posts: 12311
    • View Profile
Re: General feedback
« Reply #21 on: May 03, 2021, 11:14:25 AM »

Tempests and Omens shouldn't be routinely found in Black Markets, they should very much be gated behind Military Markets and only once-in-a-blue moon be available elsewhere.
Had that in previous releases and that was no fun, especially when some of them were common in NPC fleets.
Logged

SCC

  • Admiral
  • *****
  • Posts: 4203
    • View Profile
Re: General feedback
« Reply #22 on: May 13, 2021, 09:49:37 AM »

In all the excitement I kind of lost track of it, but I wanted to add that Janus device is a game changer for me and every campaign of mine from now on will either start with it (because of Nex), or speedrun the storyline to get it as soon as possible.

Also, hypershunt and cryosleeper should lose their commodity requirements or have them decreased. It's bad enough that you have to hope they'll spawn in useful positions or choose between one or the other. Artificial star's volatiles requirement isn't as bad, since at least it can be (ab)used everywhere.

Megas

  • Admiral
  • *****
  • Posts: 12311
    • View Profile
Re: General feedback
« Reply #23 on: May 13, 2021, 10:55:57 AM »

Also, hypershunt and cryosleeper should lose their commodity requirements or have them decreased. It's bad enough that you have to hope they'll spawn in useful positions or choose between one or the other. Artificial star's volatiles requirement isn't as bad, since at least it can be (ab)used everywhere.
If Hypershunt Tap and Cryosleeper get reduced requirements, so should Orbital Fusion Lamp.  That lamp has +4 to Pather interest, making it the only item the colony can use without getting cells.

I avoid planets that need a lamp to be good because I cannot use any more (better) items like a synchrotron without getting cells.
Logged

Ad Astra

  • Captain
  • ****
  • Posts: 263
  • Are Reapers strawberry flavored?
    • View Profile
Re: General feedback
« Reply #24 on: May 14, 2021, 07:48:37 PM »

I avoid planets that need a lamp to be good because I cannot use any more (better) items like a synchrotron without getting cells.

I have found pather cells to be about harmless as long as your stability is high enough, even worse than items, planets with solar arrays have 10 interest to pather cells (though maybe that's because of the terraforming mod, not sure).
Logged
You can park your spaceship anywhere you want if you get along with pirates

SCC

  • Admiral
  • *****
  • Posts: 4203
    • View Profile
Re: General feedback
« Reply #25 on: May 26, 2021, 11:34:04 PM »

Increase single flak availability. Why is it so damn rare? I can understand dual flak being rare, but single flaks are as rare as railguns!

intrinsic_parity

  • Admiral
  • *****
  • Posts: 3080
    • View Profile
Re: General feedback
« Reply #26 on: May 27, 2021, 08:54:12 AM »

Single flaks are super common from enemy fleets though. I save all the weapons I salvage and single flak is often the most numerous medium weapon I find.
Logged

SCC

  • Admiral
  • *****
  • Posts: 4203
    • View Profile
Re: General feedback
« Reply #27 on: June 05, 2021, 02:18:54 PM »

Hypershunt guardian fights seem incredibly skewed against not using high-tech.
1. Omega ships are vulnerable to flanking, which won't happen if you don't use high-tech, since only those ships can keep up with omega ships. Hardpoints of Onslaught and Dominator are also somewhat hard to use against omega.

2. Omega weapons are way, way stronger against low-tech. Or maybe their loadouts are. It doesn't really matter, the end result is that high-tech only fleet can tank kinetic-heavy loadouts and fight back, whereas low-tech has to dump sabots everywhere and hope to kill ships with cryoblasters immediately, because they will flux war to them immediately, and since ships with cryoblasters also have disintegrators, low-tech has to deal with those ships immediately, or face the prospect that a Tessaract or a Facet will come once, win the flux war and spray disintegrators all over you, withdraw, then come for another go, but this time it kills you in 5 seconds because of cryoblasters' insane DPS against hull (and armour you don't have anymore, thanks to disintegrators).

3. Weapons low-tech has at its disposal are sub-par to dealing with omega. Low-tech wants to stay together, because omegas will burst them down otherwise, yet they also want to pursue omega to make sure they stay overfluxed, but that's overextending, not to mention that the further from the group you get, the longer the harpoons take to get to your enemy - if they have the range for that at all! Not to mention that omega PD is best against finishers, essentially, which low-tech relies on to score kills.

4. Since you need to destroy omega ships as soon as possible as low-tech, this means you have to designate some sabot-dumper ships and hope they'll have some sabots left over for later, since you cannot order a ship to dump only some of its missiles.

1 and 3 are going to be kinda addressed in the next patch (since burn drive will become cancellable and Eradicator will essentially merge best traits of Enforcer and Dominator), though it's 2 that's most annoying to me. High-tech fleet makes a mistake against omegas, it loses a ship. Low-tech makes a mistake against omegas, it loses the entire battle.
Pages: 1 [2]