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Author Topic: the #1 reason I don't play this game  (Read 17927 times)

Arcagnello

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Re: the #1 reason I don't play this game
« Reply #150 on: June 09, 2021, 03:38:00 AM »

Arcagnello I don't mean to be rude, especially since you put in the effort to try and show me some how you play the game, but I see a lot of problems with what you have posted:
  • Your screenshots don't actually show the full enemy fleet
  • All of your screenshots except the first one show situations in which you are already winning
  • You are using mods

I would really appreciate if people who want to reply and contribute to the discussion would try and read what has been already posted by either me or others in the same thread. (I acknowledge the fact that AI does well on its own or follows certain orders when you are have a fleet advantage)
Also spamming high tech frigates does not help in regards to other arguments being made on this very same thread.

1) I'm lately fighting a lot of remnants (being in endgame and all that), which have both gotten stronger due to new effective ships (unless you're going to tell me a Phase Brilliant is not an issue) and actually competent vanilla ship loadouts.
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The damage dealt tends to look like this most of the time:
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It does not really go all that well sometimes.
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I've also stuck around in the system after *** off kanta, mostly to farm pirates, this was before partially converting to adding a frigate force:
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2)Do the above screenshots work better for you? I wouldn't have any reason to purposefully fight gimped fleets now, would I?

3) And? More or less every mod I add either provides the enemy with he same stuff I get, makes the game harder by buffing enemies (second wave option, ruthless sector, starship legends) or even adds better variants for ship, like the following:
Overridden Brilliant variant
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Attack variant of a destroyer with both a fighter bay and temporal shell
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New, actually competent Brilliant variant from mods
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Overdriven Glimmer, also from mods
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New Remnant ship, also coming in overdriven and with a good setup
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And (spoilers)
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Which have also gotten stronger due to mods

4)out of my 270 Deployment Points my fleet is made of, 170 is capital ships and 100 is frigates. I'm playing at the 300 default battle size. None of them are overridden. I don't know what passes for frigate spam these days but having such a little portion of your fleet being relegated to frigates (whose main job is contesting caps and distracting the enemy) is not one of those in my book. Then again I would use a bit less frigates if I had a slower fleet overall.
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I don't really feel like booting up the game and taking 30 screenshots of a single battle, to be completely honest with you. I hope the usual modus operandi of how I tend to command my fleets comes across better in this post.

Also spamming high tech frigates does not help in regards to other arguments being made on this very same thread.

Have to agree with this.
A tactic that only work if you have an entire high-tech fleet with specific weapons is very specific and just further illustrated the problem of AI behavior being very specific and unclear, and too dependant on ship/loadout.

In other words, it takes too much fiddling to get the ship to behave how you want it to. I don't mind the AI trying to use what it deems the best approach in general, but there should be a way to override it.

You are aware you could distract the enemy a lot better using Monitors, let alone overridden frigates are you not? Ludd strike me, you could even use overridden Lashers...

Frigates are really useful in 0.95 and start becoming vital in almost every fleet makeup the further into endgame you get. Turning into a Cruiser/Capital ship only evangelist for the sake of dismissing everything everyone else proposes you (because it works) is not going to help you in any way, really. It's not like I'm spamming Hyperions or overridden glimmers or radiants here, at least in this campaign  ::)
« Last Edit: June 09, 2021, 03:40:10 AM by Arcagnello »
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CozyCloudy

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Re: the #1 reason I don't play this game
« Reply #151 on: June 09, 2021, 04:02:55 AM »

As i said I didn't mean to be rude but the first post had too little information.

And I don't use only capitals/cruisers. I tend to balance my fleet with 1-2 capitals, 3-4 cruisers, 3-4 destroyers, 4-6 frigates. The reason why I haven't yet provided screenshot/footage is because i have started a new campaign on a fresh install(I want to limit all external factors) and I don't have that much time to play the game these weeks.

I don't believe the purpose of frigates is only to capture points or only distract the enemy. SO frigates don't last enough for some of the harder battles the game throws at you and the Monitor is an exception(only used as an distraction) from the high tech dominated frigates(these can also inflict some damage). I can build tempests and scarabs to take on cruisers 1vs1.

Also triple S modded ships/fleets (edit)WILL* WRECK EVERYTHING even if you use some of worst ships in the game.
« Last Edit: June 09, 2021, 01:01:28 PM by CozyCloudy »
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SCC

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Re: the #1 reason I don't play this game
« Reply #152 on: June 09, 2021, 10:28:17 AM »

S-mods don't change the nature of the ship. A bad ship might become alright with enough s-mods, but a good ship will widen the gap even more with s-mods.

Killian

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Re: the #1 reason I don't play this game
« Reply #153 on: June 09, 2021, 04:23:35 PM »

A triple s-modded salvage rig sure won't be a threat to much of anything either. ;D
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Deshara

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Re: the #1 reason I don't play this game
« Reply #154 on: June 09, 2021, 06:10:06 PM »

A triple s-modded salvage rig sure won't be a threat to much of anything either. ;D

I've killed stuff with my S-modded salvage rig :D SURPRISE WARTHOGS!!
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Hiruma Kai

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Re: the #1 reason I don't play this game
« Reply #155 on: June 09, 2021, 06:10:33 PM »

Sorry for the delay in response, I wanted to move my low tech fleet through the story line and contacts further for some more screenshots but haven't had the time.

I have seen the images and I want so say that it is not impossible to make your ships fight side by side. I have even employed your method on my own several time. My gripe is that this method :
  • It is quite convoluted
  • It can be unreliable and it will fail against certain enemies

I'm personally not seeing why what I did was convoluted?  I laid out waypoints in a line, with which ships I wanted where, and they went there.  I waited for the enemy to approach, then removed waypoints once ships were engaged so as to allow them to flank as needed.  I could have also removed waypoints after getting into position, and then placed new ones vertically above the old waypoints on the map if I wanted to advance in a line - however, tactically that is disadvantageous.  Being closer to my reinforcement point and having the enemy be farther from theirs helps achieve local superiority.

I admit I may be too used to the system.  On the other hand, the waypoint orders is how the majority of RTS games I played while growing up worked in terms of getting units where I wanted them.  I send them to a spot, then I send them on to the next spot.  Starsector even has the same control group assignments as those old games (i.e. select ships, ctrl + number, press number to reselect).

After battle is joined, the ships I really want to stay together no matter what, I already have given escort orders to at the beginning.  The rest I generally want to react to what the enemy is doing while staying alive, so I leave those with no orders, freeing them for maximum movement for their own survival.

Although you seem to be asking for a line of combat 100% of the time after engaging the enemy, which I admit is harder to maintain after initial contact, and in some cases just not possible for the entire fleet.  If a Radiant is pushing into a flank, that flank either gets destroyed (i.e. lashers don't last long against 2x Locust + 3x tachyon lances) or it gives ground to preserve fighting strength while the capitals try to use local superiority to destroy enemy ships where they are, or get into position against the Radiant if not engaged.  If you are locally out numbered and slower, then yes, your ships are naturally going to turn left and right and not be in a line as they get flanked.

As a counter point, I do find the escort command to be solid in keeping 2-3 ships close and working together.  Although I tend not pile one too many escorts on a single ship - too many ships in a really small area tends to do more harm than good as the AI has to avoid ally collisions, enemy projectiles, all the while trying to get to their desired position.  I like ships that can fire over allies (i.e. guided missile ships/carriers) as escorts, or cheap (lasher/frigates).  I consider that bowing to the realities of the combat engine, less than the realities of the AI.  The AI on offense is always trying to circle away from enemy backup, trying to get them to trip over each other.  If I've got 2 Onslaughts in a line, and there's a fast frigate, it's naturally going to move to a point opposite the 2nd Onslaught with the 1st in between.  So it is possible that the enemy AI, by having local superiority, is working too well if you can't get your ships to fight in a line.

Again, the more specific situations you can present and explain what the optimal behavior is in that case, the more likely Alex can make a change to help that particular situation, or find a bug to fix.

I'll note for that particular low tech fleet, one of the disadvantages of low tech, it's slow speed, actually makes it easier to keep the capitals together than say, a high tech frigate fleet.  It literally takes over 50 seconds for an Onslaught moving at 30 su to cover 1600 range.  It certainly makes low tech feel like the "hold the line" doctrine and is actually much better at fighting in a line than my high tech fleets (then again, I generally don't want my high tech fleets fighting in a line in the first place, I want them flanking).

For comparison, what kind of user interface or player action flow would you want to see in an ideal game that you would consider not convoluted?  It is possible I'm simply too used to Starsector's UI at this point so it doesn't strike me as that strange or convoluted.  Although I do tend to play a variety of games, usually for a month or two and then move on, so I do have some experience with other UI.

Do you consider this way of doing things a good aspect of the game?

Yes. 

More specifically, I feel Starsector combat is player centric, and a skirmish rather than large two armies fighting, so I find the system fairly enjoyable from that perspective.  That doesn't mean it's the best system ever, that everyone enjoys it, or that there isn't room for improvement, but I can sketch out an initial plan for contact with the enemy, setup small combat groups that work well together, and then I can just let them go while I focus on blowing ships up in my flagship and don't need to look up from piloting all that often.  Maybe issue some retreat orders occassionally.  Fundamentally, I don't want to have to transition between two game modes non-stop for most of the game.  Perhaps the 3 hardest fights the game currently has have a need for really active strategic orders non-stop using end game fleets, which to be honest, is a tiny fraction of the play time, maybe 3%?  Less?  At the moment, I can get away with that even with a low tech fleet, so, it is good enough to have fun.

I prefer "Fire and Forget" commands with a main character type game.  If it is an easy fight, I don't even to do any prep and just let the AI do it's thing.  If I want to focus on formations and the strategic situation, I'll tend to go play something from the Total War series, and if I want to do something with micro unit control I might play Starcraft II or if I'm feeling nostaligic, something from the Total Annihilation series or M.A.X..  People have different things they're looking to get of the game, and another RTS like game is not one of them for me.  I have plenty of those, and which tend to be easier to balance due to much less customization of units, nor quite as many mods.  Starsector scratches the "hero character" itch as opposed to the "hero general" itch for me.

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In my current fleet, I generally escort an Onslaught with a Lasher and a bomber equipped Mora, and I've got several free floating Lashers and Enforcers, which tend to adequately deal with the smaller stuff.  I find several Daggers will drop enough ordinance to finish off a frigate fairly regularly. Similarly the escort Lasher also seems to make the Onslaught not turn to face flanking frigates quite so much.  If flanking frigates are engaging frigates and destroyers first, then the capitals won't get distracted by a kite with 2 reapers in it's rear arc.

Ok than how do you solve this issue when the enemies has more fast ships (frigates, destroyers, high tech cruisers) than you?

The same way?  My escort orders with that combination works?  The Onslaughts and Legions don't take rear fire if there's a friendly cruiser sitting there.  The fastest enemy fleet in terms of speed I can think of is the triple Doom bounty hunter fleet.  3 Dooms (75*3=225 su), 4 harbingers (80*3=240), 5 shades (165*3=495 su), and 3 Afflictors (165*3=495 su).  While the free roam Lasher's and Enforcers did suffer, because well, frigates vs mines, the capitals came out without any hull damage what so ever.  Other than escort and initial capture/waypoints, I gave no further orders.  Could I have done better retreating heavily damaged ships and done some active ordering of bomber runs?  Yeah probably, but using the weakest doctrine aganist arguably the strongest or 2nd strongest (i.e phase ships with level 6 officers and 2-3 s-mod Dooms), with only initial orders worked out fine.

In general, against easier fast fleets, it will might cost me a d-mod on a Lasher or two or might not, but that's kind of a given since they're 4 DP and without an officer.  If they match up against two officered Tempests, they start having issues once the sabots run out.

My counter argument is as follows: This game usually throws at you difficult battles, against your odds. You are supposed to win through optimized builds for your fleet, pilot your flagship excellently and be a superior commander. Against some of the harder challenges of the game the last point i made previously matters most!

Well, how much of the 3rd you need depends on the level of optimization and excellence of piloting.  I agree all play some role in determining the outcome of a fight (except when I'm fighting solo), but I personally put more effort into the 1st two than the last.  Just my playstyle with Starsector. Certainly improving the AI will make the 3rd more important, as player skill remains the same while AI combat improves.

Also, i will try and gather footage, screenshots and save files in the following weeks in order to prove my point if that seems to be a discussion point.

Sounds good.  Keep in mind, if you want to see the game changed, you don't need to convince me. Nor any of the forum goers.  You need to convince Alex.  So presenting your strongest argument of what is wrong backed up by as much evidence as you can provide is your best bet, irregardless of where the discussion goes.  Even better if you give a clear idea of what can be changed to fix it.

I also find the fact that the game doesn't act like an RTS a unique and positive aspect. The problem i see that willingly or not, the very game design puts a lot of emphasis on commanding your fleet and when this aspect fails it can be really frustrating.
 
I think most people that play this game and will ever play it will accept losing a ship or two(even more) from their own incompetence but NOT from the incompetence of the AI.

At the present moment the AI isn't acceptably good at either handling the battle on its own or at following orders (will often ignore orders except eliminate order which it follows to its death even in absurd situation).

Tolerance for the AI's mistakes is going to vary from person to person, and what they're looking to get out of it.  I would love it if it could handle mines and missiles better in terms of omni-shield facing, for example.  However, it is something both my AI and enemy AI have to deal with, and I happen to be a lot better at exploiting that logic flaw than the AI.  It's also a tricky problem with many factors applying.  Overall, the AI is acceptably good enough for me to enjoy the game.  It clearly is not acceptably good enough for yourself as well as some other posters here.

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SCC

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Re: the #1 reason I don't play this game
« Reply #156 on: June 09, 2021, 11:42:07 PM »

Wow! Someone actually fought the doom fleet!

Arcagnello

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Re: the #1 reason I don't play this game
« Reply #157 on: June 10, 2021, 01:57:32 AM »

Wow! Someone actually thought the doom fleet!

Hey come on I fought it at least 3 times in 3 different campaigns aswell

There's a reason why they call it the PTSD fleet.
There have been so many hilarious moments on twitch with people going in with a "Oh it's going to be fine look at all the ships I got, there's also a Paragon" to "why does that Harbinger with 3 Ion Beams like to system disrupt my capitals into disability for the Dooms?!"

What I find quite interesting is that bounty fleet can scale up to 4 Dooms but seems to be heavily dependant on your total fleet size, so it's going to get significantly harder the bigger of a fleet you tend to lug around.

As a side note, I wish those S-modded phase ships all carried hardened subsystems, it's so easy to outlive them with (most) of your fleet intact even if you don't want to go that route.

I'm also somewhat disappointed those Smodded ships are not coming in with curated setups. a 3 AM Blaster Harbinger or a Light Needler/Ion Beam/Heavy Blaster Doom with Unstable Injector+ITU (which the AI plays a lot better than the missile based ones unless it's sabot spam) would've been really nice to see!
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Stormy Fairweather

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Re: the #1 reason I don't play this game
« Reply #158 on: June 10, 2021, 11:00:18 AM »

So i've recently been noticing a completely new issue i havent seen anyone mention here yet. and while it is possible this is the result of one of my mods (i smashed in like a dozen new ones with this run), it might just be the result of trying new heavy-shielded ship loadouts. anyway, the issue is this; while being shot, especially at longer ranges, my ships are frequently dropping their shields even with low, or even zero, flux. i started noticing this when i starting stacking shield hullmods/skills together. with the hero skill to drop hard flux, and the hullmods to reduce passive flux from shields, as well as stacking vents/extra flux, i've set up ships that could endure everything from one mid sized, or several smaller, while also firing, and still be flux negative. and yet my ships will STILL drop shields when they have no reason to do so, taking hits on armor, or even hull, that could have easily been avoided.
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Amoebka

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Re: the #1 reason I don't play this game
« Reply #159 on: June 10, 2021, 11:29:51 AM »

Incremental improvements in armor tanking behaviour.  :D

It is annoying when ships with super-efficient shields decide to drop them to armor tank, but it's also annoying when ships with garbage shields never lower them. People complain about both regularly. It's hard to get it right.
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Killian

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Re: the #1 reason I don't play this game
« Reply #160 on: June 10, 2021, 11:32:07 AM »

I don't think mods can directly touch the AI's behaviour, so unless you have one that's radically altered vanilla ships it's probably just a weird confluence of the various hullmods you've installed. Listing them might be helpful!

It seems likely to me that they're trying to maintain the zero-flux speed boost, or it's a similar situation to Zym's thread where the AI is saying "it's safe for me to drop my shields right now", perhaps because they're near the maximum range of the firing weapon and unlikely to take serious damage (projectiles can hit a short distance past max range, but deal less damage and only soft-flux shields), especially if it's kinetic or frag vs armour.
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Deshara

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Re: the #1 reason I don't play this game
« Reply #161 on: June 10, 2021, 11:48:52 AM »

So i've recently been noticing a completely new issue i havent seen anyone mention here yet. and while it is possible this is the result of one of my mods (i smashed in like a dozen new ones with this run), it might just be the result of trying new heavy-shielded ship loadouts. anyway, the issue is this; while being shot, especially at longer ranges, my ships are frequently dropping their shields even with low, or even zero, flux. i started noticing this when i starting stacking shield hullmods/skills together. with the hero skill to drop hard flux, and the hullmods to reduce passive flux from shields, as well as stacking vents/extra flux, i've set up ships that could endure everything from one mid sized, or several smaller, while also firing, and still be flux negative. and yet my ships will STILL drop shields when they have no reason to do so, taking hits on armor, or even hull, that could have easily been avoided.

yeah ive confirmed this is vanilla behavior, I had an all-mining laser aurora lose to a wolf in sim bc it'd drop shields & eat a heavy blaster to the face despite being at less than 1% flux, when that matchup should be a win by the wolf timing out at worst
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Morrokain

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Re: the #1 reason I don't play this game
« Reply #162 on: June 10, 2021, 01:56:26 PM »

I don't think mods can directly touch the AI's behaviour,

You can to a point by setting the AI's relevant flags or changing the captain personality. I do this with a couple of my ship systems (mostly to make the AI more aggressive in those cases.) I'm not sure how many other modders actually do this however. I could definitely see it causing problems if you aren't careful with it.

Xenoargh had a mod that actually created a completely custom AI iirc. I don't know any of the details as to how that was accomplished though.
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