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Author Topic: Player max level. A bit low. also skill balance and eliting  (Read 999 times)

Kanjejou

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Player max level. A bit low. also skill balance and eliting
« on: October 20, 2021, 06:20:43 PM »

Doing another run and once again reaching level 15 and feeling like im  gimped compared to AI pilots...if I don't invest in the leadership and technologie skill trees, industry skill tree look bad in comparison...and combat being ano brainer seeing how good everypoint put there is...

AI officers usually reach only level5 or 6 with the skill or even 7 sometime if you are very lucky.

AI usually have 7 group of 2 skill to chose from then cycle back to the 7 they didnt take, which mean they never cycle but wil usually have enough to get any skill they need for a build. and usually they dont switch ship often.

Player have those 7 group of 2 battle skill then 13 other group of 2 skill and if you finish a tech tree you can complete it by starting over this one and taking what you didnt took...

So you would expect to be able to take most skill then take a few ones from the start of a tech tree, unfortunately with only 15 level most of the time or you get fleet bonuses but your own ship will be weaker than officer piloted ones, or you take personnal buff but will miss on fleet bonuses to style of plays (carriers, salvaging, derelic, phase ships, frigate wolfpack ect...)

Another problem is that some perk are just too good, shield modulation is very strong and having played with and without, it is day and night, only the ship with the most efficient shield dont suffer too much from its absence. Same for missile mastery doubling your ammunitions(something that often cost 10+OP on any ship) or energy weapons speciality making them way more energy efficient... IR laser and ion pulser going from meh(because of how much flux you generate/damage dealt) to absolutely devasting...(damages152 and flux 121, efficiency 0.8 becoming dps 197,6 flux/sec 108.9 and efficiency become 0.55 for IR laser), for pulser 900/1170 flux 1000/900 efficiency 1.11/0.770.
Or again "flux regulation" is a skill that is hard to not take...20%flux and capacity!!! Yes please!

Also other requiring each other to work like ranged specialisation pretty much requiring gunnery to make sure you have more than 2 weapons systems able to reach the 1600 units range with something else than a capital with ITU.

Don't get me wrong I still and will enjoy the game evn with no change, just sharing my feeling with the leveling max level limits and some skill balance.
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intrinsic_parity

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Re: Player max level. A bit low. also skill balance and eliting
« Reply #1 on: October 20, 2021, 06:30:19 PM »

You can change the player max level in the config file (settings.json)

Skills are also getting changed a bit again next patch, so I'm waiting for that before I judge it too harshly
« Last Edit: October 20, 2021, 06:31:56 PM by intrinsic_parity »
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IonDragonX

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Re: Player max level. A bit low. also skill balance and eliting
« Reply #2 on: October 20, 2021, 06:42:45 PM »

If you are going to raise your level cap, read the details about this mod:
https://fractalsoftworks.com/forum/index.php?topic=20535.0
I'd recommend the Standard Lvl 25
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SCC

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Re: Player max level. A bit low. also skill balance and eliting
« Reply #3 on: October 21, 2021, 12:49:24 AM »

It might look bad, not being able to get as many flagship skills as you would like to, but you can get all the good ones in combat tree in one go (and all the others are terrible and not worth going for except for Odyssey, because it's the one ship that makes use of 9 out of 10 skills), the ones in industry are alright but industry tree is crap and the ones in tech are good, but you typically don't need both, though you can still loop around for it and not waste points. You don't really need that many points to get the majority of benefits. And you can get elites on all of your skills and not just some.
A build like C LLLLL, L LRLLR, T LRRLR gets the majority of buffs for the flagship and for the fleet.

Linnis

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Re: Player max level. A bit low. also skill balance and eliting
« Reply #4 on: October 21, 2021, 10:20:55 AM »

I always modded the game to have max all skills but make AI generate fleets much much larger.

The real problem I feel that having different "builds" don't really change playstyles that much. I knkw the current and upcoming is aimed at frigate, junkship, fighter etc builds, but the impact is not that much compared to games like skyrim or Baldur's gate. Currently its more like the witcher where its just small variations of the same thing.
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