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Author Topic: Starsector 0.96a (In Development) Patch Notes  (Read 26680 times)

Candesce

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #210 on: Today at 02:18:52 PM »

Wasn't DTA the cheapest hullmod in the game? +100 range seems like a fairly minor upside then.
A lot of fighter weaponry is short-range point defense guns. +100 range is especially noticeable on those.

Elite point defense is better, of course, but the elite part of elite skills is pretty high-value, usually.
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Amoebka

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #211 on: Today at 02:23:15 PM »

+100 range is especially noticeable on those
Arguably, the opposite. Machine guns are going to be shorter range than anything you are fighting regardless of the bonus. Range extenders are most meaningful when they bring you above the average range for the weapon size class.
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CoverdInBees

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #212 on: Today at 02:31:45 PM »

I don't think that logic really holds up when it comes to fighters. For them i think it's better to think about it expanding their sphere of influence, in which they can attack any missiles/enemy fighters that happen to pass by, or when they're attacking some bigger ship it gives them more "time on target" while they zoom back and forth past/over/around it.

(granted, in the 2nd case their flux is probably the more important limiting factor most of the time)
« Last Edit: Today at 02:33:19 PM by CoverdInBees »
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Kriby

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #213 on: Today at 03:05:20 PM »

Feels good to read 10% of the patch notes and be super excited to play the new patch  ;D
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BigBrainEnergy

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #214 on: Today at 05:20:08 PM »

Make sure to enjoy your mining auroras while you can. Our beloved mining arrays will be hybrid weapons soon so you won't be able to do this anymore :-[
RIP Mining Aurora
[close]
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TL;DR deez nuts

Doctorhealsgood

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #215 on: Today at 05:59:43 PM »

Make sure to enjoy your mining auroras while you can. Our beloved mining arrays will be hybrid weapons soon so you won't be able to do this anymore :-[
RIP Mining Aurora
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why not?
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Dri

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #216 on: Today at 07:08:50 PM »

This is out of left field but have you ever had to use yer data backup service to recover Starsector's source code? Could we have lost Starsector forever because of a power outage or hard drive failure?

Also, is this patch further along than when you normally post patch notes or do we still have a couple months of additional tweaks and play testing?
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GrandLabyrinth

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #217 on: Today at 08:16:15 PM »

Make sure to enjoy your mining auroras while you can. Our beloved mining arrays will be hybrid weapons soon so you won't be able to do this anymore :-[
RIP Mining Aurora
[close]
why not?

Because those are Synergy slots, Mining Blasters and Lasers can't be put on the hardpoints anymore because they will be Hybrids, which can only be put on pure energy, pure ballistic, or other hybrid slots and 'not' synergy. They can still be put on the energy turret slots of the Aurora, however, and since there's two mediums...
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Alex

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #218 on: Today at 08:49:40 PM »

In regards to the fury, I tried it out with the upcoming changes to burst pds and typhoons in this layout:

Noted this one too, thank you!


(CH removes the fighter penalties and DTA adds +100 range to fighter weapons.)
For Converted Hangar, does that mean...
* Fighters cost normal OP?
* Expanded Deck Crew can be added?

Sorry it wasn't clear, I just meant the damage taken/speed penalties and the d-mod overlay.

Wasn't DTA the cheapest hullmod in the game? +100 range seems like a fairly minor upside then.

One of - I think it's a pretty strong bonus! Maybe not for the Xyphos, but that's alright.


Make sure to enjoy your mining auroras while you can. Our beloved mining arrays will be hybrid weapons soon so you won't be able to do this anymore :-[

Oh no! BRB rolling back changes.


This is out of left field but have you ever had to use yer data backup service to recover Starsector's source code? Could we have lost Starsector forever because of a power outage or hard drive failure?

I haven't, no. But: using an external 3rd-party source code (etc) repository, which has its own backups. And at any time, the most recent code (etc) (up to within a day or so) is on both my and David's computers. So there's a good amount of redundancy here.

Also, is this patch further along than when you normally post patch notes or do we still have a couple months of additional tweaks and play testing?

Yes!
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Brainwright

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #219 on: Today at 09:01:25 PM »

Whatever you do, Alex, don't mention the new AI raid event.

We have to put the fear of the god in the machine back into these filthy meatbags!
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