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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

Author Topic: Buffalo MK. ll, why does it do that  (Read 700 times)

AHandyDandyHotDog

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Buffalo MK. ll, why does it do that
« on: June 02, 2022, 09:56:20 PM »

Why does it insist on getting as close to enemy ships as possible even though it has literally no defenses whatso ever while stock? Why does it treat PD as if it were actual weapons to be used against anything other than missiles or armorless and overloaded enemies? If can't defend itself from anything that comes at it from the left, or right when its flares get depleted so not being able to use PD on it is painful. I don't think any other ship acts like this, as far as I have seen.  :( :( :(
« Last Edit: June 03, 2022, 11:35:08 AM by AHandyDandyHotDog »
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AteAStarDestroyer

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Re: Buffalo MK. ll, why does it do that
« Reply #1 on: August 29, 2022, 03:24:53 AM »

It because AI is brain dead and its not capable to judge its data(dude just get a atlas mkii, its bigger, it can tank a bit more and it have a lot of dakka dakka on it)
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Pratapon51

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Re: Buffalo MK. ll, why does it do that
« Reply #2 on: September 06, 2022, 01:12:17 AM »

It's an extremely cheap (4 dp) platform for 1 med missile, 3 small missiles, and a converted hangar bay. What else does anyone need?  :P
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AHandyDandyHotDog

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Re: Buffalo MK. ll, why does it do that
« Reply #3 on: September 10, 2022, 09:14:07 AM »

It's an extremely cheap (4 dp) platform for 1 med missile, 3 small missiles, and a converted hangar bay. What else does anyone need?  :P

For it not to ignore every order given to it and for it to not kill itself immediately by trying to shoot the vulcans on its backside at the enemy. The little bastard dives in front of the thing it's supposed to sit behind to just get in the way and not fire any missiles.
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Brainwright

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Re: Buffalo MK. ll, why does it do that
« Reply #4 on: September 11, 2022, 11:59:01 AM »

Why were the escort and assault packages patched out?  I thought they were a good idea, but I heard some people had done some crazy things with the bonuses.
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Rusty Edge

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Re: Buffalo MK. ll, why does it do that
« Reply #5 on: October 03, 2022, 06:54:06 AM »

 You need to make allowances for the A.I. limitations, for buffaloes, make sure to only give them guided missiles so that they can fire straight through allies. If you give them short range weapons, they will try to get close enough to use them.

 I would advise against deploying them early, wait until you destroy most of the opponent's frigates. Frigates will flank your forces, and even light weapons will tear your Buffaloes to shreds.

 Whenever you DO deploy them,  make sure you have some aggressive, tanky ships that get in between them and the enemy.

 On their own, A.I. controlled Buffaloes are just too soft, you will probably never make a Buffalo build that will work in a one on one fight in the simulator.
 They only function if you can make them work in tandem with other ships that make up for their inadequacies.

 If you can figure out a good fleet composition, the Buffalo MK2 can field and unnatural amount of guided finisher missles for very few deployment points(42 harpoons for 2 DP is VERY good.)
 Let other ships provide P.D., shields, armor, shield breaking weapons and anything else, buffaloes are all about harpoons or long range support missles.

EDIT: try it with and without militarized subsystems. The hullmod is supposed to change civilian ship behaviour a little bit.
« Last Edit: October 03, 2022, 06:57:22 AM by Rusty Edge »
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