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

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Author Topic: Starsector 0.96a (Released) Patch Notes  (Read 363606 times)

CapnHector

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #960 on: May 14, 2023, 04:14:15 AM »

Oh, good point, it is weird that the Pegasus has Paragon/Radiant -level shields! Why?
So it can have a lot of shield HP without having much flux/dissipation for guns.

Yes, but why should it have a ton of shield HP in addition to missile spam (back when it had 4x LM)? Gryphon and Conquest don't.
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Amoebka

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #961 on: May 14, 2023, 04:16:27 AM »

Because it's a relatively slow battleship.
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Lawrence Master-blaster

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #962 on: May 14, 2023, 04:17:39 AM »

Oh, good point, it is weird that the Pegasus has Paragon/Radiant -level shields! Why?

Because it has flux capacity of only 14,000, which is borderline cruiser territory. I even remember Alex explaining this in the devblog. Although I generally agree, a long-range missile spammer shouldn't get extra shield efficiency to make up for its bad flux pool. Look at the Gryphon, it has destroyer-level flux but still the base midline 0.8 shield efficiency because you are not supposed to run it face first into things(and if you do you better have a plan)

Nerfing Pegasus' tank would be another way to nerf torpedo alpha strikes, which I assume is the main problem with it.
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CapnHector

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #963 on: May 14, 2023, 04:20:00 AM »

The point is, a better balance lever would be to reduce its ridiculous defensive potential rather than remove its identity and make it a slow worse Conquest. In its current state it can tank hits from a Radiant; a better identity in keeping with the original design would be a relatively vulnerable missile battleship with great offensive potential.

To illustrate just how good the shield is, my anti-Ordo build had 25k flux capacity with a .4 efficiency shield on the Pegasus with the appropriate hullmods and officer. And that wasn't even using all caps or all available shield bonuses, just hardened shields, 30 caps and Field Modulation. That is insanely good defense for any ship, let alone a supposed missile ship. The shield has almost full coverage, too.
« Last Edit: May 14, 2023, 04:24:10 AM by CapnHector »
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Amoebka

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #964 on: May 14, 2023, 04:23:03 AM »

Because the intended gameplay is tanky line ships with the same cookie-cutter mix of kinetic/HE long-range weapons and ITU. You aren't supposed to do alpha missile strikes, that would actually be fun and we can't have that.
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prav

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #965 on: May 14, 2023, 04:25:21 AM »

When you deal 10k DPS from two mounts your shield efficiency doesn't really matter all that much. You could set it to 2.5, there's still a problem.
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CapnHector

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #966 on: May 14, 2023, 04:29:13 AM »

I respectfully disagree. The AI is really bad at using FMR. With a weak shield this ship would fall fast against Ordos under AI control. Novas for example would wreck it then, while currently it can tank their fire on its shield. For a playership FMR has exploitable potential, but why is that a problem when we already have ships that can solo fleets under player control?

Another thing is, does it really need 1500 armor. It has a weak point at its rear but is relatively durable. You might make it die faster if flanked.

For the record I would be happy with both making its shield 1.0 or 1.2 efficiency and armor 1200 or 1000 and switching the system to Active Flare Launcher. 4x Large missile would still make it interesting and unique.
« Last Edit: May 14, 2023, 04:31:10 AM by CapnHector »
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prav

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #967 on: May 14, 2023, 04:30:09 AM »

If the AI can't use FMR the AI needs to be improved and the problem remains. It's not an esoteric system, just needs another "yes, hit it" logic branch.
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Mortrag

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #968 on: May 14, 2023, 04:32:57 AM »

So, we now have 5 pages of sadness about the Pegasus from different posters and I don't think there has been a single post expressing satisfaction with the change. Has anybody found that they like it?

I wouldn't say that I liked that specific change to the Pegasus, because neither have I nor do I plan to play the ship. Which has two reasons:
1. I still really enjoy the early game, so before any kind of battleship.
2. Even when I get to that part, I won't touch a ship with a focus on missiles, because I dislike missiles as a whole (and so do have some kind of satisfaction to every missile related nerf). I'd really like to see all missiles nerfed to such an extent, that they only fulfill a support role and are always second place to the main damage dealers: ballistic- and energy-weapons. But if Alex wants to keep his holy trinity of arms, regarding to missile-focused-ships I'll only check if the AI can handle them and be useful and that's all I care there.
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Megas

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #969 on: May 14, 2023, 04:44:58 AM »

If Pegasus is more vulnerable, then it should not be called a battleship.

I respectfully disagree. The AI is really bad at using FMR. With a weak shield this ship would fall fast against Ordos under AI control.
Or enemy Pegasus dying to player's fleet after a prompt Eliminate order.  Pegasus is easier to kill than other battleships.  It has relatively weak firepower when the ship does not use all the missiles.

Now, Conquest is a better battleship than Pegasus.  Conquest in recent releases already blurred the line between battlecruiser and battleship.

Pegasus should live up to the name of battleship, not just firepower (whether missiles or big guns) but durability too.  Otherwise, buff Conquest to be the battleship (more durability, burn 7) and demote Pegasus into the battlecruiser (burn 8, more speed, mobility system) or extra large missile platform.
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SCC

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #970 on: May 14, 2023, 04:53:06 AM »

a better identity in keeping with the original design would be a relatively vulnerable missile battleship with great offensive potential.
That's a Conquest, innit?

CapnHector

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #971 on: May 14, 2023, 04:57:42 AM »

No, Conquest is mobile and has less firepower than Old Pegasus and more than New Pegasus (barring player FMR use).
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Cycerin

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #972 on: May 14, 2023, 05:45:36 AM »

Crazy how much discussion this one ship is generating lol

How about 3 large missile, with one in a central turret, for the Pegasus. The displaced medium hybrids could move off to the sides on two new turret bastions. The large missile turret would put Reapers on a pivot so it retains the killyness while also allowing loadouts that spam one type of large missile. I guess this would also make it similar to an XIV legion though so IDK

FMR should go but I have no good idea for what to replace it with. 
« Last Edit: May 14, 2023, 05:48:35 AM by Cycerin »
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Megas

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #973 on: May 14, 2023, 06:17:59 AM »

Things I did not notice from the latest hotfix notes are boosted baseline stability and accessibility on colonies (and spaceport).  Makes it a real reward if player can prevent hostile activity from building up at all.
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Amoebka

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #974 on: May 14, 2023, 06:19:01 AM »

Simply cut FMR to one charge as multiple people suggested already. It's the most obvious solution to excessive burst and it would work. Why overcomplicate things?
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