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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Starsector 0.96a (Released) Patch Notes  (Read 319255 times)

Candesce

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #210 on: February 04, 2023, 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: February 04, 2023, 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: February 04, 2023, 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: February 04, 2023, 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: February 04, 2023, 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: February 04, 2023, 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
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TL;DR deez nuts

Doctorhealsgood

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #215 on: February 04, 2023, 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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Quote from: Doctorhealsgood
Sometimes i feel like my brain has been hit by salamanders not gonna lie.

Dri

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #216 on: February 04, 2023, 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: February 04, 2023, 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
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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: February 04, 2023, 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: February 04, 2023, 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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Bummelei

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #220 on: February 04, 2023, 11:13:21 PM »

(CH removes the fighter penalties and DTA adds +100 range to fighter weapons.)

No more d-mod tint! Woo-hoo! The only reason i didn't use the CH is the fighters unaesthetic look, and now it's no more!

I'm not married about having its OP be higher than the base variants, and you make a good point about feel/large slots/etc. On the other hand, I'm entirely unsold on the idea that the Legion XIV is one of the stronger capital. I think the idea of coordination via fighters and missiles is true in a somewhat more theoretical than practical way - like, if the Legions are able to coordinate vs a single target, it's either the start of a fight, or you've already started winning it; otherwise they've likely got their own problems to deal with. And if they're in the back rank and have the luxury of coordinating like this, then dedicated carriers would do better - e.g. the Astral.

I think more OP basically just gives it more hullmods - I think it can already get whatever fighters and weapons it really wants, and is a tad more limited on hullmods than I'd perhaps like. That said, I could see giving it +20 instead of +40, or some such. I'll definitely keep an eye on it.

In my experience on XIV version this spare 40 DP is more of a QoL than overpowering factor. It just allows you to use more expensive fighters and pick up some hullmods, Thrusters for example. But in the base version, this is really a gamechanger. I hope that new missiles will make it look more appealing, otherwise it would be better to just revert it's buff to 20-25 but change it's layout to that of a bigger brother. It would spare of their balancing issues.
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Wyvern

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #221 on: February 04, 2023, 11:54:04 PM »

I still find it kindof weird how much more people like the XIV Legion; for most contexts, I actually prefer the weapon layout of the regular Legion. XIV one is definitely better as a specialized anti-battlestation ship, but it's not the version I'd rather take for general-purpose use.
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Wyvern is 100% correct about the math.

Thaago

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #222 on: February 05, 2023, 12:06:06 AM »

I still find it kindof weird how much more people like the XIV Legion; for most contexts, I actually prefer the weapon layout of the regular Legion. XIV one is definitely better as a specialized anti-battlestation ship, but it's not the version I'd rather take for general-purpose use.

Same for me. I value those large ballistics a lot in terms of making a battlecarrier. The XIV is better for long range squall spam, but if that is the desired role than an Astral has the same missile load and better fighters.
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Grievous69

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #223 on: February 05, 2023, 12:14:24 AM »

I still find it kindof weird how much more people like the XIV Legion; for most contexts, I actually prefer the weapon layout of the regular Legion. XIV one is definitely better as a specialized anti-battlestation ship, but it's not the version I'd rather take for general-purpose use.

Same for me. I value those large ballistics a lot in terms of making a battlecarrier. The XIV is better for long range squall spam, but if that is the desired role than an Astral has the same missile load and better fighters.
Astral can't handle a real fight and can only stay in the back. For Squall spam it's probably better but on a XIV Legion you shouldn't be using 2500 range weapons in the first place. 4 fighter wings that provide pressure + medium ballistic and big torpedoes on top is the devastating combo why the ship is liked by many.
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Rain

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #224 on: February 05, 2023, 02:45:00 AM »

Would you mind sharing a good build or two?

Not that I was the one asked but given the Fury rapidly became my favourite ship by far to fly when introduced and stuck there even through that tooootally cruel and unusual and unnecessary DP increase (:D) I felt the urge to comment on this at least. I have had a lot of fun and success with an Ion Pulser, Heavy Blaster, and Reapers for the missiles as the main armaments. ITU, Unstable Injector and Expanded Magazines for notable augments. It's been a while since I played now and I forgot the name but there was also a [SUPER REDACTED] weapon with ammo charges I used for a small and PD to taste around that (mostly burst lasers to get more perceived worth out of Magazines), supported by EWM and Systems Expertise/Mastery I forgot the skill name to get the extra charge and recharge rate on the Plasma Burn, plus maneuverability buffs from other combat skills to allow quick turns to send the Reapers properly. Play it as a broadside ship moving up the enemy line's right flank and fly around behind to poke at engines and make the AI panic at being flanked/pick off smaller escort ships, keep 1 or 2 charges of Burn to make a quick escape to let flux cool/the Pulser recharge to full when necessary. I never found much use for the Fury in AI control though, it simply can't play it tactically the way a player can. Which is fine and all, not all ships and tactics are feasible to implement an AI capable of playing properly, just... The discrepancy between AI and player performance makes it kind of feelsbad to see the AI:s limitations so clearly. I'm not sure what stance you have on the notion of "this is mostly for the AI" vs "this is mostly for the player" types of ships respectively. To me the Fury feels solidly in the latter camp, either way.

In general for the patch though, looks good, can't wait to try it! I'm a little surprised at the extent of the Eagle buffs, I thought it was already a pretty okay ship, if a little awkward to outfit; my brain never clicked well with a mixture of ballistics and energy weapons and how best to use them. I'll be giving it a thorough try with those numbers though, be sure of that. :D
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