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Author Topic: Starsector 0.96a (Released) Patch Notes  (Read 322314 times)

jRivers

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #240 on: February 05, 2023, 10:39:55 AM »

... and hephaestus gets a completely inconsequential buff
I'm just going to say it: the Hephaestus is underrated.

This, i don't get how some don't see the absolute devastation Hephaestus can wreak on the field when you build a ship around it with rest going to kinetics.
I often build around half of my conquests around dual hephaestus mounts and full kinetics bonuses and mods.

You can sweep an ungodly torrent of missiles out of the way while stripping down an onslaught in seconds,
all you need after that is hull killers say a medium or two doing frag and you can utterly wipe out even capital ships in seconds with it.

That said it isn't overpowered, certainly it needs a refit built around it it's a large gun after all but if you do it's a Beast!
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Alex

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #241 on: February 05, 2023, 11:23:18 AM »

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.

Thank you for the writeup! Some ships are just naturally going to have more for a player to leverage, yeah, but the discrepancy in this case is a fair point.


Small question
Do issue where game with hidden UI(F12) run much better than the one with UI on top was addressed?

I'm not familiar with this being an issue, but I'm going to assume you mean the framerate improves when the UI is hidden? If so, that's just to be expected since the game has to do less rendering. However, the UI shouldn't have a huge impact on the framerate - not totally insignificant, but not huge either. So if it's that much of a difference, there's a good chance it's a driver issue.
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NEmergix

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #242 on: February 05, 2023, 01:18:47 PM »

Very hyped for the incoming update. Couple questions about the eagle changes :

1) will the other variants of the eagle ( the XIV and the upcomming sindrian diktat variant ) also get a buff ?
2) will the falcon get a buff at some point too ?
But most importantly:
3) will the eagle get a graphical redisign ? I don't think its a very pretty ship, the falcon looks much better

thanks for the hard work as always !
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TheLaughingDead

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #243 on: February 05, 2023, 01:22:22 PM »

Very curious what the combat buffs are for S-modded campaign hullmods are (like Augmented Drive Field, Efficiency Overhaul, Expanded Cargo Hold, etc). Since they have no base combat bonuses, but can still cost a lot of OP, it makes it hard to balance them based off of "What it does already but makes it a bit better" or "give it a combat bonus that makes up for the OP difference". In this case, they'd need to have an entirely new effect (for combat) that would have to be worth the average hullmod OP cost (or perhaps slightly lower, campaign buffs gotta count for something right?).
I wonder if we'll see proper combat builds with Augmented Drive Field built in for its combat bonuses  :o
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Doctorhealsgood

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #244 on: February 05, 2023, 01:48:13 PM »

Very hyped for the incoming update. Couple questions about the eagle changes :

1) will the other variants of the eagle ( the XIV and the upcomming sindrian diktat variant ) also get a buff ?
2) will the falcon get a buff at some point too ?
But most importantly:
3) will the eagle get a graphical redisign ? I don't think its a very pretty ship, the falcon looks much better

thanks for the hard work as always !
Safe to say the diktat is going to be fine on terms of their lion guard ships as it is confirmed by alex that some of them have energy bolt coherers (that are somewhat different from the [REDACTED] version?) so others might have other nice stuff. I assume that solar shielding is still a given too.
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Kos135

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #245 on: February 05, 2023, 02:25:04 PM »

Speaking of the upgraded campaign hullmods, what about giving combat ships one free campaign hullmod each? Maybe through a PC industry tree skill or something? Without something like that I would never take a non-combat hullmod on a combat ship. In fact I wouldn't even take a PC skill that gives a free campaign hullmod to combat ships, unless that same skill gives a combat-related bonus as well. I would take a few tugs with IEA before I give AFD to one of my cruisers or capitals.
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BigBrainEnergy

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #246 on: February 05, 2023, 02:35:13 PM »

1) will the other variants of the eagle ( the XIV and the upcomming sindrian diktat variant ) also get a buff ?
2) will the falcon get a buff at some point too ?

1) I don't see any reason why not. Even if it's not specifically listed here, any change to the base should be applied to the variants as far as I know.
2) For only 14 DP the falcon seems to be in a pretty good spot. I believe it was buffed last patch(?) but overall I like where it is right now.

Very curious what the combat buffs are for S-modded campaign hullmods are (like Augmented Drive Field, Efficiency Overhaul, Expanded Cargo Hold, etc). Since they have no base combat bonuses, but can still cost a lot of OP, it makes it hard to balance them based off of "What it does already but makes it a bit better" or "give it a combat bonus that makes up for the OP difference". In this case, they'd need to have an entirely new effect (for combat) that would have to be worth the average hullmod OP cost (or perhaps slightly lower, campaign buffs gotta count for something right?).
I wonder if we'll see proper combat builds with Augmented Drive Field built in for its combat bonuses  :o

I kind of assumed that logistics s-mods would provide extra non-combat bonuses, but I could be wrong here.
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Doctorhealsgood

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #247 on: February 05, 2023, 02:42:16 PM »

I kind of assumed that logistics s-mods would provide extra non-combat bonuses, but I could be wrong here.
The logistic sensor mod gives a combat benefit even if it is a weird one.
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IonDragonX

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #248 on: February 05, 2023, 03:35:43 PM »

I kind of assumed that logistics s-mods would provide extra non-combat bonuses, but I could be wrong here.
The logistic sensor mod gives a combat benefit even if it is a weird one.
I'm interested in what that S-mod can do on a high speed Frigate. Having visual range over the enemy is an advantage for very long range weapons like Pilon spam.
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SafariJohn

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #249 on: February 05, 2023, 03:50:44 PM »

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.

Thank you for the writeup! Some ships are just naturally going to have more for a player to leverage, yeah, but the discrepancy in this case is a fair point.

I think Fury and ships with like Burn Drive would benefit a lot if the AI was aware it had a go-forward ship system and could sometimes choose to face the direction it wants to go instead of strafing.
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Fenrir

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #250 on: February 06, 2023, 12:08:33 AM »

Cheap commodity mission: remote pickup of legal goods variation now requires other colony to not be hostile to the player
Umm, I didn't know I can remotely pick up those goods before. Gotta try it out.
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Marcoda

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #251 on: February 06, 2023, 04:52:37 AM »

I'm surprised the small burst pd laser got buffed, I felt it has always been the best small energy pd system and that the PD and the LRPD laser needed a buff more.
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Mortrag

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #252 on: February 06, 2023, 05:26:18 AM »

Cheap commodity mission: remote pickup of legal goods variation now requires other colony to not be hostile to the player
Umm, I didn't know I can remotely pick up those goods before. Gotta try it out.
I think Alex just means the normal pick up from a station, doesn't he?
(And there is a problem in the current version, were you get offered this mission but can't fulfill it, because your standing with the colony is too low [possibly because of the same contact].)

Or is there another way to pick up goods from a station/contacting a person from a station without accessing it with transponder on/off?
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Sarissofoi

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #253 on: February 06, 2023, 05:43:06 AM »

Cheers
Any chance for Makeshift Shield generator getting any buffs? Currently its in really bad shape.
>90 degree arc, 1.2 efficiency, it saps 20% of your speed, and its upkeep is half your flux. It's also massively overpriced.
The speed penalty and OP cost far exceed any gains.
And yes I get that its suppose to be weak but now its not really worth.
« Last Edit: February 06, 2023, 05:50:26 AM by Sarissofoi »
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Elshama

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #254 on: February 06, 2023, 06:21:56 AM »

Cheers
Any chance for Makeshift Shield generator getting any buffs? Currently its in really bad shape.
>90 degree arc, 1.2 efficiency, it saps 20% of your speed, and its upkeep is half your flux. It's also massively overpriced.
The speed penalty and OP cost far exceed any gains.
And yes I get that its suppose to be weak but now its not really worth.

Speaking of makeshift shields what if this was built into a Buffalo Mk. II you know the pirates took out the big shield to fit more missiles only to put in a smaller one lol would be funny lore.
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