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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 319112 times)

SCC

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #285 on: February 08, 2023, 09:02:06 AM »

It would make sense for Broadswords to be midline, since many low-tech ships didn't have shields by default. Why make an anti-shield fighter before there were shields?

BigBrainEnergy

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #286 on: February 08, 2023, 09:41:04 AM »

It would make sense for Broadswords to be midline, since many low-tech ships didn't have shields by default. Why make an anti-shield fighter before there were shields?
But low-tech is also the poster child for heavy armour and ballistics. As far as fighters go, that's the broadsword. Even if it does have a midline paint job.

I'm sure the domain was using kinetic weapons before the invention of shields given that we do today and we don't have shields.
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FooF

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #287 on: February 08, 2023, 10:26:08 AM »

It would make sense for Broadswords to be midline, since many low-tech ships didn't have shields by default. Why make an anti-shield fighter before there were shields?
But low-tech is also the poster child for heavy armour and ballistics. As far as fighters go, that's the broadsword. Even if it does have a midline paint job.

I'm sure the domain was using kinetic weapons before the invention of shields given that we do today and we don't have shields.

Right. The Broadsword is just armor and guns so it does fit the Low-Tech MO to a T. It’s just not painted that way :)
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Dri

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #288 on: February 08, 2023, 11:00:20 AM »

Warthogs are more low-tech than Broadsword but they are ALSO painted like midline.

Tridents should be made more durable as they are the physically largest of all fighters. Give them more flux capacity for their shield (currently only 500 would be nice to get 750 or 1000) and/or more hull please.
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Originem

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #289 on: February 08, 2023, 11:43:53 PM »

Can u add a CombatEngineLayers like BELOW_SHIP_WEAPONS_LAYER or some render plugin which could render between the weapons(considering weapons' renderOrder)...
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Rojnaz

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #290 on: February 10, 2023, 12:19:25 AM »

I really like the update, big fan of the Mining Laser changes!

The change that worries me is the addition of Manticore (LP), specifically the combination of Safety Overrides and Large missile slot, I think this ship will collide with the role of Colossus Mk.II, Manticore (LP) being a direct upgrade in almost all aspects, normally this wouldn't be a problem, but its from the same faction.

A suggestion, for making the Manticore (LP) unique, it could get rid of Safety Overrides and their shields to get a second ship system just like Vanguard.
Example: Canister Flak and Missile Autoforge, would be potentially very offensive but without a shield, only one missile slot (Large), 750 armor and 80 speed I think would be balanced.
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BCS

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #291 on: February 10, 2023, 01:43:37 AM »

Kind of late feedback but:

  • Habringer:
    • Increased top speed to 100 (was: 80)
    • Reduced maintenance and deployment supply costs to 18 (was: 20)

A speed buff to the Harby is most welcome, but given how Phase Coil Tuning skill works the DP reduction is basically completely meaningless as there's no combination of Phase ships that can add up to 22 anyway(So that with a +18 Harbinger you're still at 40 or less)

If you feel that it needs a bit more oomph than just the speed buff, how about swapping the middle medium energy for medium universal?
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SonnaBanana

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #292 on: February 10, 2023, 02:07:51 AM »

Can we have both medium flaks go back to being HE?
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Grievous69

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #293 on: February 10, 2023, 02:08:29 AM »

Can we have both medium flaks go back to being HE?
But why?
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SonnaBanana

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #294 on: February 10, 2023, 02:10:23 AM »

Can we have both medium flaks go back to being HE?
But why?
Because between they aren't much better than the Thumper now that they're all Frags.
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llama

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #295 on: February 10, 2023, 02:11:35 AM »

Can we have both medium flaks go back to being HE?
Go back? I can't remember them ever being HE, but I've only been playing for a decade.
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Fenrir

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #296 on: February 10, 2023, 03:43:37 AM »

Can we have both medium flaks go back to being HE?
Go back? I can't remember them ever being HE, but I've only been playing for a decade.
*Insert Starsector develop cycle joke*
(But hey, thank you dev team, no pressure and keep cool)
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SCC

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #297 on: February 10, 2023, 03:45:19 AM »

Because between they aren't much better than the Thumper now that they're all Frags.
Can you share your builds that use Thumper as PD?

Bummelei

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #298 on: February 10, 2023, 04:06:20 AM »

Kind of late feedback but:

  • Habringer:
    • Increased top speed to 100 (was: 80)
    • Reduced maintenance and deployment supply costs to 18 (was: 20)

A speed buff to the Harby is most welcome, but given how Phase Coil Tuning skill works the DP reduction is basically completely meaningless as there's no combination of Phase ships that can add up to 22 anyway(So that with a +18 Harbinger you're still at 40 or less)

If you feel that it needs a bit more oomph than just the speed buff, how about swapping the middle medium energy for medium universal?

If ship system stays the same as it is right now, the idea of one universal mount looks interesting.
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Ruddygreat

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #299 on: February 10, 2023, 05:32:39 AM »

Modding:
  • Fixed issue where a torpedo impacting a module's shield could damage the body of the ship

Just wondering, does this also apply to armour modules or is it just for shield hits?
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