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Starsector 0.98a is out! (03/27/25)

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Author Topic: Starsector 0.96a (Released) Patch Notes  (Read 438171 times)

Jackundor

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #510 on: April 26, 2023, 02:38:48 AM »

one other gripe i might have with it is that the buff basically does nothing for how i would use hephag on domi... since my first playthrough i have generally been pretty fond of a dominator with dual hephag and three sabotpods, but with two far apart hardpoints and a slow ass turnrate the accuracy really won't do all too much for that
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Lawrence Master-blaster

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #511 on: April 26, 2023, 03:14:34 AM »

My main problem with HAG is the meta - all endgame fights are against heavily shielded ships, and even against regular enemies anti-shield weapons are preferred to win the flux battle quicker, so in my builds every large ballistic mount automatically goes to a kinetic weapon(or in case of Conquest a Mjolnir) Explosive weapons are "support".

Other than that, from where I'm sitting, the HAG is a straight upgrade to the Hellbore - almost twice the DPS, significantly faster turn rate, much higher rate of fire which lets it swat fighters and frigates alike, 60% faster projectiles - again, allowing it to hit said fighters and frigates more reliably... I would never pick Hellbore over HAG if I had the flux to do it. That's what Hellbore is to me, a budget entry-level weapon for when you can't afford the HAG.

Yes, the Hellbore does more damage per shot which lets it crack armor faster(as per Alex: 12 seconds to completely strip armor from sim Onslaught for the HAG, 8 seconds for the Hellbore) but then against hull the HAG will pull ahead because of much higher DPS, so I don't think the actual time to kill would be that much different - and I wouldn't be surprised if HAG ended up being faster. But even if HAG was slower, it just has too much of an utility advantage over Hellbore to use the latter IMO.

Plus, it looks a lot cooler.
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FooF

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #512 on: April 26, 2023, 04:41:35 AM »

The HAG is why I loved the “Give the Eagle a Large Ballistic turret” idea back awhile ago. It went perfectly with Heavy ACs up front and beam PD in the Energies on a platform that wasn’t too fast or slow. It made the Eagle a kind of slippery generalist that could hurt you if you let it just plink away.

The point being, the HAG does need a good turreted platform and flux to stand out.
« Last Edit: April 26, 2023, 04:46:36 AM by FooF »
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Megas

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #513 on: April 26, 2023, 04:57:11 AM »

For me who has ePD and recoil reduction on most of the important ships that use ballistics, Devastator does everything I want from HAG and more, while having flux cost not much more than Hellbore.  If I need high recoil reduction to give HAG acceptable accuracy, and I already have ePD, Devastator also has acceptable accuracy for assault, but the problem is range, unless I get ePD, in which case, the extra +200 range sends most shots to explode near max range of 900 range weapons.

My main problem with HAG is the meta - all endgame fights are against heavily shielded ships, and even against regular enemies anti-shield weapons are preferred to win the flux battle quicker, so in my builds every large ballistic mount automatically goes to a kinetic weapon(or in case of Conquest a Mjolnir) Explosive weapons are "support".
For me, it depends on the ship.  I prefer a bunch of light kinetics with Rangefinder or ePD+IPDAI (because they have better accuracy and efficiency) and use heavier weapons for anti-armor (because they have better range or armor penetration).

Small kinetics have the almighty Railgun, although Light Needler is not too bad.  Even mass LACs can be useful.

Medium kinetics is worse, mostly 700 range kinetics that only get +100 range from Rangefinder, and ePD+IPDAI does not work on these.  HAC has awful accuracy (and turns slow).

Heavy kinetics has MarkIX (bad accuracy, less efficient than smaller kinetics), Storm Needler (terrible range), and Gauss (sniper weapon).

Small anti-armor has Light Mortar (slow, less range) and LAG (poor armor penetration, less efficient than kinetics)

Medium anti-armor has Heavy Mortar (slow, 700 range) and Heavy Mauler (long reload delay)

Heavy anti-armor has Hellbore (faster Mauler), HAG (inaccurate), Devastator (inaccurate, less effective range), and Mjolnir (inefficient, high flux cost).  Onslaught has TPCs (fixed forward).

With that said, on some ships, the mounts may get beat up a bunch and heavy weapon can be better just by being harder to knock out than a light one, especially when enemies have skills that knock out weapons faster.
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Jackundor

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #514 on: April 26, 2023, 05:01:18 AM »

yeah tbh, we have a lack of cruisers with 1 large... we have the gryphon, the brilliant and the colossus mk 2 but colossus 2 large isn't modular and brilliant is hardly the automated ship everybody is using... and we are getting the new venture skin but that's also a missile like the gryphon, and it even faces backwards

theres a real gap for ships that cruisers with 1 large energy or ballistic
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Lawrence Master-blaster

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #515 on: April 26, 2023, 05:22:39 AM »

The HAG is why I loved the “Give the Eagle a Large Ballistic turret” idea back awhile ago. It went perfectly with Heavy ACs up front and beam PD in the Energies on a platform that wasn’t too fast or slow. It made the Eagle a kind of slippery generalist that could hurt you if you let it just plink away.

I would love to see that. Given how "generalist" and widespread Eagles are(or supposed to be in lore) you could imagine different factions modifying them for their own purposes. For example:
 - Regular buffed version that's coming next patch
 - XIV version with centerline weapons replaced with a large ballistic turret
 - TT version with centerline weapon replaced with a built-in hangar bay(especially now that Brilliant is losing it)
 - P version that basically copies Falcon P, for 25 DP
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Jackundor

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #516 on: April 26, 2023, 06:01:30 AM »

hm, the problem with adding a large ballistic to the eagle is that then the falcon is less similar to it...
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Megas

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #517 on: April 26, 2023, 06:19:45 AM »

hm, the problem with adding a large ballistic to the eagle is that then the falcon is less similar to it...
Just make it a variant available to one faction, like evil artificers pirates that Lawrence suggested.

Pirates used to use (inferior versions of) Sunder and Eagle and/or Dominator in older releases, when they had rust versions of the original sprites.

Come to think of it, it would be nice if pirates had their version of all the ships, and selling blueprints to black market unlocked those pirate versions (pirates did not start with) instead of giving them stock or standard versions.  (For example, Medusa or Paragon with paint job, altered mounts, and hacked systems like turning Paragon's Fortress Shield into a rechargeable shockwave weapon.)
« Last Edit: April 26, 2023, 06:21:16 AM by Megas »
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FooF

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #518 on: April 26, 2023, 06:21:43 AM »

Yeah, I conceded the standard Eagle didn’t need it but as an XIV or Lion’s Guard variant, it would be cool. Kind of like the Legion XIV is a pretty big departure from the base version. I liked it on the XIV because it was a little slower and had better flux. It could support the Large better while not being too fast to disengage.
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Princess of Evil

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #519 on: April 26, 2023, 07:16:18 AM »

HAG? Slow turn rate? It has the turn rate of *twenty.* What are you comparing it to, Paladin?
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Kalakanjakas

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #520 on: April 26, 2023, 07:21:14 AM »

I hope for a new exclusiv diktat cruiser in the future. Something more aggressiv than Eagles and Falcons to support the Executor. Variants are cool too, especially the idea with the pirate variants. That would make me want to sell blueprints on the black market on purpose. :)
I love the new additions and am looking forward to the new version.
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Sly

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #521 on: April 26, 2023, 02:43:04 PM »

It's worth noting that a new point-defense fighter is planned to be added, and a hull-mod that gives fighters the behavior of the Xyphos, so there will be a lot of interesting new builds in the next patch.

Personally, most of my logisitics ships will probably have converted hangar and insulted engine mods built in.

It could be the final push for me to deploy logi in conservative combat support roles. Even the AI never deploys logi in combat, maybe up until now. It's worth exploring.
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Antichrist Hater

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #522 on: April 26, 2023, 07:48:30 PM »

Where do I go to play this version of the game?
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Lawrence Master-blaster

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #523 on: April 26, 2023, 07:57:43 PM »

Where do I go to play this version of the game?

FUTURE
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Low Settings

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Re: Starsector 0.96a (In Development) Patch Notes
« Reply #524 on: April 28, 2023, 02:44:38 AM »

Is everyone ready? I imagine it's about to release..
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