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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 524263 times)

CapnHector

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #990 on: May 14, 2023, 09:12:09 AM »


The result is quite different as the Brilliants and Nova-class drone battlecruisers drive in and crush this fleet, ending in a full defeat.

This is an expected result based on using this ship a lot. The tankiness does matter.

I mean, that makes sense! I think you'd expect it to in a nearly mono-fleet. But with something else to do the tanking... still, hmm.

The thing that happened there is that when the Pegasus has Radiant-level defenses then it can take fire from a Nova or a Radiant and keep firing its missiles until the enemy needs to back off. When its defenses are substantially weaker it is vulnerable to agile ships that can catch up to it and take it down, since it is not mobile enough to escape. This is a real vulnerability that would exist in any fleet I think, and basically if you are fielding ships to defend the Pegasus that in itself limits the power of your fleet. By contrast, with its original stats it can hold a line by itself, so you can have Pegasi side by side covering each other's vulnerability and making an immovable object with immense firepower to boot.

One additional way to enhance this effect would be to limit the shield arc, since this ship is really vulnerable to flanking.
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Alex

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #991 on: May 14, 2023, 09:17:06 AM »

Hmm, hmm. I appreciate the feedback! This makes a lot of sense.
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CapnHector

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #992 on: May 14, 2023, 09:24:14 AM »

Thanks! So can we have 4 Large Missiles back now?  ;D
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Fenrir

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #993 on: May 14, 2023, 09:41:50 AM »

Agreement with pirate king from nearby hidden base automatically cease effects as soon as hostile activity progress reached 0, not sure if intended. However, I still wish to keep the agreement since shipment disruptions still occur from time to time even with 0 hostile progress, I'd rather profit 10% less in alternative to unreliable shipping. The dialog with the king is also kinda bugged when progress is 0, it keeps cycling dialog of "We have business to discuss".
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Lawrence Master-blaster

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #994 on: May 14, 2023, 09:45:23 AM »

Thanks! So can we have 4 Large Missiles back now?  ;D

IF Pegasus gets four large missiles back I'd expect it to be a 0.97 thing now.
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Megas

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #995 on: May 14, 2023, 09:53:06 AM »

Personally, I think you should return the Pegasus to the way it was, and buff the Point Defense skill and Integrated Point Defense hullmod.  At least double their effectiveness against missiles.  That way, there will be a modest percentage of ships out there that are actually very good at intercepting missiles, and missile spam won't always be the answer.
Doubling? That's bold. It might end up with missiles becoming useless because none of then can ever get close.
We used to have +100% PD skill.  It was nerfed to 50%.
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Doctorhealsgood

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #996 on: May 14, 2023, 10:09:24 AM »

Personally, I think you should return the Pegasus to the way it was, and buff the Point Defense skill and Integrated Point Defense hullmod.  At least double their effectiveness against missiles.  That way, there will be a modest percentage of ships out there that are actually very good at intercepting missiles, and missile spam won't always be the answer.
Doubling? That's bold. It might end up with missiles becoming useless because none of then can ever get close.
We used to have +100% PD skill.  It was nerfed to 50%.
Huh. So, how it was like before?
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CapnHector

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #997 on: May 14, 2023, 10:59:30 AM »

Thanks! So can we have 4 Large Missiles back now?  ;D

IF Pegasus gets four large missiles back I'd expect it to be a 0.97 thing now.
Yeah, I was just being cheeky, I'm fine with Alex keeping it as it is too and taking time to figure it out. It's a wonderful game either way and I'll reiterate that despite this Pegasus remembrance, Alex, you are doing a more than wonderful job and I would rate my satisfaction as 100%, I just liked the ship.

At the same time I kind of think that if he is eventually going to swing around to this way of thinking of keeping the original loadout but making the ship more fragile then it might be best to do it sooner rather than later, because if everybody has 1 year of getting used to it being a Radiant-level tank with (relatively for a 50DP capital) limited offensive power then people might get angry if it swings the other way.
« Last Edit: May 14, 2023, 11:05:25 AM by CapnHector »
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Brainwright

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #998 on: May 14, 2023, 11:09:13 AM »

Personally, I think you should return the Pegasus to the way it was, and buff the Point Defense skill and Integrated Point Defense hullmod.  At least double their effectiveness against missiles.  That way, there will be a modest percentage of ships out there that are actually very good at intercepting missiles, and missile spam won't always be the answer.
Doubling? That's bold. It might end up with missiles becoming useless because none of then can ever get close.
We used to have +100% PD skill.  It was nerfed to 50%.

Frankly, one thing that should be looked at is how much ITU boosts PD performance, and thus the design of missiles.  When capitals have 60% more range on their PD than frigates, you’re going to get a variety of disparities.
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prav

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #999 on: May 14, 2023, 11:15:01 AM »

Huh. So, how it was like before?
You put sabots in your missile slots.
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Megas

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1000 on: May 14, 2023, 11:17:30 AM »

Huh. So, how it was like before?
I do not remember well enough why it was changed.  I think it was during early 0.9a when skills were mutually exclusive and wrapped around after getting a capstone.

But even +50% today plus IPDAI is quite strong.  It can stop things that baseline PD cannot.
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smithney

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1001 on: May 14, 2023, 11:22:09 AM »

Could you please elaborate on this? Because from a thematic perspective the current design does a lot of storytelling work, I think it would be a shame to see it go.
This change would be an entirely behind-the-scenes implementation detail that would just make tweaking certain numbers easier.
I see, thank you for the answer. Interesting to see the Executor develop from an advanced variant into an individual hull behind the scenes when overtly story-wise it's a tweaked copy posing as it's own thing.
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FreeBubbles

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1002 on: May 14, 2023, 01:20:32 PM »

the main thing I care about in this game is chill trade (or not so chill sneaky blackmarketing ;) )
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Sly

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1003 on: May 14, 2023, 02:17:25 PM »

I don't use the Pegasus now, but I did enjoy its silliness when I flew one for a short time.

I feel a lot of what made it problematic when equipped with Hurricanes, is the Hurricane weapon system itself. The second stage missiles are pretty tanky, making them hard to shoot down. This leads to situations where a missile classified as a 'Finisher' is actually just a stand-off weapon with limited ammunition. At the very least, that's how I see the AI use it, and read about players using it. I realize the classification is pretty fluid with any weapon depending on how you use it, but it might be a lot easier to examine the Hurricane than tool around with the Pegasus itself.

I'll admit that I'm a bit biased against the Hurricane, I don't like the weapon system in its present state very much. I feel it has very "nuh-uh, you can't shoot THESE missiles down!" vibes, which is strange for a high explosive two-stage MIRV. The Squall is a lot more palatable when you consider it's just a cold-launched rocket with a solid body. Breach SRMs also gave me similar vibes when they dropped, but they're also a lot more palatable when their full damage is reserved against armor, and I've grown to like them as a specialized tool for certain ship configurations.

RIP Pegasus, I don't think the problem was you, it was a missile named after a weather phenomenon.
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Grievous69

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Re: Starsector 0.96a (Released) Patch Notes
« Reply #1004 on: May 14, 2023, 02:32:25 PM »

Funny you say that, because the Hurricane was nerfed specifically since the Pegasus was introduced. Now I find them meh, they were strong on one ship in total, now that ship is no more. So you can see the problem was Pegasus with FMR, not Hurricane. We can't keep nerfing homing miasiles just so one ship isn't insanely strong.
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