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Author Topic: N00b questions  (Read 6533 times)

Candesce

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Re: N00b questions
« Reply #15 on: July 30, 2023, 01:27:41 PM »

Most deployments, I start out with 240 DPs. That's before anything happens. But sometimes, it's only 180, or I think I've seen it as low as 160.
Yeah, there's a degree of swing, there.

You get 40% of the battlespace maximum by default (400*.4=160, if you haven't modified it). You can get up to +20% more (up to 240) from various sources - outnumbering your opponent, better officers than your opponent, claiming com buoys mid battle, Best of the Best.

If you're going against late-game Remnant swarms, assume you're going to need to claim com buoys in order to get all 240 out at once. They're going to outnumber and out-officer you pretty much guaranteed.
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TaLaR

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Re: N00b questions
« Reply #16 on: July 31, 2023, 12:52:44 AM »

It's hard to evaluate AI performance properly when you don't know what a good ship loadout is or how it performs in player's hands. I'd recommend getting comfortable with combat on personal level first. Use simulator from missions in main menu to try out all kinds of 1v1 and other small scale scenarios.
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Sendrien

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Re: N00b questions
« Reply #17 on: July 31, 2023, 08:56:00 AM »

It's hard to evaluate AI performance properly when you don't know what a good ship loadout is or how it performs in player's hands. I'd recommend getting comfortable with combat on personal level first. Use simulator from missions in main menu to try out all kinds of 1v1 and other small scale scenarios.

A good ship loadout is essentially cramming as many strong weapons into the same ship as possible. For instance, what's better than a Dominator with 2 PCLs? Obviously a Dominator with 3 PCLs.  ;D ;D ;D
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Grievous69

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Re: N00b questions
« Reply #18 on: July 31, 2023, 09:00:02 AM »

It's hard to evaluate AI performance properly when you don't know what a good ship loadout is or how it performs in player's hands. I'd recommend getting comfortable with combat on personal level first. Use simulator from missions in main menu to try out all kinds of 1v1 and other small scale scenarios.

A good ship loadout is essentially cramming as many strong weapons into the same ship as possible. For instance, what's better than a Dominator with 2 PCLs? Obviously a Dominator with 3 PCLs.  ;D ;D ;D
But that's the thing, a "strong" weapon is something that's efficient in the current patch, experienced players know what those are. It's not always the gun that costs the most OP, nor is it the one with the best flux efficiency. Then there's also needing to know what is dangerous and effective in AI hands and what isn't.
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Thaago

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Re: N00b questions
« Reply #19 on: July 31, 2023, 09:19:00 AM »

And one thing that starts to stand out is that guns often fall into specific niches; if a ship needs that niche, the gun is amazing, and if they don't then it's much less useful.
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Grievous69

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Re: N00b questions
« Reply #20 on: July 31, 2023, 09:25:16 AM »

And one thing that starts to stand out is that guns often fall into specific niches; if a ship needs that niche, the gun is amazing, and if they don't then it's much less useful.
When I read your sentence the IR Autolance immediately came to mind, where it unintentionally became amazing on Executor and Pegasus, (it's decent on Eagles) but try it on any other ship and it seems like a joke weapon.
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Thaago

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Re: N00b questions
« Reply #21 on: July 31, 2023, 09:41:59 AM »

I'm a big fan of the weapon on some other ships as well, if they need the specific niche of swatting frigates and destroyers, and have other means of lowering shields/armor. I wouldn't use it on, say a Wolf as they have no way of getting the weapon into a situation where its good. Plus as a hitscan weapon whose mains strength is instantly punishing anyone who lowers defenses in range, putting on a hardpoint isn't a good idea.

I've been flying an eagle lately in an early game frigate fleet (the eagle is slightly gimped by spending 24 OP on augmented engines, but it does get the fleet to burn 10) and the IR lance has been excellent - always second in damage behind the autocannons with a boatload of hull damage. The time to kill on frigates that get tagged by the kinetics and have to lower their shields is in the range of 2-3 seconds, and they cannot escape with speed/maneuvering.

The weapon falters vs cruiser grade armor. In particular, I need to call in a frigate to help against SO Eradicators if they have a level 5 officer (I'm still only level 6 on that save, because ruthless sector is a pain to do early leveling with), because with 2 kinetic, 1 he, and 3 ir lance I don't have the  instant burst to deal with them before the machine gun spam forces me to lower the shield. I'm considering replacing one IR lance with an ion pulser (holy range mismatch batman!) to deal with close range rushing ships or for when I'm going into knife range vs targets I overwhelm. The S mod would also boost it.
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Sendrien

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Re: N00b questions
« Reply #22 on: July 31, 2023, 09:57:33 AM »

It's not always the gun that costs the most OP [...]

This feels like a pointed criticism of the Dragonfire, to which I wholeheartedly agree.  ;D

[...] nor is it the one with the best flux efficiency.

Well, you can hardly go wrong with this stat, honestly. As long as you calibrate the rest of your ship accordingly, flux efficient weapons are always strong.
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eert5rty7u8i9i7u6yrewqdef

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Re: N00b questions
« Reply #23 on: July 31, 2023, 02:23:18 PM »

And one thing that starts to stand out is that guns often fall into specific niches; if a ship needs that niche, the gun is amazing, and if they don't then it's much less useful.
When I read your sentence the IR Autolance immediately came to mind, where it unintentionally became amazing on Executor and Pegasus, (it's decent on Eagles) but try it on any other ship and it seems like a joke weapon.
Works wonders on the Medusa. One heavy blaster, one IR Autolance, and two railguns. The railguns plus a little bit of fire from the heavy blaster brings downs shields, the heavy blaster brings down armor, and all three work great against hull, but the IR Autolance allows the Medusa to back off and vent while ensuring the enemy keeps its shields raised. This is the key to the Medusa winning the flux war against larger ships, the ion beam also works, but it doesn't deal damage and is expensive in terms of flux.
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Worldtraveller

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Re: N00b questions
« Reply #24 on: August 01, 2023, 11:30:03 AM »

Another question (this one seems dumb, because sometimes I can get it to work, and sometimes it seems no matter what buttons I mash, it just doesn't do what I want).

When running simulations with ship builds, one on one is ok for testing some things, but I'm trying to think about building at the fleet level, so I want to run the simulation with 2-3 ships.

It seems to work sometimes, but other times, I when I click deploy, only the enemy has more than one ship, or my test fleet is there and NO enemies....

What am I doing wrong here?
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eert5rty7u8i9i7u6yrewqdef

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Re: N00b questions
« Reply #25 on: August 01, 2023, 12:45:15 PM »

Another question (this one seems dumb, because sometimes I can get it to work, and sometimes it seems no matter what buttons I mash, it just doesn't do what I want).

When running simulations with ship builds, one on one is ok for testing some things, but I'm trying to think about building at the fleet level, so I want to run the simulation with 2-3 ships.

It seems to work sometimes, but other times, I when I click deploy, only the enemy has more than one ship, or my test fleet is there and NO enemies....

What am I doing wrong here?
Deploy your ships first, then reopen the deploy menu and deploy the enemy ships.
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Worldtraveller

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Re: N00b questions
« Reply #26 on: August 04, 2023, 10:04:43 AM »

Thanks for that. it really was a simple solution.

Next one: In battle, Comm Sats increase the rate at which command points are generated during battle, Nav beacons increase speed, jammers affect weapon range. Is there an  item or mod that lets you build deployment points during combat? I know in some fights, I started by only being able to deploy 140-160 pts, but midway through the fight, I was able to bring in more. There were allies present in all these situations, though, so I'm not sure what was driving that? (I may have been losing allies, or maybe it's the ratio of my officers to the enemy officers changing as they die?)
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Aeson

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Re: N00b questions
« Reply #27 on: August 04, 2023, 11:46:56 AM »

Next one: In battle, Comm Sats increase the rate at which command points are generated during battle, Nav beacons increase speed, jammers affect weapon range. Is there an  item or mod that lets you build deployment points during combat? I know in some fights, I started by only being able to deploy 140-160 pts, but midway through the fight, I was able to bring in more. There were allies present in all these situations, though, so I'm not sure what was driving that? (I may have been losing allies, or maybe it's the ratio of my officers to the enemy officers changing as they die?)
Depending on relative fleet strength and officer numbers/quality, you normally get 40% to 60% of the battle's size in deployment points at the start of an engagement (so 160-240 DP for a typical fleet engagement at 400 battle size, 120-180 DP for the same at 300 battle size, et cetera); capturing in-battle objectives can increase your share of the battle size while losing allied vessels can free up DP for your own ships. There are no items or hullmods in the unmodded game which affect this, but the skill Best of the Best (one of the two Leadership capstones) guarantees that you will never start an engagement with less than 50% of the potential deployment points.
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Worldtraveller

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Re: N00b questions
« Reply #28 on: August 05, 2023, 09:30:33 AM »

Thanks for that. Interesting that I am usually limited to 240 DPs. I've only seen it higher once, but I don't remember the context. I've got both the officer improvement skills (Best of the Best and I forget the other), and I'm still usually limited to 240. All of my officers are 4-6 level. Most are maxed out now.

I have what I think are some fun suggestions that I'd love to see added/modified for this game, mostly based on my old role-playing days from running Traveller games. :)

I think I'm about ready to finally try to start my first colony. I'm going to watch a youtube tutorial first though.
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eert5rty7u8i9i7u6yrewqdef

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Re: N00b questions
« Reply #29 on: August 05, 2023, 09:43:58 AM »

Thanks for that. Interesting that I am usually limited to 240 DPs. I've only seen it higher once, but I don't remember the context. I've got both the officer improvement skills (Best of the Best and I forget the other), and I'm still usually limited to 240. All of my officers are 4-6 level. Most are maxed out now.

I have what I think are some fun suggestions that I'd love to see added/modified for this game, mostly based on my old role-playing days from running Traveller games. :)

I think I'm about ready to finally try to start my first colony. I'm going to watch a youtube tutorial first though.

If you're fighting a station it will be increased beyond 240. Stations are all the obvious stations, and domain era motherships.
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