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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: Starsector 0.97a (Released) Patch Notes  (Read 263276 times)

Alex

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Re: Starsector 0.97a (In Development) Patch Notes
« Reply #675 on: January 27, 2024, 08:29:09 AM »

Am I right in guessing this is something that only happens on carriers? Or is it more varied?

It depends on the specific loadouts.

In last night's game, I had an Eradicator being attacked by the Eagle, with the Falcon contributing a little (not sure what it was pointing at most of the time, but it wasn't the Eradicator, which was by far the biggest threat (and only one in range).

Thank you for the info! It would be helpful to see the loadouts.

(Edit: I should say, this happening isn't super surprising or anything; just that I haven't been seeing much of that with Escort Package + HVD Enforcers. But, more info is good, and it's something I'd like to perhaps have another look at, at some point.)
« Last Edit: January 27, 2024, 08:32:19 AM by Alex »
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Brainwright

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Re: Starsector 0.97a (In Development) Patch Notes
« Reply #676 on: January 27, 2024, 11:21:22 PM »

Am I right in guessing this is something that only happens on carriers? Or is it more varied?

It depends on the specific loadouts.

In last night's game, I had an Eradicator being attacked by the Eagle, with the Falcon contributing a little (not sure what it was pointing at most of the time, but it wasn't the Eradicator, which was by far the biggest threat (and only one in range).

Thank you for the info! It would be helpful to see the loadouts.

(Edit: I should say, this happening isn't super surprising or anything; just that I haven't been seeing much of that with Escort Package + HVD Enforcers. But, more info is good, and it's something I'd like to perhaps have another look at, at some point.)

This is a pretty common occurrence when the opponent has much greater strike potential than your ships.  They won't approach a ship even if it's overloaded because they can't take once the thing's back up and running.
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Worldtraveller

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Re: Starsector 0.97a (In Development) Patch Notes
« Reply #677 on: January 29, 2024, 05:58:09 AM »

Am I right in guessing this is something that only happens on carriers? Or is it more varied?

It depends on the specific loadouts.

In last night's game, I had an Eradicator being attacked by the Eagle, with the Falcon contributing a little (not sure what it was pointing at most of the time, but it wasn't the Eradicator, which was by far the biggest threat (and only one in range).

Thank you for the info! It would be helpful to see the loadouts.

(Edit: I should say, this happening isn't super surprising or anything; just that I haven't been seeing much of that with Escort Package + HVD Enforcers. But, more info is good, and it's something I'd like to perhaps have another look at, at some point.)

This is a pretty common occurrence when the opponent has much greater strike potential than your ships.  They won't approach a ship even if it's overloaded because they can't take once the thing's back up and running.
My standard Eagle XIV Loadout: 2 Hyper Velocity Drivers + 1 Heavy Mauler in the forward mounts. 2 Gravitons + 1 Ion Beam, 2 Tac lasers, the rest  (usually single burst PD up front and standard PD on rear mounts), Salamanders in the missile slots.
The Falcon XIV is very similar with 1 HVD + HM, Grav Beam, Ion Beam, 2 Burst PD, 2 PD, Salamanders
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Brainwright

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Re: Starsector 0.97a (In Development) Patch Notes
« Reply #678 on: January 29, 2024, 08:48:10 AM »

My standard Eagle XIV Loadout: 2 Hyper Velocity Drivers + 1 Heavy Mauler in the forward mounts. 2 Gravitons + 1 Ion Beam, 2 Tac lasers, the rest  (usually single burst PD up front and standard PD on rear mounts), Salamanders in the missile slots.
The Falcon XIV is very similar with 1 HVD + HM, Grav Beam, Ion Beam, 2 Burst PD, 2 PD, Salamanders

That's a fairly low intensity build, which the Eagle excels in.  Best you can do is put atropos torpedoes in the missile slots.

Was it a standard or pirate Eradicator?  Nothing can stand against accelerated ammo feed.
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Daynen

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Re: Starsector 0.97a (In Development) Patch Notes
« Reply #679 on: January 29, 2024, 10:30:31 AM »

Reduced OP cost of auxiliary thrusters?

YOU JUST BUFFED MY ATLAS MK II, SIR.
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Doctorhealsgood

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Re: Starsector 0.97a (In Development) Patch Notes
« Reply #680 on: January 29, 2024, 03:56:52 PM »

it's nice that aux thrusters got a discount. they were quite expensive
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Sometimes i feel like my brain has been hit by salamanders not gonna lie.

Prophet Of Cthulhu

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Re: Starsector 0.97a (In Development) Patch Notes
« Reply #681 on: January 30, 2024, 05:08:06 AM »

Quote
Reduced story point cost to create a second stable location in a system to 2 (was: 5)
wait we could create a second stable location. i thought it was only a console comand.
how to do that?
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Grievous69

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Re: Starsector 0.97a (In Development) Patch Notes
« Reply #682 on: January 30, 2024, 05:10:24 AM »

Interact with the star of the system, there should be an option to do so. Although you can only add one per system.
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pgamesfood

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Re: Starsector 0.97a (In Development) Patch Notes
« Reply #683 on: January 30, 2024, 06:42:42 AM »

thanks for planning some boosts to fuel conservation  and availability in markets - i got back into the game from 0.8 now that i got a better computer and its cool :) but first v0.96aRC10 game (with mods), and i found myself needing to keep hitting the "distress button", to ask for help (as shown in one of my screenshots in sig.) to get more fuel + killing pirates to try and get enough fuel just to make it to another system and not get sucked back into normal space :)

i did manage to end up getting a cool fighter fleet so far though, by pumping most of my Story Points into difficult ship salvages, even though almost all of my ships 27/30 are full of dMods :) but i have a mod for helping me repair them later, once my first colony finishes building something that will end up making +1 fuel surplus more than demand (as far as i can tell) :) phew :)

fuller fleet and fuel usage posting is here, but basically 23 Fighter Bays with 62 Fighters so far (and 1 bay is empty) :)
https://fractalsoftworks.com/forum/index.php?topic=18104.msg423100#msg423100
« Last Edit: January 30, 2024, 06:49:12 AM by pgamesfood »
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my best fleet so far :) rag tag fugitive forty k fleet :)
https://postimg.cc/gallery/DTzHfDp
88x Dmods but still fighting :)

Achi Cirno

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Re: Starsector 0.97a (In Development) Patch Notes
« Reply #684 on: January 31, 2024, 12:37:37 AM »

Hello, Alex

We have read through the update log you provided, and we thank you for all the work you've done for the Starsector. However, updates are not without flaws, and we have found numerous designs that do not align with those being indicated in previous versions which has left some longterm players in CN community wondering. We would like to share our views on several points of doubt.

https://docs.google.com/document/d/1i3JHe0U-Sdp_o8ifIuP8EWQmSFZWi-10MmLEUJzj6f8/edit?usp=sharing

Thanks
Fossic Community

Grievous69

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Re: Starsector 0.97a (In Development) Patch Notes
« Reply #685 on: January 31, 2024, 01:01:33 AM »

I mean that's all nicely written and explained but it sounds to me like they're basing their thoughts on modded gameplay (even if only vanilla ship are mentioned). There's no way they find the Dragonfire's hitrate that good, AI just wastes and overkills too much. Calling Dragonfire too good and Retribution too bad in the same place almost feels like satire to me. Retribution is one of the best flagships you can pilot in the game, AI Retribution sucks but that goes for every only-forward-mobility-system ship.

Also don't understand how they're talking about changes as if they're already present and they can test things. How exactly that Escort Package obsolete Squalls? Who knows, maybe the nerf is too harsh in the end, I just don't think a totally separate hullmod will have any effect on it.

Now that I think about it, the thoughts about balance reminds me of reddit opinions, and that's not a good thing.

Only thing that I can understand are comments about Gorgons, but we gotta wait and see how the fire rate nerf looks.

EDIT: I'm surprised they don't find the Hydra strong since it has all qualities they seek in a missile weapon.
« Last Edit: January 31, 2024, 01:51:02 AM by Grievous69 »
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Morrslieb

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Re: Starsector 0.97a (In Development) Patch Notes
« Reply #686 on: January 31, 2024, 04:52:10 AM »

EDIT: I'm surprised they don't find the Hydra strong since it has all qualities they seek in a missile weapon.
In fact, at the beginning of the Starsector 0.96a we already thought the Hydra was strong, and it's turly very strong belong all Large Missiles, even the best in general performance.
But on the other hand, the tracking mode of Hydra(bypass enemy ship's front and shield,try to attack the back)is not good for a laser missile(DEM) which produce soft flux.

Comparing damaging from the front like Gorgon and Dragonfire, bypassing the ship increase time it takes to hit enemy, possibility of missiles hit by various Point Defense Weapon, and split the concentrating firepower. In addition to this, DPH and armor-piercing effective of Hydra(500 energy) are lower than Gorgon's(800 energy). It's hard to say whether power of one Hydra will be superior to multiple Gorgons.

Hydra is truly strong, but it may not have extreme attributes like Dragonfire.
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1694017365

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Re: Starsector 0.97a (In Development) Patch Notes
« Reply #687 on: January 31, 2024, 06:34:59 AM »

I have to say that DEMs and especially the Dragonfire can easily kill all the ships,they can even fire far from most of the PD weapons ,I dont think this situation is great.
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Bungee_man

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Re: Starsector 0.97a (In Development) Patch Notes
« Reply #688 on: January 31, 2024, 06:49:28 AM »

It's very interesting that our friends on Fossic have drawn opposite conclusions to the English community on things like the Dragonfire, which most people generally conclude is underpowered due to its low range, arming time, limited ammo, and lack of hard flux. I've stuck it on a few ships that aren't supposed to see combat as a last-ditch defensive measure, but I don't think I would use it on something I intend to use for fighting.

They do conclude the same thing as most others do for the Retribution, saying that it is essentially a weaker version of the Odyssey. Using it in the random battle section, it can be a very decisive ship, but also fairly risky to use, and a lot harder to use without taking damage.

The conclusions on Escort Package, I think, do not account for the relative fragility of destroyers, but I'm not certain how the AI will handle things. It's possible that a Sunder or Manticore on the battle line will keep its distance and do quite well, but it's also possible that they'll be a lot more vulnerable to attrition than a capital ship battle line, and even with some shield buffs, a destroyer can be killed by a single poor move. It's hard to imagine one or two Onslaughts escorted by destroyers managing to survive some of the situations that a group of two or three Onslaughts covering each other can.
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L:atte Mint

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Re: Starsector 0.97a (In Development) Patch Notes
« Reply #689 on: January 31, 2024, 08:47:14 AM »

Thanks
Fossic Community
So far, I didn't find any evidence that you could sign and represent WHOLE fossic community (remember, fossic is a diverse communities, diversity und equity are our rules)
You should change that sign at the end back to your own name or your own group :)
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