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Author Topic: Starsector 0.97a (Released) Patch Notes  (Read 178397 times)

Worldtraveller

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #90 on: January 02, 2024, 09:10:33 AM »

I hope with the escort package changes, you review the behavior of the escorting ships. I almost always keep my fleet at least in pairs, as without micromanagement, they tend to wander off and get themselves isolated from the fleet and destroyed.

It is somewhat frustrating now to see a ship assigned to be escort that is literally just hanging out next to it's primary and just pointing in some random direction (because there is an enemy ship in that direction, but far out of range). I think the escort AI should try to assist target the primary and secondarily target ships that are actively attacking the primary (not just be in the general vicinity).

I understand AI changes are probably some of the hardest changes to make and test.
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vladokapuh

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #91 on: January 02, 2024, 09:14:45 AM »

i find escort to be detrimental to any ship that isnt omen
the ship hangs in the back even if it doesnt need to, they dont work with the main ship almost at all
most time it should be at their flank, maybe a little behind, but on the side
they also tend to constantly swap targets and end up barelly shooting anything at all

at the same time defend order on a ship is way too loose, and those ships tend to get infront of their big friend and either block it, or die being too far forward

i end up using escort as a leash (get back here!), and then remove any orders and let ships move freely
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Rusty Edge

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #92 on: January 02, 2024, 09:14:56 AM »

I'm really curious about the Abysal Region. More complex interactions with the factions is a big improvement.

Weapon updates in general look nice. Cheap Salamanders free up OP for a couple builds I like. And the flux cost reduction for the coolest looking heavy ballistic mount is nice.
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Nettle

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #93 on: January 02, 2024, 09:15:21 AM »

The Pegasus also has the option of medium ballistics for efficient shield pressure, which the Astral and Apogee do not, so specifically the Squall nerf does not impact it nearly as much as other missile-heavy ships.

Astral is built around its fighter bays, and doesn't necessarily need to face down other ships to (potentially) deal damage. Medium ballistics won't cut it for Pegasus when we are talking about competing within its own weight class, when on average even battle cruisers have at least 2 large slots of some kind. Since Pegasus came out I was using it extensively as my flagship of choice, and I'm somewhat confident in saying that optimal build for base variant will involve at least 1 squall installed, as your primary way of delivering shield pressure.
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Brainwright

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #94 on: January 02, 2024, 09:22:15 AM »

I still think ships with no PD in the rear are a bit too vulnerable.  To fighters, too.

Hopefully, the new autorepair works a bit better at keeping the engines up.

I'm actually having a hard time thinking of a ship that does not have some PD options for the rear arc where it's not also an explicitly intended huge vulnerability (e.g. the Hyperion, to some extent the Nova, etc). And there's always Converted Hangar + DTA + interceptors (or Xyphos/Sarissa).

Yes, and there's a new option : IPDAI + mining lasers.  I've thought about it more, and the main issue is efficiency.  For instance, the arcs of the rear turrets on the Eradicator are awkward, and placing two vulcans back there is kinda precious when it might be the difference between one HVD and HA or two HVDs.

I might have no complaint at all if light machine guns did SOMETHING...  I don't even know how to fix those.

As for the Sarissa... it's not very reliable PD?  I assumed that was the intent.  The Sarissa primarily body blocks incoming fire, often using the flak canisters to prevent its own demise to missiles.  So for something coming from outside the forward arc... they're just not there.  They might be there if shooting after a circling frigate, but then the forward arc is open.  It's good, and I use it a lot, but it's more PD against frigates.

Also, I think it was a good idea to custom build the level 7 officers.  New players would like to see what's thought to be a good set up.  Helps them feel out the system.

I saw someone mention earlier that messing with sensor arrays should be mentioned in sneak jobs, but yeah, Alex was right about leaving it out there.  In so far as that goes, I'd actually just broaden hacking in general and place that idea in players' minds.  Add to the observation package missions the ability to spoof your transponder ID as a merchant fleet.  If patrols spot both of you at the same time, you're caught and scanned.  You can check the Comms Array to ping the position of the merchant fleet.
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Hiruma Kai

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #95 on: January 02, 2024, 09:30:46 AM »

A non-SO Monitor can get a bit more tanky than that. 120 base dissipation, +15 vents is 270, +built-in distributor is 310. 15 vents plus non-builtin hardened shields (distributor, front shields and stabilised shields built in) leaves 10 OP to spend on weapons (say, a burst PD and a normal PD laser), which with ordnance expertise on the officer gives an extra 20 dissipation, increased by 10% to 363. This is 154.1 net hardflux dissipation with the fortress shield up.

First I'll note Flux Regulation applies to base dissipation only, not any modifiers.  It always only provides 12 more dissipation to a Monitor, not 10% of fully modified.
So in the current game, without SO, I get:
120 (base) + 12 (Flux Regulation 10%) + 150 (15 vents) + 20 (Ordinance Expertise) + 40 (Built in Flux Distributor) = 342 flux/second.

You can check this in game with said Monitor build.  I also confirmed the shield efficiency was around 0.47 (that is what the game rounded to).  I didn't include s-moded Stabilized shields because it is not the same as a damage reduction and makes the effective equation look really ugly, since all it is really doing is changing the "hard" flux efficiency of incoming damage from 50%+20% to 100% for 10% of said damage, so really only a 30% increase on 10% of the damage (and not on the 100 hard flux from fortress shield).  It doesn't reduce damage, just converts it - you still need to dissipate it with your flux dissipation.

In the current patch, with the 15->20% Field modulation change taken into account and throwing a 3rd s-mod with stabilized shield into the mix the equation would mean you have:
(342-100/0.7) = 199
(342-100/0.7)-30=169 flux/second available for shield damage.  Then
(0.9 * X / 0.7 + 0.1 *X)*0.465/10 = 199
(0.9 * X / 0.7 + 0.1 *X)*0.465/10 = 169, solving for X, is 2624 hard flux damage per second, roughly a 3% improvement from s-modded stabilized shields, which makes sense since 30% more efficiency of 10% is 3%.

But to do it right for the next patch, we really should consider all the potential skill changes, not just the Field Modulation change.  Which brings in Elite Systems Expertise for another -10%, and Cybernetic Augmentation which could go up to -12% in theory, but if we are bringing Best of the Best in, is really limited to -7%.  On the other hand, -12% is better than 30% more efficiency on 10%, but is really limiting your build options.  So I guess we can look at both, first I'll go with -12% (and Cybernetic Augmentation lets you have skill 5, 2 elite skills which is what you need here).

So flux dissipation drops by 5, due to the Ordinance Expertise nerf (1.5 flux per OP instead of 2), dropping to 337.  Shield Efficiency is now:

0.8 (base) * 0.8 (Hardened Shields) * 0.85 (Field Modulation) * 0.9 (100% CR) * 0.95 (s-mod Front Shield) * 0.9 (Elite Systems Expertise) * 0.87 (12 combat skill Cybernetic Aug) = 0.364

(337*0.7-100)/0.364*10 = 3733 hard flux/second.
((337*0.7-100)-60)/0.364*10 =2084 hard flux/second.

Huh, that's a fair bit of improvement, although a very niche flagship focused build, which I'm guessing won't be the most common build.  Edit: I had forgotten the extra 30 flux/second saved by stabilized shields, so this is strictly inferior.

  Even though we're basically dropping flux dissipation by a factor of 2-ish, the new skill changes earns you roughly 0.97 (OE nerf)*1.075 (eFM buff)*1.111 (eSE)*1.149 (12 skill CA) = 1.33, or roughly 33% more tanky with a very specific build in the new patch compared to similar build, both without Safety Overrides.

And just for reference, a 7 combat skill cybernetic augmentation, 3 s-mod build (more likely character build I'm guessing) would have 0.389 efficiency with the following equation:
(0.9 * X / 0.7 + 0.1 *X)*0.389/10 = 194
(0.9 * X / 0.7 + 0.1 *X)*0.389/10 = 164, which becomes 4215/1.385 = X, or 3043 shield damage per second.  Only about 3.6% less tanky than the full on combat skill one.

So I don't think it will be possible for a single capital to burst it down - the new storm needler should be ~15000 damage vs shields per burst with expanded mags if I did the math accounting for the ammo regen right.

With the changes coming to skills, you might be right.  Expanded Mags Storm Needler is 90 ammo, recharging 10 per second, consuming 20 per second during burst.  So a 9 second burst at 1000 kinetic dps, or 2000 shield DPS.  So roughly 18,000 shield damage per Storm Needler in 9 seconds.  S-mod Expanded Magazines does push the burst up to 18 seconds, but still a pair isn't going to chew through a Monitor's shields.  Hmm.  Anti-shield Conquest running 2 Storm Needlers, 2 Heavy Needlers, a Graviton Beam and 2 Squalls has sustained anti-shield DPS of 4,200 (hard, plus another 210 soft).  Which will eventually chew through a Monitor over about 3 1.5 minutes, so yeah, not really bursting.

Edit:  Just realized, I was so focused on hard flux, I forgot the soft flux shield cost of 60 per second or 30 per second with stabilized shields.  Corrected some of the equations above.

And yeah, these are best case numbers where the AI plays optimally, although ignoring miss chance and backing off and so forth.
« Last Edit: January 02, 2024, 09:54:30 AM by Hiruma Kai »
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Amoebka

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #96 on: January 02, 2024, 09:39:25 AM »

These calculations are all very in-depth, but they omit the simple fact that AI flickers fortress shield instead of keeping it on forever, and the damage reduction takes time to reach the maximum upon each activation.

A properly built monitor should, in theory, be invincible. In practice, they die all the damn time.
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Dadada

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #97 on: January 02, 2024, 09:44:11 AM »

I'd actually just broaden hacking in general and place that idea in players' minds.
+1 but I have no concrete ideas. If there were turret emplacements near stations which we could take over to wreak havoc or distract something or someone since hacking even parts of a station seems kinda OP? o.O
Add to the observation package missions the ability to spoof your transponder ID as a merchant fleet.  If patrols spot both of you at the same time, you're caught and scanned.  You can check the Comms Array to ping the position of the merchant fleet.
Your idea sounds interesting. Maybe hacking could be an alternative way to get security codes... As for now they only provide a raiding bonus? Maybe they could have other uses...

>Monitors
broken as &%$! :D :D

and the damage reduction takes time to reach the maximum upon each activation.
Wait, what? How come I didn't know that?^^ Welp.
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Doctorhealsgood

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #98 on: January 02, 2024, 09:47:43 AM »

These calculations are all very in-depth, but they omit the simple fact that AI flickers fortress shield instead of keeping it on forever, and the damage reduction takes time to reach the maximum upon each activation.

A properly built monitor should, in theory, be invincible. In practice, they die all the damn time.
At least looking a monitor cheekily sneaking mortar-flak barrages behind a fortress shield feels impressive
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vladokapuh

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #99 on: January 02, 2024, 09:48:58 AM »

on another note:
dual light autocannon goes back to 0.8 eff, and i think that overdoing it; it already has higher op cost and less range, while also being inaccurate, maybe 35 per shot instead of 30/40?

hephhag buff is nice, but its still really really high amount of flux, i tested around a little and still find it quite underwhelming for how much flux it eats, even if it kills hull fast, i find it not worth it. Imo should be 0.8 eff at 400flux/s

and at that moment i would also like to ask for a big flux efficiency buff for light assault gun. Same thing as with hephag, which now goes 0.9, but small version stays at 1.0 with super weak hit strength.. i feel like it could go as low at 30 per shot without causing issues
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Doctorhealsgood

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #100 on: January 02, 2024, 09:54:06 AM »

I just remembered is industrial planning ever going to be replaced with a combat flagship/fleet skill? It kinda is taking space...
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Twilight Sentinel

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #101 on: January 02, 2024, 10:08:34 AM »

Black Market filling demand is huge, that should properly nerf it as by far best source of income with almost no requirements.

Well I don't want to comment on every little thing, let me just say how bizarre it feels to have a developer introduce changes based on player feedback(I recognize many of those!)
I still think that access to the black market, and all the special markets, should be tied to having local contacts.  Underworld contacts would then give you access to a black market, military contacts to military markets, trader contacts give you bulk markets.
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Draba

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #102 on: January 02, 2024, 10:47:49 AM »

Astral - Critical
Apogee - Moderate
Champion - Low
...
but there are going to be ships far better suited to those closer ranges than the Champion. (Dominator and Eagle come to mind)
Wouldn't worry about Astral and Champion getting weaker, they can use Cyclone and it was already stronger on them than squall so no power lost.
Cyclone is so strong right now I'd say it's basically always better than other Ls. Not ideal from a variety point of view, but it needs something for being direct fire.
Lower missile spec firerate bonus will also hurt it more (less likely to get another hit after the first overloaded the target)

On the close range part, beam+squall Champion is an option but IMO it was already much weaker than something like plasma+cyclone+arbalest.
Decent enough turnrate and all important weapons are turreted, Cyclone only has to wander on target once every few seconds.
Dominator sucks super hard up close, hardpoints are far apart and can't stay on target even with impact mitigation elite.
Its mix of mounts is great for ~900 range standoffs, getting close is a downgrade (an option with SO's agility boost, but it's SO so anything would work).


If squall is weak Apogee is the only ship in real trouble, that one doesn't have good alternatives (besides Rift Torpedo :) ).
The nerf to ~42% health looks huge on paper, but squall was basically indestructible before so could still be OK.


A properly built monitor should, in theory, be invincible. In practice, they die all the damn time.
Dunno about that.
The only way I can get them killed is sending them solo into a big ball of enemies or into tachyon lances.
AI isn't perfect at staying alive but it's more than competent enough with Monitor's durability.
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Amoebka

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #103 on: January 02, 2024, 10:56:42 AM »

I don't see why Apogee would need squalls so badly. Autopulse and plasma cannon both crush shields, it now has a medium on top of that, and you can use the autoloader with sabots/gazers in the small slot.

Hydra, dragonfire and locust are all perfectly fine choices for the ship.

If anything, the ship that can't function without squalls is the Executor.
« Last Edit: January 02, 2024, 10:59:23 AM by Amoebka »
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Alex

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #104 on: January 02, 2024, 12:30:42 PM »

Thank you for all the responses, everyone! Can't quite respond to all of it point by point, but I've read everything :)


awesome! Does this mean most 0.96 mods wont work with the new version though?

If the version number changes to 0.97a (which it probably will, but not guaranteed - still not 100% decided), then mod_info.json would need to be updated. But aside from that, I don't think there are any mod-breaking changes here. Except for sharing the abyss area, though that also likely wouldn't break outright, just be weird.

Although, how e.g. Nexerelin would want to handle (if at all) the Colony Crisis system is a different and bigger question.


Squall HP nerf is warranted, but another missile spec nerf on top of that? Hooo boy. Storm Needler here to save the day?

I guess we'll see!


Well I don't want to comment on every little thing, let me just say how bizarre it feels to have a developer introduce changes based on player feedback(I recognize many of those!)

(Hah. Thank you, I think? I appreciate the feedback and suggestions!)


  Generally, I think DEMs now is too stable (difficult to be evaded or destroyed) and their energy damage is effective to both shield and armor.

Yeah, this is why there have been some reductions in fire rate for e.g. the Gorgon - to prevent easy overwhelming of targets with no recourse.


Destroyers and Escort package: Woohoo! My favorite ship class gets some love :D. I like that the numbers worked out to give matching % boosts with the higher class ITU (IE both destroyers and cruisers will have the same 60% when near a cap as other caps). It does give some nice incentives to have an early cruiser/capital as well: something like a Falcon leading destroyers to give the bonus etc.

Definitely not an accident, ha! And yeah, having some benefit to a larger "wolfpack" leader seems like it might be fun.

Ballistic tweaks: looks good. My only concern with the Storm Needler is not the stats presented here... but the 50% burst and DPS increase from S mod Expanded Magazines as it now uses regenerating ammo. (Onslaught with S-EM for the primaries, then stay on theme and use Storm Needlers, Thumpers, and Mining Blasters?!)

Makes me want to try that build, actually, hmm. Seems like a neat combination! But yeah, it's a concern though hopefully the short range of the Storm Needler will keep it from dominating every other option. Maybe not be as much of an issue vs Remnants that close in all the time, but some other fights don't go that way and are much more stand-off distance - and it's more of a concern in this release, I'd say, due to all the new Colony Crises.


Alex, thank you and your team for updating the game, it is already beautiful, but there is no limit to perfection.  Good luck and creative success.  I can't wait for this update to come out.  Everything looks cool and interesting.  Although I started a new game... but with the new changes the game will look great. 

Thank you!

A couple of questions/suggestions:
1. The Druzak and Penelope systems were given to factions, this is sad.  Now the player does not have the legal opportunity to settle in the center of inhabited worlds, without a penalty to the accessibility of colonies.  Populating uninhabited planets in systems where there are already factions is dangerous and fraught with risks.  Populating systems far from the central worlds is very unprofitable in terms of profit and logistics. Please do not deprive the player of the only large enough star system in the center of the sector. Maybe a better quest would be to allow the player to populate a free system in the central worlds? So that it was deserved? 

The thing is, the game is really not balanced around the player having colonies in the core. There are still ways to work around these systems being "claimed", so it's not a hard restriction like being unable to coloize there entirely - consider it more of a nudge to take the training wheels off :)

2. I would really like to draw attention to the marines - they have very little use, they often take up space on the ship and require payment.  How about using them a little more?  For example, clearing abandoned ships - from hostile fauna / from ambushes (Luddics or pirates) / from defenders on artificial intelligence ships.  Or using foot soldiers to explore planets - let them protect scientists from possible dangers. 

I'll keep it in mind, but I don't really want to add marine use to things that already work fine without them, if that makes sense - that's just making things more complicated for the sake of giving marines a purpose, and that feels backwards to me.


3. Question about the "Cconverted hangar" skill - why do you need points to install it?  The player sacrifices the ship's carrying capacity, spends points on installing fighter jets, the hangar works worse than on aircraft carriers, and in addition the player spends more deployment points for this ship.  It's cruel.  Can the requirement for glasses be removed for installing this modification of the body? 

Converted Hangar is, imo, something that needs to be "sometimes useful" and not "always useful". I think it's in a good place now, since it IS situationally useful. If it was more universally useful, I think that would change the feel of the game in a negative way.


To provide another point-of-view:
I do normally want to restore ships, simply because they have their own history. You'll either have a remembrance of the battle where you fought it and conquered it afterwards, or of the joyful surprise when you stumble over a useful ship while exploring the space.

...
I also bought ships in the past at the markets, but it doesn't give the same satisfaction like conquering a ship after battle or finding it while exploring.

Ah yes, I meant "not restoring every ship you're planning to use once you've found it". If you have a ship - especially with s-mods - and it gains a d-mod, yeah, you'd probably want to restore that. Of course there's a middle ground, I'm just saying that the amount of restoring you do "normally" is nowhere near how much of it you get with Hull Restoration, so presenting the latter as the amount of credits saved does not, I think, track.


Anyway, I kinda wish we had more skills to choose from for specialisation and build diversity but not more skill points. ;) Sry for being a nag and always asking for MOAR. o.O
Guess that's how much I, we enjoy the game. :D

:D (What do you mean, exactly, as far as specialization etc?)


Greetings! Are there any plans for community applications to translate the game into other languages? Otherwise, now it is quite labor-intensive and very often there are errors in translations that break the game, and mod and game updates often make it impossible to use previous translations. The last time I played was version 0.91a, which had a good translation and no critical errors. Many people give up translating because due to updates there is no way to conveniently transfer translation from previous versions and Java compilation (WinMerge Notepad ++ does not solve problems).

Hi! My apologies, but no - as you noted, it is very labor intensive, and the game is not really built to make it easy. A lot of the text is put together with code.


Wasn't the tip already present during stage 2(or 3) of Academy missions? Where you were asked to hack [HEGCOM-REDACATED] and #$%D^F&G* mentioned introducing false signals?

(I think so.)


Did you gave the suggestion for the ability to select AI-Core Personalities (e.g. set them to "aggressiv" behaviour) any thought?

I have a note to think about it at some point :)

Nice little buff to Pilums there. Any possibility of new missle types with regenerating ammo?

Not in this release is all I can say for certain :) In general, missiles with regenerating ammo are troublesome design-wise. The Pilum gets away with it because it's... somewhat underwhelming, otherwise. The Omega weapons get away with it (though not really) because they're so limited in availability. I don't think there's a whole lot of great middle ground available.


Otherwise, you can easily end up with ships that are functionally useless (i.e. a player trying to play optimally, rather than for challenge or role-playing reasons, would never use said ship in their fleet.)

I think you make a good point, but in general, what the game aims for is having the largest number of things be viable, not optimal. Almost by definition, only one thing is going to be optimal, unless the balance is unrealistically/impossibly good, right?

The Squall does seem alright in testing so far, though! Of course overall weaker than it was, but still hits plenty, just not vs heavy PD - so it's more situational. Sometimes it's as good as it was, sometimes it gets negated by something that really *should* negate it. Which... I mean, yes, that makes ships that use it weaker, but not all the time. So since it's situational, it's potentially more interesting.

Astral - Critical

The Astral could probably use a bit of help in general, I'd say. But I wouldn't want it to be in a way that makes, like, 4-5 of them with complete fighter saturation a good strategy.

Apogee - Moderate

(I've got one in my fleet with a Squall and it seems to do well! With the above situational caveats etc. And the Locust works reasonably well on it, too.)


Honestly though, I feel one can make a pretty good argument for both sides, though I am personally biased towards a 0.97 release with how excited I am for the Abyssal Hyperspace content.

Ahh, I don't want to overhype what's in Abyssal Hyperspace right now. There's certainly *stuff* but let's say it's an area that could use some fleshing out.


... it also talked about Wormholes & new interactions with Gates, which I don't see in the Patch Notes.
Are there plans to add them later or are they shelved for now?

Oh, oops - it's in the game, I just forgot to add that to the notes :)


there is a lot of changes i am excited for and currently i am too sick to ramble.

Oh no! I hope you live up to your forum name :)


It is somewhat frustrating now to see a ship assigned to be escort that is literally just hanging out next to it's primary and just pointing in some random direction (because there is an enemy ship in that direction, but far out of range). I think the escort AI should try to assist target the primary and secondarily target ships that are actively attacking the primary (not just be in the general vicinity).

I understand AI changes are probably some of the hardest changes to make and test.

It does actually do this - support the primary ship - but it depends on the situation. It's going to prioritize keeping the primary from getting flanked. But e.g. I've been using escort Enforcers and they do pop forward and get a bunch of shots off at the target, if not perhaps as many as they could. As you say, though, it's a tricky one to get right.

With regard to keeping the fleet together - may I recommend a pair of "Defend" orders in a line with its side facing the enemy? That seems to work very very well for me.


For instance, the arcs of the rear turrets on the Eradicator are awkward, and placing two vulcans back there is kinda precious when it might be the difference between one HVD and HA or two HVDs.

Hmm, really? The arcs seem very generous to me. And at that point, that feels like a valid choice, which do you value more.

As for the Sarissa... it's not very reliable PD?  I assumed that was the intent.  The Sarissa primarily body blocks incoming fire, often using the flak canisters to prevent its own demise to missiles.  So for something coming from outside the forward arc... they're just not there.

There's also the Xyphos or DTA + Sparks or something. Point being, really, that there are options. And also that those options not all being fully reliable is probably ... good? Gives you things to think about while piloting.



dual light autocannon goes back to 0.8 eff, and i think that overdoing it; it already has higher op cost and less range, while also being inaccurate, maybe 35 per shot instead of 30/40?

I've thought about it but frankly I think they're totally fine at 0.8.

hephhag buff is nice, but its still really really high amount of flux, i tested around a little and still find it quite underwhelming for how much flux it eats, even if it kills hull fast, i find it not worth it. Imo should be 0.8 eff at 400flux/s

Hmm - I really have to disagree there; it was already extremely close to being fine IMO, and already great on some setups (e.g. the Invictus, and I've had decent luck with it on a Retribution *before* this cost decrease, though there are better ways of building that oen).

and at that moment i would also like to ask for a big flux efficiency buff for light assault gun. Same thing as with hephag, which now goes 0.9, but small version stays at 1.0 with super weak hit strength.. i feel like it could go as low at 30 per shot without causing issues

Mmmmaybe, though I don't know if it really needs it. If you're using it you probably want some anti-fighter or you want your frigates to have a bit of low-level anti-armor punch and I'm not sure that the flux cost is really going to be stopping you. Unlike the Hephaestus, it's not as much of a portion of a ship's budget. Though if you wanted a bunch of those as anti-fighter support on a larger ship, then that would add up. Worth thinking about!


I just remembered is industrial planning ever going to be replaced with a combat flagship/fleet skill? It kinda is taking space...

We'll see, no comment :)
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