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Author Topic: Starsector 0.97a (Released) Patch Notes  (Read 178363 times)

Megas

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #225 on: January 07, 2024, 06:21:19 AM »

Wendigo can't instantly flank enemy ships merely because it exists near them. Mines can. That said, I never let AI use a Doom, so I have no idea how does AI Doom perform.
Without Systems Expertise, Doom is mediocre because it gets outranged by big ballistic (or beam) users.  Mines simply do not have enough range.  With Systems Expertise, it pulls its weight or a bit above, though nowhere near what a player can do if built for it, and mines get enough range and can be spammed.

If I do not use a phase ship flagship, I may use Doom or other phase ship because they can cheat death with Phase Anchor.  NPC Harbinger or Doom with Phase Anchor is my crash test dummy I can throw in battle and not care about it dying and getting d-mods as long as do not let its CR get too low.
« Last Edit: January 07, 2024, 06:23:25 AM by Megas »
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FreonRu

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #226 on: January 07, 2024, 06:33:46 AM »

A couple of small questions:

1 Why is the modification of the escort package focused only on improving the characteristics of destroyers?  Maybe do a gradation from larger to smaller ship?  If a capital ship is accompanied by cruisers, bonuses apply to them, if cruisers are accompanied by destroyers, then bonuses apply to them, and so on.  If a capital ship is accompanied by ships smaller than a cruiser, then the bonuses are doubled.  Now this hull modification encourages the use of only capital ships and destroyers for maximum effect.  This is true? 

2 Are there plans to introduce cruisers with compartments for fighters into the game?  A good example of a ship is the Odyssey - it is not a prominent representative of the aircraft carrier group, but can carry several fighters as support.  Are there plans to add a similar ship to the cruiser gradation?
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Lawrence Master-blaster

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #227 on: January 07, 2024, 06:35:31 AM »

Well it specifically mentions base ammo now, so it would seem you only get the unmodified missile ammo count of your weapons. No more restocking 60 reapers twice.

That would be... something.

Was: (base + EMR + MS)x2 = 6 total missile "charges". 9 with Systems Expertise

Will be(?): (base)x3 + EMR + MS = 5 total missile charges, 6 with Systems Expertise

I wonder if it's even worth it to put an officer on a Gryphon at that point, especially with MS bonus to missile HP/RoF getting nerfed.
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Dadada

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #228 on: January 07, 2024, 07:09:10 AM »

1200 armor, 11000 hull!
nice

E:
1 2
1 and 2 are very interesting, I like it.
E2: I mean it doesn't have to be a downsized to cruiser Odyssey (with a different tech level)... But that would also be neat. Suddenly I want more combat than carrier cruisers but still 1-2 bays (without converted hangar), mobile or not, tech level doesn't matter. Sort of want. <_< >_>

E3@ Doom: Beyond deadly with Systems Expertise imo.
« Last Edit: January 07, 2024, 07:23:47 AM by Dadada »
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Worldtraveller

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #229 on: January 07, 2024, 07:26:09 AM »

Nope! "Cybernetic" definitionally requires a fleshy component :)

So if we install harvest organs it will, right?  I need a heart, I've got to pump a lot of blood.
Great, now we're making Cylons. :p
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Nettle

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #230 on: January 07, 2024, 07:39:14 AM »

1 Why is the modification of the escort package focused only on improving the characteristics of destroyers?

Destroyers struggle immensely in late game encounters, they are mostly transitional hulls. Lacking the mobility of frigates and durability/firepower of cruisers they often end up displaced in favor of other ships. Escort package is supposed to alleviate this. It wouldn't make sense for it to buff other ships if we are trying to help out destroyers here.
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Alex

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #231 on: January 07, 2024, 10:31:00 AM »

Hello Alex, hope the development is going well. I just have one question that I hope can be answered. Will the new Wendigo ouclass Doom in terms of cost effectiveness? From the screenshot, it looks like Wendigo have at least 3x small missile, 5x medium ballistic and 6x small ballistic. If it have rugged construction like Gremlin and a huge amount of armor and hull (1200 and 11000), will it replace doom in term of a phase support cruiser (which is what I use Doom for) as it is more reliable. Looking forward to the next update.  :)

Hi, and welcome to the forum :) Your question was already pretty much anwered by others, but, right - the Doom is in a class of its own because of its ship system (which the AI is also reasonably capable with); the Wendigo is more of a "lovable trash heap" though at least for now it's got a place in my playtesting endgame-ish fleet. It's only 18 DP, and it's tanky; not really the same role as the Doom at all.


say you mentioned in the previous blog post that there was a way to make a gate(until COMSEC intercepted it, damn bastards) does this mean that it could give the navigation skill a somewhat unique bonus?

I'm sorry, I don't understand the connection - could you elaborate?


Maybe do a gradation from larger to smaller ship?  If a capital ship is accompanied by cruisers, bonuses apply to them, if cruisers are accompanied by destroyers, then bonuses apply to them, and so on.  If a capital ship is accompanied by ships smaller than a cruiser, then the bonuses are doubled.

This is exactly how it works. But the focus is more on destroyers because they need the help more; the cruiser version of this hullmod costs comparatively more OP and would be very situational.

2 Are there plans to introduce cruisers with compartments for fighters into the game?  A good example of a ship is the Odyssey - it is not a prominent representative of the aircraft carrier group, but can carry several fighters as support.  Are there plans to add a similar ship to the cruiser gradation?

Not really - Converted Hangar is always there as an option if you want just 1 bay, so a cruiser that has that by default is not super different from what you can already do. And in general I'm not a huge fan of just adding extra fighter bays to combat ships, I don't personally like what that does to the feel of the game if that becomes too common.


Well it specifically mentions base ammo now, so it would seem you only get the unmodified missile ammo count of your weapons. No more restocking 60 reapers twice.

That would be... something.

Was: (base + EMR + MS)x2 = 6 total missile "charges". 9 with Systems Expertise

Will be(?): (base)x3 + EMR + MS = 5 total missile charges, 6 with Systems Expertise

I wonder if it's even worth it to put an officer on a Gryphon at that point, especially with MS bonus to missile HP/RoF getting nerfed.

With regards to officers, another way to look at it is that right now, it's 4 charges going up to 9 with an officer, while it will be 4 charges going to 6, which seems more reasonable.
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nathan67003

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #232 on: January 07, 2024, 10:37:47 AM »

(I do want to say, I'd advise tempering one's expectations about the abyssal areas somewhat. Is it neat, and are there things to find? Sure! Is it a specifically content-rich area? Not at this point, though there are lots of things one could add to it. And of course there are many ideas, some even written down :) )
You said at one point that there are [COMSEC HAS REMOVED THIS INFORMATION FOR YOUR OWN SAFETY] in the Abyss and that's honestly all my own hype for it is based off of. I'm sure there'll be other things in it but that's the thing that has me most interested since it means LORE
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I have some ideas but can't sprite worth a damn and the ideas imply really involved stuff which I've no clue how to even tackle.

Alex

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #233 on: January 07, 2024, 06:01:48 PM »

You said at one point that there are [COMSEC HAS REMOVED THIS INFORMATION FOR YOUR OWN SAFETY] in the Abyss and that's honestly all my own hype for it is based off of. I'm sure there'll be other things in it but that's the thing that has me most interested since it means LORE

Ah, in that case, keep the hype engines revved :)
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PizzaInSpace

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #234 on: January 07, 2024, 09:47:50 PM »

Quote
I'm sorry, I don't understand the connection - could you elaborate?

Oh right my bad for not explaining properly; i just wanted to give an idea since the recent blog post was explaining a revamp to the combat skills and thought It would be a nice idea to make the navigation skill have some unique twist towards navigating the abyss more easier or to give a time reduction on opening wormholes since I remembered a lot of new methods to traveling hyperspace from your previous blog post "wormholes-and-sundry-getting-around-the-sector"
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Seeing a paragon with gigacannons and kinetic blasters scaring a radiant was very unexpected.

vladokapuh

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #235 on: January 08, 2024, 10:09:06 AM »

I just decided to play around with dems a little:
Dragonfire: increased activation range by 100 units

Why would you do this, they already have obnoxious high activation range and casually ignore most PD, while also being able to hit even frigates, without needing eccm or anything. Good deploy range, high health, high damage, little to no counterplay outside of having a good shield. Flak cannons on a cruiser will not have enough time to actually break these most the time, even without buffed health from missile spec.
Functionally both stronger and easier to use than a hurricane mirv, while also hitting more reliably and being affected by PD less, ontop of not requiring ECCM.
Low ammo doesnt really matter if they leave not much in way of countering them outside of having a strong shield or counting on AI using them poorly, since ships can fire enough of this quickly enough to just nuke a fresh cruiser before it can react, let alone destroyers.

Gameplay with this high burst damage is just not fun.
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Grievous69

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #236 on: January 08, 2024, 11:04:00 AM »

Little to no counterplay? Are we talking about the same red laser missiles? In my experience they fail miserably, taking ages to get to their target and dying in the process. Sure if you focus a single ship you can utterly obliterate it but you can do the same with other missiles for a lower OP cost and more ammo effeciently.
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vladokapuh

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #237 on: January 08, 2024, 11:13:13 AM »

thats a case of AI using it poorly, try it yourself
it hits targets much more consistently than anything but squall

and even if it didnt, the amount of burst damage it can provide is just not good with how quickly and easily it can erase a ship
having the be that powerful and having that low ammo just makes them more hit or miss, which is annoying on both ends

edit: to be clear, i am not a fan of how the weapon works, and this change just furthers this; i would not call it overpowered, but rather poorly designed, gameplay wise; needs rework rather than nerf
« Last Edit: January 08, 2024, 11:15:47 AM by vladokapuh »
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Princess_of_Evil

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #238 on: January 08, 2024, 11:15:47 AM »

In my experience, DEMs (all of them) have serious issues doing anything if you casually ignore them. Unless you're a high-tech pile of defenseless aluminum.
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vladokapuh

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #239 on: January 08, 2024, 11:18:06 AM »

i actually find high tech being able to ignore them due to good shield efficiency as dems are soft flux
on lowtech end though theres neither shield nor PD that can work well against it

in combat the only reason you ignore this is due to AI using the poorly, either launching too far away, or launching too few
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