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Author Topic: Starsector 0.97a (Released) Patch Notes  (Read 178192 times)

Princess_of_Evil

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #315 on: January 11, 2024, 01:02:43 PM »

Not entirely sure why someone would. Most good smalls have a medium counterpart, and large has reapers, squalls and locusts.
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SafariJohn

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #316 on: January 11, 2024, 04:00:33 PM »

Sometimes you are tight on OP, sometimes you want to use small Annihilator over the medium. Most often you just don't have any medium missile weapons at the time.
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MuleDriver

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #317 on: January 11, 2024, 09:36:25 PM »

What about quality-of-life changes?
I won't suggest any here because it's not a suggestion thread, ...

Fractal Softworks Forum > Starsector > Suggestions

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Lawrence Master-blaster

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #318 on: January 11, 2024, 11:43:48 PM »

Oh boy does this sound good on Sunder. While I've never been sure how exactly range increases work, I'm guessing they are increasing the base range of weapons, so taking HIL or Tach Lance as examples:
Base range (1000) + ITU (200) + AO (200) + Gunnery Implants on Officer (150) + Escort Package for Capital (400) = Total Range (1950).
Provided it won't get crushed or rotated by the capital maneuvering into it, beamsunder will have some good times. On and the Sunder's absolutely subpar shields will get a nice boost too.

I think an officer is a waste on an Escort Package Sunder, but yeah, they do sound great. The only question is what do you pair them with... with that kind of range you're looking at a Gauss Conquest? Then there's the question of "will it even fire at same target as the escorted ship"

Also note that S-modding EP on a Monitor will cause it to take 20% less damage. Just when it was about to get nerfed...

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Siffrin

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #319 on: January 12, 2024, 12:20:58 AM »

Also note that S-modding EP on a Monitor will cause it to take 20% less damage. Just when it was about to get nerfed...
A Monitor that just hugs a friendly capital ship is useless so the reduced shield damage taken won't help it when it's deep in the enemy lines dancing infront of an Onslaught like it should be doing.
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Princess_of_Evil

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #320 on: January 12, 2024, 12:22:23 AM »

A Monitor that just hugs a friendly capital ship is a ship that protects the capital from damn near anything, especially overfluxing, for 6 DP.

A 6 DP frigate should not be tanking capitals forever.
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Siffrin

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #321 on: January 12, 2024, 12:28:42 AM »

A Monitor that just hugs a friendly capital ship is a ship that protects the capital from damn near anything, especially overfluxing, for 6 DP.

A 6 DP frigate should not be tanking capitals forever.
The shield damage reduction still won't have any meaningful effect in that situation since it's already tanky enough especially with the support from the capital ship its sticking to. It's already invincible so adding more tankiness doesn't help it outside of putting itself right into the enemy fleet.
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TheLaughingDead

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #322 on: January 12, 2024, 01:16:29 AM »

Escort Package can only be installed on Destroyers and Cruisers, so no Monitor worries there.

EDIT: I'm interested to see if this will make fleets with cheaper Cruisers and Capitals more viable (a la Atlas Mk2, Retribution, Falcons, Furies, etc). I'm already thinking about some sort of Atlas Mk2 fleet with tanky destroyer escorts (ships with good shields are more ideal due to S-mod bonus), could even pair it with Derelict Ops since EP will be cancelling some of the negative D-mod effects.
« Last Edit: January 12, 2024, 01:43:38 AM by TheLaughingDead »
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Lawrence Master-blaster

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #323 on: January 12, 2024, 04:11:27 AM »

Completely blanked out that EP is not for frigates, true.

The Atlas Mk2 idea certainly sounds appealing... but does a "tanky destroyer" even exist? I guess Medusa, but what is Medusa is going to do at capital range?
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Princess_of_Evil

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #324 on: January 12, 2024, 05:06:38 AM »

Medusa has some medium Es and some missile slots, it could just be doing PD and graviton support.

And there's also LP Manticore.
« Last Edit: January 12, 2024, 05:09:50 AM by Princess_of_Evil »
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Sandor057

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #325 on: January 12, 2024, 05:14:31 AM »

Completely blanked out that EP is not for frigates, true.

The Atlas Mk2 idea certainly sounds appealing... but does a "tanky destroyer" even exist? I guess Medusa, but what is Medusa is going to do at capital range?

I guess the same thing as a Xyphos wing if given beams. Except instead of Converted Hangars + 18 OP it will be 12 DP.
Come to think of it I'd rather take an Enforcer instead. 9 DP, good armor, can get some good PD options if the capital is lacking, and insane range possibilities for Maulers or HVDs. Can even get its own Xyphos wing so that the capital won't have to.
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TheLaughingDead

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #326 on: January 12, 2024, 05:43:32 AM »

Completely blanked out that EP is not for frigates, true.

The Atlas Mk2 idea certainly sounds appealing... but does a "tanky destroyer" even exist? I guess Medusa, but what is Medusa is going to do at capital range?
Heh, good point. Then again, with Capital-grade ITU, even a Medusa could give needlers and (recently buffed) phase lances some reach!
Sandor's idea with Enforcers is what I first thought of, but they have the armour that I think less shield damage is less useful for them. Hammerhead maybe. Or skip the defense and try to maximize range on Sunders or Manticores?
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Doctorhealsgood

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #327 on: January 12, 2024, 06:50:41 AM »

What about regular manticores? Large weapon slot and Canister flak sounds like a neat fit.
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Princess_of_Evil

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #328 on: January 12, 2024, 07:05:07 AM »

Oh, it would be, M(LP) is just funnier.
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Doctorhealsgood

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Re: Starsector 0.96.1a (In Development) Patch Notes
« Reply #329 on: January 12, 2024, 09:25:34 AM »

M(LP) SO is magic
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