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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: Starsector 0.97a (Released) Patch Notes  (Read 281776 times)

PizzaInSpace

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #810 on: February 03, 2024, 11:31:36 PM »

Quote
Officers found in sleeper pods: all of the level 7 ones and some of the level 5 ones now use preset skill selections
Requires new game to be started to take effect

tried this out but the officers i find in sleeper pods still spawn with random stats. I do not have the option to pick them. Is this a bug or has this feature been removed?
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Seeing a paragon with gigacannons and kinetic blasters scaring a radiant was very unexpected.

Nettle

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #811 on: February 04, 2024, 12:08:30 AM »

You can't manually choose it. Some officers just get random preset of skills as opposed to completely random selection of individual skills, meaning they are guaranteed to be compatible with at least one type of ship.
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cjy4312

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #812 on: February 04, 2024, 02:53:34 AM »

Hi Alex
Wolf-Class's missile weapon slots are misaligned too

Code
{
            "angle": 0,
            "arc": 5,
            "id": "WS 005",
            "locations": [
                12,
                20
            ],
            "mount": "HARDPOINT",
            "size": "SMALL",
            "type": "MISSILE"
        },
        {
            "angle": 0,
            "arc": 5,
            "id": "WS 006",
            "locations": [
                11,
                -19
            ],
            "mount": "HARDPOINT",
            "size": "SMALL",
            "type": "MISSILE"
        }
« Last Edit: February 04, 2024, 04:00:34 AM by cjy4312 »
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Popel

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #813 on: February 04, 2024, 03:31:18 AM »

  • Fixed misaligned mounts on the Enforcer
I haven't noticed, while keeping 4 of those in my fleet, also piloting one.
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Vanshilar

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #814 on: February 04, 2024, 03:51:15 AM »

The Hegemony has access to the new Grendel-class (renamed) phase cruiser. That's the only new ship in this release.

Of course that's what COMSEC wants everyone to think! Beware what may lie in the Abyss...

I had a situation where I ordered a Conquest with a 15% nav rating - so not exactly a slow ship - to eliminate a Radiant that was high on flux and it chased the damn thing around an objective for about two minutes(cue Benny Hill music) and, as far as I can tell, did not manage to score any hull damage whatsoever.

Radiant top speed is 40. Phase Skimmer adds another 30 on average. Conquest top speed is 45. Maneuvering Jets add another 25 on average. So without any bonuses to begin with, the Conquest wouldn't really be able to chase down a Radiant in the first place With bonuses on both sides, it'd take a long time either way.

It was evident from the start that Ordos would get more powerful annoying to fight. You just can't balance a valuable resource (elite skill for officer), and having the player feel powerful without making, without also messing up the enemy that gets guaranteed all elite skills on most ships.

I wouldn't necessarily say Ordos are harder or more annoying to fight. Instead, the challenge is now different.

In the previous version, since Ordos would always deploy small ships first (after the initial balanced fleet), then big ships, the player fleet had to be able to 1) defeat a fleet made up of a bunch of scattered smaller ships, as well as 2) defeat a fleet made up of fewer larger, more powerful ships. So the player fleet had to have ships that could handle both.

Now, since the AI's deployment algorithm is more even, there will likely always be some big ship in the enemy fleet, as well as some smaller ships in the enemy fleet. So now the player fleet's ships are more able to specialize in anti-small ships or anti-big ships. That will open up more interesting combinations for player fleet compositions. Instead of having ships that were more jack-of-all-trades, each individual ship can now lean into its strengths more.

Mass Gryphon spam led by flagship Onslaught XIV had its DPS go from around 430 DPS each to around 420 DPS each on the first try (and I'll get better at controlling the fleet as I go along), even though Gryphons were supposed to be somewhat nerfed, so it looks like Ordos fleets will still die pretty readily against powerful player fleets.

Second, I was chased by a full Ordo when I was level 2 while hunting a 40k bounty. The whole fleet was heavily D-modded but it had an Alpha Core Radiant and Brilliant along with 10 or so smaller ships. I can only assume it was a sensor ghost that turned into an Ordo but I don't remember any chasing me into and around a system. I don't recall salvaging anything that causes a fleet to come. Suffice to say, I E-burned out of there.

That's something that's been present from the last release (or earlier), a random encounter with a very d-modded Ordos fleet.

-----

So, trying out Escort Package, it looks like it'll open up a lot of interesting destroyer builds. The way it works is that at around 1000 range and below, the ship gets its full bonus. Between around 1000 and 1500 range, the ship's bonus decreases linearly from max to 0. Destroyers if next to a capital ship get double this bonus. This is approximate, a Manticore near a Gryphon seems to be around 900 range, while around an Atlas2 it was at around 1037 or so (so I'm guessing it accounts for the larger ship's collision size or something like that).

So in terms of weapon range, it really just means that destroyers and cruisers can "borrow" the weapon range of a nearby larger ship. Smaller ships tend to pack more flux per DP (and thus more offensive power per DP) but are more fragile, so it'll be interesting to see how this shakes out. Trying out my flagship Onslaught XIV + 2 Gryphons as flankers + 2 Atlas2's as support + 6 Manticores against double Ordos, I got a completion in less than 4.5 minutes. But the interesting bit is that the Gryphons averaged 331 DPS for 20 DP or 16.5 DPS/DP, the Atlas2's averaged 404 DPS for 24 DP or 16.8 DPS/DP, and the Manticores averaged 205 DPS for 12 DP or 17.1 DPS/DP. So the Manticores actually contributed about as much on a per-DP basis as the Gryphon and the Atlas2, both pretty powerful hitters in their own right. (The Gryphons and Atlas2's were more backline support ships in this fleet though, rather than front and center; the Gryphons did less in this fleet than if it were Gryphon spam.) Some screenshots of the battle are attached.

I feel like the Manticores got to too close of a range unnecessarily, thus not taking full advantage of their range and taking unnecessary damage (and testing in sim, they seem to naturally close in to a bit less than half their full range against a static, non-firing target from the Practice Targets mod). Maybe it's because I had them set to aggressive though, plus liberal use of the "Eliminate" command. They'd probably stay further away if set to steady instead.

The ships were:
Flagship Onslaught XIV: Mjolnir, 2 Heph on sides, 3 HAC in front, 2 HVD in middle, 2 Light Needlers in front, 4 LAC on front sides, 4 PCL, with s-modded ATG, AWM, EM, then BRF, FD, ITU, RFC, ARU, Solar Shielding (was testing between Solar Shielding versus more capacitors), 30 caps, 55 vents
Gryphon: Squall, 2 Harpoon Pods, 3 Harpoons (all linked), HVD, with s-modded ATG, ECCM, MA, then Escort Package, HS, ITU, with officer skills Helms, CE, TA (elite), SE, MS (elite)
Atlas2: Squall, Locust (both linked), 2 Mjolnir (separate groups), 2 LAC, with s-modded ATG, AWM, Aux Thrusters, then BRF, ECCM, ITU, Mili Sub, with officer skills Helms (elite), CE, TA, BM, MS (elite)
Manticore: Heph, 2 Harpoon Pods, 3 LAC, with s-modded AWM, Escort Package, EMR, then ITU, with officer skills CE, TA (elite), BM (elite), MS, GI

Character skills were basically Missile Spec, BotB, and Cyber Aug.

Note that this isn't the "final", optimized fleet, it was just me trying something out, so it'll only get better from here.

It'll be interesting to try out Sunders (1950-range HIL/Gravitons or 1225-range Plasma Cannon in a 11-DP package) with this...if I can figure out how to keep them alive.
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Lawrence Master-blaster

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #815 on: February 04, 2024, 05:09:34 AM »

My experience with Escort Package so far is the following: because positioning is all over the place a) the destroyer WILL get shot at and b) you want range of AT LEAST that of the ship you're escorting. So S-modding the EP for both 20% less damage and 40% more range is all but mandatory. From what I've seen the AI is very good at staying within EP range so you can pretty much always count on having these bonuses.

As for Sunders, Tachyon Lance seems to have worked out best for me, since escorting ships usually have a rather short window to fire before something gets in the way or they change their mind.

I tried Manticores but it was a matter of, well what do I even put on them? Hellbore is not going to hit anything, Mark IX in a turret sprays all over the place, anything bigger and you're out of flux. I tried going all out with Gauss Cannons(with huge natural flux buildup of course) and everything was well until they ran in front at which point they didn't have flux left to tank and one of them promptly died. Besides, you can get extra -10% damage from elite Systems Expertise now, which naturally pushes you towards destroyers with useful ship systems and which Manticores certainly aren't.

(On a side note, I always thought Manticores should have Heavy Ballistics Integration instead of Ballistic Rangefinder, since the only thing you can realistically put on them is Hellbore and at that point you're already out of flux, so can't use the small mounts for anything good anyway. HBI at least would free up some OP to get more vents)

One thing I tried that surprised me were Medusas, the Phase Skimmer AI actually lets them do some hit and run tactics leaning on the capital and they can tank a Radiant without breaking a sweat.
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R4dioS1lence

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #816 on: February 04, 2024, 06:43:14 AM »

EDIT: Also, when a station has surplus but you buy everything on the Black Market, even if the BM didn't have enough to cover the whole surplus, buying everything clears the surplus. Like, if it has a 400 surplus of Heavy Armaments and you buy the whole 380 that was on the BM, the surplus ends instead of still having a 20 that you can buy from the normal market. Is that intended or a bug? I remember 96 having a different behavior.

Hmm, not seeing this - possibly what I was doing in the hotfix fixed it?

Was still on RC6 just upgraded to RC7 and was lucky to see same pattern again. Not seeing it anymore either, so it did.
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SCC

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #817 on: February 04, 2024, 06:45:50 AM »

(On a side note, I always thought Manticores should have Heavy Ballistics Integration instead of Ballistic Rangefinder, since the only thing you can realistically put on them is Hellbore and at that point you're already out of flux, so can't use the small mounts for anything good anyway. HBI at least would free up some OP to get more vents)
There's little difference in effect between HBI and simply giving Manticore 10 more OP, unless you want to downsize the only large ballistic it has.

PizzaInSpace

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #818 on: February 04, 2024, 07:05:46 AM »

You can't manually choose it. Some officers just get random preset of skills as opposed to completely random selection of individual skills, meaning they are guaranteed to be compatible with at least one type of ship.

well that means they're still useless then. I've tried to give the level 7 a chance but most of the time it's just the same scenario "you have a cool officer that almost behaves like an alpha core but the major downside you get randomized skills" which most of the time it results in a mix-n-match setups which makes pairing them with the right ships have more downsides than up(such as giving impact mitigation / damage control on an energy and flux focused commander) it tends to, for me just reduce the officer to either a level 5 or 6 with a randomized built but has an extra skill.
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Seeing a paragon with gigacannons and kinetic blasters scaring a radiant was very unexpected.

Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #819 on: February 04, 2024, 08:19:24 AM »

The level 7's should always be premade, but to be clear this only applies to new games started with 0.97a.

If you post the officer skills, that might help figure this out :)
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Hiruma Kai

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #820 on: February 04, 2024, 11:05:59 AM »

So interesting experience, playing against an Ordo with Electronic Warfare, when you have neither Best of the Best or Electronic warfare, even with fast frigates (i.e. Afflictors) is rough.  One of those two skills now feels like it is mandatory (or alternatively, make your fleet 180 DP capable, which is a much smaller list than 240 DP capable).

Out of curiosity, is the AI aware at all of the effect of Electronic Warfare capture, or take it into account in any way when playing against it?  Because I've seen frigatess sitting on a point which is doing nothing because there's a relatively close by ship with Electronic Warfare overriding it.  Simply going to the position isn't enough, they need to aggressively kill the nearby enemy frigates in order to even begin to capture a point.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #821 on: February 04, 2024, 11:08:34 AM »

So interesting experience, playing against an Ordo with Electronic Warfare, when you have neither Best of the Best or Electronic warfare, even with fast frigates (i.e. Afflictors) is rough.  One of those two skills now feels like it is mandatory (or alternatively, make your fleet 180 DP capable, which is a much smaller list than 240 DP capable).

Hmm? Most Ordos - that is, all except for special bounty ones - should not have EW at all. The "remnants" faction no longer has access to that skill.

Out of curiosity, is the AI aware at all of the effect of Electronic Warfare capture, or take it into account in any way when playing against it?  Because I've seen frigatess sitting on a point which is doing nothing because there's a relatively close by ship with Electronic Warfare overriding it.  Simply going to the position isn't enough, they need to aggressively kill the nearby enemy frigates in order to even begin to capture a point.

The AI is not aware of it, no.
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Hiruma Kai

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #822 on: February 04, 2024, 11:13:32 AM »

So interesting experience, playing against an Ordo with Electronic Warfare, when you have neither Best of the Best or Electronic warfare, even with fast frigates (i.e. Afflictors) is rough.  One of those two skills now feels like it is mandatory (or alternatively, make your fleet 180 DP capable, which is a much smaller list than 240 DP capable).

It was a 500k bounty from a contact, all alpha cores, but not the special Tesseract bounty.  Does that count as special?  If run of the mill map Ordos can't roll it, then that is probably fine then.  Thanks for the clarification.
« Last Edit: February 04, 2024, 11:20:38 AM by Hiruma Kai »
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #823 on: February 04, 2024, 11:14:26 AM »

Yeah, the contact bounties do have it. Though, arguably, they shouldn't, hmm, since that ups the difficulty a lot. But normal Ordos wouldn't, regardless.
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IChugCrispix

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #824 on: February 04, 2024, 12:16:40 PM »

Been enjoying the update with no major bugs so far but I've seen Safety Overrides and Militarized Subsystems drop as loot which I assume isn't intended.
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