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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 300546 times)

Mishrak

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1365 on: March 05, 2024, 12:18:52 PM »

Yeah fair, the backpedalling speed makes all the difference.

I definitely abused the heck out of the neural link reset to kite a Nova with it.
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mr. domain

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1366 on: March 05, 2024, 05:08:40 PM »

I don't tend to use SO all that much, but I've seen it, yeah. I have some thoughts for tweaking it to make it more engaging, though - possibly something like making it an active ability that *does stuff*? No promises, though; I really want to just mess around with it at some point and see what feels right, but, we'll see!

Did you mean replacing venting with a timed boost to flux dissipation and speed?
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1367 on: March 05, 2024, 05:47:38 PM »

I don't tend to use SO all that much, but I've seen it, yeah. I have some thoughts for tweaking it to make it more engaging, though - possibly something like making it an active ability that *does stuff*? No promises, though; I really want to just mess around with it at some point and see what feels right, but, we'll see!

Did you mean replacing venting with a timed boost to flux dissipation and speed?

Something like that, "press button to get temporary booost at <cost or temporary downside after boost is over>", perhaps. Again, though, that's all veeeeery preliminary, not even 100% on doing this, and what happens to baseline SO is also an open question, etc.
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Brainwright

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1368 on: March 05, 2024, 07:38:15 PM »

Personally, I've thought the primary problem with SO was that it works better for a long range build, so making an SO with max range and speed (which almost the same as range) was always going to stand above other methods.  Every su you can eek out of an SO build is as good as making the thing even faster.

If I was working with it, I'd focus on capacity rather than dissipation.  Something like hard flux becomes everything you generate over normal max capacity and you get a penalty as it reaches max once again.  Slower top speed and reduced range while retaining maneuverability.  Something like that.

The Arma Armatura mod has an SO that you can switch on and off as a system on its Garegga ship and Iron Shell has its Averita Capacitor hullmod, which I thought was rather neat.
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Mishrak

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1369 on: March 06, 2024, 05:53:33 AM »

Any significant change to SO I think is going to need to be accompanied by some ship/weapon rebalancing.  Anything that fights at knife range likes SO and will perform that style of combat much less effectively without it in its current iteration.  If it doesn't have a super high mobility system like Plasma Jets or Phase Skimmer, it wants that speed and dissipation.  The high flux, close range weapons also benefit greatly from it.

LP Brawler
LP Manticore (this ship still struggles from being too slow even with all the speed it can get)
Fury
Falcon/Eagle
Champion
Erad

I'm sure I'm forgetting some.
« Last Edit: March 06, 2024, 05:55:43 AM by Mishrak »
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Grievous69

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1370 on: March 06, 2024, 05:58:04 AM »

It would be cool for LP ships to remain as they are, to keep a reminder of old SO because they have Ill-advised modifications. I personally wouldn't try to rework the whole Luddic Path fleets.

Every single ship you mentioned except Fury is 100% great without SO.
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Megas

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1371 on: March 06, 2024, 06:10:20 AM »

NPC Hyperion is another ship that underperforms without SO.  It too gets locked into backpedaling like Fury and does not try to teleport to escape even when it is safe to do so.  Without the teleporter, Hyperion is surprisingly slow.  Also, Hyperion does not have enough dissipation for three non-missile weapons without the added dissipation (something better than two pulse lasers and a missile), so it is a double whammy for NPC Hyperion without SO.  With short PPT even without SO and short weapon range, Hyperion has no reason not to take SO.

Any significant change to SO I think is going to need to be accompanied by some ship/weapon rebalancing.  Anything that fights at knife range likes SO and will perform that style of combat much less effectively without it in its current iteration.  If it doesn't have a super high mobility system like Plasma Jets or Phase Skimmer, it wants that speed and dissipation.  The high flux, close range weapons also benefit greatly from it.

LP Brawler
LP Manticore (this ship still struggles from being too slow even with all the speed it can get)
Fury
Falcon/Eagle
Champion
Erad
The last three can be built for longer-range.  Falcon and Eagle are well-known as snipers.  Eradicator has Railguns/Maulers/HVDs.  Fury would kill to use the weapons they can.  Modern Brilliant is a Remnant take of Fury done right.

I am mainly concerned about NPC ships that can function without SO.  Fury without SO is borderline broken (read: non-functional) due to AI incompetence.
« Last Edit: March 06, 2024, 06:18:37 AM by Megas »
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Mishrak

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1372 on: March 06, 2024, 06:53:37 AM »

Every single ship you mentioned except Fury is 100% great without SO.

The last three can be built for longer-range.  Falcon and Eagle are well-known as snipers.  Eradicator has Railguns/Maulers/HVDs.  Fury would kill to use the weapons they can.  Modern Brilliant is a Remnant take of Fury done right.

Anything that fights at knife range likes SO and will perform that style of combat much less effectively without it in its current iteration. 

There's a reason I highlighted the text guys.  I know they can function fine without SO.  There are configurations on those ships that want SO.  Those configurates are less effective (or dead) without SO.  C'mon.
« Last Edit: March 06, 2024, 06:55:32 AM by Mishrak »
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SCC

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1373 on: March 06, 2024, 07:56:12 AM »

I wonder if Fury (in particular) got fairly lenient treatment by the community partially because of SO. Without SO, Fury at 20 DP is more than a little expensive.

Grievous69

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1374 on: March 06, 2024, 08:36:33 AM »

I wonder if Fury (in particular) got fairly lenient treatment by the community partially because of SO. Without SO, Fury at 20 DP is more than a little expensive.
Ehh not that much, people still argued that it was too weak (especially coming from me and Megas lol), and then energy weapons got buffs, and then Fury got a small buff. But then that just means it's better to use other ships with medium energies, such as Medusa and Aurora.

I ran Neural linked Furies in my current run, and it was crazy, if you don't pay attention for more than 5 seconds, the other Fury easily dies, and that's with 8 combat skills. So I swapped to Odyssey + Nova and it's much better.
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Mishrak

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1375 on: March 06, 2024, 08:39:25 AM »

I've also been running Neural Linked Fury+Aurora/Brilliant with another officered Fury and they work super well.  A pair of Furies can handle Apexes and Brilliants with surprising efficacy.  They're SO + CH Xyphos.  KB+HB+pcl and bubble shielded.  They never ever die unless they try to face tank a Nova or a Radiant.
« Last Edit: March 06, 2024, 08:40:58 AM by Mishrak »
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Grievous69

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1376 on: March 06, 2024, 08:44:12 AM »

Well I'm not running SO. That makes all the difference here.
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Mishrak

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1377 on: March 06, 2024, 08:49:12 AM »

Yep.  Fury is really in a bad spot without SO.
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Alex

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1378 on: March 06, 2024, 08:50:23 AM »

It would be cool for LP ships to remain as they are, to keep a reminder of old SO because they have Ill-advised modifications. I personally wouldn't try to rework the whole Luddic Path fleets.

Yeah, that's my current thinking as well, leaving it as-is for the LP ships (and possibly balancing those on an individual basis, if needed). And then hopefully whatever "replaces" it on other ships would still enable low-range builds, but not be quite so pigeonholed into them.

Again, though, this is all really speculative - sorry to keep harping on that, but I usually don't even talk about things that are that speculative *at all*, because I don't want to create expectations etc. For some reason SO is an exception here, hopefully I won't regret it :)
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Twilight Sentinel

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Re: Starsector 0.97a (Released) Patch Notes
« Reply #1379 on: March 06, 2024, 08:58:59 AM »

If you stick with the can't vent aspect of SO, the vent key is free for an activated feature.  Such as putting the ship into overdrive with a risk of malfunctions as a consequence of doing so.
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