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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: What is your general take on v0.97?  (Read 16000 times)

vorpal+5

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What is your general take on v0.97?
« on: February 05, 2024, 12:21:05 AM »

What are the most prominent features and major changes for you, and are they moving in the right direction, or do you feel there are some balance issues?

What is noticeable from the start, and what requires several hours of game to perceive?
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Lawrence Master-blaster

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Re: What is your general take on v0.97?
« Reply #1 on: February 05, 2024, 12:57:19 AM »

The only balance change I don't understand is the Containment Procedures nerf. It's not like Industry was OP and many people already considered getting fuel one of the more annoying parts of the game.
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Siffrin

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Re: What is your general take on v0.97?
« Reply #2 on: February 05, 2024, 01:03:59 AM »

Nitpicks would be that Energy Weapon Mastery being passed over for a rework or buff in favour of making Ballistic Mastery even better stung.
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Grievous69

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Re: What is your general take on v0.97?
« Reply #3 on: February 05, 2024, 01:08:10 AM »

The only balance change I don't understand is the Containment Procedures nerf. It's not like Industry was OP and many people already considered getting fuel one of the more annoying parts of the game.
Yeah this, it makes running low tech fleets even more of a hassle than before. I said so when it was first revealed in patch notes, and I'll keep saying it because I didn't like the excuse for it. Take a deep breath, then look at the skill tree. Industry tree, the THIRD TIER. Purely QoL skill that's basically just "you have to visit stations less often". And then go, well guess it needs a nerf because not enough players run SO Aurora fleets.

As for general 0.97 feedback, I barely have any since most things are mid-late game content.

Phase Lance and Heavy Autocannon being lighter on flux is nice.

Salamanders being cheaper actually made me use them here and there for support ships. Hell I'm even using 2 Vigilances that I usually dislike as a ship.
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Fenrir

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Re: What is your general take on v0.97?
« Reply #4 on: February 05, 2024, 01:10:39 AM »

EVERYTHING!!!
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Thaago

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Re: What is your general take on v0.97?
« Reply #5 on: February 05, 2024, 01:21:55 AM »

So far I'm in the early game so I haven't seen much of the new content (no colonies yet, etc) but the improved elite effect on player skills are a noticeable power-up. I've just grabbed a falcon so will put escort package on my (D mod tutorial) hammerhead and see how it does as an early game fire support candidate.
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Grievous69

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Re: What is your general take on v0.97?
« Reply #6 on: February 05, 2024, 01:29:10 AM »

True, elite skills are a bit more interesting now. I even gave elite Helmsmanship to a few of my slow ships just so they can keep up.
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Fatyn

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Re: What is your general take on v0.97?
« Reply #7 on: February 05, 2024, 03:06:27 AM »

L7 Officer with 5 good elite skills is pretty sweet now.
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Ruddygreat

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Re: What is your general take on v0.97?
« Reply #8 on: February 05, 2024, 04:16:24 AM »

it's amazing!
the vibes of the abyss are absolutely sublime (especially the things inside it, the illustrations for those are amazing) & the new colony events are really fun to interact with

KopiG

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Re: What is your general take on v0.97?
« Reply #9 on: February 05, 2024, 05:20:43 AM »

I like the rework of the whole colony threat event. I hate paying the Perseans for protection but I assume you can "do something else" so the Perseans and the Haegemony leave you alone.

EDIT: I LOVE reverse polarity in slipstreams. SOOO GOOOOOOOOD <3
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vorpal+5

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Re: What is your general take on v0.97?
« Reply #10 on: February 05, 2024, 05:23:31 AM »

I have yet to be there, but I'm a bit wary of the colony events. This feels like what they did with Stellaris, even with a ton of events, you pretty soon have seen them all, and you end up clicking rapidly on them in a "been there, done that" way ... So in theory cool, but how long will they stay fresh?
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Cryovolcanic

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Re: What is your general take on v0.97?
« Reply #11 on: February 05, 2024, 06:24:45 AM »

I like the new colony threats system, but the downside is that they all proc basically right away. Having them more spaced out would be nice. This feels more like M&B Warband where as soon as you declare your own kingdom, you get declared on by everyone and don't have a moment to rest until you wipe all the other factions off of the map. Not necessarily a bad thing, but if you wanted to spend six months exploring, you can't do that now.
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KopiG

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Re: What is your general take on v0.97?
« Reply #12 on: February 05, 2024, 07:01:23 AM »

I like the new colony threats system, but the downside is that they all proc basically right away. Having them more spaced out would be nice. This feels more like M&B Warband where as soon as you declare your own kingdom, you get declared on by everyone and don't have a moment to rest until you wipe all the other factions off of the map. Not necessarily a bad thing, but if you wanted to spend six months exploring, you can't do that now.
Okay this is spot on. I had the exact same feeling, established a few starting colonies and everybody went crazy. Didnt really have a rest in a while. It should be more relaxed. Too much pressure at start.
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Cryovolcanic

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Re: What is your general take on v0.97?
« Reply #13 on: February 05, 2024, 08:11:35 AM »

That, or something that scales with distance from the core. If you build a base far out on the fringes it should take a while for people to realize it's even there, and it should be costly to organize an expedition to go out there.
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XyttheElite117

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Re: What is your general take on v0.97?
« Reply #14 on: February 05, 2024, 08:43:00 AM »

I want to start gathering a fleet to be able to explore the new abyss and go do some sightseeing there. I'm happy the Orion-Perseus Abyss isn't just for flavor on the map anymore so you have a reason to go there
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Wort wort wort
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