Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Pages: 1 ... 66 67 [68] 69 70 ... 83

Author Topic: Starsector 0.98a (Released) Patch Notes  (Read 271318 times)

WMGreywind

  • Lieutenant
  • **
  • Posts: 74
  • The circuit is one. And one is the machine.
    • View Profile
Re: Starsector 0.98a (Released) Patch Notes
« Reply #1005 on: April 18, 2025, 06:20:32 PM »

Glad to see the Special Fleet hotfix is here. I was worried for a moment that my messing around with Special Fleet stuff was causing these issues.
Logged

Mishrak

  • Captain
  • ****
  • Posts: 410
    • View Profile
Re: Starsector 0.98a (Released) Patch Notes
« Reply #1006 on: April 18, 2025, 06:23:40 PM »

I'm not sure I'd describe "going from 2 capitals to 3, with the new one being tailor-made for the encounter" as "capital spam" (I mean, who's to say what would happen if you replaced one of those with a pair of capable cruisers?), but aside from that: very much *thumbs up*!
As I generally only run two capitals, maybe 3 if one is a battlecruiser, this is cap spam to me.  Especially two very meta capitals, including a juiced flagship.

I've been using cruisers pretty much the entire playthrough, mostly high tech stuff.  Anubis, Aurora, Fury.  No combination of any cruiser I've fielded could handle as much as the Mk1.  Not even close. 

I guess what I'm trying to say is that it seems like the second you go off the ships that are tailor made for the content, it gets considerably more challenging.  If you move away from Paragon, Onslaught, Mk1, etc, it's a completely different game.  I'm not sure that's a good thing or not.  Maybe it is?

Spoiler
I've had a pretty good time with a bunch of Eagles vs Threat, of all things. Like 8 of them or something, plus a few assorted smaller ships, and an Odyssey flagship, which I just find fun. The Eagles end up dominating all along the front and basically surrounding the Fabricators at some point. Personal piloting on the Odyssey definitely makes some amount of difference, though I've also tried it on autopilot and it works. Didn't try it vs a "many Hives and Overseers" fleet, though; probably should at some point!
[close]

You definitely should see how it plays out.  I'd love to see your experiences.  Overseers are the most impactful ships in the fight.
« Last Edit: April 18, 2025, 06:37:25 PM by Mishrak »
Logged

TK3600

  • Admiral
  • *****
  • Posts: 757
    • View Profile
Re: Starsector 0.98a (Released) Patch Notes
« Reply #1007 on: April 18, 2025, 06:27:35 PM »

Ooof. Definitely hard-earned :)
Spoiler
Side-note, that's kind of impressive, winning vs Threat with only one ship left - feels like when you start to lose that many ships in that type of fight, it'd be *super* difficult to recover it.
[close]

I appreciate the kind words, but I think this sort of illustrates my point.  That was a second strike 1 fab encounter that took everything I had and I still almost lost.

Then I add Mk1 to my fleet, (swap cruisers out for destroyers) and what at least at a glance seems like it should be a harder encounter, I have literally zero issues at all.  This is an absolutely massive swing in battle power.  Cap spam reigns supreme.  It's funny because while it didn't kill a lot, it occupied so much attention and forced so much pressure, that battle log doesn't really do the MK1 justice.

Spoiler



[close]
Detailed combat result does not show damage by heavy ajudicator and devastator cannon. It severely underestimates the MK1.
Logged

Mishrak

  • Captain
  • ****
  • Posts: 410
    • View Profile
Re: Starsector 0.98a (Released) Patch Notes
« Reply #1008 on: April 18, 2025, 06:32:10 PM »

Oh yeah I forgot about that.
Logged

Doctorhealsgood

  • Admiral
  • *****
  • Posts: 1338
    • View Profile
Re: Starsector 0.98a (Released) Patch Notes
« Reply #1009 on: April 18, 2025, 06:57:58 PM »

I'm not sure I'd describe "going from 2 capitals to 3, with the new one being tailor-made for the encounter" as "capital spam" (I mean, who's to say what would happen if you replaced one of those with a pair of capable cruisers?), but aside from that: very much *thumbs up*!
As I generally only run two capitals, maybe 3 if one is a battlecruiser, this is cap spam to me.  Especially two very meta capitals, including a juiced flagship.

I've been using cruisers pretty much the entire playthrough, mostly high tech stuff.  Anubis, Aurora, Fury.  No combination of any cruiser I've fielded could handle as much as the Mk1.  Not even close. 

I guess what I'm trying to say is that it seems like the second you go off the ships that are tailor made for the content, it gets considerably more challenging.  If you move away from Paragon, Onslaught, Mk1, etc, it's a completely different game.  I'm not sure that's a good thing or not.  Maybe it is?

Spoiler
I've had a pretty good time with a bunch of Eagles vs Threat, of all things. Like 8 of them or something, plus a few assorted smaller ships, and an Odyssey flagship, which I just find fun. The Eagles end up dominating all along the front and basically surrounding the Fabricators at some point. Personal piloting on the Odyssey definitely makes some amount of difference, though I've also tried it on autopilot and it works. Didn't try it vs a "many Hives and Overseers" fleet, though; probably should at some point!
[close]

You definitely should see how it plays out.  I'd love to see your experiences.  Overseers are the most impactful ships in the fight.
I mean you could probably swap either the radiant or the executor and it would probably work out.
Logged
Quote from: Doctorhealsgood
Sometimes i feel like my brain has been hit by salamanders not gonna lie.

Mishrak

  • Captain
  • ****
  • Posts: 410
    • View Profile
Re: Starsector 0.98a (Released) Patch Notes
« Reply #1010 on: April 18, 2025, 06:59:55 PM »

I'm not sure I'd describe "going from 2 capitals to 3, with the new one being tailor-made for the encounter" as "capital spam" (I mean, who's to say what would happen if you replaced one of those with a pair of capable cruisers?), but aside from that: very much *thumbs up*!
As I generally only run two capitals, maybe 3 if one is a battlecruiser, this is cap spam to me.  Especially two very meta capitals, including a juiced flagship.

I've been using cruisers pretty much the entire playthrough, mostly high tech stuff.  Anubis, Aurora, Fury.  No combination of any cruiser I've fielded could handle as much as the Mk1.  Not even close. 

I guess what I'm trying to say is that it seems like the second you go off the ships that are tailor made for the content, it gets considerably more challenging.  If you move away from Paragon, Onslaught, Mk1, etc, it's a completely different game.  I'm not sure that's a good thing or not.  Maybe it is?

Spoiler
I've had a pretty good time with a bunch of Eagles vs Threat, of all things. Like 8 of them or something, plus a few assorted smaller ships, and an Odyssey flagship, which I just find fun. The Eagles end up dominating all along the front and basically surrounding the Fabricators at some point. Personal piloting on the Odyssey definitely makes some amount of difference, though I've also tried it on autopilot and it works. Didn't try it vs a "many Hives and Overseers" fleet, though; probably should at some point!
[close]

You definitely should see how it plays out.  I'd love to see your experiences.  Overseers are the most impactful ships in the fight.
I mean you could probably swap either the radiant or the executor and it would probably work out.

Swap for what? Cruisers?  It was barely working out before, which is why I added the Mk1 to see how much of a difference it made over what I was using.
Logged

THEASD

  • Lieutenant
  • **
  • Posts: 56
  • *Confused Cat Noise*
    • View Profile
Re: Starsector 0.98a (Released) Patch Notes
« Reply #1011 on: April 18, 2025, 07:03:52 PM »

Ammo reload for the Voltaic Cannon might be incorrect. Taking 60 seconds to reload a single round makes it practically unusable. If viewed as some kind of missile/torpedo, its damage is low.

Voidblaster lacks the USE_LESS_VS_SHIELDS "hint", so the AI may unhesitatingly deplete its ammo capacity against shields.
Logged
Also known as AnyIDElse.

Solarshade

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: Starsector 0.98a (Released) Patch Notes
« Reply #1012 on: April 18, 2025, 07:28:18 PM »

Ammo reload for the Voltaic Cannon might be incorrect. Taking 60 seconds to reload a single round makes it practically unusable. If viewed as some kind of missile/torpedo, its damage is low.

Voidblaster lacks the USE_LESS_VS_SHIELDS "hint", so the AI may unhesitatingly deplete its ammo capacity against shields.

Check the EMP, and watch how much it arcs. It's functioning exactly as intended, because that thing will shut down an entire ship if you let it impact hull.
Logged

Chaines

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: Starsector 0.98a (Released) Patch Notes
« Reply #1013 on: April 18, 2025, 07:29:37 PM »

Damn those hotfix are like christmas present I swear. Thanks a lot for your hardwork ! It's really nice to see our ships use their shield against the red death ray of death twice now. (they still die fast though)
My already OP fleet got buffed again, nice.
I was worried for nothing.
Anubis is my second favorite ship behind the tempest now.

Spoiler

[close]
Can you tell ?

Indeed the MK1 is still overpowered, but well it's a choice to use it or not I guess, and just like the Zigzig it's a very special ship.
Logged

StuffyEvil

  • Commander
  • ***
  • Posts: 181
  • imagine you can fly
    • View Profile
Re: Starsector 0.98a (Released) Patch Notes
« Reply #1014 on: April 18, 2025, 07:59:38 PM »

Also didn't saw this in the hotfix, but is
Spoiler
the issue with Fabricator Units not dropping weapons available to the ships that it can produce, e.g. Neoferris Quadcoil, fixed?
[close]
Logged
wiki.gg enthusiast

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 26057
    • View Profile
Re: Starsector 0.98a (Released) Patch Notes
« Reply #1015 on: April 18, 2025, 08:06:17 PM »

Damn those hotfix are like christmas present I swear. Thanks a lot for your hardwork ! It's really nice to see our ships use their shield against the red death ray of death twice now. (they still die fast though)

<3

Anubis is my second favorite ship behind the tempest now.

Spoiler

[close]
Can you tell ?

Nice!

Also didn't saw this in the hotfix, but is
Spoiler
the issue with Fabricator Units not dropping weapons available to the ships that it can produce, e.g. Neoferris Quadcoil, fixed?
[close]

It's not; I looked at it and spent more time thinking about it, and 1) I remember now that it was intentional and 2) I think that it's probably better that way, instead of the Fabricator being even more of a loot pinata than it already is.
Logged

Wyvern

  • Admiral
  • *****
  • Posts: 4096
    • View Profile
Re: Starsector 0.98a (Released) Patch Notes
« Reply #1016 on: April 18, 2025, 08:24:21 PM »

Also didn't saw this in the hotfix, but is
Spoiler
the issue with Fabricator Units not dropping weapons available to the ships that it can produce, e.g. Neoferris Quadcoil, fixed?
[close]

It's not; I looked at it and spent more time thinking about it, and 1) I remember now that it was intentional and 2) I think that it's probably better that way, instead of the Fabricator being even more of a loot pinata than it already is.
Obviously* the solution here is to give the Fabricator a large ballistic hardpoint.

* Not actually obvious. Or even necessarily a good idea.
Logged
Wyvern is 100% correct about the math.

Firestone

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: Starsector 0.98a (Released) Patch Notes
« Reply #1017 on: April 18, 2025, 08:25:20 PM »

Damn those hotfix are like christmas present I swear. Thanks a lot for your hardwork ! It's really nice to see our ships use their shield against the red death ray of death twice now. (they still die fast though)
My already OP fleet got buffed again, nice.
I was worried for nothing.
Anubis is my second favorite ship behind the tempest now.

Spoiler

[close]
Can you tell ?

Indeed the MK1 is still overpowered, but well it's a choice to use it or not I guess, and just like the Zigzig it's a very special ship.

MK1 was designed to deal with this kind of enemy, if you bought into a fight with other forces in the sector it might perform well in RC5 but not after its armor and reload had been nurfed
Logged

Firestone

  • Ensign
  • *
  • Posts: 26
    • View Profile
Re: Starsector 0.98a (Released) Patch Notes
« Reply #1018 on: April 18, 2025, 08:32:01 PM »

Also didn't saw this in the hotfix, but is
Spoiler
the issue with Fabricator Units not dropping weapons available to the ships that it can produce, e.g. Neoferris Quadcoil, fixed?
[close]

It's not; I looked at it and spent more time thinking about it, and 1) I remember now that it was intentional and 2) I think that it's probably better that way, instead of the Fabricator being even more of a loot pinata than it already is.
Obviously* the solution here is to give the Fabricator a large ballistic hardpoint.

* Not actually obvious. Or even necessarily a good idea.
I think it would be good if one could be added between its two forks.
Spoiler
It is really difficult to encounter a fleet with line unit and even if a line unit exists in the initial fleet the fab will only build a small number of them, making it even harder to get one. It is extremely frustrating to fight with a threat fleet with 3 fabs and only a few skimmer unit, which means that only a small number of kinds of threat weapon will drop
[close]
Logged

Doctorhealsgood

  • Admiral
  • *****
  • Posts: 1338
    • View Profile
Re: Starsector 0.98a (Released) Patch Notes
« Reply #1019 on: April 18, 2025, 10:08:24 PM »

I have personally seen a couple of line units.
Logged
Quote from: Doctorhealsgood
Sometimes i feel like my brain has been hit by salamanders not gonna lie.
Pages: 1 ... 66 67 [68] 69 70 ... 83