Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 35 36 [37] 38 39

Author Topic: Starfarer 0.5a Preview (Released) - Live Patch Notes  (Read 302469 times)

Zarcon

  • Captain
  • ****
  • Posts: 329
    • View Profile
Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #540 on: February 24, 2012, 10:15:15 PM »

... uh... what?

Excellent question sir.   ;D
Logged
There is no instance of a nation benefitting from prolonged warfare.
Thus it is that in war the victorious strategist only seeks battle after the victory has been won, whereas he who is destined to defeat first fights and afterwards looks for victory.

arwan

  • Admiral
  • *****
  • Posts: 668
    • View Profile
Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #541 on: February 24, 2012, 10:21:16 PM »

its in response to kahabut. referencing MOO2 (master of orion 2) and phase shields / time distortion devices

if you play MOO2 and really pay attention to what some of the research does you come out with what i had posted as the best ship load out in the game. something im sure other people have figured out at some point or another (though only me and one other friend of mine ever figured it out and we refused to tell anyone else LOL)

essentially i dont think the game needs that kind of crazy power in combat LOL.
Logged
Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Thana

  • Captain
  • ****
  • Posts: 289
    • View Profile
Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #542 on: February 25, 2012, 01:02:20 AM »

its in response to kahabut. referencing MOO2 (master of orion 2) and phase shields / time distortion devices

if you play MOO2 and really pay attention to what some of the research does you come out with what i had posted as the best ship load out in the game. something im sure other people have figured out at some point or another (though only me and one other friend of mine ever figured it out and we refused to tell anyone else LOL)

essentially i dont think the game needs that kind of crazy power in combat LOL.

It's apparently an extremely well-known game-breaker combo. I think we can be pretty safe in assuming that Alex doesn't intend to implement 100% invulnerability into the game.

(Although I have begun to think that the Tri-Tachyon ships may be too much better than the others.)
Logged

Ivaylo

  • Loremaster
  • Global Moderator
  • Commander
  • *****
  • Posts: 230
    • View Profile
Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #543 on: February 25, 2012, 08:05:35 AM »

oh god LOL we dont need a uber my one doom star can kill your fleet of doom stars load outs LOL..

Phasing Cloak
Stellar Converter
Doom Star Construction
Megafluxers
Subspace Teleporter
Time Warp Facilitator

what you get. 100% invisibility for up to 10 turns (if you never fire weapons, takes 1 turn of not shooting to go back into cloak for 10 more turns)
a weapon that can not miss and envelops target
largest ship in the game
25% more space for more stuff
teleport on battle screen up to 18 squares before your ship actually moves
and a free second turn.. ( to move and NOT shoot to go back to 100% cloak.)

your turn you move and fire (preferably all the while staying far far out of the other sides range. with the stellar converters unlimited range) then the second turn from time warp facilitator you move again and not fire. and re cloak rinse repeat until entire other side is obliterated. you can successfully annihilate any computer opponent without ever being shot at like this.. they wont even move because your invisible.

anyway me and my friend used to play this game a heck of a lot... and when we did hot seat play (lan play was just to slow) we always agreed to not use this setup if we fought each other LOL other wise it just turned into a waiting game.


No Hyper-X Capacitors??
Logged
Escort Ship-level forum support

Avan

  • Admiral
  • *****
  • Posts: 1399
  • Pioneer of Starfarer Modding
    • View Profile
    • DevDB forums
Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #544 on: February 25, 2012, 08:41:03 AM »

Ah ok, haven't played MOO2 so I wouldn't know.

arwan

  • Admiral
  • *****
  • Posts: 668
    • View Profile
Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #545 on: February 25, 2012, 09:22:58 AM »

its been a while.. LOL i would have figured it out if i was in the game

DOH!!
Logged
Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

Surveyor

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #546 on: February 25, 2012, 10:10:02 AM »

Ah ok, haven't played MOO2 so I wouldn't know.

Was a great game back then and can hold it'S own against some newer. MOO2 was so awesome, I whis MOO3 would never have happened :(
Logged

Alex

  • Administrator
  • Admiral
  • *****
  • Posts: 24114
    • View Profile
Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #547 on: February 25, 2012, 10:31:06 AM »

I whis MOO3 would never have happened :(

What is this MOO3 you speak of?
Logged

arwan

  • Admiral
  • *****
  • Posts: 668
    • View Profile
Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #548 on: February 25, 2012, 10:36:32 AM »

exactly.. if MOO2 is pure gold then MOO3 is pure dog [censored]... ... ... exactly.
Logged
Alex
You won't be able to refit fighters and bombers at all. They're designed/balanced around having a particular set of weapons and would be very broken if you could change it. Which ones you pick for your fleet -out of quite a few that are available- is the choice here, not how they're outfitted.

SgtAlex86

  • Captain
  • ****
  • Posts: 272
    • View Profile
Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #549 on: February 26, 2012, 03:58:12 AM »

I whis MOO3 would never have happened :(

What is this MOO3 you speak of?
stop giving alex ideas how to spend his time... (besides slaving away at new features for the masses...)
Logged

xanderh

  • Commander
  • ***
  • Posts: 136
    • View Profile
Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #550 on: February 26, 2012, 07:54:30 AM »

I whis MOO3 would never have happened :(

What is this MOO3 you speak of?
stop giving alex ideas how to spend his time... (besides slaving away at new features for the masses...)

MOO3 was so bad that Alex wont acknowledge its existence. At least, that's how I'm interpreting his comment ;)
Logged

stonehand

  • Ensign
  • *
  • Posts: 45
    • View Profile
Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #551 on: February 26, 2012, 08:55:14 AM »

not sure if i just unlucky but i was killing a cap(the biggest 1, 25 pointer forgot the name) ship with 8 medussa most with almost no dmg and it blowup killing 6 of them is there any ai on ships to get them to turn on there shields for enemy ships about to blowing up? what it looked like was the enemy ship vented all my ships dropped there shields becuase they thought it wasnt a threat then it died killing them becuase they had no shields. What i think should of happened was it dies my ships are smart enough to c it comming and raise shield all live but some are now overloaded form taking the blast. Thats just what i think should happen its annoying to be so heavyly winning and then killing it cuase more dmg then it ever could.

edit: ty Avan must have missed that post
« Last Edit: February 26, 2012, 09:55:08 AM by stonehand »
Logged

Avan

  • Admiral
  • *****
  • Posts: 1399
  • Pioneer of Starfarer Modding
    • View Profile
    • DevDB forums
Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #552 on: February 26, 2012, 09:25:00 AM »

That behavior got fixed for the next release IIRC

Iscariot

  • Admiral
  • *****
  • Posts: 852
    • View Profile
Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #553 on: February 26, 2012, 12:22:48 PM »



(Although I have begun to think that the Tri-Tachyon ships may be too much better than the others.)

There are useful midline and low tech ships, but I do agree that there are a few EXTREMELY good Tri-Tachyon ships, with not really any midline or low tech ships that approach those highs.
Logged

The idea is that the various tech levels represent different - not "better" - ways to do things.

ClosetGoth

  • Commander
  • ***
  • Posts: 202
  • Permanently TTRPG-brained
    • View Profile
Re: Starfarer 0.5a Preview (Released) - Live Patch Notes
« Reply #554 on: February 26, 2012, 01:31:18 PM »

On the topic of ship balancing and AI, the Hound definitely could benefit from better AI control. Even when I am using something terrible like a Dram, the AI runs around me in circles before running away. Even if I am using a Hound with no guns, it barely shoots its main gun at me before turning tail, and I rarely if ever see the dual MG fire.

Also, Pirana Bombers are definitely MUCH better than their fleet point and monetary cost would indicate. The bombs TEAR through medium or larger ships, and the swarmer launchers pose a considerable threat to even the fastest of frigates. IMO, they shouldn't be able to spam swarmers for extended periods of time, like they currently do. I know that is an issue with swarmers themselves, but maybe we could have a not-as-spammable version (like, burst fire and long reload), or a GREATLY increased cost for Pirana Bombers.
Logged
Starfaring since the very beginning of 2012
Pages: 1 ... 35 36 [37] 38 39