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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: Starsector 0.6.2a (Released) Patch Notes  (Read 187933 times)

Megas

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #300 on: January 26, 2014, 07:24:08 AM »

There are two Monitors for sale in Askonia, at first.  But if your game has progressed long enough, they may get replaced by other ships if you do not buy them in time.  The station in Askonia also has some other nice ships to buy such as two Heron and five Oxen.  Like the Monitors, they eventually get replaced by new stock.
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Alex

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #301 on: January 26, 2014, 07:30:23 AM »

I think he means w/o starting a new game, meaning a save that's been around since 0.6.1a. I think. Though the answer is the same if it's that, or if you've just run out of Monitors in a new game:

It's going to be challenging. There's a chance of a Monitor being delivered to the station in Askonia, but it's small. If you keep taking out Diktat fleets, they'll respawn, and the respawns have a chance to have a Monitor in them. If you take *those* out, you might be able to board one. Again, though, that could really take a while.

(Also: hello, and welcome to the forum!)
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T_Mir

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #302 on: January 26, 2014, 08:15:57 AM »

Thanks for the fast reply, i will begin the invasion of Askonia!

An other point. Some players are quite unhappy with the "high costs" of some ships.
Honestly, i think all ships are cheap, too cheap, i mean, just take out a pirate plunder fleet and buy tons of new ships and weapons.
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Midnight Kitsune

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #303 on: January 26, 2014, 01:37:30 PM »

May I ask a question without opening a new thread? Thank you for the great new patch; is there any way to get the Monitor class without starting a new game? That ship is awesome (even without those flaks) and i really don't want a new game.
All the other ships have already been delivered, so, all what i am doing actually is waiting, travelling and looking for the ship, like a fanatic person...
Another way would be to install the mod "Console Commands" here: http://fractalsoftworks.com/forum/index.php?topic=4106.0 and use the code "addship monitor_hull" without the quotes
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T_Mir

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #304 on: January 26, 2014, 03:32:17 PM »

Thank you, it worked, it's a bit cheated but i will sacrifice 10 Paragons for that.
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Midnight Kitsune

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #305 on: January 26, 2014, 04:44:11 PM »

Thank you, it worked, it's a bit cheated but i will sacrifice 10 Paragons for that.
No problem!
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Megas

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #306 on: January 27, 2014, 03:55:34 PM »

After playing the Heron more, and experimenting with various configurations, I like this ship.  Even though it is a dedicated carrier, with benefits from Combat and Technology, a Heron flagship is nimble and can fight on the front lines, or at least use its speed to dictate the terms of engagement.  It can go toe-to-toe with frigates and destroyers without any problems.  While it can go toe-to-toe with bigger ships, doing so without fighter support is tedious, but we choose the Heron for fighter use, right?

My favorite configuration as a Combat/Technology specialist:

Heron
Weapons:  Heavy Blaster, Burst PD Laser x4
Hullmods:  Augmented Engines, Integrated Targeting Unit
Capacitors: 5
Vents: 21

Two rearmost mounts left empty.  With this configuration, the Heron points its nose at its target, and blasts it with the Heavy Blaster.  Though not as efficient as dedicated warships that can fire two or three blasters at once, one blaster will get the job done.  Four burst PD lasers that aim forward should take care of most incoming threats, and pile a little more damage to whatever the Heron is blasting.  For the uncommon missile threat from behind, either turn the ship, raise the shield at the rear, or deploy drones.

My minor complaints/nitpicking?  Costs 9 Logistics to deploy instead of 8.  Limited OP (currently works, but it is rough nonetheless), and only 100 crew between minimum and maximum.  Not very many replacement pilots unless player has the Making Do perk or another ship with crew to spare.

EDIT - This Heron can solo a Hegemony defense fleet singlehandedly, without fighters.  Doing so is slow, but possible.  The Heron plays like a high-tech ship while disguised as a midline ship.
« Last Edit: January 28, 2014, 10:47:13 AM by Megas »
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Steven Shi

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #307 on: February 04, 2014, 06:11:49 PM »


EDIT - This Heron can solo a Hegemony defense fleet singlehandedly, without fighters.  Doing so is slow, but possible.  The Heron plays like a high-tech ship while disguised as a midline ship.

How on earth does 1 heavy blaster break through even one Onslaught's shield???  :o 
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Chaos Farseer

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #308 on: February 04, 2014, 07:23:19 PM »

By going around it :P

I'm still fairly certain that no Vanilla ship can beat the Onslaught by attacking from the front, 1v1. Thing is scary.
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Sleepyfish

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #309 on: February 04, 2014, 09:22:21 PM »

A properly set up paragon, or even conquest, might be able to. Moreso in the campaign, where your skill level improves your ship stats by allocating them in the right places.
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Steven Shi

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #310 on: February 04, 2014, 09:30:52 PM »

At max range of the blaster, Onslaught can turn faster than a medium carrier can strafe. Heck, that Heron with probably run out of CR before it kills an Onslaught.

Ironically, what I do see is a Hound circling behind this particular Heron and giving it an embarrassing end for talking so much hot air.  :P
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xenoargh

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #311 on: February 05, 2014, 01:23:50 AM »

A properly-configured Conquest or Paragon can definitely kill an Onslaught :)  Heck, people have killed Onslaughts with Tempests.

The Heron, with player buffs to speed and maneuverability, can circle quite nicely, and if you can get the Onslaught to use its Burn Drive badly, you can get behind it just fine.  But with the Tech bonus to weapon range, you really don't need to; you can just kite from outside the Onslaught's effective range, taking minimal hits to the shield.
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Sundog

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #312 on: February 05, 2014, 12:49:51 PM »

Heck, people have killed Onslaughts with Tempests.
Make that Hounds. The Onslaught is a beast of a ship, but it needs a friend or two to watch it's back.

Thaago

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #313 on: February 05, 2014, 02:03:35 PM »

Gothars managed it in a Buffalo Mk II. Seriously.
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Sundog

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Re: Starsector 0.6.2a (Released) Patch Notes
« Reply #314 on: February 05, 2014, 03:41:00 PM »

O.o  But... how... what? That's impressive. Did it involve kiting until it was out of ammo or something?
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