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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: [0.8a] Starsector+ 3.7.0  (Read 1169086 times)

Sabaton

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 The boss encounters are awesome! Looking forward for more.
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mendonca

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This is so much fun!

Bravo!  :)
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"I'm doing it, I'm making them purple! No one can stop me!"

HELMUT

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Suggested Loadout is two neutrino neutron lances in the large slots, two neutrino pulse laser cannons in the medium slots, and two exigency ball lightning guns in the small slots.

+1

The pulse beam in particular become very overpowered in that mod. That thing isn't supposed to get more than 1 charge but in this mod, it can load much more shots.

Managed to get a x24 streak with a similar loadout, just switched the ball lightning with AM blasters, PDs are relatively useless in this mod in my opinion.
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ValkyriaL

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Spoiler
[close]

God dammit Zeus! WHY!?!?
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Sleepyfish

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Cobra X 2.8 <3

Yeah, Zeus is really nasty. With high armor and a big shield, the only way to get him is from behind. That's assuming he doesnt TP away!
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HELMUT

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Surprisingly Zeus is probably the less annoying boss. It's just a teleporting Paragon on steroids, as Foxer said, just stay in its back and unleash all you got until he relocate elsewhere. Also it's huge, almost impossible to miss your shots.

Ultron is much scarier in my opinion, i don't really know how its system work but it managed many times to one hit kill my ship.

Not much to say about Oberon and Ezekiel, they're annoying but not that dangerous. They can't instagib you like Ultron can.

I hate Cristarium, i have no idea how he work. Sometimes your weapons can't scratch its armor, sometimes you can. The main problem is that it's so damn hard to kill.

Also got some problems with the three Helios. Mainly because my weapons were definitely not adapted to destroy fast targets (2 cyclones, 2 typhoons and 2 AM blasters for maximum alpha strike.) I was trying to ram them with my system and throw everything at point blank range.

Zero is pure hax, f**k that ship.
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Dark.Revenant

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Cristarium is getting nerfed and Zero is getting buffed (yes, he's a bit too easy atm, if you know his patterns).

Ultron is pretty easy if you bait his system (get within 1500 units, then go outside range, and whack him).  Hit the overloaded allies for more combo.

The WWF boss requires you to single-out individual wrestlers.  You get an opportunity to bypass their defenses when they use EMP since they overload their allies when they do it.
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ValkyriaL

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I found Zeus to be the most annoying (since i haven't gotten past him yet, but, it'll happen), but i sure found the best weapon loadout. 2 singularity cannons from HII and the hypermatter from Citadel or some other nasty high damage weapon and no smalls, I one shot both oberon and ultron with this. both of those singularities will hit for 10k a hit. ::)
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joe130794

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i put 1.5 in the mods folder with the other mods activated but it comes up with a textures error.
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SpaceRiceBowl

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Have you thought of integrating the boss ships into the campaign as ultra hard boss fleets? Cause that'll be insanely cool if we could fight them in campaign and possible get the actual boss ships.
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I really don't know what I'm doing...

Dark.Revenant

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Have you thought of integrating the boss ships into the campaign as ultra hard boss fleets? Cause that'll be insanely cool if we could fight them in campaign and possible get the actual boss ships.

That's a bit more involved than you'd think.  Many of their AIs are only programmed to work properly against a single opponent and their stats are specifically designed with the arcade in mind.  Plus, it isn't as fun as it sounds to throw a fleet against a single ship only to watch it wreck all of your things.  Even if you win it's not really a matter of skill but rather a question of having enough guns.  Boss fleets should be fleets, which I have some plans for.



i put 1.5 in the mods folder with the other mods activated but it comes up with a textures error.

You need to give me more information.  What is the crash log at the end of starsector.log?  Exactly which mods did you have enabled?  What is your graphics card?
« Last Edit: June 13, 2014, 09:37:30 AM by Dark.Revenant »
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TimeDiver

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i put 1.5 in the mods folder with the other mods activated but it comes up with a textures error.

You need to give me more information.  What is the crash log at the end of starsector.log?  Exactly which mods did you have enabled?  What is your graphics card?

*shamelessly padding own post count*

I'll go out on a limb and guess that either his own PC's version of ShaderLib isn't updated to at least v1.5, or possibly even installed/enabled at all.
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Dark.Revenant

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Major update!  The Arcade now features three music track by Psiyon, numerous balance and pacing changes, elite fighter wings, a new elite type (Shielded), and two bonus bosses (attained by not using one or both of your super systems during the whole arcade up to that point).

Also: new ships, new weapons!

Tundra-class Transport [0.5 Logistics]

Oh boy.

I figured that Starsector needs to have more civilian ships, so the Tundra was conceived to add a definitive non-combat civilian transportation vessel to Starsector.  When I say non-combat, I mean it.  This thing takes hits about as effectively as a piece of wet toilet paper.  Aside from that, it hauls cargo and personnel pretty well.  Sprite by Shellster.


Avalon-class Mini-Carrier [2.5 Logistics]

The short bus carrier.

This is the cheapest method of gaining a flight deck, but has little value beyond that.  It is completely incapable of defending itself and has little value outside of combat beyond its flight deck's contribution.  If you don't need the cargo, crew, or fuel capacities nor the medium missile slot of the Condor, perhaps the Avalon is for you.  Sprite by Shellster.


Sloop-class Yacht [3 Logistics]

For rich city folk.

Flavored as a yacht for wealthy individuals, small corporations, or starting space adventurers, the Sloop is the crap-tier destroyer this game was missing.  It's cheap and it sucks, but it still beats non-combat destroyers like the Condor and has a slight advantage in combat over a Mule.  You can mass a surprising amount of these and collect a few even with zero leadership aptitude.  Sprite by Shellster.


Vista-class Luxury Liner [3.5 Logistics]

Traveling in style.

Nobody wants to be crammed into a sardine can, so this is the upscale alternative to the Valkyrie.  The Vista has a surprising amount of bite to it, so don't get sloppy when taking one down.  Unlike the Sloop, the Vista is not suited for actual combat sorties despite its larger set of weapon slots and marginally higher OP, but is a decent alternative to the Valkyrie if you want more guns and more cargo than the Valkyrie would otherwise offer.  Sprite by Shellster.


Summit-class Cruiser [6 Logistics]

A home away from home.

This cruiser is designed to be a purely civilian, but armed and dangerous, general cruiser.  As a result, we have the Summit, a dangerous but somewhat underpowered cruiser that can be bought on the cheap (relative to other cruisers).  Don't let its lack of slots fool you; it has the Astral's drone system and competent flux stats, allowing it to be quite effective in combat for a small logistical impact.  Don't try to do too much with the Summit, however, since it is rather fragile, can't slug it out with larger ships, and is too slow to avoid being flanked.  Sprite by Shellster.


Flare Gun [Small Missile: 1 OP]

Poor-boy point defense.

Due to a lack of low-tier weapons, I saw fit to make a modular "weapon" for the flare launcher system.  Compared to the system, the Flare Gun shoots only half the number of flares per flare port, so some ships' flare systems will totally outclass the Flare Gun.  On the other hand, you can aim the Flare Gun and get more ammo for it via hull mods.  Plus, it only costs 1 OP.  Sprite by Shellster.


Tesla Gun [Small Energy: 4 OP]

Call me Nikola.

There are not many EMP weapons, even for energy slots.  I wanted to add a low-cost, low-flux, low-performance alternative to the Ion Cannon, so the Tesla Gun was the result.  It's short-ranged but does quite a bit of EMP damage if you manage to hit.  It can be re-purposed for point defense with the Integrated PD AI hull mod, but its damage output is pretty worthless.  The most noteworthy part of the Tesla Gun is that it costs only 4 OP on an energy slot, which no vanilla weapon can claim.  Sprite by Shellster.


Reliant HMG [Small Ballistic: 1 OP]

The weapon of last resort.

This is the ultimate cheapo ballistic weapon.  It pews and it plinks, but never really does much damage.  It's there to fill space if you have OP to spare, since it costs a whopping 1 OP.  If you have enough, it becomes a reasonably effective point defense option and can keep some level of pressure on shields, but that's about it.  Sprite by Shellster.


Contender Cannon [Small Ballistic: 3 OP]

Size matters not.

This is a small ballistic burst damage option.  Each shot does quite a bit of damage, but its fire rate is so poor that its DPS is even worse than the Light Mortar's.  Still, it is a viable alternative small high explosive damage option if the Light Assault Gun is too much and the Light Mortar isn't enough.  It can also be used to good effect on ships that rely on burst damage.  Sprite by Shellster.



Version 1.6
  • Added Tundra-class Transport
  • Added Avalon-class Mini-Carrier
  • Added Sloop-class Yacht
  • Added Vista-class Luxury Liner
  • Added Summit-class Cruiser
  • Added Tesla Gun
  • Added Flare Gun
  • Added Reliant HMG
  • Added Contender Cannon
  • Improved independent/civilian fleet spawning, movements, amounts, and fleet composition
  • Archer and Vanguard hull increased to 4500 from 4000
  • Updated world generation procedures
  • Polished Arcade and rebalanced several bosses
  • Added two bonus Arcade bosses (upgraded versions of Zero)
  • Added three music tracks to Arcade
  • Added Shielded mook type to Arcade
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603bill

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Just spent the last few hours kicking ass in the arcade and I have the following to say: HOLY HELL WAS THAT FUN!

My opinions on the bosses: The Oberon is kinda meh (although that has more to do with my loadout), the Ultron is also meh (again loadout), the Zeus got me the first few times with his teleport hax but I got him on round three.  The Ezekiel didn't stand a chance, but f*** the Cristarium and his homing gun, making me use my super shields to take him down.  The WWF bosses took me by surprise when they came but I managed to single them out.  For some reason they kept going to escort the other chumps on the field and that gave me a lot of breathing room to vent.  But I was expecting more out of the Zero (although I did have to use all the rest of my super shields when he did his crazy teleport pew pews).

Definitely the most fun I've had in starsector, and tomorrow will be the time to try and get those hidden bosses!
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ValkyriaL

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i can only imagine what my ships would be like with the elite stat bonuses. (a blue Vatican Mk.IV anyone?) ;D
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