Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

Pages: 1 ... 58 59 [60] 61 62 ... 197

Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1176539 times)

TartarusMkII

  • Commander
  • ***
  • Posts: 164
    • View Profile
    • Email
Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #885 on: January 30, 2015, 09:23:31 PM »

Hi D.R,

I'm finally playing the game again after a bunch of updates, and right away I want to let you know that it is possible that in some instances, (in this example, an independent mercenary) the starting option to take connections with high-ranking officials is spelled "connetions". Just wanted you to know! If your mod doesn't add the extra options then I'm very sorry for forgetting =(

I wanted to add that for the first time, when I was unable to pay a toll, I was actually attacked. Between SCY's Hax defenders and the extreme taxes in this game, I still, just like months ago, cannot find a way to play this game further than having my one ship and then losing it at some point. I just thought I'd leave the feedback.
« Last Edit: January 31, 2015, 01:52:21 AM by TartarusMkII »
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2702
    • View Profile
    • Sc2Mafia
    • Email
Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #886 on: January 31, 2015, 03:24:16 AM »

Are you really bad at combat or something?  9 times out of 10 I'm able to make do with just a starting Tempest, make about 100,000, and get a destroyer.
Logged

TartarusMkII

  • Commander
  • ***
  • Posts: 164
    • View Profile
    • Email
Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #887 on: January 31, 2015, 03:28:33 AM »

Yea I seem to be having better luck fighting first before trading, but it's just luck. I am still in no shape to actually take on actual bounty missions. Right now I have my wolf and two escorts and a SCY freighter, my burn speed is decent and I've been winning larger fights vs crap pirates in Corvus, and when I can, I will try to use SCY ships for trade. But I am pretty disappointed, not in SS+, but just in the experience in general. For example, since I am using all of the faction mods that are up to date, it's very hard to have any reason to bother with factions that use older ships when I can get these better nearly OP faction ships. Burn speed especially. Thats like, the biggest issue to me. I can have a big lumbering fleet, but I can't afford it- I can't even find enough fuel for such a venture let alone afford it. (not to imply I should be able to do this right away of course.)

I was talking to my Skype group about it, and a lot of people are telling me that the game (SS+) sounds far too difficult. With so many factions having locked content like capital ships so far away, the rogue like being so difficult, how am I supposed to ever make use of any of that content? I'm having extreme problems finding and affording fuel and supplies in my game. I know you said in the past that this can be related to the balance of markets, but what about the tolls? Why is it that when I trade, I make a profit only to have it removed by the guards? This is vanilla, yes, but did you consider it when making SS+ more difficult?

I love this game, but my friends who listen to me play it are right, and all I ever really talk about is how stunted I am and how I have to constantly restart so early. I can't seem to /have/ a play through.
« Last Edit: January 31, 2015, 04:13:47 AM by TartarusMkII »
Logged

orost

  • Captain
  • ****
  • Posts: 436
    • View Profile
Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #888 on: January 31, 2015, 04:47:59 AM »

Tartarus: try going Tri-Tachyon -> climbed corporate ranks -> acquired ship upgrade. This will give you a Tempest, which is so much better than a Wolf that it's not even funny. You should be able to mow down bounties up to 20k with it. Or Tri-Tachyon -> something else, I don't remember -> ship upgrade will get you an Afflictor, which is also top-tier.

Alternatively, start as a trader and do food runs from Eos to whereever there is a shortage. This is a bit cheesy, but I started my most recent playthrough that way, and when I started actually fighting bounties I had 1.5 million credits and Technology maxed out. It didn't take much time either.

But I agree that generally SS+ is too hard, what's the point of having all these starting options and various playstyles if the only viable ones are the most optimized ones because it's just so damn punishing? When I first started playing SS+ I was feeling just like you, repeatedly running into a brick wall. I couldn't beat even the smallest random pirate scout with a Wolf because they were all armed to the teeth with high-end weapons and probably had more skill points than me. (Alastors armed with AM blasters were the biggest nightmare. Untouchable with their deep flux pool and wide shield, fast enough to keep up with a Wolf and use their burst jets to get in an AM shot, with a longer CR timer than a Wolf... I never figured out how take one out, and seemed like ever other fleet had at least one) Then I learned that you have to either min-max or cheese - either take the Tempest or Afflictor, or farm up cash and XP trading.

I also straight-up cheated in a couple playthroughs, giving myself effectively infinite money or starting at character level 20. That was fun, because I was able to try out things that are normally just unviable, like flying low-tech ships.

I don't know, maybe I suck at the game and a decent player doesn't have these problems, but that was my experience.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 3382
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #889 on: January 31, 2015, 05:01:42 AM »

Afflictor is bounty hunter -> ship upgrade (should be accessible from any background).

Some of the starting options are probably noob traps, like the Hammerhead one (see this thread) and probably Lasher as well. Even Alastor is more difficult than it should be (ship is great, but 3x IR Pulse Laser is yuck once it starts chewing through your flux).

For the early frigate game there are often smugglers with 1-2 weak ships (Hound (D), Cerberus (D), shuttle) to pick on. Much safer than trying to fight the combat fleets.
Logged

Cyan Leader

  • Admiral
  • *****
  • Posts: 642
    • View Profile
Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #890 on: January 31, 2015, 07:42:36 AM »

I'd say go Wolf + weapon upgrade. It gives you a Heavy Blaster which is excellent for the early game. Then equip the rest of the ship like this:

2 Harpoon MRM for the small missile slots (to be used when their shields are down)
1 Antimatter Blaster for the forward energy slot
2 point defense energy weapons for the remaining two energy slots

Get the missiles rack upgrade ASAP and you'll be defeating most early game pirate fleets with no problems, just avoid the ones with cruisers. The other starts give you better ships, yes, but getting some effective weapons can take time. Antimatter Blasters are a common find in pirate fleets and the Heavy Blaster provided by this start is a real deal breaker.
Logged

Tommy

  • Commander
  • ***
  • Posts: 149
    • View Profile
Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #891 on: January 31, 2015, 08:27:54 AM »

TBH, I find Starsector+ too easy. I always start with the Tempest, and I take on fleets as large as 2-3 destroyers and several frigates from second 1. If I start with bonus bounty, in 10 minutes I have 100k. I just grab a few haulers, keep at it with just the tempest, and sell the loot aswell. Then it's just easy from there.

When I say it's too easy, I mean there's no real challenge end-game. When you're level 40+ you can just steam-roll everything. I keep setting personal objectives to make it harder. Maximum 50 FP, all frigates, no missiles, all fighers (killing Templares with fighters only is probably the biggest challenge, because of Priwen Bursts that decimate 15 squadrons in one go), stuff like that.
« Last Edit: January 31, 2015, 08:30:58 AM by Tommy »
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2702
    • View Profile
    • Sc2Mafia
    • Email
Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #892 on: January 31, 2015, 12:11:36 PM »

For the record, I have no problem beating Pirate fleets with lasher + advanced weapons.  You have to pick and choose your targets, which you have the ability to do because of your high burn speed compared to pirates which usually have (D) ships.
Logged

TartarusMkII

  • Commander
  • ***
  • Posts: 164
    • View Profile
    • Email
Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #893 on: January 31, 2015, 06:12:37 PM »

Tartarus: try going Tri-Tachyon -> ...

Thanks for the advice Orost, I am glad to hear that someone else does sort of see what I'm saying.

Afflictor is bounty hunter -> ship upgrade (should be accessible from any background).

Some of the starting options are probably noob traps, like the Hammerhead one (see this thread) and probably Lasher as well. Even Alastor is more difficult than it should be (ship is great, but 3x IR Pulse Laser is yuck once it starts chewing through your flux).

For the early frigate game there are often smugglers with 1-2 weak ships (Hound (D), Cerberus (D), shuttle) to pick on. Much safer than trying to fight the combat fleets.

For some reason, maybe having to do more with the amount of factions I have rather than SS+, pirate spawns are very hit or miss in my play-throughs. Many systems simply don't have any, and if there is a very large military presence between both pirates and the faction's military, both will end up only spawning very large fleets to fight eachother, leaving nothing for little 'ol me to fight.

I'd say go Wolf + weapon upgrade. It gives you a Heavy Blaster which is excellent for the early game. Then equip the rest of the ship like this:

2 Harpoon MRM for the small missile slots (to be used when their shields are down)
1 Antimatter Blaster for the forward energy slot
2 point defense energy weapons for the remaining two energy slots

Get the missiles rack upgrade ASAP and you'll be defeating most early game pirate fleets with no problems, just avoid the ones with cruisers. The other starts give you better ships, yes, but getting some effective weapons can take time. Antimatter Blasters are a common find in pirate fleets and the Heavy Blaster provided by this start is a real deal breaker.

A few months ago someone gave me great advice for how to fly the Wolf with the Heavy Blaster properly and I tend to use that, but I don't think I'd have any use for the AM blaster. The beam PD you start with with the advanced weapons are awesome though. I am not so skilled with missiles though as my harpoons routinely miss. I usually hold off on the missile racks. Thanks for the advice!

TBH, I find Starsector+ too easy. I always start with the Tempest, and I take on fleets as large as 2-3 destroyers and several frigates from second 1. If I start with bonus bounty, in 10 minutes I have 100k. I just grab a few haulers, keep at it with just the tempest, and sell the loot aswell. Then it's just easy from there.

When I say it's too easy, I mean there's no real challenge end-game. When you're level 40+ you can just steam-roll everything. I keep setting personal objectives to make it harder. Maximum 50 FP, all frigates, no missiles, all fighers (killing Templares with fighters only is probably the biggest challenge, because of Priwen Bursts that decimate 15 squadrons in one go), stuff like that.

I appreciate your look into the game- I consider that sort of thing to be more cheesey, but for my benefit, I'd love to know how you fly the Tempest and survive against so many destroyers before your battle readiness gets to 0 =P

For the record, I have no problem beating Pirate fleets with lasher + advanced weapons.  You have to pick and choose your targets, which you have the ability to do because of your high burn speed compared to pirates which usually have (D) ships.

But then as soon as you take a ship that moves slightly slower, you are at huge risk to being caught out. You're forced to only use ships with high burn speeds, IE, never destroyers and god forbid anything larger. If you can even afford the fuel+supplies

Logged

Agalyon

  • Commander
  • ***
  • Posts: 227
    • View Profile
    • Email
Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #894 on: January 31, 2015, 09:09:40 PM »

I really really really wish this mod was modular in some way, or had a better settings file. I like it, but probably won't be using it because of some of the things I don't like.
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2789
  • Your Friendly Forum Friend
    • View Profile
Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #895 on: January 31, 2015, 09:23:52 PM »

I really really really wish this mod was modular in some way, or had a better settings file. I like it, but probably won't be using it because of some of the things I don't like.
Like what?
Logged
Help out MesoTroniK, a modder in need

2021 is 2020 won
2022 is 2020 too

Tommy

  • Commander
  • ***
  • Posts: 149
    • View Profile
Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #896 on: January 31, 2015, 09:42:57 PM »

Quote
I appreciate your look into the game- I consider that sort of thing to be more cheesey, but for my benefit, I'd love to know how you fly the Tempest and survive against so many destroyers before your battle readiness gets to 0 =P

Hey there. Here ya' go:

https://www.youtube.com/watch?v=9VbfQMcdkIo

(was just uploaded, give it a few minutes to get to 1080p)

I can sometimes take on more, sometimes less. This is just a run I just did in the simulator to prove a point.

At the start of the game, I always go for +1 missiles (5 points), more speed, and extended logistics.
« Last Edit: January 31, 2015, 09:44:30 PM by Tommy »
Logged

Histidine

  • Admiral
  • *****
  • Posts: 3382
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #897 on: January 31, 2015, 10:20:19 PM »

Hey, that's quite impressive. I didn't expect a double beam build to actually work against destroyer or larger targets; I generally go Graviton Beam + some kind of pulse weapon like Pulse Laser, Heavy Blaster, CEPC or Belial PPC (the last one is hilarious if you can get a hull hit).
Logged

Tommy

  • Commander
  • ***
  • Posts: 149
    • View Profile
Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #898 on: January 31, 2015, 10:25:05 PM »

Graviton is useless against everything, or at least that's my experience. Pulse is better at breaking shields, but no so efficient with flux and you would have issues with accuracy so that DPS is actually at most half of it's stated one. Phase beam is very weak against shields (you have to let the other ship build flux by shooting at you), but it's king at armor and hull, and disables engines in a jiffy.

« Last Edit: January 31, 2015, 10:29:39 PM by Tommy »
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2702
    • View Profile
    • Sc2Mafia
    • Email
Re: [0.65.1a] Starsector+ Vanilla Enhancement Mod 2.5
« Reply #899 on: January 31, 2015, 10:41:50 PM »

I really really really wish this mod was modular in some way, or had a better settings file. I like it, but probably won't be using it because of some of the things I don't like.

What do you refer to?  I've been putting stuff in the settings file lately but I don't really know what parts people don't like.  I know about the fuel change's "popularity", but that's in the settings file already.
Logged
Pages: 1 ... 58 59 [60] 61 62 ... 197