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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: Starsector 0.7a (Released) Patch Notes  (Read 574311 times)

Alex

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #645 on: November 17, 2015, 04:52:06 PM »

Trade fleets don't help anyone out. Can't risk that cargo unnecessarily, you know!
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Voyager I

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #646 on: November 17, 2015, 04:55:13 PM »

Yeah, I can see dropping vents if you want SO as a "speed boost at the cost of peak time" option, rather than a dissipation boost. But it's a lot of dissipation to give up, and Augmented Engines + SO may well be overkill, while ITU is kind of pointless with SO. In any case, I'm excited to see how this turns out :)

Override Tempest:  the best 30 seconds money can buy


It might actually be nutty on low-tech ships that don't normally bother with shields.  Throw extra armor + overrides on a brawling Enforcer and turn yourself into the ultimate pain train.
« Last Edit: November 17, 2015, 04:57:37 PM by Voyager I »
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Cycerin

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #647 on: November 17, 2015, 04:57:57 PM »

Can't wait to experiment with SO.
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Voyager I

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #648 on: November 17, 2015, 05:02:31 PM »

Burn Driving into someone's face with an Enforcer covered in the new HMGs and Chainguns is definitely something on my 0.7 to-do list.
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Toxcity

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #649 on: November 17, 2015, 05:09:08 PM »

Same here! :D
Though I'm also dreading level 20 enemy officers with SO.
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Sy

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #650 on: November 17, 2015, 05:24:20 PM »

yup, same for me^^

don't think i've ever used an Enforcer flagship before, but it will fit nicely into the pirate run i plan on doing.

@Toxcity: i think Alex mentioned that the ai doesn't really use SO, aside from some Luddic Path specific variants. it's mainly meant to provide a playstyle choice to the player.
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Thaago

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #651 on: November 17, 2015, 06:46:02 PM »

Looks fun! Have you finalized what the exact range changes for SO are/will the game have that info?

Also, in your experience how well do the officer personalities mesh with SO? Are there any personalities that are more aggressive about lowering shields to allow hard flux to dissipate? I'm imagining a situation where a SO ship takes a bunch of hard flux on the shield and then clams up. Then again, they have so much dissipation that maybe they can just keep firing everything anyways.
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Alex

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #652 on: November 17, 2015, 07:15:18 PM »

Looks fun! Have you finalized what the exact range changes for SO are/will the game have that info?

It's 450 + 0.25 * (range - 450). The tooltip just says "drastically".


Also, in your experience how well do the officer personalities mesh with SO? Are there any personalities that are more aggressive about lowering shields to allow hard flux to dissipate? I'm imagining a situation where a SO ship takes a bunch of hard flux on the shield and then clams up. Then again, they have so much dissipation that maybe they can just keep firing everything anyways.

You know, I'm not entirely sure. IIRC personalities don't impact shield use directly, and as far as what's better with SO? A lot of the differentiation between personalities is based around weapon range (i.e. aggressive will close in to try to use the most guns possible), but SO erases much of that.

"Timid" would be a bad choice, unless you're using SO for long range missile support, though you'd probably be better off with Unstable Injector in that case. Beyond that? I'd guess it depends very much on the loadout specifics.

(In a current test game, I've got a "steady" officer on an SO Wolf with Annihilators, a Mining Blaster, and some PD. It's doing surprisingly well, though I'll probably replace the Annihilators with Swarmers - too many end up missing due to it moving so quickly after starting off a burst. Also need to get Gunnery Implants on that guy so the Mining Blaster gets more accurate...)
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Originem

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #653 on: November 17, 2015, 07:40:20 PM »

Released my mods’ last version in 0.652a on Baidu, i cant wait any more :o
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My mods


TheHengeProphet

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #654 on: November 17, 2015, 08:33:00 PM »

Looks fun! Have you finalized what the exact range changes for SO are/will the game have that info?

It's 450 + 0.25 * (range - 450). The tooltip just says "drastically".

So a laser which does 1000 range will now have a range of 587.5?  That IS drastic.
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icepick37

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #655 on: November 17, 2015, 08:33:12 PM »

Lots of great changes. Was wondering when spawning would be improved.

Man this is going to be fun.  :D
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ciago92

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #656 on: November 17, 2015, 08:39:15 PM »

Loving the boarding changes. Much less randomness, much more "I'm playing Hegemony this game but I want some high tech ships. Better stock up on the marines"
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Tartiflette

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #657 on: November 18, 2015, 01:09:59 AM »



I swear this is a really elaborate plan to kill us all via blood pressure and heart attacks!
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JohnDoe

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #658 on: November 18, 2015, 02:42:47 AM »

Always successful provided there are enough marines

Thank you. Thank you. Thank you.
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TJJ

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Re: Starsector 0.7a (In Development) Patch Notes
« Reply #659 on: November 18, 2015, 04:27:05 AM »

Looks fun! Have you finalized what the exact range changes for SO are/will the game have that info?

It's 450 + 0.25 * (range - 450). The tooltip just says "drastically".

So a laser which does 1000 range will now have a range of 587.5?  That IS drastic.

Range 400 gets increased to 412.5 though :)
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