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VodeAndreas posted:In pursuit/chase battles now you can click deploy a ship multiple times to send it from the sides of the map not just the front. I thought that just meant what side of the roughly symmetrical formation the game makes of the ships you deploy on the bottom edge.
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# ? Sep 20, 2013 05:58 |
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# ? Apr 17, 2024 19:44 |
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Tempest is still the best ship, I especially love having 5 points in the skill that makes you do double damage to engines and weapons. If you get behind an enemy ship at any point it's dead in the water.
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# ? Sep 20, 2013 06:05 |
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Demiurge4 posted:Tempest is still the best ship, I especially love having 5 points in the skill that makes you do double damage to engines and weapons. If you get behind an enemy ship at any point it's dead in the water. What kind of weapon loadout do you use on it?. I had a hard time finding something that seemed to do good damage without building up flux hilariously fast.
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# ? Sep 20, 2013 06:07 |
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Bruc posted:What kind of weapon loadout do you use on it?. I had a hard time finding something that seemed to do good damage without building up flux hilariously fast. My current fit is 2 pulse lasers, a triple harpoon rack, accelerated shields and 10/10 capacitors and vents. I'm level 15 at this point though and I have a hilarious amount bonuses from skills. Combat 5 with 3 skills at 5 atm, next level I'll get tech 5 and from there on out anything I pilot is a death machine regardless of anything else.
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# ? Sep 20, 2013 06:11 |
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The tempests I use for pursuits are usually fitted with a pulse laser in the foremost slot, a beam in the rearmost slot (graviton, then the pink one when I have the OP), an atropos rack, 10/10 vents, and then usually extended shields. The graviton beam doesn't do much damage, it just makes the opponent keep their shields up and sometimes wrecks fighters. The pink beam is a bit better.
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# ? Sep 20, 2013 06:44 |
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I like flying a Tempest. I usually stick a phase beam on the frontal turret, large burst PD laser on the rear one, and a rack of the Shadowyards HI Shrike ASMs on the missile hardpoint to down shields/hit exposed engines with. For hull mods I use unstable injector, expanded magazines, and then as many vents as I have OP left to spend. Advanced turret gyros, maybe. If you're not playing with Shadowyards installed, Harpoons or Salamanders or Sabots are all fine missile weapons too, depending on what you find yourself having the most trouble killing.
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# ? Sep 20, 2013 06:45 |
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Mayakashi posted:I think it would be even better if, after you've harried them a couple times, the AI would realize that it has no chance of running away from you and instead mounts a doomed last stand. Or, have them mount a rearguard action with their slow ships while the fast ones make a run for it. Since the slow ships are usually the big ones with lots of loot, it makes sense for the player and adds a bit of extra realism for free. Being able to chase down an enemy fleet and attrit them to death isn't terrible as far as bugs go, it's just not fun. Another similar bug I've seen happens after beating the pirate plunder fleet: sometimes there will be a pack of Tarsus frigates that keep swinging around for another battle. It's not much of a battle since they immediately try to run away (you get an 'the enemy is defeated' message each time), but since they only lose 10% CR each engagement you may have to do it five times or so.
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# ? Sep 20, 2013 07:09 |
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After I ditched my Paragon and am trolling about the stars with my lean, mean suped-up fleet at 8 burn (I was disappointed to learn that the skill in the Tech tree doesn't affect non-frigates/destroyers/cruisers/battlecruisers and up, but that's what hull mods and lots of ordnance points are for), I'm space-rich again after a period of space-brokeness, and ran into my first really glaring bug: the starfield in-game had been replaced with a blinding white nothingness upon exiting hyperspace. If I had to guess, it was something to do with the fact that, those two being the only backgrounds in the game, when it switched to one, it couldn't switch back to the other. It was even there when I hit the game menu--luckily, closing the game and reopening it seemed to remedy it.
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# ? Sep 20, 2013 08:42 |
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Protagorean posted:After I ditched my Paragon and am trolling about the stars with my lean, mean suped-up fleet at 8 burn (I was disappointed to learn that the skill in the Tech tree doesn't affect non-frigates/destroyers/cruisers/battlecruisers and up, but that's what hull mods and lots of ordnance points are for), I'm space-rich again after a period of space-brokeness, and ran into my first really glaring bug: the starfield in-game had been replaced with a blinding white nothingness upon exiting hyperspace. If I had to guess, it was something to do with the fact that, those two being the only backgrounds in the game, when it switched to one, it couldn't switch back to the other. It was even there when I hit the game menu--luckily, closing the game and reopening it seemed to remedy it. That is a really weird bug that I've never heard of before -- you should probably post it on the official forums, the developer reads them regularly.
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# ? Sep 20, 2013 09:45 |
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AlphaDog posted:The tempests I use for pursuits are usually fitted with a pulse laser in the foremost slot, a beam in the rearmost slot (graviton, then the pink one when I have the OP), an atropos rack, 10/10 vents, and then usually extended shields. Yeah I've been using Pulse on left slot, Phase Beam on right slot, 3xHarpoon on missile point. Both engine boosts (ALL THE SPEED), range boost and extended shield (this is a must for AI Tempests I feel)... Of course all these mods need a lot of technology +OP skills built up
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# ? Sep 20, 2013 10:06 |
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Alex posted what he's done so far on the upcoming polish patch.
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# ? Sep 20, 2013 10:44 |
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Great patch, and one that needs to go live right now I bumped into the 0 crew bug couple days back and promptly lost a big stack of veterans to it, causing me to put this on hold until the next patch.
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# ? Sep 20, 2013 10:55 |
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Nav buoys are now the most imprtant thing. Good change, and makes sense, but now nebulae are going to be absolute deathtraps if you can't get a buoy.
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# ? Sep 20, 2013 10:58 |
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So a Lasher with Frontal Shield and Extended Shield gets 360 degree coverage.
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# ? Sep 20, 2013 12:39 |
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Pseudophile posted:So a Lasher with Frontal Shield and Extended Shield gets 360 degree coverage. Anything with a 150 degree or better omnishield or a 300 degree frontal shield can be made 360 with hullmods. That includes Lashers, Hyperions, Enforcers, Hammerheads, Sunders, Auroras, Geminis, and weirdly enough Odysseys and Prometheuses. (Prometheii?)
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# ? Sep 20, 2013 12:49 |
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So how close are we to Blackrock Driveyards being brought up to date? I'd sure like to start a new campaign this weekend with Blackrock, Shadowyards, the Gedune, and the Kadur.
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# ? Sep 20, 2013 13:01 |
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So what does the "0% hit strength for target armor damage reduction only(piloted ship, 10% per skill level)" part of the Combat->Target Anaylsis skill do? I cannot parse this sentence.
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# ? Sep 20, 2013 15:07 |
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Moist Missle posted:So what does the "0% hit strength for target armor damage reduction only(piloted ship, 10% per skill level)" part of the Combat->Target Anaylsis skill do? I cannot parse this sentence. "Hit strength" is the amount of damage done by the weapon shot after damage type modifiers (kinetic, explosive, fragmentation) are applied and before armor damage reduction. If I'm reading it right it just helps you strip armor faster to get at that juicy, juicy hull.
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# ? Sep 20, 2013 15:24 |
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Moist Missle posted:So what does the "0% hit strength for target armor damage reduction only(piloted ship, 10% per skill level)" part of the Combat->Target Anaylsis skill do? I cannot parse this sentence. Powerful hits are better at punching through armor than, say, plinking away it it with a machine gun. Your current bonus is +0% since you haven't added any points to the skill, but every time you do your shots get better at punching through armor.
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# ? Sep 20, 2013 15:28 |
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That tooltip should probably be reworked.Network Pesci posted:So how close are we to Blackrock Driveyards being brought up to date? I'd sure like to start a new campaign this weekend with Blackrock, Shadowyards, the Gedune, and the Kadur. Not going to promise anything, but I'm getting a bit antsy to have people playing with the new stuff. So pretty soon.
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# ? Sep 20, 2013 15:35 |
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Milky Moor posted:What I don't get is that there seems to be a difference between how the game treats an AI or player retreat. If I begin a battle and then retreat, my ships get captured or destroyed. If the AI does this, they just get to keep running. It'd be more interesting if you had to retreat off the opposite edge of the map. You should probably check out the new patch, friend! Graviton Beams are actually pretty sexy in terms of putting Flux pressure on an opponent, with some added bonuses like the good range, cheap OP cost, and killing fighters just by being a beam. They're not a great primary weapon, so I wouldn't put them on something like a Tempest with two hardpoints, but they're a great option for flux-efficient supplements.
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# ? Sep 20, 2013 16:41 |
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Are burst beam weapons like the Point Defense Lasers and Tachyon Lance effected by Advanced Optics? I want to min/max my disco light show.
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# ? Sep 20, 2013 17:53 |
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Wow, this game has come a long way over the last year. This is the first time I've seen a project like this that didn't get bogged down in stupid poo poo or have the developer go insane.
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# ? Sep 20, 2013 18:03 |
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This game can be pretty brutal if you have no idea what you are doing.
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# ? Sep 20, 2013 19:32 |
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I feel like the risk/reward ratio is much improved in this patch. Previously each battle gave so little cash that losing any ship beyond a basic one in a battle was a huge loss. Now in large battles the rewards are enough that, as long as you can win and snag the loot, losing a ship or two short of a capital isn't a huge deal. That's much better--this shouldn't be a game of "save before every battle in case I mess up and lose a ship"
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# ? Sep 20, 2013 19:34 |
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I agree. Presumably the point of this game is to have big fleet battles with ships blowing up all over the place so it should be ok for it to be a common occurrence.
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# ? Sep 20, 2013 19:41 |
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Kenshin posted:I feel like the risk/reward ratio is much improved in this patch. Previously each battle gave so little cash that losing any ship beyond a basic one in a battle was a huge loss. Now in large battles the rewards are enough that, as long as you can win and snag the loot, losing a ship or two short of a capital isn't a huge deal. The issue before was also that the markets didn't restock properly, so even if you were fine for money there was a good chance that your hulls would be basically irreplaceable, especially with Midline ships being a relative rarity among NPC fleets. I'm going to write up a beginner's guide to surviving the early game, since that's literally the hardest thing to do in this game.
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# ? Sep 20, 2013 20:17 |
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So, I didn't know what people were talking about when they mentioned the "zero crew" bug until just now, when I tried to get some mans from the Tri-Tachyon Corporate HQ which had showed zero for 90% of the time I've been playing this save. Suddenly, all of my elite crew had vanished, and I was using none of my cargo capacity. Guess I can get rid of all these freighters eh
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# ? Sep 20, 2013 21:23 |
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Protagorean posted:Are burst beam weapons like the Point Defense Lasers and Tachyon Lance effected by Advanced Optics? I want to min/max my disco light show. Yes they are.
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# ? Sep 20, 2013 21:27 |
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Protagorean posted:So, I didn't know what people were talking about when they mentioned the "zero crew" bug until just now, when I tried to get some mans from the Tri-Tachyon Corporate HQ which had showed zero for 90% of the time I've been playing this save. Suddenly, all of my elite crew had vanished, and I was using none of my cargo capacity. Guess I can get rid of all these freighters eh I had this happen as well and now my FPS in Corvus is horrendous. No idea if it's related, but when travelling in map mode in that system I get like 10 FPS now. Everywhere else is fine, battles are fine, and so are menus, so I really hope this doesn't mean I need to restart.
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# ? Sep 20, 2013 21:42 |
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How do I buy just a tiny bit of supplies/crew? I've been banging my head against the keyboard for hours now, and nothing seems to be working..
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# ? Sep 20, 2013 22:04 |
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Astrolite posted:How do I buy just a tiny bit of supplies/crew? I've been banging my head against the keyboard for hours now, and nothing seems to be working.. Holding shift and clicking an item increments it 1 unit at a time.
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# ? Sep 20, 2013 22:09 |
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Hold shift, click and hold and you'll get a drag bar if you're trying to buy a specific larger amount.
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# ? Sep 20, 2013 22:14 |
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Much appreciated. Now I can fail in other, more intentional ways.
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# ? Sep 20, 2013 22:25 |
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Is there a way to turn on/off autofire for a weapon during a battle?
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# ? Sep 20, 2013 22:29 |
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qwako posted:Is there a way to turn on/off autofire for a weapon during a battle? CTRL + [number] of the group you want to toggle. X will toggle fire for all weapons.
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# ? Sep 20, 2013 22:32 |
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I wish Starsector had an option or ship mod to make point defense weapons not fire against ships of frigate size and above. Aside from the machine guns, which are pretty amazing at taking down shields, most PD weapons aren't very efficient against proper ships and tend to just create more flux, waste ammo, or waste charges on burst lasers.
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# ? Sep 20, 2013 22:47 |
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Gobblecoque posted:I wish Starsector had an option or ship mod to make point defense weapons not fire against ships of frigate size and above. Aside from the machine guns, which are pretty amazing at taking down shields, most PD weapons aren't very efficient against proper ships and tend to just create more flux, waste ammo, or waste charges on burst lasers. Different levels of autofire maybe? Autofire on all, autofire only on missiles/fighters, autofire only on frigate or larger?
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# ? Sep 20, 2013 23:00 |
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I see a lot of mods have space stations as ship hulls. Are there any point to these and if so, where do you get them? The combat in this game is great, but I guess the alpha status is earned as there isn't much else besides that.
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# ? Sep 20, 2013 23:49 |
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# ? Apr 17, 2024 19:44 |
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So I just wanted to give mad props (that's what the kids these days say, right?) to The good Professor for his Kadur faction mod. Now, the system that they're in is kind of annoying to sustain yourself in because in my experience there's not enough enemies to get supplies and whatnot to pay for the Kadur's massive crew/supply per day cost (aside from attacking the Kadur themselves but that's more of a stopgap and I'm sure future versions of the game will keep you from buying stuff from stations of factions you are hostile to). But my god the ships look nice, they have plenty of hardpoints, they have a good theme (missile/ballistic focus, high armor/hull with bad shields, fast top speed but bad turn speed/maneuverability) and more importantly they have my favorite ship out of all the ships in the vanilla game, Kadur, Gedune, SHI, Higaarans, and Junk Pirates (basically all the mods I can get to run with the 6.0 version): The Caliph. It is magnificent. Slow as poo poo but with tons of missile hardpoints and medium/large ballistic slots, it is just amazing. It has spoiled me on other battleships. I mean sure its ability is kinda bad (you can jump like, 10 SUs per charge and hold up to two charges, and it doesn't always face you how you might like. Wooo...) is weird and whatnot, and sure it has like, 1200 crew minimum, and its got 30/supplies a day (don't get one ASAP if you haven't been keeping your Logistics up in your leveling or you end up having Bad Things occur) but it's just a monster in battle. And its CR loss per deployment is quite low. So yeah, I can't wait to play this more, and hope once econ/industry gets to be a thing and faction relationships are developed more I can do something like start with them not overly hostile but not inclined to deal with me, and slowly win them over with good contracts and deals, and get access to their sweet, sweet hulls. Maybe even have them get new ship types as the game goes on if they get advanced tech through trade, or the same hulls but with different hardpoints (some missile/ballistics swapped for energy, that kind of thing.
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# ? Sep 21, 2013 01:28 |