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MesoTroniK
May 20, 2014

alex314 posted:

I'm still pretty new to the game, but after getting a hang on things I've installed a couple of mods and tried Templars run. Well, it was pretty unique experience, with me having to press unlucky captured crew into service because Templars didn't like me enough to let me hire. Templar destroyer is probably my favourite ship so far, with Schism Drive my favourite special. Of course logistical needs of Templar fleet are pure bullshit, but once I've got enough high value prisoners I bought my way into one of corporations and bought a couple of transports and a tanker. I'm at the point where I can comfortably "live off the land" when I find a heavy traffic system.
Mods I run: Blackrock Driveyards, Diable Avionics, Neutrino Corporation, Nexerelin, Knights Templar. Am I missing something?

Zudgemud posted:

Other mods that are compatible with Nexerelin are Shadowyards, SCY, Junkpirates, Mayorate, Valkyrians and P9. All of the factions above are pretty fleshed out, and provide good fodder assuming your computer can handle it. You can also try to run SS+, it works with Nexerelin and balances vanilla things perfectly fine.

Zudgemud's list of recommended mods is good, for sure use SS+ also as it adds a lot of vanilla style content and quality of life improvements. I would also add Exigency to the list of compatible faction mods to try :)


DatonKallandor posted:

Ludicrous burn speeds (pretty much everything they've got is at least one category faster than it's class, sometimes more) and incredibly powerful weapons say hello (massive kinetic spike damage from almost tachyon lance range that also teleports the target in front of your guns after they overload, is just one example).

About your burn speed complaint Daton, Scy ships have similar speeds to vanilla ships if they are equipped with Augmented Engines... But Scy ships cannot mount that hullmod so the speed advantage is only relevant at level 1. I would recommend airing one's grievances on the official forums in the specific mod faction thread, as that is the best venue to get change enacted if it is needed.

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DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

MesoTroniK posted:

About your burn speed complaint Daton, Scy ships have similar speeds to vanilla ships if they are equipped with Augmented Engines... But Scy ships cannot mount that hullmod so the speed advantage is only relevant at level 1. I would recommend airing one's grievances on the official forums in the specific mod faction thread, as that is the best venue to get change enacted if it is needed.

It's not a grievance, it's just a warning to someone considering picking up SCY for a Nexerelin game. The burn speed alone will make SCY kick everyone's rear end on the strategic layer because their fleets will simply out-run and/or catch up to everyone else.

Brainbread
Apr 7, 2008

New Blog Post on... Sensors!

The idea is that your equipment can only identify fleets composition/faction when they're close enough. How easily you can detect/be detected depends on the size of your fleet and its composition, with certain ships being easier or harder to spot (like Phase Frigates). The idea being that you can no longer have 100% knowledge of where everyone else is and what they're doing all the time.

At long range its just "fleet thats big/small". At close its all the details we normally get.

The second item is the "Transponder". This is a device that is either on or off. When its off, you're detected as normal with the above stuff. If its on, you double your being-detected-range and give full information to everyone exactly whats going on in your fleet. He refers to turning it off as " like driving at night with your headlights off, or, perhaps more aptly, driving without a license plate". So most legitimate fleets/factions will have theirs on. Pirates, Bounty Hunters or Smugglers/Traders might turn it off to avoid detection, and to avoid getting noticed as a money pinata.

The last part of the post is how this is gonna gently caress up encounters without a major change. Since you'd no longer be able to see where everything always is, finding little fish to eat could be very difficult. He's going to address that by making AI fleets move more predictably on the Overmap. Traders already stick to their routes, but Pirates and Patrols will concentrate on spending their time near things that are worth it - trade routes and planets they're protecting. Less of having to fly out to the boondocks to find someone to shoot.

He's also hoping that the AI change + sensors means that you'll spend more time in populated or trafficked areas, and make the game feel more populated in general, since fleets won't be as spread out as they usually are.

Kraven Moorhed
Jan 5, 2006

So wrong, yet so right.

Soiled Meat
I want to like Exigency, but some of the weapons need another pass for balancing as they're bizarrely overpriced. For instance, the Cigen Autocannon touts itself as some hot poo poo in its description and costs a whopping 16 OP, but it does about the same damage as a Quill Rocket Launcher from BRDY (a small mount that costs 5 OP). And the Quill has seen some criticism in this thread for being underwhelming in its own size category! Maybe I'm missing something, but it seems like a colossal waste of space.

Really, with a few exceptions (like the Flail and its kin) I tend to avoid Exigency weapons. And they don't work with the Nexerelin Omnifactory, either, which is a bit annoying. I do love the Mx missiles, though. :allears: Overwhelming a fleet with exploding fleas never gets old.

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
Yeah, Exigency missiles are the best if you want to just missile spam things. I like to slap a couple of the large mount versions on a missile support cruiser.

SHAOLIN FUCKFIEND
Jan 21, 2008

Kraven Moorhed posted:

I want to like Exigency, but some of the weapons need another pass for balancing as they're bizarrely overpriced. For instance, the Cigen Autocannon touts itself as some hot poo poo in its description and costs a whopping 16 OP, but it does about the same damage as a Quill Rocket Launcher from BRDY (a small mount that costs 5 OP). And the Quill has seen some criticism in this thread for being underwhelming in its own size category! Maybe I'm missing something, but it seems like a colossal waste of space.

Really, with a few exceptions (like the Flail and its kin) I tend to avoid Exigency weapons. And they don't work with the Nexerelin Omnifactory, either, which is a bit annoying. I do love the Mx missiles, though. :allears: Overwhelming a fleet with exploding fleas never gets old.

The CIGEN penetrates shields so it's not to be solely judged by its raw damage output

Gobblecoque
Sep 6, 2011

SHAOLIN FUCKFIEND posted:

The CIGEN penetrates shields so it's not to be solely judged by its raw damage output

Yeah, but if I recall it also does kinetic damage so it doesn't really do much to armor and because it penetrates rather than hitting the shields it doesn't seem to actually raise the targets flux.

MesoTroniK
May 20, 2014

Kraven Moorhed posted:

I want to like Exigency, but some of the weapons need another pass for balancing as they're bizarrely overpriced. For instance, the Cigen Autocannon touts itself as some hot poo poo in its description and costs a whopping 16 OP, but it does about the same damage as a Quill Rocket Launcher from BRDY (a small mount that costs 5 OP). And the Quill has seen some criticism in this thread for being underwhelming in its own size category! Maybe I'm missing something, but it seems like a colossal waste of space.

Really, with a few exceptions (like the Flail and its kin) I tend to avoid Exigency weapons. And they don't work with the Nexerelin Omnifactory, either, which is a bit annoying. I do love the Mx missiles, though. :allears: Overwhelming a fleet with exploding fleas never gets old.

Gobblecoque posted:

Yeah, but if I recall it also does kinetic damage so it doesn't really do much to armor and because it penetrates rather than hitting the shields it doesn't seem to actually raise the targets flux.

Shield piercing weapons are a very dangerous edge case to get right in a balance pass. If they are strong then they just murderize high tech ships, I find it is best for them to be somewhat on the weak side as you don't use them as your primary attack but instead chip damage your foes with a slow death via unblockable damage. Or alternatively you basically turn them off to conserve your flux and you use normal kinetic weapons to get through the shields, punch the armor with HE, then use the CIGEN weapons as a nasty finisher. In the end think of them as more of a tactical option that can be situationally very powerful, the only exception is the Cannon built into the Pergon which actually hits hard enough to destroy armor plate but the shell is slow so it can be dodged and has a regen for the ammo that makes it more effective in the beginning of the engagement especially combined with the alternate fire mode.

I disabled the ability for Exigency / AA ships and weapons to be reproduced in the Omnifactory as I consider it essentially a cheat, LazyWizard is slowly working on a successor to it that will use proper mechanics that will require resources to build things, upgrading the factory etc. When that is completed I will unblock the content, but if you want to be able to do it now navigate to Exigency 0.7.1\data\config and delete the omnifactory folder within.

Backov
Mar 28, 2010
I know I am always very concerned about people cheating in my mods to a single player game.

Kraven Moorhed
Jan 5, 2006

So wrong, yet so right.

Soiled Meat

MesoTroniK posted:

Shield piercing weapons are a very dangerous edge case to get right in a balance pass. If they are strong then they just murderize high tech ships, I find it is best for them to be somewhat on the weak side as you don't use them as your primary attack but instead chip damage your foes with a slow death via unblockable damage. Or alternatively you basically turn them off to conserve your flux and you use normal kinetic weapons to get through the shields, punch the armor with HE, then use the CIGEN weapons as a nasty finisher. In the end think of them as more of a tactical option that can be situationally very powerful, the only exception is the Cannon built into the Pergon which actually hits hard enough to destroy armor plate but the shell is slow so it can be dodged and has a regen for the ammo that makes it more effective in the beginning of the engagement especially combined with the alternate fire mode.

I disabled the ability for Exigency / AA ships and weapons to be reproduced in the Omnifactory as I consider it essentially a cheat, LazyWizard is slowly working on a successor to it that will use proper mechanics that will require resources to build things, upgrading the factory etc. When that is completed I will unblock the content, but if you want to be able to do it now navigate to Exigency 0.7.1\data\config and delete the omnifactory folder within.

Okay, using kinetic damage makes sense if you're trying to make it more of a finisher, and the OP cost means you can't just smack six of them on the same ship without overspecializing. That's really cool! You may want to take another look at the description, then: though it mentions piercing shields, maybe "bypassing" would get to the point more directly, or something like "pierces shields to damage the hull beneath?" A lot of weapon descriptions (even in the base game) contain a lot of specific physical descriptions, like "tear apart" or "overwhelm," that don't reflect actual weapon behavior. Piercing certainly gets the point across coming from the design perspective, but considering this is a unique mechanic you might want to make it more overt--like how Shaolin included the Shard proc data in his description. The weapon descriptions are the only documentation we have as users so communicating this stuff clearly is pretty important.

And I appreciate you telling me how to disable the Omnifactory omission. Maybe including those directions in your OP could be a good compromise (or including them in a readme with your next patch) between your own position and user control? It makes sense for balance purposes with Knights Templar, but Exigency weapons don't feel like they should be restricted in the same way, so it ends up seeming kinda petty if you're not up front about it. Maybe the end user should make that decision for themselves.

Backov
Mar 28, 2010
I discovered a thing not to do.

So, I'm playing Nexerlin, and I start as my own faction. It's a bit weird, but hey, new thing.

As usual, there's not a lot of good targets of opportunity around, so I start picking on independents. No problem. I go off and start building my fleet.

It seems that was a bad idea - apparently if you include the Prism Freeport in your game, independents are pretty strong. I only got my fleet up to 3 destroyers+escorts before they had wiped out my only planet. Taken out by indies. How embarrassing.

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
When the anarchists band together to push your poo poo in, you know you've done good work.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

http://fractalsoftworks.com/2015/04/21/abilities/
Yet another new blog post, this time about adding abilities to use on the world map. He's really spoiling us, isn't he?

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
Holy hell, abilities will make starting out as a pirate so much more interesting.

OwlFancier
Aug 22, 2013

Yeah they look neat, I also like the changes to capship burn speeds.

I'm sort of hoping that you can tie abilities to specific ships, so you can add ships that add active abilities. Stuff like science ships actually giving you more sensor options, or supply ships actually giving you running modes which help with efficiency.

Nosre
Apr 16, 2002


Picked up this last friday and proceeded to lose the weekend to it, the combat and mechanics are amazing. Am I missing an endgame (in vanilla) somewhere, though? I got my faction up in the starter system, picked up a few destroyers, and am not really threatened by anything any more.

This is when I need to install SS+ I'm guessing.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

OwlFancier posted:

Yeah they look neat, I also like the changes to capship burn speeds.

I'm sort of hoping that you can tie abilities to specific ships, so you can add ships that add active abilities. Stuff like science ships actually giving you more sensor options, or supply ships actually giving you running modes which help with efficiency.

I would love for ships like the Apogee to be self-sustainable and brimming with utilitary stuff like this!

OwlFancier
Aug 22, 2013

THE BAR posted:

I would love for ships like the Apogee to be self-sustainable and brimming with utilitary stuff like this!

Hell yes, Apogee is a mediocre combat ship but if it had a really good sensor package, was faster, and had some kind of running mode that suited its remote exploration ship story, it'd be excellent.

Also thinking modders might use the active ability system to add in the ability to scan for asteroids you could mine for supplies (with appropriate ships) and stuff like being able to drop sensor buoys to boost your sensor range. Maybe minefields that would cause damage to ships and be hard to detect without active pinging all the time, all sorts of neat campaign hazards and abilities.

Kenshin
Jan 10, 2007

OwlFancier posted:

Hell yes, Apogee is a mediocre combat ship
:stare:


The Apogee is one of the best combat ships in the game

SHAOLIN FUCKFIEND
Jan 21, 2008

This will be the best update the campaign has ever seen and finally might make the game feel more cohesive, instead of being a bunch of combat with filler inbetween.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

OwlFancier posted:

Also thinking modders might use the active ability system to add in the ability to scan for asteroids you could mine for supplies (with appropriate ships) and stuff like being able to drop sensor buoys to boost your sensor range. Maybe minefields that would cause damage to ships and be hard to detect without active pinging all the time, all sorts of neat campaign hazards and abilities.

Imagine not just ships, but entire planets having racial abilities, like heavily defended Hegemony planets getting a ring of mines, as you say, or pirates getting tractor beams.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

OwlFancier posted:

Yeah they look neat, I also like the changes to capship burn speeds.

And apparently Navigation Bonuses are reversed now, so it the highest burn speed buffs are for the biggest ships. That will really help Cap ships.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

DatonKallandor posted:

And apparently Navigation Bonuses are reversed now, so it the highest burn speed buffs are for the biggest ships. That will really help Cap ships.

Bigger ships -should- generally have the fastest top speeds, but heinous acceleration times if they start with cold engines.

OwlFancier
Aug 22, 2013

Kenshin posted:

:stare:


The Apogee is one of the best combat ships in the game

Erh, it's alright, and has a nice large missile mount if I remember right.

But for its cost? And speed? And size? It's not very good. It's expensive as hell to field and is mostly based around sniping with its sensor drones. it's a very big, very expensive, very slow support vessel whose role can be more effectively filled by as many sunders as it takes to use up the same amount of supply.

Kenshin
Jan 10, 2007

OwlFancier posted:

Erh, it's alright, and has a nice large missile mount if I remember right.

But for its cost? And speed? And size? It's not very good. It's expensive as hell to field and is mostly based around sniping with its sensor drones. it's a very big, very expensive, very slow support vessel whose role can be more effectively filled by as many sunders as it takes to use up the same amount of supply.
It's shields are very efficient and you can fit both a Plasma Cannon (with extended range due to your sensor drones) and a large missile launcher of your choice on it. Fly it as a flagship with the level of skills you'll have by the time you're able to buy and fit one out and you can outclass certainly any vanilla cruiser in the game and some of the less combat-oriented capitals as well.

SHAOLIN FUCKFIEND
Jan 21, 2008

It's got one of the best shields and is good for kiting, but it's far from the most effective combat ship in the game. If its missile mount wasn't diagonal I might take it over an Aurora, but no. Cyclone Reaper 2gud.

OwlFancier
Aug 22, 2013

Kenshin posted:

It's shields are very efficient and you can fit both a Plasma Cannon (with extended range due to your sensor drones) and a large missile launcher of your choice on it. Fly it as a flagship with the level of skills you'll have by the time you're able to buy and fit one out and you can outclass certainly any vanilla cruiser in the game and some of the less combat-oriented capitals as well.

It does have good shields but it lacks punch, it's also too slow to avoid things and very large (especially with shields raised) so the shields don't count for a lot. It's also not very durable without its shields.

Essentially it can resist light fire quite well, but can't take sustained fire, nor can it control the battlefield with maneuverability. It's a big slow, dangerously fragile, extremely expensive lump of sensor equipment with a missile launcher and a laser stuck on it.

The only thing I would risk it in a fight with is a very limited number of destroyers, anything larger is going to be able to tank its damage output and any greater numbers will chase it down and flatten it.

Mindblast
Jun 28, 2006

Moving at the speed of death.


Nosre posted:

Picked up this last friday and proceeded to lose the weekend to it, the combat and mechanics are amazing. Am I missing an endgame (in vanilla) somewhere, though? I got my faction up in the starter system, picked up a few destroyers, and am not really threatened by anything any more.

This is when I need to install SS+ I'm guessing.

With a few destroyers you're far from done. Side with one faction and attack another. Work your way up the food chain. Find ways to tackle their biggest fleets. you've got plenty left.

Cathair
Jan 7, 2008

Mindblast posted:

With a few destroyers you're far from done. Side with one faction and attack another. Work your way up the food chain. Find ways to tackle their biggest fleets. you've got plenty left.

Haha, yeah, I missed that detail of his post at first. Try picking a fight with the Hegemony SDF and see if you still feel like nothing threatens you with just "a few destroyers".

That said, Starsector doesn't really have an 'endgame'. You just find something you want to do and build up until you can do it.

dis astranagant
Dec 14, 2006

OTOH, with enough investment in combat and tech skills you start to feel pretty drat unstoppable in some of the better destroyers and cruisers without needing to lumber around in a battleship.

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
Blaster sunder is endgame.

Wind Tempest
Oct 9, 2007

I am the culmination of all that is wrong with japan.
Soloing a battleship with a Buffalo II is end game.

dis astranagant
Dec 14, 2006

Wind Tempest posted:

Soloing a battleship with a Buffalo II is end game.

Postgame is doing it with a Cerberus (D)

Nosre
Apr 16, 2002


You guys were right, of course--I went and picked a fight with the Triwhatever faction and they certainly have some groups that a few destroyers can't handle. There's no taking over stations/system control yet though, right?

McGiggins posted:

Blaster sunder is endgame.

Mining Blasters? I just found my first Sunder for sale and was wondering how to outfit it. A large Autopulse in the big slot and 2 Mining Blasters seemed pretty solid.

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

Nosre posted:

Mining Blasters? I just found my first Sunder for sale and was wondering how to outfit it. A large Autopulse in the big slot and 2 Mining Blasters seemed pretty solid.

He means antimatter blasters. They feature pretty heavily in that one scenario mission where you more or less solo an Onslaught in a frigate.

SHAOLIN FUCKFIEND
Jan 21, 2008

3x Heavy Blaster Sunder 4lyfe

McGiggins
Apr 4, 2014

by R. Guyovich
Lipstick Apathy
I think I used mining blasters, never managed to get my hands on other ones on that run. Could have been antimatter.

Either way, Blaster Sunder with a frig swarm to tie up the enemies craft is nigh invincible. The capitals and heavy capitals are distracted, so you just move off to the side or behind as the fight allows and grind you way in one salvo at a time. Hit engine or large mounts as targets of opportunity, and the enemy never even really gets a chance to fire back.

Glorious beyond belief.

Strumpie
Dec 9, 2012
There was a blog post on Transponders 2 days ago, in case anyone missed it.

If Alex gets in all the things he's been talking about, it's going to massively increase the complexity and depth of the overworld. It's great.

Gobblecoque
Sep 6, 2011
Yeah I'm digging the recent flood of posts about new stuff. This next patch, whenever it releases, is going to own really hard.

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Brainbread
Apr 7, 2008

Strumpie posted:

There was a blog post on Transponders 2 days ago, in case anyone missed it.

If Alex gets in all the things he's been talking about, it's going to massively increase the complexity and depth of the overworld. It's great.

I'm excited for the whole... "Piracy is a viable option" aspect of it. Being able to prey on Hegemony fleets and trade with Pirates for the first time ever! I want in on those sweet Barad prices.

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