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Lowen posted:I think the main problem there was you attacked something that was too powerful for your frigate. When you're in a frigate, you really do need to be able to kill something within that 3 minute timeframe. That's the price you pay for being in a fast, cheap ship. I haven't gotten around to try the new patch yet, but these kind of timer things are exactly the kind of hideous bullshit mechanics that I hate. I hope there's a mod to increase or completely eliminate the timer. Or get rid of CR entirely, I liked the game just fine before it. I mean really? Three minutes? Get out. Get the gently caress out.
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# ¿ Sep 16, 2013 06:42 |
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# ¿ Apr 25, 2024 18:33 |
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Tried this a little bit yesterday and it feels like the price of supplies has made the early game, which used to be my favorite part, completely trivial. After one single fight in my new game, I already had enough cash to buy an Enforcer and equip it. An hour or two later I had hundreds of thousands. Hurp. But I guess the price of supplies will be easy enough to lower back to reasonable if the dev guy decides to keep this. I'm getting a vibe here that this game is gonna end up needing it's own version of the Call of Pripyats Misery mod. Otherwise I didn't dislike the new changes too much, although I'm not a huge fan of the new UI. Old one seemed clearer and simpler.
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# ¿ Sep 17, 2013 05:56 |
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I don't understand what the burn increasing skill does. I can't remember the name but it's the rightmost skill in the aptitude list that has the ordnance point bonuses and such. First point in it gives you some sort of vague 1/1/0/0/0 burn bonus or something. I didn't notice any difference in my travel speed after taking it though. Had two cruisers (Dominator and the silly one with one frontal medium energy) and one destroyer (Enforcer) at the time.
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# ¿ Sep 18, 2013 06:28 |
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Psycho Landlord posted:Those numbers are for each ship class, starting with frigates. So a level one of that skill, all frigates get plus one to maximum burn. As you put more points in, larger ships will start to be effected, and smaller ships will get a larger bonus. Ahh, okay. I'm a stupid.
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# ¿ Sep 18, 2013 06:35 |
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Hermetian posted:Am I the only one who just leaves the missile slots empty on big ships? Maybe it's just me, but the burst damage just doesn't seem that useful compared to more flux vents or hullmods. I usually skip missiles unless I can use a large amount of LRMs (Onslaught) or my favorites, annihilator rockets. Dominator cruiser with three annihilator rocket pods in front was fun to play with. Fluxwise Dominator had no problem keeping two Hephaestus cannons and three frontal railguns firing, rockets add a nice flux-free extra oomph on top of that. And it's fun to shoot rockets into things.
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# ¿ Sep 19, 2013 12:28 |
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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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Dominic White posted:This seems a pretty good time to reboot the thread, huh? This new update seems to have brought the game a LOT closer to being a finished, coherent product. Sure hope so, 13 months between 0.6 and 0.65. If that keeps up we'll see 1.0 somewhere early next decade.
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# ¿ Oct 21, 2014 12:39 |
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Has the developer mentioned what kind of money sinks he's gonna be throwing in? Buying your own space stations, stuff on planets, some form of empire building maybe? It's obviously not gonna be ships if they stay as cheap as they are now.
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# ¿ Nov 15, 2014 12:56 |
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Daviclond posted:Regarding the independents... yeah, oops. I'm -100 reputation with them. I needed more targets to shoot Is it worth starting over? In my experience it's enough if you pick one big enemy on top of pirates. I'm favoring pissing off Sindrian Diktat myself. They spawn boatloads of fleets, including large detachments so you won't get bored even with a capital ship under you. Also, SD spawns "Lion's Guard" fleets that offer you some easy Tempests for capturing. Even snagged a Hyperion from a Lion's Guard fleet, but I sold it since even though Hyperions have the ridicilously overpowered teleport, it costs 40% CR per deployment. That didn't fit into my constant fighting. I wouldn't mind seeing the CR per deployment reduced to something more manageable like 20%ish and adding a 50% flux cost to that idiotic teleport.
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# ¿ Nov 22, 2014 16:06 |
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I bought some ship from independent black markets early in my last game, think it was Enforcer or possibly a cruiser of some sort. Anyways, aaaaages after that I took two large hits to independent rep as they had finished investigation or something. Never heard about it after that and didn't give a poo poo because independents. Also, I've now played two characters to low 40's and one to 49 and still haven't seen a single Conquest for sale. Or Venture for that matter, but heh, Venture.
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# ¿ Nov 23, 2014 11:58 |
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It's also pretty fun to unload a pile of explosive diarrhea into a slow cruisers engines. Annihilators on Enforcers are fun and good.
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# ¿ Mar 11, 2015 11:52 |
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Bhodi posted:I swear the burn drive just made the low-tech ships absurdly overpowered compared to tri-tach for the most part. Yeah, low tech ships should have no counters for the fast teleporting bullshit ships equipped with long range laser weapons because something something
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# ¿ Mar 12, 2015 06:32 |
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Gobblecoque posted:Just play it now, it's fun as hell and more polished than most finished games. But the next patch is so close! Right?
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# ¿ Jan 23, 2017 14:20 |
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Psycho Society posted:Patch Someone help, I can't control my dick
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# ¿ Mar 24, 2017 11:29 |
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Already? I hope he's not rushing out this rc
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# ¿ Apr 18, 2017 06:50 |
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2024 for 1.0 isn't actually all that far-fetched in this case. Buut we already have a good product so
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# ¿ Apr 18, 2017 06:56 |
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# ¿ Apr 20, 2017 21:17 |
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Can't wait to do this forced tutorial every time the game patches
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# ¿ Apr 21, 2017 18:30 |
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Flesh Forge posted:You don't have to do the tutorial unless you're on Easy difficulty. Nope. You gotta do it on normal too.
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# ¿ Apr 21, 2017 19:07 |
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Drover (that new destroyer carrier) is a really fun and good ship to fly around in, also coincidentally probably the most powerful destroyer in game. Knowing Alex, he's nerfing the living poo poo out of Reserve Deployment though.
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# ¿ Apr 23, 2017 11:43 |
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Falcon2001 posted:So I'm having a bit of a hard time getting started, I've ended up losing two fairly decent starts. Assuming you don't do tutorial, the starting system Corvus is good for pirate hunting and getting a nest egg until the pirate bounty goes away. After that I find it's good to just cruise to your favorite faction systems and look for short distance survey and scan missions. These usually only pay 20-40k, however while doing them you can keep an eye out for warning beacon systems. They tend to have good loot, you just need to be prepared enough to take out the small two frigate remnant fleets. Depending on your ship setup at start that's either hard or ridiculously easy (Drover ). Make sure you get some salvaging skill if you go this route. Abandoned stations got the best loot at start. And when you can, invest on a little tanker and buffalo or mule to haul loot. On another note, I wonder what Alex ends up doing with those lovely dead hyperspace ring things in systems. I hope they end up as gateways to some serious Event Horizon level poo poo you can fight.
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# ¿ Apr 24, 2017 07:55 |
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VodeAndreas posted:Looks like there's been a lot of changes since I last played, how do these modspec things work? Modspecs are right clickable in your inventory, it teaches you the mod and you can use it anywhere from there on. LPC's are equippable items in carrier fighter slots and they cost ordnance points, exactly like weapons. Furthermore - has anyone found integrated targeting unit modspecs and where? I can't seem to get it anywhere.
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# ¿ Apr 24, 2017 11:55 |
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Making big bucks has always been easy in Starsector. I'm hoping the outpost system will end up being a huge sink for it so things wouldn't become financially trivial so fast.
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# ¿ Apr 24, 2017 13:31 |
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Zmej posted:I got confused here. When I delivered my butt to Jarga-whatever. Does the bounty mission pop up in the station or do you just fly around looking for a red hostile circle and go hog wild? OwlFancier posted:There's two kinds of bounties, ones you take as missions from the comm menu at a port which involve going and finding someone specific in another system and blowing them up, or standing bounties for any enemy ships in the system which just pay you every time you blow one up automatically. Yeah and the non-tutorial starting system, Corvus, always has a standing bounty for pirates going on. edit: well the tutorial takes you to Corvus too, but I'm not sure how the bounty goes then. You get a lot of starting money just from doing the tutorial though.
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# ¿ Apr 24, 2017 14:42 |
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Holy poo poo Talon wings are monsters in this version. Just watched Drover and its couple Talon wings tickle a Dominator and its escort to pieces. The Dominator never had even the tiniest chance to win, I do believe it killed a grand total of 3-6 Talons over the entire encounter where they buzzed around it killing a Hammerhead, Kite, two Wolves and the Dominator itself. The fighter skills probably get nerfed to a small fraction of their current percentages, like everything else.
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# ¿ Apr 24, 2017 15:06 |
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OwlFancier posted:The biggest thing making fighters good is that the game has not, previously, had anything which can poo poo out endless swarms of ships right into combat. And the AI doesn't really handle that super well, they get really distracted by fighters. Not handling it super well is one way of putting it edit: 7 crew short from being able to salvage the mothership lol
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# ¿ Apr 24, 2017 16:23 |
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OwlFancier posted:In fairness the drone ships are really weak, because they have no shields and are slow, so you can just hammer them with HE for ages until they die, which talons are good at with their HE swarm missiles. Yeah, but still, basically a capital ship, two cruisers, two destroyers and frigate trash taken out by couple talon wings and shepdrones makes my brain fart as an old Starsector player. I'm so happy for talons though, they deserve this moment of happiness. God knows they've been shat on for an age or two.
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# ¿ Apr 24, 2017 17:07 |
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OwlFancier posted:In fairness the drone ships are really weak, because they have no shields and are slow, so you can just hammer them with HE for ages until they die, which talons are good at with their HE swarm missiles. Also shields aren't gonna save you! Got ambushed at distress beacon and they murdered my mule and kite That seems to be on the upper limit of what my combat readiness can take but still. Uh, it's not a bad outcome for... couple wings of
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# ¿ Apr 24, 2017 17:39 |
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TastyAvocado posted:How long did this take? I just fooled around in the simulator with 3 Drovers against a force not even that big and while the Drovers never even got shot at, it took a long time. Whatever time it takes for a destroyer to go from 70% CR to 2% without CR skills. Guessing 7-10 minutes? Not really sure. e: I got most fighter leadership skills, so that's definitely a thing. Fewd fucked around with this message at 20:08 on Apr 24, 2017 |
# ¿ Apr 24, 2017 20:05 |
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Dodoman posted:Note to self: don't attack a remnant station without a proper fleet. Note to self: proper fleet != bunch of Drovers That station wipes its butt with fighter swarms.
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# ¿ May 3, 2017 05:26 |
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Has Alex laid out what he's still adding to the game before 1.0? Planetside and orbital player stations and assets are quite likely a thing, anything else?
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# ¿ May 3, 2017 08:05 |
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Baronjutter posted:is there any reason to ever use a dedicated targeting core? The integrated targetting unit seems better in every way plus can be used on all ships. I've read the tool tips for both over and over and keep feeling like I'm missing something, why does the dedicated targeting computer exist when they cost the exact same ordinance but one is worse than the other in every way? I've played a few 0.8a games to relatively high level and only once found ITU.
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# ¿ May 3, 2017 18:19 |
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buglord posted:enemy harpoon spam is alive and well late game Phase cloak and look at those 30 harpoons smug. as. gently caress.
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# ¿ May 5, 2017 05:13 |
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AI for frigate swarms seems to be poo poo. In my latest game I thought to make a frigate-only fleet and while it's mostly working okay, the frigates tend to end up as a bumbling pile bumping into each other when surrounding an enemy and being too timid to fire if there's anyone else even remotely close to their line of fire. And otherwise too, I think frigate AI should be made much more aggressive. I constantly see them schlepping around worthlessly and kiting their target around when they should be going in and shooting their damned weapons. The enemy frigates also kite a lot. While it perhaps is effective, it's also extremely unfun and lame when dealing with as player. I hope Alex tunes the AI so the disabling safety protocols thing stops being a mandatory ship mod.
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# ¿ May 8, 2017 08:00 |
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Real Cool Catfish posted:In my current salvage game I got a bit bored at the pace pirates spawn. Increased max pirate fleets from 30 to 100, and the spawn chance for fleets from 0.1 to 0.5. Is this in a plain text config file somewhere? Can you also adjust the amount of ships or ship types in pirate fleets?
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# ¿ May 10, 2017 10:28 |
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Galaga Galaxian posted:Whats a good setup for the lasher? Two anti-shield guns, armor gun, torpedos combined with safety overrides and hardened subsystems. Get into everythings face and gently caress them up. You can forget about wolves blinking away from you, just catch them up and murder them. Luddic Path will still kite you unless you take unstable injector too though. edit: A little while ago I had a recovered Lasher and didn't really have any plans for it. I happened to have a lot of dual machineguns in my inverntory and slapped the Lasher full of them. It was awesome. Holy poo poo that Lasher overloaded everythings shields fast. Armor damage was low but the enemies were more or less incapacitated with instant max flux. Fewd fucked around with this message at 06:50 on May 19, 2017 |
# ¿ May 19, 2017 06:46 |
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Safety overrides is a great early game mod where the unfun bullshit AI likes to flee and kite the player around until all existence has ran out of time.
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# ¿ May 20, 2017 07:22 |
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I can't seem to make Blackrock frigates work well for me. They always end up dying in AI hands
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# ¿ Jun 12, 2017 08:18 |
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I currently use BRDY and Imperium as faction mods. Does anyone know if I can add Knight's Templar and/or Diable Avionics to that without breaking anything?
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# ¿ Jun 14, 2017 08:09 |
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# ¿ Apr 25, 2024 18:33 |
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Psycho Landlord posted:You might be able to continue your save without the game crashing, sure, but it won't add in the new factions unless you restart. I think there's a save converter you can use for situations like this? No idea if it has limits or anything, I've never used it. Ah, starting over is no problem, I do that all the time. I was just wondering if the faction mods themselves play ball together without overlapping things in systems or whatever bugs. e: to clarify, yes, I like the hobo phase
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# ¿ Jun 14, 2017 09:10 |