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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370738 times)

Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1110 on: October 24, 2014, 07:58:21 pm »

Exigency Incorporated isn't done updating, but its already made awesome use of the new missile trails if this gif mesotronik posted is any clue. :)
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Crystalline (SG)
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It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

rumpel

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1111 on: October 24, 2014, 08:53:28 pm »

Oh snap, it's $15 (+ $2,85 stupid VAT tax?!) now. Time to buy it real soon. ö.ö
« Last Edit: October 24, 2014, 09:03:57 pm by rumpel »
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Flying Dice

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1112 on: October 24, 2014, 10:33:06 pm »

Hm. I see that the AI is still pretty derpy, just lost a cruiser and two destroyers because they insisted on chasing a missile frigate around instead of attacking the cruisers I ordered them to attack. Looks like the best tactic is still "lump all allied ships together, take frigate/destroyer with AM blasters and force enemy ships to turn away from my ships or eat bolts".

OTOH, from what I can tell it's actually viable to play an Onslaught now that the inbuild cannons are less shitty and as long as you just fill all of the medium/heavy slots with medium kinetics to pop shields. Spent a third of the money I'd gotten from bounty hunting to get one and kit it out until I get enough favor with TTT to get a good capship.
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Nelia Hawk

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1113 on: October 25, 2014, 04:39:24 am »

hmm anyone know what the "price update" intel actually does?

from the name of it it you get intel about prices... but all i can see is in the intel text the name of some goods. nothing about the price of anything. but maybe its just something like "hey price for that stuff is good here".
(i probably should hack one of the relays at some point to see what options and info that spews out. maybe that gives out lists of detailed prices in that area. or price changes in more detail *shrugs*)

pretty much the only "price info" i can "easily see" is that  a planet doesnt get enough food and the food price is like +200.

once i bought some large guns for 4800 each from a stability 0 planet (the stability info said "prices are 50%). because earlier i dumped some narcotics at the planet giving it -5 stability, that i looted from pirate hunting.
but it seems i can just sell them for 1000 each... pretty much everywhere. but maybe equipment isnt considered the same way to prices as goods? well the profit i made from the narcotics made up the losses of the guns at least haha.

i guess the only more or less reliable way to see if something is cheap or expensive (without going everywhere and writing all prices down yourself!) is that import export market info screen? (well and checking the facilities.) and if they export 5-10+ icons of something to somewhere the price is probably pretty cheap to pick that stuff up?

maybe some way to save or log the prices from a place you visited would be nice... maybe a button in the market info export/import tabs or so.
so that i.e. if you loot some heavy machinery later you get shown prices for the machinery in places you logged instead of that "general info price." (if that even is still a general price that is shown or the price of who knows where)
i.e.
planet A= machinery 523 (2 weeks ago)
planet B= machinery 632 (5 weeks ago)
planet C= machinery 533 (6 days ago)
of course its not the "current price" just the price it was at when you visited there.
who knows maybe some finance officer could log prices more or less reliably at some point.

but i am not really trading much anyways... mostly pirate hunting and throwing the loot at any nearby planet :D

and yop the new missile trails are pretty neat.
i guess this update gave modders tons of new things to mess around with, that they tried to "emulate" before. the whole planet/trade/stability/facility/import/export parts. the faction relationships. the event system.
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1114 on: October 25, 2014, 08:27:09 am »

Theres a map tab next to the news one.That gives you details.
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Flying Dice

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1115 on: October 25, 2014, 04:13:49 pm »

Ah, I spoke too soon; the Onslaught is still useless because it still relies either on competent AI for your smaller ships or competent AI for it.
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Rez

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1116 on: October 25, 2014, 04:20:55 pm »

I like the onslaught, simply because it has turreted med missile slots.  4x Annihilators is a ton of 0-flux damage.
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Flying Dice

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1117 on: October 25, 2014, 06:42:27 pm »

Eh. It's always been the perfect symbol of why I prefer the high-tech cap ships; I can deal with any single ship with zero hull damage with an undergunned Onslaught by finessing my flux, but a small group of frigates and destroyers will absolutely wreck one because of the atrocious turn rate and front shield. Heck, I'd rather pilot a Medusa into a single ship vs. fleet situation than an Onslaught. Before the nerf to frigates, I'd rather have taken a Wolf or something as well. All you really need to stomp AI is a high-mobility ship with one weapon that can beat their natural flux dissipation from their shield + an antimatter blaster to wreck their armor once the shield drops.
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Rez

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1118 on: October 25, 2014, 08:24:04 pm »

You have to be willing to accept losses and hull damage and, in my experience, you want fighters, not frigates and destroyers, to fly escort duty.  Frigates and destroyers can work, but they need to be tanky and mobile and that's not necessarily easy to do and still have them do point-defense or w/e.  Fighters are very mobile and pretty damn tanky for what they are.  You shouldn't, ever, be trying to take a battleship into 1vfleet situation.

If you're having big issues with small frigates, give yourself pilums (or harpoons), railguns, and maulers. There's no reason you can't beat a 6 frigate and 2 destroyer fleet without even putting your shields up, especially if you have passive skills.  In fact, you shouldn't be putting your shields up at all unless they can block torpedos or tachyon lances; you have a 1 flux/damage ratio.  They suck, real bad.  You need to use your armor.

AI does need to get better, but I can't understand why you would intentionally cheese with mobility+poke with the already cheesy high-tech ships.  If you know you can win no matter what using it, what's the point?  It's fun for a little while, but it's more fun to design ships and fleets that work well without abuse.
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1119 on: October 25, 2014, 08:27:07 pm »

Reapers and a decent investment into the missile tech in the combat tree are murderously deadly things with the .65a missiles, and an Onslaught has turretted med missile slots and tankiness to get them close enough to anything.

A wolf could work to, but it has less reapers.
« Last Edit: October 25, 2014, 08:29:28 pm by Aklyon »
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Crystalline (SG)
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Quote from: RedKing
It's known as the Oppai-Kaiju effect. The islands of Japan generate a sort anti-gravity field, which allows breasts to behave as if in microgravity. It's also what allows Godzilla and friends to become 50 stories tall, and lets ninjas run up the side of a skyscraper.

Rez

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1120 on: October 25, 2014, 08:32:09 pm »

I don't want to dump on strike frigate use too much, it's just too easy if you're using a ship faster than any of your opponents, with highly-efficient large coverage shields.

It's much more fun using one of the corvettes or hound variants mods have added.
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LordSlowpoke

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1121 on: October 25, 2014, 11:55:52 pm »

...kinda funny how they decided to add frontal shields to hounds

they become ridiculously more useful with that, was my mod of choice when i got the mad skills for it

could run a fleet of hounds exclusively, in fact
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Parsely

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1122 on: October 26, 2014, 01:15:02 am »

Hounds with shields? 2op4me
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Flying Dice

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1123 on: October 26, 2014, 02:07:42 am »

You have to be willing to accept losses and hull damage and, in my experience, you want fighters, not frigates and destroyers, to fly escort duty.  Frigates and destroyers can work, but they need to be tanky and mobile and that's not necessarily easy to do and still have them do point-defense or w/e.  Fighters are very mobile and pretty damn tanky for what they are.  You shouldn't, ever, be trying to take a battleship into 1vfleet situation.

If you're having big issues with small frigates, give yourself pilums (or harpoons), railguns, and maulers. There's no reason you can't beat a 6 frigate and 2 destroyer fleet without even putting your shields up, especially if you have passive skills.  In fact, you shouldn't be putting your shields up at all unless they can block torpedos or tachyon lances; you have a 1 flux/damage ratio.  They suck, real bad.  You need to use your armor.

AI does need to get better, but I can't understand why you would intentionally cheese with mobility+poke with the already cheesy high-tech ships.  If you know you can win no matter what using it, what's the point?  It's fun for a little while, but it's more fun to design ships and fleets that work well without abuse.

I don't have issues with frigates. I have issues with frigates killing my drives when I'm killing other cap ships because the rest of my fleet is busy derping around and dying instead of following orders (Escort that ship? Don't mind me, I'll run 2km away and come back! Attack that enemy support ship? Okay, I'll run straight into their line of battle! Single frigate gets past me? Turn around and let the rest of their fleet shoot me in the ass!). In case you hadn't noticed, I'm explicitly not trying to 1vfleet with an Onslaught. I'm going in with roughly equal forces and being picked away at because allied fleet AI is even less competent than enemy AI. So in a sense it is 1vFleeting, because friendly ships tend to ignore orders and die, and leaving your battleships under AI control tends to get them wasted (the saddest thing I've ever seen is an Onslaught going down in around fifteen seconds because it boosted straight into an enemy force with cannons firing while ordered to defend a point).

I also concur re: using fighters, but I'm inherent predisposed to avoiding waste, and deploying fighters without a carrier tends to mean that you're buying new fighters after every battle (and if the carrier isn't your own capship, new carriers as well because they're also retarded and can't even match enemy AI for playing keepaway games).

Likewise, finessing with high-mobility ships is what I prefer because I enjoy it, and it's hardly cheesier than spamming hordes of fighters to distract enemy AI while you tank what does pay attention to you with your armor. It just takes a tiny bit more effort from the player than W+M1. Some of the best times I've had with Starfarer came from 1vFleeting with a properly kitted Medusa (and later, with whatever that one Tri-Tach battlecruiser with the double-heavy broadside is), because you actually have to pay attention to win instead of just spraying fire everywhere and relying on super-stats to soak the mistakes you make.

--

Way back before the surrender bug was fixed, I loved picking up a Tempest and kitting it out for long-ranged harass, attacking a Hegemony armada, and surviving while playing as risky as possible, weaving between Onslaughts and kiting things into friendly fire, etc., because just buying tough ships and swarms of fighters is boring compared to honing your piloting skills. But that's just me.
« Last Edit: October 26, 2014, 02:09:51 am by Flying Dice »
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Rez

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1124 on: October 26, 2014, 08:39:56 am »

It sounds like you have issues with frigates; just because they aren't killing you doesn't mean they aren't a problem.  You shouldn't be killing capital ships before you kill frigates.  You are in a freaking onslaught, a single salvo from your harpoon batteries can kill 2 frigates.

You have issues with the AI that I don't.  What was your fleet and the opposed fleet?  What's your logistics cap?  It sounds like you're used to taking extremely hard fights w/o any fleet support.  One of the things the AI is worst at is turtling against overwhelming odds.

One of my points is that mobility is the superstat.  You decide who you fight, you have the ability to flank anyone, and you can run away if a mistake doesn't insta-gib you.  As you experienced, armor and lots of dakka don't help you if you are outmaneuvered by your opponent.
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