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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370642 times)

Sinistar

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1215 on: February 13, 2015, 07:26:15 am »

Ah, I stopped paying attention to this game again. So what's new you say? Infinite ammo? What?

Granted, I play this game entirely to little to really have a formed opinion on how good/bad game-play-wise this is. Still from a completely layman's perspective, and knowing energy weapons are favored for long engagements - wouldn't it make more sense to either introduce some other mechanic to energy weapons to make them a bit less of an obvious choice (limited capacity/stress resistant batteries? Usage of energy somehow reflecting on fleet/ship fuel consumption? I DON'T KNOW) OR maybe just add MORE instead of unlimited ammo for ballistics?

Dunno, I should really get into this game one day.
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Girlinhat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1216 on: February 13, 2015, 07:32:34 am »

I dislike salamanders because they're the bane of my small-ship existence.  Those being infinite really cripples my ability to weather down the enemy's supplies and strike.  But I kinda feel like a number of the changes were done specifically to limit what single-ship strikes can do against large fleets...

Blaze

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1217 on: February 13, 2015, 07:34:42 am »

They did.

Ballistics reload in clips. A vulcan cannon can hold 200 ammo, and regenerates 20 ammo every 5 seconds.

I dislike salamanders because they're the bane of my small-ship existence.  Those being infinite really cripples my ability to weather down the enemy's supplies and strike.  But I kinda feel like a number of the changes were done specifically to limit what single-ship strikes can do against large fleets...
PD beams! Beams have a standardized range of 1k, can cut down several missiles (though they lose damage between hits), cost less OP, and have more damage now on top of that (though they lose the flux bonus, which I kinda liked).
« Last Edit: February 13, 2015, 07:38:33 am by Blaze »
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Sonlirain

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1218 on: February 13, 2015, 07:36:01 am »

Quote
Missiles:
Salamander: both versions have unlimited ammo and require 20 seconds to reload
Hurricane MIRV: regenerates 1 ammo every 20 seconds
Pilum LRM: regenerates 1 ammo every 10 seconds

From what i understand only several missiles get to have regenerating ammo.
Makes sense considering the point of things like reaper torps was being a one trick hit or miss pony.

Then again i must admit i didn't do any extensive testing. Just took a bounty hunter Minotaur and unloaded sabots into a pirate frigate.
Sabots didn't regenerate so i assume the in combat restocking is only for select few missile weapons.

Ah, I stopped paying attention to this game again. So what's new you say? Infinite ammo? What?

Granted, I play this game entirely to little to really have a formed opinion on how good/bad game-play-wise this is. Still from a completely layman's perspective, and knowing energy weapons are favored for long engagements - wouldn't it make more sense to either introduce some other mechanic to energy weapons to make them a bit less of an obvious choice (limited capacity/stress resistant batteries? Usage of energy somehow reflecting on fleet/ship fuel consumption? I DON'T KNOW) OR maybe just add MORE instead of unlimited ammo for ballistics?

Dunno, I should really get into this game one day.

Things get better. Unless i'm mistaken (didn't play the game for a long time as well) he removed the flux charge mechanic so that energy weapons don't get bonus damage from flux buildup as well.
And ast patches were a giant energy weapon overhaul.

Besides most battles in SS are short enough to not run out of ammo for balistics anyway.
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puke

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1219 on: February 13, 2015, 07:49:46 am »

the sheer amount of butthurt on the official forums is pretty hilarious, especially coming from people who haven't tried it yet.

I'm sure it will get balanced further in coming patches.  Specifically, I expect reloads (missile specifically) to start consuming supply such that you'll have to decide when to pull out of a fight based on what it is costing you. 

Missile spam is a little silly now. There were always unlimited missiles, but they used to only reload between fights.  Having them reload in fights is fine, but maybe it should take longer and cost supplies for each reload.  This will probably come in the future.

I think the limited ballistic ammo in the previous version did not add anything meaningful to the game an it is better without it.  Energy and ballistic weapons are still differentiated, perhaps now better than previously.

Consider though that I mainly play this game in strategic mode so I may not be the right target audience for the subtleties of the combat changes.  My opinions may not consider whatever tactical nuances the arcade style players are exploiting.

I really like the random sector / dynamic economy mod, and I hope to see more of that kind of thing in this game.  What I want to be able to do is logistics and trade, and wreaking economic havoc.  So... this particular patch is not a big deal for me.  Waiting for the next one.
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Flying Dice

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1220 on: February 13, 2015, 09:34:07 am »

I dislike salamanders because they're the bane of my small-ship existence.  Those being infinite really cripples my ability to weather down the enemy's supplies and strike.  But I kinda feel like a number of the changes were done specifically to limit what single-ship strikes can do against large fleets...
Not the ammo changes to ballistics, though; the limited number of rounds made it nearly impossible to do a 1vMany run with anything except specifically kitted out TT ships.
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Girlinhat

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1221 on: February 13, 2015, 03:53:34 pm »

I dislike salamanders because they're the bane of my small-ship existence.  Those being infinite really cripples my ability to weather down the enemy's supplies and strike.  But I kinda feel like a number of the changes were done specifically to limit what single-ship strikes can do against large fleets...
PD beams! Beams have a standardized range of 1k, can cut down several missiles (though they lose damage between hits), cost less OP, and have more damage now on top of that (though they lose the flux bonus, which I kinda liked).
My favored ship doesn't really have a spare slot for PD :P

Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1222 on: February 13, 2015, 04:15:55 pm »

I dislike salamanders because they're the bane of my small-ship existence.  Those being infinite really cripples my ability to weather down the enemy's supplies and strike.  But I kinda feel like a number of the changes were done specifically to limit what single-ship strikes can do against large fleets...
PD beams! Beams have a standardized range of 1k, can cut down several missiles (though they lose damage between hits), cost less OP, and have more damage now on top of that (though they lose the flux bonus, which I kinda liked).
My favored ship doesn't really have a spare slot for PD :P
Well no wonder you have problems with missiles then :P
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Blaze

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1223 on: February 13, 2015, 04:20:40 pm »

My favored ship doesn't really have a spare slot for PD :P
Get an escort, in Vanilla a Monitor can absorb a disgusting amount of damage and it comes with two flak cannons.
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miljan

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1224 on: February 13, 2015, 04:44:32 pm »

I am not happy where the game is going.
Developer is starting to implement  some things/limitations because of stupid AI and people abusing it. Now, there is time limit in the game for almost all ships. They all work like frigates now.
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Aklyon

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1225 on: February 13, 2015, 04:50:01 pm »

Only if theres actually a threat around. (not like you couldn't just mod it out anyway if it was enough of a problem.)
Quote from: .65.2a notes
"Peak performance" time now only ticks down when the enemy forces around the ship at least match its strength (e.g. for a cruiser, it'll tick down when there's an enemy cruiser, 2 destroyers, or 4 frigates nearby)
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sirboomalot

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1226 on: February 13, 2015, 05:16:15 pm »

I am not happy where the game is going.
Developer is starting to implement  some things/limitations because of stupid AI and people abusing it. Now, there is time limit in the game for almost all ships. They all work like frigates now.

As somebody who plays the game with a fleet composed 100% of frigates 90% of the time, I don't see the problem with this. The time limit is so large that it often doesn't actually affect anything unless you are one of the folks abusing the AI, especially now that the timer doesn't even tick until your ships are near stronger hostiles.

You seem unhappy about there being timers, but in my experience the timers don't actually affect anything for most players. The update that first implemented the timer for frigates didn't change how I played the game, I can still use swarms of them just like before.

In my eyes the timer is just like the one in the original Super Mario Bros. So long as you aren't dallying around, it doesn't actually hurt anything.
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Sonlirain

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1227 on: February 13, 2015, 05:18:11 pm »

My favored ship doesn't really have a spare slot for PD :P
Get an escort, in Vanilla a Monitor can absorb a disgusting amount of damage and it comes with two flak cannons.

https://www.youtube.com/watch?v=hbUo2FFENt8

Speaking of the devil.
Usually you see ships as disgustingly OP like this only in Mods.
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Rez

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1228 on: February 13, 2015, 06:32:38 pm »

These changes to performance timers and regenerating ammo contradict each other.  In retrospect, it doesn't seem like Alex has had a clear goal for the tactical game in a while.   I hope he finishes before he bloats combat into being completely arcade-like and trivial.

Where the hell is our skill set update?  It's probably the least finished thing right now.
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Mattk50

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1229 on: February 13, 2015, 07:24:08 pm »

i really dislike a lot of the recent updates for reasons already stated in this thread. The skill system is also poorly envisioned imo, especially with some of the ship buffs and single and multi ship buffs. I've stopped following it as a result.
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