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Messages - Frumple

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7666
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 07, 2017, 06:07:57 pm »
Oh, you link the lance and lasers, or at least have neither on autofire. I just link the lot of them, since tap fire on the HILs takes very little flux and they don't have a cooldown more or less period. Hypervelocity drivers are what you have on auto, stuck in those two universals. They'll build up hard flux on basically anything (up to and including stuff like other paragons, iirc... though maybe not something with that hard flux dissipation skill), and at range, at which point you swing around and lance it. Also seem to screw with the AI a bit, cause them to drop shields at odd times... and with the lasers or lances, it doesn't exactly take a lot of travel time to get some hits in. One of the other nice things about the lance is that you both don't really need a sustained hit, and can hit the shield instead of the actual ship, to get good use from it. Means it's actually decent for one of the front slots, since raking fire does well enough.

Use so far has been just the one, on one of those front mounts. Don't auto it, but do fire pretty much whenever something's in front of the ship. Low chance isn't no chance, and all that, and when the rest of your layout besides the drivers (which aren't really all that flux heavy in practice, themselves) is entirely PD lasers with some ion cannons thrown in for flavor, you've by and large the flux to spare for spam. On a max vent paragon, anyway, heh.

E: Huh. Neat. Apparently if you roll up on a dormant fleet that's been sitting inside a corona, they'll have lowered CR. If you jump one that's been idling inside a solar flare, they'll start the fight with a CR of zero. Ganking a drone fleet in the middle of a solar flare may be the most metal thing I've done in this game, so far. The things are surprisingly feisty for flatlined ships, too.

7667
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 07, 2017, 03:58:45 pm »
After slamming my head into forlorn hope for a while, I'm pretty sure I'd change weapons, heh. Mix of high intensity lasers and tachyon lances, for the paragon either 3/1 or 2/2, would be the large mounts -- probably the 3/1 in most cases, as you generally don't seem to get much out of more than one lance. Hypervelocity drivers for shield pressure (not even necessarily busting, just something to keep flux up and hard accumulating so the tachs get the bypass off), plain PD lasers basically everywhere else (save a few ions sprinkled around), including the medium energy slots (unless you've got a flux boosting pilot, I guess). You fire the tach more or less on cooldown as the hvds (and PD lasers, if you're close enough) build up (hard) flux, and when they either run out of flux or the tach busts through the shield to wreck EMP havoc on their ship, you burn into them with the HILs and just kinda' laugh as they split in two. That mission gave me a surprising amount of appreciation for tachyon lances, tbh. Really just kinda' incredible support weapons between the hella' EMP and the shield bypass. Not a main weapon, but they're a pretty serious multiplier for other ones.

7668
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 06, 2017, 07:01:46 pm »
I'unno, I think I'm actually kinda' fond of the autopulse lasers. Get shield busting stuff on other slots (I'm pretty fond of graviton beams, personally, if only because the range on them when equipped on a paragon is hilarious), tank up (hardened/stabilized shields, lots of vents/capacitors/etc.) to soak up damage until their shields go down, at which point you promptly unload that 1500 burst DPS into their face. It's also cheaper flux wise than most other large mount energy weapons, which means your shields et al get to do more work.

E: Ehehe, the predator or prey mission can be pretty amusing. Turns out hammering burn drive into the astral's face metaphorically shouting, "I bet you blow up first!" works pretty well. I'm sure there's some kind of fancy strategy possible, but barreling through the wall of missiles and fighter detritus and unloading a passel of torpedoes and shield-stripping ballistics into the carrier's face does just fine.

7669
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 06, 2017, 03:40:12 pm »
... good point.

That aside, anyone know if something can actually happen when you fly through an inactive gate?

E: Oh what the hell. I scavenge the debris field, hoping to get some extra supply to burn fixing up the legion a bit before heading off, and what do I find but a no d-mod freaking paragon (and a pristine omen and badly banged up wolf). What even is going on here?

7670
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 06, 2017, 03:27:52 pm »
Welp. Doing a quick probe drop off at some random cache, flap over to an inactive gate in the system to do the usual drive through, pop out of the gate choice screen thing to notice it's inside a debris field, one of the ones with a junkload of derelict ships. First one I check has structural damage (meh) and a damaged flight deck (somewhat more annoying), but...

... it's a bloody legion. My current combat ships consist of a mora, condor, enforcer, and wolf. Actually going to leave it there for a bit (the skeleton crew requirement is larger than the combined crew max for my entire fleet), but damn. Biggest bit of random salvage I've yet seen, a position previously held by a pristine... whatever the largest or second largest crew carrying civ ship is called.

7671
General Discussion / Re: Things that made you go "WTF?" today o_O
« on: May 06, 2017, 07:43:01 am »
I think I just cooked the least food food I've seen in... years. Microwaved boil-in-bag rice, with dried ground beef. Stirring the "beef" around made a noise that sounded exactly like rubber. Tastes alright, though. Probably has more to do with the noodle seasoning and added teriyaki sauce, but regardless it's amazing inoffensive considering what it is.

Still, I think I've finally figured out the secret to ye' old cafeteria hamburgers of bare edibility. Damn things are cut with plant stuff, which explains basically everything. Bastard heresy against meat is a deformed hybrid of burger and veggie burger, lacking the advantages of either.

7672
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 06, 2017, 06:36:43 am »
Try a full delete/uninstall and reinstall? Quick pokearound suggests the problem is caused by something in the program's code, rather than something on your end (such as it were), which would imply something screwy happened to your instance of the program -- corruption, unintentional file overwrite or lack of intended one, stuff like that. Other than checking to see what the specific code of the error points is and giving a go at fixing it from that end, a clean install with the latest version is probably your best bet.

E: Could also try running from the .bat inside the starsector-core folder instead of the launcher/.exe, maybe.

E2: There's also a .log file inside that folder you might look at for more information. Pretty sure it would tell you (more or less) what the program was trying to do before erroring out, which can help narrow down exactly what's going wrong and what potential fixes are.

... lastly, asking on the main starsector forum is probably a good idea, heh. Can't remember if the dev comes by here occasionally or not, but they're almost certainly your best bet for figuring out what to do.

7673
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 05, 2017, 06:23:13 pm »
Officer wise, haven't really tooled around enough to notice much. Only thing that's stood out is that one of my aggressive ones has been pretty consistent about putting whatever I tell it to escort between their ship and the enemy. Which is good, 'cause the critter's puttering around in a shepherd, and the behavior does a good job of keeping it from exploding.

7674
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 05, 2017, 05:07:15 pm »
... y'know, I just now noticed that d-mods apparently allocate, at least in part, based off what damage is dealt to the ship in combat.

Suddenly the near ubiquitousness of damaged engines makes a lot more sense. All my combat ships are using salamanders.

7675
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 05, 2017, 03:56:48 pm »
Yeh, d-mod stuff is fine even early if you're not much using them for anything except cargo space and maybe missile or fighter support. Current poke around's been carrying a d-mod cerberus around for a while now, and if you feel like nabbing field repairs, the max level makes d-mod stuff really rather cheap to keep around. Thing's fired a shot in combat but it's 100 cargo at burn ten that's going for 1.28 supply/mo, which is fairly nice. Prime candidates for stuff like nav relays or ECM packages, too, since you don't really want them fighting and they're cheap to deploy.

7676
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 05, 2017, 03:36:40 pm »
Fleet -> suspend repairs & recovery. Default hotkey is d, checking.

That said, efficiency is only desirable up to a point, when it comes to deployment, imo. If you have officers burning supply for experience starts looking like a very fair trade, heh.

E: Also, be careful about carrying around too much fuel. If you're over your limit your supply costs spike pretty hard.

7677
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 05, 2017, 02:44:06 pm »
Y'know, the pain in my pinky had me notice, but... is there still no way in game to toggle strafe/turn to cursor? son of a whore, going into the json to change it manually had me notice the friggin' settings has a second tab, where the very thing has a button to press. I'll just... leave this here anyway, in case someone else out there failed their perception check.

7678
Other Games / Re: SALES Thread
« on: May 05, 2017, 01:33:30 am »
Eh, that'd matter basically not at all if steam decided for some ungodly reason to go that route. They'd just drop the same sort of hammer on said publishers/devs (no more keys! Send us their steam ID with our cut of the money and we'll activate your product for their account). I'm not sure how far off we are from steam being able to do something like that, and devs not really having terribly much choice (save to be massively uncompetitive, sales wise) beyond grin and bear it. Relatively more sure we're not anywhere close to them actually being willing to do something that enormously stupid, but they're probably not all that distant from being able to and continue as a company and distribution platform.

Though @ arista, yeah, I doubt it'll happen. Point wasn't if it will, but how it could :P Fixing up a new API or somethin' to do it (or, "better" yet, not and leaving other folks to figure things out on their own) would be a fairly obvious method.

7679
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 05, 2017, 01:22:34 am »
[snip]
I'll be honest, I've been enjoying just buying/salvaging every shepherd I can find and drowning the world in drones. Or at least distracting stuff while I do whatever. Their drones are free, near as I can recall, and you can fit a(n ammoless) salamander on them and call it a day. Better drones come later, but at least initially it's pretty nice, and doesn't have to deal with the whole crew loss thing.

... that said, OP cost probably isn't the best metric to use for fighters (if, perhaps, for no other reason than it would render talons rather impressive). You kinda' want to pay more attention to bang per fighter bay, since any particular carrier is going to have a lot more OP than it has bays. Can also depend on what you're intending to do with the things, heh. I actually kinda' like the slow, heavily armored stuff, just because they can tank more shots instead of having that damage hit my ships or shields. Hefty stuff that's good at shield stripping/flux overload tends to be my most desired, after stuff that's cheap on a per-battle basis (i.e. doesn't cost crew, heh), or otherwise specialized. If the enemy's primary defensive measure is down, they can't fire particularly consistently, and what they do fire gets caught up in the fighter screen, whether the fighters are good at other stuff is faintly irrelevant :P

7680
Other Games / Re: Starsector [TopDown Sandbox RPG on Space]
« on: May 04, 2017, 10:27:20 pm »
Well... if you really want it, ASAP, I'll just throw out there that the cash value is stored as a float. Just to make things a little quicker, should that make sense to you :P

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