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WastedJoker
Oct 29, 2011

Fiery the angels fell. Deep thunder rolled around their shoulders... burning with the fires of Orc.
Is this the kind of game that's good to play on a laptop during night shifts at work?

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Stalkerr
Jun 10, 2012

I have been playing a ton of BRDY with the vanilla campaign. It's awesome. I've pretty much "won" the campaign now, though, so is it time to switch over to Uomoz? Is it just a sector mod like Exerelin?

Kenshin
Jan 10, 2007
Oddly I think the most overpowered thing the IF has is the racks of rapid-fire cruise missiles. Those things are insane.

SHAOLIN FUCKFIEND
Jan 21, 2008

Ifed's ships are well balanced, they just have a few weirdly overblown superweapons.

WastedJoker posted:

Is this the kind of game that's good to play on a laptop during night shifts at work?

Yep but you'll need a mouse and mousepad IMO, piloting ships takes a lot of focus too.

BULBASAUR
Apr 6, 2009




Soiled Meat
Wow, gently caress the Uomoz's mod. It corrupts your saves half the time. Thanks 4 hrs of gameplay out the window.

Zudgemud
Mar 1, 2009
Grimey Drawer

BULBASAUR posted:

Wow, gently caress the Uomoz's mod. It corrupts your saves half the time. Thanks 4 hrs of gameplay out the window.

You probably didn't set your vmparams file to make the game use more than 512 RAM then I guess. Check the exerelin mod thread for how to do that, after that is fixed you should be able to load your latest save or the second last which is saved as an autobackup.,

GruntyThrst
Oct 9, 2007

*clang*

So what skill trees do you guys normally prioritize? I pretty much always go 10 tech but I kinda waffle between whether a smaller fleet with a super deadly player ship (10 combat) or a larger fleet with a broader mix and numbers (10 command) is better.

DFlux
Apr 25, 2008
I always try to max combat then I waver back and forth between tech and command. Max combat because having a doom ship that can turn tides is always fun.

GruntyThrst
Oct 9, 2007

*clang*

DFlux posted:

I always try to max combat then I waver back and forth between tech and command. Max combat because having a doom ship that can turn tides is always fun.

I could never survive without my 30% extra ordnance points.

GruntyThrst fucked around with this message at 17:17 on Feb 26, 2014

Zudgemud
Mar 1, 2009
Grimey Drawer
I go with 7 engineering since that lets me pimp my ship to be more effective than 7 combat would, then I usually pick combat with one or two points in fleet command.

OwlFancier
Aug 22, 2013

Gobblecoque posted:

I'm not sure which mod adds it, but while starting a new game on the new version of Uomoz with the randomized loadouts, one of my starting ships came with a "Mass Driver", a 17 OP medium weapon that does a crazy 1500 kinetic damage per shot. It will overload frigate shields in 1-2 shots and it does so much raw damage that it wrecks ships that aren't super heavily armored. It's basically a souped up Hypervelocity Driver. I threw it on a Brawler along with a Thunderchief (the super overpowered machinegun flak from Interstellar Federation) and I think I've found my new favorite hilarious Brawler loadout.

If you think that's stupid, try the Hadron Cannon or whatever it's called. Takes about eight seconds to charge and fire, but it will one shot the shields on basically anything smaller than a battlecruiser, and the sheer kinetic impact of it will pick frigates out of the sky in one shot, or cripple a destroyer.

It also costs more than most cruisers.

Bell_
Sep 3, 2006

Tiny Baltimore
A billion light years away
A goon's posting the same thing
But he's already turned to dust
And the shitpost we read
Is a billion light-years old
A ghost just like the rest of us
The Hadron Cannon is ridiculous, but until the recent boosts to Blackrock Shipyards it was the most satisfying weapon in the game to fire. The sounds really helped that one. Another powerful, popular weapon was the Bane. Banes, Mass Drivers backed up by dual flack cannons and rail guns or dual machine guns rounded out some pretty tough cookies.

Arrath
Apr 14, 2011


OwlFancier posted:

If you think that's stupid, try the Hadron Cannon or whatever it's called. Takes about eight seconds to charge and fire, but it will one shot the shields on basically anything smaller than a battlecruiser, and the sheer kinetic impact of it will pick frigates out of the sky in one shot, or cripple a destroyer.

It also costs more than most cruisers.

That's the one that caused a small white out effect on hit, like when a ship blows up, right? I loved that gun :allears:

GruntyThrst
Oct 9, 2007

*clang*

Man the big fleets in Uumoz are no loving joke. I saw a Hegemony Defense Fleet with 5 onslaughts, a few battlecruisers, and the usual complement of cruisers and destroyers. How the hell do you deal with that much dakka? :psyduck:

Kenshin
Jan 10, 2007

GruntyThrst posted:

Man the big fleets in Uumoz are no loving joke. I saw a Hegemony Defense Fleet with 5 onslaughts, a few battlecruisers, and the usual complement of cruisers and destroyers. How the hell do you deal with that much dakka? :psyduck:

They can't field everything at once, so you take them apart ship-by-ship. If you have a fleet than can relatively easily kill one Onslaught then you've got a good chance of taking down the whole fleet.

GruntyThrst
Oct 9, 2007

*clang*

Kenshin posted:

They can't field everything at once, so you take them apart ship-by-ship. If you have a fleet than can relatively easily kill one Onslaught then you've got a good chance of taking down the whole fleet.

They can if you play at max battle size. :getin:

Gobblecoque
Sep 6, 2011

GruntyThrst posted:

They can if you play at max battle size. :getin:

:getin::hf::getin: max battle size is the real Starsector.

Edit: The best way to deal with bigass Hegemony fleets, I find, is to try to isolate their cruisers and battleships. The Dominators and Onslaughts have really poor maneuverability and most of their firepower is concentrated forward. If you can get them isolated enough that they can't really cover their flanks then it's just a matter of cracking their thick armor.

Gobblecoque fucked around with this message at 05:30 on Feb 28, 2014

OwlFancier
Aug 22, 2013

GruntyThrst posted:

Man the big fleets in Uumoz are no loving joke. I saw a Hegemony Defense Fleet with 5 onslaughts, a few battlecruisers, and the usual complement of cruisers and destroyers. How the hell do you deal with that much dakka? :psyduck:

Even more dakka, most fleets in uomoz don't really field optimal loadouts and they don't concentrate their fire very effectively, you can take them on with a smaller force if you focus your own fleet to take out one ship at a time, and make sure you equip your fleet with actual effective guns.

Limited command points can be a problem, but that's a good reason to make your loadouts so that each ship sort of does one thing? That way you can use each ship as a macro-scale version of a specific weapon. Some ships crack shields, some ships shred armor, some ships can sit a mile away and spam EMP beams/railguns.

I also find a carrier with a huge number of fighters will cause a lot of trouble for traditional heavy ship designs, as they generally aren't very good at dealing with a swarm of tiny ships plinking them to death with small guns, also fighters can draw fire like a champ so they're great for stopping the AI from shooting at your actual valuable ships.

Arrath
Apr 14, 2011


I tend to base my fleets around a heavy slugger capital, a handful of destroyers and frigates to control points and lots of fighter/LRM support. I then fly an Imaginos around and slap the poo poo out of whatever big ship my capital is distracting. Or catch a barrage of my own missiles. Whatev.

The importance of a healthy fighter force can't really be overstated. Left to their own devices they'll distract the entire enemy fleet, slowing their movement around the battlefield as individual ships make evasive maneuvers to dodge bombing runs or turn their shields towards the heavy fighters blasting away with chainguns. Even if you deploy them defensively, escorting your other ships. Since they're replaceable the whole 'escort orders make the AI go :hurr:'* thing doesn't matter so much. It'll chew up supplies like nothing else but that much more PD or plain DPS can turn a hairy fight to your favor.

Missiles are much the same way, they'll distract the enemy ships, sneak some damage in here and there, or outright murder something when you see them coming in and cause a perfectly timed overload.

Now if the super-cheese IF loadout (Anything with lots of medium ballistic slots, fill with Thunderchiefs) I was running for a while was added to the premade list this tactic doesn't work so well, as it'll mulch a fighter wing in a jiffy of shred a bunch of missiles in the blink of an eye. Until I teleport in behind it, anyway. :getin:

*Has anyone else noticed this? If set to escort ships seem to focus more attention on staying *just the right distance* from whatever they're escorting, to the point where they'll turn their back to the Desdonova/missile salvo/screen full of bombs bearing down on them.

Arrath fucked around with this message at 09:25 on Feb 28, 2014

OwlFancier
Aug 22, 2013

Arrath posted:

I tend to base my fleets around a heavy slugger capital, a handful of destroyers and frigates to control points and lots of fighter/LRM support. I then fly an Imaginos around and slap the poo poo out of whatever big ship my capital is distracting. Or catch a barrage of my own missiles. Whatev.

The importance of a healthy fighter force can't really be overstated. Left to their own devices they'll distract the entire enemy fleet, slowing their movement around the battlefield as individual ships make evasive maneuvers to dodge bombing runs or turn their shields towards the heavy fighters blasting away with chainguns. Even if you deploy them defensively, escorting your other ships. Since they're replaceable the whole 'escort orders make the AI go :hurr:'* thing doesn't matter so much. It'll chew up supplies like nothing else but that much more PD or plain DPS can turn a hairy fight to your favor.

Missiles are much the same way, they'll distract the enemy ships, sneak some damage in here and there, or outright murder something when you see them coming in and cause a perfectly timed overload.

Now if the super-cheese IF loadout (Anything with lots of medium ballistic slots, fill with Thunderchiefs) I was running for a while was added to the premade list this tactic doesn't work so well, as it'll mulch a fighter wing in a jiffy of shred a bunch of missiles in the blink of an eye. Until I teleport in behind it, anyway. :getin:

*Has anyone else noticed this? If set to escort ships seem to focus more attention on staying *just the right distance* from whatever they're escorting, to the point where they'll turn their back to the Desdonova/missile salvo/screen full of bombs bearing down on them.

Fighters are super great, I agree. I also don't find the supply chewing to be too much of a problem. They take a long time to get back to full complement but they don't generally eat too many supplies in the process, not compared to their usefulness anyway. A moderate quality destroyer will be far harder to keep supplied because they tend to take damage and be expensive to repair/rearm.

Also yeah, escort turns your ships from a combat fleet to a synchronized dance troupe. Though again, a point in fighters' favour is that they don't suffer from this as badly due to being agile enough to actually attack/defend while trying to do beautiful space-ballet.

Missiles I have slightly less luck with, you need a lot of them for them to be regularly effective, I generally don't bother with them much on any ship but mine. Those engine seeking ones can be useful but the AI isn't very good at using the long range explodey types. The reloadable ones however are absolutely amazing and I recommend hoarding as many of those launchers as you can get.

SHAOLIN FUCKFIEND
Jan 21, 2008

Uomoz' DEV is the loving best with the random-rear end weapon loadouts and drops. I now have a fleet consisting only of three Hounds with Mass Drivers. It's like watching a swarm of mantis shrimp attack a crab when I fight bigger ships.

AirborneNinja
Jul 27, 2009

I don't use any missile which doesn't have an ammo reserve of at least 10 rounds. Rockets on all my brawlers, pliums on all my support ships.

Arrath
Apr 14, 2011


AirborneNinja posted:

I don't use any missile which doesn't have an ammo reserve of at least 10 rounds. Rockets on all my brawlers, pliums on all my support ships.

I tend not to mount missiles on ships unless they can launch at least 10 in a salvo :v: Which basically means scouring the sector for all the Kadur LRMs I can find.

quote:

Fighters are super great, I agree. I also don't find the supply chewing to be too much of a problem. They take a long time to get back to full complement but they don't generally eat too many supplies in the process, not compared to their usefulness anyway.


Yeah the upkeep cost tends not to be too bad. The continued resupply and rearming in protracted battles can start adding up, though.

Arrath fucked around with this message at 18:44 on Feb 28, 2014

AirborneNinja
Jul 27, 2009

I was really excited about the Heron but it just seems so underwhelming. It costs nearly twice as much as a Gemini in Logistics and Deployment, needs a much larger crew and thus far I haven't been able to puzzle out a suitable armament. The Gemini seems much more capable of direct combat, while the Condor excels at vomiting LRMs.
Also it needs a wash or something.

Gobblecoque
Sep 6, 2011
So while dicking around in Uomoz's, I equipped a Blackrock Stenos cruiser with a Hadron Accelerator and a couple of Mass Drivers.

:stonklol:

With the new ability that resets weapon cooldown, this setup can instantly overload capital ships and then kill them in just a few seconds.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.
Okay, this hardo Hadron gun sounds fun. Which mod is it from?

Gobblecoque
Sep 6, 2011

Ceebees posted:

Okay, this hardo Hadron gun sounds fun. Which mod is it from?

Interstellar Federation, the home of all sorts of broken weapons.

Edit: sometimes I wish that the AI wasn't so eager to flank enemies at the expense of literally everything else. I just had a Blackrock Scarab fly in between two Dominators to get some sweet MLG flanking on one of them and it promptly got swatted down in about 2 seconds. Not too long after, I had an Esfahan (Mayorate destroyer) that had frontal shields actually fly backwards into the forward arc of one of those earlier mentioned Dominators. :wtc:

Gobblecoque fucked around with this message at 05:27 on Mar 1, 2014

Mindblast
Jun 28, 2006

Moving at the speed of death.


Yeah the ai sometimes makes the weirdest drat choices. I often pilot the long range artillery ships because of this; the ai is careful not to FF your own ships but as a result of the odd swarming your ships do this means it(your long range doom ship) barely gets to fire. A human is far better at judging what gaps you can safely shoot through.

Also why haven't I heard of this max battle size option until now. It sounds amazing and I always disliked that I couldn't field my full Kadur fleet. Time to experiment!

Fart Cannon
Oct 12, 2008

College Slice
One of my Desdinovas just decided that it wanted to boost itself into a asteroid with no health and shields down. Good job buddy!!!

Fart Cannon
Oct 12, 2008

College Slice
SHAOLIN: I merged your most recent dev version with the dev version of Uomoz and the new Imaginos is pretty amazing. Thanks for such a great mod.

The Chad Jihad
Feb 24, 2007


Dev update on trade http://fractalsoftworks.com/2014/03/02/on-trade-design/#more-2007

quote:

One approach is to liven up the travel aspect, and we’ll certainly try to do that. By itself, though, that’s not enough – the player has incentive to optimize the “fun” out (since fun generally also means risk), and if there are many choices of trade routes, they’ll eventually succeed at it and start shipping rocks in a nice, quiet backwater.

The main problem is caused by having easily repeatable trade runs, so let’s just take care of it at that level. The economy will work in such a way as to make most (if not all) trade runs unprofitable by default.

Why does this make narrative sense? There’s a race-to-the-bottom in the profit margins for safely shipping rocks, and that’s before you factor in faction-affiliated cargo fleets that don’t even have to operate at a profit. Frankly, if you think about it, it *wouldn’t* make sense for easy profit to be available for shipping food or some such, under normal circumstances. Not of the magnitude the player would be interested in.

The way for the player to make a profit in trading, then, is to take advantage of extraordinary circumstances – a short window of opportunity that they can exploit in various ways.


The Chad Jihad fucked around with this message at 20:39 on Mar 2, 2014

Gobblecoque
Sep 6, 2011
I really like that it seems that with the multiple star systems we got a while back and now plans for in-depth trade, we're finally seeing all the spergy metagame stuff come to focus that will hold players attention of the game for a long time.

Edit: It's also great that Alex is finding ways to integrate trade with the meat of the game, i.e. combat. In most games, trade is usually repetitive and disconnected from the fun stuff.

Gobblecoque fucked around with this message at 23:32 on Mar 2, 2014

SHAOLIN FUCKFIEND
Jan 21, 2008

Fart Cannon posted:

SHAOLIN: I merged your most recent dev version with the dev version of Uomoz and the new Imaginos is pretty amazing. Thanks for such a great mod.

Glad you're enjoying it!


Gobblecoque posted:

I really like that it seems that with the multiple star systems we got a while back and now plans for in-depth trade, we're finally seeing all the spergy metagame stuff come to focus that will hold players attention of the game for a long time.

Edit: It's also great that Alex is finding ways to integrate trade with the meat of the game, i.e. combat. In most games, trade is usually repetitive and disconnected from the fun stuff.

Yeah, this looks to be one of the bigger forays into helping the campaign come alive. I'm really excited for it already, it's basically going to make every other part of the game more immersive and engaging by proxy. I'm also glad he sidestepped Escape Velocity style "go back and forth forever" trade running.

Omi no Kami
Feb 19, 2014


How on earth hadn't I heard of this before? I've been complaining that SPAZ was the only decent EV-like for years...

Bought that sumbitch with all haste- just waiting for BMT Micro to get off their arses and send me the activation code ^^

Silus
Dec 28, 2012

Yeah, this game is great for scratching the space-pilot-murder-hobo itch.
I tried going back to EV with their latest version and the game did not fare well with the rose tinted glasses taken off.
The incredibly refined combat in Starsector really raises the bar for other games in this genre. If the same attention to detail goes into the trading / planet management systems, it'll be the standard that everything else is compared to for years.

Omi no Kami
Feb 19, 2014


Installed the game- looks good, feels good, but gently caress if I don't wish it wouldn't give me a little goddamn feedback on what I'm doing wrong. I know the problem is my lack of understanding, but gently caress if thirty minutes of grinding the same two battles hasn't driven a hell of a lot of enthusiasm out of me- are there any decent primers available on basic combat strategy?

oohhboy
Jun 8, 2013

by Jeffrey of YOSPOS
EV Nova was a real step backwards for the game. Instead of making the jump to 3D, they used a half baked 2.5D perspective mess that was misguided at best. The plot was all over the place. Combat balance was out since anybody with half a brain would Min-Max a Starbridge.

As for a primer, I suggest this is the closest thing I know off the top of my head.

http://fractalsoftworks.com/forum/index.php?topic=1222.0

Unfortunately it is a little out of date, but a fair bit of it is still relevant.

Key things about Combat:
The AI is good, very good. Not quite has good as a human that know the ins and outs, but with their superior reflexes, they are much better at flying fast ships than you are. However the AI doesn't really have much long term or situational thinking so it's not too hard to suck them by flanking them. They will still focus on the most "Dangerous" threat, but the weaker ship can happily pink it to death. It might be worth letting the AI fly your ship instead of yourself early on.

Shields take flux to keep up, so only raise them when you need to take a relatively large hit. If some laser is scraping you here or there, don't worry unless you are planning to sunbath in it. Also It is much faster to lower your shield and re-raise them in another direction than it is to move the shield while it is up.

Point Defence AI + Tactical Laser if energy weapons.

EMP damage can and will cripple ships for easy kills.

In the options there is a tick box for you to turn on floating number to tell you how much damage you are taking and dealing. Blue for Shields, Yellow for Armour, Red for Hull. This is probably some of the feed back you are looking for.

Press R on any ship to target it to get a detailed view on it's status in real time and have your guns which are set to auto fire on it if it can reach in instead of firing on the closest ship to that gun. Point defence enabled weapons will still stop and fire on incoming missile threats.

Crew determines Combat readiness, better crew, higher combat readiness. Better crew means the AI on that ship will also fight better and smarter. Ships at zero or single digit combat readiness will breakdown before getting into the fight and are liable to spontaneously explode. So instead of fighting normally, you can kill a fleet by "Harrying" to death instead of wasting your own CR to weaken them.

SHAOLIN FUCKFIEND
Jan 21, 2008

Make sure you select Easy and play with campaign help on. Then you'll get feedback on what's happening. In the options you can make your flagship take half damage to make learning the game easier. Remember: press shift to turn the ship towards the cursor and then use A/D to strafe.

Read this: http://www.mediafire.com/download/9rd8cvladmd1xkk/The+World+of+Starfarer+V+0.54.1a+M0.61.pdf

Combat will make sense after a while. It's easier to pilot the Mule than a frigate early on if you start the campaign on Easy.

GruntyThrst
Oct 9, 2007

*clang*

Omi no Kami posted:

Installed the game- looks good, feels good, but gently caress if I don't wish it wouldn't give me a little goddamn feedback on what I'm doing wrong. I know the problem is my lack of understanding, but gently caress if thirty minutes of grinding the same two battles hasn't driven a hell of a lot of enthusiasm out of me- are there any decent primers available on basic combat strategy?

I've been streaming my starsector play lately just because, I guess I could do a tutorial stream? I'm not super amazing but I know the systems at least.

Edit: Shaolin how do you pronounce Imaginos? "Imagine-Ohs"? "Image-Enos"?

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SHAOLIN FUCKFIEND
Jan 21, 2008

^ Link? Also idk, "Imagine-ohs" i guess

Also, Uomoz' VODs are a good source of grit-teeth campaign play.

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