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Mordja
Apr 26, 2014

Hell Gem

Is that one actually balanced? It's by the same guy who made Neutrino which was basically the poster child of "really cool and fun but absolutely, brokenly overpowered" mods.

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Jinx
Sep 9, 2001

Violence and Bloodshed
I have a handy list of weapons to never sell, unless I REALLY need the money: Dual ACs, needlers (any size), tactical lasers, pulse lasers, medium blasters, harpoon MRMs, reapers, AM blasters, phase lances, auto pulse lasers, MIRVs, HI lasers and ofcourse never ever sell plasma cannons or tachyon lances.

Most other weapons are not optimal, or generally available even if you have low faction rep (and can sometimes be found on the black market).

Also don't use the blaster on your starter wolf - you don't have the skills to manage the flux it generates so misses are punishing. Using the pulse laser until you at least get 5 in basic combat skills is personally recommended (or if you take the tech skills, and shove more vents/caps on). Pulse laser is still better against most pirate starter ships (even lashers).

If you can get a lasher at the start, you should pilot it and give the wolf to the AI (it will live longer this way).


Finally, bog standard trading is (mostly) pointless. At the start, try kill a few pilots for the sweet Jangala bounties, after that you can check out trade comissions in bases.

SHAOLIN FUCKFIEND
Jan 21, 2008

Mordja posted:

Is that one actually balanced? It's by the same guy who made Neutrino which was basically the poster child of "really cool and fun but absolutely, brokenly overpowered" mods.

The SCY author went over it. I played a mission or two and it seemed balanced to me.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
If you really don't give a poo poo then restart your game until the starting base has a pair of tactical lasers. I find those dramatically help with the early game. I just wish tac lasers weren't so hard to find. It seems like every pirate and their mother has them but I can't find any.

Are there any mods that give you more flexibility when it comes to your starting ship yet?

dis astranagant
Dec 14, 2006

Beer4TheBeerGod posted:

Are there any mods that give you more flexibility when it comes to your starting ship yet?

Still waiting on SS+ for that unless Nexerelin does that, too.

StringOfLetters
Apr 2, 2007
What?

Jinx posted:

Also don't use the blaster on your starter wolf - you don't have the skills to manage the flux it generates so misses are punishing. Using the pulse laser until you at least get 5 in basic combat skills is personally recommended (or if you take the tech skills, and shove more vents/caps on). Pulse laser is still better against most pirate starter ships (even lashers).

I'm gonna disagree with this, because the hits are so much more punishing to the other guy. It's much more of an 'all-in' weapon than safely hovering at a distance while plinking with tac&pulse lasers, but when you are willing to pull off blaster shots, they are extremely killy. And the Blaster's very short range means less conflict with Safety Overrides.

Glass Hand
Apr 24, 2006

Just one more finger, Trent.
Nexerelin gives you a different starting ship depending on what faction you start out in. You can start with a Wolf if you start in Tri-Tach, otherwise you get other frigates. Hegemony gets a Lasher, Diktat gets a Brawler, and so on. You can pretty much start with any frigate you want with faction choice, and you can presumably leave a faction and join a new one if you just picked a starting faction for the ship.

NightfallGemini
Dec 26, 2006
Is there any real drawback to Safety Override aside from its big OP cost? Losing active venting doesn't seem like a big loss to me when you cool down drat near instantly.

dis astranagant
Dec 14, 2006

NightfallGemini posted:

Is there any real drawback to Safety Override aside from its big OP cost? Losing active venting doesn't seem like a big loss to me when you cool down drat near instantly.

It drastically reduces weapon ranges past 450 and kills your CR in large battles that can't be finished quickly.

Cirofren
Jun 13, 2005


Pillbug

NightfallGemini posted:

Is there any real drawback to Safety Override aside from its big OP cost? Losing active venting doesn't seem like a big loss to me when you cool down drat near instantly.

The biggest drawback is the range. Having to get in close is dangerous for a number of ships, especially when piloted by the AI. I prefer building for range with things like gunnery implants and integrated targeting so I almost never put Safety Overrides on a ship.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

NightfallGemini posted:

Is there any real drawback to Safety Override aside from its big OP cost? Losing active venting doesn't seem like a big loss to me when you cool down drat near instantly.

Your ships are essentially limited to knife-fight range, and they start losing CR really quickly, even if you take Hardened Subsystems (which is pretty much mandatory, at the very least on frigates, meaning that the real OP cost is even higher).

E: beaten like a Buffalo without an escort

Oh, and the description of SO is a bit misleading. It says it 'reduces the peak operating time by a factor of 0.33,' which would technically mean it divides it by 0.33, essentially making it last 3 times longer. It should say 'reduces by a factor of 3'. I guess it's obvious in practice though.

Also lmao, it's also got dummied out code that would make the ship CR also degrade twice as quickly, cause all weapons to have twice as much recoil and a 5% chance to malfunction (I assume per shot? Not sure), AND, if I'm reading this right, cause overloads to last FIFTY TIMES as long :stare:

Lprsti99 fucked around with this message at 01:00 on Dec 2, 2015

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

StringOfLetters posted:

I'm gonna disagree with this, because the hits are so much more punishing to the other guy. It's much more of an 'all-in' weapon than safely hovering at a distance while plinking with tac&pulse lasers, but when you are willing to pull off blaster shots, they are extremely killy. And the Blaster's very short range means less conflict with Safety Overrides.

Heavy Blasters have poo poo flux efficiency and a regular Pulse Laser already generates as much flux as the starter Wolf can handle. If you're an expert phase ninja you can probably just blow out people's engines all day but for a new player it's going to be almost unusable because they're going to miss twice and be fluxed out.

Cirofren
Jun 13, 2005


Pillbug

Voyager I posted:

Heavy Blasters have poo poo flux efficiency and a regular Pulse Laser already generates as much flux as the starter Wolf can handle. If you're an expert phase ninja you can probably just blow out people's engines all day but for a new player it's going to be almost unusable because they're going to miss twice and be fluxed out.

I refit the wolf losing the missiles for extra flux and you level up very fast in the early game. I favor gunnery implants, and the ordinance points and flux tech skills and the blaster wolf starts off very strong and only gets better. I also don't phase to behind, instead I keep back and use my speed to strafe aside their firing arc so that my hard flux is lower than theirs and I can vent faster with shields still up. I use the phase to back out if I'm getting overwhelmed or need a quick vent.

It might be a personal preference but it takes me forever to get someone's shields down with the pulse laser and only a couple of good hits with the blaster. Yeah missing shots sucks for your flux with a heavy blaster try not to do that. The targeting pip mod or whatever is very helpful for learning where you should be aiming.

Edit: The AI doesn't tend to do well with the blaster wolf though they are good with a pulse laser wolf.

Cirofren fucked around with this message at 01:10 on Dec 2, 2015

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

Glass Hand posted:

The Wolf is indeed pretty finicky for a starter ship. For ease of use you can't really beat the Lasher's tactic of "get in the enemy's face, press F, and fire all the guns."

Speaking of finicky, that loving Shade. I decided to put one together with two AM blasters on the side turrets, a PD laser on the front turret, and Reapers on the hardpoints. It certainly works, but holy poo poo is there a lot to coordinate at once. In its first scrap with a real, non-simulation enemy, I forgot which weapon I had selected and sent a salvo of four Reaper torpedoes into the side of a defenseless, overloaded pirate Wolf (D). That must have been, briefly, the most terrified ship captain of all time.


Since the autofiring AI consists of "If I can fire gun -> fire the gun", i've found some success with binding the second key for autofire toggle to an unused mouse button (though unfortunately, SS seems unable to recognize mouse buttons above 4). If you assign strike weapons to forward-fixed mounts and make sure to always keep them in the same weapon group (the one you've rebound the autofire on), you can use it as a 'fire secondary weapons' key.

Cirofren
Jun 13, 2005


Pillbug
I'd be really nice if the game just gave you 20k and a market screen with default prices and no tariffs so you could fit out whatever starting fleet you wanted for that price.

As much as I favour the wolf it would be nice to have more options, like a well fitted Lasher or a brawler and kite or a condor and two fighter wings.

Risky Bisquick
Jan 18, 2008

PLEASE LET ME WRITE YOUR VICTIM IMPACT STATEMENT SO I CAN FURTHER DEMONSTRATE THE CALAMITY THAT IS OUR JUSTICE SYSTEM.



Buglord
I'm playing this on steam in-home streaming, seems good.

NightfallGemini
Dec 26, 2006
I'm not sure how I didn't notice the range nerf. I've mostly been messing with it on things like Wolves, Lashers and Enforcers (speed buff is good stuff).

I think I have an unhealthy obsession with going fast.

SHAOLIN FUCKFIEND
Jan 21, 2008

Next... on BRDY

Big guns



Spooky planets



Faces!



And a shitload of tweaks and overall polish.

Wrapping things up now, expect it soon!

ugh its Troika
May 2, 2009

by FactsAreUseless
There's a hell of a lot of anime going on in that post :v:

SHAOLIN FUCKFIEND
Jan 21, 2008

BRDY is anime incarnate :awesome:

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

SHAOLIN FUCKFIEND posted:

Next... on BRDY
Wrapping things up now, expect it soon!
:vince:

I install the library, the pretty effects, radar and such, but for a long time I've waited for BRDY's release before plunging into ship mods.

If BRDY is almost ready does that mean SS+ is too?

Minarchist
Mar 5, 2009

by WE B Bourgeois

drat, what's the cancer rate like on that hunk of rock? :ohdear:

FooF
Mar 26, 2010
That is one hell of a chicken-wing ship.

P.S. BRDY is the best mod faction by a country mile. There are some other really good ones but BRDY is in a league of its own, IMO. Just thought I would share my appreciation.

Count Roland
Oct 6, 2013

What does Expanded Magazines hull mod actually do? Ballistic and energy weapons have infinite ammo, so how can their capacity be increased?

Minarchist
Mar 5, 2009

by WE B Bourgeois

Count Roland posted:

What does Expanded Magazines hull mod actually do? Ballistic and energy weapons have infinite ammo, so how can their capacity be increased?

Some weapons still have charges and finite ammo, Antimatter Blasters only have 20 shots. I think Storm Needlers have limited ammo as well.

Gobblecoque
Sep 6, 2011

Count Roland posted:

What does Expanded Magazines hull mod actually do? Ballistic and energy weapons have infinite ammo, so how can their capacity be increased?

Aside from AM blasters, it really just exists as a holdover from when ballistic weapons had limited ammo (and, for a brief time, magazine reloading).

scuba school sucks
Aug 30, 2012

The brilliance of my posting illuminates the forums like a jar of shining gold when all around is dark
Still useful for the lasers that have charges. It's not game-breaking, but Expanded Magazines on a Guardian PD, Autopulse Laser, or Thermal Pulse Cannon makes a pretty big difference. If you want even more PD you can slap it on something like a Medusa that uses a lot of Burst PD Lasers if you swing that way.

dis astranagant
Dec 14, 2006

There's still a lot of mod weapons that use magazine loading, for better or worse. And a bunch of Imperium weapons with intentionally finite ammo.

Fajita Queen
Jun 21, 2012

How does this game not have a bunch of Star Wars ship mods yet? I'm legit shocked to find that out, you'd think that would be one of the first things modders would do with a game like this.

Imagine flying a huge as gently caress ISD with dozens of TIE Fighter wings on AI-control, and this game is absolutely perfect for that.



E: What is the purpose for tankers? Just hauling around a ton of fuel on the cheap, nothing else? And I assume shuttles are the same but for crew?

dis astranagant
Dec 14, 2006

In theory tankers let you haul huge fleets farther in hyperspace but the vast majority of ships carry plenty of fuel for that. I'd only buy them to exploit an early fuel shortage.
Shuttles are more or a mixed bag. Kites and Mercuries can make passable backup at the start if you can find some good missiles for them. Mercuries just kinda suck since they don't really have the flux handling to actually fight with long range ballistics, but it has ok cargo space if you're desperate. Mudskipper is a poor man's all around hauler but it must never see combat.

dis astranagant fucked around with this message at 05:50 on Dec 2, 2015

FooF
Mar 26, 2010
You'l find that the larger ships do not have a fuel capacity commensurate with their fuel expenditure. Even small tankers, like the Dram, can double your fuel capacity in frigate and destroyer fleets. It also ensures that all that fuel you salvage from battles doesn't go to waste. The destroyer-sized fuel tanker (Phobos?) can supply just about all but the largest fleets and I've never gotten the huge supertanker for any reason. Hyperspace trips can easily drain 4-500 fuel in large fleets trying to travel between systems so if you don't have huge fuel reserves, you'll end up drifting or getting stuck in a system with little/no fuel. Good luck when that happens.

dis astranagant
Dec 14, 2006

Eh, 2 or 3 Destroyers carry about as much gas as a Dram. It's pretty much 40-60 light years per ship all the way up, though a lot of frigates and cruisers push up toward 80-100. Unless you're putting around in Buffalo IIs and Onslaughts exclusively, you probably have enough gas to get where you're going. What gets you in trouble is dragging capitals around with Oxen, since those burn fuel like a small flotilla of escort frigates.

Glass Hand
Apr 24, 2006

Just one more finger, Trent.
I've bought a Dram or two to complete really great fuel orders - I happened to be at a planet selling fuel for something reasonable like 25 each and saw a 500-fuel mission offering to pay over 475 each. Putting down 12k for a Dram on the spot was worth it for a nearly 250k payday. It spent some time mothballed in the Asharu station after that, but eventually as I began to build up to destroyers and cruisers and get huge fuel prizes from attacking convoys it just made sense to put it back into service. I can't see ever needing/wanting the Prometheus though.

Now we just need a passenger ticket mechanic so the Starliner has a use. I'm sure I could find some takers for a "luxury cruise to the scenic pirate moons of Barad."

dis astranagant
Dec 14, 2006

The Shortest Path posted:

How does this game not have a bunch of Star Wars ship mods yet? I'm legit shocked to find that out, you'd think that would be one of the first things modders would do with a game like this.

Imagine flying a huge as gently caress ISD with dozens of TIE Fighter wings on AI-control, and this game is absolutely perfect for that.



E: What is the purpose for tankers? Just hauling around a ton of fuel on the cheap, nothing else? And I assume shuttles are the same but for crew?

There was a Star Wars mod years ago but it's been dead since 2013. Maintaining campaign compatibility seems to be the death of mods.

Fajita Queen
Jun 21, 2012

Glass Hand posted:

I've bought a Dram or two to complete really great fuel orders - I happened to be at a planet selling fuel for something reasonable like 25 each and saw a 500-fuel mission offering to pay over 475 each. Putting down 12k for a Dram on the spot was worth it for a nearly 250k payday. It spent some time mothballed in the Asharu station after that, but eventually as I began to build up to destroyers and cruisers and get huge fuel prizes from attacking convoys it just made sense to put it back into service. I can't see ever needing/wanting the Prometheus though.

Now we just need a passenger ticket mechanic so the Starliner has a use. I'm sure I could find some takers for a "luxury cruise to the scenic pirate moons of Barad."

Honestly just having escort missions or transports or whatever where you pick up [PEOPLE] and bring them from X planet to Y station or something a la Eve Online would be fine.

OR capturable prisoners from factions that you can bring to other factions for rep

or some awful black market poo poo like slave smuggling, if you wanna be a bad guy.

Jinx
Sep 9, 2001

Violence and Bloodshed

Voyager I posted:

Heavy Blasters have poo poo flux efficiency and a regular Pulse Laser already generates as much flux as the starter Wolf can handle. If you're an expert phase ninja you can probably just blow out people's engines all day but for a new player it's going to be almost unusable because they're going to miss twice and be fluxed out.

This. Also in the beginning when you solo with your wolf against pirates, you are ALWAYS outnumbered, and using safety overrides with a blaster is very risky for new players. If you've played before, go for it - blaster, missiles and safety overrides make a beastly wolf build.

I personally prefer going 5 combat skills and then tech skills, since in the beginning you only have a few ships, usually frigates, so the OP bonuses matter a lot less than individual combat skills. I think it's important to get decent officers ASAP, so if you see an officer that's not timid or aggressive and level 1, you should buy him before you buy another ship.

SHAOLIN FUCKFIEND posted:

BRDY is anime incarnate :awesome:
Bloody hell SWOLLEN FUCKLIPS, you are the biggest cock tease ever. As much as I don't like anime aesthetics, your mod is easily one of the best and most fun balanced.

dis astranagant
Dec 14, 2006

SHAOLIN FUCKFIEND posted:

The SCY author went over it. I played a mission or two and it seemed balanced to me.

I like doing horrible things with their 100 speed destroyer with 6 forward small missile mounts and 3 medium ballistic turrets.

OwlFancier
Aug 22, 2013

Glass Hand posted:

I've bought a Dram or two to complete really great fuel orders - I happened to be at a planet selling fuel for something reasonable like 25 each and saw a 500-fuel mission offering to pay over 475 each. Putting down 12k for a Dram on the spot was worth it for a nearly 250k payday. It spent some time mothballed in the Asharu station after that, but eventually as I began to build up to destroyers and cruisers and get huge fuel prizes from attacking convoys it just made sense to put it back into service. I can't see ever needing/wanting the Prometheus though.

Fuel tankers are generally a pretty good alternative to cargo ships because a basic dram has a really high fuel capacity and all your other ships can contribute to it. Lugging a dram full of fuel around is a good way to trade as a combat-focused fleet, because you will get fuel from your kills and you can just sit on it until you hit a market where it's going for like 100 credits a unit, then flog the whole thing.

Glass Hand posted:

Now we just need a passenger ticket mechanic so the Starliner has a use. I'm sure I could find some takers for a "luxury cruise to the scenic pirate moons of Barad."

As well as presumably some takers at the destination for "luxury slaves from the metropolitan planet of Jangala"

Arrath
Apr 14, 2011


dis astranagant posted:

There was a Star Wars mod years ago but it's been dead since 2013. Maintaining campaign compatibility seems to be the death of mods.

Yeah, I was making it for a while but work got insane so I had to bail. :(

Haven't stopped dreaming about it, though! I don't give a gently caress if its unoriginal.


Also,

FooF posted:

That is one hell of a chicken-wing ship.

P.S. BRDY is the best mod faction by a country mile. There are some other really good ones but BRDY is in a league of its own, IMO. Just thought I would share my appreciation.

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OwlFancier
Aug 22, 2013

I should probably chuck in some love for BRDY as well, I always underappreciate the quality because the actual ships are generally of zero interest to me and I don't at all like their aesthetics. But the quality of the work is stellar. I'm warming to some of their designs lately too.

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