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Demiurge4
Aug 10, 2011

Where do I find a Tempest? I've gone through a bunch of outer rim systems and gone through a bunch of core systems too and I haven't found a single salvageable wreck.

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Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface
What is so good about a tempest anyway? I found one and recovered it because its info card said it was rare but I have yet to see it shine, especially since my swarm of like 5 spark fighter groups just shreds everything.

TheWetFish
Mar 30, 2006

by FactsAreUseless

Demiurge4 posted:

Where do I find a Tempest? I've gone through a bunch of outer rim systems and gone through a bunch of core systems too and I haven't found a single salvageable wreck.

Luck favours the prepared. Look for fleets that have a Tempest in it, that is not (yet) a wreck

Demiurge4
Aug 10, 2011

Telsa Cola posted:

What is so good about a tempest anyway? I found one and recovered it because its info card said it was rare but I have yet to see it shine, especially since my swarm of like 5 spark fighter groups just shreds everything.

The Tempest is a frighteningly fast frigate with good firepower, it's a Wolf with two medium energy slots and a firing arc that favors quick strafing runs. In the hands of a good player it can solo most destroyers.

TheWetFish posted:

Luck favours the prepared. Look for fleets that have a Tempest in it, that is not (yet) a wreck

But Tri-Tach pay so well for those AI cores :(

dis astranagant
Dec 14, 2006

Telsa Cola posted:

What is so good about a tempest anyway? I found one and recovered it because its info card said it was rare but I have yet to see it shine, especially since my swarm of like 5 spark fighter groups just shreds everything.

The Tempest is a Terminator drone that happens to come with a free high tech frigate hull. The drone is extremely fast and hard to kill, which lets it be a total bastard with its ion cannon. The Tempest proper is one of the fastest frigates and can do all sorts of bullshit with its phase cloak and medium energy slots. And press f to turn off your target's engines.

dis astranagant fucked around with this message at 07:49 on Apr 26, 2017

Zudgemud
Mar 1, 2009
Grimey Drawer

dis astranagant posted:

The Tempest is a Terminator drone that happens to come with a free high tech frigate hull. The drone is extremely fast and hard to kill, which lets it be a total bastard with its ion cannon. The Tempest proper is one of the fastest frigates and can do all sorts of bullshit with its phase cloak and medium energy slots. And press f to turn off your target's engines.

You are mixing up the tempest and the afflictor I think. The tempest is shielded, has the murder drone and have flares. The afflictor has a cloak and that subsystem that very briefly overload nearby ships (the afflictor is a key ingredient for paragon hunting).

dis astranagant
Dec 14, 2006

Zudgemud posted:

You are mixing up the tempest and the afflictor I think. The tempest is shielded, has the murder drone and have flares. The afflictor has a cloak and that subsystem that very briefly overload nearby ships (the afflictor is a key ingredient for paragon hunting).

Oh, I grabbed some dumb mod version of it by mistake.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Every Legion I find is unsalvageable :argh:

Lemme fly the fuckin heavily armed space Volkswagen dammit

THE BAR
Oct 20, 2011

You know what might look better on your nose?

Have I screwed myself over by blowing up probes instead of salvaging them? I didn't have enough manpower for it - do they respawn?

Demiurge4
Aug 10, 2011

THE BAR posted:

Have I screwed myself over by blowing up probes instead of salvaging them? I didn't have enough manpower for it - do they respawn?

They occasionally drop AI cores and a few more supplies if you salvage. I think probes mainly exist to guide you to better things like survey ships and research stations which you should absolutely salvage properly.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

Demiurge4 posted:

They occasionally drop AI cores and a few more supplies if you salvage. I think probes mainly exist to guide you to better things like survey ships and research stations which you should absolutely salvage properly.

Good, it was the AI cores I was afraid of losing.

Cascade Failure
Jan 8, 2010

Demiurge4 posted:

But Tri-Tach pay so well for those AI cores :(

It's perfectly viable to fight the Tri-Tach patrols and only take a small rep hit as long as you do it with your transponder off, that's how I got my hands on an Aurora. Preferably enter the system dark and find a fleet that's got what you're looking for, then gank them and scoot out before anyone's the wiser.

Elukka
Feb 18, 2011

For All Mankind

Gobblecoque posted:

I've enjoyed throwing a harpoon rack on them, since I tend to have 2-3 around and keep them clustered together that can be a easy cruiser or destroyer kill in the more clutch battles where I deploy them. Insulated engine to counteract the civilian sensor profile penalty and unstable injector for a little extra speed to keep them out of hot zones is also nice.
Is the AI clever enough to use these missile weapons effectively? It kinda seems like they fire them whenever and then run out of ammo. It seems like you'd want a concerted volley.

vvv
That's nice, I think I just haven't gotten a clear image of how they do this stuff since I've kinda just been faffing about with an incoherent fleet of junkers with incoherent tactics.

Elukka fucked around with this message at 11:19 on Apr 26, 2017

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT

Elukka posted:

Is the AI clever enough to use these missile weapons effectively? It kinda seems like they fire them whenever and then run out of ammo. It seems like you'd want a concerted volley.

Yes, the AI will generally save the harpoons until they can fire them at a vulnerable target, and then will fire a nice volley. I haven't had too many issues with AI wasting missiles.

Exodee
Mar 30, 2011

Damp and depressing.
It must be a goon in its
natural habitat!
Hell, sometimes I think the AI is a little too conservative with them. Especially when it comes to otherwise spammable missiles such as annihilators or the larger missile racks.

Demiurge4 posted:

But Tri-Tach pay so well for those AI cores :(
I don't think the Sindrians pay that much less for them, if you need an alternative buyer. Otherwise you might still be able to sneak in and offload them if you go dark?

buglord posted:

How do I swat Wolfs which are always just out of range and keep spamming teleport? Bring Wolfs to my squadron too?
Wolves (and Tempests) are the reason I put salamanders on every ship I have. They won't be able to keep out of range with no engines!

dis astranagant
Dec 14, 2006

The AI is too conservative in general, especially when given big guns. Doubly so when the enemy has even a single Pilum launcher.

dis astranagant fucked around with this message at 12:07 on Apr 26, 2017

Brainbread
Apr 7, 2008

dis astranagant posted:

The AI is too conservative in general, especially when given big guns. Doubly so when the enemy has even a single Pilum launcher.

If they see that you don't deploy any large ships I feel that they should use torpedoes on your frigates and cruisers. They takes those to the grave instead.

Mercrom
Jul 17, 2009
Missiles are really overpowered. Just not when the AI uses them. I don't bother using a flagship so I can just jump around my officers and unload their missiles for them. There is absolutely no need to invest in any player pilot skills in this patch.

The patch needs balance fixes. The steep downwards difficulty curve is now almost vertical. I have couple of capitals and a bunch of cruisers in storage but I can't find anything worth using them on.

VodeAndreas
Apr 30, 2009

Brainbread posted:

If they see that you don't deploy any large ships I feel that they should use torpedoes on your frigates and cruisers. They takes those to the grave instead.

I normally give my ships Harpoons instead of any sort of torpedo because the AI seems to be much happier to throw them out there as soon as someone's high on flux/overloaded/already dead.

Brainbread
Apr 7, 2008

So Alex is gonna look into the balance for [REDACTED] Interceptors and for Talon Interceptors. But he also thinks Broadswords are in a good spot which I would genuinely disagree on.

So they might get some changed in the future. Talons at least should not cost 0 OP. They're way too good for that.

OwlFancier
Aug 22, 2013

buglord posted:

How do I swat Wolfs which are always just out of range and keep spamming teleport? Bring Wolfs to my squadron too?

Slap a hypervelocity driver on something and smack them in the gob with it when they get close. They don't deal well with concentrated long range kinetic damage.

Other option is fighters because they also don't deal well with being attacked from behind.

Jinx
Sep 9, 2001

Violence and Bloodshed
I think the AI in this game is currently weird and/or retarded - I keep having my carriers turn off their shields when they're taking damage even when their flux is <5% full. Or it could be that some personality types don't function at all well in certain types of ships. Also all battles seem to take much much longer because the AI is always trying to kite with everything, and if it's not kiting it's running away to come back later to kite you again. EW kind of breaks the AI because at -15% range it can no longer kite you effectively and it just sort of wanders around somethings floundering into your arcs of fire and dying.

And the only AI I've seen use missiles well was the one piloting the larger drones with the quad hammer weapon that you find guarding domain era survey ships.

ErKeL
Jun 18, 2013
AI can make some monumentally poor decisions but I actually like it because generally its conservative approach keeps my ships safe.
No idea why your carriers would drop shields like that though, sounds dodgy as hell.

Generally the AI's pretty solid for me. I trust it to handle ships safer than myself. I'll get the kills but crew life expectancy takes a dive when I captain a ship.

I feel like the AI uses missiles and torpedoes more often this patch than previously. I've seen some pretty fair reaper ambushes on myself lately though it still nurses them a bit too much.

ErKeL fucked around with this message at 17:08 on Apr 26, 2017

Soup du Journey
Mar 20, 2006

by FactsAreUseless

Brainbread posted:

Its very scientific with n=2 for most of the stuff. So not at all. I might mod my game so Broadswords have Dual MG's instead.

Mostly it's that Beam fighters are crap, Broadswords could be better, and bombers are only good if you micromanage them and only if they could hit poo poo
And Gladius are crap too.

I might make a post. (Edit I did)
Beam fighters are pretty dang good on the defense, at least. Two wings of wasps will shut down the 3 talon wings a mora sends at you more or less in perpetuity; both the fighters and their missiles go down before either can stress my flux in any significant way. Their OP costs should probably be switched, though, because on the offense wasps are nothing more than a momentary distraction.

Soup du Journey fucked around with this message at 17:02 on Apr 26, 2017

OwlFancier
Aug 22, 2013

Jinx posted:

I think the AI in this game is currently weird and/or retarded - I keep having my carriers turn off their shields when they're taking damage even when their flux is <5% full. Or it could be that some personality types don't function at all well in certain types of ships. Also all battles seem to take much much longer because the AI is always trying to kite with everything, and if it's not kiting it's running away to come back later to kite you again. EW kind of breaks the AI because at -15% range it can no longer kite you effectively and it just sort of wanders around somethings floundering into your arcs of fire and dying.

And the only AI I've seen use missiles well was the one piloting the larger drones with the quad hammer weapon that you find guarding domain era survey ships.

The AI is a bit... confused at times. I also have issues with ships refusing to use shields, and the Mora keeps trying to brawl with its PD guns rather than standoff and launch fighters and missiles.

buglord
Jul 31, 2010

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!

Buglord
I restarted and rolled with a Wolf class as my starting ship. Chasing Wolfs in some combat freighter is going to give me a stroke. I feel a lot happier now.

TheWetFish
Mar 30, 2006

by FactsAreUseless
A Tempest is now a very specific tool for a very specific task. The Tempest itself has quite sub-par defences and generally enough flux to either defend itself or fire large calibre weapons, not both concurrently. The Terminator Drone is also stressed for flux and cannot as effectively participate when under flux stress. This is important because an ignored Terminator Drone is capable of bursting 12-24 thousand ion damage, within 1-2 seconds. Always have shields facing an unpressured Terminator drone. Fortunately, the drone is on a firm and very short leash (unlike previous Tempest iterations). For reference most fighter wings have a 4000 or 5000 leash range, Borer Drones have 2000 and our Terminators have 1500 leash range. Extreme mobility within it's leash is an understatement but the Terminator cannot go where the Tempest itself cannot go. Generally regard the Tempest as having an attached Ion Pulsar that is flux free to fire and you'll do OK against them.
That said the Tempest does have some novel, high risk high reward gameplay; If the Tempest closes within dangerously short range of a target then the Terminator will very often put one burst against the targets front shields and then manoeuvre to an unshielded rear, as it is now within their short leash, and fire a second devastating salvo. Conserving flux solely for the shields on the approach is highly recommended.



OwlFancier posted:

The AI is a bit... confused at times. I also have issues with ships refusing to use shields, and the Mora keeps trying to brawl with its PD guns rather than standoff and launch fighters and missiles.

The dev has been very responsive about correcting these types of issues. If you get a chance then do jot down the weapon loadout, what is was fighting, the suboptimal behaviour and stick it in a new thread in the Bugs section of the Starsector forums

TheWetFish fucked around with this message at 17:55 on Apr 26, 2017

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

buglord posted:

I restarted and rolled with a Wolf class as my starting ship. Chasing Wolfs in some combat freighter is going to give me a stroke. I feel a lot happier now.

Yeah the Wayfarer is a noob trap basically. The basic Wolf is a very good, solid combat frigate until you get to the point you don't want frigates in your fleet at all, but the Wayfarer is just a bathtub you want to replace on your first docking.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.
If i see a Tempest for sale, i buy it, because it does reign supreme when it comes to running down fleeing jerks. STAND AND FIGHT, COWARDS!

Soup du Journey
Mar 20, 2006

by FactsAreUseless
I really dig all the SMAC leader portraits that showed up with 0.8

Platystemon
Feb 13, 2012

BREADS
I read this planet’s fluff for once. It ranks as a V.



“Habital” sounds good, but it’s all downhill from there:










It would make a person long for a Siberian gulag or a South African diamond mine.

Those better be some goddamn valuable ores

Overview:

Kenshin
Jan 10, 2007
If you are not equipping your Tempests with 2x Phase Lances (or 2x Heavy Blasters if you can't find the phase lances) you aren't doing it right

TheWetFish
Mar 30, 2006

by FactsAreUseless

Flesh Forge posted:

Yeah the Wayfarer is a noob trap basically. The basic Wolf is a very good, solid combat frigate until you get to the point you don't want frigates in your fleet at all, but the Wayfarer is just a bathtub you want to replace on your first docking.

A mistake with Wolf positioning exposes only 1500 hull with tiny 150 armour. I would suggest that for new players the Wolf may be the noob trap, requiring far more skill to pilot safely.

The Wayfarer is hands down a better logistical choice, carrying double the cargo, double the fuel & +20 max crew. It's deployment stats allow for 80% of deployment CR recovered in only one day, largely mitigating the early game failure mode of being overwhelmed with too many fights too quickly.

Wayfarers are quite capable combat ships against early game threats. A decent argument could be made that it is more combat capable than a Wolf (in the early game), due to the flux advantage of ballistics mounts over pure energy mounts while also having the utility of a starting ion cannon, which is extremely good against unshielded pirates, quite common in the early game. The wayfarer is slower but not more so that the ubiquitous Lasher. A solid early game combat freighter that shouldn't be overlooked

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
That only matters until you do the ship salvage stage of the tutorial, or until you make your first landing if you skip it, and then you have access to much better ships than the Wayfarer but the Wolf remains pretty valuable even if you leave it to the AI to fly.

Gobblecoque
Sep 6, 2011
Yeah, Wolf is always a useful addition to any fleet while combat freighters tend to struggle to find a real niche in my experience. And I think that one's first ship being slower than the lasher would probably be a very frustrating experience for a new player because they're probably going to get into fights where the AI just kites them all day.

OwlFancier
Aug 22, 2013

Urgh, I knew this was going to be a problem as soon as I read the new focus on fleet combat.

The AI is loving terrible. I seriously can't play because my fleet can't form a coherent battle line, my carriers are trying to loving kill themselves by just drifting into the middle of enemy groups, and nothing follows waypoints.

Gobblecoque
Sep 6, 2011
It kinda sounds like your problem is that you're trying to micromanage too much. Starsector's AI is pretty surprisingly good if you just let it do its own thing. Only orders I usually give are escort so junkers like Shepards stick close to big ships and the odd eliminate order when there's an enemy that needs to die right now. Not that the AI won't occasionally do something stupid, it totally does but that's something that happens in any game.

Taerkar
Dec 7, 2002

kind of into it, really

One of the few orders I give is putting carriers behind the front line.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

OwlFancier posted:

The AI is loving terrible.

This might be the only time I have ever seen this complaint leveled at the game in my five or six or whatever years of playing it.

As others have said, don't try to micro your ships. All ships in Starsector can take care of themselves until you try to give them conflicting orders to try and prioritize. Don't set waypoints for your carriers, because the battle's gonna shift all over the drat map and that's dumb. Make them the targets of escort commands so they can't be focused. Don't order ships to eliminate targets or use the full assault command, use engage and harass. If you give your ships some leeway to act on their own, they're a shitload more effective than if you're constantly yelling at them to do ten things at once.

Psycho Landlord fucked around with this message at 20:52 on Apr 26, 2017

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Rorac
Aug 19, 2011

One thing I would like to see is a sort of pre-battle formation set. Say you might have 2-3 preset ship deployments, and you can either throw out one of those, which will always appear in that formation at the start, or send out a custom deployment at the start (the way we have it right now). Combine with an order of 'maintain formation/regroup' which will make the ships attempt to stay or get into roughly that formation during the battle while allowing the AI-controlled ships enough room to do basic maneuvering.

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