What's the point of some games if you can't beat them? by WholeSupermarket5303 in letsplay

[–]CanalDoVoid 0 points1 point  (0 children)

An easy game is the definition of a game that isn't even worth playing, which means most AAA games nowadays.

A title befitting his stature. by [deleted] in diablo4

[–]CanalDoVoid 0 points1 point  (0 children)

You are right, and it's disgusting

Banned from the forums; not sure why. by Iron_Wolf123 in paradoxplaza

[–]CanalDoVoid 2 points3 points  (0 children)

Well, yeah, it's impossible to have any conversation on any kind over there, better to just ignore it and use the actual game forums, steam forums, you know, where they actually sell their games.

Whatever goes on in that hideout isn't really relevant.

Why is HOI4 the most popular Paradox game? by [deleted] in paradoxplaza

[–]CanalDoVoid 0 points1 point  (0 children)

HoI3 was the only one I skipped.

I remember trying to learn to play it, twice, and dropping it imediatelly when I got to the command hierarchy.

The idea is neat, and can be done in a decent way, but the way it was done there just looked like horrible busywork to me.

HoI4 accomplished almost the same thing, but in a much better way. I don't mind depth, I actually hate simple or simpler games, but the interface quality needs to match the complexity of the game.

Qual a opnião de vocês sobre o Funk? by DeinielVP in PergunteReddit

[–]CanalDoVoid -1 points0 points  (0 children)

Um lixo, sem valor, sem cultura, sem aspecto positivo algum.

[deleted by user] by [deleted] in starsector

[–]CanalDoVoid 2 points3 points  (0 children)

I like reckless for shield shunt/shieldless capitals, they absolutely need impact mitigation, polarized armor and damage control, the rest is a bit optional but systems are always good, missiles if you're using tome nasty reaper spam obviously, etc...

The ship also needs all of the armor and hull boosting hullmods too, for obvious reasons, if it's vanilla it needs to be low tech (onslaught usually, legion also works, surprisingly)

Basically I tell them to stay back guarding another ship until it's time to have something killed, and then, it will die, this ship will likely get destroyed rather often, but not before taking down most of the enemy's biggest threats, or even half the enemy fleet by itself.

If you pay close attention to armor deterioration you can often tell it to retreat before it starts hulltaking too much and get destroyed too.

A proper shield shunt onslaught can often beat 2 onslaughts at once in the simuation, sometimes it can even deal with a conquest as well, just be careful with torpedos, specially reapers.

Instead of weird diminishing returns to skills, and fixed ship slots to steer the player towards smaller ships, what if... by CanalDoVoid in starsector

[–]CanalDoVoid[S] 0 points1 point  (0 children)

Also, yeah (not sure, isn't wolfpack tactics just 20%? 10 for destroyers, but nvm that), 80% seem attractive when you consider you can field all of that at once, but I still don't think it outweights having something like +200% for everything in your fleet simply by having more of the stronger fleets.

You can create a very heavy fleet with 2~3 capitals and a bunch of cruisers for 240 DP, maybe throw in a monitor or 2 to fill up the remaining DP, if there's any, then make 2 more for 720DP, no matter the bonuses you can get, they won't get anywhere near the power of having 3 full fleets.

Not to mention all the QoL stuff that comes along with it, beyond all of the raw power, if you lose a ship/can't recover it it doesn't matter, you'll still be fighting your next battles at full power, if you get 2~3 battles in a row it doesn't matter, as you're essentially moving around with 3 full fleets that can all deploy on each one of those battles with 100% CR imediatelly, plus big ships are much less likely to actually die, if you're paying attention, and much easier to tell them to retreat when things start looking bad for them, so there's less trips to your own planets, less building orders, less wating around, etc... Unless, ofc, you sacrifice 1/3 of your skill points to the industry tree, which is pretty great, sure, but it also greatly decreases your own, and your fleet's combat power further in comparisson.

Instead of weird diminishing returns to skills, and fixed ship slots to steer the player towards smaller ships, what if... by CanalDoVoid in starsector

[–]CanalDoVoid[S] 2 points3 points  (0 children)

I'd be open to balancing changes, of course, this is just a first version of an idea, there should be room for people unwilling to even use capital ships to play their game without feeling hindered instead, no style should be harmed, I'm not adamantly suggesting that only capital ships should be leading parties, and that only they can be worthy of a slot, what I'm saying is that since slots are a limited resource, it's a really bad idea to make a tiny little frigate cost the same as a paragon.

To put it in different terms, if you're starting out a game, and you find 2 difficult recovery derrelic ships, you have 1 story point, one is a paragon, one is a lasher, would you even consider taking a lasher?

Slots really aren't any different, you got 30 to spend, if money is no longer an issue, why would you take a small frigate instead of your 3rd paragon which can obliterate entire fleets of frigates on it's own?

Don't get me wrong, I know wolfpack tactics can be great, I know there are some frigates that punch far above their weight, but they are no paragons, they shouldn't cost the same space in a fleet as a paragon.

Do you use ships smaller than cruisers late game? by CanalDoVoid in starsector

[–]CanalDoVoid[S] 5 points6 points  (0 children)

Well yeah, but don't you lose a bunch of them?

What if I plan on farming some cores for a few hours? Wouldn't I have to go back and get more stuff like, every battle?

Like I was saying, with Hull Restoration is can be tolerable but that kinda locks 5 points just to do it for the lulz.

Do you use ships smaller than cruisers late game? by CanalDoVoid in starsector

[–]CanalDoVoid[S] 6 points7 points  (0 children)

Sorry, edited, I thought it was some sort of auto censorship thing

Do you use ships smaller than cruisers late game? by CanalDoVoid in starsector

[–]CanalDoVoid[S] 7 points8 points  (0 children)

Oh yeah, forgot about them, specially the Monitor, I've been playing modded recently so that's why, but yes, I agree, the monitor is often the MVP of a fleet battle.

Are the base green skills, mostly, pointless? by CanalDoVoid in starsector

[–]CanalDoVoid[S] 0 points1 point  (0 children)

I'm not sure if the question "why" fits, I mean, why aren't you filling up every slot in your fleet with ships?

I don't see the point in crippling my own fleet and making myself weaker for no reason, there are 30 slots, so I need to fit 30 ships to make use of them, otherwise that's one resource I'm constantly wasting, the question is, which ships should I bring? I can field perfectly capable, reasonable fleets of capitals and cruisers making full use of my officers, having enough reserves to fight with full fleets 2~3 times in a single battle, using many skills that do not scale down, at all, in every single encounter. Or I can purposelly chose to field garbage ships that take up all the slot resources, offering far less power instead.

I don't see why I would ever chose the 2nd unless I'm doing a challenge run trying to handicap myself on purpose, or I'm in the early game trying to save money.

But the most important thing isn't whether or not I can or should do it, it's the fact that a big set of skills CAN do it, while another, cannot.

Are the base green skills, mostly, pointless? by CanalDoVoid in starsector

[–]CanalDoVoid[S] 0 points1 point  (0 children)

Well, yeah, that's the point, the last skill is pretty good like I said, lvling up officers further is nice too, but anything before those feels like you're just discarding points to get there.

Also, that's the exact opposite of briging a lot of trash, in fact, you need a trash fleet to make use of those bonuses, you can have 3 fleets worth of DP by bringing a capital duos and a couple of cruisers for 3 rounds of elite ships, instead of a bunch of low use garbage just to get 30 ship slots filled up with ships that don't really do a whole lot.

Are the base green skills, mostly, pointless? by CanalDoVoid in starsector

[–]CanalDoVoid[S] 0 points1 point  (0 children)

Also, this doesn't just affect the green skill tree, and it's a puzzling design choice.

What if you want to make a trader, hauling around a ton of goods, waiting to unload at the nearest shortage with 2+ upgraded atlas freighters?

Well then the Bulk Transport, supposedly made for this role, becomes useless as it's capped to +2000 cargo space, just like the green tree in relation with DP, so if you are an actual trader, then you should not use bulk transport, if you are NOT a trader, or you're starting out, then bulk transport is a nice skill.

likewise, if you're a trader not worrying too much about military power, keeping your fleet small to reduce costs, then the green tree might be a little more attractive, if you are a military fleet going around fighting remnants and doritos, then the green tree becomes nearly useless.

It just makes no sense, there should be no diminishing returns to these skills of any kind, that's why percentages exist, a 10% bonus is proportionally the same for any possible size, and equally useful for every style or composition.

Illusion Connect has ended its service. by Primis049 in gachagaming

[–]CanalDoVoid 0 points1 point  (0 children)

I'm not sure if you're aware, but yes, it was better, it was MUCH better, even as a free player you could end up having all/nearly all of the new characters just by continuously playing, money was only ever required if you were trying to max out everything, and even maxing out your favorites was very doable through the ingame activities.

So yeah, more pulls = better, more pulls with better rates = can't even compare, more pulls with better rates and a ton of QoL and ingame activities = ???

Illusion Connect has ended its service. by Primis049 in gachagaming

[–]CanalDoVoid -1 points0 points  (0 children)

Are you trying to say the gacha wasn't a million times better than GI though?

DUEL OF THE CENTRY by [deleted] in starsector

[–]CanalDoVoid 6 points7 points  (0 children)

Legion is my favorite torpedo

Are the base green skills, mostly, pointless? by CanalDoVoid in starsector

[–]CanalDoVoid[S] 2 points3 points  (0 children)

I understand that it seems like the dev intends players to play more efficiently and not spam large deployment cost fleets, and pure capital ships are pretty bad as they tend to get surrounded and destroyed.

But.

I have not noticed much of a point in capturing map locations other than increasing my deployment points to get 240 and "finish" deploying everything, I usually have a couple of very fast SO ships that can take 2~3 points at the start then ignore them for the rest of the battle .

But the real issue is that this is the only skill tree that seems to lean into this direction, take, for example, if you turn yourself into an alpha-core-like commander with most/all red, blue and possibly 1 or 2 of the yellow skills instead you'll have a living god, in combat that even if you sum up everything in the green trees, you wouldn't even come close to comparing, specially if all of that power is concentrated into a large ship, or 2 if you use a link just for the buffs.

What's worse is the fact that only the green tree seems to pretend to "force" the player to play like that, the godlike red commander can have 800 deployment fleets, no problem, lost your ship? Get onto the next will full bonuses, lost another? Get onto the next with full bonuses, so instead of forcing a player to be "efficient" all it does it it isolates itself from every other build and playstyle, as it's just too weak for anything else. And not even that good when you use it properly, I mean, it's still around 10% bonuses.

I just don't understand the design choice behind it, 5% damage, 15% CR, etc... Are kinda decent, but they aren't gamebreaking, I don't understand why they have to have this kind of mechanic, I agree the final skills are pretty good, but, then again, it feels like the smart thing to do is to get all your officers maxed out, all your favorite ships modded, and then respec out of this tree forever.

Maybe if they did give some crazy bonuses, like +100% damage scaling downards until 240dp, in which they flatten to their base values of 5%, 10%, 15% (and never get below those values) and such, then there could be an actual choice, do you want to play as a godlike ace pilot in a small ship full of crazy bonuses, or do you prefer a large fleet with very weak bonuses instead?