Does anyone else HATE story points as a mechanic?
Cucks me into playing optimally regardless if I want to or not because it’s a limited reasource that pretty much is only used to make certain ships tougher. So if I get a ship that’s not the best but I like it it either ends up being basically unused cuz it sucks without SP investment or i’m forced to invest 2 of my very precious points into it.
Now if I lose a ship and it has some d mods I basically have to run field repairs. Normally I might consider ditching it but nope, I won’t get my sp investment back this way!
Only other uses are historian (why can’t I use money instead?) and story missions, which are almost always a moronic implementation (you can either fight luddic fleet or can give luddic fleet some supplies, but the second non-moronic option costs SP because??)
Oh and there’s disengaging for SP which feels about as rewarding as using console commands or savescumming. There’s already a good mechanic to represent fleets running away, why add the “I win” button?
The changes to salvage it adds also sucks because they seemingly made it so you can’t get the salvage normally. Want a certain ship? Yeah, can’t just buy it, you gotta spend a very limited resource that you can’t get any way other than grinding.
DMT Has Friends For Me Shirt $21.68 |
There is already a starsector thread in the catalog.
I did a search and couldn't find it. Maybe try and make your thread more interesting next time?
What kind of search you did that finds nothing?
Your thread has now outlived the old starsctor thread and become the new starsector thread. HOWEVER your thread doesn't show up either in a search for starsector so you are still a moron. I'm very sorry.
And it was a general, which is forbidden on /vst/.
You'd know that if you actually read the rules.
Story points are the mechanic that makes the player more powerful than the ai. Its your 'luck' or 'plot armor' or 'divine protection' or whenever that explains why you are able to start from a single beaten up old frigate, and become the leader of a multi planet, multi-million person empire in a few years.
They're explicitly your I Win Button. No other Captain in the game gets them.
I guess the elite 'realistic' play through would never use story points.
You get them so slow by the time you hit level cap it’s a non-factor, might as well be finite
Except AI fleets get sp hull mods like high bounty fleets so no it’s not so much that it’s an I win button it’s an I don’t want my fleet to be shit button that punished experimentation and variety
Want to have a cool varied fleet with all kinds of ships? You will forever fly garbage then, invest sp in the meta build or gimp yourself
Remember this is the same update that removed extra OP from the perk tree
>moron doesn't know that he can invest story points into colonies, which give permanent production bonus
why tf jannies deleted previous thread?
What do you EXPECT for version 1.0?
another skill tree rework
more powercreeping vanilla ships
that's it
>Full storyline
>Nexerelin officially implemented into main game (really should happen)
>Additional dynamic mission types
>Special late game raids (multi-fleet operations with allies would be awesome)
>Blank codex that you can log additional entries in as you discover ships hulls, technology, etc.
>More diplomacy options
That's about it really. I like the current skill system and everything else like colonies is pretty much solid (except tech mining, that needs an improvement). The game feels CLOSE to finished, we're almost there.
half assed rest of story and more useless bar quests
>efforts to optimize the game or utilize >30% CPU/GPU scrapped
>another economy rework where Askonia suffers a shortage in some way, again
>automated ships and officer related skills nerf
>Colony Command tab removed
>1 additional dialog or interaction with NPCs/fleets to be disappointing and require SP
>new endgame fight is multiple CR draining, teleporting and phasing Omega Radiant Onslaught Nexus spawning fleets of CR draining teleporting and phasing Omega Onslaught Radiants
>a couple new cool weapons
>butchering Cotton as a character
>released at least 5 years from now
Kanta goes full yandere for you, and constantly spawns fleets to hunt you down until you put a baby in her.
b***h is ugly. I'd sooner throw her to a sun.
That's the whole point, she's absolutely disgusting in every way, it's not something you're supposed to want.
do you get some horrible sexually transmitted nanonmachine disease if you cave in and frick her?
She only wants guys who don't want her, it's all about the chase for her. If you give in, she loses interest and throws you out the airlock instead. She also only wants the strongest, so if you lose, she loses interest and throws you out the airlock as well.
More job and missions types and givers that make you feel like growing a fleet, a company before all of a sudden, you run a colony, and being part of a greater story much like fallout and other RPG. Sub factions as well.
Actions between fleets such as request for trading and aid for hustle. Core-world authority hates losing tax revenue and will investigate when two fleets being sussy. Transferring item between fleet takes time or raise signature. Not every fleet is interested in impromptu trading with you, thus have to risk broadcasting and build reputation for better street credit. Boarding action/fleet attack may occur so be on the look out as well. Or just errant that some fleet want you to carry things to the south when they are moving north. And the empty frontier should have more dubious gas station motel/caravan as exchange center and the beginning of expansion, right now only pirates and LP build outwards and their comm gave missions.
Persistent invasion/stalemate between factions that can form changing battle lines. Its fun when pirates were rampant and having interlocking armada slowly pushing in and the entire system riled up. It should be too heated to ignore, and every captain have to rethink about the risk of participate in territorial combat and the reward of unmet demands or detour.
Separate ship weapons from fighter weapons.
>Fighters are just smaller ships with one or two weapons
Lame
Fighters should have unique effects/weapons, like a lightning arc between two fighters, or a weapon that scrapes on the armor of a ship, acid spray, flamethrowers, or boarding pods.
Would solve fighter balance.
Speaking of which, I EXPECT boarding enemy ships for 1.0.
My 100+ mods will be broken
daud comes out as gay
Recently found out how deployment points distributed based on officer count and often favor enemy fleets. Is there a mod or some ini-file correction to make it more even?
I tried to google it, but only advice I found is 'increase battle size', which is not exactly what I want.
minFractionOfBattleSizeForSmallerSide I believe? I always set this to 0.5 and keep a low battlesize so I forgot what this does.
How the FRICK do I effectively use Diable Avionics ships?
How the FRICK do I brawl in general without getting insta-cucked by overloaded shields?
Do you have the anti-missile ship? Best Diable ship, the faction is generally balanced around their wanzers so if you aren't using them then you'll be in for a bad time. Those transforming frigates are pretty good too.
>How the FRICK do I effectively use Diable Avionics ships?
don't brawl
>How the FRICK do I brawl in general without getting insta-cucked by overloaded shields?
have armor
>very precious points
They are infinite, you can farm them off random pirate bullshit forever. Or really anything that gives you XP will let you farm SP.
They're only semi limited when improving colonies since the cost doubles for each improvement, so SP costs quickly become absurd.
Starsector is about fighting spaceships, every other system is meant to guide you to that end, and reqrds you with SP
thanks alex
Imagine if we mixed Starsector gameplay CK3 RPG elements and Victoria 2 economy into a single game...
shit game
community toxic and racist as frick
0/10 do not buy
You forgot zoophiles and groomers.
Those guys are okay.
I made a build that can solo cruisers. Pls R8
double ACG+lmg does the same thing better and where's your unstable injector?
You don't really need unstable fuel injector.
you always need more speed, and the downside is irrelevant on SO ships
Replace side guns with swarmer missiles.
Saves you flux which also lets you save points on vents.
Swarmer does decent pressure and can fly over friendly ships since it’s a missile.
Otherwise your hullmods are actually well thought out.
Vulcans on small mounts, why? Why not just use light machine guns instead?
Wouldn't vulcan's fragmentation be more effective against rockets?
Sure, but machineguns tend to do better against fighters, especially shielded ones.
How do I level up my operatives?
How do I mod black women out of the game? Or better yet, how do I mod all blacks and all women out of the game?
>imagine not gathering a harem of anime waifus as your officers
can't imagine hiring a timid merc.
>How do I mod black women out of the game? Or better yet, how do I mod all blacks and all women out of the game?
Bitches Leave is the mod you need. It removes women as a random character choice.
Where can I find b***hes Leave? Someone link it please, I even went to fricking discord to see if it was even mentioned.
So, preparing to make a low-tech run I grabbed a few ships and tried to outfit them as I think would be somewhat efficient.
Is there any flaw in my designs? Would be grateful for advice in the matter as I am far from an expert in this matter.
To clear a few questionable things: On every ship except Dominator I used micromissiles from Diable mod for PD purposes; And I always use solar shields because hyperspace storms; S-Mod Compensation does not do anything in any of this examples and can be ignored.
>Is there any flaw in my designs?
Yes, you are using modded weapons.
>shield shunt frigate
>railguns on a lasher
>no actual PD on shield shunt ships (missiles can't shoot down missiles)
I want to see how this goes
>railguns on a lasher
I was told to focus on ranged weapon to be able to deal with faster opponents.
>shield shunt
Well, Lasher simply can't have enough dissipation to shoot all his guns, so it would not be able to keep shield anyway.
>no actual PD
I am ashamed to admit, but I fricked up and misspelled what those missiles are. Actually they are magicboxes that can shoot down other missiles. Sorry!
>how this goes
In simulation Lasher actually performs the worst, so you might be onto something here.
>modded weapons
I have a lot more of those, but for the sake of clarity tried to avoid them in this demonstration. It's just some of this ships are quite limited in pd options.
>And I always use solar shields because hyperspace storms
just to confirm, you're using solar shields purely because you're annoyed about getting hit by hyperspace storms?
You know you can just move at like half speed, then it doesn't matter if you get stuck in the storms, cause you won't take damage from them. The extra supplies needed from the slower trip is covered by not having to repair your ships every 5 seconds.
The only thing solar shields is good for is hyperspace surfing, and maybe remnant hunting(for shield tanks)
>move at like half speed
I am aware, but it is quite literally doubles time of travel, making it somewhat tedious and also harder to get into time constraints of the missions.
Occasional surfing makes difference in speed even more noticeable and, as I inevitably need to go loot research stations and alike, I will need to fight off its defenders, so it's not like energy defense bonus is unused either.
Is my reasoning meaningful in any way or it is still wrong to get so attached to solar shields?
Ultimately, it's up to you, but it being more tedious can be alleviated by speeding up the game more. Time constraints is fair, but if you grab the sensors skill, it raises the slow moving speed by 3. That's how I do it, and I don't find myself running out of time on missions.
automated defenses are generally easy enough that you shouldn't have to worry about the damage reduction.
Not him, but you're also winning in coronas and pulsar vomit. Also helps greatly against stations and [incorrectly sold blueprints].
>perfect accuracy railguns
>in the hardpoints
>leaving two turrets empty
kek
>hellbore+hvd dom with 1 spare cap
move vulcans to the back, lmg in the front, its not like your small PDs will really stop any missiles your shield couldnt anyway
>enforcer
>shunt
>doesnt take advantage of the medium slots to at least put a pair of flak in
no, modded weap is not an excuse
>monitor
>no HE
>not lowtech
>lasher
>shunt
>railgun (100 acc) on hard points
>no pd at all
folds to carrier spam/10, would not bust stations with.
>shunt
I feel like it is a good match for low-tech. It adds percentage of their already big armor and with numerous weapon slots they can generate so much flux. shield would not be a able to last long anyway.
>at least put a pair of flak in
I was thinking about that, but it is already strained for ordinance points. I'll guess I could sacrifice some of the missiles.
>not lowtech
Well, it is not a challenge run or something, I just want to try a low-tech STYLE of combat. I feel like some of the midline ships can fit into it pretty well.
>lasher
>railgun (100 acc) on hard points
>no pd at all
Well, okay, It would be smarter to put railgun on turret slots, but then what I can do about pd? One turret at the front will do jack shit, and pd in hardpoints sounds unusable.
>carrier spam
I am aware of that menace and willing to make compromises.
swap the rails for light dual acs and use the saved op to add lmgs
>shields cant last long
you got that backwards, shields last forever, it just cant take much burst damage, armor can take tremendous punishment but will eventually fold
shunt ships kneel to laser and kite fleets
>op
16 op for a pair is quite cheap, and require 0 flux investment since they only eat 50f a shot, if they shoot at all, you'll be glad to have it when facing salamanders and thunders
>lasher
trying to do everything in the lasher is a losing game, I find it best to forgo HE guns entirely, put 2 dual light cannons into the hard points, lmgs in the 3 slots, reapers, extended racks, deploy them by the dozens and hope for the best.
>compromises
you can outfit 2 moras for frontline combat (reapers, 3 raiguns, 2side2front vulcans, ITU, talons+expanded crews, armor, flux to taste, just bring lots of crews) and still retain AA capability while staying lowtech
>shields cant take much burst damage
And that's why low-tech sitting ducks can't rely on them and be overwhelmed as they can't go away to safely vent. I think.
>shunt ships kneel to laser fleets
Yeah, i can see it, I did used kinetics+lasers combo to great extent myself.
>talons
>just bring lots of crews
While I most likely will field carriers for additional protection, I don't like leading my men to their death. It's just ain't right.
Different anon, just throwing in my 2 cents
>can't rely on them (shields)
Can't rely on them *exclusively*. If you're piloting a high-armor low-tech ship and you're under heavy fire from HE or otherwise armor-effective weaponry, raising shields to tank the damage can increase the life of your armor considerably. Let's take your lasher as an example, since it has poor PD. Say you find yourself on the wrong end of a hammer barrage and you can't move out of the way in time. If you have shields, even if you're at high flux, it's almost always going to be the better option to raise shields and eat an overload from 1500 (x0.5 for shield from HE damage type) damage times however many hammers you end up taking, rather than just having to eat the 1500 HE damage direct to armor/hull, where it will be far more effective at killing you.
As another example, I've been using an Onslaught XIV as my flagship in my most recent run. When I go busting pirate/pather stations, they'll often have hellbores on the stronger station modules which can very quickly tear through even the nearly 2500 armor my ship has. Raising shields for just a moment to tank a hellbore round or 2 prevents me from losing valuable armor that can be used to much better effect against non-HE missiles or ballistics.
Here's my 2 cents with no actual relevance to the post that started this reply chain.
The real advantage of shield shunt is that it makes the AI behave much more intelligently and aggressively. The AI is based around taking shield damage and then retreating. This is fine for hi-tech but terrible for low-tech, which doesn't have the flux for such a play-style, which tends to lead to maxing out their hard flux quickly with a corresponding drop in offensive power and an early retreat. You might as well skip the stage where they drop their shields and use that opportunity for more weapons now that you can safely gear a ship to have vastly more weapons than its flux can handle. Of course this comes with the serious drawback of having no shields, but can be worth it, since a couple of dual flak cannons covering all arcs can put up a wall of flak that can stop a large amount of missiles, the main threat to having no shields. For ion/explosive guns, well, you just got to suck it up. As a human player, unless you seriously hate shields and love armor, shield shunt is not as effective, but still an option.
for 9 op you can get ejector seats which kinda helps
>I think.
Armor isn't what it used to be, tough ships that could take a beating all day and be perfectly fine are now are lucky to survive a few seconds from the same level of punishment.
Hedgecutie
Kissing Hedgecutie
Holding hands with Hedgecutie
Saying nice things to Hedgecutie
Giving gifts to Hedgecutie
Hugging Hedgecutie
Saturation bombing planets with Hedgecutie
Yes!
>wake up one morning and Hedgecutie has defected to pirates and now looks like pic related
AAAAH Kill it with antimatter fuel
light (dual) ac, heavyac and arbalest are perfectly fine guns, and are the preferred kinetic choices for ballistic hardpoints
Why wouldn't you want omni shields? The AI is like a wizard with them
Frontal shields, assuming we're talking about converting omni to frontal, have halved flux upkeep, raise twice as fast, and have an arc that covers twice as much. That may not be enough in all situations to compensate for the AI's superhuman usage of being able to raise shields anywhere, but it is a nice set of benefits. And in cases like the Aurora, putting on frontal shield conversion and accelerated shields gets the ship 360 shield coverage in like 3 seconds.
Oh yeah that thing has its uses for sure. I was thinking more about taking away the shield from the enforcer. But the post above explains it pretty well. A change in the AI. I never tried that, sounds interesting.
should I pick Target analysis or ballistic mastery?
I have to ask.
Is there more to the academy quest after acquiring the janny-troony-deletion device?
The questline currently ends after being able to travel through the gates. You're given the device which makes exploration a lot easier and then you no longer get any quests from Galatia.
Are the real challenges the Zig and double doritos? Or is there someone bigger?
As part of the questline? Yes, the Ziggurat is the only real challenge.
Ziggurat went into phaser until max flux and then died like a b***h in my campaign.
It didn't even fire a single shot.
Ziggurat works best as a player capital in my (admittedly limited) experience with it. Phase ships in the AI hands already range from alright to dangerously stupid at the best of times, and the Zigurat doubly so because it's often too slow to escape from certain shit situations it can find itself in.
You can also get a onetime bounty for a combined dorito remnant fleet if you kept the tritach contact.
Arbalest isn't cucked against anything more armored than a kite. Also thumper isn't a PD weapon, what are you on about? IPDAI only works for small weapons.
Oh, it isn’t a PD weapon.
My mistake I though it was a PD like the HMG.
It’s categorized as “general” whatever that means.
I’ve only ever noticed Anti shield, anti armor, and PD so I figured it was PD.
>general
Alex's way of saying it's shit. It's designed to be mediocre at best in all roles.
Its fine, I thought you mistook it for the flak gun which made me wonder if I'm behind on a patch or something.
*
NTA btw
Well you can try your hand at the Guardian but you'd have to find a Cryosleeper to trigger that encounter. Its just an infinite missile boat anyways.
You can get bounties from very high importance military figures, in which you'll have to fight 4 or more of them at once. By the time you find the cryosleeper ones, they won't be a threat.
No, because I'm not fricking autistic and they are endless anyway.
So is this thing seriously underrated or what? If you put a few on these on an Onslaught, it can defang like 4 wings of fighters and missile spam while also dealing respectable damage to ships. It's lowkey kinda good, huh, but you need Balistic rangefinder and IPDAI
Its a frag gun and most fighters have no armor alongside missiles, so yeah its good, thing is that if you try to fire that for real at anything short of a frigates armor without good skills to back it up you are basically trying to chip away at the great wall of china with a chisel and a rock, not gonna get far. For what it is however, it is a very nice gun though yeah.
What if you pair it with a hellbore? Take out a huge chunk of armor off a ship in one shot and then finish it with the thumper? It seems to work
minimum remainder armor means that anything low-tech still takes very little damage. it'll chew up atlas2 and unshielded high-tech but who gives a shit?
It’s actually one of the better anti shield weapons because it does a 500 dmg burst against shields for only 7 op. (A higher burst means the enemy ai is more prone to overloading their shields)
For comparison the Arbalest does only 400 in burst as one shot, and costs more op (lol)
The auto cannon does higher burst at 600 but it’s flux expensive, op expensive at 10, turns slow, aims horribly, and kicks like a mule.
The Needler is the true god of anti shield in medium ballistic at 1500 burst, but it costs 15 op. You could buy two thumpers for less than one Needler.
The needler is also, unfortunately, a one trick pony, having a far too slow reload rate to be a viable dps weapon for anything other than shield popping. Plus it’s also more flux expensive than a thumper.
The kicker is that these are all dedicated anti shield weapons trying to compete here, while the thumper is just a PD weapon.
So it can snipe fighters and missiles as well as pop shields for only 7 op.
Bringing 3 of these on an eradicator plus 5 swarmer SRMs means big performance for very little weapon and flux op.
That's interesting. I never thought of using Eradicator with them. Gotta try that
Also, wait. Does thumper not need IPDAI since it's actually is a PD weapon? Does it target missiles by default?
it's a medium weapon moron
>Gives all small non-missile weapons
Did you have a stroke?
Nevermind. I never noticed that in the hullmod's description. Yeah I am the moron
Yeah.
It’s one weakness is on static points. Because the ship AI will want to turn the ship to align the weapon with the missile (very dumb)
You can see this effect most clearly on a brawler, which will rotate its whole ship to shoot at missiles that are flanking it.
But if it’s free to rotate then the turret can turn faster than the ship can, the ship can stay on course, and it can quickly deal with its PD duties before it turns back to shooting at ships.
>thumper is just a PD weapon.
does not and can not be made to auto-target missiles
blind leading the fricking blind here, confused about even basic shit like what category a weapon belongs do
Disregard the bit about the Thumper being a PD weapon.
It has the kind of stats that would make it a decent PD weapon, but isn’t one.
My mistake.
It’s still pretty good overall anyways.
And though it may not officially be a PD weapon it puts out enough volume of fire to shred any fighter or missile that gets in it’s path.
>Bringing 3 of these on an eradicator plus 5 swarmer SRMs means big performance for very little weapon and flux op.
But why would you do that? What would you spend all that spare flux and op on? A normally equipped eradicator would do far more damage. Low flux/op efficiency is only a goal in itself when you need it, otherwise it's pointless.
What do you think about this mod? I'm kinda scared to install it if it suddenly makes a lot of enemy fleets full of safety overrides
https://fractalsoftworks.com/forum/index.php?topic=24237.0
Welp, this is kinda bullshit. I thought the pirate Eradicators were bad, but now they're all safety overriden with assault chainguns and mgs.
Pirates also have safety overriden autopulse+ion pulser Sunders. Yeah...
Isn't safety override more of a pathers thing?
Yeah, but the mod gives every vanilla fleet optimal config. I don't really have any idea how to approach those fleets. Fighting against SO shit is annoying as frick
throwing SO on everything is not interesting
It's a shame the portrait artist he hired is a postmodernist and a literal gay that hates beauty and humanity. Portraits are the only weakpoint in Starsector aesthetics, thank God for mods. Otherwise his spaceship/space art is top tier.
There aren't any good portrait mods either, Though.
Wrong.
yeah if it was realistic humans would be unrecognizable after tens of thousands of years of genetic engineering
God bless the bootleg mod makers. I really missed my go-to mods
Any of the yurimods working? I need my anime girls.
Since Heavy Armor adds a flat bonus to …um, armor, wouldn't it be beneficial to stick on almost armorless high-tech ships?
To make them more durable against being pressured?
no, the damage reduction formula makes each point worth more than the last
heavy armor doesn't make up for not having the heavy armor in the first place but high tech ships also lose speed which is a mixed bag depending on the ship but it is in general better for the ai to have more speed as it makes their weird "swoop in and then immediately back off" maneuver more effective.
If I am not mistaken, Heavy Armor reduces 'maneuverability', and not 'speed'.
Now, it may be that game has no clear terminology and this is the same thing, but I always assumed it affect only a turning speed of ship.
that definition of maneuverability includes top speed and speed increase and decrease, there is no consistent term for "maneuverability" in the game as other abilities which effect it do so in completely unique ways.
Just tested on a fresh character with only the impact mitigation skill to get the heavy armor hullmod. The starting wolf, with and without heavy armor, seems to have the same top speed of 150.
Just to clear this up because it's painful watching you two struggle to fully understand.
Heavy Armor reduces the 'maneuverability', NOT 'speed'. What this means, is the top speed remains unchanged as you can see in the ship refitting. It reduces the acceleration of the ship, both in turn speed and movement. So a ship will be more sluggish and change direction slower with heavy armor, but maximum velocity remains unchanged.
This can be directly compensated for by installing auxiliary thrusters, which increases the 'maneuverability'. So to summarize, it's all about acceleration. Which depending on the ship, is very important.
Yes, because AI sometimes inappropriately turn off omni shield when flux is totally fine results in armor chipping, so its more mistake proof and generally escaping death.
Flat addition bonus is about doubling the armor value on low armored ships thus the benefits are beyond doubled(2^2?) for lowly armored ship against HE guns. Normally rank behind hardened shield and a first for smod. Maneuverability is barely affected for fast ship and weights out by doubling the 5% armor floor against fast firing KE/frag gun's hull damage when stripped.
Bulkhead can also working with fugal yet more plentiful hull value to 140% and help with salvaging in one piece.
Speed and thruster upgrade all make them even more aggressive on eliminate command. Trying to be like a fighter but their hitbox says otherwise so they dodge no shots and snug between layers of enemy, killing themselves instantly.
Too bad it got burn drive. Will try once I get around for the drone ship playthrough.
>Flat addition bonus is about doubling the armor value on low armored ships thus the benefits are beyond doubled(2^2?) for lowly armored ship against HE guns
a quadratic improvement of frick-all is still frick-all.
In a perfect game, AI won't drop the shield of High tech crisps, but this is not a perfect game.
Is about to approach Apogee level of useful and battle worthy, still waiting on cruiser sized salvage gantry on this. System useful for regen missile spam and extreme missile bliz.
Converted hanger with broadsword is the safest, cheesest distraction for drafting any crap destroyer for fight. Stats look interesting tho. I don't think the weapon gonna work out.
HA reduces accel, decel, max turn rate and turn accel by a trivial amount
this shit is not hard to look up, alex isn't even building the hullmod files
I wanted to replace the laser gun on the Altagrave EX from Arma Armatura with a nerfed version of the laser sword that normal Altagraves use, but for some reason the mech refuses to swing it and instead just points it forward. Does anyone know how to fix this?
Pic related
the act of swinging is something likely programmed into the mech rather than the weapon. probably something along the lines of
>if this weapon is equipped perform this pre-defined motion of the turret mount that weapon is on.
>Legio demons turn on you if you try to deploy them against Legio
As much as I've grown to dislike that whole bullshit "faction", I have to admit that this is rather clever.
Personally I LOVE story points as a game mechanic.
It's a renewable yet long to get resources you must use carefully, using them shape how you feel about your fleet.
They help you when you are in desperate situations, tempts you with bonus you may regret, or let you hit that spot where your protagonist can do something extra-awesome
As salvage go it give more importance to the ship you retrieve that way, you reconsider "is the ship REALLY worth it?", it also save your favorite ships after a bad battle, the act of paying a SP point confirm your attachment to them or cement your decision to ditch them.
As design go, the ship you built-in hullmod feel less generic, more important to you. You paid something for it you could have needed somewhere else.
The same goes for spending point on your Officers. Spending SP on them make you more attached to them and more likely to go extra effort to give them a ship that use all their skills.
Thought, I believe the skills system need to be reworked entirely.
Story wise, SP are a thematically appropriate way (protagonist rules!) to save a costly mistake WITHOUT savescumming (especially if you play Iron Man) or offer opportunity to see a new funny dialogue that match your status as a "super captain".
The Historian is a good idea, but I wish he/she gave more interesting rewards, barely anything is worth a SP.
I liked the old skill system where you had to invest points into a tree then you are free to choose whatever you liked.
I'm not sure what you mean. Tree and free to choose are mutually exclusive.
I would prefer a mix between the hullmod system but for skills with a shallow tree that only give you the gamebreaking stuff if you put all your point in it.
I consider the current skill system to be a disaster. I NEVER put any point in combat because I gain far more bonus from logistic-type skills and leave all the fighting to my officers' anyway.
Also I dislike giving free extra missiles thanks to a skills.
Are these ships any good? Are they worth recovering? Has anyone ever used one?
Just like Remnant ships they need AI Cores as officers for skills, I never used derelict drones but I've heard good things about the Rampart. Why? The OP values on those ships are shit.
I have the skill that allows me to do it and plenty of AI cores. So I could use them if I wanted to, just wanted to know if people think they're worth it.
As I said, I heard good things about the Rampart. To summarize it is essentially a cheaper Dominator missing some things. The other ships apparently just have way too little OP to make them good enough except for specific builds or you use SP on them. Although the Bastillon looks like it could be a decent harrasser if you give it4-6 railguns.
it is not a cheaper dominator and will consistently behave completely differently
I chalk that up to AI Cores all being Reckless so they always charge ahead.
a rampart is fine if you're just trying to quickly bulk out your fleet early on, but it's nothing you're likely to use in the lategame. but then, it's not like it's terribly expensive to salvage a rampart and use it until it breaks.
there might be some SO build for the berserker that works, but i haven't bothered trying - 30 OP left for weapons, vents and hullmods isn't very impressive
the warden could be an alternative to the ACG hound, but it can't afford heavy armor without s-modding and it's significantly slower, though AAF obviously gives it a lot of firepower in exchange. but really you're better off sticking with the hound, or some restored pather ship.
That little X drone is almost immune to missiles. It has a very short cooldown on flares.
rampart is quite based for a 15op throwaway, get 10 of it, arm them with flak, gauss and MIRV, now you got a station cracker team, add carriers to screen fighter and cuck frigates
Yeah and they'll all have max 15 combat readiness.
50 cr. go on, do the math, homosexual moron.
>do the math
no lol
But even with 50 CR it's not really viable, at least in vanilla. It might be a good early to mid game ship, but by the time you're actually getting those bounties you'll have way better ships.
i'm not surprised that someone who can't solve 120/150 also can't read simple items like "station cracker team"
I'm still a beginner so I don't even know exactly how CR is calculated. No need to be a rude Black person, anon.
A station cracker seems like a waste of resources to me. What are you gonna do, store an entire different fleet somewhere that you use only for stations when any late game capital combo can do the same?
if you don't have a clue, as is obvious, stop telling others how shit works
I'm not telling you how it works, I'm just giving my opinion.
you are stating your moronic and often objectively incorrect 'opinions' as facts, and when you are trivially shown to be incorrect you restate it as a lesser factual claim, and now you're saying "it's just an opinion"
thank you for your opinions. they will be given all due weight.
>homosexual discoveres what it's like argueing with a leftist
Wait until you discover they literally cannot help but share their opinion on everything no matter their knowledge/familiarity with a given subject because they're mentally inferior, on a biological level.
OOF them spelling mistakes. Be right back, killing myself real quick.
sadly i'm entirely aware. we all have unhealthy habits that we have trouble shaking.
>a noob comes here to try and talk about the game
>nerds start raging about leftists
What form of autism is this?
anon, with +15 cr skill it becomes 65 cr base, you can literally lug around 10 shitboxes rampart that you can deploy for peanuts w/ derelict operations and have 24/7 siege coverage, even if you dont go around and bully station (and single capitals), you'll find 10 large missile slots incredibly versatile and powerful in a number of situations, fighters kneel to locust, shieldBlack folk get filtered by squall, stations and capitals will get fricked by a wall of torpedoes, MIRV can wrap around and destroy just about anything high flux, and that's just the missile turrets alone, I havent even gotten to the 2 big ballistic + 2 auxiliary medium mounts, the fact that it require no crews (no wages) with rugged construction means losing all 10 of them in a desperate struggle will mean literally nothing if you come out on top.
I see. I just tested it out and my single radiant managed to solo one of those big bounties where about 6 or 7 ramparts took part. Wouldn't a single radiant be better then? My radiant can solo simple stations as well.
Sorry that I got the CR wrong, anon. I hope you'll get over it one day.
your radiant is also the single strongest ship in the game anon, not that it's wrong to use it but arguing with radiants will not lend your opinion a lot of weight since it's effectively a boss ship
Oh. Do people not want to use it cause of that?
Calm down.
it's just not worth using as a basis point because of how deliberately overtuned it is even in ai hands, in the player hands it's not even a question how freakishly powerful it is
>Dude needs to be explained to twice in two different ways because he's an idiot.
What is it about Starsector threads that brings these people here lmao?
I just like explaining things to people, as long as they listen, anyway.
>radiant
opinion discarded, homosexual.
I miss this lil homie like you wouldn't believe, drone start was kino
the biggest advantage with the derelicts is that they're really easy to get a hold of, so you can just scoop up a bunch as you go along, and toss them out when you have something better to use instead. they've all got rugged construction so it's not like you need to worry about d-mods or maintenance.
Yeah bro, I hate using evasive maneuvers soo much. And don't even get me started on bailing cargo checks when I'm loaded up with 50 different AI's and 500 units of narcotics.
I wish people like you would shut the frick up and never say anything again in a public forum. For some reason it's always morons like you that draw the devs attention and give them the idea to implement dumb shit.
Not to say story points are useless, but you do have in-game solutions to those problems.
yeah, like using a story point
I'm on my first playthrough in this game and I'm still a newbie when it comes to most things. I'm playing vanilla and have gotten to what I think is now the late game. I have several capital ships in my fleet, I have 4 colonies and I'm making over 300k in profit every month.
Should I now start proper wars/invasions to top off the campaign?
If you want to do invasions, I would heavily, heavy recomend you are smart about it lad. Steal all the good items which make the factions be able to retaliate hard, like nanoforges or synchrotron cores. If you want to start a war, then know how to fight and get away with it, because god knows you are going to need a lot of marines to steal the Chico and Kazeron forges but you do that and disable their spaceworks for long enough and those factions are crippled in force projection.
just satbomb shit until everyone's dead
if you're in vanilla, there isn't really a way to invade or wage proper war
the best you can do is saturation bombardment on everyone you don't like and/or everyone in the sector
I sexually identify as a Radiant-class battleship. Ever since I was a boy, I dreamed of decimating entire fleets with my absurd mobility and overwhelming frontal firepower. People say to me that a person being a spaceship is impossible and that I'm fricking moronic, but I don't care, I'm majestic. I'm having a shipwright install large energy mounts and a 0.5 efficiency omni-shield on my body. From now on I want you to call me "Celadon Immeasurable" and respect my right to teleport into the middle of your fleet and unload all 5 of my autopulse lasers on a single ship, killing it instantly. If you can't accept me for who I am, you're a tech-phobe and need to check your sentience privilege. Thank you for being so understanding.
Autopulse is decent, but the kinetic large omega guns and a HIL is better. Last 2 slots are locusts and give it an alpha core with missile spec.
What's YOUR favourite cruiser? (including mods)
Kormoran from Dassault-Mikoyan Engineering.
It is fast, has mobility system to be even faster and can tank a little bit of damage.
Fits very well into hit-and-run tactic, especially when combined with magazine-fed weapon. (And DME has a good layout of such weaponry.)
I don't know game good enough to judge how balanced it is, but stat-wise it seems comparable to a vanilla Aurora, only with more forward focused guns.
>I don't know game good enough to judge how balanced it is
soren has never made anything that isn't significantly overpowered
I had my suspicions about that. DME ships felt a bit too good in everything.
What mods are not overpowered then, at least not significantly?
love me some venture
>cheap
>survey gear
>loadso cargo
>loadso fuel
>loadso armor
>loadso missiles
solves all your prospecting problems, kills vulnerable shit (read: derelicts) with a bunch of harpoons, and gives your more vulnerable ships something to anchor around when needed
alex overbuffed it tbh
gungnir from low tech armada and vindicator from wherever that's from
love me siege ships
>vindicator
speaking of overpowered ships
bit of a shame i was never able to run into the stock version on my last playthrough, i wanted double big gun
oh wait i'm mixing up the vind with that tahlan assault cruiser that has A+ stats in every category
Do you mean the Castigator or whatever the frick it is called?
probably yeah. has some microburn + damper field system iirc.
>speaking of overpowered ships
but vindicator is pretty bad. sure it performs admirably but it's insanely expensive at 28 dp. better off just getting a dom or champ.
yeah i mixed up the name with the castigator
Eradicator because when given the option I will always pilot something with AAF. Wherever I am, I must BRRT.
Do Ramparts count as cruisers?
Because I love the fact that these flying robo-dinosaurs mog almost everything in the game when properly set up. You got your Radiant waifu, I've got my squad of Grug Bricks specifically designed to rape high-tech pussy.
>Do Ramparts count as cruisers?
you can tell what any ship counts as via the costs of their mods. also, yes.
Oh, I know the technical definition, its' just the Grug Brick being a weird discounted cheapo robot that mechanically barely behaves like a cruiser in any respect that had me wondering.
Plus, toasters could be considered 'cheating'.
There is no non-technical definition of ship classes, it's arbitrary. The only common characteristic shared between ships of the same class is sensor profile and their effects on things like hull mods. We have ships that punch well above/below the rest of the ships in their class. Any role/behavior you assign to a ship class is entirely in your head. It's a meaningless question.
Without a doubt, it's Castigator. Looks sweet, the variations are great, and it's stupidly durable like the mini-Onslaught it's supposed to be.
The Legio one is especially fun to stick superweapons on thanks to that large slot. Pretty much the only downside is how expensive it is to run and field.
>What's YOUR favourite cruiser?
>Nobody except
[...]
Is about to approach Apogee level of useful and battle worthy, still waiting on cruiser sized salvage gantry on this. System useful for regen missile spam and extreme missile bliz.
[...]
Converted hanger with broadsword is the safest, cheesest distraction for drafting any crap destroyer for fight. Stats look interesting tho. I don't think the weapon gonna work out.
mentioned Apogee aka the best ship
What's wrong with you guys! Very bad taste!
idiot, we're keeping quiet so we can have her for ourselves, you wont share your wife with uncultured swines do you?
You're right! My bad anon!
But does she have Accelerated Ammo Feeder?
Is this a good build for a Mule (P)?
I understand that it can't rival actual combat ships, but it can act as distraction in a pinch. Maybe?
the pulse laser works well for the mule, vents are fine, cut a hullmod to fill the missiles and the rest doesn't really matter.
fault:
unused missile slots. bringing more harpoons or sabots is always worth it.
nitpicks:
lmgs should be vulcans on the mule. the side turrets just miss as lmgs.
bulkheads is a waste of 10 op - ships you care about should have an officer, officers give guaranteed recovery anyway
aux thrusters are pointless on a ship with manjets
ARU is unimportant in a ship with manjets and an omni shield (it's really a misnamed engine igniter, gun repair doesn't matter much)
>bulkheads
I mostly used it to bust mule's hp. As low-tech it has a big hull as it is, so +40% is a nice addition.
>aux thrusters
Used to counteract debuff from a heavy armor.
>ARU is unimportant (it's really a misnamed engine igniter, gun repair doesn't matter much)
I thought it was a necessity for an armor-tanking ship. As weapon can be constantly disabled without it.
Overall is a good food for thoughts, thanks. I really need to use rockets more, but it hurts to see my limited ammunition getting shred by pd or just harmlessly blocked by a shield.
>Used to counteract debuff from a heavy armor.
don't worry about that, it's barely a rounding error. alex should just remove it tbh.
>I thought it was a necessity for an armor-tanking ship.
nah as long as the armor holds your weapons aren't breaking either - and by the time you're out of armor you've got bigger problems. and your shield is still fine against EMP weapons.
it's not an awful mod if you have some op over but it's very optional
I know how you feel about rockets but once you start spamming shit by the frickloads things will die fast.
It really depends on what the rest of your fleet looks like and what you intend the Mule to be used for, but in general it looks like you've made the classic noob trap of putting too many points into hull mods. If you want to use your Mule for combat (as opposed to for survivability while retreating), I would suggest using long range weapons like fighters, missiles, or the two long-range medium ballistics, instead of trying to make into a hi-tech style knife-fighter that it isn't suited to. Keep the unstable injector and bulkheads. I assume this is meant to be an AI-controlled ship.
putting a HVD on the mule is the ultimate noob trap, and just leads to it getting swarmed by frigates
You can have a HVD and a converted hangar, like as suggested.
>Calling the squall high tech just because it's blue
lmao, but understandable.
anime
UAFChads WW@?
>Star system named Umu
Someone's played Fate/Extra, i see.
>not a red star
I need help finding a mod or making one myself to do the following:
-Reduce the speed of all ships.
-More hull and armor for all ships.
-30% more ordinance points for all ships.
-Drastically reduce the number of capital ships available (or able to own) for the AI and the player.
Is there a way to do any of this?
yeah just edit the ships csv and default ship roles (add a large chance to downsize to the capital group)
Yeah i'm gonna edit hundreds of ships...
I know I could achieve some points by doing in-battle modifications (you have some vanilla ones like weapon range) but that's not what I want.
it's a spreadsheet idiot, very easy to do batch operations
With 120+ mods I doubt it could be that easy, even less considering there's standlone ships.
Hmm I think there's a better way, using a "global hullmod" like the one on mod with captain-ship bonuses. I still need to figure out a way to reduce capital ships.
just use a combat plugin
When do you guys expect the new update?
December.
It'll be no sooner than next year.
So post-apocalyptic then.
Alright, how am I supposed to build up an experienced force of marines without raiding every bar in the sector for years? Even at minimal losses it seems that attrition outpaces the experience gain.
just... stop caring. it's just gristle for the machine.
also, bring more colossus3.
Frick it, I'll just keep my bar merc collection stashed safe and throw what my planets produce by the thousands into the grinder instead.
make some pirates friend and get some code from them, bring valkyries or colossus 3, more raid power for less marines mean less casualty for the same marine investment
>no one uses the Phantom
Sad!
Also no one asked for it and it would be useless, but I can't help but want to make a Ground Support Mudskipper variant. 1 or 2 lmgs built in and a ramp instant party bus.
the kinoest ship right there
>using high tech squall
TRASH (the bad kind)
squall is not high-tech. it's known by scavengers, pirates, and the fricking pathers
>known by scavengers, pirates, and the fricking pathers
Isn't this going to be removed in the uniquifying the faction pass?
very unlikely, atlas2 needs to have missiles available to it
>MC Hammer
>Stop.png
Hammer Time!
Someone call the based department!
Used to play with this bad boy, very fun.
KoC guy, are you still lurking? I ran into a crash with LaL when raiding.
Specifically, this one
>java.lang.RuntimeException: Ship hull spec [broadsword_wing_p] not found!
Since you've had the same problem with KoC, how do you fix this? Is adding wing_no_drop and no_bp_drop enough? What does regular no_drop do then?
Still lurking.
>Since you've had the same problem with KoC, how do you fix this? Is adding wing_no_drop and no_bp_drop enough? What does regular no_drop do then?
There's a bug where if a wing doesn't end in "_wing" specifically, it will cause the game to crash when populating certain loot pools with the offender. Adding the tags should fix the crash as it removes the fighter wing/blueprints from the various drop tables. If you ever make your own wings be wary of this, and also that it is case-sensitive.
At some point I need to go through KoC and LaL and rename all the fighter wings (and anything referencing them).
e.g. broadsword_wing_p -> broadsword_p_wing
- Mbaye Phantom is coming for you...
>Phase Resonator
It feels somewhat unreasonable to make a hullmod for a specific weapon.
>It feels somewhat unreasonable to make a hullmod for a specific weapon.
Unreasonable in what way?
trust me kocsucker you don't need it to do hard flux. tachyon lance on phase anchor geist rapes just by itself. you already force overloads off just soft flux. also you don't need phantom to have any mounts. the idea of it is silly to begin with. harbinger already fulfills the phase destroyer role adequately and functions similar to geist but at closer range. there's no need for an mbaye phantom. it's about as necessary as an mbaye revenant. there's no reason to give mbaye variants to the non-combat phase vessels. all that does is weaken the faction's fleets overall. not like this thing would be useful outside player hands anyway.
been living under a rock for the last years, any new must have mods or pretty much the usual nex + stuff
you got stellar networks? that one's basically a must have.
What is that?
I hate AI sometimes.
No matter what orders are given, they will frick off away and possibly get surrounded and die.
The AI won't zoom over right away because it'll get attack by the enemy that pulled it away from the group. ALthough its a Hammerhead so that frigate should be wrecked if you just ordered the Hammerhead to deal with it.
>hammerhead is within leash distance of the defend point
>immediate area around the defend point has local superiority, so going to max leash distance is fine
>hammerhead won't lose to a wolf p, so going off alone is fine
>there is no cheaper ship that can do this instead, so using the hammerhead to chase frigates is fine
>hammerheads are slower than shrikes, of course they can't carry out the eliminate order
not seeing the problem m8
>1 CL and 4 DD against 3 DD and 4 Frigs
you're going to win but the salavge wont break even with your deployment cost, consider employing a few fast hunter killer destroyer/frigates like shrike, centurion and vanguards to filter enemy flanking frigates
It's a bounty, so I'll profit anyway.
I tend to ignore frigates completely, since they are too fragile to survive in later battles and yeah, I get flanked a lot. Probably a smart idea to employ a couple of shrikes, thanks.
frigate survival protip: max out capacitors. they just need an extra couple of seconds to get away from large ships.
>concentrate on upcoming 3rd AI war with hedge
>prepare for the inevitable AI inspections to use them as casus belli
>they do this instead
Well, frick, now I'm being morally conflicted.
Never mind, this happened just as I blew my entire war chest on a kino invasion of 5 planets at once.
Motherfrickers best prepare for a surprise nanoforge inspection, and Iron Shell won't save them.
what did alex mean by scarab?
it's so OP it's unbelievable, its power is essentially phase cloak but with ability to shoot and it gets to keep shield
just slap 5 IR lasers on it and you have a dedicated rape machine
now try it with 2 amb 3x irpulse
I like it when I can just pour fire without giving it a thought
Wait, wtf?
Why generic hegemony fleet has s-mods?
I though it is reserved for end-game bounties.
>install nex
>get nex nonsense
>special task group
these all have s-mods on most of their ships, there's generally one or two per faction floating around the sector defending certain colonies, seeking out enemies or psuedo-raiding enemy systems
>Pop up at Chicomoztoc
>blow up the starport
>get ceasefire offer from Hegemony
>lmao no, nanoforge inspection time
>defeat the teleporting nanoforge squad
>get ceasefire offer from Iron Shell
It feels wrong to kick people while they're down, but I have literally nobody else to fight in the sector.
I'm a diehard XIV battlegroup user but I enjoy seeing people stomp the teleportation fleet into scrap. It is probably the worst part of Iron Shell.
I'd like it a lot better if it spawned in Hyperspace first.
There are many things you could do with the concept. Have the fleet ambush you in warp. Have it raid whichever planet y you installed it in or even launch a desperate all-in assault with every remaining fleet they have left. If you were on good terms with the coffee councilor, have her ask for it nicely while appealing to your past friendship.
I suspect scripting limitations will get in the way of all of that but one can dream. The idea of actual consequences for crippling the largest industrial hub in the sector is a good one, but the execution could use work.
I also want an option to make the scientist on Chitagupta defect by luring her with my AI core stash.
Just leave a trail of AI cores from Chitagupta to where ever you are. See if she'll follow it like a trail of bread crumbs.
>I also want an option to make the scientist on Chitagupta defect by luring her with my AI core stash.
I also want to capture her. Of course, for science hahahaha
Maybe SP for ships could be like a character theme buff that you activate on ships with the SP.
Like you pick a theme, let’s say speed, then every ship gets a measly 1% buff to speed or something.
But you can spend SP to increase the “tier” of the buff to like 15% more speed, but only for the one ship your spending SP on.
So it’s like a character specific hullmod that’s applied to all your ships, but is only upgraded to be useful through spending SP, for each ship.
You could also temper it with debuffs.
For example an armor theme could have a debuff to maneuverability at higher levels, like how the Heavy Armor hmod has a tiny maneuvering debuff.
Idk, that still sounds kinda lame.
The most frustrating thing about Smods is that while I don’t like them but can’t think of a better idea.
Another way to implement SP would be to separate them from story point entirely.
Give player a pool of points it can give (and take back) to his ships. Since hullmod cost depends on a ship class, you would be able to boost a lot of smaller ships for wolfpacks or buff a capital or two.
That way you will need to choose which ships deserve special attention, but able to experiment without fear of fricking up.
Amount of available point could be tied to a player level, gradually allowing to make ships better as the game goes on.
So what, super ordinance points?
Personally I'm just not a fan in general, since it's just a stupid metacurrency, and those are cancerous enough in Tabletop these days. Were it me I'd just put the ship-related stuff currently locked behind metacurrency nonsense under something like 'having access to your own dedicated shipyard' as a way to give some use to joining up with a faction or playing colony sim beyond money/shipprinting. 'special mary sue points to let the player win' are an utterly ridiculous idea spawned by pure autism, and were never necessary in the first place, since the players shit all over the AI nonstop regardless.
>Amount of available point could be tied to a player level, gradually allowing to make ships better as the game goes on.
Powerlevelling is a cancer that slowly kill any games in creation.
Make balanced ships? no one care! Level up will frick balance anyway.
Carefully fit your ships? noob! just level up one with plenty of mount.
Accepting to lose ships? loser! As if I would lose a max level spaceship?
Role-centric ship? roleplay is gay! I level up all my carrier into battleship
At least the current Story Point system only encourage as few favorite ship and it wouldn't be so bad if the rest of the game mechanic didn't currently favors big capital ships.
The current skills system is amateurish and bad, the skills don't make the gameplay different save one they just give bonus and only a few skills are worthwhile.
Gaining access to more features as you progress in the game isn't bad design. But replacing skills & feature by +1 boost for each hour played is what you do when you can't design.
You get so much SP these sounds like solutions for a problem that doesn't exist.
I present to you everyone, Lilith-class shipgirl
>Lilith-class
Is this the ship that is referenced? You could have told me this was some sort of genderbent shit of the TF2 Soldier and I would have believed you. Don't the shipgirl things usually incorporate the most iconic features of said ships into their design?
>Is this the ship that is referenced?
no it's pic related
For a second I thought someone remembered Mayorate then I saw the pic and posts below.
wtf I love stinger shipyards now
I just wish there was a more convenient way to get SP in the late game. Stuff like colony upgrades doubling in cost, putting another stable location is a 5 SP cost. Historian is fricked lategame.
If I could trade like 1 mil credits for a single SP, i would.
Fight battle with maximum of 500% difficulty bonus by soloing.
Where do i find lostech ships like the nirvana? Do they just float around in random systems?
>help moronic persean league fleet defeat gigantic hegemonkeys defence fleet
>they lost 2 conquests and rest of their fleet to some small patrol detachment
it's so tiresome
Speaking of AI cores, any mods that establish a more reliable sources of farming them? I'm getting a little irritated when wiping a whole system of Ordos nets me frick all.
additem alpha_core
if you're at the point where you're farming ai cores it's time to start a new game
boggled's terraforming and station construction mod.
Mind you, you need to have a good few colonies set up for it to really pay off.
Whoever sings praises to Apogee, is it a workable build?
She was able to fight other cruisers in the simulation, but not as efficient as pure combat ships.
I would personally add in an extra story point for extra range to add more field presence, and probably put either two phase lances or two heavy blasters on the front spots. Range lets you hit harder and do more damage at a longer range, you already have stabilized shields for really great shit, good missiles but the full frontal PD isn't doing you much of a favor offensively, which is basically what you are doing with this right now my man. The two lances fricking shred through armor like a mothefricker and two heavy blasters complement armor busting well, could do the plasma cannon on an auto fire and the two other frontal mediums being on demand like the missiles.
Gravitrons wouldn't make sense, pulse lasers when you have a fricking plasma cannon would be laughable, ion bursters would destroy your flux efficiency for surpression, mining blasters would be worse heavy blasters, Ion beams are kind of lmao. Not a lot of leeway for this but I've heard Squalls are actually decent on this kind of ship.
Can't, those two frontal slots are small energy, not medium.
This is the what I use for AI apogees, It can handle brawling with most equivalent cruisers, while still being able to handle smaller station cracking. Mind you, this is with crew training and an officer with combat endurance, that naturally leads to better ship performance.
Loadout is plasma cannon and dual IR pulse lasers at the front, salamander mrm and mrm pod at the sides, and burst PD laser in the medium energy slots. Those PD lasers can be put in any of the empty energy slots since they're small. They're there mostly to deal with light carrier presence. No story points have been spent, so you can use it if you're feeling starved for SP. That said, you can build in ITU and hardened shields, that gives you more OP for either better missiles, better PD, or more capacitors, depending on what you need for the situation.
You don't need to (and shouldn't, really) fill every weapon slot on that ship.
Apogees basically just need plasma cannon, 2 tacs, small salamander, and whatever large missile you want (guided is preferable).
You have a very good shield emitter by default, so hardened shields is never a bad idea on it.
If you have OP to spare, then consider some PD weapons, but prioritize slots that actually cover wide arcs.
just do what I did: plasma cannon, 2 frontal small spots empty, salamander on right missile slot, locust on big missile slot, PD lasers hardened shields and full vents and capacitors
now you have a night invincible line cruiser that can soak up any amount of damage and with locust. its system power and full circle shield coverage is immune to fighter spam
ITU
Apogee is by far the best tank in the game - you use apogees to have the enemy fleets stuck trying to eat through their shields while you flank with the actual damage dealers.
Hi anon! Bit late but here's a saucy Apogee!
This was my build, before change to C-Hangar made the fighter too costly.
The first step is obviously to maximize shield
The trick was to replace the badly positioned turret by aircraft doing Point-Defense.
An alternative is to maximize range with long range laser, so your ship can hit stuff it is too slow to safely get in range of.
>An alternative is to maximize range with long range laser
then you've got a double-price, half-damage sunder
>then you've got a double-price, half-damage sunder
With invincible shield and lot of flux instead of a decorative one with a big hole behind
yeah, not worth it.
>Sunder intensifies
Make it! Onslaught bro will be proud.
but nearly all of them are bad. the sunder xiv is arguably worse than base sunder because it takes a hit to speed. the only decent ones are the high tech sunder because it has better shields for the price of 1 more dp and the special modified sunder that has medium hybrids, medium missiles, and a 360 shield on top of the large energy so you can outfit it with hvds + tach lance + reapers. all 3 are from S&W pack funnily enough.
>get AMD card
>Game runs like shit
Just.
Most guys are bumping the game up to Java 8(?), doesn't help with the initial loading but the game runs much better after the fact.
which version does starsector work with then? it prints 1.7.0_79 for me, openjdk is versioned differently
Copypasta
Go to your starsector install and rename the jre folder to jre7.
Download either of the following (both are the same JRE 8 v271) (Mac/Linux users look below for download link):
(72 MB .zip) https://drive.google.com/file/d/1CGRtnv5hIGCtcdlvZXFO0F58VXqYUo6x/view?usp=sharing
(48 MB .7z) https://drive.google.com/file/d/155Lk0ml9AUGp5NwtTZGpdu7e7Ehdyeth/view?usp=sharing
Extract that into your game folder so you have a folder named jre. You'll now have both jre (with java 8) and jre7.
Make sure that your starsector/starsector-core/data/config/settings.json allowAnyJavaVersion is set to true. Then launch the game as normal.
In the settings.json there is also an option to cap FPS if you turn off vsync.
>have AMD card
>Game runs fine
Looks like a user issue to me.
its with a handful of weapons. Newer card too
alex could have used the time he spent adding slipstreams on updating his shit to run on Java 16 instead, a JVM that is basically alien tech compared to Java 7
>NiaBlack folk
So I built my fleet around mobile ships and it is able to punch above its weight, but now I want to attack Nexus and this will not cut it.
How many capitals I need to get to have a chance?
two should be fine. three if you're scared of getting scratches on your furies. or just respec into hull restoration and hit full assault
where the hell are your officers?
>where your officers?
I am trying to milk Support Doctrine as much as possible. It cuts the deployment cost of officer-less ships quite nicely. And I still can assign personalities by using a Automated Commands mod.
>two should be fine
Oh, this is less then I expected. Sadly, the only capitals my employer provides are Conquests, so no Odysseys for me. Is AI still bad with broadsides?
no they're fine
a ship with a level 5 officer is still better per DP than a ship with just SD
>two should be fine
Well, that was not true at all.
Even when I luckily got it all alone, my fleet was barely able to damage the thing. How fast will it get repaired to full health?
very
>conquests
he said two capitals
Another two did the trick.
>That fleet
No shit you got trashed.
Space Stations in general are primarily brawling matches, so you want big tough ships. It also make them places were throwing in a Paragon is actually cost effective.
I presume you got the full on plasma cannon one? Yeah, those things are fricking disgusting. I remember losing a capital and 3 cruisers before even firing a shot. Had to retreat, never even touched it.
that's a lot of unscratched ships. are you afraid of the assault button?
>his ships get damaged during battles
Git gud
i'm not the one losing battles
I have given every ship an automatic command to retreat when its hull is damaged too much. Since most of my ships are high-tech, they can't take too much damage anyway. So by the end of that battle I had lost, like, a half of my fleet.
I understand that battle to the death would give me a better chances to win, but on the other hand, it would require sacrificing ships and their crew.
The terraforming mods have left me a little disappointed.
The Boggled one gives you access to terraforming tools immediately, which is kind of bleh.
And the buildings are temporarily fixes the that you have too keep installed permanently.
DIY planets is better because you have to go out and find the right devices before terraforming, but ruins the loot pools by adding to many new items.
DIY planets should rather have it be like an item conversion system.
Where you take vanilla industry items, then trade/convert them into the terraforming items, so they don’t interfere with the loot pools.
What’d really be cool is if there was a mission to find a lost terraforming research facility.
>You get there and fight your way through the automated defenders.
>Automated defender ships have weird vines growing out of them.
>Facility is abandoned, but full of overgrowth and wildlife.
>Exploration team finds a ???-level AI core maintaining the facility.
>AI core explains its directives are to research terraformation and the maintain the propagation of life.
>Offers to help you if you spare it.
>Claims it can convert regular artifacts into terraformation artifacts for you.
>At this point you can chose to either obliterate the AI and the station in the name of Ludd, or use it for your terraforming ambitions.
>You chose to spare it.
>You start terraforming and become extremely successful.
>But as you keep using the AI’s gifts it grows stronger.
>Eventually you start seeing “seeds” pop up around systems you terraformed.
>Ships that are covered in vines start appearing around your planets.
>mfw you find out the AI converted every Domain-era person who was on the research station into biomass.
>mfw Everyone else is next.
THAT should be how terraforming is handled.
tldr
he's an ideas guy
The added extra buildings and possibilities was too much for his smooth brain. Didn't even try to use the stuff system wide stuff or realize some of those buildings are industry alternatives. His greentext is basically a choose your own adventure, whcih another space game by Russians did to surprising success but would not work with the UI format of Starsector which makes you want to roll your eyes over the text then forget about it.
Basically I checked out the Two big terraforming mods.
One gave you access to the tools right away, which is kind of meh.
One has you need to collect consumable items, but the extra items distort the game’s loot pool rng.
My idea was just allow exchange of the base game items for terraforming tools, so you don’t interfere with loot pools.
I came up with a wacky green text for how you could have a mission to find a shady AI that converts your items for you, which will probably never be made.
>The Boggled one gives you access to terraforming tools immediately, which is kind of bleh.
>And the buildings are temporarily fixes the that you have too keep installed permanently.
hmm, while it'd be nice to have to do some kind of mission or two to actually get the terraforming tools, actually creating campaign style missions is fricking annoying as shit, so it's unlikely to happen.
the buildings having to be kept is a good thing, fits nicely with the current (limited) vanilla terraforming options, namely the stellar shades and the colony items.
>system wide stuff.
you talking about DIY? cause boggled's system wide stuff is incredibly simple and boils down to "create station, build asteroid processing, then atmosphere processor and solar shade"
>another space game by Russians
give game please, I need more slavjank.
>give game please, I need more slavjank.
It could only be Space Rangers, specifically Space Rangers 2 since it's the only one that matters.
It's rather similar to vanilla (as in, non-Nex) Starsector in principle, which is self-explanatory since both were inspired by Star Control 2 and Privateer. Unfortunately, the HD remaster dropped the ball on a few things by basically introducing the local equivalent of Legio Infernalis that regularly interferes with your sandbox and railroads you into getting rid of them. Hopefully it can be modded out by now. On the bright side, the remaster fixes most of the dodgy translation issues.
Aside from the main gameplay loop in space, Space Rangers featured numerous minigames, the most successful of which was self-contained text adventures with scenarios ranging from prison survival to navigating a bureaucratic nightmare while trying to get some lease papers signed to playing a VR expy of Magic: The Gathering or even experiencing SR within SR in text adventure form.
This kind of thing would be absolutely perfect for Starsector, but the problem is that Starsector lacks SR's UI and tools that made these easy to both make and play.
I REFUSE to spend story points at all
Guaranteed D20's are bullshit
>get S&W pack
>going through IBB
>get to elaine megas bounty
>dozen plus capitals
>bajillion other ships
>PPT over
>CR depleting
>my geist still deleting
>my bars merely fleeting
anime
r8 my conquest anons
astral is b***h-ass motherfricker/10
Fricking hell, my save is corrupted, backup is fricked too. The last time I used save copy was two days ago. Is there a mod that makes quicksaving create a new slot everytime?
>devastator cannon
I ain't memeing, double devas are really good, no need for ipdai. This bad boy solos 2 onbawds with officers easily I promise.
Wouldn't you have to be extremely close to bring those to bear?
>mass pd
>no ipdai
osnwayd
Whats with you people and bulkheads?
>not bulkheading every ship
What's wrong with you?
550 base range, which scales with the other mod and officer skill. Pretty good deal I guess.
>what are guns for?
To shoot stuff anon. Either them or heavy blasters, but I like pewpewpewpew more than bang......bang......bang so yeah.
Exactly. When you're close enough to stop them from spreading all over the place, they shred armor and hull. Conquest has the speed for that. Keep kiting at around 600-800 range for frigates/destroyers/cruisers then rush into at 200 range for capitals. Onslaughts are easy to circle around and sit on their engine. Radiants push my shit in hard.
Why ballistic range finder? Just to add HMG range to 550?
What are those 2 pulse lasers for?
>rangefinder
moron build, rangefinder only works on ballistic small/medium mounts only and does not affect PD weapons
>pulse lasers
are terrible all-rounder, you already have ballistic,he and PD, bring ion pulsers to disable enemy ships and get similar damage to pulse lasers, but you have to manually aim and fire it at hulls.(flux, recoil and magazine)
>no medium missiles
kneel to head-on brawlers, bring a pair of sabot at the very least
>shunt
kneels to laser spam but sure
now if you drop rangefinder you can fit sabot+ion pulsers and have 3 op to spare, the conquest only spends like 60% of its displayed flux consumption, so feel free to drop 15 for solar shielding and 25 for blast doors
>rangefinder only works on ballistic small/medium mounts only and does not affect PD weapons
Does it not work with hmg?
hmg is PD, like lmg and dlmg, rangefinder is only ever effective on railguns, small and medium needlers on caps, destroyers dont have the OP, cruisers have better ballistic options, basically its a shit hullmod
>better ballistic options, basically its a shit hullmod
Mods can fix it.
Yeah you're right I just tested it. Good advices on the other stuff too, especially the 60% flux thing. Thank you very much anon. I've fixed my conquest. Now Ballistic Rangefinder works and my flux dissipation is 50% of consumption.
>Get Xhan super boss ship
>Shit on everything
o FUGG :DD
you can win that probably
>Shield Shunt
I don't understand the appeal.
You pay OP to remove your own shield, only get a measly 15% armor in exchange, don't get more flux since that's just flux you'd use for occasional shield block.
I don't think the OP point are worth the extra armor and the loss of a cheap defense against most missiles.
yes I know this ship isn't using the rangefinder right
>You pay OP to remove your own shield, only get a measly 15% armor in exchange
Some ships have such shitty shield that the armor is actually way better. Don't forget even if all armor is stripped, damage to hull is still reduced by 5% of max armor. I wouldn't call an extra 15% "measly" on something with 2000+ armor previously. Missiles can be dealt with with good pd.
Personally I only use shield shunt with aggressive officers. It basically turns up their aggressiveness to 11.
It's useful for AI controlled ships.
-Low tech ships with shields: max out their hard flux seconds into a fair fight, then have to retreat with no shields anyway while firing back with flux-neutral weaponry.
-With shield shunt: Ship is constantly shooting, offense doesn't drop when it takes damage (depending on weapon mount positions), can outfit a ship with flux-negative weaponry.
The alternative is maxing out capacitors to make their shield worthwhile. There's nothing wrong with that, it's the traditional way, but the option is there.
Wouldn't low-tech without shields fall victim to an opponent with longer weapon reach? Being shot down from safe distance without even a chance to retaliate?
That's a given since shield is the only weakness of lasers.
But if it at least gave better result against enemy using classic that would be fair.
Low-tech are the ones with the longer weapon range over hi-tech. So the long range ships you'll be talking about will be their fellow low-tech ships, which would be put into 99% hard flux almost immediately. Shield shunt is mostly vulnerable to torpedoes and ion weaponry. You can't do much about ions, but a normal amount of point defense should prevent any hammers or reapers from reaching. Beams do have long range, but they do tickle damage (apart from HIL), I wouldn't worry about it. Indeed, the fact that the AI massively overreacts to beams is yet another reason to prefer shield shunt.
Shield shunt also means you don't have to spend op on capacitors and less on vents.
Pic rel has been working very well for me, but i haven't run into emp spam yet so take this with a grain of salt.
>find a nice system for colonization
>one of the ruins has a F R E E Onslaught without any d-mods
Anyone got a clue on where I could possibly get a functional version of Tiandong? The one from the MEGA crashes
Works on my machine
pm me the fix
Tian's dong working is directly proportional to your dong size.
>still no update
Why is alex such a lazy Black person
I'm not sure if I'm just dumb but I have no idea what the Vanguard's purpose is. It just seems kinda underwhelming? Like, I know frigates tend to start dropping in usefulness mid-lategame but it just doesn't seem all that great to use. I ironically have better results in fights when using a hound.
Cheap and tough fodder.
it is underwhelming, don't worry about it
It's got an armor profile that would be on the higher end for a destroyer hull and a respectable armament package, especially considering that it doesn't have to allocate flux for shields. I don't think it's supposed to be a super-ship, it's even stated to be an outdated design refitted for modern times, but it's something you can toss into a fight and not have to worry about so much since it's tough for a frigate, and even if you lose it the D-mods are reduced.
In short
>I know frigates tend to start dropping in usefulness mid-lategame
>vanguards is underwhelming
bro what are you smoking?
wankgurd gets hard-countered by beams and fighters, but not phasers. The AI does its' retreating moron routine trying to waste time.
>Guardian's missile spam and the AI's refusal to get behind it basically ensures small craft die fast that isn't player controlled
>Stations past a certain level take forever and shoot constantly so frigates will lose CR first and become useless quickly
>Doritos have hard counters for frigate only fleets
>colony raiding fleets are always massive and have huge ships within them
yeah frigates aren't exactly a good idea for certain things
What is this? Some kind of a joke? Why?
i think it's a nex encounter, you need an ai core to get them to frick off otherwise you'll be fighting a pair of dorito frigates
>just frick my shit up senpai
Anyone know why groups set to alternate, do not actually fricking alternate when set to autofire? I seem to remember it not being a thing before. By before I mean in 0.9.1a.
Alternate means they may fire linked or alternating. Linked means they'll always fire linked up.
>Anyone know why groups set to alternate, do not actually fricking alternate when set to autofire?
Turrets and hard-points behave differently under autofire.
Hardpoints will follow the intended behavior.
Turrets will act (and fire) independently regardless.
Onslaught fricking sucks and seemingly exists only to get mobbed, surrounded and blown up.
That sounds more like the flying toilet seat to me. While I need to be on my toes when facing onslaughts, a paragon has always been an instant surround and laugh as it hides away in its cuck shield and waits for the inevitable.
Girls, Girls! It's okay, both your capitals can be overhyped trash.
Atlas2 Master Race.
>field and fight pirate fleets of only Atlas Mk2
Good times
You better show me your best build.
For an ultra-freighter, it's actually pretty fricking moronic if you think about it.
It's supposed to be the apex of volume, rivaling the size of stations. Real life cargo ships are insanely massive. And what do they do with it?
2 large
4 mids
2 large-missile
It's basically 2 times an apogee-but-ballistics
And it's supposed to be one of the biggest vessels in the sector.
And alex, in all his troony-chasing glory, went and took what the atlas-mk2 should've always been, and straight up made an entirely new supercapital for luddites. >muh dreadnought >muh guns >muh dakka >muh massive crew >muh everything's manual >muh dik
This game's fricking dogshit lmao
While this amount of guns is not too impressive for the 'one of the biggest vessels'. It enough to make atlas struggle with flux.
Pirates probably could put even more guns on it, but this would amount to zero additional firepower and further compromise hull with half-assed modifications.
What I think the could have done is to cover it with detachable armor plates, akin to low-tech stations. So as battle goes on, atlas would get faster as it loses it's protective shell.
>Pirates probably could put even more guns on it, but this would amount to zero additional firepower
Good thing Missiles don't need flux. All Pirates (Alex) need to do is look back at the Buffalo Mk.II and Falcon (P) for inspiration. Too bad he left the first capital to carry 4 large missiles to the oversized Gryphon with fast missile racks.
Atlas 2 with mass medium missiles sounds based as frick actually. Just fit 'em along the open parts of the main hull in front of the two larges.
Pic Related could be a decent look for an alternate reality Atlas 2 where the people who designed it did this and were capable of logical considerations of things like 'how is this wallowing sow going to actually be useful for a bunch of fast-moving hit-and-run raiders?'
Also with added ramming prow because Alex's aversion to letting me smash people with the Burn Drive is fricking gay.
I wish there was a setting where you could disable the engines burning out when you burn drive rammed. If you’re gonna give 75% of low tech ships burn drive at last let me hit em with my sword. Though this has led to situations where my onslaught goes flying through their lines at max burn speed and firing all weapons for the entire time my engines are out.
>Asks why the pirate atlas doesn't have more guns on it since it's so big
>several anons point out the issues, such as converted civilian vessels sucking ass in combat(look at the Royal Navy in ww1) the flux issues that the atlas already has, combined with it's underwhelming shield.
>calls them all morons and says they’re offtopic, later on says they’re just splitting hairs while calling them noah tahl fanboys.
Also, Noa is a homosexual.
just
because
it
looks
like
a
paragraph
on
your
phone
it
doesn't
mean
it
actually
is
phoneposting
trooncel
Didn’t know about the paragraph thing, I will keep it in mind in the future, thanks. Also, bed is comfortable, will continue to phonepost.
"flameoutOnImpactChance":0.5,
Sadly, I think that is a per ship basis if I recall correctly. So you would need to set it for every single ship individually.
happily, i know that you're a fricking moron and it's set for the system.
I did figure out a bit later that you were talking about the burn drive system, yeah.
it's a space 18-wheeler with a m60 you moron
Good to know you're all lowIQ ingrates, however why you would advertise it here, instead of staying on topic, I'll never understand.
what are you mad its not stronger or something? its got no armor and a weak generator, its a cargo ship buddy
There are 2 other anons who've already begun a productive discussion on it and offered their theories. You're just dipshits who want to split hairs, the very reason why I stopped engaging to begin with. Suck a wiener, noah tahl fanboys.
homosexual
How is applying logic to an Atlas 2 by comparing it to transport vehicles off topic?
are you moronic or something? its a freighter with guns strapped to onto it, real life cargo ships are massive but they make shit fricking war vessels because they arent built to support the sort of weapons you find on a battleship
The Atlas sprite has intermodal containers visible on it since, just like real modern cargo ships it's obviously inspired by, they carry that shit. It doesn't have some giant internal volume cause the entire point of containerization and anything designed around it was to get rid of that shit. 4 large slots on the cheapest capital tier fire support platform is decent and can be made usable. The Colossus is actually the type of ship you're thinking about, look at the stats (and lore) the game has for them and compare with the Atlas and Buffalo.
mate the atlas is literally a giant cilinder with a wienerpit strapped on one end and the engines on the other
I wish you could convert civilian ships to pirate variants at the cost of metal + heavy machinery or something. (And perhaps even do it outside of dockyards for a nomadic kinda feel) I wanna use pirate stuff or do a pirate play through but (most of the time) the pirate + path stuff feels like the pipe pistol from Fallout 4. Aka something that exists to pad out the enemy’s fleets. Less so for the path because the built in SO that other people really like.
Roider Union has a feature where you can take certain civilian ships and, provided you've found the BPs, "retrofit" them into militarized versions. Fully functional midline warships.
Nice digits, but the Atlas keels over at a stiff breeze and has frick-all speed or maneuverability. It's the only combat capital ship or cruiser that can be threatened by frigates. It's still good, but it needs constant babysitting.
Now compare this to the Luddic Prometheus.
Use more ships, you mong. Deploy a wall of armor and guns and steamroll the enemy.
m8 it's the per-DP most overpowered ship in the entire game
Sup anons, newbie here. I've been running emulations to know what's what so I can git good. Here's what I've found out:
>3 golossi mk3 against 1 stock dominator. With 6 wasp wings golossi get btfo, with 3 broadswords and 3 warthogs they btfo the dominator
>4 colossi mk3 against 1 stock doom. With 8 wasps they rekt, with 4 broadswords 4 warthogs they get rekt
Pretty fricking cool.
As far as I know, if you bring enough fighters to the fight, almost everything will kneel.
That's why they limit amount of wings in your fleet for tournaments.
Same with missile spam.
>Iron Shell respawns gigantic s-modded fleets nearly every week if you invade them
fricking hell, invading Legio was a cakewalk compared to this
Are carriers meme tier now? How do I build Legions/Astrals?
Missiles are good now compared to 9.0a if that is what you are wondering so the Legion is a decent missile boat, the real issue for fighters is bombers which got the shaft. Worst case is you just fighter spam the cheap stuff.
>Legions
Like this.
You may be interested in this.
maybe if annihilators didnt sound and feel so weak
Thinking of adding Manic Miners to KoC as a sub-faction of the independents (i.e. scavengers/mercs).
Any reasonable reasons you can think of that I shouldn't? My main concern at the moment is bloat.
Don't really see why not honestly, they can be fun to have as a bunch of mini cruisers/frigate wielding scrappers coming on after a big battle or just hanging around miner zones, as long as they aren't super obnoxious to fight it should be fine.
While you're still here KoC Anon, are all your ships kitbashes or have you actually done them from the ground-up, and do you have any tips fro spriting?
>are all your ships kitbashes
Yes. Every single one is a shitbash.
>do you have any tips fro spriting?
Use a decent editor. I use GIMP, it's free and does everything I need and for gods sake learn to use layers!
Keep it simple. Use one ship, and rearrange some of the larger parts. Remember that "shut" falcon, yeah, that was me starting out, pretty shit but also pretty simple to do; hell, go and remake it. See that Gizzard
it's all Conquest except for the bits poking off the sides (falcon). Once you got the hang of editing one ship it's much easier to start mashing different ships, start with ships of the same family first to save the pain of colours. A lot of what you do will be shit, don't be afraid to bin stuff (save it to an archive for reference just in case) and start again, it's all practice. And don't be afraid to experiment, I mean that with both mashing and the tools in your editor-of-choice. I wasn't much of a GIMP before I started this and everything I've learned has been through trial and error, guides are handy but you'll only learn a specific process and not much else.
As for my general process:
1 - Take some big parts
2 - Copy paste a bit I like
3 - See if it "fits" with a non-adjacent part of the ship
4 - Copy those other bits
5 - Layer them up in a new image
6 - Mash, mash, mash
Also, learn to use the mirror tool, if you want to make an asymmetrical ship, make half a ship, mirror it so you have a complete ship and mash one side.
they're bashes, quick and lazy ones too.
Sometimes you just want to grind something to bits. Enter the Gizzard!
Quite happy with this one.
Knocked it down to 75op and removed 5 capacitors so it feels a little tighter.
gimp is horrible shit, just pirate photoshop
Wow omemega weapons are fricking SHIT.
Flux hogging SHIT
>By the time you get strong enough to acquire them you don’t need them and/or have an objectively better performing weapons set up on your fleet.
SHIT
>objectively better performing
Imagine preferring efficiency over style.
Based on bug report and what I hear, Omega weaponry is can be mass acquired by exploiting repeatable bounty. So your dorito weapon from the dorito fight can be used against doritos with regular fleets to get more of them.
Some weapon is downright cheating with the right setup. Like rechargeable missiles and phase anchor.
In the end its about getting through crazy high difficulty multiplier battles with a death wish.
where can I find the doritos?
Is there some somewhat balanced mod that allows you to obtain blueprints other than by exploration?
Or something to otherwise help with having a giant clusterfrick of faction mods dilute the BP pool too much.
It’s an overhaul so idk if you’d think it’s balanced, but industrial evolution has a engineering building where you feed it items and ships to get blueprints.
You only get it for things that have blueprints available and are whitelisted, so no boss ship blueprints for example.
There’s also a mod that allows infinite techmining. Which can just let you brute force through a bloated loot pool. But idk if that would be balanced either.
I’ll correct that, for industrial evolution it’s only ships that can be made into blueprints, not items. My mistake.
Also the latest version of IE adds minefields which are a pain in the ass.
The mod also can sometimes be buggy.
So idk if it’s the best choice overall.
Maybe you could just homebrew a version that only uses the engineering building, idk.
You could always just additem and set your own terms for what you have to sacrifice to get a blueprint.
It took me a while to realize this but the mod that lets you steal people's money stashes and they hunt you down for it is also industrial evolution.
just raid a market with heavy industry until you get what you want
Also something to note, nexerelin makes blueprint hunting way easier, since you can build up a colony with heavy industry/defences and gift it to the faction of your choice.
Combine that with Nex Freeport, and it doesn't matter how many blueprints you have.
might as well just use the console if you're gonna do that
Any kite mods? something like repalcing every vanilla ship with kites?
>kite
pls respond
how to access hyperspace phase places? I already have zig. Where to look?
>hyperspace phase places
What? I assume you're talking about a mod.
Asking if the zig opens new places
Not right now, at least not in vanilla. As far as I know, the Alpha Site where you find ziggy is the only "special" system in that you have to transverse jump into. If you keep progressing the Galatia Academy quest you do unlock something else though.
Anyone else got a problem with mods being too "flashy" for the lack of a better word?
Modder drama aside, I enjoyed stuff like DME, Tahlan and Seeker but can't help but notice they tend to overshadow other mods in my game like Imperium or Star Federation. I intended to go with all fresh content mods for my next playthrough but it feels like I haven't given some of the ones I had a fair chance.
>Anyone else got a problem with mods being too "flashy" for the lack of a better word?
Not particularly, my issue is with mods being too "overwhelming":
Creating a custom faction with a few unique ships, fine. Creating a custom faction with a dozen unique ships, unique mechanics, unique industries and enough clout to be an "end game threat" is bullshit. Doubly so when the "unique mechanics" break the games fundamentals, Iron shell spawns super fleets out of nowhere and Nia's are just bullshit:
- "Attack my planets? I've added code so you can't destabilize them"
- "Attack my cheat-ships with equally powerful ships? I'll add code so yours so they do less damage"
- "Don't want to play against my super spechul gaytion?"
> #enables the Legio Infernalis, an elite pirate faction. Disable if no balls.
> "enableLegio": true,
The irony of that jab is he lacks his own and has proven so on several occasions when people have challenged him.
>- "Attack my planets? I've added code so you can't destabilize them"
Iron Shell or Tahlan Shipworks?
Tahlan, there are still ways but it requires nex.
Iron Shell spawns a super-fleet right on top of your is you steal their nanoforge.
Iron Shell also has two enormous superfleets patrolling Naraka that respawn nearly instantly after being wiped out. But at least that you can deal with if you invade or satbomb Chitagupta first.
Overwhelming might be a better mod but again, voices in Nia's head aside, Tahlan is a legitimately good mod. Too good even. But also too big. I think half the ships I used were from Tahlan - Traumtanzer, Skysplitters of various kinds, Castigators, all the Kassadari stuff, etc.
I think mods like Xhan did it better - there's a faction, but it's small and keeps to itself, there are ships and guns, but they don't overshadow the rest, there is fun hidden stuff with a bossfight and an OP reward, but it's well out of the way.
I'd like to find more mods like this - more than just a custom faction, but not overwhelmingly so. I'll still probably keep Imperium and Starfed for the next playthrough just so I can explore their inventory bit more, but drop the ones I've mentioned as well as HMI and DME.
And definitely no "you can't fight my supercool faction" bullshit if possible,
>voices in Nia's head aside, Tahlan is a legitimately good mod. Too good even. But also too big.
Far from it, the majority of Tahlan is shit, it has a few nuggets but that's it. Throwing shit against a wall and being proud of the stuff that sticks doesn't negate the piling crap beneath it.
Shill harder.
What mods are not shit in your opinion?
>you're not allowed to like things
hi nia
come to pretend your snowflake homosexual factions arent cringe and that your code isnt garbage?
Blasted damnations, foiled by anon's vigilant autism again. Guess I'll come advertise Legio as a good design decision some other time.
did you think this post was either funny or clever?
Was yours?
Fricking hell, this is a real person
Does interacting with real people always make you this upset?
>Does interacting with real people always make you this upset?
Only when they're this mentally unbalanced, and it's not because Nia (You) are so unbalanced, rather more because we live in a society where it is considered wrong to not pander to your delusions.
pathological narcissism is one hell of a mental illness
It's not that he's simply just manic. It's that his mania is also caked with copious amounts of r*ddit snak. That'd be like mocking a gangrape victim and they replying back "haha yeah well at least I was in an orgy umad?"
>r*ddit snak
snark
mea culpa
>Overwhelming
>Too good
>half the ships I used
Good for adding play styles or filling something you found lacking in vanilla or just too strong versus the base game? DME, Tahlan and the rest of his mods are a bit over the top from what I remember, at least compared to others like Imperium and Tiandong. I think they're even stronger than Neutrino and pre nerf Diable but its been awhile. I enjoy using strong mod fleets but I wouldn't find them good only because they outperform vanilla.
>keeps to itself, there are ships and guns
>no bullshit
All a mod needs to be good.
>Good for adding play styles or filling something you found lacking in vanilla
This, mostly. If there's anything I disliked in vanilla it's the lack of mobile cruisers and especially capital ships which led me to using disproportionate amounts of Falcon (P) and only occasionally dragging a Legion XIV out of storage when I couldn't kill something with missile spam (tried Conquests, but AI is strangely suicidal whenever I give it one). Tahlan filled that niche nicely with Castigator, which is like a mini-Onslaught that can actually move under its own power. Traumtanzer was an instant favorite of mine in spite of its horrible DP, maintenance costs and garbage flux efficiency because of the phase skimmer and all the missiles you can fit on it. Closest thing to actually overpowered was probably Skysplitter because of the HEF on a capital ship.
They were all fun, but when you find yourself using ships from only one mod then it's probably the time to drop that mod just for variety's sake.
I actually move all the ships I used from this modders into my personal mod so I can avoid their bullshit. You should too.
How? I always receive errors ranging from nullpointerexceptions to unusable shipsystems when I try to do that.
also hivers
if you attack their planets in nex you automatically fail regardless of how many marines you pile on
if you order strike fleets they always lose
>hivers
It's a damn shame. I love the concept of living insect ships, but holy frick are they overtuned.
wienerSHIP.XXX
also remember the twin blaster back when it had 0.05 fire delay?
there’s this in carter’s freetraders, his third mod
and no I am not apologizing for this shitty screenshot attempt
kino
>- "Attack my planets? I've added code so you can't destabilize them"
*fuelbombs u*
nothing personnel, kid
Not really, you might end up with a light mod list but there should be just enough fit for a vanilla+ experience. My old problem with mods was how many core world systems and useless commodities it would add. My current problem is the focus shifting away from "here are some cool ships and weapons you can fight or use, maybe some quests or events for cool optional stuff and an easter egg" to things like
Flashy mods is the standard for big factions today
Imperium isn't flashy because it's old AF before flashy could be done. It would be very flashy if made today. Star Federation is babby's first mod so it isn't flashy
Flashy is the natural development of faction mod saturation. And yes, it completely breaks vanilla atmosphere.
Made more quest mods
Is Nia really a girl?
if you have to ask the answer is no
Nia Tahl is a troony homosexual who metaphysically takes it in the arse from the superweapon guy and Creature.
I got a zip file with a /vst/ approved portrait pack from here about half a year ago but I've lost the puter I had it on
anyone here still have it?
Brother i'm not sure which one you're talking about so i'll just drop what i have.
>memes pack
https://anonfiles com/H8h4A6v6yd/m6rtkf_zip
>some anon's mod
https://mega nz/folder/QgYBiSIT#oL2Al_9-t4x0IqGfzzVk4w
Sorry if this is a really obvious thing to change, but I'm not the best with knowing where stuff in the starsector files are. Is there a way to increase the number of ships and/or weapons that are sold in markets? I was doing a hegemony playthrough, and I only found two Eradicators in three years. I know you can use some mods to search for ships, but almost always, I am a day or two too late to buy it, even if I'm flying there at max speed.
>Playing with mods that add ships or factions
Couldnt be me, why would anybody ruin game with such unbalanced bloat?
>bountiful farmland + stellar mirrors + potential soil nanites = +6 food
>is in range of a cryptosleeper
I coom
But how good is the rest of the system?
Well, there's an acid world with abundant ore, sparse rare ore, and extreme heat that would be good for high command with my cryo computer. The other planet is a desert with redundant ores compared to the acid one.
Only thing I'd really be missing is volatiles. There are several systems with gas giants nearby, I'd have to survey them all as well as their barren planets for future plasma dynamo/synchrotron core use.
First thing I'd look for in a system is a gate.
On the topic of colonizable systems, there is a handy tool for that kind of things - https://gomtuu.org/starsearcher/
it does not work if mods add some new stuff to the planets though.
>Nia
>is a guy
I knew it, there's no girls here.
That's the best part. Women stink. Obviously not as extreme as disgusting trannies. You have to appreciate women not stinking this board.
For me, it's BigBeans Aghast cause FRICK phaseshit
Huh, this thing's shape reminds me of a DA ship.
Is there some sort or link between them or I just imagine things?
You should try a Conquistador.
Anyone got a jerry-rigged version of the Tiandong for the current game version? Just loaded up a new campaign and it crashed me a few minutes in.
mega nz/folder/zgIgHJbB#71j09kJBxRKSXfRZEy_IAg
>there's a big gigaBlack person mech patrolling the diable avionics system that you can recover when you fight it
Why the frick did i not know about this
I like the safety overridden Eradicator with the reckless pilot, it is very angry.
I recently discovered how fun it is to fly a wolf to enemy backline and shooting their ships in the back while they brawl with my fleet.
Is there a better setup for that kind of gameplay?
I've always just gone with "Put whatever you want on a Wolf and let that little Black person loose"
Honestly they're so cheap and abundant, it doesn't matter if you try to MinMax them.
Used to outfit them with unstable injectors and safety overrides, it was pretty fun
2 amblaster 3 irpulse scarab
https://fractalsoftworks.com/forum/index.php?topic=22115.0
Next time, maybe you shouldn't be a little b***h and try making your own weapon sprites.
Why does anybody even cares about that?
I swear, people are always cause a drama over the most meaningless shit.
Can modders not waste time on 'investigations of stolen assets' and just make mods?
https://files.catbox.moe/q0ci6n.rar
oh no i accidentily uploaded the illegal mod to catbox and pasted the link into the post i hope nobody clicks it
the neurotic morons that think everything will fricking explode if one piece of copyrighted content makes its way into a mod for more than 5 seconds got used to scouring every asset they see for illegal pixels and sperg out whenever anyone seems impure
i will now use your mod (out of spite)
havent touched that homosexual shit mod in 2 years anyway
Jesus Christ that's absolutely autistic.
>two similarly colored pixels are touching!
>DELETE DELETE
>mods actually delete
for fricks sake
Why the frick is the starsector modding scene so autistic? I know modders in general tend to be insufferable, but these gays take it to another level.
Doesn't help that alex and the moderators treat the forum as their hugbox.
Would you look at that. They bullied a female modder.
>female
Doubt. Sci-fi themed 17th-century naval combat with a sprinkling of WWII carrier mechanics doesn't exactly strike me as peak women's interest. Maybe there are some women involved, but I'd assume it's a small minority.
They do look quite similar up close, but honestly this is "I can tell from some of the pixels" level of bullshit. It would be one thing if the copy was just the original but painted red. Maybe there are more egregious examples in some of the other sprites the guy claims are ripped off, but we'll never know cause the mods locked the thread.
That's a needler from Halo. Like practically verbatim.
>Muh assets
>Muh copyright
>Muh ""standards""
I'm going to steal yo assets, whatcha gonna do about it?
You don't have to, he released 1.3b and he's gone copyright free...
>magellan_changelog.txt
>1.3b - Copyright free!
> - Sorry I realise I was being a biggoted supremecist with my obsessive copyright behaviour. I'm never going to be a famous modder who makes money off this stuff so I've removed the license and it's now free for all to use. Apologise to everyone I upset along the way, it wasn't my intention and I had dreams of making it big but now that my mum kicked me out for "spending too much time on the computer" I realised I had to get a real job, but please, continue donating to my patreon, holding a job is real hard because I no longer get to sleep in and am expected to work 40hrs a week to support myself. Thankyou.
Let's get circulating!!!
https://files.catbox.moe/p5do5c.zip
I meant "stealing" from ALL the mods
>DME's author being permanently anal
colour me surprise!
what are the chances all the usual modders are going to add their crashcode bullshit.
man why even bother with the creative commons nonsense if you're just going to use it as a frickin tool to take others down.
soren is in the right
Technically speaking yes, practically speaking, frick no. Non-Commerce No-Derivatives is the most israeli of the creative commons licenses, and if applied to starsector as a whole would prevent every single shitbash and reskin mod, possibly every mod in general, even(if applied harshly) memes, screenshots, game footage.
That said, it's also pretty funny that the commie doesn't seem to like sharing his shit.
autism
I really hope you aren't a modlet there. Holy shit, why are they such rampant homosexuals on that website? Frick these homosexuals, I'll upload this mod every thread. Thank christ all of you here exist or some of this stuff would just vanish. I bet that homosexual Thaago is friends with the other modders or something.
Holy shit what a fricking loser.
>wahhh wahhhh he used a small portion of a sprite that I made that no one is going to notice
Woah there. You made a mistake and you are NOT part of our circlejerk?
Afraid I'll have to call you out.
keking at Nia nipping in with insults desperate to get some attention
Utterly pathetic.
Soren the dog-fricking socialist strikes again
Hey guys, just wanted to show you my completely original ship I just made, I call it the Rudograd
While a pirate take on those ships is definitely a welcome one, do you really need to start with a capital ship?
I just grabbed one of the more iconic ships of the mod, thats all
Was lazy, made it in paint in like 5 minutes
>made it in paint in like 5 minutes
What a talented guy, made a completely original ship in such a short amount of time!
Too pristine
looks like a chromosome
Cool.
the surfaces are too flat. it's like a plastic toy cast in a mold. it lacks definition in many places to the point you can very clearly tell which parts are kitbashed and which parts were drawn my someone.
Redpill me on the rift torpedo launcher. I just got one.
>Slap 2 of em on Zigg
>Get missile specialisation
>Ships go boom
Upload X on ze internet = I can do whatever i want with X
>B-But
Call cyber police
rate
>Shuttlememe
spacexgays seething at the perfection of the shuttle
Shuttle/10
I do like simplicity thought, no art-deco shape for the sake of looking new.
Looks good totalconversionanon. How's it going?
I am mostly done with worldbuilding, gonna start writing the story.
I'm also done with my finals which means i can actually start making it soon
also should the secretary general be some kind of Ghadafi type?
nah he should be like glorious leader assad
Looks good, what is its purpose?
To face peril of the most perilous nature.
Atmospheric military crew shuttle, and light missile platform.
columbia
I like the design, nice and simple, but there is something off with the lighting.
Recently tried out Kadur mod and found this beautiful weapon.
It's act as a sticky bombs, dealing delayed damage and it is so satisfying to see hundreds of them bring a capital from full hull to zero.
Sadly it exists only in this two forms so I can't load every ship with only crystal shit.
you need more spatterfire in your life
Some more impressions about those crystals.
Its azure 'leaves' looks very pleasant when combined with luddic green, giving me a tropical island vibe.
And it may be overpowered, it seems — AI does not understand that crystals will explode and often fearlessly drops shield right in front of me.
>And it may be overpowered, it seems — AI does not understand that crystals will explode and often fearlessly drops shield right in front of me.
The AI doesn't react to scripted damage. It only sees the damage in weapons.csv
Kadur is lacking DANGEROUS weapon hint which can probably help.
>light machine guns as offensive weapons
>no safety overrides
not epic enough even with needlers
>captcha: 0nyxd
>no safety overrides
I deliberately don't use it. Firstly, because it is so popular and I don't like following a crowd.
And secondary, I don't like the idea of pushing ship hardware past its limits to the point of breaking down.
It's not like hounds and cerberi tend to stay alive for long enough for peak time to be a problem.
Man, that Stellar Networks mod really helps finding a ship or weapon ingame markets. Don't have to go blindly market to market to find a specific one now.
boarding mechanics back when?
>Never spend story points
>Never spend perk points
>Get my shit pushed in constantly by bounty fleets because of that
The game hates hoarders like me but i cant force myself to play any other way and commit myself to a "build"
At some point it becomes not that big of an investment. And for some ships there are pretty obvious mods they will benefit from.
Though you can think of it as of being fair with npcs and not outperforming them too much with your protagonist magic.
>And for some ships there are pretty obvious mods they will benefit from.
Like what? I usually stick with expanded magazines for extra brrrrrt and integrated targeting unit for extra range. Any other good mods for low tech fleet focused on guns?
NTA, but if you're running low-tech, heavy armor is probably the first mod you should be building in, with maybe some exceptions. For cruisers/capitals, ITU is a no-brainer to build in, unless you want to run a close-range setup. Generally speaking mods with high OP cost are the best to build in, because they let you get much more OP freed up per s-mod slot.
>you can think of it as of being fair with npcs and not outperforming them too much
You forget, NPC's get extra officers and don't have to bother with crew, fuel and supplies.
Does anybody know why Valhalla Starworks was deleted from the forums?
Could be because the maker's russian
That would be utterly bizarre even by that shithole's standards.
No idea friend.
Only other reason I could think of is the use of copyrighted material. He recently added music themes to his mod, mayhaps forum trannies cancelled him using it as an excuse.
It contains Nazi words aka extreme taboos that the author broke
Wondered too since his other posts are still there. I would guess it's cause while the sprites are nice everything else needs a lot more work and thought put into it:
- Valhalla gear and ships pop up everywhere, have had bounties end up generating with more of their ships than the actual faction's ships it should have and pirate fleets always have Valhalla capitals.
- A couple of the frigates of theirs I use cost 1 dp which drops to 0 with the relevant skill.
- One of their ships I recovered had a shield with a 500 degree arc or something, whatever it was it was greater than 360.
-I'm using the 35 dp fighter wing which is 3 torpedo armed phase submarines that fire a pair of torpedos with giant aoe that each do 3500 damage. They also have the Omen's emp attack as well so they got something to do while phasing around the target waiting for their torpedoes to regenerate. Shits on anything in general while looking like glow stick dildos with the way they move around, probably will use AA's Wingcom to see what happens with that buffing them.
- The weapons do have drawbacks, high OP and flux costs, but that's compared to Vanilla and Valhalla ships aren't balanced around having Vanilla numbers.
- Anything that isn't missing a description has typos.
Despite their stats fights against their stuff usually just means their ships are the last to die, basically like fighting a low tech ship with a tank officer and only their main battleship has been really annoying/scary to deal with. Wonder what the AI/Remnant Valhalla faction is like since I've not encountered them yet. Not going to use the mod after this run cause as is it's just really sloppy. Hope it comes back soon since the author really wanted it to be good.
Originem's work in general is good and fun though you usually get to wait a while for translations. Really like Seafood Shipworks, nice looking sprites that aren't flat and fit in well.
Some other Valhalla stuff:
- I got the torpedo numbers wrong, each one does 6500 damage and 2000 EMP.
- There's a 45 OP 6 mech wing that's worse, outputs so much HE and EMP damage that the only thing that didn't get crippled or die on the first pass in the SIM was the Anthracite (Blue super Onslaught) though even that will die if the mechs can get it to start detaching its arms.
- Most frigates have between 100-130 OP to work with for some reason, the 0 DP frigate has normal numbers but also has 270 degree arcs on everything including its hardpoints.
- For shield arcs all ships have greater than 360 degree shields (500-900 degree arcs for some reason) except for two of the destroyers which only have 300 degree arcs.
Still didn't completely look through everything and don't really feel like it.
So, those chinese made mods. They worthwhile or shit? I got my eye on Polaris Prime and Idoneus Citadel Exiles.
how does one take the ships and weapons from a faction mod and turn it into a separate mod?
Anyone?
basically you are making an entire new mod at that point, especially if the ships have custom systems with their own scripts, you'll need an IDE to edit them. A lot of the time its more trouble than its worth, easier to just edit the existing mod to your liking
Can the next starsector thread have its damn name on the title?
So I decided to rejig my GPC. Have any of you KoCSuckers used it and what are your thoughts?
Seems to be crazy broken from the stats alone.
Could you elaborate?
800 range hardlfux kinetic with insane flux efficiency. Hi tech is gonna kite for days with it.
>insane flux efficiency
Piss poor damage
>Hi tech is gonna kite for days with it.
Hi-tech does that anyway.
It has slightly lower dps than the pulse laser against shields and you can keep firing three of them for the same flux. That thing is pretty much just a hi tech HVD and that's silly given that for some reason it is much more flux efficient.
>That thing is pretty much just a hi tech HVD and that's silly given that for some reason it is much more flux efficient.
Don't forget, the HVD gets + 400 EMP damage. It also gets an extra 200 range, and range is an issue for
>It's OP and Flux efficient, but it's not slot efficient, so it's not going to be an autoinclude.
This is kinda what I was going for. I want it to have a use but not be an auto-include. There's better options depending on the situation.
As for how to "fix" it, I could tweak the range to 750 but the problem as you observed is:
>kinetic hard flux damage in an energy slot is strong purely because energy is kind of cucked.
Best I have at the moment is a relatively slow turn rate so it's a bit of chore to use against fighters and frigates.
>I could tweak the range to 750
Since energy weapon skill stops working at 600 range, you can drop it even lower.
Problem is any lower and it becomes a railgun you pay +5OP for so you can out it in a medium energy slot.
If I drop the range I'll have to drop the cost noticably.
don't bother, he's the kind of homosexual that wants backpats, not actual feedback
>explicitly asks for feedback twice
>doesn't want actual feedback
hmm
Many such cases.
yeah you've gotten clear feedback that you've made an energy HVD, which is moronic, and you're just coping and bargaining like a gay instead of either making something balanced or saying "it's op and i like it that way"
You sound mad. I bet you're mad.
hvd is good because it's 1k range, does emp, has a good flux/damage ratio, and is ballistic. this thing is none of that, performs worse, and costs nearly as much op.
Looks like it'd be fun to run two of these with HIL on sunder. That said, kinetic hard flux damage in an energy slot is strong purely because energy is kind of cucked. The closest med energy weapon statwise would be Graviton beam with HSA, or Pulse laser. Both of these options are 600 range, Pulse laser is 300 flux vs GPC's 100 (albeit PL has better armor damage), Graviton beam with HSA requires the 8-20 OP tax while doing less damage AND still doing frickall against armor.
If I'm being honest though, I think you should just keep it in anyway, maybe make it like tach lance/plasma cannon rare. It's OP and Flux efficient, but it's not slot efficient, so it's not going to be an autoinclude.
diable mining blaster
You have a good eye. At first I thought you were talking about the stats then I realized Diable doesn't have a mining blaster.
Will she have sex with me if i conquer the entire sector in the name of the hegemony?
>if i conquer the entire sector in the name of the hegemony
It kind of implies she will prostitute herself for the good of the faction and has no attraction to you specifically.
>women chases and forces you to pay for child support
>women
I tried to capture her via capture crews. I defeated her fun police fleet and mind broke her into submission.
She's my personal breeding tool of my fleet.
A man of culture indeed.
Just duplicate your own Ava instead.
Someone really needs to make a mod that makes diable avionics fighters pilotable like in arma armatura.
Game already has frigates for that experience.
>Musashi Manufactorum Ship and Weapon Packs
Didn't know i wanted WW2 botes in my Starsector.
here's the benchmark, since you pretend to want actual feedback:
>9 OP
>1k range
>100 kinetic DPS
>SOFT FLUX DAMAGE
>practically can't overload, completely useless against armor
now, i hope you see the hilariously large gap between this and your gay blaster (which sadly is something gays shoot, instead of something that shoots gays). start by reducing the stats on it until there's a situation where any sane person would ever prefer a gravbeam, and then nerf it some more because i doubt you were honest about it
>nooo, it's medium energy so it should be a piece of shit that's worthless unless you spam them or it's on a fast ship that gets its teeth kicked in if the enemy has any kind of zoning weapons
Gravibeams are trash and you would be hoisted by your own gay blaster.
bet you're from the forum or discord homosexual, nobody actually uses grav beam outside of meme discoships because its trash
NTA he's a gay but here should be the last place for this kind of sweaty y-you'replayingthegamewrong tryhard shit. It's a single player game with easily editable files and 200 mods. Who gives a frick if something in it is "meme" or "trash"? Next we're having metas too?
To be fair, I think mods should be somewhat balanced or else they will just make vanilla equipment obsolete instead of adding variety.
>I think mods should be somewhat balanced
Oh absolutely. I was just trying to say that it's fine to use suboptimal stuff, game is already easy as it is. Gravy beam is actually fun as a pd weapon because it yeets fighters and missiles everywhere.
utter state of the wienersucker, i haven't even finished my first drink and he's already reduced to "u mad"
Definitely mad.
I always lose enthusiasm to keep playing once I get to the point of having to equip multiple ships at the same time. I either start building ships in my colony and run into this issue or it happens when I start going around buying the ships I want.
Should I just constantly be buying hypervelocity drivers, heavy maulers, railguns, and vulcan cannons all throughout my playthrough whenever I see them to avoid this issue? Those four weapons are usually the ones I'm always lacking.
Xhan Empire or Interstellar Imperium? Which is the better empire faction mod?
Imperium probably. Xhan just feels like a bunch of schizos hiding away from the core worlds.
Imperium has more options for ship customization and more ships, Xhan has some exploration content and a few boss fights and a subfaction with high tech ships
why is there no warning about tactical bombardments causing pollution
I think that might be a mod or something. I have tactical bombarded dozens of planets over my many Nexerelin runs and have never seen a polluted planet unless it started off like that or it has a nanoforge on it.
must be a nex thing then
It's a vanilla thing. It just only happens to habitable worlds, same as using a nanoforge. Amount of non-polluted habitable core worlds is pretty low.
Ah, alright my bad. Didn't realize it did that.
Weird. There is no male portraits with long-ish hair. Even mods don't add any.
How should I immerse myself into the world if my representation is not a slovenly nerd?
I can't even pick a feminine portrait because everybody will address me as a girl.
huh?
Well, I've seen those, but... How to say it? I can see their faces, with such hairstyle you can even see forehead.
I guess my bad for not expressing myself clearly, I want something more appropriate for a neet.
well this is the only vanilla portrait with any amount of hair actually covering the face, its probably rare in mods because it would.... cover the face...
is that a woman or a man
What, you can't recognize Brendan Frazier by the bags under his eyes?
>JUST
It's clear what you must do. Make your own and share with the class.
This lad is massive And useless just like in the movie
Idk anon, with how fricking huge that thing is, and the HP pool, you could probably pull this kind of shit with it, maneuverability notwithstanding.
do the guns follow the rules of gravity despite being in space just like the movies?
the guns cant even reach the enemy ships just from the sheer size of the thing itself,its sad
Not me
I roll a D20 dice everytime I'm prompted to use story points
If I roll successfully, I spend one (1)
If I fail nothing happens
That's how I rationalize my usage of "bullshit points" in games
Show me what you boys do as your Legion builds, I snatched an XIV off of hyperspace and want some opinions on what to slap onto it. I'm not too used to wielding carriers but I would like to know what's what in general since its pretty much the ultimate carrier from what I've understood.
While I do appreciate the reply, I was more so aiming for stuff without mods, if at all possible? Don't think I even know what that mod is from to be honest.
you build it with hammer barrages and heavy autocannons. ignore the modded stuff and replace with perditions. building in expanded missile racks + heavy armor and slotting in expanded deck crew should give you the necessary ordnance points, more or less.
Expanded Missile Racks, ITU, and ECCM are solid build-ins. You can't go wrong with any of the large guided missiles and a mix of HVD/Maulers for the mediums. Wingwise its mostly personal preference I like kiting them out with bombers, Khopesh are cheap and good for pressure but the Legion can go full Perdition/Tridents.
>Get sucked into weird swordfighting minigame for a quest
>It doesn't fricking work
WORKING AS INTENDED
O CLAP
R CLAP
K CLAP
I
N
G
works on my machine 🙂
I am autistic and only install mods that give more power to both me and the enemies,got any recommendations?
>Exotica technologies
>Better deserved S-mods
>Starship legends
>New game+
AI cant use modded S mods right?