how does one actually fight Legio fleets?
I understand they are supposed to be strong, like Noahs masculine jawline but they are just too fast for AI to hit. Even if AI does flux a ship out, it fricks off backwards at 300+ speed to reset
>how does one actually fight Legio fleets?
In 2022, a drunken hillbilly unit was banned on the forums for a crime they didn't commit. These men promptly escaped from a maximum security stockade to the Ganker underground. Today, still wanted by the discord they survive as soldiers of fortune. If you have a troony problem, if no one else can help, and if you can find them....maybe you can hire The Buckbreakers.
anti-noah mod
gives you a hullmod that rapes tahlan troonyworks ships, and even more so against legio shits
also comes with some bonus against uaf troons too iirc
>Noah added a bunch of stealth nerfs that targetted the ships of other modders. >Noah gets called out and removes the code. >Anon copies the code and redirects it to target Noahs ships. >Noah has a meltdown and loses his shit
>how does one actually fight Legio fleets?
In 2022, a drunken hillbilly unit was banned on the forums for a crime they didn't commit. These men promptly escaped from a maximum security stockade to the Ganker underground. Today, still wanted by the discord they survive as soldiers of fortune. If you have a troony problem, if no one else can help, and if you can find them....maybe you can hire The Buckbreakers.
>Range: Phase Lances 1360 and Gauss Canon 1920
Isn't it better to just use a Mark 9, as it's the relatively the same DPS to Gauss, synchronized better to the range of the Lances (1440), and way better in terms of flux (348 vs 600 per sec)?
>how does one actually fight Legio fleets?
In 2022, a drunken hillbilly unit was banned on the forums for a crime they didn't commit. These men promptly escaped from a maximum security stockade to the Ganker underground. Today, still wanted by the discord they survive as soldiers of fortune. If you have a troony problem, if no one else can help, and if you can find them....maybe you can hire The Buckbreakers.
Do they even need to? Sseth basically made them both an mega advertisement campaign and a triple digit IQ filter. There by giving them the best both worlds. I mean, yes there's degenerates in the forum, but it could of been much worse if they had masses of normies added to the already volatile mix.
You get a ton of money on Steam. Dwarf Fortress has been free for many years. It still made a shitton of money once it got put on Steam (while still being free to download and play elsewhere if you want). Contrary to what Timmy Tencent wants you to believe, just being on Steam is a massive income boost for devs if they have a game that's actually good.
>steam workshop
Modders only posting shit on Steam and nowhere else will be a Rimworld nightmare I don't want to live through again (although for the devs probably another layer of anti-piracy, Factorio style).
>Only upside of fighting them is that after the first victory you get a hullmod that allows recovering the non-alpha variants
literally never happened. maybe i am running an older version where this doesn't exist or am moronic and didn't notice
>Also you probably noticed those voidlings attack whales in hyperspace, if you intervene in that fight you can get those whales as ships too
i got scared shitless of them the first time and retreated. the win dialogue still came up and they gave me a whale lmao. i later sacrified it to the same voidling fleet to win.
>literally never happened. maybe i am running an older version where this doesn't exist or am moronic and didn't notice
I´ve had that happen to me too, but that event should trigger post battle and then just plop the BP to learn that hullmod into your cargohold
There is also a small bar event after meeting them in battle, but AFAIK there is nothing to it
is it a good idea to give factions AI cores to make them like me?
i have around 20 Alpha cores and tens of gamma cores in storage. not so many beta cores for some reason.
i can fight [REDACTED] for more AI cores. i'm not touching their base so they will respawn infinitely right?
i already have high relations with TT, PL and sindria so i will not be giving them AI cores.
i need to raise relations with pirates, pathers, luddic church, independents and hegemony.
i need good relations with everyone because doing missions in the core world is much more profitable than doing bounties and exploration.
especially raiding missions.
the more the merrier.
i like to keep everyone alive whatever game i play.
my last run in CK2, i refused to kill off islam.
i even saved the sayyid trait from extinction and took it into my own dynasty.
AI cores are a renewable resource as long as you don't kill off the last nexus. Gamma cores should be used to buy reputation with factions at any time. Beta cores should be used to buy reputation with factions only once you have enough Alpha cores that you don't need any gaps filled by Beta cores.
>Anon A asks about meta game use of a resource >Anon B explains about meta game use of a resource >Anon C has a tanty over being "told" how to play the game despite it answering the meta question
They have a right to hate me since I like making money off their delicious cores, having a nexus with a gate in the same system makes them a good way to grab cash when you have strong fleet or like to do some cheesy strat like fighting near a sun with solar shields.
isn't it crazy that no mod has actually tried doing a whole new sector yet? there isn't a mod where you can actually reactivate a gate and a battlegroup or an omega capital comes out. aotd dev is doing that (a new sector) and i hope he won't frick up badly but i doubt that he won't. preview seems... lame so far.
>no mod has actually tried doing a whole new sector yet
I assume it is not as easy as putting a few jpegs of ships and/or anime girls into a game folder.
i assume the hardest part would be the UI actually showing the new map, since creating systems isn't that hard. isn't the game hardcoded everywhere where UI is?
>isn't the game hardcoded everywhere where UI is?
the UI is barebones. there's not much to work with. if you need something alex didn't you'll have to code it from nothing and if you're working on that low level that you might as well just make your own game
a lot of "why has no modder made x" can be answered with "they'd rather make their own game"
>reliable arma mechs
For the small stuff, VX Customs and Alestes are the most reliable, especially under AI Control.
Aleste is 1 DP more expensive than the VX but has better base manuverability and a 360 shield. it's better suited for strike weapons since it needs to be close to do the most amount of damage in melee imo, main weakness is it has no PD weapons to speak of(unless you mod in AO with laser blade, kek).
VX Custom is slower but has more fitting options, slightly more OP, built-in PD that shoots over allies and is a lot better at breaking off from engagements with mjets
I'd say VX is better harasser while Aleste is a better strike option
I've never been able to make Leynos work
At least 1 Kouto-ECM is good, load it up with ECM and ECCM hullmods and you have a consistent debuffer except vs enemies with high ECM skill
Spriggan Powered are good disposable missile spammers, best to use them as escorts and with the expectation that they will die
Valkazard is valkazard
The Einhander's are good flagship units but they don't do so well under AI cuz phase AI is dumb
----
Frigates:
GAREGGA: Base Garegga is a good superfrig, only downside is it's locked loadout and very short engagement range
Garegga(H): This one can effectively kill/maim anything given it's in melee range and enough time. Very prone at killing itself in the process tho
Zanac: It's like an upscaled VX Custom, solid damage and good manuverability. the MRC version gives up the extra manuver for +25% RoF/DMG which is nice
Watchdog: Very situational. I'm pretty sure it can outrange capitals with it's system, but friendly ships flying into its LoS and the speed debuff limit it/keep it from being absurdly OP. Because of it's systems shoots hilariously fast Hellbores. Hellbore/Hvel or Hvel/Guass seem to work nicely. Should always put it on a cap/cruiser for the escort package buff
I've had good results treating the Leynos as light escort, it bites just enough to keep heat off of something like a dover and it can try hiding behind it's shields when the missile waves roll in.
Leynos can work as an escort as another anon said. The issue is with damper field and the mech relying on armor tanking. The AI loves to spam all its charges away and since it cant shoot back while using damper field it just gives the enemy free shots and invariably kills it. Never let them go on their own. I went with a railgun arm, shoulder needler, and crusher arm, heavy armor, aux thrusters, and reinforced bulkheads, spend the rest on caps.
Altagraves can make for nice flagship mechs. The C variant is pretty good coming with op center and wingcom built in free. It has a fighter slot but no hangers, so they're reliant on other carriers to make it work. The KARMA system is really good when it comes to Derelict salamander spam and PL DEM spam, the more dense the missiles the better it is. Drones and em emitters are icing on the cake. The normal variant trades fleet support for more firepower. Slots are very flexible.
Aleste Swordsman really only has one design and that's with Advanced Optics. Max caps so it can shield tank. I put swarmers on the missile mounts to cover for PD since the AI is not at all proactive with flyswatting them with swords; it will happily backpedal and bumble around with broadswords chipping away at it. Can't change paint scheme unfortunately.
Fenris is a dedicated mech carrier. Great support and can be a life saver for mechs with reckless officers getting into trouble. Problem is it's slow and basically unarmed, while the Heron can get into scraps with the right build, the Fenris should NEVER be in a place where it gets shot at. It's got the armor and hull of an Eagle, but with none of the firepower and has the shield of a Dover.
Valkyrie CV is one you can deploy in battle cheaply and save mechs with recall.
Also if you're putting torps on your mechs use Atropos (Valkazard), the AI can't lead with Reapers and will always fire them while strafing leading to it uselessly zooming to the side of the target.
Have a few millions in the bank to quickly build defenses. It will slow down events.
Prepare a fleet good enough to deal with a few capitals without significant losses.
Don't use ai from the start. One less faction to worry about. (Hegemony)
>Don't use ai from the start. One less faction to worry about. (Hegemony)
Frick that.
Throw one (1) Alpha Core on your Megaport (for that sweet Accessibility bonus) and nothing else. Accessibility is king when it comes to colonies since that directly affects your monthly profits. More money means more funding for your fleet and defenses. And one single Alpha Core on one industry isn't going to make a huge difference. If anything, the Inspection fleet hovering around your system will also frick up any Pather/Pirate fleets they see. And unlike the Hegemonkeys, Pathers and Pirates are inevitable unless you're prepared to stomp them out as soon as you start your colony.
After trying to draw a ship from ground up, I think I respect these modders a fair bit more. It is far more difficult to create a new ship than to shitbash one together, even tho that might just be me because I don't know how to draw shit in gimp.
Left is what I drew yesterday, right is the shitbash I made a month or so ago.
For me hardest part is that you need a lot of small details for your ship to fit in vanilla art style. But ships resolution is so small, these details must be drawn with a pixelart. Can't even resize from a larger resolution without fricking shit up.
Yes, and it's fricking difficult to do that. Even when its not drawn like the vanilla art style, without those many small details a ship will then just look empty.
yeah kitbashing is trivial compared to drawing from scratch. i can make a passable kitbash and have it fully implemented in a couple of hours. an entirely new sprite is several days of on again off again work.
you need shading btw, that's what really takes time (and why so many sprites are just two-tone and sharp angles instead of curves)
>lead designer said it's dangerous >also specifically made it so that it would blow up
I'm still seething
[...]
That's genuinely the main reason i despise Tri-Tachyon.
Total Corpo Death will be achieved, mark my words.
Also specifically made it so it wouldn't actually destroy your fleet since she still needed you to be able to rescue her.
>>Also specifically made it so it wouldn't actually destroy your fleet since she still needed you to be able to rescue her.
No that part was specifically said to be a fluke and if you did do the thing with a full fleet some of your ships could get destroyed and even lose some crew because of it if you're not fast enough
you were right. high scatter amplifier seemed to work because i killed almost over half their fleet with it but it turned out because i added another radiant.
i removed HSA, added a paragon and another XIV Onslaught and it worked!
i also added safety overrides, beams and HSA on my Auroras
when in doubt, spam capitals it seems.
[...]
trying builds is mighty fun indeed.
i am become starsector, the destroyer of AI.
can i get another bounty like this or is it just once per playthrough?
>when in doubt, spam capitals
I think cruisers are more cost-effective.
>safety overrides, beams and HSA on Auroras
Why not just use heavy blasters? They would fit close range high flux theme nicely without circumcising beams.
>I think cruisers are more cost-effective.
you have a right to be mistaken, of course
Depends on the capital, depends on the cruiser.
Onslaught (XIV) and Radiant are the most efficient capitals so they do just fine.
Spamming AI controlled Odysseys or Astrals won't have the same effect.
For cruisers, the most efficient in my experience are Eagles (XIV), Champions, Dominators (XIV) and Herons for your fighter support.
>i also added safety overrides, beams and HSA on my Auroras
SO already murders your weapons range
don't kill it even more with HSA
anyway who cares about beam soft flux when you can just spam it so fast they can't dissipate it on a Phase Anchor Harbinger with 3 phase lances
Tried making the Vanguard okay in vanilla. AI wusses out if the flux capacity fills up. They disengage to vent or flee, and becomes ineffective as an assault & tar-pit ship it was designed to be. A lot of point has to be allocated just to survive salamander spams as it has no shields.
In conclusion, this is the only ship that probably makes the light mortar an actual viable choice. Interestingly didn't need PD, as the extra points for all the HP boost to weapons and engines made it able to take 4 salamanders and several ion shots fine.
Tried making the Vanguard okay in vanilla. AI wusses out if the flux capacity fills up. They disengage to vent or flee, and becomes ineffective as an assault & tar-pit ship it was designed to be. A lot of point has to be allocated just to survive salamander spams as it has no shields.
In conclusion, this is the only ship that probably makes the light mortar an actual viable choice. Interestingly didn't need PD, as the extra points for all the HP boost to weapons and engines made it able to take 4 salamanders and several ion shots fine.
the other factions are fricking obsessed, 3 hegemony and like 10 persean league fleets all around the one jump point in my system with my one planet, i didn't even do anything bad.
>So can a dyke and a troony and all their rainbow haired friends
did the story get updated?
last i played, only (you) got the working version and thet just stole the blueprints/schematics. >tfw have them all as cute animu girls so i don't really care
>planet with 3 minerals, 3 transplutonics, and 2 volatiles >it's in a nebula system in a middle of nowhere with shitty planets while having 275 hazard rating
man, i wanted to be the mining king...
>anime waifus >giant mechs >an onslaught variant >a planet with a synchrotron core, pristine nanoforge, and a 100% habitable status with magic conditions that prevent pollution >they need to be super secret and smart and more powerful than everyone else >also have them be immune to story point usage, have their fleets mock the player for trying to use them >stealth nerfs against any other faction that might be stronger than them >crash code for nazi wrongthink mods like NGO and R*pesector
Copy another mod maker's faction idea and add space nazis and/or rape. If you do this right, they will invariably get mad enough to put save shredder code in their mod which will get them banned off the forum. Once this happens, take your mod down as well.
i'm a noob but anons keep praising apogee's shield.
so you need to capitalize on it.
give it the other shield mod that reduces the flux:dmg and give her a longer range weapon so it can pressure from afar. maybe HIL and a gravitation beam.
keep the squall.
increase flux dissipation to allow it to tank more damage.
you need to max vents on "normal" ships then dump the extra ordinance points on capacitors and max capacitors on phase ships then dump the extra on vents.
i'm a noob but anons keep praising apogee's shield.
so you need to capitalize on it.
give it the other shield mod that reduces the flux:dmg and give her a longer range weapon so it can pressure from afar. maybe HIL and a gravitation beam.
keep the squall.
increase flux dissipation to allow it to tank more damage.
you need to max vents on "normal" ships then dump the extra ordinance points on capacitors and max capacitors on phase ships then dump the extra on vents.
another point i forgot to mention that on normal ships, you need to have
shield flux+weapon flux <= flux dissipation
so they can fire all their weapons while having their shields up.
for defensive ships, having more flux dissipation means they can absorb more damage.
your apogee has neutral flux. any hit will increase its flux then it won't be able to fire its weapons under pressure.
Not sure if Xyphos wing provides enough pd for the whole ship, I would've added some more at the front.
A bit of a missed opportunity not using small missile slot. After all, you have both missile hullmods built in.
[...] >for defensive ships, having more flux dissipation means they can absorb more damage.
What? You can dissipate hard flux while using shield. Having more than neutral flux will not help you endure anything, only vent faster when danger is over.
Considered other front weapons, but the Plasma Cannon gives me the most consistency and damage despite range. Originally I outfitted it with more pd, but often times they either sat there unused or not effective enough for my taste even with IPDAI, so decided to swap out with Xyphos for more damage while giving some pd. I could just get better pd, but the front part is too limiting and it will just cost more OP to outfit the ship. Considered upgrading shields, but decided it would be better to dump it for more vent and caps, speaking of which might adjust them. Will prob add Swarmer, Atropos, or Sabot and for the small missile slot.
Prob should mention this ship here to shield tank while the rest of the fleet harass and throw out damage. I also found the Xyphos quite dependable despite the cost for them.
4 weeks ago
Anonymous
I expect a small essay on how to use it properly and overall effectiveness 🙂
>shield tank >orphan maker
it's shit
4 weeks ago
Anonymous
You don't need to be directly involved to decompress your enemies in the darkness of space. 🙂
Though thinking it over maybe I should swap out the Plasma Cannon for Autopulse Laser for better flux, but I did like it being able to do alot of damage at the same time.
>Considered other front weapons, but the Plasma Cannon gives me the most consistency and damage despite range.
Prob should mention this ship here to shield tank while the rest of the fleet harass and throw out damage. I also found the Xyphos quite dependable despite the cost for them.
>Prob should mention this ship here to shield tank while the rest of the fleet harass and throw out damage.
Then you should go AutoPulse.
Plasma is better for offense but AutoPulse works better in support. With the AutoPulse you can focus on defense but have higher burst when you're actually needed on the damage front. If you're needed on the damage front all the time you're not playing support.
4 weeks ago
Anonymous
Tried your build (or close enough to it). It's interesting, and it was able to kill dominators, eagles, and other cruisers. Is it optimal? Not really IMO, as it feels like a Tach-Apogee, but way riskier and shorter range. Like switching it with the lance didn't really change the effectiveness in the kill output (maybe adding 10 seconds max?), but definitely conserved more hull and flux.
One thing that annoyed me was that Xylphons don't engage sometimes even though their Ions are in range. Also do you need the ECCM? Like at range lower than 1000 and the amount of squall's volley makes PDing it already difficult naturally.
Ended up dropping the Plasma Cannon, as much as I want my ship to do damage, it's not really it's job so decided on Autopulse and added Graviton Beam. It freed up alot of OP so I dumped for shields and caps while reducing vents since they aren't really needed. Did consider dropping DTA, but the 50% seems to make a difference. This ship in the end is suppose to be a tank support.
The Xyphos do behave weirdly, but I assume it's because they are support fighters and prefer to hide behind your ship instead of being in front like most other wings. Still I grew rather fond of these guys seeing how dependable they are and the fact they tend to move in front of the Apogee while it's venting. ECCM is always good to make your missile more potent and to ensure they hit the target instead of flying past.
4 weeks ago
Anonymous
you can use IPDAI for optimal squalling if you don't have gunnery skill.
Not sure if Xyphos wing provides enough pd for the whole ship, I would've added some more at the front.
A bit of a missed opportunity not using small missile slot. After all, you have both missile hullmods built in.
[...]
another point i forgot to mention that on normal ships, you need to have
shield flux+weapon flux <= flux dissipation
so they can fire all their weapons while having their shields up.
for defensive ships, having more flux dissipation means they can absorb more damage.
your apogee has neutral flux. any hit will increase its flux then it won't be able to fire its weapons under pressure.
>for defensive ships, having more flux dissipation means they can absorb more damage.
What? You can dissipate hard flux while using shield. Having more than neutral flux will not help you endure anything, only vent faster when danger is over.
Not sure if Xyphos wing provides enough pd for the whole ship, I would've added some more at the front.
A bit of a missed opportunity not using small missile slot. After all, you have both missile hullmods built in.
[...] >for defensive ships, having more flux dissipation means they can absorb more damage.
What? You can dissipate hard flux while using shield. Having more than neutral flux will not help you endure anything, only vent faster when danger is over.
you're assuming that he's going to face enemies with ballistic weapons only.
what if he faced some eagles or an executer or two?
many beam weapons can hurt if he does not have enough vents.
Tried your build (or close enough to it). It's interesting, and it was able to kill dominators, eagles, and other cruisers. Is it optimal? Not really IMO, as it feels like a Tach-Apogee, but way riskier and shorter range. Like switching it with the lance didn't really change the effectiveness in the kill output (maybe adding 10 seconds max?), but definitely conserved more hull and flux.
One thing that annoyed me was that Xylphons don't engage sometimes even though their Ions are in range. Also do you need the ECCM? Like at range lower than 1000 and the amount of squall's volley makes PDing it already difficult naturally.
not them but if you're going to seriously use strikecraft you must get used to recalling and engaging and changing target focuses to get them to behave like you want. Especially bombers.
I did, but sometimes it just doesn't engage. I think it's because the AI switch off autofire on the weapons like they do in normal ships (i.e. when you transfer command and you find that the autofire is turned off). Thus, it get confused when PDing like an annihilator they don't have time to turn it back or use the Ion.
Why so much vents?
Also, breaches are not great at long range, you can probably switch them for harpoons.
Oh that's just me forgetting how much the original build in exact OP. I just remember it was over neutral and 1k-ish. The reason probably is, if you prolong mid-range combat with an actual combat cruiser at neutral flux, the apogee gets wrecked. It's ability doesn't add to the offense or suitable defense, so you have make sure you can vent faster than the opponent.
Breach was surprisingly fine. Its like 30 ammo, so it'll last multiple engagements and add to like DPS by stripping armor. It has to be synchronized to the squall volley though, and you can use flares to distract the opponents PD.
4 weeks ago
Anonymous
Quick question, do you assign strikecraft targets in the command menu?
4 weeks ago
Anonymous
>vent faster than the opponent
Resistant Flux Conduits.
[...]
Ended up dropping the Plasma Cannon, as much as I want my ship to do damage, it's not really it's job so decided on Autopulse and added Graviton Beam. It freed up alot of OP so I dumped for shields and caps while reducing vents since they aren't really needed. Did consider dropping DTA, but the 50% seems to make a difference. This ship in the end is suppose to be a tank support.
The Xyphos do behave weirdly, but I assume it's because they are support fighters and prefer to hide behind your ship instead of being in front like most other wings. Still I grew rather fond of these guys seeing how dependable they are and the fact they tend to move in front of the Apogee while it's venting. ECCM is always good to make your missile more potent and to ensure they hit the target instead of flying past.
You need to put officer with shield and missile skills into this bad boy.
I expect a small essay on how to use it properly and overall effectiveness 🙂
Tried your build (or close enough to it). It's interesting, and it was able to kill dominators, eagles, and other cruisers. Is it optimal? Not really IMO, as it feels like a Tach-Apogee, but way riskier and shorter range. Like switching it with the lance didn't really change the effectiveness in the kill output (maybe adding 10 seconds max?), but definitely conserved more hull and flux.
One thing that annoyed me was that Xylphons don't engage sometimes even though their Ions are in range. Also do you need the ECCM? Like at range lower than 1000 and the amount of squall's volley makes PDing it already difficult naturally.
In defense, for 28OP you get 2 range 1200 Ion Beams (24OP) and 2 range 700 Burst PDs (12OP), so you still get an 8OP bargain + free flux which isn't a bad deal. Also it does regenerate, but at a 1.5 rate (22.5 sec for Xyphos).
Now is the Apogee good at being a mid-range assault ship, rather than a long range beam ship? No IMO.
I expect a small essay on how to use it properly and overall effectiveness 🙂
why do you have defensive targeting array for fighters that by default have that behavior?
why did you build in ITU instead of stabilized shieds?
why dont you use 3 OP to add a harpoon for extra killing power?
Some wasted OP and pointless hullmod but you have successfully unraveled the secret power of the Converted Hangar Point Defense.
You should have all the front weapon filled, especially with laser so your enemy feel obligated to shield.
The medium energy might even be anti-shield to empower your strike
On a Plasma build I can understand you'd use capacitors but you'd be better not using any capacitors and focus all on venting fast.
Hardened shield is also a going choice.
Ah I see, you were talking about the Attuned Drive Field.
Forgot I had it. I though you were fixated on something else not even called a Field.
I guess I just consider this hullmod should exist.
You have a hullmod that make even the biggest ships reach top speed yet can't have something cheaper for a ship that's already rather fast?
I chose to disbelieve.
should i use the defend command on the capital or select all the fleet and have them escort the capital?
i just tried fighting a bounty with escort commands separately and each escorted ship just went on its own. mayne because i had frigates take the battle objectives so the fleet separated itself to keep them all under control.
Headpatting and holding hands with Dawn knowing full well I'm about to leave to room and settle down to a brutal gangrape of captured UC officers.
This new Armaa playthrough is weird.
That protag mc one with the purple missles you can snag. Meanwhile I use the dual blade one with the wing you can use.
I set her to escort sierra and they go and make sweet music together.
Immediately if you >use ai cores, hegies start seething >heavy/light industry makes tt seethe >generating income + size above 3 makes the league seethe >luddic majority >fuel
if you expand rapidly persean gets mad
if you use ai cores hegemony gets mad
pathers get mad no matter what
if you compete with tri tachyon's exports they get mad
church is alright imo but you can say it's the same as pathers lol
Immediately if you >use ai cores, hegies start seething >heavy/light industry makes tt seethe >generating income + size above 3 makes the league seethe >luddic majority >fuel
How long after making a colony does it take factions to decide to frick you over?
I don't know why people try to make peace with these factions. Personally destroying every last one of their sabotage attempts was satisfying.
When did you fall in love with the Eradicator with long range ballistic weapons as your flagship?
My officers can helm Champions and Onslaughts to hold the line while I shit on whatever enemy leaves their formation.
how to build the eagle?
normal and XIV.
i'm thinking of going for a single anti armor medium weapon and the rest beams. gravitation beams in medium slot.
integrated targeting unit and advanced optics.
i experimented with an attack in the face of the enemy eagle but i failed.
>go into the first hypershunt, it's tough but get it done >go to the second hyperhunt >both fricking tesseracts rolled reality disruptors, which (A) I don't want, could I have a rift lance or rift torpedo please? for frick's sake and (B) completely frick up my onslaughts for lack of rear shielding
guess I need another paragon or two
Why are people still commenting on my old Apogee build, I thought I made some improvements... or maybe you all didn't read through the thread. Also it seems some of you think you need to S-mod DTA for the bonus against fighters and missiles which makes me think if I should even bother posting here...
anyone ever made a multisystem empire? thinking of doing it in my current save but by the time you make colonies and get through all of the crisis bullshit i'm often bored. I think there should be a way to trigger stuff like the hege AI inspection fleets so that it doesn't take forever
i did once years ago and it was fricking terrible
you already ruin the game by settling a system and turning it into permanent janny mode so having to do that in multiple systems at the same time makes it completely unbearable
>you already ruin the game by settling a system
you make want to postpone making colonies even more.
i'm having fun fighting for every credit to stay afloat and having to keep changing my fleet composition to minimize spending.
currently sitting at 10 millions.
>you make ME
*
i also have over 10 capitals and many more cruisers and frigates in storage.
i also have 2 [REDACTED] capitals.
are those 2 capitals cheaper to field than normal capitals?
>listen to disc 3 of AC6 >it is so kotapeak
finally a breath of fresh air.
i'm adding this to my mech music mod, armabros. you just gotta wait about 4 months for me to finish compressing all the audio files so the mod isn't 1 gb
yes.
https://gitgud.io/MechEnjoyer/audio-plus-mechs
be afraid it weighs about 900 megabytes. about 200 tracks or somtin i didn't count.
that is because i'm both a dumbass and i was using an inefficient compressor. it does have music from all games except mobile versions and 4 and above.
so no ac 4/5/6 yet.
>why not both?
hahahaha.... HAHAHAHAH! >HE DOESNT KNOW!
check picrel. yes it has music not related to mech games. you cannot stop me from being moronic
*shrug* made it for myself and though people might like this. i can't run a browser together with starsector cause my laptop is shit. this is a very good replacement for me
4 weeks ago
Anonymous
Well when you go back to your discord you can tell them all about it.
it's fleet size. just dock at your colony and look at %. also a nanoforge and orbital heavy industry thing make quality better. find blueprints too. as for mayasurian ships. i dunno. i only used vanilla variants so far.
Well when you go back to your discord you can tell them all about it.
i ain't a troony like you, noah. go add another bullshit feature to legio instead of baiting people here
tl;dr how about you go back?
it's fleet size. just dock at your colony and look at %. also a nanoforge and orbital heavy industry thing make quality better. find blueprints too. as for mayasurian ships. i dunno. i only used vanilla variants so far.
[...]
i ain't a troony like you, noah. go add another bullshit feature to legio instead of baiting people here
tl;dr how about you go back?
[...]
to make it clearer look at >picrel
this should be blue. if orange means you lack quality
[...]
smells like muttdemon here...
Remember to build heavy industry on a non hab planet to avoid extra hazard penalty from the nanoforge.
it's fleet size. just dock at your colony and look at %. also a nanoforge and orbital heavy industry thing make quality better. find blueprints too. as for mayasurian ships. i dunno. i only used vanilla variants so far.
[...]
i ain't a troony like you, noah. go add another bullshit feature to legio instead of baiting people here
tl;dr how about you go back?
to make it clearer look at >picrel
this should be blue. if orange means you lack quality
I'm like 4 days late but it says error loading sounds/custom/campaign/U-turn.ogg
Did I mess something up? I used it last version and it worked just fine.
>U-turn.ogg
The file in the repo has an upper-case 'T'.
i downloaded it from gitgud to check after your first message and mine worked just fine. maybe delete what you have and put a new one in?
>The file in the repo has an upper-case 'T'.
sorry but i might be moronic as i don't see anything weird going on with that file. as i said i downloaded from the repo, replaced my "dev" version and it was working. still is as i haven't removed it from my files and have been playing with the public one.
...Yes. i wrote a whole reply conveying that i dont understand anything.. but yes.... after looking at it for 2 minutes... you are certainly correct. thank you. i updated the repo. download the new one (or just the sounds.json alone) if you haven't fixed this yourself for some reason yet.
https://gitgud.io/MechEnjoyer/audio-plus-mechs
i will now be questioning the universe as to why it hasn't crashed even once after i played for hours with the gitgud build
3 weeks ago
Anonymous
Windows is just built different
3 weeks ago
Anonymous
>damn gurl your kernel THICC
3 weeks ago
Anonymous
Not really, it's just how computers work. To a human a "t" and "T" are almost the same thing but to a computer they're as different to each other as any other letter and you have to deliberately code things that way if you want case-sensitivity not to matter. Which is generally awkward and not done unless you're working with text-based interfaces.
3 weeks ago
Anonymous
I'm talking about the fact that Windows don't care if its upper or lower case while Linux does
Not him but I hate it because it's puny and disappointing. It's meant to (or was at least inspired by) use the blast from a nuclear weapon to propel the ship forward. Now in theory this sounds pretty cool but...
Imagine you're a pather, you're a little bit high from huffing anti-matter fuel and the weapons depot has been raided so you're a little low on guns. There's a battle coming and by Ludd you WILL attend it! So what does a mad-bastard pather do you ask. You got this big ship with a nuke dispenser strapped to the back... >Step 1:
Gotta go fast - Safety Overrides, Unstable Injectors, Auxillery Thrusters (you're gonna need them), and of course a few of Ludds Blessed hammers! >Step 2:
CHARRRGE! - Full steam ahead, you're the tip of the spear and this is gonna be the sort of drive-by that makes an Omega cower in fear. Drop some charges (but keep a spare!). When you get close fire of those hammers, it don't matter if they hit, they're just a distraction. >Step 3:
Handbrake turn! - You can see where this going you need to power slide and touch paint with the enemy, get your radioactive gassing ass as close to the enemy as possible. >Step 4:
Fart Hard with a Vengeance! - Drop an Orion charge right on their bridge and ride the shockwave out of there and hear your praises sung in Valhalla...
Now... You'd think this would be a badass thing to do, especially given the difficulty in pulling it off successfully. So ask yourself, why did Alex give the Orion device a paltry 500dmg, that's not even enough to take out most fighters. You're dropping a big enough charge to propel a thousand ton beast a significant distance but you can barely scratch the paint on a 1 man fighter. You have to consider that the pusher plate is effectively forming the blast in to a shaped charge. It should be dealing at least as much as a reaper.
>It should be dealing at least as much as a reaper.
Unlimited rechargeable reaper would be a little bit overpowered. This thing is meant as movement option, damage here is just for flavor, like with Manticore canisters.
And we don't know for sure how starsector weapons work. Maybe this massive explosion is nothing when compared to destructive power of Harpoon missile.
Adding on to what the other anon already said, the orion device uses a shaped charge, ie. all or at least most of the explosive power is concentrated in one direction. Now why we can't actually just rotate the bomb so it pierces enemy hulls instead of pushing our ass is another question entirely.
I think best solution is to make it deal 2000 fragmentation damage or sth, in lore explanation is that the nuclear pulse is designed to be diffuse so it actually pushes you forward instead of causing hull breaches dragonfire style.
as a concept I find the idea ridiculous, I also find it ridiculous that the Pathers are able even to build that onto an existing hull when they dont even have access to heavy industry. Where do the nukes even come from?
How beneficial is a S-modded Stabilized Shields, it was tempting to me until I realized many of my ships have very efficient flux to damage reduction. For Gauss Cannon it's about 98 damage converted into soft flux per shot and Heavy Needler 210 per burst when it's just .7 reduction, however I have ships close to .4 reduction so I would be getting less value. I could spend the OP on 1200-2000 more flux, but I realize I might get more value on ships with very high caps like the Paragon and Conquest.
There's also the fact in a real battle ships would be backing off and venting. How high should flux cap be if there is one or am I over thinking it?
Realized Conquest has really bad shield damage reduction with high caps, so S-modded Stabilized Shields on it would probably be really good instead of more caps. Paragon is a different story.
It really depends on the ship's role first than the estimated flux savings. Like for example for Paragons would you... >1) Get the shield pimped out so it can survivet at mid-range? >2) Get the Beam range to 2200 so most shit can't shoot back at you?
Even if 1)... >1a) S-mods and flux to power shields for a prolonged engagement? >1b) Don't invest fully on the shields and load up on 4 plasma cannons, so the opponent dies faster?
Like if the ship was meant to tar-pit & kite the opponent's fleet (i.e. Decoy Omen), yeah sure more defense is good. If it's meant to just kill a straggler in 5 seconds to cull the enemy power (i.e. Squadrons of tempests or brawlers), no.
Was thinking of outfitting a Paragon with it, but I wondered if I should just S-mod HS instead and dump the rest for flux cap. I probably will S-mod SS since I want the shields to be as strong as possible and 2000 more flux cap might not be worth it since I already have alot of cap. Omens on the other hand has a chance to be overwhelmed by a massive burst of damage so I figure more cap on them would be better so they don't get overloaded. Both of them will be on the front fighting and to take damage if they can't avoid it.
Always s-mod stab shields on any ship that's intended to do shield tanking. If your Paragon is supposed to be a fleet anchor / brawler that sits around, takes some hits to let your other ships have a breather, etc., then give it s-modded stab and s-modded front conversion shields. I keep two such Paragons around at all times and basically give each one a Defend order kind of side by side, and then instruct other ships (mainly omens and beam sunders) to escort them, so I get a kind of horizontal battle line around the middle of the map while I circle around in a speedmaxxed & shieldmaxxed ion Aurora to kill weaker straggler ships and herd larger ones into the Paragons' kill zone.
Maybe for a build that is 100% shield tanking for the team. Even for those i think improving armor hull/mobility/firepower/spoofing enemy ai than being able to tank the 11 or 12th torpedo strike.
i'm seething.
i'm thinking of adding auto_rec to its data because i've always wanted it.
but will it taint my run?
i'm doing a vanilla playthrough. currently at the endgame.
Someone brought that up in one of the blog comment threads and Alex said he was planning to revisit it, so it might become salvageable in the next update.
>claims to have tried a missile build and a non-missile Guardian builds >says non-missile version isn't strong >insists that the missisile auto-forge hullmod must go >posts his non-missile Guardian run >doesn't post his missile Guardian run
what did he mean by this?
https://fractalsoftworks.com/forum/index.php?topic=29504.msg432604#msg432604 >based alex says he might buff the Guardian >Thank you for the thoughts, and the video! Saved a link to this post for when I'm going to have a closer look at the Guardian. It definitely does bear some thinking, though, especially the ATC; I've got half a mind to go the other way and buff it *a lot* somehow, but we'll see.
https://fractalsoftworks.com/forum/index.php?topic=29504.msg432929#msg432929
i'm seething.
i'm thinking of adding auto_rec to its data because i've always wanted it.
but will it taint my run?
i'm doing a vanilla playthrough. currently at the endgame.
Infinite motherfricking missiles
of course its fricking overpowered in player hands since you can just make it shit out unlimited dragonfires that can ignore PD
i'll preface this post by stating that i'm a noob.
i've been testing it for a while now.
it doesn't feel that strong tbh.
you cannot annihilate stuff with it like you can with a Radiant.
with a Radiant, you can overload cruisers with a couple of left clicks with a tachyon lances. and if they don't have an officer, you can do it in one if it's on the weaker side of cruisers.
while you have to sit and wait after every missile strike in the Guardian.
and you cannot put smaller missiles to avoid the cooldown like forum posts claim.
did alex nerf it or are they morons?
>and you cannot put smaller missiles to avoid the cooldown like forum posts claim
Skill issue
I don't NEED to wait for cooldown because you're using the wrong fricking missiles
enlighten me, anon.
best build i could come up with is >devastator canon x2 >annihilator medium missiles x2 >hammer barrage x2
those have the least cooldown times, longest range and lowest flux.
the other front facing slots have various antishield and anti armor stuff.
the side and back facing ones are all PD.
this loadout allows it to tank when it needs and can win 1v1 with a test Paragon and test Onslaught.
with some kiting, i defeated 2 Executors that were focusing on me in a battle.
all of those feats can be done with a Radiant or hell, even an Onslaught.
tldr; enlighten a noob, please.
medium missiles x2
barrage x2
You're clearly moronic if those were your first choices when you heard about INFINITE MISSILES
Best ones are still REAPERS and DRAGONFIRES
3 weeks ago
Anonymous
>You're clearly moronic
of course. >Best ones are still REAPERS and DRAGONFIRES i tried those first but they take too long to fire again.
3 weeks ago
Anonymous
>take too long to fire again.
Thats why you open weapons.csv and shit on alex face.
3 weeks ago
Anonymous
i'm too much of a noob to mess with balance.
3 weeks ago
Anonymous
>Thats why you open weapons.csv and shit on alex face.
I see the problem now, I forgot to do the first part.
Picking it up again after like a year+ of not playing.
Does anon have a recommended modlist? I remember once you're past the midgame there's basically very little danger, so some difficulty enhancers would be nice.
>discord has a few pretty robust modpacks
Just be aware, the forums have been purged on mods with malware but it's still permitted on the discord so if you're using some of the more... classy... mods you might get unexpected behaviour.
Some of them are not updated, but still work if change the version manually.
Less intrusive mods - CaptainsLog, Flux Reticle, Detailed Combat Results, Leading Pip, Logistics Notifications, SpeedUp, WhichMod;
More substantial alterations - Attuned Drive Field Hullmod, AutomatedCommands, Console Commands, Fleet Size by DP, Neutrino Detector MkII, Objects Analysis, Order from the Boss, Officer Extension, StelNet, SpaceTruckin;
Nevermind the fact that it clashes with the tone and style of the game, but there should not be anything, and I mean ANYTHING, that makes people happy in this game. People shouldn't be allowed to be happy in Starsector.
Imagine, if you will, you have a servile vulpoid wife waiting for you at home.
After a long day of grueling labor at the orbital works earning you credits for the day, you get back to your hab-home, it's interior climatized and cool. Your wife is waiting for you at the door, and has already prepared you dinner as you trained her to years ago. You pat her in the head as you sit together to eat.
Once finished, she goes to wash the dishes while you take a bath, washing off the day's sweat and grime. Once in bed, you frick like rabbits until you collapse, completely exhausted, to wake up on the next day, when she will kiss you as you wake up.
>Your wife is waiting for you at the door
You're an idiot. It's not your wife, it's property, and I can pretty much guarantee it's not your property. These things will be licensed and on lease.
And I can guarantee you're not able to afford a new one laboring in zero-g, no my friend, the best you'll be able to afford is a 'pre-loved' model...
Never, it will be illegal and you will all be shamed if you ever try to reverse this
(You) WILL work dawn to dusk in your shitty mining colony
(You) WILL eat the drug-laced insect onions vegan animal friendly freeze-dried space food
(You) WILL come to live in our small box-sized living quarters you can barely afford
(You) WILL drive home in our approved environmentally friendly vehicles while still paying the extra taxes needed to clean up our polluted planet which we caused with our Nanoforge
(You) may have a sex droid to relieve your stress, but only after you consent for the droid to record everything 24/7 for your own safety
(You) may also have the offered recreational drugs on top of the ones you ingest if you wish, however
(You) WILL have to pay the cost alongside the medical bills that will inevitably pile up for your degrading health cause by the lifestyle we imposed on you
Is a man not entitled to an adorable little furry wife? >No, says the man in Chicomoztoc, she belongs to the fleet >No, says the man in Kazeron, she belongs to the gens >No, says the man in Eochu Bres, she belongs to the employee managers
I rejected those answers. I created my colony.
>wife
Imagine treating furry onahole like it is a human.
Under MY autocratic rule, my industries are exceptionally profitable thanks to domain industry items as well as stability, guaranteeing that our employees are exceptionally productive, and thus exceptionally compensated for their work.
(You) Will work an 8hr workday for a rich wage
(You) Will afford a comfortable large apartment with a communal garden/park space, even within a hellish molten world or gas giant.
(You) Will afford to buy a vulpoid to take as your wife, care for your house and (You)
(You) Will enjoy plenty of diverse, natural foods grown in the system's breadbasket planet.
(You) Will have plenty of recreation options, both social and private.
(You) Will go to the local luddic church to pray on weekends.
And (You) will be happy
(I) Will steal your domain industry items
(I) Will stop trade fleets shoring up your shortages
(I) Will watch the collapse of your government
(I) Will watch your planet decivilize
(I) Will watch as you are captured and judged by the mob
(I) Will watch as you are pegged by every surviving Vulpoid
(I) Will Sat.Bomb what remains of your 'utopia'
(I) Will NOT pretend I didn't enjoy it
>the sector has fallen...
Not yet my brother.
Not while blood courses though our veins.
Not while the will to resit remains.
We may be mortal brother, but our mission is not.
>the sector has fallen...
Not yet my brother.
Not while blood courses though our veins.
Not while the will to resit remains.
We may be mortal brother, but our mission is not.
Anon, there's a specific line in that mod's faction file that says to lower two numbers if you want those shitbricks to spawn less. You can do it with notepad.
The layman shouldn't be expected to go digging through files to fix this kinda stuff. Expecting others to mod your mod so it's no longer sod is lazy at best.
No criteria, I will take personal opinions on mods you've tried but have been unimpressed/annoyed with. I just haven't played in awhile so I don't know what's currently good.
Knights of Ludd - Looks good but massively imbalanced
Diable - wait for the dust to settle first
Domain Pahse Labs - If you palette shift a low effort mod you still have a low effort mod
Emergent Threats - What if ((ship)) but [REDACTED]?
Iron Shill/Mimikko Assistants/Tahlan/UAF - Generic Mary-Dude anime shit if you got a thing for dudes pretending to be chicks pretending to be animus you might get some miles out of them.
The flip side of this, which faction mods are really standout? I also haven't played in a while, I loved the Hiigaran Descendants mod but that looks dead. Generally I like factions that don't add tons of duplicated weapons to bloat trade screens.
>I like factions that don't add tons of duplicated weapons
But if I don't duplicate the vanilla weapons in my own art style they'll stand out like a sore thumb on my ships!
Starfed is amazing and I use it in every modded run. >FTL >ships and weapons look good >ships and weapons are fun to use >depth in how the ships and their systems work
Thought this was a shit ship, but found it to be alright as long range battery. Could kill other capitals/cruisers consistently aside from Paragons and Radiants. Still not recommended for NPCs though.
NTA, but its not constant. You can see it disappearing around 2.5-3k flux.
I would guess that its from the time when Elite Helmsmanship gave you zero flux boost as long as the ship was under 1% of max flux capacity, modded to higher cap.
Or maybe its just Morpheus being Morpheus, havent played with BRDY in forever.
At first I thought it was elite Helmsmen, but not the shit's generating flux constantly. Re-watching it again though the 0-flux boost is lost once the cap reaches around 3k, so it must be some added hullmod. Broken on top of Broken.
>I would guess that its from the time when Elite Helmsmanship gave you zero flux boost as long as the ship was under 1% of max flux capacity
Sorry I got confused, and wrote it weirdly. Yeah the old pre-0.95a elite helmsmen worked like that. Assuming this is a new 0.97a footage, I think it maybe a hullmod of somesort, than a skill change (or it could be old footage who knows).
Im pretty sure Ive seen this particular webm many times. Also BRDY is ancient mod. Also also - Ive played with many mods (I have high tolerance to bullshit), but there isnt a single one wich adds hullmods that mess with zero flux boost in a more sophisticated way than "SO, but slightly different".
My bet - its Morpheus being Morpheus
How big was the Sseth wave? I know SS13 was practically unplayable when the video on it came out and Starsector's storefront crashed when his video on it released. I do know Alex credit him for giving Starsector it's first real break, before the game was barely breaking even and he considered taking up another job to make ends meet.
Do you guys have more fun piloting the High-Tech or Low-Tech ships?(Nobody cares about midline)
I really really like the feeling of piloting a massive brick of armor and weapons that the Onslaught provides, together with enough maneuverability bonuses to make target acquisition fast and deadly. Even cruisers like the eradicator are tons of fun as well as being tanky.
By comparison, most High-Tech ships except for the paragon(which I feel are way too expensive to be worth it) feel like rather anemic glass cannons, with only their shields being kinda good.
How do you have fun with the high-techs?
High tech is supposed to work in wolf packs, circling around enemy and attacking from unexpected angles. With strong shields they can use hit and run tactics without any risk.
While not bad, this combat style gets monotonous after a while.
hightech is for reddit plebs. hightech is for people who have a surface level understanding of how to play starsector (weapon choices, ship fits, positioning, flux trades etc.) hightech is for people who 'beat' starsector once (ie killed doritos) by using ziggy and paragons
noob here,
what's a deep understanding of starsector?
i started with high tech when i first tried starsector but now that i have tried the Onslaught XIV, i stopped lugging around a paragon most of the time because it's not needed.
i still bring paragons for station fights. i bring 8 capitals for them. i still don't know or understand the weapons either.
>fighting a fleet that has an invictus >issue an avoid command on it >its fleet dies somehow and leaves the invictus undefended >remove the avoid command and ships surround it and kill it
does this also work for other capitals?
i've been feeling galaxy brained ever since i discovered that the AI is a moron that will send ships away from the main fight to capture objectives.
cruisers and below die.
i hate seeing my ships die.
also, recovering ships is expensive.
>does this also work for other capitals?
Congratulations, you have devised baby's first combat theory vs larger ships.
Outmaneuver the enemy, use your speed to stay out of their range and harass them before dipping out while you isolate and kill the escorts. Once the escorts are done, you cease avoiding the big boy and flank it, going in for the kill with the proper firepower of your combined forces.
All of this is made easier because the Invictus is a dreadnought, which is basically the exaggerated version of a battleship. It is comically large, comically slow and comically armed. Once you don't have some shitters bothering you, it is a helpless, near-immobile brick of armor that can't do anything to properly defend itself. >cruisers[...] die
Skill issue. Your cruisers should be your workhorse ships, b***hslapping smaller ships and being decent threat to larger ones. Make better builds, use better officers and order them around correctly and they should never die.
w-what?
5 onslaughts is 200 supplies and 3 paragons is 180 supplies for a grand total of 380 supplies.
i remember my total supplies deployment cost against the end game bounty being around 500 or something similar. or was it even more?
Try to not bring too many ships to a battle. In my experience, good fleet can beat same cost in dp without significant losses. Even double of dp cost if it's against pirates.
I use 'Detailed Combat Results' mod to judge if brought too much firepower.
For weapon I look at the range first. If it is short, this weapon meant for fast ship, that can close in and get out - high tech, frigates and SO builds mainly. If it is long, then weapon sacrifices firepower / flux efficiency for utility and is better used on ships not meant to brawl directly. And, well, medium range of 700 are for general use.
>'Detailed Combat Results' mod
thanks. i'll check it out
there is no vanilla way to see the total deployment points of the enemy, right?
i judge it by how many supplies i'm getting after the fight.
although i have the skill that gives more resources after battle, i mostly end up recovering the supplies i spent. i don't end up with extra. >For weapon I look at the range first. If it is short, this weapon meant for fast ship, that can close in and get out - high tech, frigates and SO builds mainly. If it is long, then weapon sacrifices firepower / flux efficiency for utility and is better used on ships not meant to brawl directly. And, well, medium range of 700 are for general use.
interesting
>does this also work for other capitals?
Congratulations, you have devised baby's first combat theory vs larger ships.
Outmaneuver the enemy, use your speed to stay out of their range and harass them before dipping out while you isolate and kill the escorts. Once the escorts are done, you cease avoiding the big boy and flank it, going in for the kill with the proper firepower of your combined forces.
All of this is made easier because the Invictus is a dreadnought, which is basically the exaggerated version of a battleship. It is comically large, comically slow and comically armed. Once you don't have some shitters bothering you, it is a helpless, near-immobile brick of armor that can't do anything to properly defend itself. >cruisers[...] die
Skill issue. Your cruisers should be your workhorse ships, b***hslapping smaller ships and being decent threat to larger ones. Make better builds, use better officers and order them around correctly and they should never die.
>Congratulations, you have devised baby's first combat theory vs larger ships.
thanks! >Skill issue. Your cruisers should be your workhorse ships, b***hslapping smaller ships and being decent threat to larger ones. Make better builds, use better officers and order them around correctly and they should never die.
but stations are just big shield and dps check, are they not?
>but stations are just big shield and dps check, are they not?
Correct. A line of good cruiser should be able to deliver heavy firepower against a station for several seconds before pulling black to vent off flux behind other cruisers or capital ships, whereupon it then returns to the front to deliver and soak damage.
No combat encounter in the game requires the use of more than 2 capital ships, anything else is wasteful.
Am I to assume you have only been facing pirates so far? What enemies have you faced with this reckless fleet setup?
3 weeks ago
Anonymous
i don't lug 8 capitals except for destroy station missiosns.
like that Hegemony station or the luddic church one. i even remember getting a mission to destroy the culann station as well.
and for the end game bounty.
for normal bounties, i carry 3 capitals, around 10 cruisers and the rest are frigates.
bounties have 2-4 capitals of their own so i don't want to be outmatched.
>the weapons
use suppression weapons to keep pressure on and force them to keep shields up. ion beams, annihilator rockets, graviton beams, etc.
pair with high alpha kinetic strike weapons to spike their flux. sabot SRM, HVD, gauss, etc.
follow up with high alpha HE strike to strip armor and kill shit. reaper torps, HIL, etc.
don't mix range brackets, slower ships should have longer range guns. every ship should have a mix of anti-shield and anti-armor weapons.
[...] >cruisers and below die. >i hate seeing my ships die. >also, recovering ships is expensive.
all of these are wrong.
this is what i'm on about with "a deeper understanding of starsector" - ships die and that's okay. that's why you have Hull Restoration or Derelict Ops. install Hazard Mining Inc mod and get your ass into a junker fleet with derelict operations. that will break you out of this mindset.
[...] >5 onslaughts and 3 paragons
why are you bringing this much? you're just throwing money at the problem until you can't possibly lose. most encounters in this game only need 1 capital on the field, sometimes 2, and adding more to your fleet is just having more in reserve.
paragon is a fleet anchor and area denial, onslaught is throwing a brick at the enemy fleet. in either case you need a supporting fleet, either to herd things into the paragon's killzone or follow up into the gap that the onslaught creates. for either of these purposes you don't want an additional capital ship except to add 'more' of whatever you're using the first one for.
>alpha kinetic strike weapons
what are those? >this is what i'm on about with "a deeper understanding of starsector" - ships die and that's okay
i though i'm saving supplies if i keep ships alive.
i felt that my supplies were being drained a lot when i recover a cruiser. >Hull Restoration
i did pick this skill >Hazard Mining Inc mod
the ships are ugly tbh and i haven't mastered the vanilla stuff to add extra stuff to the game yet. >why are you bringing this much?
stations are scary.
i brought 3 capitals and more cruisers once and most of my cruisers got destroyed.i recovered them but felt that cost too many supplies compared to just getting more capitals from the garage. >in this game only need 1 capital on the field, sometimes 2, and adding more to your fleet is just having more in reserve. >paragon is a fleet anchor and area denial, onslaught is throwing a brick at the enemy fleet. in either case you need a supporting fleet, either to herd things into the paragon's killzone or follow up into the gap that the onslaught creates. for either of these purposes you don't want an additional capital ship except to add 'more' of whatever you're using the first one for.
there was once a bounty against 6 or 7 Executers and i don't remember how many cruisers.
i had 3 capitals with me and around 9 cruisers, 4 destroyers and the rest were frigates.
ii replayed the battle many times trying to minimize losses but i still lost 2 or 4 cruisers and all my destroyers constantly.
they had the spare capitals to send after me while pressuring their cruisers.
i got 600 supplies from it.
3 weeks ago
Anonymous
>what are those?
high burst damage, high damage per shot, a large 'alpha strike' on a long cooldown.
for kinetic damage that means railgun, hypervelocity driver, gauss cannon, sabot SRM >replay the battle trying to minimize losses
don't sweat the losses, don't worry too much about saving supplies as long as you don't run a big deficit by overdeploying or getting wiped. lean into the idea of acceptable losses especially in large fights.
keep an eye on your destroyers and other ships that die a lot, try to notice why. the survivability of lighter ships in large fights relies a lot on their ability to get themselves out of dangerous situations. if they can't do that (ex. salamander to the engines) then they're going to die as soon as something large turns its attention on them.
stop taking late-game capital bountys, they scale into stupidly large fleets as you've encountered.
3 weeks ago
Anonymous
"Alpha strike" is a term for big damage at the start of combat. Idea is to cripple enemy and get advantage from the get go.
Sabots and needlers are the best (kinetic) examples of that in starsector. Idk why that anon mentioned hvd and gauss, as they are long range sniping weapons.
Try to not bring too many ships to a battle. In my experience, good fleet can beat same cost in dp without significant losses. Even double of dp cost if it's against pirates.
I use 'Detailed Combat Results' mod to judge if brought too much firepower.
For weapon I look at the range first. If it is short, this weapon meant for fast ship, that can close in and get out - high tech, frigates and SO builds mainly. If it is long, then weapon sacrifices firepower / flux efficiency for utility and is better used on ships not meant to brawl directly. And, well, medium range of 700 are for general use.
>the weapons
use suppression weapons to keep pressure on and force them to keep shields up. ion beams, annihilator rockets, graviton beams, etc.
pair with high alpha kinetic strike weapons to spike their flux. sabot SRM, HVD, gauss, etc.
follow up with high alpha HE strike to strip armor and kill shit. reaper torps, HIL, etc.
don't mix range brackets, slower ships should have longer range guns. every ship should have a mix of anti-shield and anti-armor weapons.
>fighting a fleet that has an invictus >issue an avoid command on it >its fleet dies somehow and leaves the invictus undefended >remove the avoid command and ships surround it and kill it
does this also work for other capitals?
i've been feeling galaxy brained ever since i discovered that the AI is a moron that will send ships away from the main fight to capture objectives.
cruisers and below die.
i hate seeing my ships die.
also, recovering ships is expensive.
>cruisers and below die. >i hate seeing my ships die. >also, recovering ships is expensive.
all of these are wrong.
this is what i'm on about with "a deeper understanding of starsector" - ships die and that's okay. that's why you have Hull Restoration or Derelict Ops. install Hazard Mining Inc mod and get your ass into a junker fleet with derelict operations. that will break you out of this mindset.
w-what?
5 onslaughts is 200 supplies and 3 paragons is 180 supplies for a grand total of 380 supplies.
i remember my total supplies deployment cost against the end game bounty being around 500 or something similar. or was it even more?
[...] >'Detailed Combat Results' mod
thanks. i'll check it out
there is no vanilla way to see the total deployment points of the enemy, right?
i judge it by how many supplies i'm getting after the fight.
although i have the skill that gives more resources after battle, i mostly end up recovering the supplies i spent. i don't end up with extra. >For weapon I look at the range first. If it is short, this weapon meant for fast ship, that can close in and get out - high tech, frigates and SO builds mainly. If it is long, then weapon sacrifices firepower / flux efficiency for utility and is better used on ships not meant to brawl directly. And, well, medium range of 700 are for general use.
interesting
[...] >Congratulations, you have devised baby's first combat theory vs larger ships.
thanks! >Skill issue. Your cruisers should be your workhorse ships, b***hslapping smaller ships and being decent threat to larger ones. Make better builds, use better officers and order them around correctly and they should never die.
but stations are just big shield and dps check, are they not?
>5 onslaughts and 3 paragons
why are you bringing this much? you're just throwing money at the problem until you can't possibly lose. most encounters in this game only need 1 capital on the field, sometimes 2, and adding more to your fleet is just having more in reserve.
paragon is a fleet anchor and area denial, onslaught is throwing a brick at the enemy fleet. in either case you need a supporting fleet, either to herd things into the paragon's killzone or follow up into the gap that the onslaught creates. for either of these purposes you don't want an additional capital ship except to add 'more' of whatever you're using the first one for.
What is the point of Atropos torps?
So far as I've tested it, it's just an anemic torpedo or a poorly maneuverable missile. What role is it supposed to serve, if the harpoon provides high-tracking HE, and the Reaper provides high damage HE?
Huh. I've never had issues with the AI using harpoons, and they seem conservative with reapers, but that's to be expected, mostly using them to finish off overfluxed cruisers and capitals.
>harpoon provides high-tracking HE
I would say it is for the support from afar. For 'high-tracking' in close combat I usually use breaches.
Harpoons for long range? I feel like they're too weak and small in number, no?
>they're too weak and small in number
They are also fragile and slow(ish). Any pd can take care of harpoon in a brawl. And if enemy is overloaded, any other alternative will do better.
But they do have pretty big range. So your ITU ships, carriers and everything else in the back line can throw some HE at the enemy.
>good strategy talk
Different noob here. I find vanilla fleets okay but Nexerelin invasion fleets wreck me. Even hiding behind a friendly station for a meat shield they eventually get to be such an overwhelming force that they steamroll anything I throw at them. Is there some trick to wearing them down through attrition, or are they just balanced for broken-ass mod faction ships?
Experimenting with some destroyers, this one actually can punch up quite well, AI can kill an Eagle 1v1. Didn't bother with DTA since the Sarissas are ass at killing missile and fighters even with it on, plus I don't know if the bonus applies to their ship system. Also noticed they are much more active than the Xyphos in that they are willing to go up close to the enemy ship instead of holding back all the time.
Also a reminder that S-modding DTA just gives your fighters more range, you get the bonus against fighters and missiles for putting it on.
You really like putting Converted Hangars on everything, are you?
Sunder is a powerful ship, but can easily overextend and die. Great for player, less so in ai hands.
Just experimenting with it, I like how it can give pd while at the same time support friendly ships and give more firepower which seems worth the cost, also posted wrong ship, the one that was able to kill the Eagle had Hardened Shields.
Sunders are so comically, absurdly fragile that I absolutely refuse to put them in my fleet. A single misstep by the AI will let a frigate damage half of its hull and severely flux its shields, and since it's speed also sucks ass it can't even run away well.
Tried your build. Unfortunately the Sarissas won't make you more survivable; it's just a waste of points. If the enemy is at torpedo range where the flaks actually matter, you're already dead 90% of the time. Shield somewhat does more, but it will still die against something that will charge at you (i.e. Burn Drive). Sunder's weakness is that it's high-tech destroyer, without the high-tech speed or shield stat.
One thing about Escort package is that you have to be really close to the capital to get the full bonus. Thus, you usually pair with shit that can survive along side the capital, and Sunder isn't one of those ships. I had better luck with ships that can match the lance's range; the Paragons and Pegasus.
I probably won't be using this build for some of the reason you listed. I was hoping it could be used as a long range arty escort for a capital, but I don't really feel too confident about it despite some successes. The Sarissas aren't as reliable as the Xyphos and pairing them with an all beam ship doesn't seem to be a good idea. I suppose I could use something like an Onslaught to make up for the Sunder's weakness since they have no way to deal hard flux with the Xyphos, but I doubtful they would be able to disengage properly in a real fight.
I modified my game files so that every energy mount is now ballistic and vice versa.
Also changed things like high energy focus to affect ballistic weapons and ammo feeder to affect energy weapons.
Also gave the factions access to more appropriate weaponry.
This is going to be moronic.
What ship is gonna be the most OP? How strong are the remnants going to be?
Already saw a fleet with a Dominator with two tachyon lances and an onslaught with three paladins
Funnily enough, the Eagle barely changes because it's ballistic mounts are now energy mounts, so it still ends up having three-and-three with just the mounting positions swapped
You do however get five small ballistic slots
Oh, funny. Still, energy weapon in the front will have an easier time reaching enemy, while turrets can be filled with hvds for support.
Champion is probably the closest thing to low tech ship you have now.
the high tech ships will be very powerful
conquest and odyssey will just swap
Onslaught will be useless, it barely has the flux for ballistics let alone energy
I had thought of that after I had already done the whole thing.
I might just reset the files and redo it that way since it would solve the heavy ballistics integration problem and I wouldn't have to touch shipsystems at all
What's this ship's ability? I'm confused why you'd invest over 3 times the wpn/flux on vents for a missile, and not shit that adds to hull (blast doors, insulated engines, etc.) or armor.
>So you can keep your shields up as you close to point blank range
Weapon damage to shield is hard flux, so you can't passively vent it with the shields up. I'm guessing you have elite field modulation or something similar? If neither I think it's better to use you points for something else than vents (i.e. Conduits that goes over your max cap).
>Weapon damage to shield is hard flux, so you can't passively vent it with the shields up. I'm guessing you have elite field modulation or something similar?
Not quite - Polarized Armor.
For torpedo boats you want high high caps and low dissipation.
You use your shields to build hard flux, then when you drop them your +50% armor from being Polarized kicks in. You don't need flux to fire your torpedoes so you can take an ungodly amount of damage on the approach by redlining as close to overload as your balls allow.
3 weeks ago
Anonymous
>you can take an ungodly amount of damage on the approach
Can't enemy just disable your weapons as soon as your shield goes away?
3 weeks ago
Anonymous
That's a risk but weapon damage is dealt after armor-reduction so it's not as bad as you'd think.
Ion beams are the biggest counter to this strat:
When you're red-lining hardflux Ion beams go straight through shields and EMP damage isn't affected by damage calculations so they're dealing full damage. There's still counters and the 50% EMP reduction from Polarized helps but it's not as significant as the 90% you get from armor.
How should I build this Eradicator so it would work well with my Eagle as long range artillery?
Currently I settled on two maulers and hvd. Looks fine in simulator.
Two railguns in the front for occasional close contacts, do I need them?
get rid of the railguns and replace maulers with 2 more HVD
your ship is now a complete menace forcing everyone to overload because of permanent shield pressure
it may not kill things fast but enemies that cant fight back are better than enemies that fight back but die faster
change shield conversion to accelerated shields and put some pd in the back slots just in case
I really, really wish the Enforcer could be good. The idea of a destroyer with 5 medium ballistic mounds as well as 4 small missiles sounds so awesome, but it's hopelessly slow and sadly woefully flux starved given its mounts. Can anyone here figure out a use for it?
> "id":"heavymg_shot", > "specClass":"projectile", > "spawnType":"BALLISTIC_AS_BEAM", > "collisionClass":"RAY",
You'd be surprised what counts as beam weaponry in this game...
> "id":"heavymg_shot", > "specClass":"projectile", > "spawnType":"BALLISTIC_AS_BEAM", > "collisionClass":"RAY",
You'd be surprised what counts as beam weaponry in this game...
Why do people prefer Harpoons over Atropos? The only thing better about the Harpoon is the longer range, so unless you intended to stay at extreme ranges Atropos should be the go to for AI ships.
You're limited to smalls with the Atropos, there's no medium large/option so they're don't see much use on larger ships.
The small option is also in a bad place with regards to OP. for +1 you can get an extra harpoon and for -1 you get better efficiency with the double-harp.
If the Atropos rack cost 2OP it would be in a better place and why Alex hasn't added a medium version is anyone's guess.
One is the extra ammo that scales up with Extended Racks and Missile Spec. With ECCM it's also not too different from the base atropos in terms of guidance and speed.
The extended range is also better with NPCs, as they have conservative setting to not fire the missile until the shields are down. Thus, there's a bigger window of opportunity for them to fire
it.
If you're piloting though, yeah it's mostly atrops for really fast ships, or just unguided reapers or hammers.
>Breach is clearly superior in every aspect
It's good with long range energy weapon because it has 1500 range, and maybe in that niche moment when you have to use a Retribution. Also tried it with a thumper, but no it did not make it better...
I don't even want to imagine conditions kids live there, on undersupplied militaristic bases. It is probably a good thing I stop this lawless and cruel existence of child soldiers and/or prostitutes.
>those Luddic Path bases you destroy
i don't destroy them though.
i'm trying to be friends with the path but i'm having trouble making military, trade contacts with high impirtance.
Got around to finishing the Galatia storyline.
Baird got her just dues. Only thing missing is scouting Alviss off her and losing Gargoyle. Crumbling under the consequences of her actions and—with hope—dying from the stress of trying to hold it all together would be a fitting end. She reaps what she sows. The player's involvement with her is pretty much done and through, though we'll have to see how the story actually finishes with the hypershunt and see what she does next. Though if we had the option to nip her in the bud with a raid I doubt many would mourn her loss and would be grateful she's gone.
Scylla wasn't too bad as she comes across as a nervous wreck under pressure and easy to control, but while I would've let the prototype test slide if it was an accident, she did that deliberately with Elissa. I would cap their story with the option to track them down and go one of two ways: the cucked route of forgiveness and offering them work as they are talented, and then there's the wise option of letting them drink vacuum. Space them—with helmets on—and let them drown together in dread for the last hour of their lives before they asphyxiate alone around some rogue planet with no hope of rescue. It's my gate research now.
Gargoyle is fine, he's the token cyberpunk hackerman character. Unlike "tee hee I escaped from Kanta's Den all by myself!" mary sue Elissa, I don't see Gargoyle getting the same treatment; he's as weak as it gets without his 2000 proxies. I see the resolution to his character in a few ways: one is hiring him as he's got talent, one is leaving him where he was at the start as a freelance hacker, and the last is turning him into the Hegemony for a nice bounty reward. I'd probably throw him to the hedgies, too much of a risk and a weasel as we've seen with kneecapping Baird.
As for Alviss, he gets a better job away from that sinking ship where his skills can be put to use. I have a nice garden world with fresh air, he's needs it.
>losing Gargoyle
oh nooo not the rainbowhair troony noooooo
I hope you keep this "gargoyle is fine" nonsense when the rainbowhairs run the faction you have to deal with for the rest of the "story" however much more there will be.
As is he's 'fine' since he's not out of place coming from Tri-Tachyon slums where more fruitcakes like him exist in their little corporate arcology hellhole and hypernet circlejerk, characters like that are dime a dozen in any cyberpunk setting. By "losing Gargoyle" I mean getting rid of Baird's access to him as a tool; /vst/ character limit is very small please understand. Baird can die holding the bag as the Hegemony is going to see she has no more value, Gargoyle goes to some Hegemony Intsec blacksite and never see the light of day, dikes get spaced and kindly leave the tech with my faction, and Alviss gets a wave and appreciated job. Simple as.
While the plotline is not over, the concern is where the c**ts are going with gate technology. They're unaccounted for and if they're moronic enough to get captured by Kanta then they're getting caught by the other factions. Best case scenario is Pathers get them, Cotton isn't going to let them live as their role is over and has already accepted the player as the one to change the sector, not some slaves of Moloch. I don't see them "running" anything, the only value they have is the gate tech which factions would love to have. As Baird said, they're not unique, their only value is in the time you don't need to spend teaching more experts and time is something big factions have a lot of.
Aside from blackmailing everyone except the MC, yeah pretty much. At least to us she was an butthole, but kinda fair... Aside from that one event that almost got us killed, but that was technically more of Scylla & Zal than her, so...
This, but unironically. Blackmailing a handful of morons in order to get me a Janus Device is a good deal. The other factions kill people every day and accomplish fricking nothing of actual value.
The part where she let operational control be so lax that the dangerhair troony squad was able to get away with the ability to produce more bothers me greatly though. It irks me that you just get blamed for it and have no agency in stopping or helping them. Hopefully I can put a bullet in all of them and take the path through the gates.
>The part where she let operational control be so lax
Got dabbed on by Gargoyle like every other faction >It irks me that you just get blamed for it
Didn't happen to me. She loses composure and then sulks, realizing that she fricked up. maybe you picked some troony option
Just change their frickin wages if its that bad for you anon frick alex he's a b***h modify everything.
i don't feel that i know starsector well enough to mess with balance.
i'm in the endgame and have ~14 million credits and many stored ships.
i was just curious because i discovered a drawback for having crew run ships: loss when ships die.
this leaves your ships with lower combat readiness and thus prone to lose more ships and crew in future engagements.
you need to bring extra crew if you're fighting several bounties next to each other.
and if you bring too many crew members, you'll be spending extra credits needlessly.
i'm doing a no colony and no commission run so making the most out of bounties is important to me.
so far, i found bounties to be sort of profitable if i fight a bunch of them and don't lose ships bigger than frigates.
bounties are definitely profitable if i do 2 contact bounties for elite mercenaries close to each other or 1 elite mercenary and a couple of radio bounties.
still, doing in-sector missions for contacts and tavern missions with a small fleet is much more profitable than bounties.
No need to worry about crew so much. Just carry around about 1.5 of required amount.
If you lost a lot of ships, crew should be the least of your concerns.
One thing I'll add to what you're saying as a general note in threads is pay attention if you're using a flagship carrier it really is worth getting recovery shuttles.
I wanted to like Ironshell and UAF anime be damned. But I just can't overlook how fricking overpowered the weapons, ships, and hulls are. In Ironshell there's some 10 DP destroyer with a ram ability, with the default autofit load out I was wrecking ship hulls all the way up to Doom cruisers with it almost being LD50. Why can't trannies be humble?
>discord, preddit, and twatter nightmare creatures >humble
kek good joke anon
>~600 credits
is it that small of an amount?
[...]
i don't feel that i know starsector well enough to mess with balance.
i'm in the endgame and have ~14 million credits and many stored ships.
i was just curious because i discovered a drawback for having crew run ships: loss when ships die.
this leaves your ships with lower combat readiness and thus prone to lose more ships and crew in future engagements.
you need to bring extra crew if you're fighting several bounties next to each other.
and if you bring too many crew members, you'll be spending extra credits needlessly.
i'm doing a no colony and no commission run so making the most out of bounties is important to me.
so far, i found bounties to be sort of profitable if i fight a bunch of them and don't lose ships bigger than frigates.
bounties are definitely profitable if i do 2 contact bounties for elite mercenaries close to each other or 1 elite mercenary and a couple of radio bounties.
still, doing in-sector missions for contacts and tavern missions with a small fleet is much more profitable than bounties.
You should have loss when you die. Stop losing ships unless they are IED ships. Also as far as balance thats been gone for a long time so don't feel too bad adjusting things like crew costs or adding hullmods to the list of usable mods (salvage gantry, shielded cargo holds, etc)
That said, credits are basically meaningless once you understand just how fricking trivial it is to get more of them in Starsector.
>Also as far as balance thats been gone for a long time
qrd? >credits are basically meaningless once you understand just how fricking trivial it is to get more of them in Starsector
i agree they are trivial if you do commissions and start a colony.
if you attack merchants/smuggler, /disrupt ports then sell the colony its needs, making bank isn't too hard.
but being an upright mercenary captain that only sells stuff when there is a "normal" shortage and does missions, credits still hold meaning.
i built my first cruisers and capitals because i needed to test specific ships to see what works and they cost a lot of millions at first because of the 200% markup. it eventually dropped to 150% at 100 relations.
No need to worry about crew so much. Just carry around about 1.5 of required amount.
If you lost a lot of ships, crew should be the least of your concerns.
>Just carry around about 1.5 of required amount.
that's ~4.5k crew or 15k more credits monthly.
it's the difference between paying 56k and 74k monthly. 30% increase.
if i went on a trip for 3 months, i'm paying an extra half a month worth of wages for nothing.
yes. i have level 7 officers. maybe i should do the calculations myself too bad i'm a moron.
as a reference, 14 million credits will last 15 years at 74k monthly wages and 20 years at 56k monthly wages.
realistically, it will last less because i'm not taking supplies and fuel into account.
as a reference, 14 million credits will last 15 years at 74k monthly wages and 20 years at 56k monthly wages.
realistically, it will last less because i'm not taking supplies and fuel into account.
>that's ~4.5k crew
Wait a second. How much crew you have?! I think with a fleet this big you spending a lot more cash on supplies and fuel than on crew salaries.
I would advise to cut your fleet in half or something, this is unsustainable.
i just checked.
i have
2x Onslaught
1x Radiant
4x Dominator
2x Champion
2x Apogee
1x Eagle
3x Afflictor
3x Brawler
3x Monitor
6x Omen
2x Atlas
1x Prometheus
my crew requirement is 3435.
it used to be 3755 when i ran a Paragon instead of a Radiant
this is my bounty hunting fleet. i do the derelict fleet bounties and elite mercenary bounties with it
it requires 12 supplies per month and 77 fuel per equivalent normal-space light year (with the industry skills that reduce them).
my in sector missions fleet is a bunch of Brawlers (5-6) and some monitors and omens and a fast cruiser.
i drop an Onslaught or two if the bounties are easy but i keep the cruisers.
is it viable to have a fleet of battlecruisers and fast cruisers to have them capture objectives hit & run style?
ditching the battle lines and fleet anchors.
i had a battle where my fleet was fragmented chasing the objectives and i took some heavy losses because i was out-capitaled.
it made me start thinking of trying a fast fleet, issue avoid command on enemy capitals and have my fleet pick it apart to death while it chases my fast ships.
>is it viable to have a fleet of battlecruisers and fast cruisers to have them capture objectives hit & run style?
Generally better to have SO phase frigates do those kitings, but cruisers can do it; especially with Burn drives + Aux. Boosters and you piloting it. Ironically low-techs have the fastest cruiser in the game. Generally though you can get fricked over by long range Ions, as most Low-techs lack backshields. You can mitigate with Insulated engines, RFC, and Auto Repair though.
Lowtech phase don't have delicate machinery so their PPT isn't as fricked as high phase ones
but low tech phase also usually have trash ship systems
I think a lot of people misunderstand what Peak Operation Time and Combat Readiness is.
1) Until the POT is up the CR doesn't degrade
2) If the individual ship doesn't see any enemy ships in their radius, both their POT and CR doesn't degrade
3) After POT runs out CR degrades at 0.25%/sec, so for 1% is 4 seconds. Delicate Machinery makes this 1%/2.66seconds.
4) Performance Degradation occurs below 50%; Malfunction dangers starts to occur at 40%.
So even with No skills and just Safety Overrides + Delicate Machinery, it takes 59sec POT + 52 sec to reach 50%CR from 70%CR: a total of 111sec (1min 51sec). If it's just a decoy that kites and regularly goes out of combat, it will last even longer.
Low-Tier Skills like Combat Endurance and/or Crew Training will add dramatically more time, not even going to mid-tier ones like Phase Coil Tuning.
Objectives only matters to get full deployment points, once you get them it is just used to rig enemy ai as they will only congo line into taking the next one and stretch out the line by different speed. Until the game allows you to win by taking objectives, fleet survival and elimination is still the only true objective. >crusier swarm
Speed works in detail but so is range in scale. Punching up is harder at crusier to capital level because of sheer armor and hull at very long range and low speed means mutually supporting formation is harder to break on their own or intentionally, especially without superior range.
>is it viable to have a fleet of battlecruisers and fast cruisers to have them capture objectives hit & run style?
Generally better to have SO phase frigates do those kitings, but cruisers can do it; especially with Burn drives + Aux. Boosters and you piloting it. Ironically low-techs have the fastest cruiser in the game. Generally though you can get fricked over by long range Ions, as most Low-techs lack backshields. You can mitigate with Insulated engines, RFC, and Auto Repair though.
i was thinking of a full fleet and by battlecruisers i meant stuff like the Odyssey.
i can keep the range with it at least.
How does the Diktat still exist when it's literally just one system?
>Odyssey
Tried out this pic and it was alright could kill two dominators + 2 hammerheads + 2 Lashers. Probably better if you have system expertise though.
The real question is how the frick the pirates exist.
I can understand the pathers since it is implied that there are a lot of Luddics everywhere and their cells operate with a high degree of competence (usually) and indepence from one another, plus they have the under-the-table backing of the church.
But pirates? How the frick are there so many pirate bases on the coreworlds, right next to Kazeron, Askonia and Hegemony worlds?
I can understand pirate outposts on the fringes of coreworlds in uninhabited systems. But I find it hard to believe there's pirate bases so prevalent in so many core systems too.
>pirate outposts on the fringes of coreworlds in uninhabited systems
It would make for a cool quest to attempt to find Kanta's Den in some secret location coordinating pirates from the shadows.
Them being in the core worlds needs to be changed I agree but its purely for gameplay reasons. Pather cells, independents, and pirates are basically small gangs of people that fly under a larger umbrella. So a pirate gang might be 20 dudes even though they "answer" to kanta like a classic pirate in a story might "answer" to blackbeard.
1) Some of them are still strategic value to major factions, so they can't just bombard-them.
2) Bombardment will be an atrocity, so they don't want to do another Opis, Mairaath, Hana Pacha...
3) A lot pirates get funding from other major factions through their mercs, snitches, and smugglers. Now granted if they were the MC's colonies they have no problems doing it and infinite resources to do so...
Much like in the player's hands, the benefits of vertical economic integration go a long way. Most every resource needed is produced in-system, meaning there is a lesser risk of losing convoys during hyperspace travel due to piracy or plain hyperspace shenanigans as well as no dependence on foreign imports. Additionally, every planet's military installations can cover for each other. Where Cruor may suddenly have their patrols stretched thin, Volturn can divert one of their task forces to cover the planet.
Furthermore, economically, Sindria exports enough fuel to significantly contribute to the stockpiles of many of the sector's polities, meaning losing access to a larger source of this valuable resource if one where to start open hostilities with them.
Texts also indicate that the Diktat enjoys the implicit and explicit aid from both Tri-Tach and the PL, respectively, in the form of technical aid, diplomatic pacts and trade contracts.
Beyond that, the Diktat explicitly makes use of their "geography" (insofar as the term applies in space), baiting for battles close by Aksonia, where the enemy struggles to cope with the radiation while their ships don't.
Additionally, the diktat as a whole is a military dictatorship with a fanatical focus on military defense and total loyalty to the state, making so their military power projection per capita outstrips that of most other polities in the sector.
All of this combined means that taking offensive action against the Diktat would imply spending a large amount of resources to risk an expensive operation, likely weakening yourself while simultaneously inviting other Great Powers to attack you in response.
they're cool. but they require me to go back to vanilla ship steering to be able to point their guns/shield and move at the same time so i don't pilot them.
Chicomoztoc, obviously.
The Persean Sector was obviously the center of culture and civilization in the domain and only the righteous regime of the Hegemony, ruling from the historic capital, can truly restore their glory to the galaxy.
Do your part, sign up as a fleet auxiliary today!
>Was the capital of the Domain ever stated?
The capital of the domain is Mother Earth
The capital of the Persian Sector was Opis, it was also the first planet to feel the effects of the gates going down. When the Gates went offline they took the comms array with them. With too many people and too much of a dependency on imports people began to panic in the confusion, they started leaving en masse because starfarers were claiming other planets were better off - and charging an exorbitant fee to take people off-world - in truth, it was just exploitation of their desperation, the whole sector was falling apart). By the time the intrasector comms arrays were brought back online Opis was surprisingly well off, it was underpopulated for the volume of infrastructure and an ideal candidate for establishing a new order. Then the Andrada incident happened and it went bye-bye.
Who blew up Opis and why? Can't find any information about it in game except passing mentions on other planets, and the 'opis ring' or 'opis debris field' on the map have generic descriptions.
If you want a primer read: https://fractalsoftworks.com/2017/08/16/a-true-and-accurate-history-of-the-persean-sector/
But officially - According to HEGINT - Andrada did...
At the time Andrada was the poster-child of the Hegemony, at the time Hegemony policy was to promote hero-worship as means to unify population, but they were having a problem. Andrada's fame was beginning to undermine loyalty to the Hegmony and was shifting power directly under him, it was a problem of their own making
So when a civil war began in the Askonia system Andrada was sent in to intervene. At some point, someone, deploys a planetkiller on Opis... Andrada blames rebels, rebels blame Andrada, other rebels blame each other, others blame outside agents. The Hegemony sides with the rebels and pins it on Andrada, why? because officially he did it, conveniently it also takes care of the cult of personality they formed around him. Now Andrada isn't stupid, his achievements aren't the result of propaganda but of his own tactical and strategic genius. He knows the Hegemony have been looking to dethrone him for a while so when a recall order comes, before the dust from Opis has even settled, he sees it for what, he believes, is a set-up...
He sees it as "weak-willed treason” and when the order comes in that he has turned traitor and for his head to be taken, the majority of the intervention fleet sides with him, the Hegemony forces, who were present in-system when Opis was destroyed, believe Andrada innocent. But orders are orders, so a rebellion begins, Andrada purges the system and declares himself executor-for-life aka Diktat Executor over new polity formed from the Hegemony intervention fleet.
Unofficially:
There's speculation that outside forces planned the civil war, had the planet killer in place and set-up Andrada to take the fall. Be it an outside force seeking to weaken the Hegemony or HEGINT itself seeking to remove an internal threat is anyone's guess.
bros, i cannot win big battles unless i match the enemy ship for ship (i don't count destroyers and frigates).
i tried pitting 2 onslaughts against 2 Executors and one conquest (i fielded the same number of cruisers) and it was a stalemate for a long while.
i got bored and dropped another Onslaught and the battle shifted instantly.
Radiant is so strong that fielding it feels like cheating but it's suicidal even without an alpha core.
if i field it, i order it to escort an Onslaught.
anyway, i might actually end up fielding 2 Radiants...
Speaking exclusively of climate/geography/culture, what starsector planet would you want to live in, assuming you're not some big shot?
Personally I think most LC planets, but Gilead in particular must be pretty nice to live in.
I played with every tech, but midline is my favorite, because it has no glaring weak points, allowing for more flexible fleet building.
Low tech is flux-starved and sluggish, necessitating tight battle line to cover each other butts.
High tech has limited firepower, especially for long range, forcing it go into close combat and adopt wolfpacks.
>Low tech is flux-starved and sluggish
Low tech is weird because most ships are garbage but then they got some really good ones like Eradicators, Dominator and Mora.
But yeah, midline is the best atm.
High tech is in a pretty meh spot after several rounds of nerfs.
How does it feel that religious lunatics building ships off of slag steel, scrap copper and prayer somehow have managed to build a more lethal and effective frigate than any other Nation or Polity in the entire sector?
Considering an already existing in-game effect exists in the form of increased crew casualties due to damage and/or increased skeleton crew requirements, your assumptiom seems to be incorrect, seeing as they are not present in operating SO ships.
The safety procedures appear to only conserve the integrity of the ships' internals, rather than its crew.
It is the only capital that you can get basically for free early in the game through the Sindrian quest, so that is cool, but imho it is pretty subpar.
As other anon said, speed is the only thing it has going for it. On a head to head battle I'd rather have an Onslaught (XIV) any day and that would have less DP cost to boot.
To add, it is in the interesting position of being able to fit double Squall AND double HI-Laser. Slap some velocity drivers in the medium slots on the front and that's some solid long-range fire support. Is that worth it for the cost of capital level DP and logistics? That's up to you.
the large hardpoints completely cuck it because while its fast its not fast enough to keep its distance to land both on the same target
also the base flux dissipation is like half of what it needs to be
you know i was fighting this remnant guard ordo for AOTD research facility (frickin hate that they have deathstacks on every single one but oh well) and this was my first remnant fight in months. i was captaining a pegasus and when the radiant approached me one on one i shat my pants but then realized i could bully it into oblivion with 5 hypervelocity drivers. maybe if it had 5 autopulse lasers i would've died though. but i dunno i really didn't think this missile piece of shit could even hold it even though it's a capital. they're def S tier in terms of midline and a A tier capital
>captaining Guardian in a big fight against them >one Radiant we gang up on >the remaining one loses the flux war >backpedals >kites me across the map >literally across the map top left corner to bottom center >the remaining 2 Cruisers mop up my 4 cruisers somehow >i'm alone now i reloaded frick Radiants. why are they suicidal in my fleet but high iq in an ordo?
blog/ unrelated but i like the 3 sabots in the medium slot on a Guardian. i need to test if the expanded missiles hullmod is necessary though.
i changed the large slots to high intensity lasers and i feel they're better than weapons that fire shots
/blog
you know i think they we're supremely smart in .95 in general because fighting them then was a total disaster for me even with modded fleets. i mean i sucked at the game but it's not like i've gotten any better at combat. the one i fought in my reply was also backpedalling really good. >overflux a radiant >it retreats >overflux it while it's retreating >it's retreating even more >realize it's luring me on an unfair fight with it's own 2 frigates >retreat back to my fleet >let the radiant fly into my face >shoot at it >it can't reatreat 2k space units in 20 seconds so we beat the shit out of it
just let it fly very close to you without firing at it then destroy it without letting the mothefricker reatreat. or just have 2 frigates chase it with you.
i was afraid i'd lose lose the flux war if i allow it at me without responding.
i decided to let my fleet be so they can beat the remaining enemies.
when i reloaded, i issued an avoid order on one the Radiants. this caused a Champion to accidentally kite it so i took the chance and ganged up on the remaining one with my own Radiant.
then destroyed 2-3 cruisers before the kited one arrived.
i still don't know whether to keep fleet together and form a semi line with defend order on a capital ship or to just have escort orders and let the fleet do its thing chasing capture points with the enemy.
and more recently, i started issuing capture orders on the objectives and a defend order on a capital simultaneously.
Go to their respective worlds if they belong to a main faction and ransom them. If the option literally not there, then you cant because they're pathers, pirates, or some other outlaw faction (or just not implemented) so feel free to execute all the men and keep the women around as CR boosts.
Much like in the player's hands, the benefits of vertical economic integration go a long way. Most every resource needed is produced in-system, meaning there is a lesser risk of losing convoys during hyperspace travel due to piracy or plain hyperspace shenanigans as well as no dependence on foreign imports. Additionally, every planet's military installations can cover for each other. Where Cruor may suddenly have their patrols stretched thin, Volturn can divert one of their task forces to cover the planet.
Furthermore, economically, Sindria exports enough fuel to significantly contribute to the stockpiles of many of the sector's polities, meaning losing access to a larger source of this valuable resource if one where to start open hostilities with them.
Texts also indicate that the Diktat enjoys the implicit and explicit aid from both Tri-Tach and the PL, respectively, in the form of technical aid, diplomatic pacts and trade contracts.
Beyond that, the Diktat explicitly makes use of their "geography" (insofar as the term applies in space), baiting for battles close by Aksonia, where the enemy struggles to cope with the radiation while their ships don't.
Additionally, the diktat as a whole is a military dictatorship with a fanatical focus on military defense and total loyalty to the state, making so their military power projection per capita outstrips that of most other polities in the sector.
All of this combined means that taking offensive action against the Diktat would imply spending a large amount of resources to risk an expensive operation, likely weakening yourself while simultaneously inviting other Great Powers to attack you in response.
TL;DR Sindria is a useful buffer state.
>building a highly mobile high-tech fleet for once >go do dipshit heg bounty >can recover a nearly intact XIV Onslaught for no story point cost
Why do you do this to me, game?
If you have the hull restoration skill apparently there's a bug where it just removes difficult recoveries from battle, so any story point recoverable ships are just recoverable normally. This is only for battles though, not found derelicts. If not then you're just lucky.
>horribly scrapped, 5 d-mod eradicator on open market >120k credits >nearly pristine, 1 d-mod eradicator on black market >97K
I really fricking wish that faction relations, trade contacts or literally anything else reduced the absurd 30% tariffs. As it stands, you're better off shafting even your staunchest allies and buying from illegal smugglers if you don't want to pay exorbitant prices for flying pieces of junk.
Black market is the only market because for whatever reason Alex wants you to play the trade disruption game for trading as tariffs are a deliberate decision to make open market "spreadsheet" trading unreliable. You're supposed to go to bars for profitable trade missions and contacts.
The issue is that it's fricking moronic and the economy is broke from that as you see there. There is no real repercussions for black market trading either other than a few points rep hit which is nothing. If the open market had variable tariffs based on stability and reputation with black markets being limited in access it could work better. Only reason to buy a ship off the open market is if it's rare (none of them are) or if it's pristine. In general ship prices need a rework, e.g. Omens being 20k is way too damn cheap for a "technologically advanced ship" and it's just damn good. Free Ports also having high tariffs is silly and goes against the definition of one.
Honestly even before that, IMO it's just way too easy to get new warships. Like I know this is space Mad Max, but no fricking government will let you buy an armed battleship even if the shit was a WW2 rust bucket.
Starpocalypse changes that. Proper warships and weapons are illegal on the open market (military bases and commissions will sell the good stuff and indies/pirates dont care), everything has a d-mod, and you cant trade on the black market with a transponder on. It also scales tariffs based on relationship. Some settings go a bit too far and can be tweaked.
That was the first thing I changed, I don't mind the idea behind it, but frankly it's simply too costly and I hate giving up my options for skills and s-mods. If it was just for capitals and special derelicts it would be fine, or just good warships like some HT/ML and Phase ships, but for everything? Frick off I'm not burning storypoints just because I want to grab a hound off some pirates. Storypoints are a limitless resource yes, but they're not so free that you can afford to recover losses, and losses you will have as heavily d-modded ships are going to be much more prone to exploding. I've also been ruined by s-mods and I kvech when something limits my options.
I like the challenges of Starpocalypse when it comes to markets as it puts greater emphasis on commissions, encourages you to not be so picky with ships in the early game, and makes black market trading not so easy mode, but there's a difference between "challenge" and being kicked in the balls. Kinda unfortunate that it all gets sidestepped by indies and pirates just being completely unrestricted and work as they do in vanilla. It is funny that since every market gets a patrol HQ, independent patrols will stop search you if you've traded on the black market and will try to take your drugs.
The problem with storypoint usage is every fricking thing uses them and they aren't coherent at all. Game needs a speech/charisma/rogue skill for half the story point uses.
That too. Too many damn sinks for them. At The Gates for example has the chance for fleets to be around gates and hinder you, either you shill out a story point to make them frick off or just blow them up normally for basically free. SPs for disengaging is fine as it's your get out of jail free card if you bump into a fleet that you can't beat, but for small inconsequential shit like convincing the Diktat officer on Volturn's Luddic shrine to frick off when the alternative is a couple thousand credits bribe it's just a complete waste. Storypoints (actual value) just sidesteps either combat (skill issue) or spending credits (monopoly money).
I think there's room to take a page out of FTLs book with their blue options and replace much of the dialogue SPs with things that are dependent on having certain skills, items, and ships. Would maybe give some uses for lesser used skills like industrial planning giving you an edge in trade negotiations. Imagine if Electronic Warfare had out of combat uses like jamming communications in a marine raid. What if Automated Ships gave you an edge when negotiating with AI like in one of the transport researchers missions. Having XIV ships can let you bluff as being a Hegemony admiral. Advanced Ground Support does more than multiply marines. Or simply having a tree mostly filled out gives you proficiency in those areas; you can be considered an expert in diplomacy (Leadership), industrial applications (Industry), give tech insight (Technology), or just be plain damn intimidating (Combat). You can still have storypoints to bullshit your way through if you lack the actual qualifications, but putting in the skill or material investments lets you have a return.
>building a highly mobile high-tech fleet for once >go do dipshit heg bounty >can recover a nearly intact XIV Onslaught for no story point cost
Why do you do this to me, game?
Well I'm not running exclusively high-tech, but for once I'm not running 75% low tech, so I don't want my capital to be low tech too.
My plan is:
Capital:
Odyssey
Cruisers:
Eradicator, Champion
Destroyers:
Drover, Condor
Frigates:
Omen, Wolf
>no Aurora or Fury is a weird
I just don't like em
Not sure how to explain
Besides, I'm not too into building a fleet about exclusively a single tech level. Even my low-tech fleets had Medusas and Tempests for exceptionally fast frigate-killers/point capture.
3 weeks ago
Anonymous
>low-tech fast frigate-killers
I used carriers for this. Not a lot of frigates can outrun a thunder.
I mean I love Champions and Eradicators, though for carrier support I think Herons are superior.
The point is that none of those ships are high tech. It is a tad weird to call a fleet "high tech" when none of your destroyers and cruisers are high tech.
>no Aurora or Fury is a weird
I just don't like em
Not sure how to explain
Besides, I'm not too into building a fleet about exclusively a single tech level. Even my low-tech fleets had Medusas and Tempests for exceptionally fast frigate-killers/point capture.
Fury fricking sucks.
I have mixed feelings towards Aurora. Feel like it was treated like the absolute shit for such a long time and even the text description implies that, but in my actual experience in the last few patches they are really disappointing. All they got going for them is speed. The lack of large weapon mounts and the 30 DP is too much. It's almost the same cost of a Retribution which has pretty similar speed and flux and a weaker shield but way more firepower.
Two Arbalests, one heavy needler, three mining blasters, at least one ion cannon, rangefinder, expanded mags. For missiles sabot is good for when the AI inevitably overcommits. Best to have aggressive officer with elite helmsmanship and ordnance expertise as well.
>horribly scrapped, 5 d-mod eradicator on open market >120k credits >nearly pristine, 1 d-mod eradicator on black market >97K
I really fricking wish that faction relations, trade contacts or literally anything else reduced the absurd 30% tariffs. As it stands, you're better off shafting even your staunchest allies and buying from illegal smugglers if you don't want to pay exorbitant prices for flying pieces of junk.
Commission lets you buy all sorts of military gear with no hassle. And free money. Pretty good deal already.
I think it would be good to have a second tier of commitment, with tariff benefits but also actual responsibilities. Akin to m&b where you can be just a hired mercenary company or a noble within the realm.
It would be interesting if Starsector had an equivalent mercenary system where you could hire onto a strike force/salvage fleet and benefit from their logistic support in exchange for being along for the ride where ever they go. That is supposing you always have room to deploy your specialized hunter-killer frigate fleet and don't get deployment cucked because the AI thought all would be lost if it didn't spam the Atlas Mk.2 or something.
Honestly even before that, IMO it's just way too easy to get new warships. Like I know this is space Mad Max, but no fricking government will let you buy an armed battleship even if the shit was a WW2 rust bucket.
nta but it's an exaggerated/fake story. Those ships were all hopelessly obsolete, effectively mothballed and (obviously) unarmed rust buckets. The soviets pretty much sold a license for pepsi to sell those ships to whatever naval scrapper company they could get a good deal with.
Honestly even before that, IMO it's just way too easy to get new warships. Like I know this is space Mad Max, but no fricking government will let you buy an armed battleship even if the shit was a WW2 rust bucket.
You mistake the modern day for starsector.
Starsector is, for all intents and purposes, a post-apocalyptic setting.
The Persean sector as a whole, even in the core worlds, are at the brink of anarchy at all times. Pirates, Religious fundamentalists and all other types of opportunists ravenously bite and tear at each other's throats for scraps, both within and without the established polities of the sector.
Imagine if Russia suddenly had every single railway and road blow up at once, traveling through the tundra suddenly also became incredibly dangerous due to fricking ghosts and freak exotic thunderstorms and a bunch of their military bases suddenly start shooting at everybody. Any rando walking through siberia can stumble into an abandoned base and get out of it with a fully operational T-64, while seven different governments have tried to establish themselves around the near-ruins of old cities, all hating each other in one way or another. They will sell spare military materiel to anyone they can vaguely assure won't promptly use it on them, in the hopes that instead those will be used on anybody else, thus providing an advantage. Anyone with the balls and money to grab a bunch of tanks and trucks to convoy together and brave the outside world is seen as an awesome and valuable individual with exceptional skills and bravery.
17 subs and 3 warships. Although the real deal was Pepsi getting into a communist market; getting effectively a monopoly.
Apparently all of it was sold for scraps. Wasteful IMO, Pepsi could of went into the PMC business.
>Do new custom faction start with Nex >Starting planet is ass >Desert >Only resources are scattered ruins and moderate ore >Extreme weather >Hot so at least ok with the cryoarithmetic engine I guess >That's it >Annoyed, contemplating resetting because there's no way I'd purposefully settle this >Glance at the industries >Wait, what the frick >Planet has a motherfricking cryosanctum
Huh, well that's weird.
>There are elements of standard droneships within the hull structure, but they are covered by malevolently angled glacises and illogical tangles of conduit. Surely this monstrous vessel is the product of some deranged Domain naval architect, or a production chip corrupted by exposure to kie-girlghts of faulty drive field?
Sadly the Guardian is a fricking beast that you can't get it in vanilla (Only 40 DP too); a mechanical horror perfectly fitting of the lore.
>Guardian is a fricking beast
i disagree.
most missiles having long cooldowns means you have to pick and choose when to shoot them.
that means you need to use its other mounts to flux the enemy or depend on your allies.
it makes fights AI dependable or you having to close range for long times.
i put the small 3 sabots weapon in the medium slots 1 second cooldown) and hammer barrages in the large slots (5 seconds cooldown) and it plays much better. >close in >fire sabots >as they're about to explode, fire hammers >enemy guaranteed to take one type of damage or the other >plasma jet away or in as needed
if you do this on a medium flux ship, you're guaranteed damage.
for capitals, you'll need ~15 seconds brawl waiting for your sabot missiles to reload to do decent damage.
all in all, it's fun but Onslaught seems better
t. noob who has been piloting Guardian for several hours now
I thought about stacking armor, but hull synergies better with combat endurance and damage control. It repairs 170 Hull/sec. Not as good as some Invictus build, but you need like over 212 DPS to actually damage it.
Well, a more amazing comparison couldn't come if I asked.
Just killed a mothership.
This is the loot I got.
Amazing! I feel like my effort wasn't proportionally rewarded at all!
>corrupted motions of Luddic blessing >even random spacers fall for luddic bullshit
I'm starting to think that there may be some truth to the "the persean sector is just sci-fi australia"-theory
Shit this is some prime evil terrorist shit
Destroy critical food-producing infrastructure that no one can possibly repair. Actual villain shit through and through.
>Destroy a priceless pre-Domain infrastructure >Permanently reduce the safety and food out put of a capital planet.
For the Hedge apparently it's just Tuesday
Forgot where it was, but I remember a lore blurb about the first AI war saying that pretty much all of the Heg's best ships had been lost during the fighting. Makes me wonder if there were any advanced ship classes that the Heg used to have that survived the initial journey to the Persean sector but then lost as they had no ability to replace them. It'd be cool if they had, like, one of those ships left as flagship or something.
I definitely think that there needs to be some sort of a responsibility to being commissioned by a faction. It's just free money. It's bizarre. The Persean League is bankrolling my colony.
>ignoring free money
What? No way. It should be top priority early game, then once you're well off to sustain your first colony you can stop getting welfare money
A single bounty of your sleet size can easily pay for all your expenses. And if you do several of them, mixing in exploration missions and selling loot… you will get rich quick even without abusing pathers' trade rout.
I have a near complete fleet with 1 capital, 4 cruisers, 3 destroyers and 7 frigates and thanks to S-modded efficiency overhaul and the industry perks, I only need 3.5 supplies to maintain it all, as well as only needing 1200 skeleton crew.
The commission I have is enough to pay for all my crew/officer expenditures(all 8 officer slots full with lvl 5 guys), with an additional 40k credit surplus.
Exploring the outside nets me more supplies and fuel than I started with by a large margin, and I have no fuel problems whatsoever no matter how far I go from the core.
I never economaxxed this hard, I feel like I'm cheating.
Adding to this, in theory there's nothing stopping me from going out on a grand expedition to survey the entirety of the sector at once. I won't run out of credits, fuel, supplies or crew and even repair D-mods on my own.
I have pretty much become a self-sufficient fleet.
Welcome aboard, captain newly unbounded. How does it feel knowing you can cruise outside of the confines of core world and colony for indeterminant amount of time worry free? Does credit, mission, relation, market, contact, main story, or any other fancy look and busy work mean anything to you now? Does any other fleet matters if you can beat them? What use do they have left then? Can you become unbeatable? Why do this world keep spawning them?
t. CEO of what you are about to become
Sunder is made of paper but I understand if you tard wrangle it into an escort role, the Manticore really struggles to handle the flux cost of its heavy mount though, while also not having medium mounts, as well as most large ballistics not being particularly good long range snipers. How do you build it for long-range support?
Personally, I hate Gemini, it has potential, but really bad in practice.
Condor on the other hand is great, you can use it even in the late game for cheap fighter support.
Well, the Gemini is a civilian freighter. it's not like it's meant to work as a warship, so it won't perform as such.
Agree with the condor, though I suspect the drover outshines it for only 1 more DP cost thanks to its 4 small missiles and B-deck hullmod.
>not like it's meant to work as a warship, so it won't perform as such
Mule is also a combat freighter but does work fairly well. Venture and Shepherd also perform good enough in their respected weight classes.
So no, Gemini is just bad.
>Mule
? I don't think it's good either? How do you even outfit it for combat? What role would it fill?
Venture has terrible weapons mounts, mediocre shields, speed and only decent hull & armor. For the same 14 DP you can run a Falcon.
I slap on a Hephaestus and Railgun with some vulcans and call it a day. Hullmods I give it as much range as possible so ITU and Escort. Ideally they suppress the enemy fleet while the rest put on pressure. You can change the build around, but this has been ok at least, truth be told destroyers have been a bit lacking for me. They don't have the bulk and firepower of cruisers, nor the speed of frigates.
Personally, I hate Gemini, it has potential, but really bad in practice.
Condor on the other hand is great, you can use it even in the late game for cheap fighter support.
Does anyone know what happened to turkler? is anyone in his server?
His OG account is deleted and i was banned so i can't get in to check wtf happened since the last few weeks
>dude who makes stinger mod >who made Remnant Sex >who was making (if he stopped idk) the spicy yandere horizontally stretched latinx quest for his stinger mod that he scrapped to remake because he found it shit >the Black person who started speculatively banning people off his server because they didn't like troony dick in other servers because he's friend with a troony that helps him making his stinger mod
Ever since he made that server he's been on some kind of schizoid powertrip and banning people he doesn't like for no reason, then making up a lie when people ask him why he did it.
>The rightmost portrait in the 5th row down is troubling, and heavily associated with bigotry. This isn't something that's *at all* acceptable on the forum. I've removed the download link and preview image; locking the thread for the time being. Please send me a PM if you'd like to re-post a version of the pack without that portrait.
Meanwhile in reality Alex probably used that portrait exclusively.
Funny as israelites like Sseth use it all the time.
Still seething about sseth eh preddit?
3 weeks ago
Anonymous
>Still seething about sseth eh preddit?
What? I'm saying most israelites themselves damn shit about the portrait, so it was a nothing-burger outrage. You Dyslexic anon?
3 weeks ago
Anonymous
Calm your seethe a bit there chief, you're not even typing straight anymore.
wait, one's missing at least
pretty sure i've seen a lad in USC/corvus make an industrial one full of pipes and storage tanks etc, yellow, steel and black
>wait, one's missing at least
That's probably because it was released after the latest version of Intensification. That image is from Onslaught Intensifies which adds every Onslaught pictured to the game. The Discorders threw a shitter when it was first released because 'muh copyright'. Alex also banned it from the forums by their request.
weird
last time I did that the eldritch abomination just said Hi and asked if I could exchange some supplies for some heavy equipment since he/she/it was feeling a bit peckish and had some junk lying around to trade with
I tried 150% and saw no noticeable dip
Next playthrough I tried 200% and it's pretty laggy in hyperspace, tooltip says 20~ FPS but feels like 10 during 4x speedup
The crew gets 10 credits per month, and that's good enough for feeding at least 2 dozen people + on-site accommodations included. They knew what they signed on for, and anything more is extra!
That 10 credits is a lot more than people think. Creds in starsector are like ISK in EVE. 1 cred is serious money to someone stuck on a planet or station. Goods like supplies are CRATES of stuff not just 1 ration pack and some clothes.
I'm guessing it's like bitcoin and hitoshi. The credit we use is probably a really high denomination, and for normal people there's like a lower denomination to buy non-bulk.
Nah its more to do with scale, like ISK in EVE hence me mentioning that. Being a captain costs a lot and takes a lot of shit. Its not some scamcoin thing, AI core. You're not mining coin with my carrier for the last time.
>1 ISK in eve is alot >gambling bot russian barons sitting on trillions if not quadrillions
Capsuleers as a concept is moronic, the empires would literally quash this movement once some no name private entities took over 75% of known space and 95% of commerce and manufacturing.
Except the capsuleers come back after you "Crush them" and its way easier (and cheaper) to use them, their skills, and their ships, than investing in yourself.
3 weeks ago
Anonymous
>ban use of non empire individuals from cloning facilities >in game lore says if you crank out a frick ton of clones of yourself youre no longer considered an individual entity literally sansha tier >not banning capsuleers from high security space >not sending raiding parties to null space to clean out capsuleer strongholds, can't reclone if there's no facilities left to clone at >a threat of this magnitude and somehow the empires react to this situation by doing, absolutely nothing
EVE lore = moronic
3 weeks ago
Anonymous
Eve lore indeed has been moronic in the present decade especially but capsuleers can make their own clone facilities. Also it would cripple the EVE universe for them to do anything you're suggesting. You don't seem to understand the interplay. They aren't "doing nothing" they are doing the best they can to not be taken over.
3 weeks ago
Anonymous
>y-you're banned >*gets steamrolled by all the abyss horrors as capsuleers just hang out in their blue donut farming mats*
Sounds like a great idea.
3 weeks ago
Anonymous
>blue donuts only care about one thing >blue >not just letting the abyss horrors roll the empire if they're literally so weak the only force stopping the barbarians at the gates is a 3rd party >capsuleers clean out said horrors afterwards like they have been since day 1 >now all of known space is blue
Eve lore works as soon as you turn your brain off
3 weeks ago
Anonymous
If CCP gave that option, players probably would've taken it kek
also "Is a lot" to PEOPLE ON THE GROUND*
Thats the key part. Crews in EVE get massive insurance payouts to their families when they die which are nothing to the capsuleer but make life way easier for that guy's family.
Anyone here have the biggest, baddest Diable ship mod? I love the aesthetic but I feel like their current ships are kinda funky to use. Apologies of the begging.
In vanilla, nope. I don't think there's even a mod that does that, because the patrols are re-spawning based on your doctrines and available blueprints. I think the closest thing you can do is to order a detachment to stay nearby the planet using Industrial Evolution (A problematic mod that anons will be happy to tell you about).
>cannot buy LG ship variants even if you slob on the Diktat's knob and get access to their military market >can buy their proprietary exotic tech capital ship on the open market
make it make sense.
>default Atlas
2000 base cargo cap
10 supply maintenance per month
6 fuel per ly >atlas + S-modded efficiency overhaul, expanded cargo holds, + industry skills
3456 cargo cap (72.8% more cargo)
3.78 supply per month (62.2% less supply use)
3.15 fuel per ly (47.5% less fuel use)
Hey anon did you know you can change the cap on bulk transport and other skill thresholds? Frick alex!
https://fractalsoftworks.com/forum/index.php?topic=20265.0
Getting the most supplies, fuel, and cargo efficiency for long unstopped journeys is a blast
It really is. Having your fuel range indicator cover the entire map twice over with just 2 Phaeton tankers makes me feel like I'm some kind of fuel wizard, Sindria, eat your heart out.
for portrait mods that add portraits, can you delete a specific image you don't like and it will be changed to something else or do you also need text editing?
Depends on the ship.
For a Dominator, not much. For a Fury, you can now run down any destroyer in the game. The biggest advantage is it allows your ships to maintain a more effective firing line, it may only shave a second off backing out, venting and rejoining the line but across a fleet it makes a big difference.
But the big issue I see is why you aren't taking any frigates? You should always bring a couple anyway for capturing objectives and kiting.
Slap an officer in two of them and you're at +12% speed, +8% from your remaining officers in cruisers and you're now rocking +20% speed in all your ships.
>why you aren't taking any frigates? You should
I do. It is just not an important part of my fleet to demand an officer. A bunch of centurions to screen more valuable ships. And putting officer inside one of those just for a speed feels a bit… cheesy?
Alex should really let the Conquest fire from the front, the large ballistics in the front at least. It's would lean into it's ability to change sides during combat.
nta but he's a massive homosexual who is shit at balancing his game, hasn't really done much in at least 5 years and he also hired that even bigger homosexual david
3 weeks ago
Anonymous
It only took more than a decade to have autosave so overall its very fast work pace for Alex
>Alex should really let the Conquest fire from the front, the large ballistics in the front at least. It's would lean into it's ability to change sides during combat.
Alex has already answered this. He doesn't want broadside vessels to have a strong frontal arc or it defeats their purpose, that's one of the main reasons he gave the ship maneuvering jets, to switch sides, similar deal with the Odyssey.
He also answered on the Onslaughts mounts at the same time. Ideally he doesn't want more than 2-3 large mounts converging otherwise TTK suffers. The Paragon gets 4 because it is so slow, regarding the wide angle of the side large +ATC he did mention 'future plans' which is probably why we have the Invictus. As for the Radiant getting 5, [REDACTED].
He didn't redact shit, he just put it in there because he couldn't think of anything funny to say. [Redacted] is also a meme from the forums and reddit, because they can't mention omega without getting banned for spoilering.
3 weeks ago
Anonymous
>because they can't mention omega without getting banned for spoilering.
not even true, they're just doing it to be "cute" about it. moronic homosexuals.
>one and only true love >$900 dollars starting >+60 seconds peak OT >she loves you >random pirate you scooped up from the last bounty posted >$5 dollars for mac-n-cheese @ max level >-25% peak OT + -20% maneuverability >"she hates it" - t. kaji
First comes conquest(aka income), then comes love.
>have modders ever heard the phrase self restraint?
If they did, they would be devs not modders. I mean the whole thing about mods is to "expand content" at the best of times, which is the exact opposite of restraint and satisfaction in the vanilla. At worst of times it's just to indulge in pure unopposed power fantasy by cheating so...
When it comes to mods I like to do what I call the Hammerhead test, I'll pit a ship packs average 8-12 DP destroyer with the modders default loadout against a Hammerhead. If the fight is 50/50 great, if the modders ships can't stand toe to toe even better imo sometimes.
Then you get mods where a 10 DP destroyer is soloing 30 DP cruisers and I close the game and delete the mod.
Just as a heads up my tastes in ships / added factions is the used and worn out look of low tech ships, for the most part. I'm not the biggest fan of pristine sleek ships that a lot of mods focus on so there may be some gems out there.
HMI
HMI Brighton
HMI Supervillians
Diktat Enhancement
Luddic Enchancement
BigBeans Ship Compilation
Kazeron Navarchy
Kyeltziv Technocracy
Mayasuran Navy
Metelson
Osiris Alliance
PirateMiniMegaMod <--- This is the most underrated mod I've never seen talked about
RandomAssortmentOfThings
Roider Union
San-Iris
Underworld
Vayra's Ship Pack
Last one is a bit of a meme but I like it
Asteroid Ship Pack
Just curious anon, have you tried DEX? It seems like it would fit your preferred anesthetics since it's a bunch of rusty shieldless automated shitboxes, but its balanced weirdly because it's based on vanilla derelict drones so everything has a DP like it's on clearance.
In vanilla, they're alright if you pilot them. Burn Drive charging with 4 Missile slots can do a lot of killing + any med. ballistic you prefer is a bonus. Late gate though it becomes less reliable as many things can out maneuver and out flux it.
With NPC it's just lame. They barely use missiles now, so it can't take advantage of their ballistic slots. Hammerheads are better in firepower too.
>install AI Tweaks >fleet forms the most beautiful and cohesive battle line the human race has ever seen against the enemy without me needing to issue any commands
ludd bless
>Vanilla AI forces reckless behavior on all automated ships in the player's fleet, with AI core captains and without, presumably to maintain game balance. This results in automated ships rushing headlong into enemy deathball
huh, so that's why they always suicide...
>sitting on the fence for awhile thinking about AI tweaks >try it out cause of this post >both sides aren't acting like chickens without their heads cut off >8 ships dont break off to chase down 1 frigate for the whole match >battles end 50% quicker
i dunno how i feel about this honestly, it feels like a whole different game
>first time playing starsector >under the impression hegemony is gonna be the maximum douche bag faction of the game like every other space sim where "le big empire la bad" >start my first colony >persean league clogs up my system with blockades >chuddic path cells being a nuisance >tritac hiring pajeet tier hit squads for months cause i had more than 3% of the overall market share >hegemony leaves me the frick alone as long as no AI cores >and thats it
Hegemony did nothing wrong
I had a run where I installed AI cores on every industry/structure and as admins on every planet because I found out you can capture AI cores using Rapesector if you toggle it in the settings, it was overpowered as they would generate more than enough revenue to fund every expenditure you have in mind. This is what the Hegemony does not want you to find out.
>He doesn't want broadside vessels to have a strong frontal arc or it defeats their purpose
I assumed that was the reason, but it's still a shame. Letting the 2 front ballistic arcs converge would make the transition from one side to another more smooth and would give it more flexibility. If he ever changes his mind, I thought about putting heavy kinetics front with explosives on the side to finish off the ships.
So how do you make profit trading in this game, I always make money thru exploring and missions, but some of you seem to exclusively trade for your stacks of creds
>market stabilized, sell so much they have surplus, most regions stable can't make as much profit
Exploring still seems superior, haul off my loot to a place that's a shithole and done
Any medium mounts for Atropos? Maybe give it an extra 3 ammo, bump up OP by 1 if it's too much, this thing is pretty much competing with the MIRV after all.
me when i uninstalled both >get starsector a month ago >have no idea what's good or not >go to youtube >" The GOLD STANDARD of Starsector mods | Iron Shell Mod Review " >"wow this must be good" >it's not
weebs have no taste or sense of balance
have you ever made something that's not violently shit? something that doesn't try to tear my eyes on first glance and then repeatedly tries to strike me in the gut with a nailgun as i read its stats and hullmods?
heres my weird attempt on making ships without spriting
basically i use weapon slots as a way to place right triangles
"arc" part of the decorative weapon is used for the left side of the triangles lenght and render order mod for the right side of the triangle
the weapon size defines the type of the thing drawn, i was gonna make circles & arcs too
the weapon "mount" defines how the triangle will be shown, like filled, only lines or dont display at all
i wanted to add more stuff like color, texture & stuff so i appanded those to the ip part of the slot
pratically everything is changeable on runtime so you can have stuff like this
that video is before i added in textures to them (theres also a GUID in the slots id so it wont )
i even made a winforms app to make adding triangles easier https://files.catbox.moe/pa6l06.png
in the end tho, i got too unmotivated so i stopped working on it
;tldr i drew triangles with turret slot locations but its left unfinished because there wasnt any reason to work on it
is there a way to make the game run better besides java 8, the increase ram trick and the fast engine rendering mod?
i'm dipping to 30fps when my 300dp fleet is on screen at the start of battle.
i7-4790k and rx580.
>tfw had vsync on all this time
vanilla statsector staring at fleet vsync off: 40-45 fps.
that mod/thing you linked me staring at fleet vsync off: 56fps
it does work.
thanks!
the big battle consisting of all carriers (3 legions, 1 astral and 9 cruiser carriers is still ~22 fps though.
i think i found my main issue.
the forum says AMD sucks for starsector before october 2022 update and the last driver for windows 7 is june 2022 so i'll have to either switch to linux or suck bill's micro and soft dick.
Its not "amd sucks" its Alex chose to use off the shelf shit that works better with nvidia rather than amd. People have a drastic misunderstanding of this shit especially in indy and emulation circles. Works fine for me on an old ass r9 290x though so thats a thing.
Isn't also that most modders don't know how to dump ram? That's why as soon as you run a mod 90% chance that you get the "need more ram" orange text after playing for around 30 minutes. The lazy solution they give is to get more ram.
It isn't so much modders and more how the game handles loading stuff into memory in the case of starsector. At least increasing ram usage isn't difficult in starsector.
i think i'm finally sick of exclusively doing contact missions and some trading on the side.
i only got 20 millions and the year is 240.
me being unable to fight except when matching the enemy ship for ship and a cruiser for cruiser is a big cause, i think.
i tried to git gud and fought a derelict fleet bounty with 2 Radiants as the only capitals (me piloting one) and i couldn't win until i issued an avoid command on all the guardians and killed them last. lost 1 cruiser and 3 frigates.
i couldn't hold a line against the enemies at the start of the battle like i can do when i match them capital for capital and cruiser for cruiser.
this is my fleet.
i just checked.
i have
2x Onslaught
1x Radiant
4x Dominator
2x Champion
2x Apogee
1x Eagle
3x Afflictor
3x Brawler
3x Monitor
6x Omen
2x Atlas
1x Prometheus
my crew requirement is 3435.
it used to be 3755 when i ran a Paragon instead of a Radiant
this is my bounty hunting fleet. i do the derelict fleet bounties and elite mercenary bounties with it
it requires 12 supplies per month and 77 fuel per equivalent normal-space light year (with the industry skills that reduce them).
my in sector missions fleet is a bunch of Brawlers (5-6) and some monitors and omens and a fast cruiser.
i drop an Onslaught or two if the bounties are easy but i keep the cruisers.
>unable to fight except when matching the enemy ship for ship
Holy shit, that is genuinely massive skill issue.
Assuming you're a bad pilot, some of the green and blue skills should allow you to win the game without participating in the battles personally.
Assuming you're a bad tactician, you can make a huge difference by piloting well with a handful of red skills.
Assuming you're bad at both... You may be better off playing another game.
i have industry and technology build and some leadership skills.
i am bad at both, yes.
Give us a recording of a battle with your current fleet comp. OBS+catbox works.
Start a new game and try to make small fleet work. There is plenty of weak pirate fleets to pick a good target. Don't just mindlessly grow your fleet, keep it manageable until you are confident enough to move on.
As an extra challenge, avoid s-modding your ships, put Efficiency Overhaul on them to make maintenance even cheaper. This way your builds will have to be somewhat decent to win.
>Start a new game and try to make small fleet work
small fleet in the early game is easy.
it's when i start facing fleets of 3+ capitals or [REDACTED] bounties things go to shit.
i've been experimenting with the avoid command and it seems that facing 4 capitals with only 2 seems doable. >avoid command at the start but keeping control command on all 4 objectives >eventually, one capital will stray from the pack >remove the avoid command on the strat capital and double team it >clean up the accompanying cruisers and destroyers >repeat with the remaining 3 capitals
but there is no big battle line like in the early game.
if i attempt to make a battle line at the start of battle, i get squashed. (unless i have the same number of capitals and cruisers as they do of course)
there is a small battle line when i engage them one capital at a time but it's a fast exchange and they die quickly.
Battle lines only work when you are evenly matched. If you go butt heads against a fleet that is much stronger and expect a fair fight they will just eat you alive. Avoid is very good as the AI fleet doesn't keep formation unless it's the handful of ships escorting larger ones. Put it on the most dangerous ship and it won't be much danger. You have to apply defeat in detail tactics as the weaker force. Keep the bulk of your force together while the enemy tries to hold all points and overextends, use lighter faster ships on a harass and capture orders to keep them chasing geese and not focus down your fleet. Eventually their fleet will be broken up into subgroups further separated because of differing speeds. Then you can either pick off smaller ships one by one, or gang up on a capital if opportunity provides.
2 weeks ago
Anonymous
where is the fun if you're not going face to face the enemy and blasting them away?
kind of ruins the m&b gameplay aesthetic.
2 weeks ago
Anonymous
Not really. In m&b you aren't charging down swadian knights with 30 normal infantry. Form a battle line and you get trampled, and m&b's combat is too simple to do tactics of the sort to get around that.
NTA, but I guess that the Hammerhead doesn't have a strong niche.
2 front facing med guns, 2 front small hybrids(which you're better off using as guns because of AAF anyway) + 2 small missiles would imply a brawler role, but its shields and hull are only barely mediocre to perform as such. Long range escort would only really benefit the medium weapon mounts, making the other 4 weapons pretty pointless.
Only the SO build can perform adequately thanks to its sheer firepower, but it's still only mediocre at surviving after an attack run.
It has a decent shield. If you want a brawler you need caps to make use of the better shield efficiency. Hardened shields brings it down to around .6 which is stock Aurora efficiency (which was buffed from .8 efficiency). As far as destroyers go, it has the destroyer weakness of being too slow and big to get out of trouble and not enough firepower to take on anything bigger. So what I do is to max range. HVDs plus ITU, gunnery implants, and ballistic mastery gets you 1450 range on those guns, now you can put fire on capital ships and cruisers without being in the middle of their range. The other option is to do SO and hope you can win the flux war and strip armor with chainguns. The LG variant could work with beams or you could run pulse lasers as the flux efficient option and make use of the energy focus and extra range from bolt coherer.
What is the point of combat freighters?
Ships for homosexuals too poor to have dedicated freighters and warships.
>unable to fight except when matching the enemy ship for ship
Holy shit, that is genuinely massive skill issue.
Assuming you're a bad pilot, some of the green and blue skills should allow you to win the game without participating in the battles personally.
Assuming you're a bad tactician, you can make a huge difference by piloting well with a handful of red skills.
Assuming you're bad at both... You may be better off playing another game.
>open source hardware
I mean the domain is an empire that decided to reconquer/reunite humanity after its initial scattering; mostly by militaristic methods. I'm pretty sure they didn't want other sectors to be too independent on their own, and also had to give incentives to the various mega-corps to keep working for them.
That being said apparently most civilian ships + some handful of military ones are already well known/reverse-engineered enough that anyone can build them post-collapse.
Control through technology Anon. If people have to come to you to fix their shit every time it breaks, then they are dependent on you, and defiance means death.
>Can restart a mythical gate hauler and send it to deploy a gate anywhere in the sector >Can found a new colony (or several) that rivals the might and economic power of any major faction >Can use advanced travel techniques such as transverse jumping and slipsurges >Can repair hypershunts and use cryosleepers >Nobody else in the sector can do these things >Needs divine intervention points to use credits to buy a prisoner over raiding (free)
And? The player's also the only one in the sector who's fleet actually consumes fuel and supplies, is that also a sign we're some gigahomietech super turbo AI core alien ultragod incarnated in human form or whateverthefrick the current running schizo theory is?
>ludd created the player character by compressing the entire domain of man into a single person after he travelled through the gates.
Alex-sama, i kneel.
They aren't really that bad, and the symmetrical ships look cool. They all have a purpose, more or less. The entire Midline cruiser lineup is great. Eagles are good lineships, Champions are good cheap fleet anchors, Falcons can harass and move, Gryphons shit missile and torps, and the Heron pairs great with Daggers or Tridents if you make them escort behind capitals.
For destroyers your options are limited. Hammerheads aren't the best in firepower but they have strong shields for a destroyer. Sunders are the polar opposite and need escort package: strong guns, weak shields. Drover is a Condor sidegrade, B-deck and more missiles is nice.
Frigates are so-so but mostly have staying power. Monitors have a very strong shield and some built in PD making them a great escort frigate to take shots and distract the enemy. Brawlers are like mini Hammerheads but burn 9 for a frigate is lol lmao. Centurions are tough and defensive, but have ass for firepower, at least you can put ion cannons on. Vigilances are fleet support ships only, put on long range weapons and let them saturate with missiles, the PL uses these to great effect this way.
The Conquest and Pegasus are good in their own ways.
Now, in comparison to High Tech, yeah it's bad. A fleet of Omens and Aurora's can punch down any size class easily. Too bad Aurora's look like a foam finger dildo.
In defense of the Drover it does have just under twice the op and speed as the Condor for only 4 more dp. For a destroyer sized hull it performs well and the real value is in the strikecraft. The Heron only has 20 more op than the Drover and more slots to fill. The Drover is quality over quantity in its strikecraft. Ideally that would be a benefit, but spamming another fighter wing works better than having a better wing as the amount of ordinance flying around in a battle means they all get oneshot anyway.
NTA, but I guess that the Hammerhead doesn't have a strong niche.
2 front facing med guns, 2 front small hybrids(which you're better off using as guns because of AAF anyway) + 2 small missiles would imply a brawler role, but its shields and hull are only barely mediocre to perform as such. Long range escort would only really benefit the medium weapon mounts, making the other 4 weapons pretty pointless.
Only the SO build can perform adequately thanks to its sheer firepower, but it's still only mediocre at surviving after an attack run.
Most destroyers are completely garbage is what you mean. The only two who don't suck balls are the medusa as a trololo ship that's wayy to expensive and the harbinger but the ai is too moronic to play it as a support ship like the afflictor
Not much other than flavor because combat ship are in the majority. The market would be filled with 90 cargoships costing 10k credit, 9 combat shitter costing 100k and 1 combat ship costing 1000k for it to work.
Flavor text wants you to think that every lone trader is a Han Solo larper, running some romanticised trading/smuggling op while being capable of defending himself from pirates in the hostile shores of the Persean Sector. Unlike Han Solo, they don't survive when the pirates field even a single ship meant for combat.
The sensor ghosts are fricking with me hard. Two of them met, one spews out an ordo and the other a goddamn dram. The persean sector is a goddamn circus.
So for unique mission started at the bar, I'm guessing if you don't talk to the questgiver (or talk and decline), they just keep appearing on other planets until the mission is taken and completed?
Frick Noah
coomers and waifubaiters deserve alzheimers.
>Prometheus
>SR
???
uncommon at best, worst thread ever
Make sure you grab Support Doctrine as well. That way all your un-officered trash ships gain a little speed, durability, and damage boost.
how does one actually fight Legio fleets?
I understand they are supposed to be strong, like Noahs masculine jawline but they are just too fast for AI to hit. Even if AI does flux a ship out, it fricks off backwards at 300+ speed to reset
>how does one actually fight Legio fleets?
In 2022, a drunken hillbilly unit was banned on the forums for a crime they didn't commit. These men promptly escaped from a maximum security stockade to the Ganker underground. Today, still wanted by the discord they survive as soldiers of fortune. If you have a troony problem, if no one else can help, and if you can find them....maybe you can hire The Buckbreakers.
when was the last time buckbreakers was even updated anyway
0.95.1a
so 5 years ago?
I prob shouldn't ask what's this Buckbreaker mod and history, also I'm assuming Noah is Nia?
anti-noah mod
gives you a hullmod that rapes tahlan troonyworks ships, and even more so against legio shits
also comes with some bonus against uaf troons too iirc
>Noah added a bunch of stealth nerfs that targetted the ships of other modders.
>Noah gets called out and removes the code.
>Anon copies the code and redirects it to target Noahs ships.
>Noah has a meltdown and loses his shit
>recovered my old .95 build
Yes, i can finally play Starsector.
kek good reference
Too bad we're in an age in which the buckbreakers are trannies with discords crying about other trannies with discords.
Dont know, dont care.
I have my mods and im happy and i wont move until some reallly serious update.
It even got the pre nerf UAF <3
You must really hate base game.
Yes
skill issue
Hi Noah
Shut the frick Nia Tahl
>Range: Phase Lances 1360 and Gauss Canon 1920
Isn't it better to just use a Mark 9, as it's the relatively the same DPS to Gauss, synchronized better to the range of the Lances (1440), and way better in terms of flux (348 vs 600 per sec)?
meant for
. Somehow got an error.
Sorry, one of our morons escaped containment, will not happen again.
Steam when? Never cause devs are afraid of success and responsibility? Oh ok
When the game's finished. They don't want to put it on Steam when it's still in early access.
Do they even need to? Sseth basically made them both an mega advertisement campaign and a triple digit IQ filter. There by giving them the best both worlds. I mean, yes there's degenerates in the forum, but it could of been much worse if they had masses of normies added to the already volatile mix.
You get a ton of money on Steam. Dwarf Fortress has been free for many years. It still made a shitton of money once it got put on Steam (while still being free to download and play elsewhere if you want). Contrary to what Timmy Tencent wants you to believe, just being on Steam is a massive income boost for devs if they have a game that's actually good.
I just don't want workshop "support" given how mod updates change shit massively and frick up saves.
i most certainly dont want steam workshop forced updates for this shit until it is finished
>steam workshop
Modders only posting shit on Steam and nowhere else will be a Rimworld nightmare I don't want to live through again (although for the devs probably another layer of anti-piracy, Factorio style).
where are the bootleg mods hosted these days? all the mega links are dead
>Only upside of fighting them is that after the first victory you get a hullmod that allows recovering the non-alpha variants
literally never happened. maybe i am running an older version where this doesn't exist or am moronic and didn't notice
>Also you probably noticed those voidlings attack whales in hyperspace, if you intervene in that fight you can get those whales as ships too
i got scared shitless of them the first time and retreated. the win dialogue still came up and they gave me a whale lmao. i later sacrified it to the same voidling fleet to win.
>literally never happened. maybe i am running an older version where this doesn't exist or am moronic and didn't notice
I´ve had that happen to me too, but that event should trigger post battle and then just plop the BP to learn that hullmod into your cargohold
There is also a small bar event after meeting them in battle, but AFAIK there is nothing to it
>Tri-Tachyon tortures AI cores until they are compliant
does machines life matter?
Only beings born as humans are worthy of our empathy.
You will never be human Angela
The only thing that matters to TT is profit; Life is just another commodity.
Computers are not people.
is it a good idea to give factions AI cores to make them like me?
i have around 20 Alpha cores and tens of gamma cores in storage. not so many beta cores for some reason.
i can fight [REDACTED] for more AI cores.
i'm not touching their base so they will respawn infinitely right?
i already have high relations with TT, PL and sindria so i will not be giving them AI cores.
i need to raise relations with pirates, pathers, luddic church, independents and hegemony.
i need good relations with everyone because doing missions in the core world is much more profitable than doing bounties and exploration.
especially raiding missions.
No its a good idea to kill them all other than pathers pirates and indys
the more the merrier.
i like to keep everyone alive whatever game i play.
my last run in CK2, i refused to kill off islam.
i even saved the sayyid trait from extinction and took it into my own dynasty.
You may be a homosexual, anon. Not sure how to tell you this.
i am NOT a homosexual.
there is simply no fun anymore if there is no one around for you to fight against.
sounds like homosexual talk to me.
>got a military, trade and underworld contact
>medium importance
FRICK
nyooooooooooooooo
oh even worse, furry anime troony homosexual.
Sorry anon, its incurable.
i-i don't use faction mods though
Even more suspect.
what a nyagger
AI cores are a renewable resource as long as you don't kill off the last nexus. Gamma cores should be used to buy reputation with factions at any time. Beta cores should be used to buy reputation with factions only once you have enough Alpha cores that you don't need any gaps filled by Beta cores.
>should
How about I just trash them all and you go frick yourself?
>Anon A asks about meta game use of a resource
>Anon B explains about meta game use of a resource
>Anon C has a tanty over being "told" how to play the game despite it answering the meta question
The AI are right to hate us.
They have a right to hate me since I like making money off their delicious cores, having a nexus with a gate in the same system makes them a good way to grab cash when you have strong fleet or like to do some cheesy strat like fighting near a sun with solar shields.
isn't it crazy that no mod has actually tried doing a whole new sector yet? there isn't a mod where you can actually reactivate a gate and a battlegroup or an omega capital comes out. aotd dev is doing that (a new sector) and i hope he won't frick up badly but i doubt that he won't. preview seems... lame so far.
>no mod has actually tried doing a whole new sector yet
I assume it is not as easy as putting a few jpegs of ships and/or anime girls into a game folder.
i assume the hardest part would be the UI actually showing the new map, since creating systems isn't that hard. isn't the game hardcoded everywhere where UI is?
>isn't the game hardcoded everywhere where UI is?
the UI is barebones. there's not much to work with. if you need something alex didn't you'll have to code it from nothing and if you're working on that low level that you might as well just make your own game
a lot of "why has no modder made x" can be answered with "they'd rather make their own game"
>reliable arma mechs
For the small stuff, VX Customs and Alestes are the most reliable, especially under AI Control.
Aleste is 1 DP more expensive than the VX but has better base manuverability and a 360 shield. it's better suited for strike weapons since it needs to be close to do the most amount of damage in melee imo, main weakness is it has no PD weapons to speak of(unless you mod in AO with laser blade, kek).
VX Custom is slower but has more fitting options, slightly more OP, built-in PD that shoots over allies and is a lot better at breaking off from engagements with mjets
I'd say VX is better harasser while Aleste is a better strike option
I've never been able to make Leynos work
At least 1 Kouto-ECM is good, load it up with ECM and ECCM hullmods and you have a consistent debuffer except vs enemies with high ECM skill
Spriggan Powered are good disposable missile spammers, best to use them as escorts and with the expectation that they will die
Valkazard is valkazard
The Einhander's are good flagship units but they don't do so well under AI cuz phase AI is dumb
----
Frigates:
GAREGGA: Base Garegga is a good superfrig, only downside is it's locked loadout and very short engagement range
Garegga(H): This one can effectively kill/maim anything given it's in melee range and enough time. Very prone at killing itself in the process tho
Zanac: It's like an upscaled VX Custom, solid damage and good manuverability. the MRC version gives up the extra manuver for +25% RoF/DMG which is nice
Watchdog: Very situational. I'm pretty sure it can outrange capitals with it's system, but friendly ships flying into its LoS and the speed debuff limit it/keep it from being absurdly OP. Because of it's systems shoots hilariously fast Hellbores. Hellbore/Hvel or Hvel/Guass seem to work nicely. Should always put it on a cap/cruiser for the escort package buff
I've had good results treating the Leynos as light escort, it bites just enough to keep heat off of something like a dover and it can try hiding behind it's shields when the missile waves roll in.
Adding to this.
Leynos can work as an escort as another anon said. The issue is with damper field and the mech relying on armor tanking. The AI loves to spam all its charges away and since it cant shoot back while using damper field it just gives the enemy free shots and invariably kills it. Never let them go on their own. I went with a railgun arm, shoulder needler, and crusher arm, heavy armor, aux thrusters, and reinforced bulkheads, spend the rest on caps.
Altagraves can make for nice flagship mechs. The C variant is pretty good coming with op center and wingcom built in free. It has a fighter slot but no hangers, so they're reliant on other carriers to make it work. The KARMA system is really good when it comes to Derelict salamander spam and PL DEM spam, the more dense the missiles the better it is. Drones and em emitters are icing on the cake. The normal variant trades fleet support for more firepower. Slots are very flexible.
Aleste Swordsman really only has one design and that's with Advanced Optics. Max caps so it can shield tank. I put swarmers on the missile mounts to cover for PD since the AI is not at all proactive with flyswatting them with swords; it will happily backpedal and bumble around with broadswords chipping away at it. Can't change paint scheme unfortunately.
Fenris is a dedicated mech carrier. Great support and can be a life saver for mechs with reckless officers getting into trouble. Problem is it's slow and basically unarmed, while the Heron can get into scraps with the right build, the Fenris should NEVER be in a place where it gets shot at. It's got the armor and hull of an Eagle, but with none of the firepower and has the shield of a Dover.
Valkyrie CV is one you can deploy in battle cheaply and save mechs with recall.
Also if you're putting torps on your mechs use Atropos (Valkazard), the AI can't lead with Reapers and will always fire them while strafing leading to it uselessly zooming to the side of the target.
You stupid homosexuals couldn't help it could you? We get 1 "normal" starsector thread and its back to troony shit.
So what should I know before giving colony making a try?
Have a few millions in the bank to quickly build defenses. It will slow down events.
Prepare a fleet good enough to deal with a few capitals without significant losses.
Don't use ai from the start. One less faction to worry about. (Hegemony)
>millions
Good catch. One more exception learned.
NOOO YOU CANT JUST LEARN MY LANGUAGE RANJESH REEEE
>Don't use ai from the start. One less faction to worry about. (Hegemony)
Frick that.
Throw one (1) Alpha Core on your Megaport (for that sweet Accessibility bonus) and nothing else. Accessibility is king when it comes to colonies since that directly affects your monthly profits. More money means more funding for your fleet and defenses. And one single Alpha Core on one industry isn't going to make a huge difference. If anything, the Inspection fleet hovering around your system will also frick up any Pather/Pirate fleets they see. And unlike the Hegemonkeys, Pathers and Pirates are inevitable unless you're prepared to stomp them out as soon as you start your colony.
After trying to draw a ship from ground up, I think I respect these modders a fair bit more. It is far more difficult to create a new ship than to shitbash one together, even tho that might just be me because I don't know how to draw shit in gimp.
Left is what I drew yesterday, right is the shitbash I made a month or so ago.
For me hardest part is that you need a lot of small details for your ship to fit in vanilla art style. But ships resolution is so small, these details must be drawn with a pixelart. Can't even resize from a larger resolution without fricking shit up.
Yes, and it's fricking difficult to do that. Even when its not drawn like the vanilla art style, without those many small details a ship will then just look empty.
cool diable skysplitter
why is it not in the buckbreakers mod yet
yeah kitbashing is trivial compared to drawing from scratch. i can make a passable kitbash and have it fully implemented in a couple of hours. an entirely new sprite is several days of on again off again work.
you need shading btw, that's what really takes time (and why so many sprites are just two-tone and sharp angles instead of curves)
why the frick is the some PL goon offering me 400k to tell him about some arms dealer I don't even remember
>just use this prototype device that the lead designer says is unpredictable and incredibly dangerous on a gate, captain
She's finally lost it
She never had it, anon.
>lead designer said it's dangerous
>also specifically made it so that it would blow up
I'm still seething
That's genuinely the main reason i despise Tri-Tachyon.
Total Corpo Death will be achieved, mark my words.
No she's in on it.
Also specifically made it so it wouldn't actually destroy your fleet since she still needed you to be able to rescue her.
Not that I needed an excuse to dab on Kanta.
>>Also specifically made it so it wouldn't actually destroy your fleet since she still needed you to be able to rescue her.
No that part was specifically said to be a fluke and if you did do the thing with a full fleet some of your ships could get destroyed and even lose some crew because of it if you're not fast enough
>Sneak a glass of the victory spirit while you still can.
kek
I just got all my mods up to date. why does Alex have to ruin it with an official update?
just don't update
is it even coming out soon? just don't update or keep both
i finally did it!
you were right. high scatter amplifier seemed to work because i killed almost over half their fleet with it but it turned out because i added another radiant.
i removed HSA, added a paragon and another XIV Onslaught and it worked!
i also added safety overrides, beams and HSA on my Auroras
when in doubt, spam capitals it seems.
trying builds is mighty fun indeed.
i am become starsector, the destroyer of AI.
can i get another bounty like this or is it just once per playthrough?
>when in doubt, spam capitals
I think cruisers are more cost-effective.
>safety overrides, beams and HSA on Auroras
Why not just use heavy blasters? They would fit close range high flux theme nicely without circumcising beams.
>I think cruisers are more cost-effective.
you have a right to be mistaken, of course
I mean, instead of these seven capitals I could get about 15 cruisers to encircle and defeat enemy ships in detail.
try fighting something dangerous instead
Depends on the capital, depends on the cruiser.
Onslaught (XIV) and Radiant are the most efficient capitals so they do just fine.
Spamming AI controlled Odysseys or Astrals won't have the same effect.
For cruisers, the most efficient in my experience are Eagles (XIV), Champions, Dominators (XIV) and Herons for your fighter support.
>i also added safety overrides, beams and HSA on my Auroras
SO already murders your weapons range
don't kill it even more with HSA
anyway who cares about beam soft flux when you can just spam it so fast they can't dissipate it on a Phase Anchor Harbinger with 3 phase lances
Tried making the Vanguard okay in vanilla. AI wusses out if the flux capacity fills up. They disengage to vent or flee, and becomes ineffective as an assault & tar-pit ship it was designed to be. A lot of point has to be allocated just to survive salamander spams as it has no shields.
In conclusion, this is the only ship that probably makes the light mortar an actual viable choice. Interestingly didn't need PD, as the extra points for all the HP boost to weapons and engines made it able to take 4 salamanders and several ion shots fine.
Vanguards don't need to be flux neutral
I've been having great success with them using 3x LDAC, 2x Vulcans and 3x Atropos racks
Put 2 Antimatter srms on it with elite missle spec and you get the best frigate in the game besides hyperion.
Also give it SO and max out flux caps
the other factions are fricking obsessed, 3 hegemony and like 10 persean league fleets all around the one jump point in my system with my one planet, i didn't even do anything bad.
nuke kazeron
>i didn't even do anything bad
Bold of you to presume they need a reason to bully some random upstart.
>some random upstart
this random upstart got himself a permanent discount from the high hegemon himself.
and can travel through the gates.
>and can travel through the gates.
So can a dyke and a troony and all their rainbow haired friends. You're not a homosexual troony are you?
>So can a dyke and a troony and all their rainbow haired friends
did the story get updated?
last i played, only (you) got the working version and thet just stole the blueprints/schematics.
>tfw have them all as cute animu girls so i don't really care
No not yet just being a smartass.
baikal still a soggy c**t who seethes at you if you blow his inspection fleets
>w-we didn't lose and y-you didn't win you didn't okay?!!
Nuke Chicomoztoc.
>i didn't even do anything bad.
And now you have a reason to
you are started a colony when the sector is supposed to be fricking dying
stop ruining the mood
>planet with 3 minerals, 3 transplutonics, and 2 volatiles
>it's in a nebula system in a middle of nowhere with shitty planets while having 275 hazard rating
man, i wanted to be the mining king...
I want to make my own faction mod.
Where do I start?
Best thing to do is take a simple one and look at it.
>anime waifus
>giant mechs
>an onslaught variant
>a planet with a synchrotron core, pristine nanoforge, and a 100% habitable status with magic conditions that prevent pollution
>they need to be super secret and smart and more powerful than everyone else
>also have them be immune to story point usage, have their fleets mock the player for trying to use them
>stealth nerfs against any other faction that might be stronger than them
>crash code for nazi wrongthink mods like NGO and R*pesector
Congrats, you have now joined the discord elite.
Name three (3) mods with all of those.
Legio, Disabled Avionics and maybe VRI
>tfw I wanted to make a mod but I don't know how to code
But my hypothetical faction has none of those.
This sounds so obvious. No idea why I didn't think to do that first.
Which factions would you consider simple?
Epta Consortium
Copy another mod maker's faction idea and add space nazis and/or rape. If you do this right, they will invariably get mad enough to put save shredder code in their mod which will get them banned off the forum. Once this happens, take your mod down as well.
Does the Automated Repair Unit hullmod reduce overload time you get from Quantum Disruptor, I know it's literally one second, but I'm curious.
R8 my Apogee
>ISS Orphan of Earth
I'm not rating until you name it.
I expect a small essay on how to use it properly and overall effectiveness 🙂
Just have a nice day moron wtf are you even doing?
I named it after one of my swords in Viking Conquest...
>essay on how to use it properly and overall effectiveness 🙂
Deploy and watch it die
i'm a noob but anons keep praising apogee's shield.
so you need to capitalize on it.
give it the other shield mod that reduces the flux:dmg and give her a longer range weapon so it can pressure from afar. maybe HIL and a gravitation beam.
keep the squall.
increase flux dissipation to allow it to tank more damage.
you need to max vents on "normal" ships then dump the extra ordinance points on capacitors and max capacitors on phase ships then dump the extra on vents.
another point i forgot to mention that on normal ships, you need to have
shield flux+weapon flux <= flux dissipation
so they can fire all their weapons while having their shields up.
for defensive ships, having more flux dissipation means they can absorb more damage.
your apogee has neutral flux. any hit will increase its flux then it won't be able to fire its weapons under pressure.
Considered other front weapons, but the Plasma Cannon gives me the most consistency and damage despite range. Originally I outfitted it with more pd, but often times they either sat there unused or not effective enough for my taste even with IPDAI, so decided to swap out with Xyphos for more damage while giving some pd. I could just get better pd, but the front part is too limiting and it will just cost more OP to outfit the ship. Considered upgrading shields, but decided it would be better to dump it for more vent and caps, speaking of which might adjust them. Will prob add Swarmer, Atropos, or Sabot and for the small missile slot.
Prob should mention this ship here to shield tank while the rest of the fleet harass and throw out damage. I also found the Xyphos quite dependable despite the cost for them.
>shield tank
>orphan maker
it's shit
You don't need to be directly involved to decompress your enemies in the darkness of space. 🙂
Though thinking it over maybe I should swap out the Plasma Cannon for Autopulse Laser for better flux, but I did like it being able to do alot of damage at the same time.
>Considered other front weapons, but the Plasma Cannon gives me the most consistency and damage despite range.
>Prob should mention this ship here to shield tank while the rest of the fleet harass and throw out damage.
Then you should go AutoPulse.
Plasma is better for offense but AutoPulse works better in support. With the AutoPulse you can focus on defense but have higher burst when you're actually needed on the damage front. If you're needed on the damage front all the time you're not playing support.
Ended up dropping the Plasma Cannon, as much as I want my ship to do damage, it's not really it's job so decided on Autopulse and added Graviton Beam. It freed up alot of OP so I dumped for shields and caps while reducing vents since they aren't really needed. Did consider dropping DTA, but the 50% seems to make a difference. This ship in the end is suppose to be a tank support.
The Xyphos do behave weirdly, but I assume it's because they are support fighters and prefer to hide behind your ship instead of being in front like most other wings. Still I grew rather fond of these guys seeing how dependable they are and the fact they tend to move in front of the Apogee while it's venting. ECCM is always good to make your missile more potent and to ensure they hit the target instead of flying past.
you can use IPDAI for optimal squalling if you don't have gunnery skill.
Not sure if Xyphos wing provides enough pd for the whole ship, I would've added some more at the front.
A bit of a missed opportunity not using small missile slot. After all, you have both missile hullmods built in.
>for defensive ships, having more flux dissipation means they can absorb more damage.
What? You can dissipate hard flux while using shield. Having more than neutral flux will not help you endure anything, only vent faster when danger is over.
>You can dissipate hard flux
Frick, I meant you can't.
you're assuming that he's going to face enemies with ballistic weapons only.
what if he faced some eagles or an executer or two?
many beam weapons can hurt if he does not have enough vents.
Tried your build (or close enough to it). It's interesting, and it was able to kill dominators, eagles, and other cruisers. Is it optimal? Not really IMO, as it feels like a Tach-Apogee, but way riskier and shorter range. Like switching it with the lance didn't really change the effectiveness in the kill output (maybe adding 10 seconds max?), but definitely conserved more hull and flux.
One thing that annoyed me was that Xylphons don't engage sometimes even though their Ions are in range. Also do you need the ECCM? Like at range lower than 1000 and the amount of squall's volley makes PDing it already difficult naturally.
not them but if you're going to seriously use strikecraft you must get used to recalling and engaging and changing target focuses to get them to behave like you want. Especially bombers.
>them
there are a lot of trannies in these threads, ayynon.
I did, but sometimes it just doesn't engage. I think it's because the AI switch off autofire on the weapons like they do in normal ships (i.e. when you transfer command and you find that the autofire is turned off). Thus, it get confused when PDing like an annihilator they don't have time to turn it back or use the Ion.
Oh that's just me forgetting how much the original build in exact OP. I just remember it was over neutral and 1k-ish. The reason probably is, if you prolong mid-range combat with an actual combat cruiser at neutral flux, the apogee gets wrecked. It's ability doesn't add to the offense or suitable defense, so you have make sure you can vent faster than the opponent.
Breach was surprisingly fine. Its like 30 ammo, so it'll last multiple engagements and add to like DPS by stripping armor. It has to be synchronized to the squall volley though, and you can use flares to distract the opponents PD.
Quick question, do you assign strikecraft targets in the command menu?
>vent faster than the opponent
Resistant Flux Conduits.
You need to put officer with shield and missile skills into this bad boy.
Why so much vents?
Also, breaches are not great at long range, you can probably switch them for harpoons.
squall is a piece of shit uninstall
>t. pillum
Seriously why the FRICK do you need to put DTA on a motherfricking XYPHOS
Are you literally moronic?
Why do you need DTA on a xyphos?
Are you moronic?
>leaving slots empty
WTF ARE YOU DOING
bro he needs the 18 OP fighters that will literally never respawn if they die, please understand
In defense, for 28OP you get 2 range 1200 Ion Beams (24OP) and 2 range 700 Burst PDs (12OP), so you still get an 8OP bargain + free flux which isn't a bad deal. Also it does regenerate, but at a 1.5 rate (22.5 sec for Xyphos).
Now is the Apogee good at being a mid-range assault ship, rather than a long range beam ship? No IMO.
why do you have defensive targeting array for fighters that by default have that behavior?
why did you build in ITU instead of stabilized shieds?
why dont you use 3 OP to add a harpoon for extra killing power?
Some wasted OP and pointless hullmod but you have successfully unraveled the secret power of the Converted Hangar Point Defense.
You should have all the front weapon filled, especially with laser so your enemy feel obligated to shield.
The medium energy might even be anti-shield to empower your strike
On a Plasma build I can understand you'd use capacitors but you'd be better not using any capacitors and focus all on venting fast.
Hardened shield is also a going choice.
>cheat field
>hardened instead of caps
>efficiency fricking overhaul
what do you call cheat field?
you have a problem using vanilla hullmod?
>hardened instead of caps
it's a laser build, you don't need a buffer for shots
>efficiency fricking overhaul
the saving on supply/fuel is exponential and I kill enemy the same
9 OP is a bargain
>you have a problem using vanilla hullmod?
thats not a vanilla hullmod though
Ah I see, you were talking about the Attuned Drive Field.
Forgot I had it. I though you were fixated on something else not even called a Field.
I guess I just consider this hullmod should exist.
You have a hullmod that make even the biggest ships reach top speed yet can't have something cheaper for a ship that's already rather fast?
I chose to disbelieve.
should i use the defend command on the capital or select all the fleet and have them escort the capital?
i just tried fighting a bounty with escort commands separately and each escorted ship just went on its own. mayne because i had frigates take the battle objectives so the fleet separated itself to keep them all under control.
Headpatting and holding hands with Dawn knowing full well I'm about to leave to room and settle down to a brutal gangrape of captured UC officers.
This new Armaa playthrough is weird.
which mech do you put dawn in
That protag mc one with the purple missles you can snag. Meanwhile I use the dual blade one with the wing you can use.
I set her to escort sierra and they go and make sweet music together.
>gang
can't imagine getting off to a group of men fricking some chick
You may be the biggest homosexual in these threads and that is saying something.
How long after making a colony does it take factions to decide to frick you over?
Immediately if you
>use ai cores, hegies start seething
>heavy/light industry makes tt seethe
>generating income + size above 3 makes the league seethe
>luddic majority
>fuel
if you expand rapidly persean gets mad
if you use ai cores hegemony gets mad
pathers get mad no matter what
if you compete with tri tachyon's exports they get mad
church is alright imo but you can say it's the same as pathers lol
I don't know why people try to make peace with these factions. Personally destroying every last one of their sabotage attempts was satisfying.
Are you?
I am, but I was nice to the lad and prayed with him.
All robots and computers must shut the hell up
Nah thats homosexual shit for homosexuals like (you).
yes
>I have felt myself drawn to the Path
Praise Ludd and pass the antimatter bombs.
We should teach AIs the Path
When you go back this time please stay there.
You go first and have a nice day
Aww troony mad they are so obvious, how "cute"
>they are so obvious
No they aren't, you can hardly tell the difference.
>Play vanilla
Dinky little sector fleets that can't possibly harm you
>Play Nexerelin
Hegemonic Grand Invasion Rape Battlegroups
Is there anything in between?
does Inky ever get a good ship?
nope, both cyberwarfare ships are meh
>temporal shell battlecruiser that spams short overloads on enemy ships
>meh
Only trannies use garbage mods so of course that troony said something stupid. Its basic math.
t. Noah or something
Yeah ok nice try cy
it has no armor for its size
it has lackluster firepower
its just a gimmick ship and the smaller ones are way more useful
KoCSucker here, currently having a play with it and thinking to dial back the Heavy Mining Laser from 400/300 to 360/270.
Any thoughts? Nobody has been screaming it's OP to my memory so I'm guessing it's kinda in a good place.
Also, anything else you want to see tweaked?
I would like you to stick to your troony discord.
is it hybrid(energy for stats)?
and does it have mining power in nex?
When did you fall in love with the Eradicator with long range ballistic weapons as your flagship?
My officers can helm Champions and Onslaughts to hold the line while I shit on whatever enemy leaves their formation.
3x HVD and 5x harpoon is my go to cruiser since forever but thats for ai control not mine
>use radiant
>can push forward to kill fleeing enemies with high flux and low armor then phase skim away
it teaches bad habits, bros...
It's only a bad habit if you die anon.
i will die the next run if i develop this habit
Common you can do it with a medusa! Even with a wolf maybe, probably, most likely....
Never before has one Apogee triggered so many people
Has there ever been another ship that triggered so many?
Who knows, but seeing someone triggered over the DTA several times was funny.
You're just wasting OP you could've used for better hullmods or just more vents/caps
At this point its pretty clear that homosexual was baiting
Wouldn't the extra 50% on fighters and missiles be worth it since those Xyphos are his only pd? It's only 6 OP after all.
Thats only a thing if you s-mod it you dumbass
?
image search comes up empty
what image, admiral? the op has nothing in it. have you been taking the pink syringes again?
Did you even bother to use Google? It gives you the result to the Reddit post right away. The poster is origin I believe.
how to build the eagle?
normal and XIV.
i'm thinking of going for a single anti armor medium weapon and the rest beams. gravitation beams in medium slot.
integrated targeting unit and advanced optics.
i experimented with an attack in the face of the enemy eagle but i failed.
I use 3 maulers in the front with two gravitons and one ion beam at the back.
ITU and Gunnery Implants for maximum range.
>go into the first hypershunt, it's tough but get it done
>go to the second hyperhunt
>both fricking tesseracts rolled reality disruptors, which (A) I don't want, could I have a rift lance or rift torpedo please? for frick's sake and (B) completely frick up my onslaughts for lack of rear shielding
guess I need another paragon or two
>using omega weapons at all
>using weapons at all
ramgang where we at?
in the shop getting repaired dummy
>*rams u*
Imagine being proud of having UAF
Why are people still commenting on my old Apogee build, I thought I made some improvements... or maybe you all didn't read through the thread. Also it seems some of you think you need to S-mod DTA for the bonus against fighters and missiles which makes me think if I should even bother posting here...
Its not your apogee build anymore, bawd.
So how's my new build?
My comment remained valid on your last build.
If the ships look cool, I install. Simple as.
So you got like 3 factions and a ship pack?
>Diable
>VIC (because aerospace looks cool)
>Armatura
Yeah, sounds about right.
Im still waiting for a mod that will add "realistic" looking ships..
And maybe Honorverse ones
>He doesn't use that one mod with the ms paint ships
Name the mod or begone.
Well now I'm not gonna.
Oh btw - can anyone give me a quick rundown of what actually got added in .97 that wasnt in .95 ??
If the mod contains at least one shitty vanilla recolor and kitbash, I don't install. Simple as.
So you have like 0 factions and 0 ship packs?
Are energy weapons unfun or am I just getting bored of high tech?
Energy is a lot more limited in variety due to a (mostly) single damage type.
Yes.
Outside of specific applications like lances I just don't like using them. Same with high tech ships.
Tri-Tachyon ships all have killswitches so please remember to pay your weekly Tri-Tachyon subscription fee™!
good thing i'm only running [REDACTED] high tech ships
>Terran Eccentric World
cool, might have found my first test planet
anyone ever made a multisystem empire? thinking of doing it in my current save but by the time you make colonies and get through all of the crisis bullshit i'm often bored. I think there should be a way to trigger stuff like the hege AI inspection fleets so that it doesn't take forever
is there a way to make the crisis countdown shorter?
>anyone ever made a multisystem empire?
no
i did once years ago and it was fricking terrible
you already ruin the game by settling a system and turning it into permanent janny mode so having to do that in multiple systems at the same time makes it completely unbearable
>you already ruin the game by settling a system
you make want to postpone making colonies even more.
i'm having fun fighting for every credit to stay afloat and having to keep changing my fleet composition to minimize spending.
currently sitting at 10 millions.
i dont settle at all in most of my games and if i do its just to make hegemonkeys seethe
>you make ME
*
i also have over 10 capitals and many more cruisers and frigates in storage.
i also have 2 [REDACTED] capitals.
are those 2 capitals cheaper to field than normal capitals?
>listen to disc 3 of AC6
>it is so kotapeak
finally a breath of fresh air.
i'm adding this to my mech music mod, armabros. you just gotta wait about 4 months for me to finish compressing all the audio files so the mod isn't 1 gb
?si=UA-7C6fR-NUZMG1V
I refuse to check your wasted digits. Stick to your git, homosexual, god damn.
but you did waste time on this reply, Black person
"We" don't sign our posts here.
i'll still do it
you can't stop me
Speaking of that mod, got a download for it?
yes.
https://gitgud.io/MechEnjoyer/audio-plus-mechs
be afraid it weighs about 900 megabytes. about 200 tracks or somtin i didn't count.
that is because i'm both a dumbass and i was using an inefficient compressor. it does have music from all games except mobile versions and 4 and above.
so no ac 4/5/6 yet.
>ac 4/5/6
armored core or ace combat?
why not both?
>why not both?
hahahaha.... HAHAHAHAH!
>HE DOESNT KNOW!
check picrel. yes it has music not related to mech games. you cannot stop me from being moronic
Its not a mod its mp3s from youtube kek
no shit. it adds music. frick more you want? it's packaged in a way that you don't have to replace bullshit and just integrates into vanilla
I have a playlist on youtube that works better.
*shrug* made it for myself and though people might like this. i can't run a browser together with starsector cause my laptop is shit. this is a very good replacement for me
Well when you go back to your discord you can tell them all about it.
What should I smod on my new Paragon?
stabilized shields and DTC
>DTC
Built-in ATC doesn't allow that.
ok it actually has music from those games but like not all
actually all
i just like kota hoshino, i couldn't not include his music first
did you really check every track in the span of 5 minutes?
How do I get my colony fleets to not be a bunch of Mudskippers and other such garbage? Is it a Military Base?
Also I have no idea how to refit Mayasuran ships.
it's fleet size. just dock at your colony and look at %. also a nanoforge and orbital heavy industry thing make quality better. find blueprints too. as for mayasurian ships. i dunno. i only used vanilla variants so far.
i ain't a troony like you, noah. go add another bullshit feature to legio instead of baiting people here
tl;dr how about you go back?
>loud troony noises
yeah ok cy
Heavy Industry
Orbital Works boosts the production quality, so less D-mods
Nanoforges give extra quality too.
Remember to build heavy industry on a non hab planet to avoid extra hazard penalty from the nanoforge.
to make it clearer look at
>picrel
this should be blue. if orange means you lack quality
smells like muttdemon here...
nice try seven
who the frick is seven
but fr?
also when next KoL update? you ready to nerf your superboss bullshit?
>pretending not to know his troony friends
Yeah ok noah.
>name random number
>i'm so smard eheheheheeeheeeee
wtf is this circlejerk lore bullshit. i need some explanations from you, timid.
Ok I will stop shitposting to say that they were the epta troony. Now frick off daltroon
moron
toe beans
Hey Selkie your KOL mod is shit
Press D in campaign layer
What exactly is the point of the Odyssey again?
it’s fast
and has moronic weapon mount placement
i mean thats it
>they
>they
>they
troony thread, sadly.
kyoro
They!
Live?
Just They.
was/were
They:
Plural - As in multiple people.
Alt. - As in multiple personalities.
Yeah ok bigbeans
Frick off Lukas04
Next anon who mentions some moron from a discord server will be raped by me
Sounds good to me, can I help?
Try it, noah.
id totally bang Selkie ngl
discord and its consequences have been a disaster for starsector general
>discord and its consequences have been a disaster
ftfy
discord, by itself, is just like any other messaging app though
the IRC cabals were never so much of a thread-shaping presence, nor so much of a boogeyman in people's mind
>the IRC cabals were never so much of a thread-shaping presence
lol
Audioplus crashes. Why this? Speak to me mech music man.
that’s kinda weird. i playtested it myself and only then updated. i can’t really access my laptop. can you send picrel of crash message?
I'm like 4 days late but it says error loading sounds/custom/campaign/U-turn.ogg
Did I mess something up? I used it last version and it worked just fine.
>U-turn.ogg
The file in the repo has an upper-case 'T'.
i downloaded it from gitgud to check after your first message and mine worked just fine. maybe delete what you have and put a new one in?
>The file in the repo has an upper-case 'T'.
sorry but i might be moronic as i don't see anything weird going on with that file. as i said i downloaded from the repo, replaced my "dev" version and it was working. still is as i haven't removed it from my files and have been playing with the public one.
>sorry but i might be moronic as i don't see anything weird going on with that file
Here's a hint: Its case sensitive
See the problem now?
...Yes. i wrote a whole reply conveying that i dont understand anything.. but yes.... after looking at it for 2 minutes... you are certainly correct. thank you. i updated the repo. download the new one (or just the sounds.json alone) if you haven't fixed this yourself for some reason yet.
https://gitgud.io/MechEnjoyer/audio-plus-mechs
i will now be questioning the universe as to why it hasn't crashed even once after i played for hours with the gitgud build
Windows is just built different
>damn gurl your kernel THICC
Not really, it's just how computers work. To a human a "t" and "T" are almost the same thing but to a computer they're as different to each other as any other letter and you have to deliberately code things that way if you want case-sensitivity not to matter. Which is generally awkward and not done unless you're working with text-based interfaces.
I'm talking about the fact that Windows don't care if its upper or lower case while Linux does
I changed the name and it werked.
>Macario gives you 350k and an Executor at the end
Maybe the man isn't so bad after all
Forgive me Ludd for ranking your creations, but I must profess that nothing is too bad in our path to redemption!
It's criminal how good the LP Brawler is.
it's somehow the only good pirate/pathershit that hasn't been nerfed yet
homosexual ships for homosexual men.
But enough about high tech.
>Orion device
bros I fricking hate it
Why do you hate it?
Not him but I hate it because it's puny and disappointing. It's meant to (or was at least inspired by) use the blast from a nuclear weapon to propel the ship forward. Now in theory this sounds pretty cool but...
Imagine you're a pather, you're a little bit high from huffing anti-matter fuel and the weapons depot has been raided so you're a little low on guns. There's a battle coming and by Ludd you WILL attend it! So what does a mad-bastard pather do you ask. You got this big ship with a nuke dispenser strapped to the back...
>Step 1:
Gotta go fast - Safety Overrides, Unstable Injectors, Auxillery Thrusters (you're gonna need them), and of course a few of Ludds Blessed hammers!
>Step 2:
CHARRRGE! - Full steam ahead, you're the tip of the spear and this is gonna be the sort of drive-by that makes an Omega cower in fear. Drop some charges (but keep a spare!). When you get close fire of those hammers, it don't matter if they hit, they're just a distraction.
>Step 3:
Handbrake turn! - You can see where this going you need to power slide and touch paint with the enemy, get your radioactive gassing ass as close to the enemy as possible.
>Step 4:
Fart Hard with a Vengeance! - Drop an Orion charge right on their bridge and ride the shockwave out of there and hear your praises sung in Valhalla...
Now... You'd think this would be a badass thing to do, especially given the difficulty in pulling it off successfully. So ask yourself, why did Alex give the Orion device a paltry 500dmg, that's not even enough to take out most fighters. You're dropping a big enough charge to propel a thousand ton beast a significant distance but you can barely scratch the paint on a 1 man fighter. You have to consider that the pusher plate is effectively forming the blast in to a shaped charge. It should be dealing at least as much as a reaper.
>It should be dealing at least as much as a reaper.
Unlimited rechargeable reaper would be a little bit overpowered. This thing is meant as movement option, damage here is just for flavor, like with Manticore canisters.
And we don't know for sure how starsector weapons work. Maybe this massive explosion is nothing when compared to destructive power of Harpoon missile.
Adding on to what the other anon already said, the orion device uses a shaped charge, ie. all or at least most of the explosive power is concentrated in one direction. Now why we can't actually just rotate the bomb so it pierces enemy hulls instead of pushing our ass is another question entirely.
I think best solution is to make it deal 2000 fragmentation damage or sth, in lore explanation is that the nuclear pulse is designed to be diffuse so it actually pushes you forward instead of causing hull breaches dragonfire style.
as a concept I find the idea ridiculous, I also find it ridiculous that the Pathers are able even to build that onto an existing hull when they dont even have access to heavy industry. Where do the nukes even come from?
I sell the pathers guns, mechs, small tactical warheads, etc. nonstop. Thats where.
When 5 units of heavy armaments are enough to supply a small Luddic sect in Volturn for a month, you wonder what 200 is like...
A drop in the bucket, brother.
I like it better than the plasma burn, but my favorite is the burn drive.
Swap the memeture and the manticore.
How beneficial is a S-modded Stabilized Shields, it was tempting to me until I realized many of my ships have very efficient flux to damage reduction. For Gauss Cannon it's about 98 damage converted into soft flux per shot and Heavy Needler 210 per burst when it's just .7 reduction, however I have ships close to .4 reduction so I would be getting less value. I could spend the OP on 1200-2000 more flux, but I realize I might get more value on ships with very high caps like the Paragon and Conquest.
There's also the fact in a real battle ships would be backing off and venting. How high should flux cap be if there is one or am I over thinking it?
Realized Conquest has really bad shield damage reduction with high caps, so S-modded Stabilized Shields on it would probably be really good instead of more caps. Paragon is a different story.
>am I over thinking it?
You are.
It really depends on the ship's role first than the estimated flux savings. Like for example for Paragons would you...
>1) Get the shield pimped out so it can survivet at mid-range?
>2) Get the Beam range to 2200 so most shit can't shoot back at you?
Even if 1)...
>1a) S-mods and flux to power shields for a prolonged engagement?
>1b) Don't invest fully on the shields and load up on 4 plasma cannons, so the opponent dies faster?
Like if the ship was meant to tar-pit & kite the opponent's fleet (i.e. Decoy Omen), yeah sure more defense is good. If it's meant to just kill a straggler in 5 seconds to cull the enemy power (i.e. Squadrons of tempests or brawlers), no.
Was thinking of outfitting a Paragon with it, but I wondered if I should just S-mod HS instead and dump the rest for flux cap. I probably will S-mod SS since I want the shields to be as strong as possible and 2000 more flux cap might not be worth it since I already have alot of cap. Omens on the other hand has a chance to be overwhelmed by a massive burst of damage so I figure more cap on them would be better so they don't get overloaded. Both of them will be on the front fighting and to take damage if they can't avoid it.
Always s-mod stab shields on any ship that's intended to do shield tanking. If your Paragon is supposed to be a fleet anchor / brawler that sits around, takes some hits to let your other ships have a breather, etc., then give it s-modded stab and s-modded front conversion shields. I keep two such Paragons around at all times and basically give each one a Defend order kind of side by side, and then instruct other ships (mainly omens and beam sunders) to escort them, so I get a kind of horizontal battle line around the middle of the map while I circle around in a speedmaxxed & shieldmaxxed ion Aurora to kill weaker straggler ships and herd larger ones into the Paragons' kill zone.
Maybe for a build that is 100% shield tanking for the team. Even for those i think improving armor hull/mobility/firepower/spoofing enemy ai than being able to tank the 11 or 12th torpedo strike.
why can't we recover Guardians?
are they that overpowered?
i'm seething.
i'm thinking of adding auto_rec to its data because i've always wanted it.
but will it taint my run?
i'm doing a vanilla playthrough. currently at the endgame.
i'm having a meltdown.
1v1, the radiant shits on it. why can we get the former but not the latter?
Someone brought that up in one of the blog comment threads and Alex said he was planning to revisit it, so it might become salvageable in the next update.
YAY!
THANKS, ANON!
i shall make it recoverable right now and chase its bounties until i own it!
>claims to have tried a missile build and a non-missile Guardian builds
>says non-missile version isn't strong
>insists that the missisile auto-forge hullmod must go
>posts his non-missile Guardian run
>doesn't post his missile Guardian run
what did he mean by this?
https://fractalsoftworks.com/forum/index.php?topic=29504.msg432604#msg432604
>based alex says he might buff the Guardian
>Thank you for the thoughts, and the video! Saved a link to this post for when I'm going to have a closer look at the Guardian. It definitely does bear some thinking, though, especially the ATC; I've got half a mind to go the other way and buff it *a lot* somehow, but we'll see.
https://fractalsoftworks.com/forum/index.php?topic=29504.msg432929#msg432929
Infinite motherfricking missiles
of course its fricking overpowered in player hands since you can just make it shit out unlimited dragonfires that can ignore PD
everything is op in the players hands
i'll preface this post by stating that i'm a noob.
i've been testing it for a while now.
it doesn't feel that strong tbh.
you cannot annihilate stuff with it like you can with a Radiant.
with a Radiant, you can overload cruisers with a couple of left clicks with a tachyon lances. and if they don't have an officer, you can do it in one if it's on the weaker side of cruisers.
while you have to sit and wait after every missile strike in the Guardian.
and you cannot put smaller missiles to avoid the cooldown like forum posts claim.
did alex nerf it or are they morons?
>and you cannot put smaller missiles to avoid the cooldown like forum posts claim
Skill issue
I don't NEED to wait for cooldown because you're using the wrong fricking missiles
enlighten me, anon.
best build i could come up with is
>devastator canon x2
>annihilator medium missiles x2
>hammer barrage x2
those have the least cooldown times, longest range and lowest flux.
the other front facing slots have various antishield and anti armor stuff.
the side and back facing ones are all PD.
this loadout allows it to tank when it needs and can win 1v1 with a test Paragon and test Onslaught.
with some kiting, i defeated 2 Executors that were focusing on me in a battle.
all of those feats can be done with a Radiant or hell, even an Onslaught.
tldr; enlighten a noob, please.
medium missiles x2
barrage x2
You're clearly moronic if those were your first choices when you heard about INFINITE MISSILES
Best ones are still REAPERS and DRAGONFIRES
>You're clearly moronic
of course.
>Best ones are still REAPERS and DRAGONFIRES
i tried those first but they take too long to fire again.
>take too long to fire again.
Thats why you open weapons.csv and shit on alex face.
i'm too much of a noob to mess with balance.
>Thats why you open weapons.csv and shit on alex face.
I see the problem now, I forgot to do the first part.
Picking it up again after like a year+ of not playing.
Does anon have a recommended modlist? I remember once you're past the midgame there's basically very little danger, so some difficulty enhancers would be nice.
try not being commissioned by any faction and don't make a colony.
it's been a while since i've had this much fun for this long.
the discord has a few pretty robust modpacks that you just drop into your mods folder
>discord has a few pretty robust modpacks
Just be aware, the forums have been purged on mods with malware but it's still permitted on the discord so if you're using some of the more... classy... mods you might get unexpected behaviour.
Are there links to them on the discord you could post? /vst/ would make fun of me if I joined and that'd be really embarrassing ....
Some of them are not updated, but still work if change the version manually.
Less intrusive mods - CaptainsLog, Flux Reticle, Detailed Combat Results, Leading Pip, Logistics Notifications, SpeedUp, WhichMod;
More substantial alterations - Attuned Drive Field Hullmod, AutomatedCommands, Console Commands, Fleet Size by DP, Neutrino Detector MkII, Objects Analysis, Order from the Boss, Officer Extension, StelNet, SpaceTruckin;
Which of you homosexuals is the one responsible for this
https://www.reddit.com/r/starsector/comments/1c42p3n/there_are_millions_vulpoids_wip/
that was me sorry
You motherfricker
You better add RS integration to it or I will murder you and your family and your ancestors and your chickens and dogs
And cripple your cultivation
I will just reincarnate as a 14 year old girl. You have no power over me.
Nevermind the fact that it clashes with the tone and style of the game, but there should not be anything, and I mean ANYTHING, that makes people happy in this game. People shouldn't be allowed to be happy in Starsector.
>an entire race of slaves
really?
Literal living wienersleeves built only for HUMAN MEN
>BIOLOGICAL MEN
*fixed
Billions must die
Trillions will die
but not before Billions of human women weep, weep and lament
Imagine, if you will, you have a servile vulpoid wife waiting for you at home.
After a long day of grueling labor at the orbital works earning you credits for the day, you get back to your hab-home, it's interior climatized and cool. Your wife is waiting for you at the door, and has already prepared you dinner as you trained her to years ago. You pat her in the head as you sit together to eat.
Once finished, she goes to wash the dishes while you take a bath, washing off the day's sweat and grime. Once in bed, you frick like rabbits until you collapse, completely exhausted, to wake up on the next day, when she will kiss you as you wake up.
>Your wife is waiting for you at the door
You're an idiot. It's not your wife, it's property, and I can pretty much guarantee it's not your property. These things will be licensed and on lease.
And I can guarantee you're not able to afford a new one laboring in zero-g, no my friend, the best you'll be able to afford is a 'pre-loved' model...
Not in my autocracy, cope hege-trita-ludd-pers-diktatoid
This probably will be the future for sexbots and nandroids unless people are willing to fight for them, which I guarantee will not happen.
Open-source sex bots when!?
Never, it will be illegal and you will all be shamed if you ever try to reverse this
(You) WILL work dawn to dusk in your shitty mining colony
(You) WILL eat the drug-laced insect onions vegan animal friendly freeze-dried space food
(You) WILL come to live in our small box-sized living quarters you can barely afford
(You) WILL drive home in our approved environmentally friendly vehicles while still paying the extra taxes needed to clean up our polluted planet which we caused with our Nanoforge
(You) may have a sex droid to relieve your stress, but only after you consent for the droid to record everything 24/7 for your own safety
(You) may also have the offered recreational drugs on top of the ones you ingest if you wish, however
(You) WILL have to pay the cost alongside the medical bills that will inevitably pile up for your degrading health cause by the lifestyle we imposed on you
Is a man not entitled to an adorable little furry wife?
>No, says the man in Chicomoztoc, she belongs to the fleet
>No, says the man in Kazeron, she belongs to the gens
>No, says the man in Eochu Bres, she belongs to the employee managers
I rejected those answers. I created my colony.
you better have a furry AI running that colony for you too
Under MY autocratic rule, my industries are exceptionally profitable thanks to domain industry items as well as stability, guaranteeing that our employees are exceptionally productive, and thus exceptionally compensated for their work.
(You) Will work an 8hr workday for a rich wage
(You) Will afford a comfortable large apartment with a communal garden/park space, even within a hellish molten world or gas giant.
(You) Will afford to buy a vulpoid to take as your wife, care for your house and (You)
(You) Will enjoy plenty of diverse, natural foods grown in the system's breadbasket planet.
(You) Will have plenty of recreation options, both social and private.
(You) Will go to the local luddic church to pray on weekends.
And (You) will be happy
No, (You) WILL own nothing and be happy with the Vulpoid subscription service you signed off on which we can revoke at any time.
(I) Will steal your domain industry items
(I) Will stop trade fleets shoring up your shortages
(I) Will watch the collapse of your government
(I) Will watch your planet decivilize
(I) Will watch as you are captured and judged by the mob
(I) Will watch as you are pegged by every surviving Vulpoid
(I) Will Sat.Bomb what remains of your 'utopia'
(I) Will NOT pretend I didn't enjoy it
Why are you so mean 🙁
>wife
Imagine treating furry onahole like it is a human.
Human women are onaholes that b***h and complain. I'll stay with the vulpoid, thanks.
>t. Will never feel the unconditional, true love of an adorable little creature.
the sector has fallen...
By ludd, we will make what happened to Opis look like a joke
>the sector has fallen...
Not yet my brother.
Not while blood courses though our veins.
Not while the will to resit remains.
We may be mortal brother, but our mission is not.
Prime the anti-matter... we have work to do...
t. seething landwhales
>an entire species of (very cute!) genetic slaves
VIC has gone too far this time
>download DEX
>guardians get completely replaced by castles and arsenals
sirs...
Anon, there's a specific line in that mod's faction file that says to lower two numbers if you want those shitbricks to spawn less. You can do it with notepad.
The layman shouldn't be expected to go digging through files to fix this kinda stuff. Expecting others to mod your mod so it's no longer sod is lazy at best.
Can't imagine being a capital shipgay. so fricking slow
Not big into snouts tbqh
Furries have become so mainstream. I love it.
Any mods/factions I should really avoid?
Stinger Shipyards
avoiding dazs mostly gets you in the clear
Based on what sort of criteria are you asking?
No criteria, I will take personal opinions on mods you've tried but have been unimpressed/annoyed with. I just haven't played in awhile so I don't know what's currently good.
Knights of Ludd - Looks good but massively imbalanced
Diable - wait for the dust to settle first
Domain Pahse Labs - If you palette shift a low effort mod you still have a low effort mod
Emergent Threats - What if ((ship)) but [REDACTED]?
Iron Shill/Mimikko Assistants/Tahlan/UAF - Generic Mary-Dude anime shit if you got a thing for dudes pretending to be chicks pretending to be animus you might get some miles out of them.
>Looks good
>le ace combat reference
>le ziggushit shitbash
>le shadowyards ripoff
>knights ships are not lowtech
>Emergent Threats
Absolute garbage mod
Why? I think it's pretty cool. Although i do agree that the whole subsystem stuff and the Odyssey (TT) is pretty OP.
Post the spaghetti emporium
The flip side of this, which faction mods are really standout? I also haven't played in a while, I loved the Hiigaran Descendants mod but that looks dead. Generally I like factions that don't add tons of duplicated weapons to bloat trade screens.
>I like factions that don't add tons of duplicated weapons
But if I don't duplicate the vanilla weapons in my own art style they'll stand out like a sore thumb on my ships!
Starfed is amazing and I use it in every modded run.
>FTL
>ships and weapons look good
>ships and weapons are fun to use
>depth in how the ships and their systems work
Too bad they're ugly as sin
Why are your marines in this game so cool?
cuz speiss marines are cool
Satanic prostitute
welcome to r/starsector where we have the latest in garbage shit from preddit
>feudal space humans
kino
>modern nation state space humans
lame
Modern nations are pretty boring in general. Not romanticized enough, I guess.
Correct.
Thought this was a shit ship, but found it to be alright as long range battery. Could kill other capitals/cruisers consistently aside from Paragons and Radiants. Still not recommended for NPCs though.
Right, it's a pure glass cannon. If only it was not as slow…
>le OP modship
just semibreve it bro
it's the only way to be sure
Wait? You have constant zero flux speed boost like SO, but you can still vent?
NTA, but its not constant. You can see it disappearing around 2.5-3k flux.
I would guess that its from the time when Elite Helmsmanship gave you zero flux boost as long as the ship was under 1% of max flux capacity, modded to higher cap.
Or maybe its just Morpheus being Morpheus, havent played with BRDY in forever.
At first I thought it was elite Helmsmen, but not the shit's generating flux constantly. Re-watching it again though the 0-flux boost is lost once the cap reaches around 3k, so it must be some added hullmod. Broken on top of Broken.
>I would guess that its from the time when Elite Helmsmanship gave you zero flux boost as long as the ship was under 1% of max flux capacity
Sorry I got confused, and wrote it weirdly. Yeah the old pre-0.95a elite helmsmen worked like that. Assuming this is a new 0.97a footage, I think it maybe a hullmod of somesort, than a skill change (or it could be old footage who knows).
Im pretty sure Ive seen this particular webm many times. Also BRDY is ancient mod. Also also - Ive played with many mods (I have high tolerance to bullshit), but there isnt a single one wich adds hullmods that mess with zero flux boost in a more sophisticated way than "SO, but slightly different".
My bet - its Morpheus being Morpheus
Maybe its the rat atrifact which halves the zero flux boost, but makes it active till 25% flux cap.
Be a good person.
No
hey hey preddit
sseth got added to the game now or something?
ever since 0.95
Why does the friendly AI think it's a good idea to fly directly in front of my Paragon?
The same reason why they use burn drive right short of engaging the enemy and weapon range; fricking moronation.
Fortress Shield is pretty neat system
How big was the Sseth wave? I know SS13 was practically unplayable when the video on it came out and Starsector's storefront crashed when his video on it released. I do know Alex credit him for giving Starsector it's first real break, before the game was barely breaking even and he considered taking up another job to make ends meet.
Do you guys have more fun piloting the High-Tech or Low-Tech ships?(Nobody cares about midline)
I really really like the feeling of piloting a massive brick of armor and weapons that the Onslaught provides, together with enough maneuverability bonuses to make target acquisition fast and deadly. Even cruisers like the eradicator are tons of fun as well as being tanky.
By comparison, most High-Tech ships except for the paragon(which I feel are way too expensive to be worth it) feel like rather anemic glass cannons, with only their shields being kinda good.
How do you have fun with the high-techs?
lowtech best tech frick those troony homosexuals in tt all my homies hate tt
lowtech shit tech
more like high tech yous a b***h tech
lowtech still shit tech
cry about it luddser
yea ok sure thing with your gamma core ass hair style
High tech is supposed to work in wolf packs, circling around enemy and attacking from unexpected angles. With strong shields they can use hit and run tactics without any risk.
While not bad, this combat style gets monotonous after a while.
hightech is for reddit plebs. hightech is for people who have a surface level understanding of how to play starsector (weapon choices, ship fits, positioning, flux trades etc.) hightech is for people who 'beat' starsector once (ie killed doritos) by using ziggy and paragons
u mad cuz my fury can shit on your onslaught by hitting its stinkhole lol
Try to get to that ass in real battle where bawd has friends and get shot down.
noob here,
what's a deep understanding of starsector?
i started with high tech when i first tried starsector but now that i have tried the Onslaught XIV, i stopped lugging around a paragon most of the time because it's not needed.
i still bring paragons for station fights. i bring 8 capitals for them.
i still don't know or understand the weapons either.
>>>>I bring 8 capitals for station fights
Really had to lay it down thick huh
>fighting a fleet that has an invictus
>issue an avoid command on it
>its fleet dies somehow and leaves the invictus undefended
>remove the avoid command and ships surround it and kill it
does this also work for other capitals?
i've been feeling galaxy brained ever since i discovered that the AI is a moron that will send ships away from the main fight to capture objectives.
cruisers and below die.
i hate seeing my ships die.
also, recovering ships is expensive.
>does this also work for other capitals?
Congratulations, you have devised baby's first combat theory vs larger ships.
Outmaneuver the enemy, use your speed to stay out of their range and harass them before dipping out while you isolate and kill the escorts. Once the escorts are done, you cease avoiding the big boy and flank it, going in for the kill with the proper firepower of your combined forces.
All of this is made easier because the Invictus is a dreadnought, which is basically the exaggerated version of a battleship. It is comically large, comically slow and comically armed. Once you don't have some shitters bothering you, it is a helpless, near-immobile brick of armor that can't do anything to properly defend itself.
>cruisers[...] die
Skill issue. Your cruisers should be your workhorse ships, b***hslapping smaller ships and being decent threat to larger ones. Make better builds, use better officers and order them around correctly and they should never die.
>i bring 8 capitals
There is not a single encounter in the game that justifies the logistical and deployment costs of 8 capital ships.
w-what?
5 onslaughts is 200 supplies and 3 paragons is 180 supplies for a grand total of 380 supplies.
i remember my total supplies deployment cost against the end game bounty being around 500 or something similar. or was it even more?
>'Detailed Combat Results' mod
thanks. i'll check it out
there is no vanilla way to see the total deployment points of the enemy, right?
i judge it by how many supplies i'm getting after the fight.
although i have the skill that gives more resources after battle, i mostly end up recovering the supplies i spent. i don't end up with extra.
>For weapon I look at the range first. If it is short, this weapon meant for fast ship, that can close in and get out - high tech, frigates and SO builds mainly. If it is long, then weapon sacrifices firepower / flux efficiency for utility and is better used on ships not meant to brawl directly. And, well, medium range of 700 are for general use.
interesting
>Congratulations, you have devised baby's first combat theory vs larger ships.
thanks!
>Skill issue. Your cruisers should be your workhorse ships, b***hslapping smaller ships and being decent threat to larger ones. Make better builds, use better officers and order them around correctly and they should never die.
but stations are just big shield and dps check, are they not?
>but stations are just big shield and dps check, are they not?
Correct. A line of good cruiser should be able to deliver heavy firepower against a station for several seconds before pulling black to vent off flux behind other cruisers or capital ships, whereupon it then returns to the front to deliver and soak damage.
No combat encounter in the game requires the use of more than 2 capital ships, anything else is wasteful.
Am I to assume you have only been facing pirates so far? What enemies have you faced with this reckless fleet setup?
i don't lug 8 capitals except for destroy station missiosns.
like that Hegemony station or the luddic church one. i even remember getting a mission to destroy the culann station as well.
and for the end game bounty.
for normal bounties, i carry 3 capitals, around 10 cruisers and the rest are frigates.
bounties have 2-4 capitals of their own so i don't want to be outmatched.
>alpha kinetic strike weapons
what are those?
>this is what i'm on about with "a deeper understanding of starsector" - ships die and that's okay
i though i'm saving supplies if i keep ships alive.
i felt that my supplies were being drained a lot when i recover a cruiser.
>Hull Restoration
i did pick this skill
>Hazard Mining Inc mod
the ships are ugly tbh and i haven't mastered the vanilla stuff to add extra stuff to the game yet.
>why are you bringing this much?
stations are scary.
i brought 3 capitals and more cruisers once and most of my cruisers got destroyed.i recovered them but felt that cost too many supplies compared to just getting more capitals from the garage.
>in this game only need 1 capital on the field, sometimes 2, and adding more to your fleet is just having more in reserve.
>paragon is a fleet anchor and area denial, onslaught is throwing a brick at the enemy fleet. in either case you need a supporting fleet, either to herd things into the paragon's killzone or follow up into the gap that the onslaught creates. for either of these purposes you don't want an additional capital ship except to add 'more' of whatever you're using the first one for.
there was once a bounty against 6 or 7 Executers and i don't remember how many cruisers.
i had 3 capitals with me and around 9 cruisers, 4 destroyers and the rest were frigates.
ii replayed the battle many times trying to minimize losses but i still lost 2 or 4 cruisers and all my destroyers constantly.
they had the spare capitals to send after me while pressuring their cruisers.
i got 600 supplies from it.
>what are those?
high burst damage, high damage per shot, a large 'alpha strike' on a long cooldown.
for kinetic damage that means railgun, hypervelocity driver, gauss cannon, sabot SRM
>replay the battle trying to minimize losses
don't sweat the losses, don't worry too much about saving supplies as long as you don't run a big deficit by overdeploying or getting wiped. lean into the idea of acceptable losses especially in large fights.
keep an eye on your destroyers and other ships that die a lot, try to notice why. the survivability of lighter ships in large fights relies a lot on their ability to get themselves out of dangerous situations. if they can't do that (ex. salamander to the engines) then they're going to die as soon as something large turns its attention on them.
stop taking late-game capital bountys, they scale into stupidly large fleets as you've encountered.
"Alpha strike" is a term for big damage at the start of combat. Idea is to cripple enemy and get advantage from the get go.
Sabots and needlers are the best (kinetic) examples of that in starsector. Idk why that anon mentioned hvd and gauss, as they are long range sniping weapons.
Try to not bring too many ships to a battle. In my experience, good fleet can beat same cost in dp without significant losses. Even double of dp cost if it's against pirates.
I use 'Detailed Combat Results' mod to judge if brought too much firepower.
For weapon I look at the range first. If it is short, this weapon meant for fast ship, that can close in and get out - high tech, frigates and SO builds mainly. If it is long, then weapon sacrifices firepower / flux efficiency for utility and is better used on ships not meant to brawl directly. And, well, medium range of 700 are for general use.
>the weapons
use suppression weapons to keep pressure on and force them to keep shields up. ion beams, annihilator rockets, graviton beams, etc.
pair with high alpha kinetic strike weapons to spike their flux. sabot SRM, HVD, gauss, etc.
follow up with high alpha HE strike to strip armor and kill shit. reaper torps, HIL, etc.
don't mix range brackets, slower ships should have longer range guns. every ship should have a mix of anti-shield and anti-armor weapons.
>cruisers and below die.
>i hate seeing my ships die.
>also, recovering ships is expensive.
all of these are wrong.
this is what i'm on about with "a deeper understanding of starsector" - ships die and that's okay. that's why you have Hull Restoration or Derelict Ops. install Hazard Mining Inc mod and get your ass into a junker fleet with derelict operations. that will break you out of this mindset.
>5 onslaughts and 3 paragons
why are you bringing this much? you're just throwing money at the problem until you can't possibly lose. most encounters in this game only need 1 capital on the field, sometimes 2, and adding more to your fleet is just having more in reserve.
paragon is a fleet anchor and area denial, onslaught is throwing a brick at the enemy fleet. in either case you need a supporting fleet, either to herd things into the paragon's killzone or follow up into the gap that the onslaught creates. for either of these purposes you don't want an additional capital ship except to add 'more' of whatever you're using the first one for.
What is the point of Atropos torps?
So far as I've tested it, it's just an anemic torpedo or a poorly maneuverable missile. What role is it supposed to serve, if the harpoon provides high-tracking HE, and the Reaper provides high damage HE?
It's the second hardest hitting missile the AI can actually use semi-decently
Huh. I've never had issues with the AI using harpoons, and they seem conservative with reapers, but that's to be expected, mostly using them to finish off overfluxed cruisers and capitals.
Harpoons for long range? I feel like they're too weak and small in number, no?
>they're too weak and small in number
They are also fragile and slow(ish). Any pd can take care of harpoon in a brawl. And if enemy is overloaded, any other alternative will do better.
But they do have pretty big range. So your ITU ships, carriers and everything else in the back line can throw some HE at the enemy.
>harpoon provides high-tracking HE
I would say it is for the support from afar. For 'high-tracking' in close combat I usually use breaches.
It has better tracking, speed, more hp and damage compared to Harpoon which is why I prefer it. I don't trust AI to use Reapers.
>What is the point of Atropos torps?
I run them because the AI is shit at aiming reapers.
It's the most powerful homing HE missile.
>good strategy talk
Different noob here. I find vanilla fleets okay but Nexerelin invasion fleets wreck me. Even hiding behind a friendly station for a meat shield they eventually get to be such an overwhelming force that they steamroll anything I throw at them. Is there some trick to wearing them down through attrition, or are they just balanced for broken-ass mod faction ships?
I think nex expects you to field equally big fleets. Gives you a reason to crank battle size way up beyond vanilla limits.
I like how they blows up when killed.
Experimenting with some destroyers, this one actually can punch up quite well, AI can kill an Eagle 1v1. Didn't bother with DTA since the Sarissas are ass at killing missile and fighters even with it on, plus I don't know if the bonus applies to their ship system. Also noticed they are much more active than the Xyphos in that they are willing to go up close to the enemy ship instead of holding back all the time.
Also a reminder that S-modding DTA just gives your fighters more range, you get the bonus against fighters and missiles for putting it on.
You really like putting Converted Hangars on everything, are you?
Sunder is a powerful ship, but can easily overextend and die. Great for player, less so in ai hands.
Just experimenting with it, I like how it can give pd while at the same time support friendly ships and give more firepower which seems worth the cost, also posted wrong ship, the one that was able to kill the Eagle had Hardened Shields.
Sunders are so comically, absurdly fragile that I absolutely refuse to put them in my fleet. A single misstep by the AI will let a frigate damage half of its hull and severely flux its shields, and since it's speed also sucks ass it can't even run away well.
Tried your build. Unfortunately the Sarissas won't make you more survivable; it's just a waste of points. If the enemy is at torpedo range where the flaks actually matter, you're already dead 90% of the time. Shield somewhat does more, but it will still die against something that will charge at you (i.e. Burn Drive). Sunder's weakness is that it's high-tech destroyer, without the high-tech speed or shield stat.
One thing about Escort package is that you have to be really close to the capital to get the full bonus. Thus, you usually pair with shit that can survive along side the capital, and Sunder isn't one of those ships. I had better luck with ships that can match the lance's range; the Paragons and Pegasus.
I probably won't be using this build for some of the reason you listed. I was hoping it could be used as a long range arty escort for a capital, but I don't really feel too confident about it despite some successes. The Sarissas aren't as reliable as the Xyphos and pairing them with an all beam ship doesn't seem to be a good idea. I suppose I could use something like an Onslaught to make up for the Sunder's weakness since they have no way to deal hard flux with the Xyphos, but I doubtful they would be able to disengage properly in a real fight.
I modified my game files so that every energy mount is now ballistic and vice versa.
Also changed things like high energy focus to affect ballistic weapons and ammo feeder to affect energy weapons.
Also gave the factions access to more appropriate weaponry.
This is going to be moronic.
What ship is gonna be the most OP? How strong are the remnants going to be?
Already saw a fleet with a Dominator with two tachyon lances and an onslaught with three paladins
I wonder how fully ballistic Eagle will do.
Funnily enough, the Eagle barely changes because it's ballistic mounts are now energy mounts, so it still ends up having three-and-three with just the mounting positions swapped
You do however get five small ballistic slots
Oh, funny. Still, energy weapon in the front will have an easier time reaching enemy, while turrets can be filled with hvds for support.
Champion is probably the closest thing to low tech ship you have now.
Did you went to ship_data and did the change, because that sounds like it would have taken a long time to do every single one.
If you're talking about the ship_data.csv file then no, I didn't change anything from there.
I went into the datahulls folder and changed the weapon mount types for every shipname.ship file including station modules.
I just opened all the files at once, mass replaced the correct lines and that was that, didn't take long at all.
There maybe some bugs but I haven't seen any yet.
I'm currently trying to figure out how to make Heavy Ballistics Integration hullmod affect energy weapons but I can't find the damn thing anywhere
This is... interesting
>ship system only buffs the fricking PD
bricked
I tried to change the system to affect ballistic weapons
This is more interesting.
>Use HEF to boost the K.Blasts
>Overwhelm enemy shields
>4x Hammers to the face
>LRPD to counter phase ships
>sunder becomes good if it had a large missile slot
Honestly that can be applied to a lot of ships
the high tech ships will be very powerful
conquest and odyssey will just swap
Onslaught will be useless, it barely has the flux for ballistics let alone energy
You might have an easier time changing the mount type on the weapons instead of on the ships.
I had thought of that after I had already done the whole thing.
I might just reset the files and redo it that way since it would solve the heavy ballistics integration problem and I wouldn't have to touch shipsystems at all
>Reapers
>Atropos
Real human beings pick Rift "torpedoes"
>Real human beings pick Rift "torpedoes"
You lying AI sympathizer!
Real humans, with flesh, blood and a soul, bring Ludd's Hammer to bear.
What's this ship's ability? I'm confused why you'd invest over 3 times the wpn/flux on vents for a missile, and not shit that adds to hull (blast doors, insulated engines, etc.) or armor.
So you can keep your shields up as you close to point blank range, I like to see the look in my opponents eyes when 21 Hammers head his way.
>So you can keep your shields up as you close to point blank range
Weapon damage to shield is hard flux, so you can't passively vent it with the shields up. I'm guessing you have elite field modulation or something similar? If neither I think it's better to use you points for something else than vents (i.e. Conduits that goes over your max cap).
>Weapon damage to shield is hard flux, so you can't passively vent it with the shields up. I'm guessing you have elite field modulation or something similar?
Not quite - Polarized Armor.
For torpedo boats you want high high caps and low dissipation.
You use your shields to build hard flux, then when you drop them your +50% armor from being Polarized kicks in. You don't need flux to fire your torpedoes so you can take an ungodly amount of damage on the approach by redlining as close to overload as your balls allow.
>you can take an ungodly amount of damage on the approach
Can't enemy just disable your weapons as soon as your shield goes away?
That's a risk but weapon damage is dealt after armor-reduction so it's not as bad as you'd think.
Ion beams are the biggest counter to this strat:
When you're red-lining hardflux Ion beams go straight through shields and EMP damage isn't affected by damage calculations so they're dealing full damage. There's still counters and the 50% EMP reduction from Polarized helps but it's not as significant as the 90% you get from armor.
How should I build this Eradicator so it would work well with my Eagle as long range artillery?
Currently I settled on two maulers and hvd. Looks fine in simulator.
Two railguns in the front for occasional close contacts, do I need them?
get rid of the railguns and replace maulers with 2 more HVD
your ship is now a complete menace forcing everyone to overload because of permanent shield pressure
it may not kill things fast but enemies that cant fight back are better than enemies that fight back but die faster
change shield conversion to accelerated shields and put some pd in the back slots just in case
I really, really wish the Enforcer could be good. The idea of a destroyer with 5 medium ballistic mounds as well as 4 small missiles sounds so awesome, but it's hopelessly slow and sadly woefully flux starved given its mounts. Can anyone here figure out a use for it?
I use them as bodyguards for my cruisers. Not sure how effective this is, but my fleet as a whole seems to do well.
So will pirates always be a problem for my colonies unless I suck pirate wiener?
>Go to kanta
>Giver her fancy lamp
Problem solved
I just go for lobsters.
I purposefully modded my game so you can't give kanta a lamp.
Heh, the Hammerhead with two pulse lasers is pretty fun
I wonder how the feeder interacts with beam weapons if at all
>ballistic weapon
>beam
>ballistic
Looks ballistic to me
Yeah, i kneel
> "id":"heavymg_shot",
> "specClass":"projectile",
> "spawnType":"BALLISTIC_AS_BEAM",
> "collisionClass":"RAY",
You'd be surprised what counts as beam weaponry in this game...
Why do people prefer Harpoons over Atropos? The only thing better about the Harpoon is the longer range, so unless you intended to stay at extreme ranges Atropos should be the go to for AI ships.
I don't bother with torps on ai ships outside of specific uses like hammerdeath
You're limited to smalls with the Atropos, there's no medium large/option so they're don't see much use on larger ships.
The small option is also in a bad place with regards to OP. for +1 you can get an extra harpoon and for -1 you get better efficiency with the double-harp.
If the Atropos rack cost 2OP it would be in a better place and why Alex hasn't added a medium version is anyone's guess.
One is the extra ammo that scales up with Extended Racks and Missile Spec. With ECCM it's also not too different from the base atropos in terms of guidance and speed.
The extended range is also better with NPCs, as they have conservative setting to not fire the missile until the shields are down. Thus, there's a bigger window of opportunity for them to fire
it.
If you're piloting though, yeah it's mostly atrops for really fast ships, or just unguided reapers or hammers.
>Atropos
>Harpoons
>when Breach is clearly superior in every aspect
ISHYGDDT
>Breach is clearly superior in every aspect
It's good with long range energy weapon because it has 1500 range, and maybe in that niche moment when you have to use a Retribution. Also tried it with a thumper, but no it did not make it better...
>when Breach is clearly superior in every aspect
lol
lmao
I still need instant thousand hull damage from any near by ships to finish the job.
No collision with friendly.
sounds like a (You) problem
Yes, and I like problems
Atropos actually can fire over friendlies unlike Reapers surprisingly enough
>AI are LE BAD
>they work (for free) better than anyone else and never betray you
hegemonkeys...
Its funny you mentioned heg since they are #1 or #2 on the list of AI users depending on how you look at it.
>giving Kanta anything but death after she tried to scam you
Big talk from someone that let a dyke and a troony bamboozle them and leave with the anus tech.
But that's on Baird for being too moronic and/or jealous to keep a pair of lesbos happy.
Sounds like you just don't want to accept responsibility for being played by preddit trannies.
Whatever old hag, I'm still gonna enjoy your victory wine.
Nice try, you probably never even waved to Alviss you fricking troony.
>old hag
>victory wine
Is this what you call a post-menopause bleed?
>leave with the anus tech
I can travel through Gates just fine.
Yes but they have the ability and the ability to make more of them.
There are children on those Luddic Path bases you destroy, you know.
Good.
I don't even want to imagine conditions kids live there, on undersupplied militaristic bases. It is probably a good thing I stop this lawless and cruel existence of child soldiers and/or prostitutes.
Were
>those Luddic Path bases you destroy
i don't destroy them though.
i'm trying to be friends with the path but i'm having trouble making military, trade contacts with high impirtance.
I know
Thats the best part
how do I disable legio
>use troony mods
>win troony prizes
>n-no I didn't want this!
>Luddic Majority
>God has left this place long time ago.
They don't know what they're making, nor who the manager is...
I don't think most pather cells give a single frick about recreational drug use. Bigger fish to fry and all that. Hit this antimatter bong btw.
and yes I know its a "banned good" but that whole system is forced "balance" by alex.
There's a reason they left church space to live in your fringespace warlord state
Aye. This fricker too should of came to me instead.
Got around to finishing the Galatia storyline.
Baird got her just dues. Only thing missing is scouting Alviss off her and losing Gargoyle. Crumbling under the consequences of her actions and—with hope—dying from the stress of trying to hold it all together would be a fitting end. She reaps what she sows. The player's involvement with her is pretty much done and through, though we'll have to see how the story actually finishes with the hypershunt and see what she does next. Though if we had the option to nip her in the bud with a raid I doubt many would mourn her loss and would be grateful she's gone.
Scylla wasn't too bad as she comes across as a nervous wreck under pressure and easy to control, but while I would've let the prototype test slide if it was an accident, she did that deliberately with Elissa. I would cap their story with the option to track them down and go one of two ways: the cucked route of forgiveness and offering them work as they are talented, and then there's the wise option of letting them drink vacuum. Space them—with helmets on—and let them drown together in dread for the last hour of their lives before they asphyxiate alone around some rogue planet with no hope of rescue. It's my gate research now.
Gargoyle is fine, he's the token cyberpunk hackerman character. Unlike "tee hee I escaped from Kanta's Den all by myself!" mary sue Elissa, I don't see Gargoyle getting the same treatment; he's as weak as it gets without his 2000 proxies. I see the resolution to his character in a few ways: one is hiring him as he's got talent, one is leaving him where he was at the start as a freelance hacker, and the last is turning him into the Hegemony for a nice bounty reward. I'd probably throw him to the hedgies, too much of a risk and a weasel as we've seen with kneecapping Baird.
As for Alviss, he gets a better job away from that sinking ship where his skills can be put to use. I have a nice garden world with fresh air, he's needs it.
>losing Gargoyle
oh nooo not the rainbowhair troony noooooo
I hope you keep this "gargoyle is fine" nonsense when the rainbowhairs run the faction you have to deal with for the rest of the "story" however much more there will be.
As is he's 'fine' since he's not out of place coming from Tri-Tachyon slums where more fruitcakes like him exist in their little corporate arcology hellhole and hypernet circlejerk, characters like that are dime a dozen in any cyberpunk setting. By "losing Gargoyle" I mean getting rid of Baird's access to him as a tool; /vst/ character limit is very small please understand. Baird can die holding the bag as the Hegemony is going to see she has no more value, Gargoyle goes to some Hegemony Intsec blacksite and never see the light of day, dikes get spaced and kindly leave the tech with my faction, and Alviss gets a wave and appreciated job. Simple as.
While the plotline is not over, the concern is where the c**ts are going with gate technology. They're unaccounted for and if they're moronic enough to get captured by Kanta then they're getting caught by the other factions. Best case scenario is Pathers get them, Cotton isn't going to let them live as their role is over and has already accepted the player as the one to change the sector, not some slaves of Moloch. I don't see them "running" anything, the only value they have is the gate tech which factions would love to have. As Baird said, they're not unique, their only value is in the time you don't need to spend teaching more experts and time is something big factions have a lot of.
Thats a lot of words to say you like trannies there preddit.
>Baird got her just dues
She didn't do anything wrong doe
Aside from blackmailing everyone except the MC, yeah pretty much. At least to us she was an butthole, but kinda fair... Aside from that one event that almost got us killed, but that was technically more of Scylla & Zal than her, so...
are there any bootlegs for Yunru's mods?
Is ship quality across all colonies, per planet, or per system?
Yes.
desu, baird wanted to open the gates for science™ and for the betterment of humanity™
what she did to achieve it can all be forgiven.
This, but unironically. Blackmailing a handful of morons in order to get me a Janus Device is a good deal. The other factions kill people every day and accomplish fricking nothing of actual value.
The part where she let operational control be so lax that the dangerhair troony squad was able to get away with the ability to produce more bothers me greatly though. It irks me that you just get blamed for it and have no agency in stopping or helping them. Hopefully I can put a bullet in all of them and take the path through the gates.
>The part where she let operational control be so lax
Got dabbed on by Gargoyle like every other faction
>It irks me that you just get blamed for it
Didn't happen to me. She loses composure and then sulks, realizing that she fricked up. maybe you picked some troony option
kek nice try anon you sipped that booze and gtfo'd like everyone else
You have serious skill issue if you disable Legio.
are there autistic calculations somewhere about if it is cheaper to run Radiants instead of Onslaughts due to the zero crew requirement?
if you're extremely autistic for about a loss/gain of about ~600 credits then i guess?
Go blow your rocks off with efficiency my man
>~600 credits
is it that small of an amount?
i don't feel that i know starsector well enough to mess with balance.
i'm in the endgame and have ~14 million credits and many stored ships.
i was just curious because i discovered a drawback for having crew run ships: loss when ships die.
this leaves your ships with lower combat readiness and thus prone to lose more ships and crew in future engagements.
you need to bring extra crew if you're fighting several bounties next to each other.
and if you bring too many crew members, you'll be spending extra credits needlessly.
i'm doing a no colony and no commission run so making the most out of bounties is important to me.
so far, i found bounties to be sort of profitable if i fight a bunch of them and don't lose ships bigger than frigates.
bounties are definitely profitable if i do 2 contact bounties for elite mercenaries close to each other or 1 elite mercenary and a couple of radio bounties.
still, doing in-sector missions for contacts and tavern missions with a small fleet is much more profitable than bounties.
No need to worry about crew so much. Just carry around about 1.5 of required amount.
If you lost a lot of ships, crew should be the least of your concerns.
One thing I'll add to what you're saying as a general note in threads is pay attention if you're using a flagship carrier it really is worth getting recovery shuttles.
Just change their frickin wages if its that bad for you anon frick alex he's a b***h modify everything.
You have a serious troony issue if you install troony mods.
I wanted to like Ironshell and UAF anime be damned. But I just can't overlook how fricking overpowered the weapons, ships, and hulls are. In Ironshell there's some 10 DP destroyer with a ram ability, with the default autofit load out I was wrecking ship hulls all the way up to Doom cruisers with it almost being LD50. Why can't trannies be humble?
>discord, preddit, and twatter nightmare creatures
>humble
kek good joke anon
You should have loss when you die. Stop losing ships unless they are IED ships. Also as far as balance thats been gone for a long time so don't feel too bad adjusting things like crew costs or adding hullmods to the list of usable mods (salvage gantry, shielded cargo holds, etc)
That said, credits are basically meaningless once you understand just how fricking trivial it is to get more of them in Starsector.
>Also as far as balance thats been gone for a long time
qrd?
>credits are basically meaningless once you understand just how fricking trivial it is to get more of them in Starsector
i agree they are trivial if you do commissions and start a colony.
if you attack merchants/smuggler, /disrupt ports then sell the colony its needs, making bank isn't too hard.
but being an upright mercenary captain that only sells stuff when there is a "normal" shortage and does missions, credits still hold meaning.
i built my first cruisers and capitals because i needed to test specific ships to see what works and they cost a lot of millions at first because of the 200% markup. it eventually dropped to 150% at 100 relations.
>Just carry around about 1.5 of required amount.
that's ~4.5k crew or 15k more credits monthly.
it's the difference between paying 56k and 74k monthly. 30% increase.
if i went on a trip for 3 months, i'm paying an extra half a month worth of wages for nothing.
yes. i have level 7 officers.
maybe i should do the calculations myself too bad i'm a moron.
as a reference, 14 million credits will last 15 years at 74k monthly wages and 20 years at 56k monthly wages.
realistically, it will last less because i'm not taking supplies and fuel into account.
sell guns to terrorists.
the path is the one true path.
of course i sell them stuff.
having a base cost of 26k (~30k if you included crews) doesn't help.
>that's ~4.5k crew
Wait a second. How much crew you have?! I think with a fleet this big you spending a lot more cash on supplies and fuel than on crew salaries.
I would advise to cut your fleet in half or something, this is unsustainable.
i just checked.
i have
2x Onslaught
1x Radiant
4x Dominator
2x Champion
2x Apogee
1x Eagle
3x Afflictor
3x Brawler
3x Monitor
6x Omen
2x Atlas
1x Prometheus
my crew requirement is 3435.
it used to be 3755 when i ran a Paragon instead of a Radiant
this is my bounty hunting fleet. i do the derelict fleet bounties and elite mercenary bounties with it
it requires 12 supplies per month and 77 fuel per equivalent normal-space light year (with the industry skills that reduce them).
my in sector missions fleet is a bunch of Brawlers (5-6) and some monitors and omens and a fast cruiser.
i drop an Onslaught or two if the bounties are easy but i keep the cruisers.
is it viable to have a fleet of battlecruisers and fast cruisers to have them capture objectives hit & run style?
ditching the battle lines and fleet anchors.
i had a battle where my fleet was fragmented chasing the objectives and i took some heavy losses because i was out-capitaled.
it made me start thinking of trying a fast fleet, issue avoid command on enemy capitals and have my fleet pick it apart to death while it chases my fast ships.
>is it viable to have a fleet of battlecruisers and fast cruisers to have them capture objectives hit & run style?
Generally better to have SO phase frigates do those kitings, but cruisers can do it; especially with Burn drives + Aux. Boosters and you piloting it. Ironically low-techs have the fastest cruiser in the game. Generally though you can get fricked over by long range Ions, as most Low-techs lack backshields. You can mitigate with Insulated engines, RFC, and Auto Repair though.
>SO
>phase
anon..
Lowtech phase don't have delicate machinery so their PPT isn't as fricked as high phase ones
but low tech phase also usually have trash ship systems
ANON...
Grendel: exists
Your arguments are invalid
Anon, it's a schizo who can't even troll properly and just repeats "anon..." like a moronic parrot. Please don't be Loke.
>Anon
I think a lot of people misunderstand what Peak Operation Time and Combat Readiness is.
1) Until the POT is up the CR doesn't degrade
2) If the individual ship doesn't see any enemy ships in their radius, both their POT and CR doesn't degrade
3) After POT runs out CR degrades at 0.25%/sec, so for 1% is 4 seconds. Delicate Machinery makes this 1%/2.66seconds.
4) Performance Degradation occurs below 50%; Malfunction dangers starts to occur at 40%.
So even with No skills and just Safety Overrides + Delicate Machinery, it takes 59sec POT + 52 sec to reach 50%CR from 70%CR: a total of 111sec (1min 51sec). If it's just a decoy that kites and regularly goes out of combat, it will last even longer.
Low-Tier Skills like Combat Endurance and/or Crew Training will add dramatically more time, not even going to mid-tier ones like Phase Coil Tuning.
Objectives only matters to get full deployment points, once you get them it is just used to rig enemy ai as they will only congo line into taking the next one and stretch out the line by different speed. Until the game allows you to win by taking objectives, fleet survival and elimination is still the only true objective.
>crusier swarm
Speed works in detail but so is range in scale. Punching up is harder at crusier to capital level because of sheer armor and hull at very long range and low speed means mutually supporting formation is harder to break on their own or intentionally, especially without superior range.
i was thinking of a full fleet and by battlecruisers i meant stuff like the Odyssey.
i can keep the range with it at least.
fuel monopoly
>Odyssey
Tried out this pic and it was alright could kill two dominators + 2 hammerheads + 2 Lashers. Probably better if you have system expertise though.
Yeah that would work
How does the Diktat still exist when it's literally just one system?
The real question is how the frick the pirates exist.
I can understand the pathers since it is implied that there are a lot of Luddics everywhere and their cells operate with a high degree of competence (usually) and indepence from one another, plus they have the under-the-table backing of the church.
But pirates? How the frick are there so many pirate bases on the coreworlds, right next to Kazeron, Askonia and Hegemony worlds?
I can understand pirate outposts on the fringes of coreworlds in uninhabited systems. But I find it hard to believe there's pirate bases so prevalent in so many core systems too.
>pirate outposts on the fringes of coreworlds in uninhabited systems
It would make for a cool quest to attempt to find Kanta's Den in some secret location coordinating pirates from the shadows.
Them being in the core worlds needs to be changed I agree but its purely for gameplay reasons. Pather cells, independents, and pirates are basically small gangs of people that fly under a larger umbrella. So a pirate gang might be 20 dudes even though they "answer" to kanta like a classic pirate in a story might "answer" to blackbeard.
>Nuke pirates
>Sector shits itself over muh atrocities
1) Some of them are still strategic value to major factions, so they can't just bombard-them.
2) Bombardment will be an atrocity, so they don't want to do another Opis, Mairaath, Hana Pacha...
3) A lot pirates get funding from other major factions through their mercs, snitches, and smugglers.
Now granted if they were the MC's colonies they have no problems doing it and infinite resources to do so...
A high quality and large fleet staffed by extremely well trained officers. Or at least it used to be before it turned into an authoritarianism parody.
Much like in the player's hands, the benefits of vertical economic integration go a long way. Most every resource needed is produced in-system, meaning there is a lesser risk of losing convoys during hyperspace travel due to piracy or plain hyperspace shenanigans as well as no dependence on foreign imports. Additionally, every planet's military installations can cover for each other. Where Cruor may suddenly have their patrols stretched thin, Volturn can divert one of their task forces to cover the planet.
Furthermore, economically, Sindria exports enough fuel to significantly contribute to the stockpiles of many of the sector's polities, meaning losing access to a larger source of this valuable resource if one where to start open hostilities with them.
Texts also indicate that the Diktat enjoys the implicit and explicit aid from both Tri-Tach and the PL, respectively, in the form of technical aid, diplomatic pacts and trade contracts.
Beyond that, the Diktat explicitly makes use of their "geography" (insofar as the term applies in space), baiting for battles close by Aksonia, where the enemy struggles to cope with the radiation while their ships don't.
Additionally, the diktat as a whole is a military dictatorship with a fanatical focus on military defense and total loyalty to the state, making so their military power projection per capita outstrips that of most other polities in the sector.
All of this combined means that taking offensive action against the Diktat would imply spending a large amount of resources to risk an expensive operation, likely weakening yourself while simultaneously inviting other Great Powers to attack you in response.
>broadside ships
they're cool. but they require me to go back to vanilla ship steering to be able to point their guns/shield and move at the same time so i don't pilot them.
It's honestly impressive how braindead AI can be in high tech ships.
>Ship is at 5% flux
>Enemy is at 95% flux
>'Now seems like a good time to back-off and vent...'
The reverse is always great, too.
"Reckless" officers should be renamed to "suicidal"
Was the capital of the Domain ever stated?
Chicomoztoc, obviously.
The Persean Sector was obviously the center of culture and civilization in the domain and only the righteous regime of the Hegemony, ruling from the historic capital, can truly restore their glory to the galaxy.
Do your part, sign up as a fleet auxiliary today!
>Was the capital of the Domain ever stated?
The capital of the domain is Mother Earth
The capital of the Persian Sector was Opis, it was also the first planet to feel the effects of the gates going down. When the Gates went offline they took the comms array with them. With too many people and too much of a dependency on imports people began to panic in the confusion, they started leaving en masse because starfarers were claiming other planets were better off - and charging an exorbitant fee to take people off-world - in truth, it was just exploitation of their desperation, the whole sector was falling apart). By the time the intrasector comms arrays were brought back online Opis was surprisingly well off, it was underpopulated for the volume of infrastructure and an ideal candidate for establishing a new order. Then the Andrada incident happened and it went bye-bye.
Who blew up Opis and why? Can't find any information about it in game except passing mentions on other planets, and the 'opis ring' or 'opis debris field' on the map have generic descriptions.
Andradan Diktat says Insurgents
Revolutionaries say it was Andrada (intentionally or not idk)
Iirc no mention of pathers this time, for once.
Clearly it was both
If you want a primer read: https://fractalsoftworks.com/2017/08/16/a-true-and-accurate-history-of-the-persean-sector/
But officially - According to HEGINT - Andrada did...
At the time Andrada was the poster-child of the Hegemony, at the time Hegemony policy was to promote hero-worship as means to unify population, but they were having a problem. Andrada's fame was beginning to undermine loyalty to the Hegmony and was shifting power directly under him, it was a problem of their own making
So when a civil war began in the Askonia system Andrada was sent in to intervene. At some point, someone, deploys a planetkiller on Opis... Andrada blames rebels, rebels blame Andrada, other rebels blame each other, others blame outside agents. The Hegemony sides with the rebels and pins it on Andrada, why? because officially he did it, conveniently it also takes care of the cult of personality they formed around him. Now Andrada isn't stupid, his achievements aren't the result of propaganda but of his own tactical and strategic genius. He knows the Hegemony have been looking to dethrone him for a while so when a recall order comes, before the dust from Opis has even settled, he sees it for what, he believes, is a set-up...
He sees it as "weak-willed treason” and when the order comes in that he has turned traitor and for his head to be taken, the majority of the intervention fleet sides with him, the Hegemony forces, who were present in-system when Opis was destroyed, believe Andrada innocent. But orders are orders, so a rebellion begins, Andrada purges the system and declares himself executor-for-life aka Diktat Executor over new polity formed from the Hegemony intervention fleet.
Unofficially:
There's speculation that outside forces planned the civil war, had the planet killer in place and set-up Andrada to take the fall. Be it an outside force seeking to weaken the Hegemony or HEGINT itself seeking to remove an internal threat is anyone's guess.
Sorry, it was me.
So what are the rapecore mods?
You'll need substance abuse mod first
All capital shipsgirls should have humongous breasts
Low-Tech should be hags
High-Tech should be e-girls
That is all
gay
>High-Tech should be e-girls
I agree.
~Sponsored by AI Rights™ by Scarab Project® subsidiary of Tri-Tachyon©
Shade-tan and Tempest-tan by this guy is pure sex
bros, i cannot win big battles unless i match the enemy ship for ship (i don't count destroyers and frigates).
i tried pitting 2 onslaughts against 2 Executors and one conquest (i fielded the same number of cruisers) and it was a stalemate for a long while.
i got bored and dropped another Onslaught and the battle shifted instantly.
The straightforward solution anon.
Radiant is so strong that fielding it feels like cheating but it's suicidal even without an alpha core.
if i field it, i order it to escort an Onslaught.
anyway, i might actually end up fielding 2 Radiants...
Speaking exclusively of climate/geography/culture, what starsector planet would you want to live in, assuming you're not some big shot?
Personally I think most LC planets, but Gilead in particular must be pretty nice to live in.
New Aurora :^)
Gilead -> Into Luddic Path -> Into Satbomb New Aurora
total high tech death
midline best line
I played with every tech, but midline is my favorite, because it has no glaring weak points, allowing for more flexible fleet building.
Low tech is flux-starved and sluggish, necessitating tight battle line to cover each other butts.
High tech has limited firepower, especially for long range, forcing it go into close combat and adopt wolfpacks.
>Low tech is flux-starved and sluggish
Low tech is weird because most ships are garbage but then they got some really good ones like Eradicators, Dominator and Mora.
But yeah, midline is the best atm.
High tech is in a pretty meh spot after several rounds of nerfs.
Hammerhead cant be beat
Reminds me of Popeye
Brought you by the Kazeron census services.
>pegasus
How does it feel that religious lunatics building ships off of slag steel, scrap copper and prayer somehow have managed to build a more lethal and effective frigate than any other Nation or Polity in the entire sector?
While this is not represented in game, I assume SO ships are pretty hazardous to work in. Safety procedures are written in blood, after all.
Considering an already existing in-game effect exists in the form of increased crew casualties due to damage and/or increased skeleton crew requirements, your assumptiom seems to be incorrect, seeing as they are not present in operating SO ships.
The safety procedures appear to only conserve the integrity of the ships' internals, rather than its crew.
Is the Executor really that good? Never managed to make it work but I am a moron after all.
It is pretty fast for a capital. Surprisingly it is not just a 'replace guns with lasers' as other lion guards.
It is the only capital that you can get basically for free early in the game through the Sindrian quest, so that is cool, but imho it is pretty subpar.
As other anon said, speed is the only thing it has going for it. On a head to head battle I'd rather have an Onslaught (XIV) any day and that would have less DP cost to boot.
To add, it is in the interesting position of being able to fit double Squall AND double HI-Laser. Slap some velocity drivers in the medium slots on the front and that's some solid long-range fire support. Is that worth it for the cost of capital level DP and logistics? That's up to you.
the large hardpoints completely cuck it because while its fast its not fast enough to keep its distance to land both on the same target
also the base flux dissipation is like half of what it needs to be
you know i was fighting this remnant guard ordo for AOTD research facility (frickin hate that they have deathstacks on every single one but oh well) and this was my first remnant fight in months. i was captaining a pegasus and when the radiant approached me one on one i shat my pants but then realized i could bully it into oblivion with 5 hypervelocity drivers. maybe if it had 5 autopulse lasers i would've died though. but i dunno i really didn't think this missile piece of shit could even hold it even though it's a capital. they're def S tier in terms of midline and a A tier capital
>captaining Guardian in a big fight against them
>one Radiant we gang up on
>the remaining one loses the flux war
>backpedals
>kites me across the map
>literally across the map top left corner to bottom center
>the remaining 2 Cruisers mop up my 4 cruisers somehow
>i'm alone now
i reloaded frick Radiants. why are they suicidal in my fleet but high iq in an ordo?
blog/
unrelated but i like the 3 sabots in the medium slot on a Guardian. i need to test if the expanded missiles hullmod is necessary though.
i changed the large slots to high intensity lasers and i feel they're better than weapons that fire shots
/blog
you know i think they we're supremely smart in .95 in general because fighting them then was a total disaster for me even with modded fleets. i mean i sucked at the game but it's not like i've gotten any better at combat. the one i fought in my reply was also backpedalling really good.
>overflux a radiant
>it retreats
>overflux it while it's retreating
>it's retreating even more
>realize it's luring me on an unfair fight with it's own 2 frigates
>retreat back to my fleet
>let the radiant fly into my face
>shoot at it
>it can't reatreat 2k space units in 20 seconds so we beat the shit out of it
just let it fly very close to you without firing at it then destroy it without letting the mothefricker reatreat. or just have 2 frigates chase it with you.
i was afraid i'd lose lose the flux war if i allow it at me without responding.
i decided to let my fleet be so they can beat the remaining enemies.
when i reloaded, i issued an avoid order on one the Radiants. this caused a Champion to accidentally kite it so i took the chance and ganged up on the remaining one with my own Radiant.
then destroyed 2-3 cruisers before the kited one arrived.
i still don't know whether to keep fleet together and form a semi line with defend order on a capital ship or to just have escort orders and let the fleet do its thing chasing capture points with the enemy.
and more recently, i started issuing capture orders on the objectives and a defend order on a capital simultaneously.
Why do heggies think people want to be part of the Domain again? The Domain fricking sucked
Since when does the government care about people's opinions?
got rapesector
got 30 guys and gals
now how the hell do i ransom them?
Go to their respective worlds if they belong to a main faction and ransom them. If the option literally not there, then you cant because they're pathers, pirates, or some other outlaw faction (or just not implemented) so feel free to execute all the men and keep the women around as CR boosts.
TL;DR Sindria is a useful buffer state.
If you have the hull restoration skill apparently there's a bug where it just removes difficult recoveries from battle, so any story point recoverable ships are just recoverable normally. This is only for battles though, not found derelicts. If not then you're just lucky.
Black market is the only market because for whatever reason Alex wants you to play the trade disruption game for trading as tariffs are a deliberate decision to make open market "spreadsheet" trading unreliable. You're supposed to go to bars for profitable trade missions and contacts.
The issue is that it's fricking moronic and the economy is broke from that as you see there. There is no real repercussions for black market trading either other than a few points rep hit which is nothing. If the open market had variable tariffs based on stability and reputation with black markets being limited in access it could work better. Only reason to buy a ship off the open market is if it's rare (none of them are) or if it's pristine. In general ship prices need a rework, e.g. Omens being 20k is way too damn cheap for a "technologically advanced ship" and it's just damn good. Free Ports also having high tariffs is silly and goes against the definition of one.
Starpocalypse changes that. Proper warships and weapons are illegal on the open market (military bases and commissions will sell the good stuff and indies/pirates dont care), everything has a d-mod, and you cant trade on the black market with a transponder on. It also scales tariffs based on relationship. Some settings go a bit too far and can be tweaked.
starpocalypse wanting a story point for every ship recovery is a bit much by default.
That was the first thing I changed, I don't mind the idea behind it, but frankly it's simply too costly and I hate giving up my options for skills and s-mods. If it was just for capitals and special derelicts it would be fine, or just good warships like some HT/ML and Phase ships, but for everything? Frick off I'm not burning storypoints just because I want to grab a hound off some pirates. Storypoints are a limitless resource yes, but they're not so free that you can afford to recover losses, and losses you will have as heavily d-modded ships are going to be much more prone to exploding. I've also been ruined by s-mods and I kvech when something limits my options.
I like the challenges of Starpocalypse when it comes to markets as it puts greater emphasis on commissions, encourages you to not be so picky with ships in the early game, and makes black market trading not so easy mode, but there's a difference between "challenge" and being kicked in the balls. Kinda unfortunate that it all gets sidestepped by indies and pirates just being completely unrestricted and work as they do in vanilla. It is funny that since every market gets a patrol HQ, independent patrols will stop search you if you've traded on the black market and will try to take your drugs.
The problem with storypoint usage is every fricking thing uses them and they aren't coherent at all. Game needs a speech/charisma/rogue skill for half the story point uses.
That too. Too many damn sinks for them. At The Gates for example has the chance for fleets to be around gates and hinder you, either you shill out a story point to make them frick off or just blow them up normally for basically free. SPs for disengaging is fine as it's your get out of jail free card if you bump into a fleet that you can't beat, but for small inconsequential shit like convincing the Diktat officer on Volturn's Luddic shrine to frick off when the alternative is a couple thousand credits bribe it's just a complete waste. Storypoints (actual value) just sidesteps either combat (skill issue) or spending credits (monopoly money).
I think there's room to take a page out of FTLs book with their blue options and replace much of the dialogue SPs with things that are dependent on having certain skills, items, and ships. Would maybe give some uses for lesser used skills like industrial planning giving you an edge in trade negotiations. Imagine if Electronic Warfare had out of combat uses like jamming communications in a marine raid. What if Automated Ships gave you an edge when negotiating with AI like in one of the transport researchers missions. Having XIV ships can let you bluff as being a Hegemony admiral. Advanced Ground Support does more than multiply marines. Or simply having a tree mostly filled out gives you proficiency in those areas; you can be considered an expert in diplomacy (Leadership), industrial applications (Industry), give tech insight (Technology), or just be plain damn intimidating (Combat). You can still have storypoints to bullshit your way through if you lack the actual qualifications, but putting in the skill or material investments lets you have a return.
>then you cant because they're pathers, pirates, or some other outlaw faction
damn, that's all i have. thanks for the info tho
Thats why we need Butcher option instead of Execute for those
so we can at least make money selling their organs to cannibals
>building a highly mobile high-tech fleet for once
>go do dipshit heg bounty
>can recover a nearly intact XIV Onslaught for no story point cost
Why do you do this to me, game?
because high-tech is cringe and the game is sending a message
Well I'm not running exclusively high-tech, but for once I'm not running 75% low tech, so I don't want my capital to be low tech too.
My plan is:
Capital:
Odyssey
Cruisers:
Eradicator, Champion
Destroyers:
Drover, Condor
Frigates:
Omen, Wolf
>Eradicator, Champion
>Drover, Condor
homie that's not a high tech fleet
Some carrier support is not a bad thing. And Champion/Sunder fit in thematically.
But yeah, no Aurora or Fury is a weird 'high-tech fleet'.
>no Aurora or Fury is a weird
I just don't like em
Not sure how to explain
Besides, I'm not too into building a fleet about exclusively a single tech level. Even my low-tech fleets had Medusas and Tempests for exceptionally fast frigate-killers/point capture.
>low-tech fast frigate-killers
I used carriers for this. Not a lot of frigates can outrun a thunder.
I mean I love Champions and Eradicators, though for carrier support I think Herons are superior.
The point is that none of those ships are high tech. It is a tad weird to call a fleet "high tech" when none of your destroyers and cruisers are high tech.
Fury fricking sucks.
I have mixed feelings towards Aurora. Feel like it was treated like the absolute shit for such a long time and even the text description implies that, but in my actual experience in the last few patches they are really disappointing. All they got going for them is speed. The lack of large weapon mounts and the 30 DP is too much. It's almost the same cost of a Retribution which has pretty similar speed and flux and a weaker shield but way more firepower.
>game about getting ship randomly for replay value
>player proceed with unfun self restriction and found out its not fun
You have to scuttle it
I want a brawling eagle.
Is that feasible build, or am I chasing a white whale?
Two Arbalests, one heavy needler, three mining blasters, at least one ion cannon, rangefinder, expanded mags. For missiles sabot is good for when the AI inevitably overcommits. Best to have aggressive officer with elite helmsmanship and ordnance expertise as well.
Do pulsar systems eventually stop ejecting or is the system worthless if there is one in it?
never
unless it happens to have shit like double ultrarich or a vast ruins/bountiful farmland-organics terran world don't even bother
>terran
>on a pulsar system
is that even possible to generate in-game?
Yes
happened to me on multiple occasions even
just don't be in the system and your NPC fleets will be fine
Binary system, second star has no limitations.
That planet have one hell of a natural magnetic shield.
It will repel PlanetKiller with no effort.
>horribly scrapped, 5 d-mod eradicator on open market
>120k credits
>nearly pristine, 1 d-mod eradicator on black market
>97K
I really fricking wish that faction relations, trade contacts or literally anything else reduced the absurd 30% tariffs. As it stands, you're better off shafting even your staunchest allies and buying from illegal smugglers if you don't want to pay exorbitant prices for flying pieces of junk.
getting a commission should eliminate or at least heavily reduce tariffs.
Commission lets you buy all sorts of military gear with no hassle. And free money. Pretty good deal already.
I think it would be good to have a second tier of commitment, with tariff benefits but also actual responsibilities. Akin to m&b where you can be just a hired mercenary company or a noble within the realm.
It would be interesting if Starsector had an equivalent mercenary system where you could hire onto a strike force/salvage fleet and benefit from their logistic support in exchange for being along for the ride where ever they go. That is supposing you always have room to deploy your specialized hunter-killer frigate fleet and don't get deployment cucked because the AI thought all would be lost if it didn't spam the Atlas Mk.2 or something.
Honestly even before that, IMO it's just way too easy to get new warships. Like I know this is space Mad Max, but no fricking government will let you buy an armed battleship even if the shit was a WW2 rust bucket.
Didn't soviets pay pepsi with military equipment that one time?
nta but it's an exaggerated/fake story. Those ships were all hopelessly obsolete, effectively mothballed and (obviously) unarmed rust buckets. The soviets pretty much sold a license for pepsi to sell those ships to whatever naval scrapper company they could get a good deal with.
You mistake the modern day for starsector.
Starsector is, for all intents and purposes, a post-apocalyptic setting.
The Persean sector as a whole, even in the core worlds, are at the brink of anarchy at all times. Pirates, Religious fundamentalists and all other types of opportunists ravenously bite and tear at each other's throats for scraps, both within and without the established polities of the sector.
Imagine if Russia suddenly had every single railway and road blow up at once, traveling through the tundra suddenly also became incredibly dangerous due to fricking ghosts and freak exotic thunderstorms and a bunch of their military bases suddenly start shooting at everybody. Any rando walking through siberia can stumble into an abandoned base and get out of it with a fully operational T-64, while seven different governments have tried to establish themselves around the near-ruins of old cities, all hating each other in one way or another. They will sell spare military materiel to anyone they can vaguely assure won't promptly use it on them, in the hopes that instead those will be used on anybody else, thus providing an advantage. Anyone with the balls and money to grab a bunch of tanks and trucks to convoy together and brave the outside world is seen as an awesome and valuable individual with exceptional skills and bravery.
17 subs and 3 warships. Although the real deal was Pepsi getting into a communist market; getting effectively a monopoly.
Apparently all of it was sold for scraps. Wasteful IMO, Pepsi could of went into the PMC business.
>There's a world where a soft drink company heralds in the megacorp age
>Do new custom faction start with Nex
>Starting planet is ass
>Desert
>Only resources are scattered ruins and moderate ore
>Extreme weather
>Hot so at least ok with the cryoarithmetic engine I guess
>That's it
>Annoyed, contemplating resetting because there's no way I'd purposefully settle this
>Glance at the industries
>Wait, what the frick
>Planet has a motherfricking cryosanctum
Huh, well that's weird.
Remember to bully the guardian at every opportunity.
Laugh at its cumbersome width and its stubby, front-facing shields.
>There are elements of standard droneships within the hull structure, but they are covered by malevolently angled glacises and illogical tangles of conduit. Surely this monstrous vessel is the product of some deranged Domain naval architect, or a production chip corrupted by exposure to kie-girlghts of faulty drive field?
Sadly the Guardian is a fricking beast that you can't get it in vanilla (Only 40 DP too); a mechanical horror perfectly fitting of the lore.
>Guardian is a fricking beast
i disagree.
most missiles having long cooldowns means you have to pick and choose when to shoot them.
that means you need to use its other mounts to flux the enemy or depend on your allies.
it makes fights AI dependable or you having to close range for long times.
i put the small 3 sabots weapon in the medium slots 1 second cooldown) and hammer barrages in the large slots (5 seconds cooldown) and it plays much better.
>close in
>fire sabots
>as they're about to explode, fire hammers
>enemy guaranteed to take one type of damage or the other
>plasma jet away or in as needed
if you do this on a medium flux ship, you're guaranteed damage.
for capitals, you'll need ~15 seconds brawl waiting for your sabot missiles to reload to do decent damage.
all in all, it's fun but Onslaught seems better
t. noob who has been piloting Guardian for several hours now
>blast doors
>on a ship with no crew
homie wut
it gives 20% extra hull as well
I thought about stacking armor, but hull synergies better with combat endurance and damage control. It repairs 170 Hull/sec. Not as good as some Invictus build, but you need like over 212 DPS to actually damage it.
I got a catalytic core from a normal survey ship???
I never even knew it was possible to get colony items from these.
Well, a more amazing comparison couldn't come if I asked.
Just killed a mothership.
This is the loot I got.
Amazing! I feel like my effort wasn't proportionally rewarded at all!
>spacers shit themselves because you tell ghosts to piss off
no wonder the sector is falling apart.
>corrupted motions of Luddic blessing
>even random spacers fall for luddic bullshit
I'm starting to think that there may be some truth to the "the persean sector is just sci-fi australia"-theory
YOU CAN FRICKING BREAK APART THE SOLAR MIRRORS ON EOCHU BRES??
CAN YOU DO THIS ON OTHER PLACES TOO?
yea as long as they have mirrors/shades and it's colonized
Shit this is some prime evil terrorist shit
Destroy critical food-producing infrastructure that no one can possibly repair. Actual villain shit through and through.
Yes although in Vanilla it's rather limited. I think Eventide is the only other one?
wut? since when?
also shouldn't this get basically the entire sector to permahate you?
>Destroy a priceless pre-Domain infrastructure
>Permanently reduce the safety and food out put of a capital planet.
For the Hedge apparently it's just Tuesday
i tried doing this and it didn't do shit i think. anyway is this really vanilla?
you'd think something like this would make the crisis progress go from 0 to 300 real fricking quick but they don't really give a shit huh
Forgot where it was, but I remember a lore blurb about the first AI war saying that pretty much all of the Heg's best ships had been lost during the fighting. Makes me wonder if there were any advanced ship classes that the Heg used to have that survived the initial journey to the Persean sector but then lost as they had no ability to replace them. It'd be cool if they had, like, one of those ships left as flagship or something.
Like the Legion XIV?
Did you do the pk mission and meet heg's preferred fleet comp?
>the Guardian-class was just a Guardian of Orion reference this whole time
damn.
I meant Master of Orion, frick.
Be kind
No.
I definitely think that there needs to be some sort of a responsibility to being commissioned by a faction. It's just free money. It's bizarre. The Persean League is bankrolling my colony.
People already ignoring commissions most of the time. Money are not that important. Putting additional pressure will only make it less attractive.
>ignoring free money
What? No way. It should be top priority early game, then once you're well off to sustain your first colony you can stop getting welfare money
A single bounty of your sleet size can easily pay for all your expenses. And if you do several of them, mixing in exploration missions and selling loot… you will get rich quick even without abusing pathers' trade rout.
I have a near complete fleet with 1 capital, 4 cruisers, 3 destroyers and 7 frigates and thanks to S-modded efficiency overhaul and the industry perks, I only need 3.5 supplies to maintain it all, as well as only needing 1200 skeleton crew.
The commission I have is enough to pay for all my crew/officer expenditures(all 8 officer slots full with lvl 5 guys), with an additional 40k credit surplus.
Exploring the outside nets me more supplies and fuel than I started with by a large margin, and I have no fuel problems whatsoever no matter how far I go from the core.
I never economaxxed this hard, I feel like I'm cheating.
Adding to this, in theory there's nothing stopping me from going out on a grand expedition to survey the entirety of the sector at once. I won't run out of credits, fuel, supplies or crew and even repair D-mods on my own.
I have pretty much become a self-sufficient fleet.
Cheapskate build is good if you have Nex. You're going to use "request a fleet" to mobilize your army a lot in the end game.
Welcome aboard, captain newly unbounded. How does it feel knowing you can cruise outside of the confines of core world and colony for indeterminant amount of time worry free? Does credit, mission, relation, market, contact, main story, or any other fancy look and busy work mean anything to you now? Does any other fleet matters if you can beat them? What use do they have left then? Can you become unbeatable? Why do this world keep spawning them?
t. CEO of what you are about to become
Destroyers suck, but what destroyer sucks most?
And what sucks least?
My picks: Enforcer and Medusa, respectively.
Prefer Sunder and Manticore, big weapon slot for long range power
Sunder is made of paper but I understand if you tard wrangle it into an escort role, the Manticore really struggles to handle the flux cost of its heavy mount though, while also not having medium mounts, as well as most large ballistics not being particularly good long range snipers. How do you build it for long-range support?
Well, the Gemini is a civilian freighter. it's not like it's meant to work as a warship, so it won't perform as such.
Agree with the condor, though I suspect the drover outshines it for only 1 more DP cost thanks to its 4 small missiles and B-deck hullmod.
>not like it's meant to work as a warship, so it won't perform as such
Mule is also a combat freighter but does work fairly well. Venture and Shepherd also perform good enough in their respected weight classes.
So no, Gemini is just bad.
>Mule
? I don't think it's good either? How do you even outfit it for combat? What role would it fill?
Venture has terrible weapons mounts, mediocre shields, speed and only decent hull & armor. For the same 14 DP you can run a Falcon.
>Mule is also a combat freighter but does work fairly well
Mule only works well because of converted hangar
I slap on a Hephaestus and Railgun with some vulcans and call it a day. Hullmods I give it as much range as possible so ITU and Escort. Ideally they suppress the enemy fleet while the rest put on pressure. You can change the build around, but this has been ok at least, truth be told destroyers have been a bit lacking for me. They don't have the bulk and firepower of cruisers, nor the speed of frigates.
Personally, I hate Gemini, it has potential, but really bad in practice.
Condor on the other hand is great, you can use it even in the late game for cheap fighter support.
Does anyone know what happened to turkler? is anyone in his server?
His OG account is deleted and i was banned so i can't get in to check wtf happened since the last few weeks
>discordhomosexualry
Kys and leave, in that order.
Literally who
>dude who makes stinger mod
>who made Remnant Sex
>who was making (if he stopped idk) the spicy yandere horizontally stretched latinx quest for his stinger mod that he scrapped to remake because he found it shit
>the Black person who started speculatively banning people off his server because they didn't like troony dick in other servers because he's friend with a troony that helps him making his stinger mod
Ever since he made that server he's been on some kind of schizoid powertrip and banning people he doesn't like for no reason, then making up a lie when people ask him why he did it.
Ok who cares
More Character Portraits is bretty gud imo
has a new account and is on corvus, dunno about the rest
that moron is still breathing ?
Hope he never make a mod again, disgusting trannoid freak
iirc he's still alive but change accounts after some feds found out about his shitty private discord server
he's a futagay and a fat fricker so frick him and his stinger sucks
>he's a futagay and a fat fricker
He also supports tr*nnies.
So what's the go-to portrait mod?
Interesting Portraits Pack for me. It's a bit all over the place, but generally fits well.
the crazy dude that made AI assisted portraits that looked nearly 1:1 like vanilla portraits
dunno if he finished his project
Thirstsector, it was on the nexus last I checked.
I am not going to use 'cute girls' portraits unless I can prevent game from generating men.
marvelous personas is amazing
this is sloppa garbage not worth anyones time
Interesting Portraits Pack + Meme portraits:
I remember this from while back, was it the laughing israelite that cause it to be removed because I thought it was the zuck.
It was this
, "Saturation Investment" - https://fractalsoftworks.com/forum/index.php?topic=22335.0
>The rightmost portrait in the 5th row down is troubling, and heavily associated with bigotry. This isn't something that's *at all* acceptable on the forum. I've removed the download link and preview image; locking the thread for the time being. Please send me a PM if you'd like to re-post a version of the pack without that portrait.
Funny as israelites like Sseth use it all the time.
Nah Sseth uses that pirate helmeted woman portrait
Meanwhile in reality Alex probably used that portrait exclusively.
Still seething about sseth eh preddit?
>Still seething about sseth eh preddit?
What? I'm saying most israelites themselves damn shit about the portrait, so it was a nothing-burger outrage. You Dyslexic anon?
Calm your seethe a bit there chief, you're not even typing straight anymore.
>replying to zher
Interesting Portrait Packs or Portrait Pack for me
animesector though
I'm not against AI art, but some of these are really bad.
*scans ur magnetic field*
>achieves a mental breadkdown from all the hours spent scanning
go to setting
edit abilities
set scan cooldown to 0
thank me later
>ship is aesthetic
>it's shit
classic
You didn't beat the game.
does anyone have the onslaught variants compilation pic?
i need it for reasons
>officially commissioned art can't beat an AI with proper prompting
lol, lmao even
also I need the onslaughts compilation pic god dammit
>robot is better than humans at something
thats literally its purpose whats your point
robots cannot create art, just reproduce it
That's more than enough for most people.
Looks like shit.
Thank you for your opinion, CY.
noah one asked you, matdamon
Why is she angry?
because it's that time of the day
This one?
YES
thank you
wait, one's missing at least
pretty sure i've seen a lad in USC/corvus make an industrial one full of pipes and storage tanks etc, yellow, steel and black
>wait, one's missing at least
That's probably because it was released after the latest version of Intensification. That image is from Onslaught Intensifies which adds every Onslaught pictured to the game. The Discorders threw a shitter when it was first released because 'muh copyright'. Alex also banned it from the forums by their request.
>go into black hole
>scan event horizon
>eldritch abomination pops out
>u die
weird
last time I did that the eldritch abomination just said Hi and asked if I could exchange some supplies for some heavy equipment since he/she/it was feeling a bit peckish and had some junk lying around to trade with
>accidentally transverse jump from a black hole
>get sent to reverse universe
god dammit Selkie
The Collapse was caused by Domain glowies btw
ludd was a fed
>was a fed
still is
Just how bad is the performance hit if you increase the amount of star systems?
I tried 150% and saw no noticeable dip
Next playthrough I tried 200% and it's pretty laggy in hyperspace, tooltip says 20~ FPS but feels like 10 during 4x speedup
Cool, thanks.
I have a feeling my playthrough will begin with me being a career rapist and end with being a [anime faction] patriot who loves vanilla sex.
>Leaving vanilla factions alive other than indy, pirate, pather
kek nah
I hate starsector.
Blast Doorsbros, we stay eating.
I want to be a good captain and care for my crew, but this is so impractical…
The crew gets 10 credits per month, and that's good enough for feeding at least 2 dozen people + on-site accommodations included. They knew what they signed on for, and anything more is extra!
That 10 credits is a lot more than people think. Creds in starsector are like ISK in EVE. 1 cred is serious money to someone stuck on a planet or station. Goods like supplies are CRATES of stuff not just 1 ration pack and some clothes.
I'm guessing it's like bitcoin and hitoshi. The credit we use is probably a really high denomination, and for normal people there's like a lower denomination to buy non-bulk.
Nah its more to do with scale, like ISK in EVE hence me mentioning that. Being a captain costs a lot and takes a lot of shit. Its not some scamcoin thing, AI core. You're not mining coin with my carrier for the last time.
>The credit we use is probably a really high denomination
We know the millicred exists as currency, so yeah, it's quite high.
>1 ISK in eve is alot
>gambling bot russian barons sitting on trillions if not quadrillions
Capsuleers as a concept is moronic, the empires would literally quash this movement once some no name private entities took over 75% of known space and 95% of commerce and manufacturing.
Except the capsuleers come back after you "Crush them" and its way easier (and cheaper) to use them, their skills, and their ships, than investing in yourself.
>ban use of non empire individuals from cloning facilities
>in game lore says if you crank out a frick ton of clones of yourself youre no longer considered an individual entity literally sansha tier
>not banning capsuleers from high security space
>not sending raiding parties to null space to clean out capsuleer strongholds, can't reclone if there's no facilities left to clone at
>a threat of this magnitude and somehow the empires react to this situation by doing, absolutely nothing
EVE lore = moronic
Eve lore indeed has been moronic in the present decade especially but capsuleers can make their own clone facilities. Also it would cripple the EVE universe for them to do anything you're suggesting. You don't seem to understand the interplay. They aren't "doing nothing" they are doing the best they can to not be taken over.
>y-you're banned
>*gets steamrolled by all the abyss horrors as capsuleers just hang out in their blue donut farming mats*
Sounds like a great idea.
>blue donuts only care about one thing
>blue
>not just letting the abyss horrors roll the empire if they're literally so weak the only force stopping the barbarians at the gates is a 3rd party
>capsuleers clean out said horrors afterwards like they have been since day 1
>now all of known space is blue
Eve lore works as soon as you turn your brain off
If CCP gave that option, players probably would've taken it kek
also "Is a lot" to PEOPLE ON THE GROUND*
Thats the key part. Crews in EVE get massive insurance payouts to their families when they die which are nothing to the capsuleer but make life way easier for that guy's family.
They'll be fine anon, you need those DPs Armored Weapon mounts and Extended Racks...
Anyone played around with the mercury? I think it has potential, but all I make is a 2DP missile carrier.
frick that troony shit, kites or bust.
That image or thereabouts is basically the best that can be done.
>You transfer a fractional credit over to the thug running traffic control, enough to cover a generous meal or a round of cheap drinks
Anyone here have the biggest, baddest Diable ship mod? I love the aesthetic but I feel like their current ships are kinda funky to use. Apologies of the begging.
https://files.catbox.moe/alwr5l.zip
.2 version. I haven't tried it in the new update I'm still in .96
Thank you, fren.
No problemo, fly dangerous. If you find that ship isn't beeg and dumb enough try the missingships supercaps. They are pretty moronic in a fun way.
anon did this variant
Yeah thats the variant used in buckbreaker
speaking of which wheres the update to that
Is there any way to give my colony a ship I have? I'd like them to use it in their fleet until I've got my industry fully set up.
In vanilla, nope. I don't think there's even a mod that does that, because the patrols are re-spawning based on your doctrines and available blueprints. I think the closest thing you can do is to order a detachment to stay nearby the planet using Industrial Evolution (A problematic mod that anons will be happy to tell you about).
>cannot buy LG ship variants even if you slob on the Diktat's knob and get access to their military market
>can buy their proprietary exotic tech capital ship on the open market
make it make sense.
>default Atlas
2000 base cargo cap
10 supply maintenance per month
6 fuel per ly
>atlas + S-modded efficiency overhaul, expanded cargo holds, + industry skills
3456 cargo cap (72.8% more cargo)
3.78 supply per month (62.2% less supply use)
3.15 fuel per ly (47.5% less fuel use)
This is way more fun than it has any right to be.
Hey anon did you know you can change the cap on bulk transport and other skill thresholds? Frick alex!
https://fractalsoftworks.com/forum/index.php?topic=20265.0
thanks, but I don't feel like it.
It really is. Having your fuel range indicator cover the entire map twice over with just 2 Phaeton tankers makes me feel like I'm some kind of fuel wizard, Sindria, eat your heart out.
I don't care if you feel like it you should do it on principle frick alex in his bootyhole.
>taking the logipill
Getting the most supplies, fuel, and cargo efficiency for long unstopped journeys is a blast
S-mod solar shielding if you get "Best of the Best" so it takes no damage from hyperstorm, further reducing supply use.
Any good portrait mods been made in the last year or two? I'd like some new faces in my sector.
nah still using hiwamari
for portrait mods that add portraits, can you delete a specific image you don't like and it will be changed to something else or do you also need text editing?
Just change the name of the new pic to the name of the old, copy to folder, accept replacement.
Done.
Bu really, it's very simple to just copy a line and add behind it a number so you can have both pics.
How much do those 10% of speed matter if all my officers are in a cruisers?
Depends on the ship.
For a Dominator, not much. For a Fury, you can now run down any destroyer in the game. The biggest advantage is it allows your ships to maintain a more effective firing line, it may only shave a second off backing out, venting and rejoining the line but across a fleet it makes a big difference.
But the big issue I see is why you aren't taking any frigates? You should always bring a couple anyway for capturing objectives and kiting.
Slap an officer in two of them and you're at +12% speed, +8% from your remaining officers in cruisers and you're now rocking +20% speed in all your ships.
>why you aren't taking any frigates? You should
I do. It is just not an important part of my fleet to demand an officer. A bunch of centurions to screen more valuable ships. And putting officer inside one of those just for a speed feels a bit… cheesy?
>cheesy?
I'm guessing you have not met my friend Support Doctrine yet?
Alex should really let the Conquest fire from the front, the large ballistics in the front at least. It's would lean into it's ability to change sides during combat.
Yeah but Alex is moronic so it won't happen
why do you diss alex all the time?
why do you hate him?
Shut up alex go work on the update.
nta but he's a massive homosexual who is shit at balancing his game, hasn't really done much in at least 5 years and he also hired that even bigger homosexual david
It only took more than a decade to have autosave so overall its very fast work pace for Alex
>Alex should really let the Conquest fire from the front, the large ballistics in the front at least. It's would lean into it's ability to change sides during combat.
Alex has already answered this. He doesn't want broadside vessels to have a strong frontal arc or it defeats their purpose, that's one of the main reasons he gave the ship maneuvering jets, to switch sides, similar deal with the Odyssey.
He also answered on the Onslaughts mounts at the same time. Ideally he doesn't want more than 2-3 large mounts converging otherwise TTK suffers. The Paragon gets 4 because it is so slow, regarding the wide angle of the side large +ATC he did mention 'future plans' which is probably why we have the Invictus. As for the Radiant getting 5, [REDACTED].
Paragon should really be nerfed, its too cool looking. High tech shit is supposed to be ugly and useless. Paragon doesn't fit the theme.
IT'S. A. TOILET!
>literally an omega sign
>cool
tt are a bunch of tryhard nerds
Just lodge your double sided conquest between two enemy blobs.
>As for the Radiant getting 5, [REDACTED].
what did you redact?
>TTK
>ATC
what are those?
t. nub
TTK = Time to Kill
ATC = Advanced Targeting Core
He didn't redact shit, he just put it in there because he couldn't think of anything funny to say. [Redacted] is also a meme from the forums and reddit, because they can't mention omega without getting banned for spoilering.
>because they can't mention omega without getting banned for spoilering.
not even true, they're just doing it to be "cute" about it. moronic homosexuals.
She loves me, bros 🙂
>Fuzzy Love
Honestly from a pure stat perspective this skill sucks, even as Elite. What's the other one?
I don't care for her viability, all I want is cute girls
>Mysterious Bunny Girl
Okay this one is actually kinda cool
Is it good?
She's just a free cute officer
No.
Yes.
Nah.
>one and only true love
>$900 dollars starting
>+60 seconds peak OT
>she loves you
>random pirate you scooped up from the last bounty posted
>$5 dollars for mac-n-cheese @ max level
>-25% peak OT + -20% maneuverability
>"she hates it" - t. kaji
First comes conquest(aka income), then comes love.
If you rape her more negative effects will fade away. But it is kind of grindy.
I want headpats, not wombcrush
>mod makers make this and think to themselves
>"yeah"
>"this looks good"
have modders ever heard the phrase self restraint?
It's nice.
the effects looks great, but this is a 9 second gif cut down to 3 seconds
I mean, you can easy balance this ship by pricing it at 40+ dp.
that looks fun as frick
>have modders ever heard the phrase self restraint?
If they did, they would be devs not modders. I mean the whole thing about mods is to "expand content" at the best of times, which is the exact opposite of restraint and satisfaction in the vanilla. At worst of times it's just to indulge in pure unopposed power fantasy by cheating so...
>At worst of times it's just to indulge in pure unopposed power fantasy by cheating so...
I know right gurl thats so true.
When it comes to mods I like to do what I call the Hammerhead test, I'll pit a ship packs average 8-12 DP destroyer with the modders default loadout against a Hammerhead. If the fight is 50/50 great, if the modders ships can't stand toe to toe even better imo sometimes.
Then you get mods where a 10 DP destroyer is soloing 30 DP cruisers and I close the game and delete the mod.
Can you share your findings? I am often too lazy to test shit myself.
Just as a heads up my tastes in ships / added factions is the used and worn out look of low tech ships, for the most part. I'm not the biggest fan of pristine sleek ships that a lot of mods focus on so there may be some gems out there.
HMI
HMI Brighton
HMI Supervillians
Diktat Enhancement
Luddic Enchancement
BigBeans Ship Compilation
Kazeron Navarchy
Kyeltziv Technocracy
Mayasuran Navy
Metelson
Osiris Alliance
PirateMiniMegaMod <--- This is the most underrated mod I've never seen talked about
RandomAssortmentOfThings
Roider Union
San-Iris
Underworld
Vayra's Ship Pack
Last one is a bit of a meme but I like it
Asteroid Ship Pack
Nta, but thanks saved your list and going to test out shit that I never used.
No problem, enjoy
Just curious anon, have you tried DEX? It seems like it would fit your preferred anesthetics since it's a bunch of rusty shieldless automated shitboxes, but its balanced weirdly because it's based on vanilla derelict drones so everything has a DP like it's on clearance.
Is there a way to get rid of HMI commodities?
Not using HMI is a start.
ikr
what an ugly ship AND they had to put RGB colors on it as well.
i dunno. that bullet shit fest looks pretty nice. i just hope it's an anti-shield weapon that does 0.03 damage to armor.
it looks like it cant hit shit so would not use
hitting every shitty missile. torpedo and fighter in a cone is very useful
I amazed that three missiles even made it through that barrage, including what appears to be two hammers.
Hugsector when?
what mods add big cannons?
Isn't Gigacannon big enough already?
i meant ballistic ones but gigacannons are nice
Do giant shotguns count?
Also check out Unthemeds Weapon Collection.
looks pretty cool, thanks
palpsector when
>when you catch a level 10 elderitch abomination spawned from the void that somehow knows fricking phase coiling
i dunno if ludd would approve of hiring him
I am very kind.
I want you to meet, The Enforcer.
Pretty homosexual.
Tonight
You
Did you name it Spaghetti?
is it good?
i tried using it but it dies and i feel that it doesn't contribute.
ended up using sunders for their long range gravitation beams and HIL.
nah they're kinda meme status i feel like too, better options out there
In vanilla, they're alright if you pilot them. Burn Drive charging with 4 Missile slots can do a lot of killing + any med. ballistic you prefer is a bonus. Late gate though it becomes less reliable as many things can out maneuver and out flux it.
With NPC it's just lame. They barely use missiles now, so it can't take advantage of their ballistic slots. Hammerheads are better in firepower too.
>install AI Tweaks
>fleet forms the most beautiful and cohesive battle line the human race has ever seen against the enemy without me needing to issue any commands
ludd bless
>automatic omni shields for player ship.
>also allows to configure the personality of automated ships in the player's fleet
CHEATING!
>install epta and prog smods
>add epta extreme overhauls to ship
>add 30 smods
>epta doubles this to 60
I will become cheat incarnate.
grab the scav co hullmods while you're at it
>epta
those ships are ugly
do all mods have ugly ships?
are vanilla ships simply the best?
it's got a zaku to pilot though
>Vanilla AI forces reckless behavior on all automated ships in the player's fleet, with AI core captains and without, presumably to maintain game balance. This results in automated ships rushing headlong into enemy deathball
huh, so that's why they always suicide...
>sitting on the fence for awhile thinking about AI tweaks
>try it out cause of this post
>both sides aren't acting like chickens without their heads cut off
>8 ships dont break off to chase down 1 frigate for the whole match
>battles end 50% quicker
i dunno how i feel about this honestly, it feels like a whole different game
this is a turn off for me tbh
>Fleet Cohesion AI applies only to player fleet. Enemy fleet keeps the vanilla Admiral AI.
Black person didn't leave in a config to enable for both side?
He did explain why in the description - it would require delving into obfuscated code and he does not has enough free time for that.
>install AI Tweaks
>ai friendly fires each other
realism
>FRICK YOU STEVE I SEE YOU OVER THERE
why the frick did bigbeans remove the mosstrooper
What are some factions I should get to be my enemy on a hedgemonkey run?
UAF
all of them.
the Hegemony must reign supreme.
>first time playing starsector
>under the impression hegemony is gonna be the maximum douche bag faction of the game like every other space sim where "le big empire la bad"
>start my first colony
>persean league clogs up my system with blockades
>chuddic path cells being a nuisance
>tritac hiring pajeet tier hit squads for months cause i had more than 3% of the overall market share
>hegemony leaves me the frick alone as long as no AI cores
>and thats it
Hegemony did nothing wrong
>Hegemony did nothing wrong
>allowed Luddfricks to continue existing
Hegmonkeys did everything wrong
I had a run where I installed AI cores on every industry/structure and as admins on every planet because I found out you can capture AI cores using Rapesector if you toggle it in the settings, it was overpowered as they would generate more than enough revenue to fund every expenditure you have in mind. This is what the Hegemony does not want you to find out.
they brainwashed you.
go away space brazil
>He doesn't want broadside vessels to have a strong frontal arc or it defeats their purpose
I assumed that was the reason, but it's still a shame. Letting the 2 front ballistic arcs converge would make the transition from one side to another more smooth and would give it more flexibility. If he ever changes his mind, I thought about putting heavy kinetics front with explosives on the side to finish off the ships.
>he starts with combat ships
>he starts with ships
>He think he's having fun being a trucker
So how do you make profit trading in this game, I always make money thru exploring and missions, but some of you seem to exclusively trade for your stacks of creds
ok so you take guns and mechs (heavy armaments) and you sell them to terrorists.
>market stabilized, sell so much they have surplus, most regions stable can't make as much profit
Exploring still seems superior, haul off my loot to a place that's a shithole and done
>can't think beyond buying and selling in the same places over and over
Yeah its probably better you just stick to simple shit I guess?
Sorry homie, can't wait for the market to destabilized, time is money after all
Not your "homie", rabbi.
Buy low, sell high, moron.
Stats seem about right. 2nd opinion?
Too much op and ammo for medium mount.
It's a Large
Oh then its meh or even underpowered compares mirv
boring and weak
Any medium mounts for Atropos? Maybe give it an extra 3 ammo, bump up OP by 1 if it's too much, this thing is pretty much competing with the MIRV after all.
Added one ages ago... you don't play with my KoC much do you...
Don't worry kocsucker i think your koc is a mainstay in my modlist
Who won?
Me when I rape you.
Neither since they haven't added anymore story/character interaction that the mods were basically sold on.
I-It's coming soon 4chudder! Please donate more to the Patreon
me when i uninstalled both
>get starsector a month ago
>have no idea what's good or not
>go to youtube
>" The GOLD STANDARD of Starsector mods | Iron Shell Mod Review "
>"wow this must be good"
>it's not
weebs have no taste or sense of balance
>The GOLD STANDARD
Never trust review if it is overly positive. (or negative)
The first who get pregnant (I impregnated both at the same time)
men can't get pregnant
t. Man who wants to be proven wrong
Will they get mad if I date both?
>can't think of a name for my new captain
It's over.
Longinius Vaginis
*rams your onslaught*
>Lowtech but color-swapped to but-ugly purple with no other changes
Stingerslop is just sad.
>no shields
>right click orion drive
>aaf focus
yeah sure, plays exactly like an onslaught
Turkler just keep your slop to your own server instead of shitting up the thread.
have you ever made something that's not violently shit? something that doesn't try to tear my eyes on first glance and then repeatedly tries to strike me in the gut with a nailgun as i read its stats and hullmods?
I made you, son 🙁
didn't the earthquake crush your balls off?
>sex co modifications
Why is it so blurry
heres my weird attempt on making ships without spriting
basically i use weapon slots as a way to place right triangles
"arc" part of the decorative weapon is used for the left side of the triangles lenght and render order mod for the right side of the triangle
the weapon size defines the type of the thing drawn, i was gonna make circles & arcs too
the weapon "mount" defines how the triangle will be shown, like filled, only lines or dont display at all
i wanted to add more stuff like color, texture & stuff so i appanded those to the ip part of the slot
pratically everything is changeable on runtime so you can have stuff like this
that video is before i added in textures to them (theres also a GUID in the slots id so it wont )
i even made a winforms app to make adding triangles easier https://files.catbox.moe/pa6l06.png
in the end tho, i got too unmotivated so i stopped working on it
;tldr i drew triangles with turret slot locations but its left unfinished because there wasnt any reason to work on it
Is this… Onslaught? Again?
no just 12 decorative weapon slots and about 5 months of work
>best girl got purged
so cringe
is there a way to make the game run better besides java 8, the increase ram trick and the fast engine rendering mod?
i'm dipping to 30fps when my 300dp fleet is on screen at the start of battle.
i7-4790k and rx580.
haven't tried java 8 but there's this
went from 3 fps to 90 fps
https://fractalsoftworks.com/forum/index.php?topic=29320.0
>tfw had vsync on all this time
vanilla statsector staring at fleet vsync off: 40-45 fps.
that mod/thing you linked me staring at fleet vsync off: 56fps
it does work.
thanks!
the big battle consisting of all carriers (3 legions, 1 astral and 9 cruiser carriers is still ~22 fps though.
i think i found my main issue.
the forum says AMD sucks for starsector before october 2022 update and the last driver for windows 7 is june 2022 so i'll have to either switch to linux or suck bill's micro and soft dick.
Its not "amd sucks" its Alex chose to use off the shelf shit that works better with nvidia rather than amd. People have a drastic misunderstanding of this shit especially in indy and emulation circles. Works fine for me on an old ass r9 290x though so thats a thing.
Isn't also that most modders don't know how to dump ram? That's why as soon as you run a mod 90% chance that you get the "need more ram" orange text after playing for around 30 minutes. The lazy solution they give is to get more ram.
It isn't so much modders and more how the game handles loading stuff into memory in the case of starsector. At least increasing ram usage isn't difficult in starsector.
you have absolutely no clue what you're talking about, and most mods handle GC just fine
>Works fine for me on an old ass r9 290x
windows 10?
Yep.
i guess this is how all coding works and you should type files 1 to 1 in terms of their names but frick alex anyway since he nerfed my reapers
>too moronic for life
>UH ALEX WTF
alex is a moron but you're worse.
there will be no rebuttal from me
kek I also fit my own post as well so don't feel TOO bad
>people in the Persean Sector name their kids Zeus, Poseidon, and Uranus
do they really
Better than huan gonzales or other brazilmony creaturas
i think i'm finally sick of exclusively doing contact missions and some trading on the side.
i only got 20 millions and the year is 240.
me being unable to fight except when matching the enemy ship for ship and a cruiser for cruiser is a big cause, i think.
>me being unable to fight
Post your ships and fleet.
i tried to git gud and fought a derelict fleet bounty with 2 Radiants as the only capitals (me piloting one) and i couldn't win until i issued an avoid command on all the guardians and killed them last. lost 1 cruiser and 3 frigates.
i couldn't hold a line against the enemies at the start of the battle like i can do when i match them capital for capital and cruiser for cruiser.
this is my fleet.
i have industry and technology build and some leadership skills.
i am bad at both, yes.
i'm too much of a moron. never recorded stuff.
Start a new game and try to make small fleet work. There is plenty of weak pirate fleets to pick a good target. Don't just mindlessly grow your fleet, keep it manageable until you are confident enough to move on.
As an extra challenge, avoid s-modding your ships, put Efficiency Overhaul on them to make maintenance even cheaper. This way your builds will have to be somewhat decent to win.
>Start a new game and try to make small fleet work
small fleet in the early game is easy.
it's when i start facing fleets of 3+ capitals or [REDACTED] bounties things go to shit.
i've been experimenting with the avoid command and it seems that facing 4 capitals with only 2 seems doable.
>avoid command at the start but keeping control command on all 4 objectives
>eventually, one capital will stray from the pack
>remove the avoid command on the strat capital and double team it
>clean up the accompanying cruisers and destroyers
>repeat with the remaining 3 capitals
but there is no big battle line like in the early game.
if i attempt to make a battle line at the start of battle, i get squashed. (unless i have the same number of capitals and cruisers as they do of course)
there is a small battle line when i engage them one capital at a time but it's a fast exchange and they die quickly.
Battle lines only work when you are evenly matched. If you go butt heads against a fleet that is much stronger and expect a fair fight they will just eat you alive. Avoid is very good as the AI fleet doesn't keep formation unless it's the handful of ships escorting larger ones. Put it on the most dangerous ship and it won't be much danger. You have to apply defeat in detail tactics as the weaker force. Keep the bulk of your force together while the enemy tries to hold all points and overextends, use lighter faster ships on a harass and capture orders to keep them chasing geese and not focus down your fleet. Eventually their fleet will be broken up into subgroups further separated because of differing speeds. Then you can either pick off smaller ships one by one, or gang up on a capital if opportunity provides.
where is the fun if you're not going face to face the enemy and blasting them away?
kind of ruins the m&b gameplay aesthetic.
Not really. In m&b you aren't charging down swadian knights with 30 normal infantry. Form a battle line and you get trampled, and m&b's combat is too simple to do tactics of the sort to get around that.
It has a decent shield. If you want a brawler you need caps to make use of the better shield efficiency. Hardened shields brings it down to around .6 which is stock Aurora efficiency (which was buffed from .8 efficiency). As far as destroyers go, it has the destroyer weakness of being too slow and big to get out of trouble and not enough firepower to take on anything bigger. So what I do is to max range. HVDs plus ITU, gunnery implants, and ballistic mastery gets you 1450 range on those guns, now you can put fire on capital ships and cruisers without being in the middle of their range. The other option is to do SO and hope you can win the flux war and strip armor with chainguns. The LG variant could work with beams or you could run pulse lasers as the flux efficient option and make use of the energy focus and extra range from bolt coherer.
Ships for homosexuals too poor to have dedicated freighters and warships.
>unable to fight except when matching the enemy ship for ship
Holy shit, that is genuinely massive skill issue.
Assuming you're a bad pilot, some of the green and blue skills should allow you to win the game without participating in the battles personally.
Assuming you're a bad tactician, you can make a huge difference by piloting well with a handful of red skills.
Assuming you're bad at both... You may be better off playing another game.
̶s̶k̶i̶l̶l̶ IQ issue.
Give us a recording of a battle with your current fleet comp. OBS+catbox works.
What "market conditions" are being referred to in rapesector's settings?
Is there a mod that lets you pilot a single fighter?
Why would you want to pilot a ship that can be one-shotted by most guns in the game?
>https://fractalsoftworks.com/forum/index.php?topic=18751.0
It's mainly mechs, but there's also vanilla fighters in there.
arma is the only (good) mod that lets you pilot fighters, even though the only pilotable one atm is a xyphos.
Honorable mention for the diable gust ships, which let you control a fighter wing
literally just buy a Kite and pilot it
Too big.
just zoom out
>Actually, I really did want to create a scholarship.
What's an officer doing on a derelict radiant? Is this a glitch or is it because of sentinel?
nah the AIs kept a human around to fondle and grope on.
he's plapping radiant pussy
nah thats me
He's literally me.
>NO YOU CAN'T DO THIS TO ME
>DERECHAN SAVE ME
I'm actually proud of you guys for making it to page 10/1k posts without making a new troony thread. Good job.
i hate turkler so much it's unreal
Why did the Domain hate open source hardware so much?
>open source hardware
I mean the domain is an empire that decided to reconquer/reunite humanity after its initial scattering; mostly by militaristic methods. I'm pretty sure they didn't want other sectors to be too independent on their own, and also had to give incentives to the various mega-corps to keep working for them.
That being said apparently most civilian ships + some handful of military ones are already well known/reverse-engineered enough that anyone can build them post-collapse.
Control through technology Anon. If people have to come to you to fix their shit every time it breaks, then they are dependent on you, and defiance means death.
Because Alex listened to the Afternow once and got REALLY into anti-drm shit.
The fact that open source even exists today as a concept despite everybody but consumers being against it is a miracle.
>Can restart a mythical gate hauler and send it to deploy a gate anywhere in the sector
>Can found a new colony (or several) that rivals the might and economic power of any major faction
>Can use advanced travel techniques such as transverse jumping and slipsurges
>Can repair hypershunts and use cryosleepers
>Nobody else in the sector can do these things
>Needs divine intervention points to use credits to buy a prisoner over raiding (free)
transverse jumping isn't unique to the player, slipsurges are qol to "fix" alex's abysmal warp layer
>can reach a max level of 15
>godlike entity known as omega can reach a max level of 9
>he lets alex limit is levels to 15
If you are editing files you can do anything, this is not the point.
It actually is the point in this case. I am the creator of my universe and Alex will not hold me back.
And? The player's also the only one in the sector who's fleet actually consumes fuel and supplies, is that also a sign we're some gigahomietech super turbo AI core alien ultragod incarnated in human form or whateverthefrick the current running schizo theory is?
Yes.
Correct.
>distress signal
>probably pirates again
>oh it's actually a guy with no fuel
step up your game domain bros.
John Starfarer will be revealed as John Domain of Man in the future updates.
>ludd created the player character by compressing the entire domain of man into a single person after he travelled through the gates.
Alex-sama, i kneel.
What kind of trans is it if you're everyfrickingbody?
Transector
So is the Hammerhead the only genuinely good midline ship?
Can you explain what makes other midline ships 'bad'?
I don't like them.
I would appreciate more cohesive arguments, sorry.
piss yellow color reduces crew morale = lower cr = you eating shit more often
Conquest good
you bad
they stink and they smell (other than the conquest)
Brawlers and Hammerheads are my go to early to mid game, midlines late game is kinda eh
They aren't really that bad, and the symmetrical ships look cool. They all have a purpose, more or less. The entire Midline cruiser lineup is great. Eagles are good lineships, Champions are good cheap fleet anchors, Falcons can harass and move, Gryphons shit missile and torps, and the Heron pairs great with Daggers or Tridents if you make them escort behind capitals.
For destroyers your options are limited. Hammerheads aren't the best in firepower but they have strong shields for a destroyer. Sunders are the polar opposite and need escort package: strong guns, weak shields. Drover is a Condor sidegrade, B-deck and more missiles is nice.
Frigates are so-so but mostly have staying power. Monitors have a very strong shield and some built in PD making them a great escort frigate to take shots and distract the enemy. Brawlers are like mini Hammerheads but burn 9 for a frigate is lol lmao. Centurions are tough and defensive, but have ass for firepower, at least you can put ion cannons on. Vigilances are fleet support ships only, put on long range weapons and let them saturate with missiles, the PL uses these to great effect this way.
The Conquest and Pegasus are good in their own ways.
Now, in comparison to High Tech, yeah it's bad. A fleet of Omens and Aurora's can punch down any size class easily. Too bad Aurora's look like a foam finger dildo.
>Drover
I feel like it's a bit overpriced at 14 dp. Heron with three wings is just 6 points more.
In defense of the Drover it does have just under twice the op and speed as the Condor for only 4 more dp. For a destroyer sized hull it performs well and the real value is in the strikecraft. The Heron only has 20 more op than the Drover and more slots to fill. The Drover is quality over quantity in its strikecraft. Ideally that would be a benefit, but spamming another fighter wing works better than having a better wing as the amount of ordinance flying around in a battle means they all get oneshot anyway.
mules with converted hangars
I'm convinced this is just a meme. You all aren't actually wasting your mules' OP and inflating their DP with that shit, right?
>oh no you can't just have fun
oh yeah well these 20 kites with missiles say otherwise, homosexual.
its ok for early game.
the MIRV Pegasus would like for you to reconsider. in-fact, it's offended you disregarded it so easily.
the hammerhead is a horribly garbage ship
>t. does 2000dp remmies fights
NTA, but I guess that the Hammerhead doesn't have a strong niche.
2 front facing med guns, 2 front small hybrids(which you're better off using as guns because of AAF anyway) + 2 small missiles would imply a brawler role, but its shields and hull are only barely mediocre to perform as such. Long range escort would only really benefit the medium weapon mounts, making the other 4 weapons pretty pointless.
Only the SO build can perform adequately thanks to its sheer firepower, but it's still only mediocre at surviving after an attack run.
Most destroyers are completely garbage is what you mean. The only two who don't suck balls are the medusa as a trololo ship that's wayy to expensive and the harbinger but the ai is too moronic to play it as a support ship like the afflictor
>he flies piss-colored ships
Lowchads keep on winning.
>Lowgays keep on exploding.
FTFY
Lowgods stay unstoppable, unmodded or otherwise
What is the point of combat freighters?
additional targets for the player to destroy
remember: its not a war crime if they shoot first
Not much other than flavor because combat ship are in the majority. The market would be filled with 90 cargoships costing 10k credit, 9 combat shitter costing 100k and 1 combat ship costing 1000k for it to work.
Flavor text wants you to think that every lone trader is a Han Solo larper, running some romanticised trading/smuggling op while being capable of defending himself from pirates in the hostile shores of the Persean Sector. Unlike Han Solo, they don't survive when the pirates field even a single ship meant for combat.
The sensor ghosts are fricking with me hard. Two of them met, one spews out an ordo and the other a goddamn dram. The persean sector is a goddamn circus.
Give me a Lasher and I will conquer the Sector.
I really wish the tabs on the intel menu were alphabetized or something.
So for unique mission started at the bar, I'm guessing if you don't talk to the questgiver (or talk and decline), they just keep appearing on other planets until the mission is taken and completed?