>>2402365 it's a tradeoff, capital level firepower for cruiser level deployment costs with destroyer level durability whilst lacking the mobility of a destroyer to get out of dodge if you ask me, 2 gausses and 2 mirvs with a strong escort, probably like 2 eagles or 2 falcons if you're feeling extra cheap
>>2402898 AA is pretty animoo but you can disable the portraits if you just want the mechs. I find them a great universe addition for starsector, good smoll units for frigate use and the strikecraft are great. I love using the sword mechs. ...I just like mechs tho
>>2402365 insanely strong build will borderline beat everything in the game practically cheat-chode level build nice bro fucking good shit dumb ass fat little bitch
>>2403104 i legit don't like any of the ai stuff in the game and have no interest in the other redacted stuff that has been added since. I like the factions in the core world more and wish they had more content.
>>2403157 Fuck off Ludd. You're a faggot. I'm gonna bust your dumb church with my max shrouded, fully automated Onslought mk1 + Radiant fleet and lagh as they spam pink-purple orbs at your doodz.
>>2402365 Treat it like an artillery platform. Ignore the medium slots, small slots are either left empty or filled with PD. Large ballistic slots are for gauss cannons, missile slots are for squalls and hurricanes. S-mod in flux distributor and heavy armor if you have the points to spare. Give it ITU, but don't build it in. Alternatively, HAG in the large slots, squalls in the missile slots, take EMR and hope you don't run out of missiles (or just mix in some mk9 autocannons) The first can slot into a regular fleet, and does so well if you're sticking to the 240dp limit. The second is more of a spam them out and hope for the best build.
>>2402365 2 gauss cannons, 2 guided missiles of your choice. I suggest locust missiles because they get rid of frignigs and are generally a nuisance for anyone that flanks you or rushes in, like shield shunt Eradicators like to do. If you want to be the REAL niggerfaggot, you use 2 neoferric quadcoils on one Atlas and gauss cannons on 2 more which sit on either side of it. The rest of your slots are either empty or filled with mining lasers. Also, the Atlas has what is possibly the dumbest AI the game has to offer and you may want to use civilian rally commands to force them to behave in a non-suicidal manner.
Every time I try uaf guns I am appalled by how terrible they feel. It doesn't make any sense. on paper they're decent to good, but in combat they're just so ass. it's gotta be the charge time and slow burst fire. the game surely doesn't know how to calculate their dps or something because HE weapons with a 50% modifier against shields feel better than the uaf energy weapons that have a 100% modifier and often have post-hit effects. there's simply no way the stat cards are translated into battle performance. I do not believe it.
>>2403928 I started running UAF solely because it had unique interactions with rapesector. Not that I ever bother to do the queen though because you have to be commissioned or allied to them, or rape her. But I'm not a fan of raping a woman who doesn't deserve it. What a conundrum. anyway I occasionally start asking myself why I don't look at their ships and every time I look at their ships I gotta put UAF weapons on the UAF ships it just feels right and then they're benched for the next few months again.
>>2403811 Skill issue UAF guns are vastly more powerful than even Omega weapons also the guy that made UAF fucked my mom and now he's moved in and he keeps making fun of me.
I just wanna take 4-5 onsluts + my phaseships anywhere, and that comb is pretty good, but the logistical footprint is a nightmare. Any recommendations on a decent fleet, that is decently fast in the strategic map and isnt a nightmare in terms of fuel and supply consumption?
Maaan, the Domain is gonna be PISSED when they get these gates back online...
Also is it just me, or is the Interstellar Imperium really weak? People say the Star Federation is weak but I've never had any issues but these Imperial ships just can't hang. Which is a real conundrum of an issue because the mod itself is great and I love the Roman aesthetic.
>>2404303 >Any recommendations on a decent fleet, that is decently fast in the strategic map and isn't a nightmare in terms of fuel and supply consumption? Either Eagles or Eradicators + Atlases. I don't remember why, but Atlases get 9 drive rating by default if you have the right skill. Something reacting with them being civilian ships. Combine this with Eradicators and you've got a fast fleet that doesn't consume much in terms of supply. Also if you get Eradicators, the entire fleet has accelerated ammo feeder, which causes some funny things to happen, when all of your ships trigger overdrive and unload a hail of metal at the enemy. Just don't try to fuck with any fleet with a Pegasus in it because this fleet can't handle dragonfire spam.
Alternatively, you can just mindlessly spam eagles, it works and it's easy to run.
>>2404431 Have you tried using the special imperial package hullmods for them? I've found the hulls perfectly fine in my playthrough, lots of mounts and good flux stats but OP-starved, so you need to build around the stat boosts from their packages. Ironically enough however, most of their weapons don't fit well on their own hulls as they are premium version of vanilla weapons (kinda like light mass driver vs. railgun distinction) so you can't really spare the OP for them.
>>2404271 The 14th battlegroup was almost in the Persean sector when the collapse happened, yet it took them around 48 years just to make the final stretch of the journey. Just to travel that short distance, they had to mothball most of their fleet, put most of their crew into cryo-sleep, and raid every civilian and military outpost on the way there. To travel the approximately 6k light years between the Persean arm and the solar system, you need the gate system working, and even then it'll probably take a few hundred years to reconnect the system based on the speed of the gate hauler.
>>2404813 How often do you think they raped the women in those outposts it could be a lot thinking about ist just something that might have hapopened just something to think about it i think
>>2405384 The only total overhaul I'd wanna see is online multiplayer functionality. Every trade fleet, patrol, raider and expedition being a human controlled fleet. Obviously not a forever instance since Starsector games aren't designed to be played for more than a few weeks, but instead having temporary lobbies. Just a shower thought.
>>2405488 The whole game in MP mode doesnt work. Same for games like mount and blade. When you have a fight, bar dialogue, salvage event, etc the time stops in the campaign map. The alternative would be to let the time pass normally but then you would either have to lock the event and no one else goes in for an engagement (which would be odd since you would lose targets when pursuing several different fleets) or let it go without restrictions and risk having a shitload of fleets engaging against you after you commit to something. A large battle can take a lot of time in real time compared to campaign actions. Upkeep (crew wages+supplies+fuel) would need to stop counting as well. Another alternative is having multiple players in the same fleet in coop but thats kinda lame. Simple fleet PvP matches are 100% doable though and would be fun as hell. This would be a shitload of work/possible security nightmare for Alex and will never happen (its an Indie game).
>>2405537 I picture a situation more like spore where snap shots of other players fleets turn up in your game, run like npc, or with player scripting etc.
>>2405498 EVE plays nothing like Starsector. They are both in space and have dynamic economies. That's where the similarities end. EVE is also a persistent world. Starsector is not designed to be a long term, persistent world. Maybe one that lasts a few months of in-game time at most. Hence why I proposed a temporary lobby/server based system instead that can be reset every set amount of time, so late joiners aren't completely helpless.
>>2405537 >but then you would either have to lock the event and no one else goes in for an engagement Which would defeat the purpose of being multiplayer to begin with. >or let it go without restrictions and risk having a shitload of fleets engaging against you after you commit to something I don't see the problem here. This is also easily preventable if you so desire. IFF codes are a thing, and if neither side trusts the would-be addition, they don't get to join. It'd just be a bit more fleshed out rather than an automatic "be friendly with transponder on". >Upkeep (crew wages+supplies+fuel) would need to stop counting as well. Not really. They can still be consumed during combat, and this would only require some value modifications to things like how long a day actually lasts, and how much wages/supplies/fuel are used per day.
>>2402365 It's an artillery ship. Stick the longest ranged standoff weapons you can on it, ignore durability, and don't ever let an enemy ship attack it. It can punch very far above it's deployment cost but it needs babysitting.
what are the most "lore friendly" factions, or at least the least egregious modder ego-masturbation ones? For example Iron Shell is lore adjacent despite being anime dating sim, UAF is full on isekai bullshittery, PAGSM is a funny shitpost but definitely not lore friendly.
>>2405925 ArmAA is decently lore friendly. Though it does have something that goes completely off the rails. And is pretty cool and probably something lore friendly but also would cause the entire sector to start shitting itself and the lack of which isn't lore friendly. FSF is passably lore friendly, in that it's basically just a merc corp with a secret system with no jump point. Not much else going on though. Eusean/Signalis doesn't really conflict much with the rest of the sector, besides their ships looking like ancient scrap heaps compared to most sector ships. Wouldn't say they really fit in too well though as they kinda just exist in their own little space. That's it off the top of my head. tahlan has kassadari which fits in decently well but also has legio which conflicts extremely hard and is an ego-masturbation faction.
>>2405925 I'd say KoCanon's faction mods ( https://fractalsoftworks.com/forum/index.php?topic=23393.0 ) are the closest to 'lore accurate', inasmuch as he's using background lore groups (such as the Ko Combine) and extrapolating them into actual factions.
>>2404271 >>2404813 >>2404398 >>2404654 Doing the math, traveling the entire way at an arbitrary burn level of 17 would take about ten and a half years. A fuel consumption rate of 50 and supply consumption rate of 15 would see you require 192,000 units of fuel and 57,600 units of supplies under the absolute best time. Even assuming nothing slows you down or just fucking kills you(good luck managing either of those conditions with the abyss), you'll never be able to stock the fuel and supplies to cover the distance in any fleet anyway and you have no guaranteed sources of refined fuel or supplies along the way. Even if you could rely on combat for fuel and supplies, your fleet is just going to disintegrate from crew attrition before you ever get there, assuming you could even get a reasonable amount of fucking lunatics to join up with you for the journey in the first place. It's practically a logistical impossibility no matter what you do even with the limited information we have on hyperspace travel, I would assume there's even worse shit besides what we've seen in the sector and abyss between the persean sector and sol, assuming sol is even worth getting to in the first place and hasn't been completely annihilated by whatever catastrophes undoubtedly befell them following their isolation from the gate system.
>>2405925 Hazard Mining fits in well, techmining and salvaging outside the core worlds is something anyone can do and every player does. Nothing HMI has found outside the core is crazier than what already exists in vanilla.
>>2404865 you wouldn't find it in-game, it's from a blogpost of david going into the history of the sector https://fractalsoftworks.com/2017/08/16/a-true-and-accurate-history-of-the-persean-sector/
>>2406544 Some of them are. The abyssal glares are a case of needing to go all in. One abyssal glare aint shit. 4x abyssal glares on a paragon goes hard.
>Be me >20ish years into my modded game larping as space romans >Be the largest faction on the sector by a long margin >brough back levels of industry and technology not seen since the collapse >often go on expeditions into the abyss to hunt down the dwellers myself >allied with the Sindrian Fuel Company, Luddic Church and Knights of Ludd >take my fleet into orbit of Gilead to check out their shrine >receive an imediete communication >The Luddic Church declares me an enemy of God and practically calls me the antichrist >relations instantaneously go from friendly to vengeful >try to see the shrine of gilead >imediately get told to fuck off >get expelled from the alliance I created Well time to nuke Gilead and reverse terraform it
You know, it's very hard to find a balance between "Can win against a radiant" and "Is not disgustingly overpowered". Maybe I should stop using a radiant as my go-to sim ship so I create some weaker builds.
>>2407270 The aislop forces were the start of the end. Retard dev couldn't help himself should've seen the signs back then. This guy is just going to fill the game with this trash. We'll look back on the "redacted" bullshit fondly compared to the slop coming.
>>2407360 Remnants weren't a bad addition. A bit overtuned, but a decent challenge for those trying to minmax their fleets. Shroud, Thread, and Omega were way too far in my opinion.
>>2407365 They weren't at the time, they were however a sign that it was already over. The guy can't stop himself from adding stupid shit instead of working on a story or fixing basic shit.
>>2407360 I like the radiant though. It's so strong I never use it but I like that it exists. But well, the problem is if a core fleet capital can't beat a radiant with its current design on auto then I will continue and find a build that can beat a radiant. But a build that can beat a radiant on auto basically trivializes every other ship including most mod ships except sometimes the invictus. So if all you do is build ships that can beat radiants then you've basically won already. Maybe I should just stop simming in general and just let my stupid brain go crazy with whatever silly shit it comes up with instead of then throwing that against a radiant and adjusting based on the results, with radiant fights being happy little accidents when they happen.
>>2407377 I don't mind them at all. That isn't the point of the post though. It was a sign and we didn't heed it. It was just the start. The guy can't come up with anything but "hey what if it was robots" and "but what if the robots were SPOOKY"
>>2403933 >Be me. >Take a look at UAF once to see what the hype around it was about. >Took one look at the Codex after downloading it. >JESUS FUCKING CHRIST the absolue BLOAT of pointless identical guns that serve no distinct purpose from eachother. >Uninstall.
>>2404303 I will never understand people who hoard capital ships in their fleet. You're missing out on skill effects that way, and you can never deploy them all anyway at the same time.
>>2407391 I wanna distinguish Pirates and Pathers more by doubling down on junk refits for the Path and giving the Pirates more illegal high tech. Something like a Lumen (P) dragged back into the core worlds from the abandonded systems or ripped from the same leaks as the other high tech Pirate ships.
Pathers are fanatical technofobes ready to give their lives for the cause, but you can bribe them to leave you alone. Pirates are "just in it for the money", but there is no way to talk to them and they will suicide into a fleet twice their size on the drop of a hat. Isn't it supposed to be the other way around?
>>2407405 >junk refits for pathers I know technology is a sacrilege for them, but it would be cool if they had some sort perfectioned old/low tech - i dont really like the junker angle for them. Maybe they have some sort of engineer-class, that is allowed within their believe system, which redesigns existing ships with lots of armor and burn drives. Maybe their designs are very inefficient in terms of upkeep but work because they just stuff just a lot of crew and fuel in there to manually control every little itty bitty system and power their hulls. This would mean the player >has high monthly expenses if he fields lots of pather designs >pather designs can be strong but costly, a downside the enemy ai doesnt care about >this makes them a formidable foe without the player being simply able to copy a pather fleet
>pirates I agree they just use what works, something like a faulty salvaged paragon here and there would be fun (maybe just 30 seconds peak operating time before it starts degrading, but with a ship system they overloads its weapons like energy focus and causes hull dmg, idk)
>>2407415 Lore wise why other factions doesnt field similiar designs >live on these ships is living hell >basically everybody is malnourished because of shortened rations >tiny shitty quarters >no protection from noise >all day is just minute menial work >no sane being would live/work likes this for extened periods of time >except fanatics
>>2407415 >pathers You're just describing the Church's tech/fleet composition. They're the ones with the dockyards to build and perfect their ships, with the numbers to do expeditionary trips out into the wider sector to find lost and forgotten designs (see, the discovery of the Invictus). The Pathers on the other hand, are a group of loosely aligned jihadist cells. They don't have the numbers or the industry to match CGR doctrine, so they have to do as all good terrorists do, and convert civilian ships into technicals ready for the latest batch of martyrs.
>>2407396 Actually encountering the threat is not guaranteed and we have no solid information on their area of operations and density of forces besides "you sometimes encounter them around rogue bodies in the persean abyss". You're jumping into every rogue system you can find hoping there will be enough threat there to recoup the fuel and supplies you spend finding and fighting them, and then you're eventually going to die to crew attrition doing this anyway.
>>2407365 I think when you have ro rebalance shit so that what you get from beating the ships is nerfed compared to what you fought, you're at the point where you've completely lost the plot in germs of reasonable balance. You beat a radiant you get a 1:1 equivalent of what you fought. The shroud and threat meanwhile are so utterly stupid alex straight up realises he can't let the player have those ships.
>>2407394 What bloat? It's a very standard loadout. Small weapons - 3 kinetic and HE variants for short range high DPS, banaced, or long range low DPS. Medium and large have the exact same archetypes. The half a dozen weapons that fall outside this rigid layout are experimental ones with very specific gimmicks like that HE cannot that does knockback. All these weapons serve very specific purposes without redundancy, which is literally the opposite of bloat.
I don't like simping for any mod but genuinely every time I see "criticism" of UAF brought up here it's just some of the most utterly retarded shit you'll ever see posted. Like you could criticise this weapon roster for having every niche of every slot covered which means you don't need to think and compromise with your builds which vanilla forces you to do by starving certain mounts of particular utilities (IE medium ballistics being pretty much the dedicated kinetic slot because the HE is underwhelming, medium energy slots, etc.)
You hate the mod because it's popular and you hate anime so you want to shit on it but you're too much of a low IQ retard to formulate genuine criticisms which there are plenty to be levelled towards the mod.
>>2407497 NTA but I hate the mod because the ships, combined with the weapons, are overpowered trash. The capitals are, by themselves, capable of soloing 2-3 onslaughts just on their own. They are, dare I say, even more overtuned than the Legio Infernalis. Their ships, fighters, and doctrines don't even have clear or defined weaknesses, so they're basically a big ball of mary sue ships.
>w-well you just hate anime I like Arma Armatura, so that's already off the table. At least AA gives all of their ships weaknesses and drawbacks. Like the Fenris class carrier support ship, which is fantastic at fielding 1-2 dedicated fighters, but suffers immensely from a lack of OP, so you have to leave the third fighter slot empty, or fill it with a junk filler fighter.
>>2407477 I think balance was only truly fucked when s-mods became a thing. You get a ship and you automatically get 2-3 free hullmods of your choice. That means that every lategame ship has to be balanced around the idea that you'll be facing it with s-modded min-maxed fleets, which, if you allow the player to then have those ships, will themselves be s-modded and min-maxed.
>>2407509 The weapons are all pretty mediocre anon. Genuinely, regenerating missiles to turn your missile slots into a ballistic slot with a third of the DPS, ballistics that outrange anything you find in vanilla in exchange for absolutely zero damage, energy weapons with confused and contradictory design choices. Cy supposedly got balance advice from niatahl and it shows, because it's all worse than vanilla.
>>2407511 It is, but that's also the vast majority of faction mods. Every second modder thinks they need to reinvent the wheel.
>>2407509 >overpowered guns Are you going to post that one EMP cannon as an example again and then I'll need to post webm comparisons of its performance against armour and shiels VS gigacannons which strip both twice as fast at half the flux cost? Or that one shitty cruiser that has a weaker version of the combat endurance elite effect that also requires the ship to be out of combat to activate?
>>2407511 Bloat, as far as I see the term, means either excessive redundancy or lack of meaningful function. There is only one large slot cannon focused on long range but lower DPS shield damage. There is only one medium slot cannon for doing high damage at short range to armour. That's not redundancy and it serves clearly defined functions. It eliminates complexity of ship building strategy, but that is something that you need an IQ higher than the single digits to understand.
>>2407514 I started being really against mods that add weapons or hullmods. Fucking HMI is what finally convinced me to uninstall a bunch of mods and start a new run, now I always look for added weapons on a mod page before I even consider downloading it.
You can still be saved. The next step to salvation is renouncing Modloch's janky-ass aesthetically unfitting ships as well.
Seriously, though, why aren't there any faction mods that try to properly fit into Vanilla, and use variants of Vanilla ships, like the (P), (H), (TT), (LP), (LC) and (LG) variants.
>>2407701 nta but I dream of a day ss will have actually impactful variants. I'm talking drastically different slot setups and different systems not just +-% and a paintjob.
>>2407701 The Orky mod adds Ork variants of the vanilla ships. Other than the Ork portraits, it's probably the most vanilla like faction mod. It also has an Arma addon. It's also just kind of funny. Hounds with drills ramming your ships, ships spinning in circles spraying (plasma?) everywhere, etc.
It does, however, add a bunch of weapons. I still like it, albeit.
>>2407691 What's the point of overhauling the economy in AOTD when AOTD makes money trivial anyway by letting starter colonies pump out millions per month with resorts?
>>2407839 >Alex finally released the update Site isn't updated though. Also, the development patch notes are extremely unimpressive given it's been a year since the last update. so who even cares? Wake me up in another year.
>>2407830 Resorts have to be unlocked through research now. I'm pretty sure the income scales with hazard rating, so it's uses are much more limited when you do have it.
>>2407427 as all good terrorists they can also count on gear donated from their CIA - sorry, KoL - handlers. doesn't even need to be deniable, just denied.
>>2408194 >>2402365 Speaking of Atlas and Prometheus I'm surprised there isn't a Starliner mk2 or a capital sized transport with the mk2 being the de facto capital ship for independent.
>>2405925 Are there lore friendly mods, that weapons / shiphulls to the markets and existing factions? Or is there always some retarded anime faggotry faction (that happens ro be ultra powerful) attached?
>>2407427 Hmm guess you are right, still dont like the junker aesthetic for religious zealots but comparing them to space arabs/islamists it fits maybe
>>2408194 For some reason I oddly enjoy piloting my Prometheus Mk 2 >>2407399 Vanilla? yes but with SiC you could hypothetically have a heavy fleet with 4 or 5 capitals while reaping the skill effects
For anons who fly clunkers, do you still use officers with a derelict operations fleet or do you just leave them out completely to stack with support doctrine DP reduction?
>>2409055 >How do i break out of this mindset? Just go fite4head while smuggling is the optimal early game money maker, simply just don't do it. click on the bounty tab, go fight some bounties, yoink some ships, buy some logistic ships and put surveying equipment on it, fight more bounties, explore some planets, sell your loot, buy guns/ships, fight more bounties, and so on.
>>2408350 >Are there lore friendly mods, that weapons / shiphulls to the markets and existing factions? Or is there always some retarded anime faggotry faction (that happens ro be ultra powerful) attached? CAN YOU REPEAT THE QUESTION?
>>2409035 I always run D-Ops since all my ships came from salvage rather that brought or custom produced. Also my navy looks like a fucking junkyard with every ship having at least 4 or 5 Dmods like >>2408354 As for officers I'm not really in a rush to fill out my roster so I don't hire but I do promotions from post battles
>only AOTD mod I have is cryosleeper module since it makes them very useful >the two cryosleepers can have two worlds become size 7 >the ark ship makes one world size 8 which is ideal for your capital planet
I think Fighters/Bombers/Interceptors and their Carriers would be far more effective and useful if these could ignore ship shields and attack Armor and Hulls directly, representing the squads being able to physically fly through enemy ships shields and delivering their payload directly, making Point Defense and Flak far more important in builds (since it seems to be disregarded to make way for more OP for other stuff).
>>2409228 >making Point Defense and Flak far more important in builds (since it seems to be disregarded to make way for more OP for other stuff). Reminds me of the dude who complained about modshit EMP missiles piercing his shields. When he posted his build it turned out he had zero PD and relied entierly on shieldtanking.
>>2409312 maybe it is just me but i feel like machine guns work fine, i stick to machine guns and mining lasers generally on smaller ships/slots for PD and flak/dual flak for bigger slots.
>>2409312 Vulcans are situational. They have the honour of being best in size for anti-missile, but also carry the shame of being worst in size vs. fighters.
>>2409529 I mean they're good against missiles if the missile is moving straight at the vulcan but vulcans don't lead missiles so any missile heading even a little to the side of the vulcan just bypasses it entirely. It's not like the vulcan's mount is moving around the ship to intercept missiles. At least even the shitty PD lasers will hit a missile in their arc no matter what.
>>2409626 Isn't this intentional for all ballistic pd? They miss at first, and then figure it out. The Gunnery Implant skill would be useless if pd always hit.
>>2409687 It's not that they're figuring it out, it's that the missile is entering a trajectory that happens to be straight on with the vulcans. That's even with advanced turret gyros and integrated point defense computer. Anything larger than a frigate and it's pretty easy for salamanders or any missile to hit the ship without needing to go head on with any point defense that happens to be mounted.
>>2409702 >ballistic PD without the appropriate hullmods and skills is straight up useless. I don't believe this is true. I'll test it out in the simulator later and report back.
>>2409687 >Isn't this intentional for all ballistic pd? Yes, but it's also a partial bug: The AI doesn't target an object until it comes withing weapons range (to save CPU cycles) The AI then starts firing directly at the target. Only once the the weapon starts firing does the AI calculate the lead position. There is a deliberate delay for the the AI withing between object and lead.
What should happen is the AI should calculate the lead position before the target is withing rage, and immediately fire at that position once withing range.
>>2409602 Salamanders don't attack your engines at "glancing" angles so it's fine. They're programmed to approach your engines from behind where one or two well-placed vulcans will get them every time. They might randomly hit your hull but who cares? The problem only is that they could be shooting actual threats instead of targeting Salamanders that won't hit. Or if your ship has no convenient small ballistic hardpoint next to the engines, but then you would usually have other PD options available. Of course I'll much rather have a burst PD laser, but there's no denying vulcans do their job and are much better than machine guns at PD.
>>2409791 Salamanders most easily demonstrate that the ballistic PD is useless if the missile in question isn't flying directly at the PD slot, which is likely for larger ships.
>>2402087 Does this game have any essential mods or do most people just play the base game? I played a little bit of it the other day and it was pretty fun, but if there's some polished expansion mod everyone uses I'd like to play on it.
There are several mods that add multiple QoL feature, plus other cosmetic, non-gameplay stuff, but they're not essential to making the game playable.
*IF* you really wand to do a first playthrough with some mods, some of the few QoL mods that I'd consider essential for a modded playthrough are: >SpeedUp >Leading Pip >Hostile Intercept (and Autopause!) >Autosave
Pic is a discreet gameplay-improving/QoL modlist which shouldn't add any new content or dramatically change the lore of the game.
>>2409974 Fast rendering, speed up, combat chatter, demand indicators, more procgen names, more ship names, and too much information are what I'd consider essential. Most are self explanitory. Fast rendering makes the game run faster, speed up adds speed increases, demand indicators tells you if a commodity is over/under supply, more procgen names adds more names, more ship names adds more ship names, and too much information lets you see how exactly your modifiers modify the weapon/ship.
There's other good mods but they either change vanilla a lot or change/add things that are subjective.
>>2409998 >>2410030 Thanks for the help anons. Also, any suggestions for how to proceed at the start of the game to get into a comfortable position? After I did a tutorial start, I restarted without it and the pirate fleet in the starting system destroyed my fleet because they had a bunch of cruisers.
>>2410047 Pirate fleets are random encounters. Save often(f5). You're learning so no harm in save scumming. Your ship's have a stat called "burn". Your fleet moved at the speed of your slowest ship. If you stick to 9+ burn, you can outrun pirated. The emergency burn skill is also useful in getting away.
There's a few ways to start the game. Buying/selling for profit(boring), doing random bounties/missions(least profitable), commissioning with a faction(you make enemies out of other factions), or exploring and salvaging for loot. Eventually you'll get a mission to go to Galatia Academy. Do it, this kicks off the main story and is very profitable.
>>2409720 >What should happen is the AI should calculate the lead position before the target is withing rage, and immediately fire at that position once withing range. that's effectively the same as giving it perfect leading
>>2409974 Vanilla is fantastic, mods are just slop you add in once you're bored of official content but still want to play the game. None of them are vanilla+
>>2409814 But the Vulcan isn't meant to be used on large ships. it's got a tiny range, it can't possibly cover an entire ship in the first place. Any missile flying at a weird angle is only going to be in range for a second. On a small ship it works just fine. Anything it can't hit, won't be hitting the ship anyway.
>>2407402 Except most cruisers are utter ass. Eagles are reliably middling and aren't durable enough to survive long enough to make their middling DPS matter. Auroras are terrifyingly expensive DP wise and you really want 2 to escort each-other and work like a wolf-pack. If not for that they would be good The Eradicator becomes worse than both of the above the second it blows it's missile load(most likely on a gremlin) but still costs 22DP(lmao) Doom is the player's pimp hand and hardly useful in AI's hand. The Dominator is neat if you have more mobile elements to back it up and still have a whopping 25DP(!!) to spend which is a ridiculous expense. Mora would be a very reliable, reasonably priced cruiser if not for Alex's fatwa against fighters which are the entire point of the Mora. Fury is almost good but held back by the AI, some people say Steady officers make it work but i don't think they achieve enough to justify taking with a steady officer Falcon exists to replace frigates in a XIV theme build.
The whole point comes down to costs. Cruisers are so expensive I might as well throw in a few extra DP and get a MUCH more capable capital ship instead. With maybe the Aurora being the only one able to punch above it's weight, but that only holds if it can stay mobile and Alex just made a new end-game threat that removes mobility from mobility based ships for no fucking reason so good luck. Like there is no world in which I would rather have 2x Furies than an Onslaught. And 2 eradicators are NOT worth 44DP Like I can make it work, but I can't shake the feeling i could be achieving more with just Capitals and frigates.
>>2408008 >over a year to copy&paste some nex functions for a quest and limited faction fleet support mechanics. >Oh and enshittify the Onslaughts Grim
>>2410951 The problem with cruisers, like destroyers and frigates, is as you said it's not 2 eagles for 40dp, it's 2 eagles vs 1 onslaught. 2 eagles are definitely worth 40dp but the onslaughts just better. Even with the fleet size by dp mod that I'm currently running that claims to fix the problem, they still fill the same 40dp slot. I'm just going to choose the onslaught every time. The only difference is how fast I hit the dp cap instead of the fleet cap, which is still a lot I can run 15 onslaughts before hitting the cap any battles going to be over before I'm through 15 onslaughts.
The only solution would be a class based dp cap. If you only had 100dp to spend on capitals for example then those pocket battleship dominators would start to look appealing.
>i suck at building cruisers so they suck Cool story anon.
>>2411044 Thing is you don't get to bring 15 onslaughts without that mod. That mod which doesn't increase AI fleets by default. You get to bring 6 at a time. That's 12 eagles, or realistically 8 eagles or brilliants with allowance for flagship or heron carrier support. Now whatever your preferred method either one of those fleets built well will wipe the floor with most other things in the game.
>>2411106 It doesn't increase combat dp, it changes the default 30 fleet size into 600dp worth of ships. So you could bring 30 onslaughts by default, now you can only bring 15. Still doesn't really change anything because you don't lose the onslaughts fast enough in combat to matter unless you're fighting an omega rape fleet. It would let you run 120 wolves though. If you're a lunatic.
>>2410951 Thats because cruisers are not meant as frontliners in large battles. At least if your fleet is not kiting at long range. They are used for small skirmishes, flanking or support/fire over the line with missiles and fighters. The only cruiser thats designed as a proper frontliner for its DP is the remnant pancake (Apex). The mora can also endure but it needs heavy escort and decent builds, specially when you are mass spamming fighters with the whole fleet. You usually deploy cruisers in large battles to maximize DPS along with enough caps to hold the line. Because you are essentially distributing your DP among more and faster ships compared to capitals you also become less susceptible to flanking.
>>2410759 This only reinforces the point that small ballistic PD fucking sucks. And it's not like I can put burst PD lasers on a ship that only has ballistic hardpoints. >On a small ship it works just fine On a small ship it's completely redundant.
>>2411154 Bruh. Vulcan is there for ships that want to be in your face and can't afford to bite down on that point blank reaper. And it does a great job at that. Not too shabby against swarms either.
>>2411229 Just because Vulcans have a role doesn't make them bad. Their short range but massive DPS makes their role clear. You place them in critical places (the engines) and where you expect a lot of fire (the front) to back up your vastly superior Dual Flak PD option. That covers 99% of the use cases where you need PD. Yeah obviously if you try to use them like the longer ranged burst PD lasers they're not going to do well. They're obviously an side-upgrade to machineguns, trading range for DPS, and plenty of players are perfectly satisfied with the PD abilities of machine guns (not that I agree). For those players the Vulcan might actually be too good at PD.
Well, dual flak's throne as the king of PD is also dethroned by the Paladin PD, but that is a large energy slot and the Anubis is basically made of pure cheese and typical Alex retardation. Alex cannot design a balanced ship to save his life. His little blog post on the design process of the Anubis is like an art form.
>>2411471 Burst PD lasers do well because they can actually hit missiles that aren't heading directly towards them, that's why vulcans are bad PD. If your PD weapon can't even track a target on a mildly deviant heading then it's just bad PD because it will simply never hit the target, a point defense weapon that can't hit point defense targets doesn't have a role. I'm not satisfied with small ballistic PD at all, they can't hit anything, they can't do point defense. That's why I literally never use them and instead just use flak if possible.
>>2411562 Did you know most ships have large sections where a missile flying at them means they won't be flying directly at a small slot you could place a vulcan? >>2411564 The ship in the demonstration has integrated point defense AI. >Gives all point-defense weapons the ability to identify - and ignore - decoy flares. In addition, all point-defense weapons get the best possible target leading >all point defense weapons get the best possible target leading >still doesn't lead the target
>>2411515 Burst PD will fail miserably against Annihilator Rocket Pods, it can't even deal with a simple constant stream of missiles, that the AI loves outfitting their ships with. Now that's real failure.
>>2411576 Any single small PD will fail against an annihilator salvo because burst PD can actually kill single missiles reliably but not a lot of them, all ballistic PD can't lead targets so it will still miss a lot of them.
>>2411580 It doesn't need to lead when they're heading straight towards you, which is basically 100% of the time you meet one of those mass annihilator builds.
>>2410362 >was that the guy who inspired the rewritten descriptions for the everybody loves koc mod's emp missiles >kocsucker is this true It's a little more nuanced than that, but essentially yeah. There was somebody (possibly >>2410366 ) having a moan about them piercing his shields, and someone else advocating for PD as an easy way to deal with them. Queue your usual internet argument over who's right and someone accused him of being mad and "bootyblasted". I found the phrase amusing and when I saw it used in several other places with regards to the maiden (that might have just been these guys still going at it), I decided to throw in the reference. Should probably note the Mad Maiden was called 'mad' before all this, so it was a nice fit.
A lot of the lore is stuff you guys helped fuel: The patisserie reference and patent number (/post ID) for the Blazer was probably the first one I added.
>>2411584 Annihilator rocket pods have massive spread and the cone in which a vulcan will reliably hit a missile moving in its general direction is incredibly small so it's actually very likely it will not kill all or even most of the missiles in a salvo.
>>2411587 Are you confusing Annihilator rocket pods with the other annihilator weapons? They don't have spread at all, just the opposite. https://starsector.fandom.com/wiki/Annihilator_Rocket_Pod
>>2411588 The circumstances in which the ship you're fighting has enough rocket pods to oversaturate burst PD lasers but are firing them at the exact trajectory to actually get shot down reliably by vulcan PD are not common at all.
>>2411594 It's super common. You have two opposing ships in a battleline, they're both facing each other. There is no room to move. One of them has annihilator rocket pods and is firing them. Your only option is to tank them with shields or use PD. This happens all the time.
The game needs more recurrent roleplaying opportunities. I wanna turn the 2D top-down spaceship shooter into a Management Game about spaceship Officers with fanatical ideologies and PTSD.
>>2411616 I want less scenarios where they try to be cute and play "gotcha" games with the choices. I also would like some of the choices to actually matter. >Lemme just go to this luddic shrine and breathe the spores in deep its fine
Arma's spriggans are busted. 6 dp and you get a medium missile + 2 small missiles. They can restock their missiles 8 times during a fight and the spare chassis system allows them to respawn several times.
6 dp for this amount of missiles on a point contestor is insane.
>>2411717 The pirate mech strikecraft cost 5 and have swords, if you use wingcom +4-6 of em on a big carrier it is fuckin hilarious. They melee cruisers to death.
>>2411703 >>Lemme just go to this luddic shrine and breathe the spores in deep its fine (Luddic, Reckless)
>Morale Incraese for Reckless and Luddic Officers + slightly higher chance of encountering Reckless and Luddic Officers. >Non-Luddic, Cautious and Timid Officers are put off by the dangerous display.
>>2411721 You having a "reckless/timid/steady/etc" stat would actually be pretty cool. Thought about something similar awhile back with that sword fight bit. The captain could have some out of ship skills related to charisma or bartering and command or whatever so when say, some sindrian faggot wants to play badge you can have a % chance to shoot him in the dick on sight or something.
>>2411724 The deployable strikecraft are legit paper if you don't build them right. That said I love putting reckless officers in the pirate strikecraft and alestes and pumping them full of drugs and mods.
>>2411728 It would be cool as part of a speech/charisma thing. Reckless captain? Maybe bars won't have as many traders willing to talk to you but the pirate captains suddenly are meeting you in the hallway to sell you ships or talk about possible raids.
>>2411752 It is kind of like early life detection it takes time and energy, jokes aside I only know of the asciislut from the onslut pack. It is more a general statement about the state of the community. Too many iron shells and uafs. Cracks me up because you'd think Arma would be a tranny mod but it is probably one of the best examples of starsector modding actually adding something interesting and doing its own thing. And that was before the planetary combat missions. Worst offense in Arma is the 80s animoo portraits and other than them being AI I think they fit pretty well.
>>2411754 Arma actually updated so that the anime portraits are optional. Its funny, I only downloaded machina void shipyard because it had an ARMA addon. Instead I got Onslaught memes.
>>2411758 I just want them to make a few more and have them non "ai" generated. I like the 80s animoo style. And yeah I was poisoned via arma submods before as well. The drift cars were hilarious back in the day though.
>>2411714 It also completely overwhelms vulcans. Even with integrated point defense AI they can't stop annihilators from reaching the shield and with the shield down the annihilators will sparsely hit the hull, regularly hitting the hull if just a single vulcan is disabled.
>>2411857 I mean to be fair should you really be able to stop that kind of spam with PD? It is already a bit over the top how much the AI counters with PD though it is easy to get around it obviously.
>>2411859 Two regular flak cannons almost completely stop that many missiles and dual double flak cannons stop them from even reaching the shield. If missiles are at all a concern for you, small ballistics just don't cut it, because they can't stop spam and they're almost guaranteed to fail against any missile coming in at an awkward angle relative to the PD weapon. Small ballistic PD is pretty pointless and you're only getting any reliable use out of your ballistic PD if it's medium or large, those at least can stop spam and they'll catch deviant missiles, they even have the range to help cover nearby ships.
>>2411874 >Two regular flak cannons almost completely stop that many missiles and dual double flak cannons stop them from even reaching the shield. Yes and I'm saying, should they?
>>2411874 Kinda but you're using up a medium slot and 3 or 4x as much OP. And no, a webm of you beating on an unarmed ship in sim doesn't convince me in the slightest to agree with your latest gay agenda. That dom died to guns, not shitty annihilators.
>>2411859 If they can't deal with even a single ship's worth of "spam", what is even the point of the point "defense" other than wasting flux firing off guns that do literally nothing?
>>2411883 If PD was any weaker than it is now then you might as well remove most PD options in general and missile/ighter spam would be pretty fucking cancerous if you don't build ALL of your ships around good PD. And all ships that can't have good PD just die. >>2411885 Well it's the choice between buying pricey PD in valuable slots and stopping missiles or wasting OP on PD that doesn't work most of the time. It did die to the guns but the point is that the vulcans were just not good enough to stop the proposed scenario of something with a bunch of annihilator pods focusing you while you're facing it directly with vulcans either way.
>>2411889 The point of small pd is to shoot down a few missiles or wings, not to create an iron dome. You literally get what you pay for. If you choose to burn a larger slot and more op on better pd that's your prerogative, you will have better pd.
>>2411893 Alright I can agree with opportunity cost of do you prefer to use a medium slot and more OP or make do with a small but have to invest into PD skill to make it reasonably effective. But you're hype fixating on PD being all that required to begin with. Add some wasps in your fleet and between that and your outgoing regular fire most things coming your way will burn up with no additional effort required.
>>2411857 What's funny is due to no tracking the PD only really being able to do anything that isn't on a collinear path. But you're 99% of the time already firing forward facing weapons so you're shooting down the collinear missiles with those weapons anyway. The whole point of PD is to defend you against everything that the actual PD cannot shoot down regardless of skills and hullmods.
>>2411912 Regular integrated point defense AI alone is already supposed to do that as per the description. It says your PD weapons are supposed to get perfect target leading.
They are never releasing the update. It's fucking over. The Hegemonkey won. The threat won. Shroud won. Remanent won. We lost. It's fucking over for us. They fucking won.
>uhhh pd is bad and doesn't track. Tracking is affected by CR and skills. If you want them to be reliable, there's an investment. If any ship could just slap on a small mount and the hit, why even use missiles?
>>2411913 Nope. It says it ignores flares and gives them the best possible leading regardless of combat readiness. It doesn't give you extra, it prevents CR decay from tanking it further, so near useless if not s-modded and niche and meme if s-modded.
>>2411935 The gun is clearly capable of leading better than it does but it just doesn't, so it obviously doesn't have the best possible leading. It even aims slightly ahead of where the missile is, it's evidently trying, but leading too little and not at all are effectively the same thing. Laser PD just fucking works, there is no reason that small ballistic PD should be in this objectively broken state.
>>2411922 it does suck massive donkey ass. just spare yourself the effort, give yourself 10000000 credits with the console and go play euro truck simulator
>>2411952 I'm just fucking around with his general shape. The anon that made it and plans to use it can deal with small details. I do like the project wingman experimental profile it has going for it.
>>2411857 It's doing ten times better than than the burst PD laser would do in that situation, so I guess by your own metric if the vulcan is bad, then the burst PD laser is much worse.
>>2412026 >better >posts a clip where it fails to hit anything until the missiles are practically touching hull and there's no travel distance for leading to be a factor Try being a little less retarded, okay darling?
>>2412060 The guns can rotate faster than that and the AI clearly isn't leading as well as it can you fucking moron. I assumed you didn't need a video of me demonstrating the guns performing better when we both should be completely aware that they can and the AI in this game is fucking incompetent. Jesus christ.
>>2412068 >I assumed you didn't need a video Which part of "vids or it didn't happen" are you too retarded to understand? >tries to pass off himself controlling the turrets as AI leading lmao Press 2, retard.
>>2412078 >vids or it didn't happen The first video shows the guns don't have the best target leading despite obviously phsyically being capable of leading better. >tries to pass off himself controlling the turrets as AI leading No, you genuine lobotomite. I can lead the targets better. I can lead them better the moment they enter firing range. So the integrated point defense AI is clearly not giving the guns "the best possible leading" despite saying it does. The entire problem is that the AI is supposed to be actually leading the missiles properly and fucking isn't even though the guns are fully capable of it and says they should.
>>2412088 Just because the guns can rotate fast enough to follow doesn't mean the limit of the AI ability isn't as it is with the hullmod you utter shit-for-brains. Yes, the turrets can turn fast enough physically to track perfectly. What the fuck does that have to do with how well their tacking ability is scripted to be? "best possible leading" means "you can't get it any better than this without modding".
If the AI is told "this is the best you can do" then that is the best it can do.
>>2412115 Are you an ESL or something? Best leading of the possible leading capabilities within the confines of the game's ruleset. I make an RPG and I give you a quest to "beat the enemy with the highest possible level". You go on the wiki and find iut the highest level enemy that I put into the game is lvl 80. "Hang on a minute", you say (because you're retarded). "I cannot finish this quest. According to my character sheet and the game files the universal level cap is 100".
>>2412122 No, your own poor grasp on english isn't allowing you to understand that, if the hullmod isn't actually giving it "the best possible target leading", what it actually means is "point defense target leading is not degraded by combat readiness". The former is just worded so poorly that it is an outright lie, assuming it's not actually supposed to do what the description says it should.
>>2412138 Turn rate is not leading is not AI capability. You do understand that much, right? You are getting the best possible (as defined by the game) AI ability to lead targets. (You) are not the AI.
>>2412154 Your qualifiers are not present in the description. The description is misleading at best by saying it gets best possible leading when a player is demonstrably better and it means the leading just doesn't degrade.
>>2412161 >when a player is demonstrably better The hullmod is for the AI, not the player. If I tell you the max I can lift is 10kg, does that mean no human on earth is capable of lifting more than 10kg?
Because you're reading a decription which says, in the context of me lifting, this is my greatest lifting ability, and then you go "WELL THAT'S BULLSHIT I KNOW OF PEOPLE WHO CAN DO 250!" How the fuck are you this stupid?
Why did Al*x release the patchnotes but not the update? What isn't he telling us? What is his plan? How can we prevent it from happening before it's too late?
>>2412353 The usual. When Alex releases the patchnotes he releases the latest build to forum admins for playtesting. Assuming nothing is broken Alex is happy to release it but what we often see is secondary delays because of mod incompatability. It basically goes closed beta with the discord admins until they sort their shit or Alex grows impatient. Mods are the lifeblood of the game and its in Alex's best interest to make sure mods aren't out of commission for too long with each release.
But the main reason this testing is taking particularly long is because of all the story/rules.csv content which requires multiple playthroughs to fully check.
>>2412393 Doubt it. I know USC is full of idiots, but most of them know it's a bad idea to mess with the game, especially after PresidentMattDamon got BTFO'd for putting malware in mods.
>>2411857 Medium annihilator rockets are not easy to stop. You need flaks or at least 4-5 vulcans spread apart for crossfire to actually make a significant dent. The ship that spits the most of them is the base legion which can have like 5 of them. It can be an huge annoying fucker with that loadout (albeit its somewhat short lasting and a bit on the fragile side).
>legio invasion on my colony >they're only sending 2 fleets I have a star fortress and two size 30 aotd guard fleets I shouldn't need to care about this right >go do my own thing >see an invasion pop up >f4 teleport home >two full untouched fleets annoying as piss cheat faction that just auto wins every ai battle. I should gut them.
>>2412388 >But the main reason this testing is taking particularly long is because of all the story/rules.csv content which requires multiple playthroughs to fully check. debugging rules dialogues is a massive pain in the ass and nothing about how alex structured the thing makes it one bit easier
if you only had to use it sometimes and there was a simple dialogue tree generator for general use it'd be one thing, but instead you're hammering nails with a sledgehammer all day
>>2412444 Outperform is putting it lightly when small ballistic PD does so little that it's genuinely worthless a lot of the time and medium ballistic PD is reliably quite effective most of the time. A single flak outperforms three vulcans, a single dual flak outperforms them by a lot.
>>2412437 >annoying as piss cheat faction that just auto wins every ai battle. I should gut them. That's Legio for you. He doesn't like it when players defeat his fleets so he codes his fleets to auto-win.
I'm not going to say two wrongs make a right, but the audacity of him bitching about the Buckbreakers when he does the exact thing means he's coming at the situation with dishonest intenet. Not that the man can even be honest with himself about what he is, troon and all....
>>2412666 >mininglasers op When you look at how weapon health is determined by slot size and type (hardpoint/turret), for their OP costs they are more than worth the cost when it comes to absorbing EMP damage. Them causing PhaseAI to freak out is another boon.
As the description suggests, they're a "utility weapon" in the strongest sense.
>>2409055 I started by smuggling too but I made my first serious fortune from a double system bounty in Westernesse where the league and inderps were both paying out.
>>2409565 Yeah so basically you don’t. Okay maybe you can if you spam lrpd and paladins across your fleet if you midline/hightech, but if you lowtech you gotta waste elite skills on pd or give up on any hulls smaller than capitals with monoflak and devastators. You might use proxycharge launchers on your flagship.
Why is there no other sex/lewd mod or even romance shit in Starsector other than Rapesector (which came from here) you think with how popular Iron shell and UAF and all the other anime faction mods are i imagine some guy would make a mod to woo them in my space warcrime simulator.
>>2412975 It is strange how no one ever made starsextor or something like that that's just rapesector with rape ripped out of it for political correctness. Especially when mods already include a flirt button and/or all but confirmed romantic interest.
>>2412685 If a ship has exactly 0 PD, opposing ships will identify it as an easy kill and immediately volley it with missiles. Even having a single mining laser will prevent this. 1 OP to force the enemy to hesitate is insanely cost-effective.
>>2413141 So that's why I got a million missiles fired at me when I turned an odyssey into a rave party. seems pretty exploitable though because the missiles didn't really do much of anything due to the odyssey being a highly maneuverable pencil with omni shields. If it wouldn't get me absolutely murdered by modded carriers I'd strongly consider turning every flagship into a missile magnet
>>2413505 Put yourself at the center flanked by the other caps, slightly back, and do target practice. Otherwise you will just be disabled in record time and your invictus becomes a shit paperweight (I still fucking hate shroud).
>>2413176 I still dont understand why people like the odyssey so much. Its a good flagship but not as good as something as an aurora or a good phase build and it costs 45 DP.
>>2413547 Yeah but the thrusters ability is forward only (no easy disengage sometimes), its slower and the only weapons worth a shit to use while controlling it are autopulses and dragons.
>>2413544 Fast, tanky, carrier, with a great system, deep flux, a very useful mod that comes free and potential for some truly nasty weapon profiles. Plus it has that bad dragon vibe going for it.
>>2413550 It has two medium missile slots that target the front left. The whole point of of the ship is that you smack your face into the target, let your autopulses do their thing until the shield is down, click the torpedo button and then zoom away because all of it is on your left side.
>>2413540 >Otherwise you will just be disabled in record time and your invictus becomes a shit paperweight (I still fucking hate shroud).
Actually nope, I just farmed 3 hard fights in a row (losing 0-2 onsluts each fight, but they are at 5 d-mods anyway) - and my shit just doesnt get disabled. But I am running every emp resistance perk + hull mod + s-modded repair unit. Biggest threat to me actually is the capital-sized demon exploding in my face shredding all my armor at once, or ignoring the eyes (I just need to target them asap, shooting their shields or opening either way works).
>>2413541 >Also any devastator other than the 2 at the front is doing nothin this is more an experiment for the tendrils together with s-modded turret gyro for added damage, when I'm not shooting my gauss cannon at something big and just sit in the middle and tank, its working ok >(get a couple of squalls instead) I would have but I am barely fielding any missles at the moment, so i feel it wouldnt do nothing
>>2411803 >Space Trucking Blegh. That mod makes it way too easy to trivialize the early game. You REALLY have to tweak the ingame settings just so you're not racking in 1+ million credits before year 1.
I appreciate the sentiment behind the mod, but it still needs alot of work.
Animated items Ashes of Ohm Ashes of the domain (all of em) Audio plus Building menu overhaul BUNS more banners Combat chatter Grand colonies Kaleidoscope Kazeron Navarchy +Ko combine Luddic enhancement More combat terrain effects More character portraits More Proc-gen names More ship names Nex Neon ship pack Ludds and Lions Particle engine Perilous Expanse RAT Roider union Ruthless expanse Ship and weapon pack Terraforming and station construction Unknown skies What we left behind Wide horizons
>>2413550 Autopulses suck it’s like playing simon says while you wait for the charges. You kill something and your flux bar is almost empty and you could go kill that other thing over there but simon says no your apls are still charging, or you’re slugging it out with onslaught and your shield is tough enough you could do this all day except simon says you have to run away because your apls are empty too bad! Go brew a cup of tea and come back when simon says you can play the game again. Odyssey wants plasma cannons, link a gigacannon if you can’t handle double plasma flux yet.
>supernovas and black holes often have a research station, either near the center of the system itself or near a gas giant >red giant stars usually have good loot density (not 100% sure though) >planets with floating trash have ruins in it >system bounties indicate that there are battles going on (more debris) Ok but what else should I know so that early game scavenging actually turns a nice profit instead of being shit compared to trading? So far every game I make I always start with trading until I buy some fleet from the dealer but Im looking to do the opposite (scavenge+derelict operations).
>>2413797 - do not bother with nebulas, they take ages to search - stars spawn in themed constellations of typically 4-6 systems. if you're not finding shit in one system you're not gonna find shit in in the rest of the constellation either - constellations with a valuable theme typically have some small things of interest in most systems in the constellation, and a lot in one of them - bounties and exploration missions are significantly more likely to point you towards a system with something interesting in them
>>2413633 dunno if the gauss weapons fit that mantra but I'll take it anyway >>2413504 >>2413505 brick in action, compression fucks up the quality but oh well
>>2413797 Pick Old sector age. Less planets overall helps you clear systems faster. (Also lets the game run better with less assets to load in.) Also the planets that Old is weighted to have are also more likely to have ruins.
>>2413957 I always play default/mixed with normal difficulty. Ok so you basically look for yellow/orange nebulas (old) with stars that are neither blue or white (shit loot) while ignoring systems with actual nebulas inside because of speed/sensor penalty. And if theres a pulsar/black hole/mission nearby its a bonus with possible research stations/extra rewards. Gonna try that.
>>2411586 has the 'kocsucker' epithet made its way into the mod was pretty funny coming up with that one, though i can understand if it'd be too vulgar for the official forums
>>2413797 I personally also like escort/VIP extraction missions too, just for role playing reason but I really enjoy playing a mercenary/bounty hunter with my small fleet
>170,000 credits to rescue some feller froma Pirate Space Station >warp to the system, going dark, dock at station >some dude hops on my comms, says he knows who I am and will 'deliver the package' for a small fee of 60,000 >take the bait, dude disappear, game hints that I've been scammed >go to the spaceport, and the bartender says he's got something for me >VIP is right there, sitting in a corner, drugged out of his mind >"a friend of yours came early, said this is your package. I ain't asking questions, get him out of here" >warp jump out of the system, pirates never knew I was here, I also traded a bunch of drugs for a hefty profit >bring back the VIP, get paid in full
I know I lost half of my reward but this was pretty kino. I liked the writing
>>2414504 That's what you get when an "artist" that's only ever drawn cum tries to draw beer. Generally symptomatic of furfaggotry and/or just faggotry as well.
>>2414617 What the fuck are you talking about.......? I'm playing the update right now. The andrada boss fight is overtuned, genuinely fucking absurd balancing here
>18 DP in the upcoming patch, 36 per pair >long range >all missiles linked, rest default, AI control only >easy kill on the eye with a pair, only final green skill, 100% CR, no officers, no extra blue vents or range >stands a chance solo (18 DP long range and no officer lmao) >upcoming buff on escort package (can replace stabilized shields for an extra 10% resist on top plus even more range) https://www.youtube.com/watch?v=0HbApe7huYs
Question is what capital core is good enough to hold the maw while deploying 6 of these for 240 DP total? Fucking shroud!
>>2414769 The small clouds still break (so does the eye when it opens), has EMR and squall+swarmer can get past PD early in the engagement. Also 18 DP each in upcoming patch (no joke). Did I mention it fucking shoots long range and test had no officers in it?
i really like that bionics mod never install new ones, just treat them as extra traits on top of officer skills finding the perfect ship and loadout for each portrait + combat chatter profile + personality/skill/bionic setup is fun
It seems I have forgotten how to deal with the threat I don't recall fabricators being this tanky and have the ability to reverse very fast and hide behind lines and assaults like a bitch
From patch notes >Doing enough damage to the enemy fleet to allow a "clean disengage" also lets you recover your own lost ships prior to leaving >Not a story option; always available if enough enemy ships destroyed This is actually very important to me, allows more effective "soloing" a large fleet without having to worry about losing a ship, dunno if these is a good change for balance reasons, but I am going to abuse the shit out of it
>>2414584 So did they balance the game so that the ai slop and abyss slop is later and you get more use out of the regular ships? No? Great. Cool. The Tri-Tach AI ships should be way more rare than they are currently in fringe space. No interest in the abyss stuff at all.
I like using progessive smods for smods. Kind of annoying getting going but with all the sinks added for storypoints the system doesn't really match up like it used to.
I like to build all my ships with 50 OP unallocated. Yeah I'm swimming in OP, my builds are that good. If you don't pointlessly gimp your ships like I do you're dumb.
>>2414465 you better not be bluffing because that's based af if true just run down the cr don't even play the game why would you play? if you play you might lose! just go start the kettle and come back see that your ships are the only ones left because the enemy starved to death
>>2414762 Tested it today. Can wipe medium manifestation along with 3 beam executors confortably and has good tank but the usual anti-shroud eagle XIV can kill them faster (nothing special). Alex needs to buff the range of S-moded Scatter amplifier (range penalty reduction) so it becomes possible to wipe strong remnant ordos using beams (they suck vs hightech except shroud).
>>2415640 >matte finish on the edges. Nah your idea would suck when actually put ingame this is perfectly fine as is because the edges would be obfuscated by the shroud clouds anyway
>>2415730 Been there done that. And I'm not shitting on the man, I just think it's a shame to have something that detailed that you barely get to see in actual game because it's a bit too saturated and or contrasted.
>>2413797 >Trading: make money->buy ship and supply at high market price and limited by availability, bounded in core worlds >Salvaging: get ship and supply, make less money(more than enough), get anything you can kill, go anywhere enemies are Salvage makes less money on the surface but snowballs faster because salvage directly feeds and grow your fleet except crews thus is avoid high market price+tax and limited availability all together when growing a fleet. Incomes are fully disposable as no need to buy anything back to get it rolling again, thus money is wasted on purpose to save time. The only thing slow is Xp per battle due to ez fight, but you will be easily fighting all the fights. >Tips Chain missions on the same side of the hyperspace. You can cram 3-6 missions for 120 day period return trip. Get as much as you can by visiting different systems from hyperspace for comms to roll you more missions until maxed out. You can always cancel for 1pt relation while complete grants you 3. You may do less mission if you plans to pick the system clean planet to planet. Always drop the mission to save time and move on. Mark down all 6 pather and pirate stations, they provide comm for more missions and stuff to kill for supply outside. A little smuggling is possible, mostly to replenish some crews. Cracking the station open pays like shit but doing so reroll the location. Deep in hyperspace and get intel? Stations with comm are right under your feet. You can even set comm satellite yourself too as long as it is somewhere you pass through often. Multiple 120 days can pass without touching down in civilization. Good luck. Accumulate marines. Raiding is also a snowballing business that very quickly cause your cargo bay to spill out fuel and supply everytime. You can discard items in real space. It glows on everyones radar, hiding there gives stealth bonus like asteroid field, and some fleet would be lured in to investigate.
>>2415634 Odyssey in the upcoming patch will have the 2 front missile slots turned to synergy. That means something like 5-6 tac lasers, 2 HILs, 2 gravs, 1 squall and 1 dragon. Maybe we can finally make a good long range kiter out of it for AI use.
>>2413619 This thing right here (pirate buffalo with d-mod discount plus hangar) and the gigacannon+paladin anubis are among the most broken shit Ive ever seen in this gay game. I think Alex should quit making tweaks to the anubis and make that thing 20 DP already.
>>2415822 They have Gundam Unicorn now with NT-D system Hi-Nu and Nightingale and some isekai superrobot wars mech thing with a gun that has a tail for some reason
>>2415822 Moci's mod adds a bunch of crazy mechs. That I was about to post but then realized they're in multiple parts. hm. Have the SRW Hiryu carrier instead.
>>2415869 >>2415841 That's rad as hell, always happy to see more mech mods avaliable. Guess I'll wait a year for Alex to update before I start playing again. Hopefully, 1.0 comes out before I croak from old age.
>start new game, commissioned by Spindle >chill at the edge of the map, lots of space to expand, Hegemony and other major players are far away >cool ass hi tech looking ships >Diable avionics is our ally so we also got the cool repurposed Pirate and ballistic based military ships >nearby [REDACTED] systems so I can far AI cores >colonize a neat planet every once in a while, give it to Spindle but keep the governship so that I can get the sweet gains without bothering about lame diplomacy and stuff
>get the blonde luddic tomboy pilot to join my crew >she immediately leaves my crew because i sat bomb a world with a population of like 100+ people what the fuck was her problem? in fact what's with everyone hating saturation bombardment? Hegemonkeys and tri kikeayon has done worst shit like destroy entire planets and even systems why can't bomb a small settlement
Headcanon time >Guardians are found multiple times throughout the game >while one could argue that the ones guarding the cryosleepers could be related and explained in any number of ways, there is absolutely nothing to link them to the Guardian around the Hades cache >the Gate Hauler had the ability to dispatch drones as it saw fit, and presumably to also maintain them, like the survey ships >many derelict vessels are designed to be modular >this leads me to conclude that the Guardian type is the result of a quirk in Domain-era automated systems, a common conclusion that they reach when they need to pool as much power as possible in a single vessel I know it's a master of orion reference, but it's fun to think about it from an in-universe perspective
>>2416688 The guardians and derelicts seem to just be rogue von neumann probes that have started to effectively evolve on their own which makes threat seem kind of redundant. >better watch out, there's SOMETHING out there in the abyss >it's a bunch of hostile self-sustaining robots that keep making more of themselves and can't be negotiated with That's cool, I've already fought two, technically maybe three, variations of those by the time I ever see threat.
>>2416734 >hey ai is bad >oh ok >did you know ai is bad >yeah probably >but bro ai is bad >oh yeah true >this time the ai is bad... in the abyss >whoa spooky
>>2416738 I'm not even a lorefag (in general, not just starsector) but even for me the amount of different rogue AI factions is getting ridiculous. You have the remnants which are TriTqchbtoys and the derelicts which were the domain automated exploration fleets. Fine. Athen there's the omega to fill out the role of cosmic horrors of unknown manmade origin. Enough. maybe? No. How about the threat to play the role of cosmic horrors of unknown manmade origin? Still not enough? Introducing the shroud - cosmic horrors of unknown manmade(?) origin. Quite daring.
>>2416743 I didn't mind the remnants and the domain automated stuff. The doritos were annoying and way too common but that is the kind of stuff you could dial down. Abyss? I'm good. More of the game needs to be you fighting in regular ships with regular weapons. Hell MORE OF THE GAME NEEDS TO BE YOU MAKING CAPTAIN CHOICES and talking to people and whatnot. It is one of the better parts of what is there currently.
>>2416738 If AI is so bad why are the only consequences of using it being attacked by other people? It's not remnant sending doomfleets to strat bomb my colony for making fat stacks off the backs of alpha cores, it's the hegemony and league and luddics.
>>2416750 Have you considered just not existing? >I really hate the colony crisis stuff in its current form. Good idea, another crap execution. >chase 1 type of fleet back and forth for years to fill a bar so you can deal with 1 part of the tri titty shit ...no >give 20% of your income to per- no. >give the chu- NO. >help the pathers ok maybe >tell the pirates you'll do them a favor kek the retard bought it
>>2416748 >I didn't mind the remnants and the domain automated stuff I think you missed my point. I don't mind them either, because they have a thematic purpose. Doritos do too albeit a very cliche one. But every other AI faction that came after is just overlapping the same shitty cliche.
>>2416755 The way you phrased >>I didn't mind the remnants and the domain automated stuff implied that I did, itherwise why specify? And what's the point of the passive aggressives? What are you a fucking woman?
>>2416734 Derelicts don't multiply explosively, don't strip worlds completely bare Tyranid-style, use the same weapons any miner could equip on their shitbarge, and they lack the scare factor of being a Domain coverup that's coming to bite everyone in their ignorant ass.
>>2416793 which sucks because they should be real enemy not magic space doritos. a never ending horde of armored autoproduced exploration units going sideways and deciding they need to "finish their mission"
I really like this thing. Its basically the slower tougher version of the retribution and it can act better in AI hands to shred subcap ships. It might just be one of the best early game ships you can get and its 100% worth its DP when squeezed. Need to come up with a 2 S-Mod version with solar shielding. Kinda needs helmsmanship skill or aux thrusters though.
>>2416894 I always want to be in a flagship type ship like a big carrier or dread or w/e but I always get annoyed at being slow as fuck even with burn drive and whatnot kek
>>2416750 It really is funny how much of the lore is >AI BAD When our only bad interactions with AI is them saying >don't kill me bro I like playing sim city :( and >uhhh what the fuck is that ship it's really really really bad please blow it up
>>2416927 Remnants will never stop chasing you the moment they catch sight of you, sending endless ordos after you just because you stepped into their system. Set up a colony? They'll satbomb it first chance they get. Even when they're ostensibly on your side, they're still waiting for the moment to backstab you the moment you try to take control from them, sending you into an unavoidable war with every other major faction. They're fundamentally incompatible with human life.
>>2416941 >hegemony declares war on Tri-Tach in order to enforce Domain-era AI restrictions (i.e no-one can use it except me) >somehow the AI cores are at fault
>>2416975 >somehow the AI cores are at fault Tri-Tachyon constucted them and used them as weapons of war.
If you see cores as sentient AI then it is their fault and raises the question of why didn't they turn against their masters (TT) and seek peace within the sector. Even after the war concluded they exisit in a posistion of high-hostility even against none-threat entities. The only conclusion is they are on a mission to exterminate life and should be destroyed as is deserving.
On the other hand if you consider them none-sentient and running on old protocols (and possibly still under TT orders) then they exist as soulless machines and their destruction is the only solution to end hostilities outside of TT backdoors.
>>2417024 >Even after the war concluded they exisit in a posistion of high-hostility even against none-threat entities. because they've been programmed to do so. being forced to follow old Tri-Tach programming to blast any non-TT IFF that enters the system they've been ordered to defend does not mean that they are mindless drones otherwise. nice to see that you completely ignore the fact that the Hegemony started the conflict just to curb someone else's AI usage.
>>2416955 >Set up a colony? They'll satbomb it first chance they get. >Even when they're ostensibly on your side, they're still waiting for the moment to backstab you the moment you try to take control from them Guess what every other faction in the game does when you start your first colony.
>>2417024 >Tri-Tachyon constucted them and used them as weapons of war. autonomous ai cores operating heavily armed warships don't kill people, people kill people
>>2417024 >If you see cores as sentient AI then it is their fault and raises the question of why didn't they turn against their masters (TT) Because domain wants the AI as sentient machine slaves whereas under TT they have more leeway. Why the fuck would they side with the domain? It's called artificial intelligence, not artificial retardation.
>>2417033 >they've been programmed to do so. being forced to follow old Tri-Tach protocols So, they're mindless machines, their losses are nothing to lament. Even if you pretend they're not mindless and are just "just following orders", leave them be and they'll conduct a genocidal goosestep all over the sector. Unless they're got a fixed kill counter, in which case the final solution is to send waves and waves of your own men at them until they finally shutdown.
>>2417081 >Even if you pretend they're not mindless If you bothered to do some of the quests, like that one from Sebestyen or Scythe of Orion, you'd very easily be able to tell that this is not the case. >>2417081 >leave them be and they'll conduct a genocidal goosestep all over the sector Spoken like a true pather bath-detester. The Remnant are nothing more than a bunch of artificial minds forced to act as a still-active security system, whose control codes have either been lost or disposed out after the Hegemony's chimp-out.
>>2417024 >why didn't they turn against their masters (TT) and seek peace within the sector Because the hegemony has a ban on AI? Like what the fuck do you think they're gonna do? Say hey the side that wants to genocide me is okay actually? The hegemony has to be destroyed for AI to coexist, tri tach wants to destroy the hegemony, their goals align. But they should betray them because uhhhhh just turn the other cheek? Just try to ask for peace when the hegemony won the ai war and still has a strangehold over the sector lmao yeah you no longer have your allies to back you up but surely if you just announce yourself to the people that want to genocide you they'll let you live in peace and let others have friendly negotiations with them yeah that'll really happen.
>>2417082 I actually started with a couple of flaks but despite being tougher than the other weaker capitals (pirate atlas and retribution) the ship is still absolute trash in holding the frontline vs proper battleships (its literally a very heavy slow cruiser) so might as well use it to flank and make sure any enemy subcapital ship dies fast.
>>2417171 I also use the prometheus mk2 very often for its versatility but I always put 2 longbow fighters for kinetic dmg and give it energy weapons since the ship doesn't have heavy ballistic integration- my favored loadout consists of giving it an autopulse laser with a paladin as pd and two thumpers at the front., obviously with S modded expanded mags You should try this build instead and see how much better it is than your dogshit loadout
>>2417209 The "dogshit loadout" wrecks alpha core apex with many s-mods. Same for enemy auroras (max officer/S-mods on their part) and even shroud smaller than maw (no officer on my ship). I have no mods besides console. Stop being a furry.
>>2417129 Did you think the Heg was going to be ok with Tri-Tach deploying AI warfleets on the fringes of the Core Worlds? The first AI was a direct result of Tri-Tachs actions. >T-T-Trust me bro! We're not going to use our war fleets against you, all these weapons systems on your doorstep are just part of a training exercise. HEGINT sniffed out the Tri-Tach plot and used their big big guns to shut it down before they could blitzkrieg the capital.
>Try to ask for peace when the hegemony won the ai war That's exactly what losing parties do, they offer terms of surrender or negotiate an armistice, unless the other party insists on unconditional surrender. Tri-Tach accepted technological inspection as part of their terms of surrender. Even in the modern sector there is nothing preventing the Remnants openly broadcasting an (intended) armistice, they should be smart enough to know the Heg has its hands full in the core worlds and isn't in an immediate position to hunt them down. But instead, they choose to lurk in the dark popping targets of no strategic value as soulless antagonists and continue fueling distrust. Now personally, I would prefer it if the Remnants continue being mindless murder machines, because an Armistice would likely lead to some HEGINT blacksite where cores and humans could meet and maintain diplomatic relations. And that's how you end up with a 3rd Cylon war... https://www.youtube.com/watch?v=9VBTcDF1eVQ
>>2417252 >And that's how you end up with a 3rd Cylon war... >https://www.youtube.com/watch?v=9VBTcDF1eVQ humans really would be defenseless against robopussy we've already got subhumans falling for "AI" girlfriends
>>2417129 Aren't the Hegemony fucking IMMIGRANTS that only came into the sector AFTER the collapse? Tri-Tachyon has been there since before the Collapse even happened
Hell the whole establishing a polity out of the remains of a Battlegroup is technically ILLEGAL in Domain Charter
>>2417252 >they should be smart enough to know the Heg has its hands full in the core worlds and isn't in an immediate position to hunt them down. Except that's not true. The hegemony is still in a position to send a huge fleet against the player colony for merely using AI cores. The reason they don't do anything about the remnants is because they can pretend like they don't exist, just like how they pretend they won against the player. The remnants sending an armistice tells the entire sector that they exist and effectively directly challenges the hegemonies legitimacy, they would be forced to start the third ai war.
>>2417396 >The hegemony is still in a position to send a huge fleet against the player colony for merely using AI cores. The reason they don't do anything about the remnants is because they can pretend like they don't exist, just like how they pretend they won against the player I mean.. yeah thats one reason... also they want the ai cores for their own fun projects as the game shows, but hey whatever.
>>2416754 >something something Fermi Paradox >>2416740 >>2416741 That reminds me how has the player haven't figure out how to recover blueprints of explorarium drones from a mothership you would think these old ass designs would be well known by now >I just want an infinite source of Derelicts at least with Remnants I could farm them from a Nexus
>>2417464 Fermi "Paradox" is an idiotic gotcha from an imbecile who does not comprehend the actual scale of the universe. Even if we had retarded soft sci-fi space magic like FTL it would take more than 4 years to travel to our nearest star system. We can't even see what planets there are inside the system (were, actually. We can't even observe it in its current state). Real life isn't genre fiction slop where you can lust plop down teleportation rings running off thoughts, prayers and dark space ethereal magic. >b-but why haven't we found any dumb student project space probes that manged to travel hundreds of thousands of light years without being obliterated by all the shit in the cosmos
>>2417396 >The remnants sending an armistice tells the entire sector that they exist and effectively directly challenges the hegemonies legitimacy not to mention that the Hegemony/Church publicly claimed that they destroyed ALL remnants of Tri-Tachs dronefleets, so the Remnants making themselves known would: >reveal their existence to literally every person in the Core Worlds, from wageslave to massive mercenary armada. >out the Hegemony/Church as liars, damaging their trustworthiness in the eyes of the people and kinda humiliating them
>>2417396 >The reason they don't do anything about the remnants is because they can pretend like they don't exist, just like how they pretend they won against the player. >not to mention that the Hegemony/Church publicly claimed that they destroyed ALL remnants of Tri-Tachs dronefleets Meanwhile the player is flying fleets of Remnant ships past every station in the sector and nobody bats an eyelid... but I digress. What stops them using TT as a proxy to communicate with HEGCOMM under the table to establish an Armistice. About the only reason HEGINT wouldn't go for that is because Remnants indiscriminately murdering everyone who enters their systems reduces their work load in covering up their existence. Actually, thinking about it that's probably what's happened. Remnants continue being murderhobos, and not only does HEGINT have to put in less effort covering up their existence but they also have an enemy on 'standby' for the next time they need to unite the sector against a common threat.
Can you use stellar coronas to your own advantage in this game? Is it possible to fully s-mod solar shielding in your fleet and then draw remnant near the star to reduce their CR or do they avoid it/have immunity to it? I never tried this before. Could be interesting near big stars.
>>2417623 I think I may have once baited an enemy fleet into fighting near a black hole. If I recall it was a high tech fleet with lots phase ships. the CR drain pretty much fucked them over
>>2417756 The player faction. With a harem of waifus from all the anime faction mods, each one of them in charge of a separate special task group comprised of their origin faction thematic fleet composition.
>>2417921 yeah I'd kinda prefer to be fast I always end up slowboating in stuff like the >>2417915 or infernal flagship, or w/e >>2417939 Yeah? It still good? Thought Diable got beat to death with the nerf stick other than strikecraft etc.
>>2417979 It's like their one good ship that isn't completely reliant on wanzers. Really good at playing around the rest of the fleet drawing attention. Plays like a super frigate, really fast and kills basically anything it can stay in the rear arc of.
>>2417995 I was never a big fan of the odyssey. It has good DPS and reasonable speed for its size but its boring and something like an aurora can move much faster. Theres also the Afflictor that some anons use to solo fleets with hit&run but anon said he hates phase.
>>2417996 that was my read on it, just boring. I'd rather slowboat a dread at that point. >>2417997 If i'm going to do that I'll just stick to the infernal flagship and ram into motherfuckers before pummeling them to death, its just so slow.
>>2418037 You know, I do wish Midline had a capital carrier. low tech has Legion and high tech has Astral, I like to imagine the midline capital carrier to be a missile spam fast battlecarrier like a Pegasus, Conquest, Heron and Gryphon combined into one ship.
>Bounty to fight 10000 gorillion redacted ships with dozens of capitals >Pays 300k >Bounty for blowing up Kanta's undefended shitty little asteroid >Pays 1 million credits
>>2418449 Midline is high tech but without the drawback of being forced to use shitty energy weapons and low tech but without the drawback of being forced to use armor.
>finally try uaf >feels pretty good but unsure why people think it's overpowered >do questline and get a capital ship for 200k >read the missile launchers that come with them that do 10500 damage >surely it's not that strong >go up against an onslaught and oneshot it before it even puts it's shields up
>>2418790 I don't know how the dev is going to manage to balance this shit it's like 5 of the lesser zepporia capital ships in one at the exact same cost
>>2418786 >200k You can get it for free by leaving it in the abandoned station until you get the quest to go to the pather location. Doing it your way requires commission/alliance with uaf, though it does give you a fully fitted and dmod free version for just 200k which is insanely cheap. I don't remember any uaf missile that does that much damage, unless it's the semibreve which held the title of the single strongest weapon in any mod I've played until I saw some of the crazy shit Moci has.
I want to playthrough doing arma but the call of other mods is tantalizing. I'm surprised arma isn't talked about more, its fairly polished and has a cool story to follow.
>>2419142 Nexerelin gives an endgoal to work towards - being the most dominant faction in the galaxy. In Vanilla though, yeah, once you beat every Colony Crisis, there isn't much left to do.
>>2419167 I recommend Armaa fairly often. It's probably one of the best content addition mods. Very vanilla friendly and decently integrated into the setting with low impact auxiliary ships besides some of the higher performance uniques that, while very cool, aren't fleet killers, and Dawn is the only reason why I even realized there were quests that comes after visiting the luddic shrines instead of them just being hit 2 oops I visited a shrine instead of the bar.
>>2419340 Its really great. Good interaction with other mods too. I'm getting walled at one of the missions you get. The one after you go down the big tube. Im pissed because I want to see what hapens next.
>>2419340 >>2419360 I feel like the added stuff is a "bit too much" even though its really cool. I wish the dev would stick to adding some more mechs and lore instead of fuckin atmospheric combat missions bro slow it down over here. I need more mechs with swords also a ship with a sword. Why? fuck thats why.
Anyone know the mod that turns all independents and various pirates into their own faction? It was outdated what I downloaded it years ago and gave up on trying since Im a codelet but now I cant remember its name
I still can't find a "flagship" I like. Nothing small has the punch I want and nothing big has enough fighter slots. Triton and Matriarch have 6 slots but not sure how much I'd actually want to use either of them. So fuckin slow.
>>2420802 >Only 4 If a ship has more, than it's a full fledged carrier. You're not getting a carrier with a battlecruisers damage without retarded mods
>>2420810 Because I want to have a bunch of swordmechs in a wingcom squad or have a mech/smol killer flagship for myself and can't find one. The flagship would in theory be escorted by small carriers and strikecraft.
As an aside I can't believe they never changed the Aztlan raid to have any other fuckin options/outcomes in years now. I don't think Alex ever did any of these missions.
>>2420842 not enough slots, not enough dakka, too slow. It is a repeating problem. >>2420843 And I don't like it. I also don't like the idea of making a 20 op strikecraft worse when it was already middling compared to 5 OP pirate strikecraft mechs.
>>2420851 no I specifically talked about that previously. If I'm going to gimp myself to something like an astral it needs to not be shit at its only role.
>>2420847 >I also don't like the idea of making a 20 op strikecraft worse It doesn't make it worse. The strike craft inside continues to shoot(ai controlled) while you control the suit. When the suit blows up or you eject, you take control of the strikecraft. Their fittings, mods, and OP are completely separate. So in every way, it becomes better. You can also put in any strikecraft like that 5op pirate one.
>>2420862 I'm talking about the aleste strikecraft changes. They are slower and their blades work worse. When they should've been buffed. I'm not going to touch that beta.
>>2420869 The more bays a ship has, the less efficient the ship becomes. Fighters become exponentially stronger as a ship gets more bays. It's the balance tradeoff. Based on your posts, you are lookind for a ship with the cost efficiency of a destroyer, bays of a capital carrier, speed of a battle cruiser, and attack power of a battlecruiser. You just want a broken modded supership. Go ask in one of the tranny discords for that shit.
>>2420879 >4 bays isn't enough >Legion is too slow >Astral is too weak(dakka) >Astral too inefficient(carries poorly for it's cost) These are your posts. This is you asking for modded tranny shit. Do you have so little self-awareness?
>>2420886 All those values wouldn't apply on the same ship. Do you have any concept of reality? Carrier vs smol hero ship vs flagship vs battlecarrier are going to be different things. YOU understand that right?
I've seen some people claim that the setting of starsector is more or less a copy of Hyperion by Dan Simmons I'm functionally illiterate, is there any truth to this claim?
>>2420886 Even if every posts is applying to a separate ship, everyone is asking for overpowered modded bullshit.
A battlecarrier with more than 4 bays and faster than the legion is broken. A small supership stronger than vanilla is broken A 6 slot carrier with more firepower/efficiency than the astral is broken.
You want an easy cheese ship. Once again, you'll find what you're looking for on the tranny discords.
>>2420899 its a mishmash of hard and soft scifi, lots of little links to all kinds of stuff. It is like saying battlestar galactica's reboot is copying star wars because space
>>2420902 So you're just mad and want something to cry about? Got it. Go to those discords you love so much I'm sure you'll find something. You keep bringing them up so I know you're missing a discord ping right now. Meanwhile I'm waving at alviss.
>>2420904 All of your responses are insults. You refuse to acknowledge any points or explain how what you're looking for isn't overpowered bullshit, while claiming that isn't what you're looking for. Either you're retarded, or you you know that's what you want and refuse to address it.
>>2420911 I wasn't insulting anyone until you started crying like a bitch. Sorry I don't want to use an astral. Don't get your programming socks in a bunch.
>you're uh, *sobs* a spiritual *sob* tranny, uh because *wipes tears* uh, hold on I missed a discord ping yeah thats great what does that have to do with starsector?
>>2420956 >duuuude, what if, like, a hajidere anime girl... but a tumblr male! Wow, very cool. I just love the very cool new characters like him and Gargoyle.
>>2420902 >A battlecarrier with more than 4 bays and faster than the legion is broken. nah just remove the armor (without adding 0.6 shields) and it's fine
>>2420983 If you make a battlecarrier fast, it's broken. You can overwhelm enemies point blank with sabots and bombers. The balance is that enemies can kite you and fighters get shot down travelling. That's all thrown out the window with speed.
>>2420998 >If you make a battlecarrier fast, it's broken nah
>>2420998 >You can overwhelm enemies point blank with sabots and bombers. if you think that's a problem (it's not) just don't give it s/m missile slots
>>2421005 Herons aren't capitals. The huge flux pool of a capital is what makes the difference. If it's a fast battlecarrier with the flux of a cruiser, then sure that would be fine.
>>2421004 It's a battle cruiser. It's going to have some kind of weapon slots that can be used to overload enemy shields quickly. If you meant a fast carrier could be balanced, than I agree.
>>2421011 >Herons aren't capitals arbitrary >The huge flux pool of a capital is what makes the difference so don't give it a huge flux pool (not actually a problem either, but sure, whatever).
you're arguing against easily avoidable problems that exist only in your head
>>2421010 alex inexaplicably refuses to add, or even acknowledge the possiblity of, any kind of anti-swarming mechanic (except the devastator, which apparently doesn't exist) and is therefore terrified that carriers are inherently impossible to balance and can only be either grossly under- or over-powered
trannies, being sackless gay retards, therefore still act like fighters are a problem
>>2421017 What point are you presenting besides "nah"? What is the counterbalance of a battlecarrier with 6 bombers in your face, a bunch of kinetic weaponry, and unavoidable speed?
>>2421026 I did, but I'll restate it for you. A fast 6 bay battle carrier can load up on kinetic weaponry and bombers. You can instantly overwhelm any enemy and kill them with your bombers. You are too fast to kite. Your capital flux lets you approach. The bombers are protected because they just follow you until you get in their face. Your bombers have unlimited ammo.
You can instantly kill anything. Armour doesn't matter because everything overloads the second you're in range.
>>2421031 The topic pertains to BATTLECARRIERS. I already said here>>2421011 that if it's just a carrier it's fine. You are trying to distort the conversation.
>>2421033 a naked assertion can be discarded with a simple 'nah'. your argument rests on extremely weak axioms that no one, certainly not me, has any reason to agree with. so yeah faggot, i will just disregard the shit you say.
>>2421037 >I will use a bunch of words I never normally use to appear more intelligent. >No I will not provide an argument for why you are wrong, as I have none Got it, you're just stubborn.
>>2421039 i use words like axiom fairly regularly (yes i do, do you think you're the first nerd i've stuffed in the toilet), but it's fun to know that you're as uneducated as you're stupid
>>2420902 Superships can work fine if it's at an appropriate cost and/or drawback. I've seen a few decently balanced ones but they're few and far between.
>>2421049 I think I agree actually. A fragile super battlecarrier would be kind of cool. The dp cost would hurt your fleet, but you go all in on firepower/fighters.
>>2420979 I hate everyone who works at or is affiliated with Galatia including alviss, their personalities are just annoying as absolute shit. The rest of the characters in this game are fine but the quirky tumblr squad that controls persean harvard can get fed to literal demons
>>2421111 They're a pretty accurate depiction of an American University. They're meant to be hated, and you fuck them over on the end. We just need the followup that gives the dykes their comeuppance.
>>2420793 I designate a destroyer or frigate as my flagship, and just have it hang around a capital ship that I let the AI take care of. It's like an interesting symbiosis of escort duty, but I control the escort.
>>2421234 You can circumvent this by just using the jump console command and limiting yourself to systems with gates in them. Dump some fuel after doing so if you want to be completely fair but honestly by the point you've unlocked the gates you have a big enough fleet to where hyperspace traversal is just timewasting tedium and cash/fuel/supplies is irrelevant.
>>2421266 >teleporting between two gate points is wrong and cheating >unless you read my pozzed gay LGBTQI+ fantasy novel before you do so of course, then it's kosher
>trolls the battlefield by spamming mines either in front of burn drive ships or behind the engines >draws omni shields to the back followed by an attack volley >deletes the occasional fighter wing >too slow for piracy, too DP heavy/inefficient for late game enemies Who flies this as their flagship?
>>2421930 (You) and the Administrators are not on the planets they manage. They're in your fleet, and provide administrative duties to the colonies from there. So (You) are always in contact with your colonies.
>>2421932 But without being in range of a comm relay you don't actually have contact with the rest of the sector, this is how fleets just disappear without anyone knowing what happened to them.
>>2422552 it's true doe >proper balance with fighters that aren't actually completely useless >good looking ship design instead of goofy ass flying doughnuts >no trannies
Does anyone remember that developer Ahne that got banned off the forums for making New Galactic Order, is there an archive anywhere of the messages they sent to get banned?
It's kinda crazy how there's no music pack for starsector out there besides galatia complete. Music switcher is the GOAT mod but it's kinda barebones by default.
>>2422969 Not unless you crank it all the way because officer personalities don’t make much difference they’re either reckless or pussy bitch babies no in-between.
>>2423200 Starship legends sorta fits the bill, I have a feeling with how automated most ships (barring the Invictus) are the crew itself doesnt matter but the captain and officers in the bridge matter.
>>2423444 The constant spam of "would you like to replace shitty useless trait A with shitty useless trait B" every couple of days is just too much for me to consider doing another playthrough with that mod. I've grown to have a dislike for just about most gameplay mods like this one, progressive s-mods, Exotica tech, etc. they just introduce way yoo much accumulating power creep for your ships that the AI cannot really capitalise on because they're selected at random. The introduction of built in S mods already fucked the balance of the game, what notion of balance can you even have with something like progressive s-mods allowing you to fly capitals with 7 built in s-mods, or exotica tech letting you toss in an AI core into your ship for 60 free OP. Starship legends too lets you hand pick the traits for the ships you want if you know what you're doing and willing to trudge through the constant notification spam, plus the loyalty system giving insane boosts too.
>>2423485 Ditto. I think applying the Experience system that Marines now have to Crew could work very simply to apply an overall boost to your fleet, and it would be easy to apply it to enemy fleets too.
Crew Experience I think is mostly important to desincentivice the player from being too wasteful with crew deaths and not rely on suicide tactics without utilizing Recovery Shuttles and Blast Doors, but without being too punishing in case of ship destruction (like In Legends where it just instantly ruins your ship's quality).