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victrix
Oct 30, 2007


That is a loving gorgeous ship

e: ffs new page

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Inexplicable Humblebrag
Sep 20, 2003

what if knight but with big hat

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




now that i've discovered how good raiding is i really want VIC to update

Salean
Mar 17, 2004

Homewrecker

I'm pretty excited to see what the mods are capable of if they add mission chains

Travic
May 27, 2007

Getting nowhere fast

Bell_ posted:


Cycerin posted this peek to the Starsector forums while we're anticipating the BRDY update.

If it's anything like the last major patch, it was a while before we saw the BRDY mod, but it came with additional content.

:stare: I don't play with faction mods but dear lord that's beautiful.

Bloody Pom
Jun 5, 2011



victrix posted:

That is a loving gorgeous ship

e: ffs new page



:stwoon:

Is Cycerin planning to resprite all of BRDY to bring it closer to vanilla art style?

Mercrom
Jul 17, 2009
BRDY is a step above vanilla content in quality. Even the music is better.

The reworked Hyperion is kinda lame. I miss the experimental BRDY ships.

Sandweed
Sep 7, 2006

All your friends are me.

So now I have a cool fleet of battleships and heavy cruisers ect, but how are you supposed to fight the big bounties that have like 10 Battleships, they are always the bigger fleet so I get the small deployment quota every time.

OwlFancier
Aug 22, 2013

Generally it is useful to be able to keep them at range and also fight them one at a time, with the ability to land decisive hits and force them to retreat or destroy them. If you can threaten enough firepower in an area at once, you can often make them reluctant to commit their whole force, and if you can pick them off one at a time, you can whittle your way through the fleet. You can also disengage and re-engage after doing some damage too, so even if you only destroy frigates that can bring their numbers down and help you even out the deployment a little bit.

Which is a lot of words for "stack paragons lol" but there you go.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
Deployment is now only calculated at the beginning of an engagement and primarily scales off your number and level of officers, rather than ship count.

e:

Starsector 0.95a Patch Notes posted:

Deployment point distribution between opposing fleets now based primarily on number/level of officers

Is no longer updated as ships are destroyed; only computed once when an engagement round starts
Officer contribution does not depend on what type of ship they're in
But they do have to be on a ship, unassigned officers do not contribute

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

Could you cheese that by stacking automated ships?

Xand_Man
Mar 2, 2004

If what you say is true
Wutang might be dangerous


Me 2 years ago posted:

The worst part is the last update to Blackrock was version 9.1 and everytime I check the the forums and see the Blackrock thread I get excited for half a sec

BRDY isn't updated but is on version 9.5 now :argh:

OwlFancier
Aug 22, 2013

Tuxedo Catfish posted:

Deployment is now only calculated at the beginning of an engagement and primarily scales off your number and level of officers, rather than ship count.

e:

So destroying ships, particularly enemy ships with officers, and then disengaging and re-engaging should push deployment in your favour, no?

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

OwlFancier posted:

So destroying ships, particularly enemy ships with officers, and then disengaging and re-engaging should push deployment in your favour, no?

A full re-engagement should, yeah. Sorry, that doesn't necessarily contradict what you said, just elaborates on it (since it's something that threw me until I double-checked).

BULBASAUR
Apr 6, 2009




Soiled Meat
How would you change the fleet engagement sizes with the new model?

Sandweed
Sep 7, 2006

All your friends are me.

So the skill that gives you +2 officers will eventually be better than the one that gives you +1 officers and +1 levels. Since you can find Lvl 7 officers.

OwlFancier
Aug 22, 2013

Eh, you can, but I have found very few 5+ officers and you can't control what skills they have.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
my last game i had a shitload of level 6-7 officers from doing so much exploration

although, on a related but separate note, i think i spend too much time grinding safe exploration missions and could probably stand to transition to combat missions sooner, both to make more money and to actually enjoy the game more since exploration, as rewarding as it is in blueprints and installable colony upgrades, is kind of rote and boring

OwlFancier
Aug 22, 2013

I've scoured near the whole sector and only got maybe three officers above level 5.

Dandywalken
Feb 11, 2014

I dont think the change to Longbows worked as they intended. Im getting Sabots hitting first before Daggers torpedos like a third of the time. Seems super range dependent.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Ugh, any beginner tips? Good early ships, loudouts, and what to do? I've forgotten everything it seems and am sucking bigtime.

Dandywalken
Feb 11, 2014

Find a Hyperion, and slay the stars themselves!

MarcusSA
Sep 23, 2007

Random question but does anyone know of a good YouTuber with play throughs of this? Something like a Pete Complete.

Xand_Man
Mar 2, 2004

If what you say is true
Wutang might be dangerous


Galaga Galaxian posted:

Ugh, any beginner tips? Good early ships, loudouts, and what to do? I've forgotten everything it seems and am sucking bigtime.

Low Tech ships are nice to start out in cause they can take a couple on the chin. Lashers and Enforcers are good

Try to keep your weapon loadout within the same range; it's easier for the AI

Tarquinn
Jul 3, 2007

I know I’ve made some very poor decisions recently, but I can give you
my complete assurance that my work will be back to normal.
Hell Gem

MarcusSA posted:

Random question but does anyone know of a good YouTuber with play throughs of this? Something like a Pete Complete.

I think Nemo is the go-to youtuber for Starsector.

Ardryn posted:

Nemo is usually pretty good with those, I haven't watched the .95 videos myself but I've seen enough of him to at the very least find him pretty tolerable.
https://www.youtube.com/watch?v=KKlUQN1YVTo
For some reason he hasn't put the videos in a playlist or else I'd link that.

MarcusSA
Sep 23, 2007

Tarquinn posted:

I think Nemo is the go-to youtuber for Starsector.

Thanks!!

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


What are good cargo ships to use? Tarsus? Buffalo? One of the BEEEG ones?

Kinda sucks they're so slow, but I guess you could use Augmented Drive Field to increase their burn speed, even use a few story points to build them in I guess.

Inexplicable Humblebrag
Sep 20, 2003

militarised subsystems, or the level 1 skill that gives +1 burn to civ hulls

for freight my stance is that you basically want as few ships as possible for your needs, that keep you above burn 8. i currently have three colossi that i bought to take advantage of a huge trade disparity within askonia or somewhere, but this is a little Extra for most tastes. two is probably enough. ensure they get both militarised and expanded cargo bays

the fuel hypertanker (prometheus) is annoying because you cannot militarise it, expand it, and give it the augmented drive field needed to get to burn 8. i suspect the atlas may be the same

AtillatheBum
Oct 6, 2010

Justice ain't gonna dispense itself.
Just won the story mission involving the Ziggurat. My fleet was probably way underequipped for that fight since it was basically just my Odyssey-class battleship backed up by 5 cruisers and 12ish destroyers/frigates. It took about 10 tries and the only way I won was by literally ramming my battleship into the Ziggurat as it killed me, the resulting death-throes explosion knocked out the enemy ship as well. A loving metal as hell end to a hellacious fight.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Inexplicable Humblebrag posted:

militarised subsystems

Militarized subsystems makes them count as military ships for the various skills that have diminishing effects if your fleet goes over certain deployment cost thresholds.

Xerxes17
Feb 17, 2011

I didn't notice this before, but the Colossus Mk3 (P) has a ground support package, so If you've been finding it hard to find a Valkyrie, you can make do with them instead.

Also you know what's worse than a radiant battleship?

A radiant battleship with 5 tachyon lances :gonk:

Real Cool Catfish
Jun 6, 2011

Inexplicable Humblebrag posted:

militarised subsystems, or the level 1 skill that gives +1 burn to civ hulls

for freight my stance is that you basically want as few ships as possible for your needs, that keep you above burn 8. i currently have three colossi that i bought to take advantage of a huge trade disparity within askonia or somewhere, but this is a little Extra for most tastes. two is probably enough. ensure they get both militarised and expanded cargo bays

the fuel hypertanker (prometheus) is annoying because you cannot militarise it, expand it, and give it the augmented drive field needed to get to burn 8. i suspect the atlas may be the same

The 50% fuel use skill probably means you can not worry about expanding it if you go for it, fuel issues are a thing of the past!

Scikar
Nov 20, 2005

5? Seriously?

Galaga Galaxian posted:

Ugh, any beginner tips? Good early ships, loudouts, and what to do? I've forgotten everything it seems and am sucking bigtime.

I don't think the loadout guide has been updated for 0.95, but it's still an excellent starting point, particularly on designing the right amount of flux, balance of damage types, priority mount types, key hullmods, and how weapon groups affect the AI.

For some direct quick advice though, I would say first off don't be afraid to use autofire to let the AI help you fly your ship. There's a lot going on and you want to be able to use all your appropriate weapons, so for example on a typical destroyer loadout I'll have 3 autofiring weapon groups (high flux guns, low flux guns, PD) and then a missile group that I'm managing myself. I worry about positioning while the AI does the actual aiming. It will prioritise the target you select with R so that's not an issue. Where you are firing manually though, the target reticle mod will help.

Next up, don't worry too much about giving orders to ships. The AI is again pretty handy by itself so your orders just need to be fairly general - if you're flying the biggest ship and it's loaded with slow moving anti-cap projectiles, an agile AI escort frigate will stop you from getting humiliated by a Hound up your rear end. The AI is generally smart enough to know that his escort frigate needs to cover your flanks and rear rather than sit in front and get blapped, though this is modified by officer personality. Also, don't be afraid to put your strongest ship in the hands of an AI officer - for example you could have an officer flying a Dominator as your main line, while you run a Falcon P to swoop in and drop torpedoes and then back out again.

e: oh yeah, good ships to look out for early on: Probably best to be wary of high-tech ships at first, especially overfluxed ones like the Wolf. The Wolf is a risk/reward thing - good use of the phase skimmer and disciplined firing can really punch above its weight, but it's very easy to make a mistake, overload, and die instantly. High-tech ships also tend to have omni shields so you have to manage the direction of that well to avoid taking armour hits that they can't really afford. Low tech ships on the other hand are very straightforward and have tons of armour, but tend to be slow so pirate fleets that are full of Hounds aren't exactly threatening but they're a pain in the rear end. So Midline ships are a good balance - the Hammerhead will last you a long time and you get a lot of flexibility in the loadout - you can take long range guns and run fire support, you can take SO chainguns and just melt faces, whatever floats your boat really. The small fleet advanced start with a Hammerhead really is a great starting point, and the midline cruisers are mostly more of the same. The Conquest is very different so don't dive into it as soon as you see one, but by the time you have one you'll have a better idea of what you want to do anyway.

Galaga Galaxian posted:

Militarized subsystems makes them count as military ships for the various skills that have diminishing effects if your fleet goes over certain deployment cost thresholds.

If you're not hitting those thresholds it's not a problem though. There's fairly solid line between size and stealth - up to a certain fleet size you can run with just two or three militarised support ships as you won't need masses of fuel and supplies anyway. At burn 9 or 10 you can avoid fleets that you can't fight, and by militarising the ships you don't take a sensor penalty so you'll normally see them before they see you. Militarising them also lets you put SO on for a big speed boost, if not SO you probably want unstable injector at least. That way if you screw up and get intercepted, you can withdraw instead of fighting and your support ships have a decent chance of making it out. Once you reach the point where your fleet is too big to allow you to do that though, it does make more sense to leave them civvies and have dedicated support ships. At that point just whatever is most efficient without lowering your max burn.

Scikar fucked around with this message at 12:58 on Apr 1, 2021

OwlFancier
Aug 22, 2013

Galaga Galaxian posted:

What are good cargo ships to use? Tarsus? Buffalo? One of the BEEEG ones?

Kinda sucks they're so slow, but I guess you could use Augmented Drive Field to increase their burn speed, even use a few story points to build them in I guess.

The bigger ones are more efficient, but generally the way I do it is I pick whatever is affordable at the time and also whatever I can easily make match my other ships speed wise. But I do really like the revenant because it adds no sensor signature and also doubles as a tanker.

Inexplicable Humblebrag posted:

the fuel hypertanker (prometheus) is annoying because you cannot militarise it, expand it, and give it the augmented drive field needed to get to burn 8. i suspect the atlas may be the same

You can't do that with any ship without building something in, because all three of those are logistics mods and you can only have two of those at the same time unless you build them in.

OwlFancier fucked around with this message at 12:52 on Apr 1, 2021

Nalesh
Jun 9, 2010

What did the grandma say to the frog?

Something racist, probably.

victrix posted:

That is a loving gorgeous ship

e: ffs new page





Cannot unsee the face.

Tanith
Jul 17, 2005


Alpha, Beta, Gamma cores
Use them, lose them, salvage more
Kick off the next AI war
In the Persean Sector

Mercrom posted:

BRDY is a step above vanilla content in quality. Even the music is better.

This is why I do my marathon refit sessions on Gneiss.

Brainbread
Apr 7, 2008

AtillatheBum posted:

Just won the story mission involving the Ziggurat. My fleet was probably way underequipped for that fight since it was basically just my Odyssey-class battleship backed up by 5 cruisers and 12ish destroyers/frigates. It took about 10 tries and the only way I won was by literally ramming my battleship into the Ziggurat as it killed me, the resulting death-throes explosion knocked out the enemy ship as well. A loving metal as hell end to a hellacious fight.

Make sure you check around the empty system after. Turns out you can find some... goodies.

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


Inexplicable Humblebrag posted:

the fuel hypertanker (prometheus) is annoying because you cannot militarise it, expand it, and give it the augmented drive field needed to get to burn 8. i suspect the atlas may be the same

A story point now lets you exceed 2 system mods. Built in modules no longer count for that limit. You can have augmented drive field, expanded storage, militarized and another if you want it.

Bhodi
Dec 9, 2007

Oh, it's just a cat.
Pillbug

Galaga Galaxian posted:

What are good cargo ships to use? Tarsus? Buffalo? One of the BEEEG ones?

Kinda sucks they're so slow, but I guess you could use Augmented Drive Field to increase their burn speed, even use a few story points to build them in I guess.
Bigger is more efficient in general but you probably don't want cargo ships larger than the largest ship in your army, they slow you down too much.

Early, I generally go Mule until I see Buffalo (A)s and snap them all up then used them for a long time until I bump up to cruiser or capital class ships. The buffalo(A) are great because they come with militarized built-in, which allows you to have it as an extra logistic mod.

Bhodi fucked around with this message at 15:45 on Apr 1, 2021

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Inexplicable Humblebrag
Sep 20, 2003

OwlFancier posted:

You can't do that with any ship without building something in, because all three of those are logistics mods and you can only have two of those at the same time unless you build them in.

yeah it's more that i don't know what the atlas base burn is. the prometheus is 6 iirc

BitBasher posted:

A story point now lets you exceed 2 system mods. Built in modules no longer count for that limit. You can have augmented drive field, expanded storage, militarized and another if you want it.

niiice. four logistics mods here i come :q:

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