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Assessor of Maat
Nov 20, 2019

Both kinds of drone can be really good in player hands, but I think that skill could use some tweaking. Slightly higher limit, maybe a discount on the cost towards the limit if you build in the core? Ultimately feels a little stingy compared to just making your entire fleet better via hullmods.

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Refried Noodle
Feb 23, 2012

I installed this game and spent a day on it this weekend. I’m still pretty confused. I’m running Nexerelin and making money through missions and the faction salary. The ship stuff is hard to figure out though, since there’s no tiers or anything that makes weapons obviously better or worse. What is the best way to figure this out? Do you just do a million simulations? Or is this a ‘make your own fleet spreadsheet’ game?

brotha from anatha
Mar 24, 2021

by Fluffdaddy

Refried Noodle posted:

I installed this game and spent a day on it this weekend. I’m still pretty confused. I’m running Nexerelin and making money through missions and the faction salary. The ship stuff is hard to figure out though, since there’s no tiers or anything that makes weapons obviously better or worse. What is the best way to figure this out? Do you just do a million simulations? Or is this a ‘make your own fleet spreadsheet’ game?

weapons are situational, it depends on what youre trying to do with which hull and what weapons. usually higher ordnance point cost tracks with better weapons, but not always in all cases, and again depends on whether the hull can take the flux

brotha from anatha
Mar 24, 2021

by Fluffdaddy
so yes, its a spreadsheet game. have fun!

Razakai
Sep 15, 2007

People are afraid
To merge on the freeway
Disappear here
I'm not sure running Nexerelin in your very first game is a particularly good idea - it's a complicated game to begin with and big megamods add even more.

Tuxedo Catfish
Mar 17, 2007

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

Refried Noodle posted:

I installed this game and spent a day on it this weekend. I’m still pretty confused. I’m running Nexerelin and making money through missions and the faction salary. The ship stuff is hard to figure out though, since there’s no tiers or anything that makes weapons obviously better or worse. What is the best way to figure this out? Do you just do a million simulations? Or is this a ‘make your own fleet spreadsheet’ game?

i wrote a bunch of words about generalist weapons and what you should using as a new player with a small fleet a few pages back

the short version is that there are extremely few weapons in Starsector that have no legitimate use, but if you slap a bunch of weapons designed for suppression or long-range support or exclusively for anti-shield or anti-armor use on your ships with no thought on how they work together you're going to have a bad time.

there are some weapons that are just "lots of damage, works in almost every situation" but you have to know what they are and how to get them

e: here we go https://forums.somethingawful.com/showthread.php?threadid=3570400&userid=112546&perpage=40&pagenumber=3#post513982496

and for slightly more depth this guy's guides on the Starsector forums are really good:
https://fractalsoftworks.com/forum/index.php?topic=12153.0
https://fractalsoftworks.com/forum/index.php?topic=19611.0

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.

Assessor of Maat posted:

Both kinds of drone can be really good in player hands, but I think that skill could use some tweaking. Slightly higher limit, maybe a discount on the cost towards the limit if you build in the core? Ultimately feels a little stingy compared to just making your entire fleet better via hullmods.

For me, tested via a save fork and console cheating, the extra hullmod skill made everything better and more pleasant, but the automatic ships skill and a tame alpha radiant was what let me start murdering Remnants without significant losses, without cheesing them via phase fuckery etc.

To do: try equipping my entire combat fleet with Solar Shielding when I go to fight the energy weapon focused remnants.

Carcer
Aug 7, 2010
I've got an alpha core in a Brilliant cruiser and it just flays poo poo. I see it do what should be suicidal dives into enemy formations but it somehow balances everything so finely that it murders a bunch of the them before forcing them into retreat.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
yeah the Brilliant is really good. if it were a normal cruiser it would be one of the strongest in the game. it's just overshadowed by "5 tachyon-lance battleship with the flux stats to handle them, that can be anywhere on the battlefield whenever it wants" or "+3 frigate officers that work for free and don't count against your limit"

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.

Tuxedo Catfish posted:

yeah the Brilliant is really good. if it were a normal cruiser it would be one of the strongest in the game. it's just overshadowed by "5 tachyon-lance battleship with the flux stats to handle them, that can be anywhere on the battlefield whenever it wants" or "+3 frigate officers that work for free and don't count against your limit"

Indeed.
I'd choose 2 brilliants over 1 Radiant, but that's not the deal.

my dad
Oct 17, 2012

this shall be humorous
If you're feeling too torn about which skills to take, mod the level cap, I think someone already adapted the skilledup mod or whatever it's called to work with the current skill system, and with a level curve that ends with a similar max level story point gain treshold. I used it for the previous version, no need to feel bad about it. I'd also advise changing caps for skills that you feel are too limiting. I'm fine with things as is, but if you want to play with AI toys, go for it. Set the cap to something you find more reasonable and have fun.

OwlFancier
Aug 22, 2013

The skill system is a little dull because I feel like there are clearly a bunch of optimal picks and it is hard to really see why I would want to pick anything else.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
I don't mind there being a relatively small number of choices or even the choice being between specialization and generalization, but a few of the specialist options aren't even better for the kind of ship you're specializing in, and that kind of sucks lol

Phase Corps in particular is just "why would I ever take this over the alternative."

it's true that reduced output is mathematically better than increased capacity, but that only lasts for like... one or two phase ships, after which point it gets diluted to worthlessness, versus an absolutely massive buff to flux stats for your entire fleet that doesn't hit the DP cap till you're almost at maximum battle size.

(not that phase ships need a buff by any stretch of the imagination but that's a separate issue)

Tuxedo Catfish fucked around with this message at 11:51 on Apr 19, 2021

Sandweed
Sep 7, 2006

All your friends are me.

I got a lvl 14 officer from a pod, with the phase mastery skill as a elite.

You know that special fleet that shows up in the story with like 7 dooms. He murdered them all by himself.

OwlFancier
Aug 22, 2013

The main benefit of phase corps is the ability to have phase ships make your fleet less visible, which is useful for raiding or scouting hostile systems or doing smuggling jobs where you need to transport a lot of stuff and also dock undetected.

I loop round the technology tree anyway so I end up getting it on the second pass. But yes it is a very specific benefit.

my dad
Oct 17, 2012

this shall be humorous
The optimal build to get all the best skills seems to be 0564, which is kinda boring.

e:
weapons drills->wolfpack->crew training->whatever (i'll pick officer number)->ground ops(more useful than it seems at first glance)
both skills->whatever(i'll pick energy mastery)->electronic warfare->flux (aka the second most powerful skill in the game) ->any, both are good(i'll pick special modifications)
bulk transport (for the +1 speed, not the cargo capacity, in the long run)->whatever(i'll take reliability)->whatever(i'll take the fuel/emergency burn skill, it's more impactful)->derelict contingent(aka the most powerful skill in the game)

my dad fucked around with this message at 12:20 on Apr 19, 2021

Sandweed
Sep 7, 2006

All your friends are me.

Mod it so you can level to 20 and max out the Blue skill tree and have a radiant with 3 built in mods.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

Refried Noodle posted:

I installed this game and spent a day on it this weekend. I’m still pretty confused. I’m running Nexerelin and making money through missions and the faction salary. The ship stuff is hard to figure out though, since there’s no tiers or anything that makes weapons obviously better or worse. What is the best way to figure this out? Do you just do a million simulations? Or is this a ‘make your own fleet spreadsheet’ game?

Don't use mods when you haven't played the game before.

Tuxedo Catfish
Mar 17, 2007

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

my dad posted:

The optimal build to get all the best skills seems to be 0564, which is kinda boring.

e:
weapons drills->wolfpack->crew training->whatever (i'll pick officer number)->ground ops(more useful than it seems at first glance)
both skills->whatever(i'll pick energy mastery)->electronic warfare->flux (aka the second most powerful skill in the game) ->any, both are good(i'll pick special modifications)
bulk transport (for the +1 speed, not the cargo capacity, in the long run)->whatever(i'll take reliability)->whatever(i'll take the fuel/emergency burn skill, it's more impactful)->derelict contingent(aka the most powerful skill in the game)

I don't think that's optimal at all. If you were going to completely ignore any tree it'd be Leadership, not Combat. Player flagships are easily capable of soloing entire fleets.

Bulk Transport's speed bonus also only applies if you militarize civilian ships and that counts against your bonuses, which sucks. I would never take it if it weren't at the start of its tree.

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.

Sandweed posted:

Mod it so you can level to 20 and max out the Blue skill tree and have a radiant with 3 built in mods.

Command center, Recovery shuttles, Efficiency overhaul?

my dad
Oct 17, 2012

this shall be humorous

Tuxedo Catfish posted:

Bulk Transport's speed bonus also only applies if you militarize civilian ships and that counts against your bonuses, which sucks. I would never take it if it weren't at the start of its tree.

Only if you DON'T militarize your ships. (e: Think about it. Militarizing ships already speeds them up. Why would a logistical skill double down on this?)

Also, fleetwide bonuses apply to player ships too. Besides, you can solo fleets with the right ship with or without skills. :v:

my dad fucked around with this message at 12:59 on Apr 19, 2021

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe

Refried Noodle posted:

I installed this game and spent a day on it this weekend. I’m still pretty confused. I’m running Nexerelin and making money through missions and the faction salary. The ship stuff is hard to figure out though, since there’s no tiers or anything that makes weapons obviously better or worse. What is the best way to figure this out? Do you just do a million simulations? Or is this a ‘make your own fleet spreadsheet’ game?

I would try normal a few times before you go balls in on nex, it's a different experience. With weapons, remember kinetic gets bonus damage to shields, explosive gets bonus damage to armor, frag gets bonus damage to hull. Go for either a mix or all the same for your non-pd weapons, make sure they're around the same range, you're fine for basically all beginner stuff. The autofit suggestions are generally good and will help you learn what roles different weapons play.

Also! Core tip that i keep rediscovering! The auto weapon group assigner is actually very good and will usually do a fine job of e.g. putting pd weapons in their own autofiring slot so you don't need to worry about that kind of thing. But there are older autofits and starts that haven't been updated and are still using weird weapon groupings. Specifically the starting wolf has its IR pulse laser grouped in with its PD which makes no drat sense.

So especially when you're just starting, every ship you get that comes with weapons just go into the weapon group screen and hit auto-assign. It will either change nothing or improve the groupings. Again, once you do that you can ignore it until you're more familiar with what you want/don't want.

Sandweed
Sep 7, 2006

All your friends are me.

The autoassign always want to alternate missile groups and this goes against my all the missiles all the time doctrine.

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.

Sandweed posted:

The autoassign always want to alternate missile groups and this goes against my all the missiles all the time doctrine.

It can be very useful to alternate missiles on a player ship.

The AI treats you differently based on whether or not you have any missiles, so it can be good to be able to keep just one.

Sometimes if I don't have the OP for anything better I'll slap a single Reaper somewhere just to keep the AI afraid.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug


Johnny's great-great-etc granddaughter?

Complications
Jun 19, 2014

Benagain posted:

I would try normal a few times before you go balls in on nex, it's a different experience. With weapons, remember kinetic gets bonus damage to shields, explosive gets bonus damage to armor, frag gets bonus damage to hull.


Frag doesn't get a bonus damage to hull, but it's usually so high dps that when the armor is depleted frag weapons shred it anyway. Beware trying that against ships with high armor though, armor doesn't deplete to zero anymore and that's so half a dozen vulcan cannons can't murder an Onslaught in three seconds after a reaper hit.

FrickenMoron
May 6, 2009

Good game!

Sandweed posted:

I got a lvl 14 officer from a pod, with the phase mastery skill as a elite.

You know that special fleet that shows up in the story with like 7 dooms. He murdered them all by himself.

How? I've never seen anyone above lvl 7

Carcer
Aug 7, 2010
Randomly from opening pods. I got a lvl 9 in my first new version game.

Shyrka
Feb 10, 2005

Small Boss likes to spin!

Complications posted:

Frag doesn't get a bonus damage to hull, but it's usually so high dps that when the armor is depleted frag weapons shred it anyway. Beware trying that against ships with high armor though, armor doesn't deplete to zero anymore and that's so half a dozen vulcan cannons can't murder an Onslaught in three seconds after a reaper hit.

I remember stuffing an Onslaught full of Blackrock shredder batteries back before the armour patch and it was intensely satisfying the way it melted everything.

buglord
Jul 31, 2010

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!

Buglord
Nexerelin still seems to have that annoying thing where random diplomatic events can undo any progress you’ve made with a faction. I get that the system is meant to make things dynamic, but it extra sucks when you’re not commissioned under someone else and you’re trying to establish your own faction.

I hope once the game is complete, mods will do a better job at fleshing out diplomacy since there won’t be any more huge updates.

TescoBag
Dec 2, 2009

Oh god, not again.

buglord posted:

Nexerelin still seems to have that annoying thing where random diplomatic events can undo any progress you’ve made with a faction. I get that the system is meant to make things dynamic, but it extra sucks when you’re not commissioned under someone else and you’re trying to establish your own faction.

I hope once the game is complete, mods will do a better job at fleshing out diplomacy since there won’t be any more huge updates.

If you have a lot of money, agents help with this.

Alchenar
Apr 9, 2008

I swear I used to know how to fit ships and now I dont and my current game has scaled to the point where every AI fleet absolutely wrecks me.

Infidelicious
Apr 9, 2013

Alchenar posted:

I swear I used to know how to fit ships and now I dont and my current game has scaled to the point where every AI fleet absolutely wrecks me.

vanilla or modded?



Probably not taking enough vents. Also probably absurd ECM % with gunnery implants screwing you over.

Taerkar
Dec 7, 2002

kind of into it, really

buglord posted:

Nexerelin still seems to have that annoying thing where random diplomatic events can undo any progress you’ve made with a faction. I get that the system is meant to make things dynamic, but it extra sucks when you’re not commissioned under someone else and you’re trying to establish your own faction.

I hope once the game is complete, mods will do a better job at fleshing out diplomacy since there won’t be any more huge updates.

I'm fairly certain that there's something you can change in the config file for Nex to disable that for the player.

Garfu
Mar 6, 2008

Much like buttholes, families are meant to be tight.
code:
 "followersDiplomacy": false,		# does player faction participate in diplomacy on its own? (default true)

Alchenar
Apr 9, 2008

Infidelicious posted:

vanilla or modded?



Probably not taking enough vents. Also probably absurd ECM % with gunnery implants screwing you over.

Vanilla. Plenty of vents but I struggle to get my ships to commit.

And yes, it does feel like every match up I'm taking a 20% ECM penalty.

Soks
Apr 1, 2006
lol internet

Taerkar posted:

I'm fairly certain that there's something you can change in the config file for Nex to disable that for the player.

There is and I've done that before, but just using agents is kind of the real answer. Imagine the events as enemy agents doing their thing against you, sometimes they improve relations, sometimes they worsen them.

OwlFancier
Aug 22, 2013

ECM is kinda bad IMO. I don't really see how you can make it an engaging mechanic when it's just "how many ships do you have, if you have more, you get more ECM"

my dad
Oct 17, 2012

this shall be humorous

Alchenar posted:

Vanilla. Plenty of vents but I struggle to get my ships to commit.

Several ideas:

Give your ships more PD. They might be intimidated by missiles (including those not yet fired, a reaper frightens the AI something fierce)
Set your fleet doctrine to aggressive
Use the eliminate order more
Remove javelins from ships meant to close in
Give your ships some non-pd weapon with a shorter range, to encourage them to move in closer
Give your ships an escort, having their back covered makes them braver

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Zane
Nov 14, 2007
another good rule of thumb: when in doubt, slot more kinetics (200% shield damage). it's always first priority--unless you have very precise specializations for your ships--to have a build that sufficiently pressures shields. capitalizing upon downed shields is second priority. if you do this backwards then you're just going to always lose the first stage of an engagement.

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