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Gobblecoque
Sep 6, 2011

Fewd posted:

I haven't gotten around to try the new patch yet, but these kind of timer things are exactly the kind of hideous bullshit mechanics that I hate. I hope there's a mod to increase or completely eliminate the timer. Or get rid of CR entirely, I liked the game just fine before it.

I mean really? Three minutes? Get out. Get the gently caress out.

Don't knock it until you try it. I was a bit wary of some of the changes, but after playing for a few hours, I'm really enjoying them. Like others have stated, the time limit on frigates is just to prevent bullshit kiting. If the fight is lasting long enough that it becomes an issue, then it's either a major, drawn-out battle or there is some kiting going on.

Also, the Brawler is now unique in that it is the one frigate that doesn't have a time limit, which finally gives enough of a use that I've been thinking about adding it to my fleet.

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Gobblecoque
Sep 6, 2011

Insert name here posted:

The Ironclads mod linked in the OP finally got me to buy this game despite reading about this back when it shared a thread with SPAZ, but it looks like it hasn't been updated for the latest patch yet. Oh well, I've been enjoying myself getting blown up in the campaign because I'm not very good. I did eventually get a Destroyer though (the one with the three energy hardpoints facing forward), put a huge rear end mining laser on it and went to work boring huge holes into enemy ships. :getin: Is it viable to just stay a solo ship or will I eventually have to build and maintain a fleet?

You don't have to do any fleet-building, but getting some support ships (like the Mule and Gemini) and a small collection of frigates/fighters really really helps out. I've had some real nice success with deploying some cloaking capable frigates in my fleet. A Hound with unstable injector, augmented engines, and improved maneuverability is also pretty nice for pursuing. Not to mention how funny it is to watch the AI dodge loving everything in the game with it.

Also, I've been finding that the Mule and Gemini complement each other incredibly well. I got my Gemini equipped with two dual flak cannons and a phase charge launcher, which makes it pretty much deny any enemy fighters or missiles near it. Meanwhile, I've kitted out the Mule with a heavy mauler, sabot missiles, and railguns on the side to stave off destroyers and light cruisers as well as destroy frigates that stray too close. Have one escort the other and they make for a really strong focal point for your battles. I've also been thinking about throwing a Brawler into that group to give it extra punch against harder targets since it doesn't have the usual frigate time limit and its poor anti-missile/fighter capabilities would be covered by the Gemini.

Gobblecoque
Sep 6, 2011
:stare: So, uh, the Brawler kind of kicks rear end apparently. I've been throwing around the idea of adding one to my fleet for a while and having it stay near my Gemini to make up for its poor fighter/missile defense and I'm finally getting around to it. I bought one and have been toying with how to equip it. Right now I've got it set up with a Hypervelocity Driver and a Heavy Mauler (I've left the two small hardpoints unequipped) and modified it with expanded & stabilized shields, augmented engines, auxiliary thrusters, and expanded magazines. This ship easily mops the floor with any frigates, destroyers, and even a few cruisers in a head-on fight. You obviously don't want to use this in solo campaign action because fighters, missiles, and multiple smaller frigates will nickle and dime you to death, but if good point-defense support is given, I think this ship will be a pretty incredible ship considering its low deployment and logistical costs.

Gobblecoque
Sep 6, 2011

Blunt Force Trauma posted:

Generally, when starting out, do I want to build more smaller ships, or fewer bigger ships? For example, after starting, buying and equipping a Lasher, then killing a bunch of pirates, I could afford either two more Frigates or one Freighter, which do you guys find more beneficial early on?

I generally like to keep ship sizes at destroyer and below, so I suppose more smaller ships. In your example, however I'd rather get the freighter if you don't have one since it is an immensely useful utility and the Mule and Gemini are plenty able to hold their own.

Gobblecoque
Sep 6, 2011

Jinx posted:

The Gemini is great - a decent freighter, plus it has a flight deck so you can use fighters. It's drone special ability is pretty neat too. I usually put flak cannons on it, which leaves plenty of OP for vents/capacitors so it's shield can take a lot of damage. This makes it great as a fighter screen, especially against enemy interceptors.
I've also taken a liking to equipping it with a phase charge launcher in addition to flak to make it the ultimate "gently caress fighters and missils" boat. A single good shot with that can wipe out a wing of fighters.

Jinx posted:

Also am I the only person that likes the small phase ships? The one with 4 forward gun mounts is hilarious - equip 4 AM blasters on it, uncloak - fire - cloak is hilarious. Virtually all frigates disintegrate and many destroyer overload, and some take heavy damage. You can also put 3 AM blasters and some missiles/ballistics in two small omni slots if you don't have the skills to being able to fire 4 AM blasters. The phase frigate with the EM discharge is also hilarious in the hands of the AI. They're very useful support for taking out larger targets like cruisers.

I've only used the Shade (the one with the EMP), but I'm usually running with a pair of them under the AI. I've got them set up with 2 railguns, 2 ion cannons, and a IR pulse laser and they do a real nice job of causing all sorts of fun havoc.

Gobblecoque
Sep 6, 2011

Geburan posted:

I'm a little lost in the campaign. I have my little wolf and can either kill or run from most battles. I almost have enough credits to buy the massive battleship hull, but every time I buy a ship it gets blown up. They all slow me down too much without adding enough firepower. I haven't found any upgrades for the weapons on my wolf either. I guess I'm not really sure how to take the next step to more/bigger ships.

First off, don't buy a Battleship type ship as they're such a big resource hog that if you don't know the ins and outs of the game then they'll just be more of a burden then they're worth. What's the current composition of you're fleet? If it is just your Wolf frigate, then I recommend getting a Mule or Gemini freighter (or you can just get both, that's what I'm doing right now). The Mule has plenty of ability to hold its own in a fight while the Gemini has a flight deck for fighters and with its interceptor drones and available hardpoints/turrets has potential to make a great point defense ship. From there you can start building your fleet. If you went with the Mule then try to get some additional frigates (Lashers are a good all-round choice, I also like to have a few phase ships) or if you got the Gemini then get some fighter wings (Broadswords and Thunders are quite good).

You might also think about upgrading your flagship to a destroyer, in which case you can't go wrong with a Medusa. Concerning weapon set-ups, just try to experiment with different weapons and configurations as weapons aren't really a matter of straight upgrades.

Gobblecoque
Sep 6, 2011

Geburan posted:

Thanks for all the advice. I haven't even seen a Medusa yet so that's not an issue. Whenever I tried to add a Mule or Hammerhead, it tanks my Burn so I can't catch things I can kill, and I can't run from the bigger blobs. I also can't seem to find any better weapons. Does the inventory in the store ever get more advanced? The Graviton Beam on my Wolf doesn't seem to help much, but I've never seen any other medium mount energy weapons besides a mining laser. Maybe I just need more practice.

In addition to what Voyager I said, I like to put unstable injectors on my ships. It adds 1 to the ships burn and the extra combat speed allows you to dictate the flow of battle.

Gobblecoque
Sep 6, 2011

Bruc posted:

So I really like playing Frigates in this game and think I will still use one even as my Fleet gets larger/stronger overall, does anyone have recommendations for a good strong one to use that isn't the Hyperion?. I love the thing mind you, even at the high deployment cost I would love it if not for the 75% CR cost, but it seems really good for being able to take on stuff higher level than it. I assume the Tempest is the most practical way to go?.

Also, is Integrated Point Defense Module worth sticking on all my big ships or is it a waste to have it on more than 1-2 of them if they aren't going to be very spread out? the way I do big fights so far is just keeping everyone together and ignoring the objectives while I hunt down the enemy stuff in a pack but I have a hard time gauging how effective a ship with it can lock down an area.

You might give the Brawler a try, it's not high-tech so it's not very expensive to field (around 20% CR to field, I think) and it works good when you have a fleet that you can fall back to if you run into trouble. I made a :spergin: post earlier in the thread about it:

Gobblecoque posted:

:stare: So, uh, the Brawler kind of kicks rear end apparently. I've been throwing around the idea of adding one to my fleet for a while and having it stay near my Gemini to make up for its poor fighter/missile defense and I'm finally getting around to it. I bought one and have been toying with how to equip it. Right now I've got it set up with a Hypervelocity Driver and a Heavy Mauler (I've left the two small hardpoints unequipped) and modified it with expanded & stabilized shields, augmented engines, auxiliary thrusters, and expanded magazines. This ship easily mops the floor with any frigates, destroyers, and even a few cruisers in a head-on fight. You obviously don't want to use this in solo campaign action because fighters, missiles, and multiple smaller frigates will nickle and dime you to death, but if good point-defense support is given, I think this ship will be a pretty incredible ship considering its low deployment and logistical costs.

Gobblecoque
Sep 6, 2011
I wish Starsector had an option or ship mod to make point defense weapons not fire against ships of frigate size and above. Aside from the machine guns, which are pretty amazing at taking down shields, most PD weapons aren't very efficient against proper ships and tend to just create more flux, waste ammo, or waste charges on burst lasers.

Gobblecoque
Sep 6, 2011

Warheart525 posted:

The storm needler is probably the most fun weapon in the (vanilla) game. It melts shields--pretty much any shields--with a torrent of metal.

Why did Alex take regional armor damage out of the game? I thought paying attention to which portion of the ship you were hitting was a good component of combat. Or is it still there and I'm crazy? The place where it used to show your armor coverage in the bottom left is empty for me now, and in combat, it seemed like enough hits anywhere would "pop" opposing ships' armor.

No, it's still there, I guess your installation must have glitched a little I guess. :confused:

Edit:

Blunt Force Trauma posted:

I have a fleet that consists almost entirely of Tri-Tach ships at this point, all loaded with beam weapons. This is just silly, beam PDs are so strong in large numbers that drones and missiles are more or less completely invalidated, and battles look pretty awesome. I managed to get an Odyssey class Battlecruiser and this thing has 10 (!!!) PD lasers on top of three Phase Beams.

Beam PD is pretty good, but flak/dual flak cannons are insane. :getin:

Gobblecoque fucked around with this message at 02:24 on Sep 23, 2013

Gobblecoque
Sep 6, 2011
So uh, how does this Exerlin thing work anyway? I started a new game and it dumps me on the outskirt of a really vast system (like I was sitting for several minutes with my finger on the shift key before I got to some manner of landmark) with a Atlas freighter and troop transport with maximum supplies/fuel/marines in addition to my little frigate. There's no sort of ship activity on the map and when I go to any space stations it just gives me the option to leave. :confused:

Gobblecoque
Sep 6, 2011
Goddamn, the Falchion destroyer from The Good Professor's mod is so much fun. It's fast as hell and isn't too bad on maneuvering (especially if you have auxiliary thrusters), packs a real nice amount of firepower, and has a fuckton of armor which makes it so that shields never really need to be used. My favorite tactic right now is to have my main fleet stay together and bog the enemy down while two Falchions (one piloted by me and the other escorting me) fly around and tear the enemy to shreds from the rear.

Gobblecoque
Sep 6, 2011

SHAOLIN FUCKFIEND posted:

:black101:Blackrock for 0.6a is coming.:black101:

Aiming to have it out this weekend

Oh god. :flashfap: There goes my productivity for the next few weeks.

Gobblecoque
Sep 6, 2011
Hey SHAOLIN FUCKFIEND, is the Nevermore meant to be hilariously expensive to repair? It apparently takes 800 supplies to repair to full, compared to just 810 for the Kurmaraja or 960 for the Karkinos. :stare:

Gobblecoque
Sep 6, 2011

Sammus posted:

I'm not sure what kinda ship it is, but I have one that can warp, which is by far the best ability in the game. Between that and some anti-matter cannons, I can take out almost any ship in the game, single handedly. Even large fleets pose no threat until I start malfunctioning.

No mods I assume? If so, it sounds like you've got your hands on a Hyperion frigate. It's strong, but about as uneconomical as you can get. It costs as much as a cruiser to buy the hull and I think it uses up something insane like 75% CR per deployment. It's one of those ships that used to be really overpowered before CR was implemented.

Gobblecoque
Sep 6, 2011
:fap: drat SHAOLIN FUCKFIEND, that's amazing.

Gobblecoque
Sep 6, 2011
The latest patch somewhat went in the right direction by making burst PD weapons not fire at ships unless they had full charges.

Gobblecoque
Sep 6, 2011
Yeah, don't bother with mods until you know the gameplay mechanics and ship/weapon capabilities comfortably well.

Gobblecoque
Sep 6, 2011

Sedisp posted:

I grasp how to do them theoretically, (absorb or dodge salvos and continually try to position yourself where the opponent has no guns.) but doing it is completely beyond me. I usually end up flailing around like an idiot then get my engines clipped out.

Is there a certain upgrade path I should go about ship wise? I currently have a hound and a Lasher. Love the Lasher but I hate how slow it is.

Getting good at movement and positioning is just something that takes experience. That said however, remember that holding shift allows you to strafe with your movement keys and rotates your ship to face the direction of your mouse cursor. It's not immediately obvious (I forget as to whether or not it is mentioned in the tutorial), but it's a big game-changer.

On the subject of ships, there's no "best" way to upgrade your fleet. I recommend thinking about what seems to be the shortcomings and strengths of your fleet setup and either compensating or specializing. You might, say, look into getting destroyers and later cruisers if you desire more staying power. Or you may consider a carrier and some fighter and bomber wings if you want to swarm your enemy. Since you seem to dislike the slower speed of the Lasher, I'd recommend you play with some of the Tri-Tachyon frigates such as the Wolf and Tempest since they are pretty speedy.

Gobblecoque
Sep 6, 2011

lunatikfringe posted:

I usually add Unstable Injectors hullmod to all ships destroyer and larger. Increases burn by 1. I then throw a few skillpoints into the Navigation skill in the tech tree. This keeps my minimum burn to about 5 on my slowest ships. Burn 5 is usually enough to chase down most supply fleets and evade any fleets that might pose a threat.

If you can, I recommend bumping your Mechanical Engineering skill up to 7 which gives access to the Augmented Engines hullmod, which increases burn by 2.

Gobblecoque
Sep 6, 2011

Artificer posted:

Yeah but plasma cannon projectiles can STILL be intercepted. Which sucks against something like the Onslaught.

I haven't used plasma cannons in a while, but I've never seen this. Was this added in one of the more recent patches?

Gobblecoque
Sep 6, 2011

SHAOLIN FUCKFIEND posted:

Uomoz is working on his thing as always. I've sent him my dev version so he's pretty much already implemented it. I think he's implementing Exigency Inc as well. :awesome:

Holy poo poo :gizz: I hope this comes out after my finals or I'm hosed. :ohdear:

Gobblecoque
Sep 6, 2011
Uomoz's Sector just got updated, it sounds like a big badass one too.

Gobblecoque
Sep 6, 2011
While you don't get anything more than a token amount of salvage supplies, fuel, and credits, you do get electronics salvage which is worth shittons of credits, so sell that stuff off and use the proceeds to get more supplies/fuel/weapons/ships. :eng101:

Gobblecoque
Sep 6, 2011
I spent a few hours last night playing Uomoz's and holy crap it's drat good. I wasn't expecting the Voidwalker thing to be so smoothly implemented, but there it is. One of the blueprints I got early on was for the Blackrock's Robberfly corvette. I never really used it before, but now since I had to make do I tried out some of my salvaged weapons on it. I found out that a light needler turns it into the kickass frigate. I had two variants, one with needler, voidspear missiles, and a sunjet; and another with a needler and antimatter blaster. Not only are they amazing in the hands of the player, the AI is actually using them to great effect as well. I think I might have just found my new favorite ship.

Tindahbawx posted:

Where can I find that abandoned base in the Corvus mod? Am I looking at it and just not realizing?

It's in the hyperspace map, just look at the map for a space station icon.

Edit: drat the AI is dumb at times in this game. I was just finishing off a Pirate plunder fleet and one of its ships was an unequipped Renegade-class battlecruiser. My two AI-piloted ships, a Robberfly and Lasher, loving hug the ship when it blows up and so they melt alongside it. :suicide:

Gobblecoque fucked around with this message at 17:56 on Dec 8, 2013

Gobblecoque
Sep 6, 2011

Tindahbawx posted:

Is there any way of gaining access to other factions stations beyond quitting your current faction, and then join up at the station you want to dock at?

I'm almost sure I used to be able to do this.

No, but you can get access to other factions' stuff through blueprints, salvage, and independent stations.

Edit: :stare: Holy poo poo, the Exigency are insane. They spew hundreds of tiny missiles that travel in erratic patterns, have perfect tracking, and are faster than any ship. They don't have shields, but instead have some repulsor field that seems to sometimes bounce projectiles away from the ship. Basically, it seems you have tailor your ship loadout specifically towards fighting them or else you get completely wrecked. Lots and lots of PD and long range beam weapons seem to be the best bet against them. I've found that the BRDY Sunjets with enhanced optics and integrated targeting units do well against them. Lashers with expanded missile racks and BRDY Voidspear SRMs (harpoons and the like would probably also work) appear to be able to take out one of their destroyers with a full barrage.

Also, my precious Robberfly's are all but useless against them. :(

Gobblecoque fucked around with this message at 02:04 on Dec 9, 2013

Gobblecoque
Sep 6, 2011
I really dislike boarding because it's the one part of the game where it's just plain dumb RNG so it feels incredibly out of place.

Gobblecoque
Sep 6, 2011
I'm finding that I'm more and more enjoying the whole new player faction gimmick in Uomoz's Sector. The scarcity of ship and weapon variety force you to take advantage of whatever is at hand and is leading to a trying out a bunch of stuff that I wouldn't otherwise. I've started using a spare Hound as a boarding craft and I managed to take over a Torch-class frigate. In the past I just dismissed it because the only default loadout fields nothing but Light Assault Guns and which makes it pretty useless. Now I've got it outfitted with alternating Light Assault Guns and Dual Autocannons on one side and Light Machine Guns and Shredders on the other. It engages enemy frigates just fine and loving destroys fighters. It also has a shitton of ordinance points for its size and so you can max out the flux attachments and fit it with a bunch of hull mods.

Edit: I just lost 40+ marines across two sequential boarding attempts. Both against frigates with like 3 crewmen on board. :negative:

Gobblecoque fucked around with this message at 07:09 on Dec 12, 2013

Gobblecoque
Sep 6, 2011
Are you new to the game? I mean, they are called hard for a reason. At least I assume so that is, I don't play the missions.

Gobblecoque
Sep 6, 2011
drat, the new Cetonia in BRDY is pretty much the ultimate ship when it comes to getting the hell out of dodge. It's not-Burn Drive gives it quite a bit of speed and those new Achilles missiles are just about about impossible to dodge and are perfect for keeping pursuing ships at bay. I don't think I've managed to catch up to one of those ships yet.

Gobblecoque
Sep 6, 2011
I'm loving the new linear pulse guns. I've been using a Locust with two light dual machine guns and two alternating linear pulse guns and it's the most fun brawling frigate ever. The DLMGs wreck shields and the LPGs do shittons of damage and have a nice EMP payload which allows you to disable what you can't destroy.

Gobblecoque
Sep 6, 2011

Network Pesci posted:

Everybody swears by Flaks or Dual Flaks, does anybody use Proximity Bombs or am I the only one? I love vaporizing entire flights of fighters or Enforcer Annihilator barrages with a single shot, and they're decent against fast-moving frigates too thanks to their HE damage type and comparatively huge area of effect.

I really like the prox launcher on ships that I'm piloting, the problems is that the AI seems to have literally no clue as to how to use them.

Gobblecoque
Sep 6, 2011
Yeah, don't install mods right out of the box as Starsector's vanilla experience owns and it is way to easy to get overwhelmed with mods. I've played the poo poo out of Starsector and I still don't get Exerelin and as much as I enjoy Uomoz's Journey, it is one of those mods that I imagine would be infuriating as a new player. Just play vanilla until you get a real good grasp on the game mechanics and you get bored of what's there, then play around with some of the mod factions like Blackrock and Kadur, then go for the crazy total conversions.

Edit: oh, and before you actually start playing for real, be sure to check out the tutorial and maybe the missions first.

Gobblecoque
Sep 6, 2011

Galaga Galaxian posted:

How well developed is the campaign stuff for this so far? I know the OP mentions some stuff, but it also hasn't been updated since November.

Also, why is this not on steam? :argh:

I don't know when you're last frame of reference for the campaign development is, but the implementation of logistics and combat readiness have added quite a bit of depth to it and there's also the addition of more than one star system, which mods have made good use of. Other than that, it's still mostly just flying around and shooting spaceships.

On the issue of Steam, from what I've heard, the developer doesn't want Starsector to gain a huge amount of attention (like what would happen with a release on Steam) until it's more developed.

Gobblecoque
Sep 6, 2011

Tomn posted:

Having only just come back to the game only to find new things like "combat readiness" and "logistics," I'd like to offer some hard-earned advice to new players.

A) The very first thing you should do is to buy the two 2,400 credit shuttles at the station. Don't equip them with anything. You're going to be hoovering up supplies like a madman and your starting ship's cargo bay is not nearly large enough to sustain the amount you need to repair battle damage. Failure to adhere to this advice will eventually lead to a death spiral of dwindling supplies and combat rating.

B) While looting enemy ships, be sure to hit continue when you've got all you needed, NOT the little power button in the upper right.

C) Never board enemy ships.

D) There is a quicksave feature. Use it.

As far as A goes, you can easily sidestep the cargo limits with one ship by staying somewhat near a station until you get the credits to buy a more suitable cargo ship. The penalty for having way too much loot takes quite a good amount of time to kick in, and it's pretty easy to be fast enough in the early game to make a run to a station after each fight or two not much of a big deal.

Also, while boarding kind of sucks now, it's not very costly to just have about 20 marines and an unarmed Hound as a dedicated boarding force that is super cheap to replace if it fails. Hounds have really good cargo capacity for their size too, as a bonus.

Gobblecoque
Sep 6, 2011
Anybody else who plays Uomoz's Journey know what's up with weapons just disappearing from the storage of the Void Walker fortress? It really sucks because when you go Void Walker you're hostile to everyone so you have to rely on salvaged weapons.

Gobblecoque
Sep 6, 2011

Marathanes posted:

The 'Void Walker' station in the middle of hyperspace makes you into your own faction hostile to everyone other faction. I've always avoided it personally, but it could provide an interesting 'endgame' experience once you have a good stash of materials and blueprints. As far as I know, there's no way to go back once you go voidwalking.

You should give the Void Walkers a go. I've gone that route every time since it's been implemented in Uomoz's Sector and it's a real fun and different experience. Instead of basing your personal economy and advancement on credits, it's based on whatever stuff that you salvage. You can convert stuff into supplies and fuel and crew into marines so you're plenty self-sufficient. You also get to use blueprints to form fleets that launch from the fortress and go out and raid. The thing that makes it really interesting is how you have to rely on blueprints, boarded ships, and salvaged weapons to form your fleet. It forces you to get inventive with ship setups rather than just buying whatever overpowered min-max ship and weapons.

I've actually always played it right off the bat of new games, as in literally fly over there as soon as the game starts. You don't need to be at any sort of endgame level to do it, and in my opinion doing so would just dull the experience.

Gobblecoque
Sep 6, 2011

ArchangeI posted:

I figured myself pretty good at vanilla Starsector, but if you go Voidwalker the deck is stacked so far against you it's not even funny. Your ships literally can't keep pace with slow freighters. The only way to get a battle is to either a) run into a vastly more powerful force (because your starting ships suck terribly) or b) hope to god the AI bugs out and you can intercept. In which case the enemy just runs away on the battlemap.

What? You get 3 frigates when you start Uomoz, one of them you pick from a selection, and the other two are set and the other two (Samoyed class) are perfectly good ships. The two Samoyed frigates have 7 burn, 160 base speed, and burn drive, so you should have no problem catching up with pretty much any fleet on the map and pursuing whatever in battle.

You're strategy shouldn't actually be very different from that of vanilla gameplay: chase after pirates for a while, then other lower tech factions like the Hegemony and Kadur, and then move on to fighting high tech factions like Tri-Tachyon. If you try to go after something like the BRDY right after starting, then yeah, you're going to get your teeth kicked in.

Gobblecoque fucked around with this message at 20:02 on Feb 12, 2014

Gobblecoque
Sep 6, 2011
I don't think followers use supplies, but there does seem to be an issue with various stuff just disappearing from the Void Walker storage. It's not the worst issue ever, but man, it really hurts to come back after some raiding and see a bunch of your favorite weapons just gone.

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Gobblecoque
Sep 6, 2011
I'm not sure which mod adds it, but while starting a new game on the new version of Uomoz with the randomized loadouts, one of my starting ships came with a "Mass Driver", a 17 OP medium weapon that does a crazy 1500 kinetic damage per shot. It will overload frigate shields in 1-2 shots and it does so much raw damage that it wrecks ships that aren't super heavily armored. It's basically a souped up Hypervelocity Driver. I threw it on a Brawler along with a Thunderchief (the super overpowered machinegun flak from Interstellar Federation) and I think I've found my new favorite hilarious Brawler loadout.

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