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File: 1671884243149418.webm (2.8 MB, 854x480)
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Modders are fags and should get their bucks broken.
>>
>>2243775
True but you posted a modded cheat ship so that includes you.
>>
>>2243775
Apply yourself, lowtechcuck
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>>2243775
Penis
>>
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>Onslaught but it has three expendable penises
>>
what's the niche of the Lasher?
cheap lowtech spam? or does it manage to perform nicely with specific officer/fleet skill and builds?
>>
What would be the most cost-effective way of dealing with stations? What ships and weapons?
Lowtech kite, midline kite or a combination of 1 of these with carriers?
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>>2260911
*I know frigs and destroyers are out of the question (leads to losses).
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>>2164827
rip
>>
So what do you even do in late game? I just stay there aimlessly harassing other factions
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>>2260911
hurl capital ships at it, with fighters to distract.
>>
What happens to you if your ship got unbreached, and you are ejected into hyperspace?
>>
>>2260769
Being ugly.
>>
Is there a way to maximize loot taken from a fleet? Stuff like disabling ships with EMP or avoid overkill.
Wiki say shit about this and from what ive read there was a removed feature which was post-battle boarding but I have no idea how stuff is done now. Specially against merchant fleets.
>>
>>2265959
*Im not talking about salvage/fuel recovery skills or salvage rigs in particular. Im talking about actual combat actions.
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>>2265959
6-12 salvage rigs does the trick
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I'm thinking of playing star sector again, anything change (for the better) or should I just stay on my older version?
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>>2244380
>>2248813
>>2255844
ah yes, the holy trinity of starsector threads: halfway thought out arguments, faggotry and dicks.
>>
>>2265976
i know i'm replying to bait, but i want everyone reading this to know that more than 3-4 is a waste
>>
>>2266204
THREAT DETECTED
>>
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>>2266221
>he doesn't know
>>
>5 smods
meme mod slopper detected
dont speak again
>>
cope and seethe
>>
why do you guys hate mods, unknown skies is pure kino
>>
all the missile type bullshit is confusing me
tf is up with MRM, SRM, DEM, etc?
all I know is sabot is king because it bursts into a bunch of smaller unblockable shots
>>
>>2266305
i think if just refers to missile types, but the laser ones are a bit confusing to me
>>
>>2266256
I think you meant to reply to >>2266253
>>
>>2266305
Don't think, shoot.
>>
>>2266305
>MRM
medium-range missile
>SRM
short-range missile
>DEM
directed energy munitions (lasers)
if I'm not wrong
>>
>>2266432
You're not. And even more surprisingly you're not retarded.
>>
>>2260769
Its fast and has good systems, however it is outclassed by high tech frigates such as wolves and afflictors.
>>2260911
Send your tankiest ships in
>>
>>2266305
If you are good with your shots then reaper for maximum damage
>>
>>2266511
If he's bad with his shots dual cyclone
>>
>>2266554
I am a monster that can fire 50 reapers and all of them miss
>>
>>2266557
I have no words to describe that much suck. And I say that as someone so utterly challenged at manual aiming I exclusievly play autolockons and shotguns in EDF.
>>
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What's a shitty / non-meta ship you like using just because?
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holy fuck i am so ass at making ship loadouts
the fucking merchant ships are styling on me as my 10 frigates, destroyers, and light cruisers impotently rattle their guns on them
>>
Save it for your gender reassignment therapist.
>>
>>2266637
lasher
>>
>>2260769
It is the cheapest pure combat frigate yet is extremely effective for its cost. A well-built Lasher can stall the more expensive frigates through sheer firepower and flux-efficiency, and is much more reliable than the Wolf, which has to rely on missiles or surprise alpha-damage in a mass fleet battle to have an impact. So it's what you buy if you have a small fleet and am considering adding a single small cheap frigate to improve your combat power. I would rather have a Tempest or Scarab than two Lashers, but it's close, I can see why someone doing a frigate fleet would want to fill it with Lashers.
>>
>>2266637
Mule(P), it's not very good but it have shielded cargo and can hold the line to certain extend with the right build, it's also not as OP starved as similar ships mostly due to lack of big weapon slots.
Since I started using that fleet limit based on DP mod I stopped using cruisers/capitals and these ships are my early game.
Anyway a 1/350 Medusa model would be a dream.
>>
>>2266637
i like domain drones without ai cores, it makes me feel like i have a little swarm of bees
>>
>>2265480
Not very different than it would be in normal space i guess, since we already know our crew is capable of going out into hyperspace to salvage ships, and recovery shuttles can save downed fighter pilots just fine after hyperspace battles.
>>
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>>2263732
Same issue, I checked the variant folder to see if it was missing or something. It's not, there's just a space between buckbreaker and .variant.
>breaker_buck_gon_Buckbreaker[SPACE].variant
Delete the space, should work.
>>
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I WANT MORE STRATEGIC AND LOGISTICAL CHOICES FOR THE PLAYER TO MAKE.
I WANT TO HAVE TO DEAL WITH CREW MORALE, OFFICER PERSONALITIES, AND FACTIONAL PREFERENCES AND CONFLICTS.
I WANNA PICK MORE DIALOGUE AND READ MORE LORE AND SHAPE MY CHARACTERS PERSONALITY AND FAME ACROSS THE FLEET AND THE SECTOR.
I WANT STORY QUESTS TO MATTER OUTSIDE OF THEMSELVES FOR THE OVERARCHING NARRATIVE OF THE PERSEAN SECTOR AND ITS SCRAPS OF HUMANITY STRUGGLING TO SURVIVE.
>>
>>2266637
Atlas II and the Ludd's love in the shape of a IED ship. What's the point in being the best if you're not having fun doing it, usually in the form of a hunk of junk or suicidal charging tanker.
>>
>>2267034
IIRC Alex has stated he just wishes to focus on combat. No idea why, combat is and has been in a good spot for a while now. It has some issues of course, but at this point just stop fucking touching it and focus entirely on what you said.
>>
>>2267037
ill take another 10 beam missiles please
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Is Omen spam a viable frigate for wolfpacks and carrier fleets?

Should I put a couple of wolf(s), tempests, or hyperions in the mix?
>>
>>2267037
mnmmmmmm... no. you'll get a new type of ultra-specialized weapon instead.
>>
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>fast flanker (for its size) for small-medium fleets with micro
Thoughts on this fucker? Its a bunch of big angry guns on a wooden IKEA frame. Needs serious hull work done to shield though.
>>
>>2267085
Fuck shields, embrace shield shunt. You said it yourself, it's a flanker and meant to kill shit not tank shit.
>>
>>2267034
i don't want any of this shit
>>
>>2267085
More like LOLtribution. LMAO
>>
>>2267085
>Thoughts on this fucker
You will think it's shit at first because every weapon seems to overflux it. Then you'll realise if you're aggressive enough, point defense weapons become point offense weapons. Then the real fun begins.
>>
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>>2267085
Gotta get in their face to make it work
>>
>>2267085
I like it, but I generally have no space of it in my compositions.
Not quite fast enough for flanking, not tanky enough for it's large profile, but it has a nice set up for big damage.
Makes me wish it had a pather variant with build in SO. Or a pirate variant with build in fuel injector and extra missiles.
>>
>>2267034
>I WANT TO HAVE TO DEAL WITH CREW MORALE, OFFICER PERSONALITIES
>I WANNA PICK MORE DIALOGUE AND READ MORE LORE AND SHAPE MY CHARACTERS PERSONALITY
fuck off and go back to your faggy rpgs
>>
>>2243775
How's those new buckbreaker weapons?
>>
>>2243775
what did the modders do this time?
>>
>>2267523
nothing. dead game.
>>
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>>2267085
>>2267290
I think it SUCKS
>>
>>2267575
That's a fact.
>>
>Next update will allow player to design costume ships from scratch
What do you think about that?
>>
>>2267708
english mudafaka
>>
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>>2267575
You just haven't found the right variant yet
>>
i've been trying this game out and man do i love carriers. being able to have a ship pooping out little ships that constantly force the enemy to have their shields up or get damaged is very handy. giving the carriers the missile slot that shoots lasers also feels like a very good combo with that
>>
>>2267055
I...I'll take that too. Much as I want more non-combat related content I love those fucking things.
>>2267078
If it's as sick as the laser missiles I wouldn't mind, but I rather it be included in a larger non-combat update.
>>
>>2267722
Is that from an actual mod or is it someone's kitbash concept?
>>
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>>2268190
>Alex
>non-combat update
never ever
>>
>>2267085
Anal prolapse ship lol
>>
>>2268193
an actual mod now
at least 2 mods have it

but all are corvus exclusive
USCtrannies not welcome
>>
>>2267085
The third best buttplug flagship in the game
>>
>>2268411
>discordfags
>>
>>2268534
yes
>>
>checks youtube for the so called "tournaments"
>players just make a fleet and then they get tested against each other with the AI to see who wins
>The best fleets are made of Anubis
>The best/most used ship is the Anubis
>Anubis everywhere...
>...and thats about it
Looks very balanced, varied and interesting.
>>
>>2268646
i thought there was some sort of pvp multiplayer mod that let's fleets fight
>>
>>2268649
Literally every final is a bunch of anubis lol.
>>
>>2267085
>Thoughts on this fucker?
It should have DP reduced to 30 or even 28 to be actually worth it. in fact 30DP Retribution with 28DP new Retribution(P) would be ideal and in line with Eradicator, Retribution with 35DP is a bad joke.
Champion is 25DP and it's everything you wish Retribution was, Conquest is 40DP and completely fucking smoke it.
>>
>>2268674
Shittiest opinion in a long while. Here's a pity reply for your effort.
>>
>>2268657
it is a truly retarded ship in every single way
>>
>>2268646
A single fight against an enemy of equal DP value isn't the typical scenario a player faces in the game. But yeah, SO Anubis with high scatter amplifier and paladins sounds like it would be incredible.
>>
>>2268706
Theres also the meme grendel spam with hyper-drivers but they never make it to the finals (they get goatsed by heavy fighter/missile saturation, specially the first). Funnily enough, stuff like eradicator/eagle spam (I assume those are the most common combat fleets players use in SP) seldom show up in high numbers.
>>
>>2268808
Things are different when your long term endurance isn't important.
>>
>>2268706
skill issue
>>
>>2268411
Discord trannies not welcome yet you use discord formatting for your post. Curious.
>>
>>2268646
>>2268657
>>2268706
Honestly that's almost entirely on 3 large energy slots and especially temporal shell.
Tuning it's inbuilt dmod wont do much to fix that, especially the last one.
>>
>>2268646
The anubis was a mistake, alex knew this which is why he added the nerf-everything hullmod.
Biggest is is the ship system, it allows a cruiser to (dis)engage like a frigate.
If the system was changed to a basic "instantly recharges energy weapons to full capacity - holds 2 charges" (basically missile forge for energy weapons) it wouldn't have been so broken.
>>
>>2269020
You was a mistake
>>
Is there a repository for mods that aren't in the main list?
>>
>start game
>go around exploring
>inevitably find nice comfy world
>make colony
>realize the ai cant really do anything to my colonies besides the scripted big event bar or whatever and that they're just doomed to endlessly squabble in the core worlds forever
>get bored and restart
i end up not having fun unless i make it my goal to find some special unicorn planet in a special unicorn system, i wish the ai could just go and blow up my colony or something, or i at least wish i could give it away
i know it's not really the main focus of the game but colonies are so fucking underbaked, i think they really just need more flavor, but that's impossible, isnt it
>>
>>2268871
anon he's literally shilling a server in that post
>>
>>2269020
>triple converging large energies
>temporal shell
>18 dp
pick two. one and a half.
>>
>>2268868
yeah alex really fucked up
>>
>>2269020
Is there even a word for this sort of thing? He spent so long theorizing about how to design a cruiser-class point-defense specialist and ended up with a combat ship more powerful than the end-game enemies.
>>
>>2269166
I think >>2269141
got it right, maybe >>2268868
>>
>>2269048
>that they're just doomed to endlessly squabble in the core worlds forever
shame they never start to claim systems and worlds outside of the core once you do it, for its matter of pride being outdone by warlord john starsector and his merry band of smugglers, misfits.
>>
Anubis is already nerfed in the development build
As for the tournaments, they've usually had a DP limit of 150~, which is the range where small ships dominate, because Alex simply made smaller ships more DP efficient. The one thing where he did fuck up is by just making high tech ships straight up better than low/mid tech.
>>
>>2269416
>a cannon being better than a catapult is a bad thing
>>
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>>2269432
the tech levels were never supposed to be an indication of how good a ship is, retard-kun
>>
>>2269518
cope, lowie
>>
>>2269416
I don't know about that. I prefer the Eradicator and Onslaught over any of their peers.
>>
>>2266303
I like many mods, just none of the faction ones, or the ones adding new ships.
>>
Ayo what if ships couldn't backpedal at the same speed as going forward.
>>
When will the factions realize the meta for killing John Starsector is placing mines all around the Gates?
>>
>>2243775
the only worthwhile discussion about this game is to harass alex into adding a progression system such that 80% of the lower tier ships aren't immediately useless after your first salvage run because you got enough credits to buy a decent cruiser
>>
>>2269917
my kite swarm shall eat you alive inshallah
>>
>>2270080
a single afflictor can take out dozens of kites, the only thing that ends the onslaught is the peak performance time
>>
>>2270084
skill issue
>>
>>2269166
The answer is tunnel vision. He REALLY wanted a design that used the paladin PD since no one ever wasted their large energy slot equipping it so he brute forced a design that ended up OP, because he already knew it was OP and tried to cripple it with the special hull mod rather than changing the design he came up with.

Or better yet, changing the paladin PD itself.
>>
>>2270084
>"You see, Afflictors have a preset kill limit. Knowing their weakness, I sent wave after wave of my own Kites at them until they reached their performance limit and shut down."
>>
>>2270121
Feels like he's trying to wrap the whole game around that thing. What with post game enemies and their uber fighters and shit while normal carriers are borderline useless and missiles are getting less worth it every patch.
Alex is creating new problems to desperately fix rather than progress anything.
>>
>>2269327
id at least like them to consider claiming planets depending on the survey data you sell them instead of it just rotting in a market forever, or maybe surveying systems around the one you've claimed
i just want them to react to my existence a bit more is all, but i guess alex doesnt what to program much besides new ships and weapons
>>
>>2267085
It's a battlecruiser, so just use it like one.
>>
>>2269917
>>2270084
>>2270080
>>2270109
Honestly, the best mod in the entire game has to be "Fleet size by DP" since it really plays into how cool it would be to have a billion smaller ships and have them swarm larger ships. The vanilla restriction of "30 ships only, no exception" is silly. Kinda forces you to use only capitals and destroyers.
>>
>>2270383
skill issue
also speed up
>>
what's the point of quests when I get fat stacks of cash just from trading
>>
>>2270561
i also havent found a much better way to make money than just buying heavy armaments and selling it to whoever has a shortage
i played with some mod that let you basically join a convoy and you had to defend them from enemies + you could transport some cargo yourself
they should add that honestly, it's more relaxing than spamming f1 over every item but can get pretty dangerous because you can just get attacked by some random raiding pirate armada and have to defend the convoy as it runs
>>
>trading when you can raid
>>
>>2270742
>not doing both
>>
>>2270748
>cope
>>
>>2270724
You can make retarded amounts of money from colonies. Even just some size 3 food colonies to stay below the rape train can easily sustain your fleets but once you get size 6's you're making millions per month.
>>
>>2270800
yah but colonyfarming for money is so lame, the game is basically over once you start
>>
>>2270779
>seethe
>etc
yes i get it your brain is full of pigeonholes
>>
>>2270808
>mald
>>
>>2270801
just shit out a size 3 with some industry and don't invest in it, doesn't require much capital at all
>>
>>2270383
Doesn't address the fact that officers are still limited. Alex should really overhaul that system, since putting 8/10 officers on 100/200 DP makes a world of a difference
>>
speaking of colonies can i somehow use nexerelin for the occasional settling/destroying really weak colonies but turn off all the retarded gay shit like victories
>>
>>2270844
Meh. More you get more you want and less you engage. There's fun in making something work within limitations. Like a puzzle to solve.
>>
>>2243775
>should get their bucks broken.
Holy ESL Batman!
>>
>>2270874
>he doesnt know
how new etc
>>
>>2270801
What disappointed me is that having your own security set up is basically useless, what’s the point of having a high command if they’re just going to ignore the bully fleets the core worlds send once your colonies start stepping on their toes. Most of the colony crises are quite easily resolved and then they’re even more pointless to have around.
>>
>>2270844
Ah yes, the 'let's kill support doctrine' post.
>>
>>2270561
The point is not being a tradecuck, probably.
>>
>>2271160
you know the hege and the league are well done because they are literally the only ones people complain about.
and even then the league is stupid for needing so much support on scene instead of securing a supply route
Honestly, we need more crises. Which is not a sentence I thought I would ever say.
But between little annoyances and the big bad fleets we just need a larger stack of random things to happen and better spacing.
>>
Combat readiness is annoying when to comes to fighting multiple fleets as you're forced to retreat and repair.
>>
Play Tahlan Shipworks
>>
>>2271343
fuck off pinoy
>>
I get that Galatia isn't directly under the Hegemony, but why don't they guard it better? A single good Pather fleet would rape the Academy and then the Hegemony loses important human capital.
>>
>>2271380
> A single good Pather fleet would rape the Academy
that's good point, why is LP not fucking up those neo space liberals already?
>>
>>2271387
They so gei poor SO addicted pathers can't get close enough without being burned to death by homo AIDS aura.
>>
>>2271380
Presumably because doing so would be considered attacking the hedge by proxy. Galatia is like a deniable asset.
>>
>>2271387
Plot armor.
>>
ironshell update when? but seriously it's been months since there was an expected release, is all this shit on discord servers?
>>
>>2271922
Yeah. Pretty much. Forum is as good as dead.
>>
>>2271932
i hate discordfags so much
>>
>>2271976
OK discordfag
>>
>doing missions
>have to get the supply ships through the tri-jewyon blockade
>all but one colossus escape
>failure because you actually just need 25% of ships and the supply ships dont matter
who designed this retarded mission? i hate the hegemony
>>
sucks to suck
>>
>>2271922
>>2271932
>>2271976
Nah, Iron Shell dev just takes forever to update.

t. on the discord and it hasn't updated in a long time
>>
I've just got an idea for ship mod that increases dissipation relative to how much flux you have.
This sounds pretty useful for something like low-tech ships that can't sustain all their guns in prolonged battle.

Or maybe it will be better to reverse this? Good dissipation when you have low flux, but it gets worse as flux builds up?
You would need to run away after every shot to avoid death spiral.

Are there any mods that already doing these things?
>>
>>2272886
yes, everyone's thought of it. now recode the ai so it understands what's happening.
>>
>>2272886
kind of not what you were talking about but theres a ship that dissipates flux by phasing instead of gaining it (its very broken)
>>
Tri-Tachyon and Diktat are fags that should be raided for the lulz.
>>
>>2243775
You know what would be great?
The ability to build orbital rings that would increase accessibility, add an extra industry or two, and overall increase the population level of a planet.

Would be pretty costly to build, but would be worth it.
>>
>>2273137
Doesn't seem in line with theme of the sector to me.
It's not a stellaris where you naturally progress to mega projects and shit. Sector is barely functioning and any stellar engineering exists only as a reminder of Domain glory.
Player being able to get unlimited money is just a game thing.
>>
>>2269058
I don't fully read any post if it's longer than one line.
>>
>>2273141
Could be done as a late-game thing and some factions would start with orbital rings on certain planets as living reminders of the glory days of the Domain.
That and you unlocking the ability to build new ones would cause all the other factions to do the same.

Of course I'd also add in that you can only build on specific planets of appropriate size.
>>
>>2273137
click starport -> upgrade megaport
hth
>>
>>2273262
Still not enough for me.
>>
>>2271922
It's time to let it go bro
>>
>>2273232
The sector is fucked up, factions are surviving not thriving
>>
how do you stop restarting this game
>>
>>2273137
Adding more colony management is completely pointless in this game. There is no real money or resource sink for you to invest into, so the moment you can sustain your fleet, it growing more become pointless. If there was research or something that allow you to invest into it then sure, but as it is now it's all fucking pointless.
If you want to play 4X then go play Endless Space 2 or one of GalCivs, because Starsector isn't it.
>>
>>2273509
>factions are surviving not thriving
ivalyo's setting was that everything is dying, fast. it's bad and getting worse.

but now we're stuck with david's gay shit.
>>
>>2273638
>If there was research or something that allow you to invest into it then sure, but as it is now it's all fucking pointless.
Well there is a series of mods for that that I use that when combined make one big overhaul mod. It's Ashes of The Domain mod.
So good I can't play Starsector without it.
>>
>>2273733
OK troon
>>
>>2273523
Just turn it off if you don't want to play? Go jerk off to loli doujin or something.
>>
>>2273733
>bloat of the domain
>>
you have a weird ass snake ship?
>>
>>2273638
i think industrial evolution is a decent mod, but i really wish they had more fluff stuff
>>
>>2273733
>It's Ashes of The Domain mod.
Most of researches in that mod are equally pointless, what Starsector need is proper tiered itemization so you can upgrade your weapon/ship into slightly better version of it, but the cost is so high even with bunch of colonies providing you with money and resources it takes multiple cycles to max upgrade just one destroyer.
Basically that ship mastery mod but more and exp is just prerequisite to buy an upgrade.
>>
>>2273827
>upgrade your weapon/ship into slightly better version of it
Eh, I feel like big strength of game's design lies in lack of outright 'better versions' of same things. Even shit like heavy mortars has a niche.
Also, if it is so expensive you'll need several colonies worth of income, you'll already won the game several times over when you get these upgrades.
>>
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>>2273839
it's already too late for hym
>>
>>2273509
That's 95% because of the hegemony being bitches.
It makes sense that the player who can and will abuse the shit out of the super useful alpha AI cores can skyrocket ahead of the other factions that are chained by the hegemony.
The inspections are a good step but it could really be done a lot better, there should be certain thresholds where the scale and speed of the crisis is increased with the resolution only allowing a certain amount of AI usage and going above that will trigger punitive actions, with repeated offenses or a critical threshold straight up triggering a third AI war that will rapidly escalate if the player starts winning with every faction getting involved in one way or another.
This way the only way to truly thrive would be to throw off the shackles of the hegemony sector wide.
>>
>>2273863
>throw off the shackles of the hegemony sector wide
But League is exactly that and they don't fare much better. TT blatantly abuses ai cores, even if heges should be targeting them first and foremost.
And player can set up profitable colonies even without ai, for some reason dude is better at this than anyone else in the sector.
>>
>>2273873
> for some reason dude is better at this than anyone else in the sector
Because he is most certainly Omega
>>
>>2273839
>Eh, I feel like big strength of game's design lies in lack of outright 'better versions' of same things. Even shit like heavy mortars has a niche.
Go try Ship Mastery System mod and see what I mean, it's not better versions of the same things, these are the same things you can make slightly better. Moving from exp system to a resource sink would work out better as this way Heavy Mortal would no longer be a niche but legitimate choice, because getting 20 or even 200 copies of Heavy Mortal is easier than 20 copies of Heavy Mauler.
>>
>>2273509
To be fair, nobody else hunts or destroys pirate bases so outside donating colony items at key locations the stability of the sector is impossible to maintain.
>>
>>2273899
uh its called sigma unc
>>
How did TT lose the war with all the Remnant systems?
>>
>>2274505
Corporate rent-a-cops fighting an actual military at a severe numerical disadvantage. If anything, it's a surprise they survived the war at all, preserved their political independence and managed to bleed the Hedge dry of its top-of-the-line hardware to boot.
It's also possible that the drones went out of TT control due to Omega shenanigans in an ironic echo of the Threat incident.
>>
What is the best source or the lore? I hate reading while playing
>>
>>2274581
Just sit down and read the encyclopedia then never read it again?
>>
>>2274581
Isn't reading snippets of lore in the context it is providing better than reading it in bulk and in a vacuum?
>>
>>2274638
yah, if you just read about the luddic shrines instead of doing the pilgrimage you miss out on kino
but you need to do the rp bit of rpg a little
>>
Are weapon groups important for AI behavior, or do they just use every weapon individually anyway?
>>
>>2274670
yeah
since they turn autofire on or off on a per-group basis
you can try and manipulate them into firing missiles more aggressively by grouping in a single gun into the group
>>
>>2274670
They use all weapons by groups they are assigned to just like the player.
>>
>not a single blogpost since 0.98
Holy shit game's fucking DEAD
>>
>>2274670
both actually
>>
>>2274505
>did TT lose the war [...]?
did they? there's a lot of remnant out there. who/what runs TT?
>>
>>2274697
cool it with the antisemitism buddy
>>
>>2274638
I have a really bad memory, I usually forget what quests are about, so reading in bulk is better for me.
>>2274630
>encyclopedia
The in-game one? Or the wiki? If it is the wiki, is it good? I kind of hate those
>>
>>2275026
>I have a bad memory, so I want to read lore in bulk
>>
>>2275045
>Read everything in one session and for a cohesive idea in my head, and probably forget it
Or
>Read a bit here, forget it, read a bit there and forget it, then never make a connection between events because I can't remember shit
It is not hard to figure
>>
How do I cope with slow ships when I gotta go fast?
>>
>>2275219
don't be a pussy, install S-augmented drive field
>>
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What mods have some good hero frigates that punch way above their weight class? High deployment cost is fine.
>>
>>2275336
Most of them.
>>
>>2266637
I like using an Apogee with hangar hullmod
>>
The AI is too stupid to handle high tech cruisers.
>>
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I will not elaborate
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>>2275777
Ai is too stupid to handle anything.
>>
>>2275816
Eagles
>>
>>2275336
Don't need mods for that
>>
>>2275336
if you want a frigate that can 1v100 the entire game download the ship and weapons pack, and then do the frigate mission to see if it's for you (it's not)
>>
>>2275788
Can you elaborate on whether you can rape this clown?
>>
>>2276654
It's not rape if they want it more than you do
>>
>>2276688
that's just counter-rape
>>
Iron Shell gives tax credits to people with children, so you should knock up all their women.
>>
what's your go to fleet composition?
do you guys run all caps all the time, a balanced composition with cap, cruiser, destroyer, or a wolfpack?
>>
>>2276900
Cruisers of one type or another usually.
>>
>>2276900
1 Lasher
>>
>>2276900
>>
>>2276900
I like one capital for all of the other ship sprites to circle around in the drive bubble
>>
>>2276900
I am in love with Executors.

Really from there it's simply 'what other ships do I like?'

Legions, Atlas Mk II
Eagles, Furies, LG and P Falcons, Grendels (because this is Grendelsector), Gryphons
Sunders, Harbringers, Medusae
Omens, Tempests, Vanguards, Centurions

Which shows you that my main tactics are about establishing a stable battle line that can hold most of the heat my opponent can throw at me at bay and a mobile strike force that can flank capitals and pull a defeat in detail on the enemy escorts.
this is also why the executor is my favorite because the damn thing can bring so much firepower to bear that most ships that don't evaporate back off immediately.
>>
Triangles are king.
>>
Eagle, Falcon, Executor

All hail the Lion Andrada
>>
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>>2277042
*laughs in octagon*
>>
>Use only capitals, Paragon mainly
>Never loose
Why do you faggots keep acting like other ships matter?
>>
>Solar Shielding/hyperspace storm protection didn't exist prior to the Diktat
lol?
>>
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rate my ship
>>
>>2277152
>Paragon mainly
soi overdose
>>
>>2277648
looks like something a robotic turd
>>
Does sector generation have a bias that puts good planets further away from the core?
>>
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>phases out of your path
>>
>>2277701
take that dogshit back to your gooncord shitskin
>>
>>2277701
>magnetized panties
innovative
>>
>>2277701
lolikino
this is what the hegemony wants to take away from you
>>
>>2277112
>laughs in 4-cube
>>
>>2277856
I prefer my literal gremlins
>>
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>exploring some random system
>find this hunk of junk with 3 tachyon lances already on it
should i take it? i heard paragons are absolutely broken, which i guess is just very common with high tech ships
i sold my doom last time i played because it can solo just about anything, is this the same sort of ship?
>>
>>2275336
Sephira Conclave.
Stormkeeper, Brave Blade, Alauda, Borzoi.
>>
>>2271329
Just stop using piece of shit ships that can only deploy once every two weeks. Logistics win wars.
I've never had problems fighting massive 2000 DP rapefleets that take at least 3 successive fights to destroy.
>>
>>2271329
Unironically skill issue
>>
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>>2276900
If we're including mods, I usually go with this setup:

>a mech as my personal flagship (usually an altagrave or the Wunder Wanzer, or the Prototype Cataphract.
>a capital ship that's purely focused on offensve, something like an Onslaught
>a capital ship that acts as a humongous carrier (for my massive fighter fleets)
>a bunch of cruisers and destroyers that are differing flavors of carriers
>doctrine = swarm the enemy to death
>>
>>2278238
>Paragons are shit
>Champions are shit
>Eradicators are shit
>Support Eagles are shit
>Hammerheads are shit
>Medusas are shit
>Omens are shit
>Afflictors are shit
>Tempests are shit
>Monitors are shit
What are non shit ships to use then?

>>2278239
It's not skill issue if you fighting huge battles against 20+ fleet over 30 mins, you need to retreat and repair or your going lose due to CR loss.
>>
>>2278337
>over 30 mins
Unironically skill issue
>>
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>>2278354
>speedrunning battles
>>
>>2278355
Just competent shipbuilding pal.
>>
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>>2278360
my wife needs to fight longer, not shorter.
>>
>>2278354
>>2278360
...are you stupid?
no, let me rephrase that, because I already know the answer. if you fight 6 or so ordos for around 450% bonus xp on a maxed out fleet, even hyper optimized builds take about 8-10 minutes.

So even if you blob them up the argument is not invalid based on deployment cr loss alone, and the problem only gets worse if you split up or blob even more fleets into the fights
>>
>>2278374
>no dedicated sandwich fabricator

>>2278376
Are you? Listen, you can cope and seethe and shit your pants for the next month if that will make you feel better but I'm telling you skill issue. Shit ain't hard or drawn out if you know what you're doing. Now you want help or just to bitch and moan like a buttfucked tri-tach slut?
>>
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>exploring black hole system
>found a gas planet, two frozen worlds, one barren world
>frozen world orbits around another frozen world
>frozen world being orbited is in a steady orbit with gas giant
>barren world orbits gas giant
did i find a perfect system anons?
>>
>>2278652
3d moons.. finally...
now build an orbital station on the frozen world orbiting the frozen world orbiting the gas giant
>>
>>2278652
>no molten
>no water with organics
meh / 10
>>
Are there any mods to increase combat difficulty?

I know & use Ruthless Sector and Perilous Expanse, but they're about exploration rather than combat. And ultimately they're just gimmicks that enable more casual remnant farming and drive anomaly data farming while adding some planetside resource conversion options without really increasing difficulty.
>>
>>2278707
The modding scene for this is more about cheat ships with a dose of furry and otherwise troon friendly "art"
>>
>>2278756
Yeah, sadly.
Even the mods that aren't ocdonutsteel factions/ships suffer from heavy power creep and there really aren't any mods to counterbalance that.
>>
>>2278786
If there was an easy way to distribute modded stuff to AI fleets that'd go a long way. The AI rarely ever uses modded stuff that isn't made specifically for their faction.
>>
>>2278800
The AI NEVER uses modded stuff unless it's intentionally set to use it. The game's simply wired that way. And that's very rare since it can cause conflicts between mods. Almost everyone prefers their own gayer than thou super snowflake faction instead, and the few that don't and actually try to integrate almost always result in destroyers and such simultaneously packing more shields than a paragon and more firepower than onslaught and also carriers. And you're expected to use those often objectively bullshit ships against vanilla ships that are generously described as not that good in their loadouts.
I swear to ludd this community made me hate mods despite modding almost everything myself for way too longer than I care to admit.
>>
>>2278800
That does nothing to solve the powercreep issues.

Take mods like Starship Legends, Bionic Alteration and Progressive S-mods for example.
They can apply their effecs to enemy fleets as well, but that does little to curb the insane power growth player gets.
>>
>>2278806
It really is a shame. The only way to see some of the mods in action is to either turn your fleet into a faction fleet or fight the faction, so not only is it just making it easier but you don't even really get to have fun with them either since there's no real reason to fight a faction most the time.
>>2278808
It would help powercreep by giving you an actual power to creep against. No amount of smods would really help some of the shittier vanilla ships.
>>
>>2278707
what kind of 'difficulty' are you looking for?
mods do exist that makes existing factions' fleet 3x 4x times bigger
so do AI mods that make the AIs do superhuman micro shit
>>
>>2278112
It's the perfect "Fleet Anchor" ship in my opinion. If you're looking for a strong ship which can duke it out with the enemy it's better than Onslaughts for my money. Just be sure to give it as much flux dissipation as you can (max vents, stabilised shields etc.) Four tachyon lances is bit of a meme but works ok, experiment with what you prefer - I'd also recommend accelerated shields too.
>>
>Have been putting millions of credit and shit ton of AI cores and Colony items in some colonies to give to a hostile faction
Which one is better? Pirates or Hivers?
These colonies are originally Hivers colonies but lost them to other factions, so the planets are pretty good
>>
...So what happens when hivers conquer a planet? Are the humans just... integrated into the hive?
>>
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>>2279094
Sure, let's go with that.
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Is this doable?
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>>2278652
For stacked defenses maybe, but why would you colonise that?
High hazard means you'll need to put in effort to make it not lose money when a habitable world can easily profitable with food alone.

Maybe you wanna make a cluster planet meme sure, but gameplay wise I wouldn't even consider these, I'd much rather have two habitable worlds in close proximity.
>>
>>2278227
Thanks. I'll check it out in my next game. For now I'm using the 2hu faction's phase ship.
>>
>>2280469
colonies are already free infinite money, why not go with a high hazard planet?
>>
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>>2280490
nta but because that systems sucks ass from what you've shown? High hazard = ages until you're into black, if ever, because you don't have food for sure and likely no organics either. That means importing and that means your traders fucked outside the system while your north korean tier security measures drain your wallet for ages. Also one molten or such with related is more than enough. What's more a black hole is second only to pulsar when it comes to annoying to navigate and you don't get to add more orbital locations if it didn't spawn with all available.
>>
>>2278707
>>2278786
Use vanilla stuff only when you fight OP factions then.
>>
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anyone want my extra sloprocks?
>>
>>2280469
>I'd much rather have two habitable worlds in close proximity.
The fuck you gonna do with two?

Your second planet should be no-atmo extreme-heat forgeworld to allow use of cryoarithmetics, nanoforges, synchrotrons, mantle bores, catalytic cores.
The specs of habitable planets are downright irrelevant in comparison, anything goes. Low hazard is obviously good, but even cold/dark doesn't matter, just get an orbital fusion lamp. Ideally it can support soil nanites and fullerene spool but it doesn't make that big of a difference, it's not like you *need* 16x food production. In fact the only production you may need to strive towards is 9x volatiles for orbital fusion lamps. Which means colonizing a gas giant, because looking for a forgeworld with good volatile production is too big of a gamble--vanilla sector generation results in less than 1 per sector on average.
>>
>>2280660
>The fuck you gonna do with two?
Luddmaxxing breeding facilities and drug industries.
>>
>>2280660
>it's not like you *need* 16x food production.
It might be placebo but I've noticed when I set up big early game food exporters I see significantly less decivilizations in nex.
>>
>>2280632
I'll pay you 100 credits to fuck off
>>
>>2279912
the problem with purely integrating the biomass is that it still doesn't make sense, because you don't spawn a million hivers from humans in an hour.

>>2280250
stack up on semibreves and ships with fast missile loader, then it will be.
>>
>>2280250
I could solo that with one (1) vanilla ship
>>
>>2280660
Make more money duh,
with low investment to get started.

You can set up shop on low hazard worlds with food and they'll be profitable even at size 3.

With the cost of maintenance greatly reduced, its easier to maintain your structures too.

Combined with the naturally fast growth that doesn't need hazard pay to get going, it quickly leads to planets that can pull 100,000++ credits per month which will then fund your rock + planet module projects that would otherwise hemorrhage money until its industries are properly built up, and even then its not really as profitable.

Food + Light Production (+Commerce) is an extremely cost effective solution to get big money size 6 planets, you can even get huge bonus growth and some stability for free with Luddic Migrants, when your planet hits max size, you can then add on the other industries as you please and not lose money.

There is a lot of value in profitable colonies that grow fast at low cost, why settle some dime a dozen rock just to use your fancy planet item toys when nature does it for you for free???
>>
>>2280490
Why not go a low hazard planet for more money?
Maintenance gets expensive and low hazard planets can easily lose more money than it earns, not to mention having shit ass growth rates that require heavy hazard pay investments to get going.

Colonies are not free infinite money, they actually lose a lot of money and tend to require investments to get good, then after that there is the different levels of investment required to get profitable and how fast it grows.
>>
Are you fucking kidding me?
>>
>>2281018
AI ship, AI is illegal, go figure.
Same with captured Remnant/Exploratorium ships.
>>
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>>2281018
>paying for storage
>>
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>>2281047
I just needed to park it somewhere to pull off a quick incognito operation.
Couldn't be arsed to drop it off at the nearest abandoned platform.

How does everyone recognize your fleet from the mk1 anyways, it's literally just another onslaught with some antiques on it.
>>
>>2281065
Most oldsluts don't facefuck ram a station and win. I assume word gets around.
>>
>>2281065
I assume it has a unique sensor profile, which is how TT detects it when you dock at one of their colonies.
>>
>>2281065

The same way your crew identifies the Mk1 probably, its a legendary ship with some iconic features that probably matches something on the tripad.

Probably has a similar effect with walking around with a sword stuck to a stone, people are going to do a double take and be all "hol up... is that Excalibur?"

Really annoying how you can't get away with sneaky stuff with it in the fleet though...
>>
>>2281018
Use any of the following for free, no questions asked storage:
https://starsector.wiki.gg/wiki/Abandoned_Base

I think Mayasura is the best system since it is safe to fly without transponder and is in very close proximity to to tritach (I prefer high tech ships).
>>
>>2281615
I think he knows

>>2281065
>>
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Does smuggling really beat all other activities in early game? Drugs and organs basically.
>>
>>2281763
i think you mean heavy armaments
>>
>>2281763
Nothing beats salvaging. Only problem it's boring af.
>>
>>2281763
The real early game money is heavy armaments and marines since there is a deliberate triangle setup to supply the pathers.
>>
how does everyone feel about terraforming mods
>>
>>2281886
i'd like to terraform your post into not dogshit
>>
>>2281886
My favorite money/time waster.
>>
>>2281900
but also very satisfying
>>
>>2281886
It's cool but I fail to see why I would ever do it, larping aside. If money was more of an issue once you got colonies or if you had to deal with happiness or public opinion or actual population growth that isn't turn on free port and hazard pay then maybe I'd care about the type of planet and want to terraform.
>>
>>2281907
but you can do terraforming projects to lesson hazard rating
>>
This game with the buy? I've kept an eye on it on and off for years now but never got it. Is it mostly ship autism or is there any significant empire building to it? I know it has colonies, but how intensive and interesting are they?
>>
>>2282209
phoneposter-kun..
>>
>>2282214
>minor spelling mistake
>>
>>2282209
Ship design autism. the colony game is extremely shallow. it exists to give you more excuses to engage in fleet combat, and give the late game player infinite wealth and the ability to print every standard ship/weapon in the game. No empire building in vanilla. There's a mod for that(Nexerelin), but the game wasn't designed to be a 4x and will never be a good example of the genre.
>>
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>>2281610
>posting ironlily
based
>>
>>2282295
Ah, okay. Maybe not for me then. I'm too much of an empire building autist.
>>
>>2281007
yeah that's what you want 1 habitable world for

your dogshit ideal system with 2 luddic backwaters couldn't produce fleets worth shit, defend itself nor project power
can't even build ships and equipment for yourself
might be bearable without nex but you're still constantly babysitting it through crises

spoilers, it's a game about space fleet battles
not turnip farming
habitable planets exist only to fund and feed your fleets

also luddic majority isn't as big of a deal as you make of it
it just means the colony reaches size 6 a few months earlier than others in the system and that's with the crisis bonus to it
it would have been more useful in the old system where colonies would grow all the way to impossible size 10
>>
>>2282640
>spoilers, it's a game about space fleet battles
nta but it's a game about rape and narcotic smuggling. And no one does rape and narcotic smuggling like luddites.

>it just means the colony reaches size 6 a few months earlier than others in the system and that's with the crisis bonus to it
No bud, it means that you can have +2 production for multiple resources, including narcotics pre story point investment, ai cores or any other market condition. Plus you can shove industry on any dead rock while habitable planets are usually much rarer. The stab bonus also means that doesn't need babysitting.
>>
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>always enjoyed facing the Persean League blockade, having them all just charge me at once in a humongous 500 ship battle that never ended
>realize only later that their whole fleet gets crippled if you take out the lead fleet, or the fuel supply fleets
>feel deflated
>>
>>2282764
>feel dilated
save it for discord
>>
>>2282768
trying too hard
>>
>>2282640
How much money are you wasting before your colony turns a profit? You know you can also militarise habitable worlds right?

Planets exist to fund and feed your fleet (credit income to offset supply costs, waystation to pick up huge supply and fuel amounts), they're all money sinks but habitable + food is the least investment for the fastest and most reward, you must be trying really hard to be edgy to forgo them when you can easily militarise the hell out of any rock, though you'll still end up bleeding your wallet dry at that point because hazard rating is a direct indicator of colony structure upkeep.

You can cope with your 2 planet system that takes forever to break even and requires all the rare fancy salvage toys.

I'll be settling 10+ planets that can also defend themselves because they print out enough money to easily justify a few militarised worlds with star fortresses, high commands and orbital works.
>>
>>2281763
Yeah actually, the fastest way I start making money in the game is by going to markets no one trades with (pirates/luddic path) and black marketeering their goods to the highest bidders, then turning around and selling supplies, fuel, marines, whatever to those pirates and pathers.

I pick up a frigate or two with each stop, eventually I'm near the fleet limit and I size up my fleet. Its pretty fun and not as simple as it seems, you'll come to appreciate soft stats like sensor profile and burn speed a lot more.
>>
fuck off avatarfag
>>
There's a special place in the poolish death camps for the people who put damper fields on frigates.
>>
>>2282901
Yes, the warden.
>>
Do any Anons actually use Star Lords? What do you make of it? Which settings do you use for it?
>>
>>2281090
You know, this may as well be the perfect description of the Low Tech ethos.

It just captures the feeling of multiple legions burn-driving towards the enemy besides a hail of pillums and the reckless abandon of shieldshunting half your fleet perfectly.
>>
>>2282857
>How much money are you wasting before your colony turns a profit?
ntf, but that depends on the exact circumstances
you can save on money by having a place to sell, buy and repair close to the abyss, you can also have a minimal colony with good mining on a world with hazard rating (quad mining on a toxic world is just really fucking satisfying, just need a story point and an alpha core) and just fuck off and let things sort themselves out while reaping a profit.

and honestly, I don't mind being in the red for 2 or so years, the nachiketa, kanta, sindria loop is absurdly profitable and you can pick up any bounties while you trade and wait for the markets to fall into shortages again

I've honestly tried a lot of permutations and trying to rush luddic majority generally gives you the highest return quickly, just gotta spend on a good starfortress and stay on top of the crisis meter.
that said, I only settle that world when I have the ideal military world next door with very hot and no atmosphere

>>2282804
you know troonhater anon is just curious and can't accept it.
>>
>>2282949
It is way too unpolished for the scope it is going for as of now.
>>
>>2282655
>stab bonus also means that doesn't need babysitting
lmao
are you even cognisant of the fact that a system with only 2 luddic worlds literally couldn't defend itself against anything?
its fleet sizes would be fucking pitiful and its ships would be d-mod trash that can't win a single autoresolve battle
moreover it would be extremely vulnerable to external trade disruptions since they can't produce half the shit they need

are you saying luddic majority makes more money because muh drugs?
and yet the previous post was proudly proclaiming that his luddic shitholes only make 100k a month lmao
properly developed habitable worlds print over 500k/mo at size 6 and that goes down 25% or more if you delete the 1-2 heavy industries to get the luddic majority bonus back

btw even if you had factors like deciv subpop keeping stability below 10, the +2 stab from luddic majority still isn't worth it
also +2 prod is never worth leaving 1 or 2 industry slots empty

luddic majority is only good for rapidly growing a colony to size 6
>>
>>2282857
>How much money are you wasting before your colony turns a profit?
the vast majority of a colony's initial setup cost comes from just building everything which is more or less the same regardless of circumstances and chosen industries
running costs are not much in comparison
tho if you waste time dicking around instead of finishing the colony asap it'll cost you more
>You know you can also militarise habitable worlds right?
it's gonna be missing a whopping 100% fleet size mod compared to extreme heat world
yOu KnOw ThAt RiGhT? fuckface

>you must be trying really hard to be edgy to forgo them
nobody's saying you shouldnt colonize habitable worlds
just that a system with 2 luddic shitholes is a shit system

it's been years since colony meta was just finding a min hazard habitable
back when there were no colony items and one planet could fit all industries
nowadays you can and should make use of different planets

>You can cope with your 2 planet system
wasn't me wanting a 2 luddic shithole system, try to keep up

>forever to break even
it's not even half a year longer to reach maxed out size 6 than a luddic majority world

>requires all the rare fancy salvage toys
it doesn't *require* them
it's the only way you can *use* them in the long run

>I'll be settling 10+ planets
very cute, wow ur so epic omg!!!
i once set out to colonize the entire sector
wasn't too bad with extra admins from empire size but still took more remnant farming than i care to ever do again
made it maybe 80% way there but the save got corrupted
and that was back when colony crises had no endpoint, you just got endless luddic terrorists and pirates

aside from pointless challenge runs like that you never need more than one good home system
my current game is sitting on 150 mil that i can never spend from 4 colonies in one mid system
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>>2283131
>his luddic shitholes only make 100k a month lmao
Sure, but *his* skill issue doesn't make *you* any less of a dumb yapping bitch :)

Pure vanilla btw.
>>
>>2283178
>colonies print money
>water is wet
got any other shocking revelations to share
>>
>>2283185
Only if you promise to not tell anyone but david is a hack and UAF is gay
>>
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>>2283210
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How does this thing work exaclty? Is it 2 bursts of 30 rounds and then ends or is each burst counted as 1 ammo of the total 60?
>https://starsector.wiki.gg/wiki/Storm_Needler
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>>2283289
You s-mod in expanded magazines and enjoy dakka. That's how it works.

But to answer your question, it fires at a constant rate as long as ammo/flux lasts. No burst. You can tap the trigger to fire single shots.
>>
>>2283174
>i once set out to colonize the entire sector
>wasn't too bad with extra admins from empire size but still took more remnant farming than i care to ever do again
>made it maybe 80% way there but the save got corrupted
not that nigga, but damn that is just autismal
>>
>>2283420
thanks

it wasn't even the most autistic thing i've done in starsector
it kinda spun off naturally from a playthru where i made the factions spread way too aggressively
when i finally got things under control i already had over 100 markets
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>>2282992

Being in the red for two or so years is kind a bad deal imo, a profitable colony going to size 6 or at least not being a huge credit drain immediately it a big plus. The return on investments on habitable + food + luddic majority worlds is crazy fast (and free).

Ofc you can and should build proper industries at some point on it later, but until you hit size 5 or 6, getting free stab + incredibly fast colony growth is a great thing to have.

You can actually do this fairly early in the game to boot, having a base of operations with a waystation at least is a so valuable when you reach the fleet size where stations don't have enough stock for you to keep your fleets supplied and fueled.

Not having food leads to big stability issues that basically shut down the colony, unless you deck it out with cores, in which case the heggies come knocking, though thats not too bad either.

I really like that fast return on investment and I don't think military worlds are that important when you can crap out stations and mil bases everywhere in a station for stacked defenses, but not every system is going to have a low hanging fruit cash cow.

>>2283131
But they can defend themselves against the basic pirates though? You can just leave it alone for months as it prints profits and grows, you don't to go out salvaging planet modules to have a self sufficient system fast.

previous post proudly proclaiming his luddic shitholes making 100k profits easy with not much investment required, you're really taking the piss if you think its going to cap out at 100k lol.

that stabillity and prod is going to be valuable (and free) while colony is still growing, once you hit size 6 growth doesn't matter and industries matter more, but it only takes the initial 1000 crew, 200 supplies and 100 machines to settle a world, 75k for the farm at minimum to start making a profit with serious growth rates, why reject easy returns?
>>
>>2283185

yeah, if you colonise a habitable world, it starts printing money cheaper and earlier lol
>>
Does anyone here use threat/shrouded weapons?
>>
>>2283743
they're pretty shit overall
whenever they look impressive on the abyss enemies, it is because of the ships themselves
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>>2283743
HMD is considerably better than all other kinetic ballistics
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>>2283766
Yeah.
A shame that such thematically cool weapons are so weak they're hard to justify using.
Your ships can literally become demons from Ludd's nightmares but turns out Ludd's nightmares are lame and gay.

>>2283767
I guess the mass drivers are okay if you want railgun type guns with worse damage, worse range and worse OP cost but better flux
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>>2283787
>worse damage
It's significantly more than HVD and very slightly less than the autocannon
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>>2283131
>>2283174
Discord syntax should be an automatic post wipe and permaban.
>>
>>2283743
only ones I ever bother with are HMD and sometimes Voidblasters
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>>2282949
Way too broken as is. It's ambitious, but it has crashes left and right, and last time I tried it, couldn't even progress past the seed generation without a fatal null error.
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>>2282861
>you'll come to appreciate soft stats like sensor profile and burn speed a lot more
When you go to some lawful factions capital trying to get your way in the black market I cant for the life of me to bait, lose and go around patrols no matter how I try, even if the buoy is hacked. The only way it works is waiting for them to gain some distance and burn my way in and out. As soon as they lose you they just return to patrol and stick to the market.
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>>2284172
*This is at 20 burn.
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The core worlds map span is small. Alex has some work to do.
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>>2284172
You can do it with hacking and silent running and some patience, helped with that one engine hullmod I forget the name of, but it's really just not at all worth it. You can 20 burn past the market, click on it once you're on top of it, sell everything to the black market with your transponder on, then come out of it at like 15 burn and no patrol will ever be able to catch you. the penalty for openly smuggling is a slap on the wrist.
>>
>>2283743
I use abyssal gaze sometimes, voidblasters are really strong.
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>>2283787
the weapons are pretty weak because of the OP cost, but the hullmods are good. Shrouded Thundercloud and Lens are strong. Thundercloud is a solid DPS boost and a EMP source, Lens is strong damage and 360 degrees.
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>>2284172
you can mouse over your sensor profile to the left of the transponder button and press f1 to check your top 5 sensor rating, having phase ships help a lot.

But if you're really desperate, you can park your ships on the planet, bring a small sensor rating ship or phase ship with phase field and do your mission.

Insulated Engine Assembly is good if you wanna reduce fat ship profiles, its also decent in combat because engine dead = ship usually dead.

Pulling ships away from market is pretty annoying yeah, but it feels so good to sneak around their sensor bubbles while going dark.
Certain planets like Sindria are really difficult to pull it off though, but planets with nebula/magnetic fields/asteroid belts etc are a lot of fun for that.
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KoCsucker where you @?
You gotta see this
https://fractalsoftworks.com/forum/index.php?topic=34577.0
>>
im trying the secrets of the frontier mod and it's alright but im definitely going to turn off dustkeepers and sierra the next time i use it, the way they're written just does not fit the game at all
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>>2280728
Doesn't nex change how exporting works?
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>>2266702
Same bro.
I honestly have no fucking idea what makes a decent combat ship.
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>>2284634
Nex (default settings) early game decivs don't have much to do with player exports, it's just RNG.
Technically more trade fleets from any neutral/friendly faction could lower the risk of decivs but just one faction having excess exports in one category doesn't do much. Ultimately it's just RNG. If a weak world gets repeatedly targeted and pingponged between factions, it never has time to stabilize and will likely deciv if any trade fleets towards it are lost.
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>>2283743
Extensively, yes. Even post nerfs some are borderline dorito tier broken while farmable.
>>
>>2284642
Which ones? I haven't touched them much since they were added. Abyss farming is so slow and boring
>>
>>2266702
>>2284637
Spoilers, most players NEVER get good (ie. can't 100% all the main menu missions)
They just power through the campaign with numerical advantage from levels, officers, s-mods, etc... or from mods.
Some may develop a strong affinity for one particular gimmick like Doom or certain SO ships but well-rounded skilled players are exceptional.

Once you have enough hands-on experience to develop a gut feel for all the systems, your individual ship fits start to make sense. Fleet composition is a step above that. This is the level you will most likely reach if you're just an average dude, not a brainlet, nor obsessed with starsector.

And if you study how the AI works, at least to advanced gunnery control level, you can start analyzing and exploiting AI flaws while minimizing its retardation on your side, if you use AI at all instead of flying solo. But for the most part this is already above the average player's paygrade.
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>>2284654
Pseudoparticle jets for no shields allowed, ever, and hungering rifts as guided heavy blaster really nice if you're hullmaxxing but usually not my thing alternative when I take an ody, doom, falcon or executor out as flagship. Both OP heavy but upgrades to weapons I already adore. Voltaic cannons and neutro torps with autoloader on most small slots available since way too cheap for how much that opening salvo is pure cancer and there's no coming back from it for AI. Swarm launchers if I want to be more of an asshole than I already am.
Quadcoils, glare and mass drivers get a honorary mention but I rarely use them since they don't compliment the rest of the kit.
>>
>>2284669
>spoiler
You'd actually waste smod slot on mantle? Hulltanking plus healers seems like such a meme, at least within vanilla.
>>
>>2284673
>usually not my thing
Not likely but I did it for my oldslut and a knife fighter quad stormneedler dual cyclone conquest and can't complain. I would and do use them without the hull mod, yeah, no healing post patch without it but it's still a more expensive guided HB that doesn't get its range reduced by SO.
>>
>>2284583
same but trying RAT and def turning abyssal depths & exo-tech off in the future
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>>2284229
Are they? Usually if you have spare OP and flux you're better off upgrading your real weapons than adding pseudoweapons with gimmicky targeting.

Lens has weak range and a tendency to hit useless targets like wrecks. Can't even deal with incoming fighters reliably so it's questionable as PD as well.
Thunderhead also has targeting issues. Can't use it with projectile PD unless you want your flux wasted on dead missiles. But it also requires ballistic-tier dakka to make its output reliable, slow ROF won't do. That kinda limits its potential applications.

However I have not tested them since they came out, maybe they've been improved or something
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>>2284733
>also requires ballistic-tier dakka to make its output reliable, slow ROF won't do
nta but keep in mind it'll also proc on missile hits
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>>2284733
For example >>2284739 a very fun peg flagship
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>>2284746
Fuck yeah pilum! The most underrated weapon in starsector.
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>>2280660
How important is production amount really? I cornered the market share with many commodities without outproducing the core worlds just by accessibility alone it seems. I just found a Tundra world that has +2 food, stellar shades, and no transplutonics or volatiles so I can use soil nanites (when I find some) and filthy Luddniggers for insane food production even though I'm already top dog.

>>2284259
If a system has a sensor array it makes smuggling fairly easy. You might be unlucky and have a picket guarding the array, but most of the time you can drop in, hack the array for yourself so you can seem them coming, then introduce sensor ghosts for the local patrols to chase for like a month. It's usually far quicker to do this than sit in a belt or nebula for like a week waiting for a patrol to "stand down" only to be immediately replaced by a new one. It's worth doing if you're taking out pirate or Luddnigger Path bases too because it usually gives you a free run at the station making them even easier to push over.
>>
>>2284827
>How important is production amount really?
Important: meeting all demand in-faction. That usually comes naturally for most colony resources, except a couple of special things with a high hardcoded requirement.
Beyond that it's just more money which quickly loses all meaning.
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>>2284827
>How important is production amount really?
Far less than making sure you have access to their markets and their local supplies don't cover their needs.
>>
>>2284831
>Important: meeting all demand in-faction
it doesn't really save you all that much. not something to worry about.
>>
>>2283743
yeah, swarm launchers are broken as fuck
>>
>>2283720
>Being in the red for two or so years is kind a bad deal imo

I know
I can still take it without problem.
>>
>>2284669
Mass Drivers, especially the heavy variety are factually the best flux/shield damage weapons in the game as of right now. They are strictly better than HVDs even with the reduced range.

>>2284673
>>2284701
it absolutely works on gramps, due to weird interaction between hull buffs and the vambrace modules
If you go full tilt on hull buffs you have an effective hull pool of about 125k. At that point any gradual restoration of hull has much more worth because you just get more chances to make them count.

Just remember linked 5 Hungering Rifts is optimal because you get two salvos for the full 10 and if one gets shot down you overcap to 14 and they are in the top spot for the tankiest missile in the game.
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>>2284827
>How important is production amount really?
in a theoretical scenario without scaling limit production and accessibility would have the same scaling limit.

In terms of sheer profits accessibility will always take the crown because you don't get to a break point with production within the confines of vanilla.
the only other thing that is important to note is that production also covers your in faction demand. So you want your production to be ahead of your global demand.

But your exports and imports are also capped by Accessibility. Luckily, if you aren't at war with everyone and have a huge accessibility malus Accessibility is very generous with import/export limits.

So your priorities are:
import export limits above demand & Production above demand > more accessibility for higher market share > more surplus production for higher market share
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>>2285103
>in a theoretical scenario without scaling limit production and accessibility would have the same scaling limit.
Holy fuck I jumbled that one, let me try again.

In a theoretical scenario without hard production and accessibility limits, the two would have a soft limit set by the other.
>>
>>2285094
>better than HVDs
Probably true but I don't often use those either.
>>
>>2285094
>weird interaction between hull buffs and the vambrace modules
What weird interaction?
I would assume modular parts either get the same hull/armor buffs as the base ship, or no buffs at all. Is there more to it?
>>
>>2285215
Pretty sure he's talking out of his ass. As one does itt's.
>>
as far as the game is concerned a module is basically a separate ship.
>>
>talking out of his ass
Called it lol
>>
What was that mod that lets you shunt unused weapon slots out for a small bonus and why isn't it a vanilla feature yet
>>
Opinions on Domain Phase Lab? It has anime grill image, so it must be good.
>>
>>2285215
>>2285233
The gist is that mods on gramps don't do anything but the skills of the officer that you put in apply fully. That means the Vambrace module have their own pool of health to regenerate, take 25% reduced damage from damage control and get their (1200) armor boosted in effectiveness by both impact mitigation and polarized armor.
God knows how polarized armor exactly counts here, but since the modules generally count as their own ship and they don't have flux and shields whatsoever, they likely also count as 50% hard flux at all times.
Heavy Armor, Armored Weapon Mounts, Reinforced Bulkheads, Blast Doors and Insulated Engine Assembly don't do shit for them.
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>>2285535
So officer skills apply to the vambraces, but hullmods don't? Sounds pretty unbelievable since its the same modular part system that stations use and station modules certainly are affected by the range increasing hullmod on stations..

But if that really is the case, then hullmods that give hull/armor regen won't work on them and neither will smodded mantle.
Meaning you can't heal the vambraces aside from elite combat endurance's limited regen.
I'm not sure if that's right.
>>
>>2285322
>why isn't it a vanilla feature yet
Because having unused weapon slots already gives you the bonus of being able to allocate those unused points into Capacitors, Vents or Hullmods?
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>>2285639
>and station modules certainly are affected by the range increasing hullmod on stations..
yeah because each module also has the hullmod built in, retard. stop talking like you know shit.
>>
>>2285473
The portraits are AI generated
The writing is ESL broken english
The ships are ugly as sin
Everything is completely unbalanced
And it's buggy as shit to boot
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>>2286465
ai gen portraits really are the hallmark of a low effort mod, especially when they're anime girls
the first thing i do to determine if a mod if worth playing is to look at the portraits, if they're lazy aislops it's an instant no
if they're photoshopped aislops it's an even more definite no, because the modder has admitted to being retarded instead of just lazy
>>
>>2285322
Experimental Hull Modifications?

Sadly it's still stuck in 0.96.
Bootleg updates exist but they're made of crash bugs and save corruption.

It's a dangerous mod. After you try it once, you become aware of how boring and restricting vanilla ship customization is. You basically need a whole new ship if you want the tiniest adjustment to its slots. I guess that explains all the ship mod bloat.
>>
>>2286482
>ai gen portraits really are the hallmark of a low effort
because hue shifted vanilla portraits or cropped low-quality images from the internet like 90% of the other mods just scream high quality
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>>2286657
spotted the salty prompt engineer
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>>2286657
i photoshopped a luddy outfit onto an anime girl i like, can't you do the same?
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>>2286658
>seethes about portraits
>calls anyone else salty
>>2286659
no I'd rather gen one that's vaguely in Starsector's art-style
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>>2286661
they're never actually in starsector's artystyle and they look like shit
id rather someone draw a shitty mspaint tier approximation of what they want, as at least there's one less layer of abstraction, youll have to use your imagination either way like you have to do with every quest/interaction anyway
>>
>>2286663
>id rather someone draw a shitty mspaint tier approximation of what they want
so you'd rather eat literal shit purely because of emotional reasons, got it.
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>>2286664
the mspaint drawing is truer to what the modder actually wanted, ai is like getting a bunch of really shitty commissions and picking the one you think looks coolest
the art simply serves to give you a headstart in imagining the scene/character that doesn't require you reading an entire text dump, and aislop does not do this well
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>>2286658
Looks like you hit a nerve.
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>>2286670
there's literally nothing stopping you from using inpainting, img2img or your bare hands from editing the picture to be closer to your "vision"
>aislop does not do this well
it does this as well as any other picture
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What are you supposed to do in this mission?
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>>2286675
people edit their ai gens or do all that stuff and it still looks like low effort garbage
if you can actually imagine what you want the image to be, ai can't really do it any better than you drawing it
whats the point if you're going to edit it so heavily anyway? adding meaningless detail that amounts to nothing more than visual noise?
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>>2286686
not everyone wants literal mspaint pictures
>ai can't really do any better than you drawing it
we both know that's not true
kitbashed vanilla portraits put through img2img > shitty doodles
>whats the point if you're going to edit it so heavily anyways?
see the beginning of my post
i guess you can just edit vanilla portraits too but that just comes down to personal preference
>>
>>2286698
not everyone wants literal garbage displayed on their monitor
it's clear that you simply have no taste and no capacity for imagination, it's not your fault, but it's quite sad
you haven't given any reason for why the slop you love so much is better either, you've just said "people like it MY way so your idea sucks!"
>>
>>2286702
you haven't given a reason as to why shitty doodles are better other than "it sucks i don't like it" either though
>not everyone wants literal garbage displayed on their monitor
good to see that we agree but you said earlier that you prefer shitty mspaint-tier abstractions over AI as long as it's made by hand
quality obviously isn't what you're caring about here
>>
>>2286685
- Escort the civies
- Destory Tri-Fags
- Chew ass
- Kick bubblegum
In that order.
>>
>>2286685
i havent managed to figure it out either but i think you're supposed to just run away with your civilian ships till you're out of astral range and then deathball at the frigates and destroyers so you don't get split into two groups escorting your cargo and kiting the tritachyon ships
>>
>>2284746
>>2284756
Pilum my beloved. You go on every single ship that can use missiles. Reaper can suck my exhaust port.
>>
what do pilums do
>>
>>2286747
built for spam
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>>2286747
Provide decent frag damage and emp for people anxious about running out of ammo. Also kill your TPS.
>>
>>2286759
>Also kill your TPS.
Have you considered upgrading your toaster to one manufactured in the last 20 years?
>>
Someone tell Alex to change the keybinds customizer (ingame) so that the player can assign the different weapon groups firing command to different keys, replacing the default selection process assigned to numeric keys. The ideal way would be to scrap the current method and just make the numeric keys set auto-fire without Ctrl and then let the player customize the different group firing keys.
Its always the small QoL that counts. Also Shift should be toggleable.
>>
>>2286762
Consider opening the settings menu before requesting features that already exist.
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>>2286762
unbased retard
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>>2286761
I tried asking NASA for a milspec server CPU but they told me their hardware can't keep up with how many pillums I spammed out.
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>>2286765
You cant assign, for example, left click to fire group 1 and right click to fire group 2 right away without selection. Its left click to fire whatever group you have selected.

>strafe mode can actually be made default with toggle
Yeah... I missed that one, my bad.
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>>2286771
>nasa
>milspec
NASA wishes it was a military organization instead of working with pennies.
Also stop using milspec to imply top quality.
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>>2286771
>milspec server CPU
bro the US military runs on computers from the 70s
"milspec" and anything related to computers means nothing
>>
>Hundreds of mods
>Dozen of tranime mods
>Not a single one them expands on the Luddic path story
Fuck you just let me terrorize the sector
>>
>>2286832
What about luddic enhancement and knights of ludd? Are they just ship packs?
>>
>>2286846
>luddic enhancement
Ship pack as far as I know
>knights of ludd
Luddic church focused
>>
>>2286846
luddic enhancement mostly just adds more luddic ships and adds some optional jihad ships too, i havent tried KoL yet
i think people who make mods just aren't very good at writing
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>>2286853
>Luddic church focused
Yes, and...?
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>>2286865
Luddic Church is more organized and is a proper faction, and that's not what terrorism is about.
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>>2286865
the church is an abomination
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>>2286864
>i think people who make mods just aren't very good at writing
Obviously, but it's more like why would anyone step on Alex's toes and try to continue vanilla lore? Maybe we'll see some of that once the game is finished but there's no point right now.
Better write for obviously non-canon entities or make dumb jokes like PAGSM.
>>
>>2286787
>>2286830
Bruv? Your Speeshforce? I heard Trump got them Alpha Cores.
>>
>>2286787
it depends on the exact specifications of the milspec, but for that you have to actually know what each specification includes and you would need to get around the complete naming system.
I know, for example that there are G and H specs for laptop robustness, G being the lower and H being the better, but G is already quite robust, which is why I bought low cost G spec for my last employer.

>>2285950
>>2285639
I honestly think that this is mostly the result of Alex not wanting to come up with an extra system that applies the mods of the ship proper to the subships and then balance any weird interactions around that.
>>
>>2286882
>breaks the hegemony by pissing off allies, sabotaging its soft power and sucking diktat dik
>starts using alpha cores
What did he mean by this?
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>>2286914
Alpha Cores are our greatest ally in the Middle East.
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>>2286907
writing the code to have a hullmod affect all child modules of a ship is trivial, if you want it to
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>>2284583
I kept them in for content, but the way they're written reads quite tween fanfic imo.
>>
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>>2284733

Lens are nice on SO ships if you have spare OP after maxing vents but don't feel like upping capacitators, lets you skip PD too.
They work on missiles and fighters and can function as surprisingly decent 360 degree PD, 75 dmg that doesn't miss that can proc 3x or 4x per second on cruisers/caps is nice, often more effective than mounted PD because they don't care about weapon arcs/rotation speed, they don't miss and don't get wasted like flak sometimes does.

Mostly use Thundercloud on long range cruisers/capitals, past a certain point there isn't much more you can do in terms of upgrading your real weapons because you are already using your real weapons built for a desired range. At that point you'd usually slap on stuff like stabilised shields etc for better flux or have better missiles, but I like my gunships to be better at gunning and thundercloud does surprisingly good damage while also dealing strong EMP damage.

400/500 dmg, 800/1000 EMP dmg, at 400/500 flux is not bad at all. They can fire 3x per second which is 1.2k/1.5k DPS and its high damage means it can crack armor for you.

Main downside of these is it sometimes wastes flux, but the benefits outweigh the downsides imo.
>>
>>2286962
>at 400/500 flux is not bad at all
For PD primarily that's a horrible deal imho. But if you're using lenses as a secondary source of energy and emp damage on paint trading SO ship I can see that somewhat alright. Way too flux thirsty for my like tho.
>>
>>2286973
He's talking about Thunderhead, not Lens. That's the DPS+ option, not the PD option.
>>
>>2284827

Yeah adding false readings into sensor arrays is definitely a strong option, usually dont need to sit in a belt or nebula for a week though, if a planet has those its usually a 1 or 2 day job to sneak to the colony because of how small the sensor profile gets.

Sensor profile gets even more ridiculous when you're raiding a planet and the fleets that come to investigate can't find you because you have have a sensor profile of 200 or so.
>>
>>2286976
>Lens are nice on SO ships if you have spare OP after maxing vents but don't feel like upping capacitators, lets you skip PD too.
>>
>>2286932
1/3 of the thing addressed, keep going.
>>
>>2286962
I tested Thunderhead a bit in simulator with detailed combat results after making that post.
I also noticed Lens has had its OP cost at some point lowered which was nice. I guess they can have their uses, but I didn't find any niche I really liked.
For example this fit >>2284746 was a simple way to get thunderhead triggering about as good as it can (tho only in bursts and even then not at its max frequency, more on that later) but it was already very overfluxed with that. I honestly liked it better without thunderhead.
Trying to add thunderhead to ships with less dakka made it utter shit and nerfed the ship it was on. Especially if it replaced other EMPs.

>400/500 dmg, 800/1000 EMP dmg, at 400/500 flux is not bad at all. They can fire 3x per second which is 1.2k/1.5k DPS and its high damage means it can crack armor for you.
You are citing its hypothetical on-paper specs.
I found the numbers are completely different in practice.

The actual DPS output is far weaker.
But its EMP is stronger than indicated. I don't know what's up with that, something to do with hit location/arcing?
The problem is that it's nigh impossible to keep it triggering it at full rate on practical builds. Or at all. Even if you are easily maxing out the hit counter in every 5s combat data aggregate interval with literal tons of flux to spare, it only triggers about 4/5 as frequently as advertised.

However, when comparing Thunderhead's performance in DCR against real weapons with known & tested stats, its real average DPS throughout actual combat is not 1500. It's not even 150. I think it could do about 1200 burst, in theory, during a lengthy 10+ second sustained fire against a single immobile target, when all the stars align.

Basically, I found it to be just a janky pseudo-plasmacannon for fits that have a lot of sustained&focused dakka, but no projectile PD and lacking armor punch. But the armor punch also suffers from the uncontrollable hit locations, hard to quantify how badly.
>>
>>2286830
>bro the US military runs on computers from the 70s
>That uncomfortable feeling when you remember a significant portion of US nuclear silos still use 5-1/4 inch floppies.
>>
>>2286999
How'd you come up with >>2284746 to begin with?
>>
>>2287011
It wasn't my fit. I just tested it along a few other thunderhead'd capitals.
>>
>>2286973
For normal ships, I'd agree it is a raw deal.
However SO ships have an abundance of flux, especially soft flux for firing weapons, hence it functions well as a 360 degree PD as well more DPS than your weapon mounts would allow too!

Considering how the SO playstyle is to get in there, kill something fast and run away to drop shields to clear hard flux, I consider it a fine addition to the arsenal.
>>
>>2286973

Also the 400/500 flux is for Thunderhead procs, Shrouded Lens only deals 75 dmg and cost 75 flux, 1.0 flux:damage isn't as good as dedicated PD, but its not actually terrible, especially when you take into account the hitscan nature of its attack and that it does not miss nor does not waste flux/ammo on tracking and projectile time.

On paper it doesn't sound so amazing, but in practice with how difficult to shoot down stuff, I was impressed by how capable it was and what it meant for my ships.
>>
>>2286465
sovl overload
>>
>>2286999
That screenshot wasn't posted by me,
I wouldn't put Thunderhead on a flux hungry ship.

I mostly use it for SO ships which have an abundance of flux to spare on more damage + fits the playstyle and long range cruisers that lack DPS, Battlecruisers that have plenty to spare or high flux battleships like Paragon or Radiant.

They can fire up to 3x per second, but usually it is less due to insufficient hitcount, it gets better when you're running a build with lots of individual hits that don't do as much damage (and the armor crack also matters more).

I'm not sure whats up with the EMP either, but I'm happy it procs a lot and shuts down weapons.

The thing is you don't need to max out the strike rate, unless you're running a SO build. From my testing, the strike rate has a bit of a scaling where its easy to get 1 strike per second, more challenging to get 2 per second and requires a lot of dakka (usually machineguns) to get 3 per second.

I don't really have issues with the armor punch because it tends to strike the same-ish location and has decent AoE that turns that grid grey fast enough. I wouldn't put it as lower than 150 DPS though, it really depends a lot on the type of ship you pair it with.

Onslaught Mk1 with all its medium slots filled with heavy machineguns is probably the best vanilla non SO user of this hullmod.

Incredible proc rate due to how fast the guns shoot, can't get overfluxed from sudden bursts of lightning cuz no shields, no crews to lose, big 500 dmg instant hits that also deal a ton of EMP damage.

Its not an overpowered or crucial module for most ships, but the things it lets certain builds do is quite fun to play with.
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>>2286999
>honestly liked it better without thunderhead
We share that sentiment but someone did a locust triggering build a while back and this was my interpretation of that adapted to a previous needler/BPD heavy build I absolutely adore on both peg and exe. Surprised the everloving fuck out of me that missiles could even proc TH that much to begin with. And they will proc arcs at max or near max frequency once a gorillion+1 pilums start firing near point blank. The voltaic cannons are there to stop him from firing back since even that flux bank isn't nearly enough to alpha strike while taking heavy damage in return.

>only in bursts and even then not at its max frequency
That's intended as it is a dive in, burst down, dive out flag build. You probably noticed it's building up flux so much it's close to burning a hole in your monitor if you spam the ship system while having needlers on autofire. But it let me play with a new spin on a familiar ship so it's pretty neat for me.
>>
I saw someone talking about RapeSector add-ons that made the dev abandon the mod, what are those? and where I can find them?
>>
>>2287642
>pretending you don't know
>>
>>2286846
Knights of ludd is a combo quest/exploration mod and faction mod. It adds several endgame level redacted enemies as well as giving the knights unique ships. It's really good actually, probably the best faction mod after roider union.
>>
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>>2243775
>NEW DEV DIARY
NEW DEV DIARY
>NEW DEV DIARY
NEW DEV DIARY


https://fractalsoftworks.com/2025/12/08/support-fleets/
>This time it's about calling for support from your own faction, with the ever so slightest hint at what is to come in future updates
>>
>>2287650
I stopped playing wait before rapesector came to existence, when I came back to this game it was already abandoned, Joogle doesn't help
>>
>>2287685
Neat
>>
>>2287685
Going to be completely useless and dumb, I am interested in the "Oh, and speaking of things that are going to be in the next release – we’re adding a quick and easy way to lose the game."

Wonder what that will be
>>
>>2287685
>More than half a year for this garbage
Yeah, this game is dead
>>
>>2287685
WE CAN SELL OUR SHIT TO SCAVS NOW
PRAISE ALLAH
>>2287704
FAGGOT
>>
>Oh, and speaking of things that are going to be in the next release – we’re adding a quick and easy way to lose the game.
>>
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>>2287685
>In all honesty, part of the problem is just version number silliness – going to .99a doesn’t quite leave enough “version number room” for everything that’s planned before 1.0.
Alex doesn't understand how version numbering works???
>>
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>>2287685
>most interesting feature is selling stuff to scavs
>new story (but not "main" story) missions and conclusion to a particular story arc
wow, it's absolutely nothing
>>
>>2287699
do obviously retarded thing in dialogue, die
>>
dead game
>>
>>2287699
>Wonder what that will be
Inconveniently-placed Hotkey that activates the airlock button in your ship and throws you into space whenever you press it.
>>
>>2287761
that's x, it's been in the game for ages
>>
>>2287685
I would rather have RS come back than this trash
>>
>>2287685
I wonder if he'll keep expanding the Jeff/luddic church storyline or finally give the league something. I've enjoyed all the story missions a lot so I look forward to the next time. Pretty ambivalent about support fleets and detachments since mods already add that.
>>
>>2284634
>Doesn't nex change how exporting works?
I doesn't
>>
>>2286999
beam weapons anon. the secret to making thunderhead work is controlling the procc rate and pillums sound nice on paper, but you really want locusts for the job.
that's why I used the executor with glares to set up a thunderhead ship.
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>the secret to using thunderhead is to use weapons that don't work with it
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>>2287844
you read correctly.
by putting the load solely on a weapon that is better suited to proccing it, thunderhead becomes a feature of it.
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>>2287846
>>
>>2287857
learn to read, it's specifically locust + beam.
>>
learn to build ships lmao
>>
stop making a fool of yourself anon, you clearly don't understand basic mechanics and shouldn't tell people to learn something you clearly can't.

but I'll tell you what, I'll let you off the hook if you tell me how many hits per second a continuous beam counts in engine for the purposes of figuring out hit strength against armor.
>>
>>2287824
>beam weapons
>on thunderhead
>without HSA
You really are a fucking dumbass
>>
>>2287863
You're just proc'ing it via the locust alone you faggot

It only procs on any HARDFLUX hit
even ramming works for it
hell even the orion and nova fart blasts work for it
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Fuck my shit already! Sometimes it takes fucking ages to find certain weapons in enough numbers for a new fleet.
>>
>>2287719
FUCK YOU
>>
>>2287816
>since mods already add that
it aint easy being alex since any feature he could conceivably add has already been done by mods
>>
>>2287924
Why aren't you manufacturing your own weapons? Or using stelnet's market search?
>>
>>2287685
>Resupply fleets
...But why?

Staying supplied in vanilla campaign layer is so trivial that you must use mods like Perilous Expanse and Ruthless Sector to make exploration any fun.

>Task forces
What you gonna do with them without other nex features? Take out pirate/pather bases remotely?
>um well you can use this for the omega bounty or remnant farming
>t. alex
Is he just having a laugh at his players expense? Again?

>Next release
>i dont understand versioning
>t.alex
Unexpected and worrisome.

See, I have a problem with the difficulty of Starsector. This blogpost highlights it quite well. The player, even all the way to endgame, is expected to be a helpless baboon who can't stay supplied or farm ai cores without help. It's sad that such great game systems are wasted on his. And most mods just make it even easier.
>>
>>2288116
>wasted on his
*on this

>>2278827
>It would help powercreep by giving you an actual power to creep against.
>>2278927
>what kind of 'difficulty' are you looking for?
Something like Ruthless Sector's settings for buffing derelicts would be nice: Sliders to adjust base stats of hostile fleets. Should be low effort to code as well, I imagine. Works universally and doesn't require much work; no manual adjustments to stuff like individual faction ships, loadouts, fleet sizes, AI, etc.
Just let the player adjust multipliers on the fly. Give your enemies something like 1.5x time dilation and 2x armor, anything you want. Adjust up as you grow too powerful again. There, personal combat is fun again.

Autoresolve combat could also use a balancing pass to curb lategame player power (mostly for nex) but that's not as important and there's not much you can do with such a simplistic system other than add a FP penalty slider to player faction fleets.

>mods do exist that makes existing factions' fleet 3x 4x times bigger
That doesn't really make personal combat any harder. It's just more grind or more free supplies, whichever way you want to look at it. The limits of what fleet size can do are mostly dictated by the battle size mechanic.
Nex already has regular fleets as big as the game can practically support. Even if you go out your way to aggro as many blobs of a large invasion force as possible, combat encounters literally can't get any bigger due to the physical size of the drive bubbles and aggro range on the campaign layer.
>>
>>2288133
>just give the enemies 5x hp bro
You disappoint me. Surely you can do better.
>>
>>2288137
What? You don't have to do that. Sliders for anything you want to adjust.
I even mentioned extreme time dilation as an example. That's literally 1.5x to their speed, dps, system, flux, etc. Doubling armor would just counteract how overpowered even regular vanilla weapons can get when stacking individually weak damage hullmods from different mods.
>>
>>2288140
>just give the computer 250% minerals and vespene gas
Come on.
>>
>>2288140
Spare us your extreme dilation fetishes
>>
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Nia Tahl spotted in the wild
yeah yeah I know, I play the fucking loser coomer game
>>
>>2288290
did you ask noah his opinions on whatever mods he nerfed
>>
>>2288290
yoooooooo this nigga playing the loser coomer game
>>
>>2288290
we're going to molest you
>>
>DEM
What was Alex thinking?
>>
>>2288375
Hey, DEMs can work. Problem is they were prenerfed before they even came out and there are far better/more specialized options so why use them.
>>
>"This next update brings a bunch of QoL stuff that makes exploration a bit more interactive, some systems that will come in handy in the future, plus a bunch of story stuff that I obviously can't spoil"
>"THIS IS TRASH REEEEEEEEEEEEEEEEEE"
Faggots
>>
the new update seems neat
>>2287687
me too anon, i still dont really know what rapesector is
>>
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>>2287685
>Calling in a task force is ruinously expensive, which is the point – it’s something to spend the plentiful endgame credits on.
This might have interesting consequences, namely it could lead to heavy nex rebalancing.
Currently fleet requests only cost 400/FP (plus marines for invasions) and are limited by your faction's FP budget.
I think a fleet this size would cost somewhere around 300-400k. Far from ruinously expensive anyways.
>>
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Does anyone play as a wandering pirate robber? Basically no colonies, drop sniffers in only 1 or 2 factions and go for the convoys in hyperspace. Im still a noob but I was thinking in a fleet that could be somewhat cheap/cost effective but at the same time strong enough to get big convoys.
>5 pirate eradicators with 2 swarmers/the rest reapers and a bunch of short range guns as the core (heavy armor/missile autoloader/safety override)
>2 gryphon and 2 pirate falcons, each pair going on the flanks to clear possible frig chaff and then flank the enemy core (hardened shields, expanded missile racks, auxiliary thrusters on gryphon and possible ECCM where it might fit)
>I take a falcon (P) as well
>3 to 4 vanguards to act as cheap monitors (decoy, not sure if I should go for makeshift shield generator or heavy armor)
>possibly another gryphon
Not sure if its good enough. Total cost should be 1 mil plus change not counting weapons (no more than 1.3 - 1.4).
>>
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>>2287728
>there's not enough version numbers to fit in everything until 1.0!
is he retarded? just make updates BIGGER wtf. literally commandeering a prometheus and ramming it into an asteroid level of epic fail
>b-but why did it explode in my face!!??!??!
>>
>>2287895
>>2287900
Since you two are stupid, I will repeat.
Yes, I know all of that, that's the point. Hell, the info that ramming triggers thunderhead was last posted by me 2 threads ago. (If you use Orion or Nova device for damage you are either styling on enemies to the point that you don't need help or hapless to the point that you are beyond help)

You want reliable control of Thunderhead.

Since the mod takes the last five seconds into account and counts a maximum of 100 hits
(1-(100/100+x)) a large number of hits in a small time frame will spike your proc chances predictably for the next five seconds.

If you now consider that with 500 damage to 500 flux you can't lower you have a pretty meh weapon that generates about 750 flux on a capital at a 1:1 damage ratio and 1:2 emp, the only way to make this shine is to be in control of the firing mechanism.

Additionally HSA does JACK SHIT, because beams count as 2 hits per second. Even if you put HSA on, beams are, on their own, bad at triggering thunderhead unless you have 50 of them.
The exception being gazes because they deal an additional minimum of 5 hits per second (and maximum of 10) with energy explosions.

That's why you should be careful about triggering it against shields which are liable to nullify the EMP part and are based on a renewable resource. the flux trade can quickly go very unfavorable.

That's the main point for linking it to a weapon that doesn't cost flux at all can reliably trigger it

On a beam focused Abyssal Executor with two locusts and toggleable HMDs for hard flux damage (because otherwise Paragons do fuck you up) you get 5 hits per seconds against shields, keeping the proc rate low enough to not influence your flux by much, and spike to 32 hits per second against armor, with an additional 60 hits you can activate at any point. (totaling 92)

Also you two seem overly focused on using thunderhead to deal hard flux damage, when the better case for thunderhead is anti-armor & hull.
>>
>>2288705
>counts a maximum of 100 hits
Wrong. That's not at all how it works.
>>
>>2288712
He knows. It's the shitbuildbaitfag again.
>>
>>2288705
Lol your reasoning sucks and its not even how the actual code for that thing works
>>
>>2288759
I doubt he knows.
There's plenty of misconceptions/oversimplifications about its mechanics floating on the internet.
It's like some guy somewhere once checked the source and loosely described what it does, and now everyone is taking secondhand regurgitations of that info as gospel.

It seems nobody bothers to check for themselves despite the source code shipping with the game. Dweller stuff is not obfuscated. But I kinda get why: Because Starsector is a professional java codebase. Needlessly verbose and convoluted, and not just when it comes to classnames. I mean this particular class is so bad that Alex himself doesn't know how it works and had to bugfix it multiple times.
>>
>>2288779
Maybe. But if a mouthbreather like me can figure out the "hidden" files in the zip and or test shit to reasonable understanding no one short of a literal lobotomite cooling on a slab somewhere has zero viable excuse.
>>
>Use nex
>Can't keep any allies because of the retarded rep degradation system Losing rep with X because you have good rep with Y
Anyway to turn that shit off?
>>
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>>2288833
That's not from nex.
>>
>>2288833
cringe retard
>>
>>2288836
Fuck, thanks man
>>
>>2288853
It's a good addition though, what's a story without conflict? Having +100 relations with everyone gets old quickly. At the default settings it's quite relaxed for use with nex, but you can also tweak it. As it is, operatives can basically negate it for multiple factions if necessary.
Also it won't push you away from allies. It specifically pushes you away from natural enemies, which indirectly leads you towards other natural allies.
>>
>>2287728
>Alex doesn't understand how version numbering works???
Alex doesn't understand numbering, he can't conceive past two decimal places.
>>
>>2288860
I invest lot in alliances just for them to crumble in less than a year
I was allied with pirates, but I sold threat weapons to TT because I needed money and now we are almost enemies
>>
>>2288860
But what's conflict without a story? I get it but having it start just because RNG number decided it is so is both gay and sovless.
>>
I felt extra retarded and installed HMI.
Didn't have any real issues with it for a couple of playthroughs. Then I got my system blockaded by the faction and faced a 13 fleet armada. Had like 5 fps the entire fight, and my computer is not weak. King Alfonzo mods? Never again.
>>
>>2288931
>Had like 5 fps the entire fight, and my computer is not weak
Either your battle size is modded several times larger than vanilla allows or something is wrong.
I've also been having problems with 0.98 where combat sometimes runs at 20 fps while my system is near 100% idle. It can happen in a huge fleet fight or an empty simulator all the same. Alt-tabbing sometimes fixes it, sometimes not.
>>
>>2288989
I sometimes get slowdowns with Blade Breakers and some of the Ship Mastery System fights but not anything close to this.
>>
>>2287685
use case for any of that shit?
>>
>>2289279
getting users to stop asking "why can't i have my colonies send a fleet to help me"
>>
>>2287685
He literally doesn't know what to do with the game, no vision, no end goal. Just add random stuff and call it a day.
>>
>>2289279
Break all mods
>>
>>2289411
won't break shit, it's just a few rules and a fleet spawner class
>>
>game where you can't control fighters directly without using mods
>faction mod adds ships that are ass, but with great fighters
why
>>
>Be me
>Install hyperdrive mod
>Hyperdrive like the Remnant here and there shortening travels
>Accidentally somehow overdo it and appear in the dark void of hyperspace lightyears from the sector
>Luckily have large fleet with tons of supplies and fuel
>Atmosphere is plain haunting
>Out of sheer curiosity go approach one of the lights in the void
>Meet the Shrouded Dwellers
>Barely survive the experience
This was a literal HOLY SHIT moment for me
>>
>>2289608
did you survive irl
>>
>>2289638
Yeah. But damn was it a horror moment.
The Remnant? Not a problem.
The Threat? A bit bigger.
The Shrouded Dwellers? Fuck no, I'll need to change some weapon configurations to better fight them.
>>
>>2289651
kinetic with high damage frag is ideal
energy is maybe ok at most depending on the weapon, don't bother with HE
>>
>>2288290
What game? I don't understand modern games.
>>
>>2289651
Ultimately, remnant is still the hardest faction of the three. Especially if you count omega.
The new two have their own gimmicks but once you get used to them, third strikes and trascendent manifestations are weaker than big ordos.
>>
>>2289651
>The Shrouded Dwellers? Fuck no
Just bring a lot of shield breaking and you're good to go
>>
>>2289918
The difficulty of each is limited by how many you can fight at once.

>dwellers
Only one fleet via a scripted event.
>threat
At best 3 fleets (rarely all max size) in a juicy rogue planet system
>remnant
Up to 10 ordos beefed up by your core grinding in the same system. Always fun, enough to give you a run for your money.

I sure hope Alex's endgame event is something like a shit ton of dwellers pouring in from every activated gate while the threat reactivates and slowly starts creeping in from the map edges.
>>
>>2289923
>I sure hope Alex's endgame event is something like
Oh and I wouldn't mind a new p-space faction.
I don't think dwellers explain the music. There is something else beyond the gates.
>>
>>2267722
https://www.youtube.com/watch?v=ZglX4P-tpcA&list=RDZglX4P-tpcA&start_radio=1
>>
>>2289923
>threat reactivates and slowly starts creeping in from the map edges.
finally the remnants will be allowed to fulfill the duty they were created for: defend the sector.

cool stuff. so alex would never
>>
>there's not a single civilized planet outside the core (no, Sentinel does not count) by the start of the game despite the sector having been widely colonized
honestly impressive how badly they got fucked after the Gates turned off
>>
>>2289663
>>2289920
Thanks for the tip.
>>2289918
At least you can reason with The Remnant via missions for the AI Gal.
The Threat and Shrouded Dwellers?
Nah. They don't give a damn, they want you deader than dead.
>>
>>2290091
>At least you can reason with The Remnant via missions for the AI Gal.
lol
>>
>>2290091
>At least you can reason with The Remnant via missions for the AI Gal.
Don't conflate fanfiction with canon
>>
Can dual phase lance tempests be better at achieving critical mass than wolves/monitors?
>>
>>2290105
>>2290108
Wait. That's not a feature?
>>
>Civilian ships
Putting freighters and Tankers aside What are they for?
>>
>>2290629
It is a modded feature. Despite being on friendly terms with Tri-Tach the Remnant are hostile to everyone.
>>
>>2290629
it's from nexerelin nigga
>>
>>2290654
>>2290716
Goddammit. Didn't knew this was included into that mod.
Didn't see that part dammit...
>>
>>2288290
Why are you stalking Nia Tahl?
>>
>>2290629
>>2290740
You should be able to tell that it's not vanilla content. The Prism Freeport doesn't fit the tone of the game at all.
>>
>>2284474
>KoCsucker where you @?
Been intercontinental. Thanks for cluing me in.
>>
>>2284474
Been incontinent*
>>
KoCanon, is Agreus meant to have 5/4 industries so it decivs every game?
>>
>>2290920
Just checked and it doesn't and I haven't messed with the industries in a long while. Either you're running a (really) old version of the mod or there's something else adding an industry. There used to be an issue where industrial evolution was adding a custom industry and breaking the limit, this, or similar, might be the case.

By vanilla it only gets techmining and refining, and I've added military and heavy.ind
>>
>>2290838
Yeah no shit. And the remnant questline is the worst of it by far.
>>
>>2290629
>>2290740
You can't seriously be this fucking retarded.
>>
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>>2291139



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