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TACHYON edition
You play with any mods anons?
>>
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>>2297466
Speedup and cosmetic paintjobs and I'll penance by glassing Kazeron.
>>
Tangentially related,
Falcon (LG) or Falcon (XIV)? And why?
>>
>>2297479
Depends on what you want to do with them.
>>
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Is there any real benefit to getting >25 relations with a faction? Im on my second playthrough and still doesn't seem worth it, especially with the luddites
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>>2297466
>You play with any mods anons?
152 of them
>>
>>2297519
>installing games in %programfiles%
I'm surprised you even know what a file is.
>>
>>2297479
all of the (LG) variants suck because sindrian didktat is evil
t. alex
>>
>>2297540
I mean, the d-mod is captures really well how corrupt shitholes (don't) work. A good bit of lore to make sindrian diktat feel more alive.
I prefer that kind of worldbuiling to the lame questlines. Show, don't tell.
>>
>>2297559
I see.
So you did not prepare your sword as a holdout weapon while maneuvering yourself to take over the diktat.
>>
>>2297605
I did start taking estrogen while maneuvering to take over the galatia academy.
>>
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>>2297605
>he took the sword
why are you gae
>>
>>2297540
history will prove the lion of sindria to be a hero
>>
>>2297466
>look into starsector once every year or two
>does it play any differently yet, is there more to the game than building an uberfleet that wrecks everything with tacked on forgettable features everywhere else
>no, that's still the only thing to do in the game
>>
>>2297559
It is simply too crippling. The Lion's Guard is a joke and in-universe a few crushing defeats would make even the most dogmatic of factions to revise their doctrine. The sindrian crisis is also a joke, precisely because they send a pure LG fleet, when using the normal non-LG diktat ship lineup would be much more dangerous.
>>
>>2297654
its realistic
its why i mostly just play starsector as a carrier heavy arma fleet fighting a deathwar against the hivers
give war a chance
>>
>>2297655
>the most dogmatic of factions to revise their doctrine
Something something you should read up on ww1
>>
>>2297654
Why wouldn't you want to make an uberfleet that wrecks everything?
>>
>>2297666
Too dumb to do it :(
>>
>>2297665
The tactics at the start of ww1 were as different from its end as the beginning of pike and shot were to the start of ww1.
>>
>>2297671
the western empire is relying on the chinese and russians being the same human wave retards with bolt action rifles as they were 50 years ago, don't be rude
which they mostly are actually, except now they're human waves armed with missiles, nukes, countless drones, and high tech aircraft (in the case of the chinese)
>>
>>2297671
Not really. Tanks were just a fancy addition to run forward and hope for the best.
>>
>>2297685
you have no clue what you're talking about
>>
>>2297479
LGs can be easier to get than regular eagles, more convenient with their in-built solar mod and allow for some very fun if weird builds. XIV is standard eagle but slightly better and harder to get.

>>2297671
Nice shitpost. When are we getting a new ironically godawful baitship?
>>
>>2297798
>t. frog right before getting raped by a german blitzkrieg and praying for daddy america to save him
>>
>>2297654
>getting wrecked by spicy cloud rape fleets
>getting wrecked by [SUPER ULTRA MEGA REDACTED] rape fleets
>getting wrecked by modded rapefleets
>getting wrecked by modded secret bosses
there's plenty to do, niggy! chin up
>>
>>2297559
Dmod makes zero sense because Phil knows how starships look inside, his tech guys know how to mass produce "new" variants and bulkheads are the most basic bitch mod available to everyone.
You could just slap built in but not free reinforced bulkheads on LG stuff to prove that poutine man dummie baddie for wasting precious OPs to save few worthless mulattos.
>>
>>2297615
>no sword
you lack the officer spirit
>>
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>>2297479
LG for memes, XIV for everything else.
>>
>>2297479
Basic or (P), lg is fucked and falcon 14 doesn't get enough op or flux for all the speed it gives up.
>>
>>2298098
remarkably retarded take
>>
>>2298101
If I wanted a slow falcon, I would use an eagle
>>
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I tried eradicators, saw the light with the targeting range boost and accelerated feeding hypervelocity/maulers, and then got owned by high tech ships with their difficult to flux damage shields and SRM spam. One step forward, two steps back...
>>
>>2298162
Sounds like your kinetic to he ratio is off.
>>
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>>2298093
You forgot one:
>>
>>2298176
so much to learn...
>>
>>2298187
>>2298194
What are you even getting from pretending to be retarded?
>>
>>2298162
>HVD mauler
turns out that you can't just bore HT to death
>>
>>2298162
Do you stall the fuckers with fighters/monitors? Also, on aggressive, your ships will advance up to the shortest range non missile weapons including PD.
>>
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>>2298259
>Do you stall the fuckers with fighters/monitors?
no, I crawled towards them with 7 eradicators (didn't have DP for more) all with pretty much the same loadout aside from whatever missiles and PD I could find (yes, I realize now that was dumb; I am still learning this game and what ships can/can't do). I feel like I could maybe make some compromises like putting a fighter bay in some of them or seeing if I respec a few of them around the unstable injector, but I just don't think the fleet comp is going to work against larger fleets if I can only field 7 of them (and I assume one more if I capture some of the in-battle objectives). I will try them a bit more to see what I can do, but I feel like I have a better idea as to what the eradicators can and can't do on their own.
>Also, on aggressive, your ships will advance up to the shortest range non missile weapons including PD.
noted.
>>
>>2297615
If you do not feel the desire to be drenched in the blood of your enemies and those that would consider to be enemies in your veins, you have lost your claim to personhood.
>>
>>2297806
but anon,
ICH BIN DER BLITZKRIEG
>>
>>2298351
Settle down troonkler
>>
>>2298358
why hasn't erdogan had him executed
>>
>>2298358
contrary to you I not only content with my in build package, but happy to the point of smugness.
so keep dilating.
>>
>>2298364
Because he's a garbageman in germany iirc
>>
>>2298364
you send your worst abroad, to weaken whoever is dumb enough to take them in
>>
>>2298370
chances are, if you here with a half way stable internet connection and speak somewhat fluent english, your government is part of the crowd that takes the deal and thinks they are smart.
>>
>>2297466
Bitch the other thread still isn't in page 11
What the FUCK are you fucking doing
>>
>>2297559
>A good bit of lore
It's awful. Apparently "exposed conduits running along the passageways" are standard in Starsector ships, and these conduits dissipate flux directly into the passageways. We don't know what specifically flux is or what these conduits do, but these conduits must indeed be very hot to radiate enough heat to noticeably affect flux dissipation, and overheat just because of some paneling. Oh, and crew casualties are randomly increased by 10% somehow, presumably because "passages are a bit narrower".
It's a clumsy and unsubtle piece of nonsense.
>>
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>>2298187
Bruh. >>2298093 are old carousel builds before alex took HEF from eagle(lg). The main battery is optimized around firing one just as the last finishes and you have something in the sleeve to either burst him down or to apply pressure. The neat part is both adaptable to SO or longer range builds and it's AI friendly if you setup the behaviour and weapon groups correctly. You can also get aurora firepower on a less suicidal and cheaper eagle.
>>
Are DEM missiles underrated? They seem quite versatile with good damage per nr of charges/DPS and can target small and large targets alike.
>>
>>2299125
They're very good at shitting on smaller ships, not so much at fighting ones of an equal class
>>
>>2299125
They're interceptable, expensive, do fuck all damage and have little ammo. So not really.
>>
>>2299125
>the only missiles worse than pillums
>>
>>2299130
If you have enough clutter going off, stuff like an hydra looks good. But yeah, you need distractions.
>>
>>2299152
Or use literally anything else for greater effect
>>
>>2299156
Squalls basically.
>>
>>2299162
Sure. If a paragon looked at your oldslut wrong you gotta do what you gotta do.
>>
>>2299125
Gorgons and Gazers are solid enough, Dragonfires are on the eh side of things.
Also what the fuck is this new captcha
>>
>>2299461
Dragonfires would be fucking amazing if it wasn't for the pitiful ammo count.
>>
>>2299125
my experience is that all the "beam" missiles are great on paper, but if there's any signifincant amount of enemy PD or fighter screens they're going to be wasted.
>>
>>2299464
And if they used missile modifiers and triggered instantly and didn't spread damage all over...
>>
>>2299506
>And if they used missile modifiers
m8 it literally says they do in the description
>>
>>2299461
dragonfires are fucking amazing. I've seen these things chase down Radiants going through like three panic skimmings and still hitting.
>>
>>2299543
Yeah, meant to write energy instead. Too much shitposting today.
>>
>>2299566
HSA on dems would be hilarious
>>
>>2299575
wouldn't actually make much of a difference

now, HEF on the other hand...
>>
>>2299575
Gives you a reason to use both HSA and DEMs with one simple change? Holy shit, that sounds like a perfectly good idea so alex will never implement it.
>>
>>2299506
nah just more ammo is enough
Emergent Threats adds a few ships that have methods to slowly regenerate missile ammo and Dragonfires are kino on them.
>>
>>2297466
Haven't played in forever, what's a good starter ship.
>>
>>2299732
Apogee
>>
>>2299732
Executor
>>
>>2299551
They're really good as missiles but you just don't get enough for the price, IMO.
>>
>>2299732
That hasn't changed since forever
>>
>>2299732
legion xiv
>>
>>2299732
A bunch of mules, cerberus, geminis, buffallos, phaetons, 4-5 frigates like wolves/vanguards and maybe a cruiser of your choice so you can trade/smuggle while planning the actual fleet.
>>
>>2299732
Anything other than >>2299815
>>
>>2297682
>high tech aircraft (in the case of the chinese)
Bely implessive!
>>
>>2299815
>vanguards
lol
>>
>>2299943
Its early game. All you need to do is fend off shitty small pirate fleets and escape from the others. You are not fighting, you are trading so you can buy a proper fleet and then your real game starts.
>>
vanguard is the best frigate in the game, hth
>>
You don't know SHIT about frigs unless you've killed the hypershunt doritos with a hound.
>>
>>2299995
lol
>>
>>2299997
>he couldn't do it with a kite
>>
>>2300031
>kite
Not worth my time unless it's by Yasuomi Umetsu.
>>
What do you do with the missile slot of a tempest?
>>
>>2300058
the same as with the rest of the tempest, laugh and use a real ship instead.
>>
>>2299995
one of desu
made my pather playthrough very enjoyable, together with a bunch of other shitbuckets
>>
>>2300058
swarmers
>>
>>2300058
Always wondered how OP can be spamming sunders and tempests using wolfpack tactics and Augmented Optics + Integrated targeting unit.
>>
>>2300088
Vanilla without fleet size increasing? About OP as losing half your fleet to a single radiant if I had to guess.
>>
>>2300113
Yes vanilla. maxShipsInFleet is a vanilla setting.
>>
>>2300113
Should work to fuck with core fleets. CR might be problematic though (needs skill and hullmod).
>>
>>2300191
>Should work to fuck with core fleets.
I'd honestly be surprised. Sunders especially are in an extremely bad state last few patches.
>>
Latest KoC is out!
https://fractalsoftworks.com/forum/index.php?topic=23393.0

>>2300061
>>2300058
Or retrofit it for moar dakka.
addship luddpest - you're welcome
>>
>>2300225
Uhhh we don't post cheat mods here.
>>
>>2300225
Oh yes, having to use dedicated mods to make it viable makes it viable without those mods. Fucking hell, the brain on you people.
>>
https://fractalsoftworks.com/forum/index.php?topic=34632.0

Has anyone tried this? The premise sounds great
>>
>>2300058
neutron or am torps
>>
Does Armored weapon mounts mod actually protect weapons against EMP or is it just damage?
>>
>>2300301
this is just gay sex
>>
>>2300335
well, did you try it?
>>
What are our thoughts on savescumming the “scan object in the outer reaches of the star system” quests?
>>
>>2300411
never take those missions. complete waste of time.
>>
>>2300411
I waste too much of my life on wageslaving to care about savescumming beyond DSP levels of it (see: https://www.youtube.com/watch?v=pRd20xaoChM , one of the greatest dsp videos of all time)
I respect anons who get gud enough to ironman a game and suffer tedious bullshit, but I'm too casual for that
>>
Are low tech stations just a downgrade over high tech ones? I wanted to do a luddite run but I feel like the low tech stations start melting the moment anything breathes on them
>>
>>2300759
Yes, but you don't really need to care unless you're going to be bringing your station into active combat a lot. Could be wrong but I don't think there's an auto resolve difference between them so for the purposes of defense they should be the same.
>>
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I'm asking again since last time I got no serious response. Is there any good reason to update? Or is this still the latest version?
>>
>>2300310
>Does Armored weapon mounts mod actually protect weapons against EMP
Yes. Armored weapon mounts increases the weapons health which means it will require more damage from any source before being disabled.

EMP damage is functionally the same as regular damage when applied against weapons/engines but they can have separate modifiers attached. for example, Distributed Fire Control reduces both weapons and emp damage. The EMP stacks on top of the weapons damage reduction, meaning it gives -75% EMP weapons but only gives -50% EMP for engines.
>>
>>2300959
No it's not the latest version
There is a website
How did you not know?

The update was 9 months ago
>>
>>2300959
There's nothing wrong with the update. I don't see why you wouldn't.
>>
I was outside yesterday and suddenly I was wondering why I was hearing The Music™
I turn around and see one of those Cadillac EVs rolling the road
they sound almost exactly like the Ziggurat it's freaky
>>
>>2301430
>ziggurat's experimental technology is just it being a fully electrical starship
straight out of mammon's darkest nightmares
>>
>>2300411
I did that once, and then never again. Those missions aren't worth your time.
>>
>>2301488
Very few missions are worth your time when you think about it.
>>
>>2301495
the unfortunate truth
I make 1000% more cash from scavenging the sytem and a few systems in the area then I do the payout of any "go to x system and do y" mission
>>
>>2300959
>Is there any good reason to update?
Your version is dogshit
New version has new java
You are a faggot and you should honestly kill yourself
>>
>>2301575
harsh but fair
>>
>>2301495
A trade mission earns money faster than anything else you might be doing.
>>
>>2300225
YOU MAD MEN, YOU MADE IT REALITY
nice
>>
>>2301600
I wonder if we could implement actual missionary work for the luddic church
>>
Is it viable to starve the Threat? I've only managed to beat them with decapitation strikes, but destroying the swarms on their way back to the fabricators means they'd eventually run out of fuel. Does anyone do that?
>>
How does the new colony management work? it looks like scattered colonies are viable now than focusing every colony be in the same star system.

As high command aren't capable of destroying raiders
>>
>>2301655
The CR restoring swarms have like 3000 hp, killing them is a bitch.
>>
>>2301691
How?
What changed that made it better?

Also when will the ability to conquer colonies without mods be added?
>>
>>2301749
The point of building every colony in single star system was your patrols taking out faction raids, but with the new colony threat meter, faction raids cannot be destroyed by your patrols anymore
>>
>vanilla Starsector
All factions are in a perpetual deadlock, no one has the diplomatic acumen or industrial and military might to unite the sector, so factions are in a low level cold war, some raids, some skirmishes, some intrigue, nothing else really
>Nexerelin
TOTALENKRIEG FREE FOR ALL BATTLE ROYALE PLANETS CHANGING HANDS TWICE PER MONTH MASS DEPOPULATIONS EVERYWHERE

taking planets should be far more costly to make this work
>>
>>2301655
it works in theory, but it's tuned to make it unviable
>>
>>2301691
yes, there's little reason to bunch up your colonies now. all threats will focus on your biggest colony.

you could settle gigaindustry and military lava ball in the same system, i suppose
>>
>>2301694
true, but the CR of Fabricators is capped at 70% and similarly the number of Fragments also has a cap. So destroying a large number of ships fast will result in some CR and Fragment loss that won't be recovered.
This helps 'starving' thread fleets, but...

>>2301655
the amount of PD you need to effectively starve threat by destroying fragment swarms is too ludicrous.
The only feasible way is to combine overcapping with outlasting the Fabricators relatively low 70% max CR. You will get malfunctioning Fabricators in particularly long engagements like third strikes with support fleets this way, but honestly, it's not worth it.

Decapitation strikes really do work best.

>>2301797
Yeah, it usually doesn't help the big faction raids, that's what befriending the pirates is for.
But it does help with the small hostile fleets disrupting shipments and tanking stability.
>>
>>2301655
The first time I fought the threat I had a really slow fight that lasted ~10-15 minutes because I basically only had a single command type capital that the threat were too afraid to approach but also didn't have the speed to catch them or burst to kill them. Wouldn't say it's ideal, but it is possible to outlast the threat.
>>
Currently experimenting with how to add a little flavor to the colonies.
>>
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modsector is dumb
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>>2301979
Use spice
>>
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>>>>a starsector thread under a bajillion replies
oh goodie! I have so many questions
>what's happening with the game itself?
>what hip new mods have come out in the past 6 months?
>what popular mods are dead now?
>what stories do you have from your playthroughs?
>where are the popular "non-forum" mods? those silly mods that give the forum jannies and trannies quite the hissyfit!
>>
>>2301832
Why would Alex do that?
>>
>>2301983
>but i don't want to make heavy machinery, i want to make dinosaurs
>>
>>2302050
it took him like ten years to add a strafe toggle and the default is still backwards. he can be a bit pig-headed.
>>
>>2302058
Turns out you only need dinosaurs and commerce. Guess it makes sense since I'm the first one to think of it in the entire sector. But holy shit people really love them dinoes.
>>
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>>2302071
>>
I hate Alex
>>
Starsector is probably a side project
>>
>>2299732
Want to tank all hits without effort while afk taking a shit?
Monitor frigate is a great flagship choice!
>>
>dinosaurs in starsector
it's over
>>
but are they fantasy dinosaurs or feather dinosaurs?
>>
I'm getting fucking tilted at Highfleet, makes me want to play Starsector again. At least there I can fight against an enemy with even a PORTION of my forces instead of a series of 1v1s where a single unlucky shot cripples your ship god I am so mad
>>
>>2302058
https://www.youtube.com/shorts/1n-Y1r8S_1Y
>>
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AAAAAAAH!!! MK.I SAVE MEEEEEEE...!!!
>>
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>>2302480
not even the dangerous one

fuck these guys, alex why are these things more threatening than the rest of the shroud fleet put together?
>>
>>2302448
Just the other day I was thinking about how much better Highfleet would be if it had Starsector's top down combat, or how much better Starsector would be with Highfleet's fleet mechanics.
>>
>>2301825
That's why basically everyone disables invasions in Nex
>>
>>2301691
>>2301797
Don't you still have to worry about trade/supply convoys getting intercepted between colonies?
>>
>>2302594
you've never needed to worry about that, the impact is negligible
>>
What happened to RS? No updates in a year.

Does it still work on the newest update? I could live with losing most of my mod list if it does.
>>
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Venture (LP) as a player ship
>remove shitty D-Mod
>1x Heavy Blaster
>2x Thumper
>2x Swarmer (S)
>2x Sabot (M)
>Heavy Armor, Safety Override, Insulated Engines (if it fits)
>not even sure if has enough OP/Flux but gonna try it anyway
Looks interesting.
>>
>>2302865
>it doesnt have OP
Shit! Need to downgrade something.
>>
>>2299732
Buy a Mule, smuggle and trade until you can buy whatever you want.
>>
Im confused with the independent faction allegiance. Does everyone in gray actually belong to them? Wiki is vague on this.
>>
>>2302990
everyone in that color is independent, yes.
>>
>>2302990
Everyone grey is indie but it's possible for them to be working as mercs for TT or hoist the black flag if you're in deep space and they decide wrecking your fleet will be easy money compared to scavenging
>>
>>2302990
The Persean League is a bunch of independant polities all banded together under a nato accord in the name of self-defence. It's planets are held by varying border-world barons, self-declared regencies, and adminstrators of penal-colonies that dabble in hand-holding. They have a very strict, "fuck with one fuck with all" policy that also extends to "if we can fuck you and take your shit we'll do it".

The independants, similar to the persean league, are a bunch of independant worlds but their group policy is much more peaceful in that they're space switzerland. Choosing a stance of non-aggresion and abstaining from all conflicts in the sector, they're not an offical faction but they do benefit from sharing information with each other.
>>
>>2303012
mercs are a separate faction
>>
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>>2302990
'Independent' is just a vague term for Spacers who are unaffiliated to any of the main factions in the Sector.

For them, the Relationship metric works more like the reputation that the Player among the unaffiliated planets, traders, mercenaries, miners and scavengers who are not flying with the colors of a faction.
None of them owe any allegiance to each other, but how you treat one of them affects how you're perceived by all of them. If the player is constantly raiding merchant convoys, people are gonna end up seeing the player as no differnt from any of the pirates of the Sector, while if the player earns a positive reputations trading with them then people are gonna see hims as trustworthy.
>>
>>2302865
The only offensive trick this thing has is missile burst. Gun firepowers are lacking compares to even a falcon.
>>
>>2303071
>all smugglers, neutral merchants, mercenaries, bounty hunters and scavengers are actually independent
Ok then.
>>
>>2303101
Yeah, but it has good armor and fart bombs.
>>
>>2303142
*for speed
>>
If i play a run where I avoid High tech ships, what are the Low tech and/or Midline strategies to counter or at least not get buttraped by hightech threats?
>>
>>2303273
2/3 Kinetic, 1/3 explosive/frag for the win with a few finisher missiles if available (hammers/reapers/breach). I think the biggest problem comes from EMP and the 2 hullmods that protect against it are not enough on its own so you might just distract them with frigs and fighters.
>>
>>2303280
I've never used the EMP defense hullmods, didn't seem like they were worth the OP. My thinking problem is finding an alternate to Omens to use as a PD screen. Are monitors adequate for that or should I just spam Centurions stuffed with all the PD. Also extra crew for all the fighter losses.
>>
>>2303289
Bro, Monitor is basically a frigate-sized Paragon minus the weapons.
Its more than adequate for tanking damage lol.
But their PD screen leaves much to be desired with having only 2 flak cannons.
>>
monitor is virtually cheating, no fun in it
>>
>>2303299
I'm talking about point defense escorts, I know a monitor built right is unkillable, but I'm worried about killing missiles and fighters in a frigate DP. An enforcer is too slow to be a good escort and the Manticore's Canister flak is not worth the twice the DP of a frigate and not too good flux stats.
>>
>LT
dual flak
>midline
burst pd

add the pd skill if this is insufficient (it's not)

>escorts
nah
>>
Ion Pulser + Pulse Laser + Safety Overrides + Dual Swarmer is the only wolf worth a shit for small skirmishes (non-market meme weapons dont count).
>>
there's no wolf fit worth a shit
>>
rapesector updated yet?
>>
>>2303527
lol
>>
>>2303528
damn
>>
>>2302515
because they have the arguably most dangerous beam weapon in the game stacked multiple times and at a 2000 range and only ever open their 360° shields to fire.

they are, in fact, good design, because without them EMP resistant low tech fleets would utterly and completely dominate shroud fights.
these fuckers in particular though get hard countered by good shields on a ship that can fire back at them while taking the beam.
>>
>>2303623
>they are, in fact, good design, because without them EMP resistant low tech fleets would utterly and completely dominate shroud fights.
>these fuckers in particular though get hard countered by good shields on a ship that can fire back at them while taking the beam.
You sound like a cuck. On the one hand you complain because lowtech would otherwise counter dwellers and on the other you're praising hightech for doing so.

I'd actually be perfectly happy with lowtech countering the dwellers (and high tech countering threat) but people like you ruin it with your hightech=besttech mentality.
>>
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H-how is this faction allowed a continued existence?
>>
>>2303623
>arguably most dangerous beam weapon in the game stacked multiple times
It's not a mining laser.
>>
Is the one yellow skill the only way to get rid of d-mods in vanilla?
>>
>>2304204
Just click the "restore" button my friend
>>
>>2304207
Oh yeah I guess I should say its the bottom of the refit screen
>>
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>>2304207
AIEEE now I look like a dumbass
>>
>>2304214
Well if you never clicked it before just calling it restore doesn't elaborate on what it does.
>>
>>2304207
nta but I have caught myself, as a gajillionaire making 3m+ per month from colonies, finding a ship I want with some dmods on it and thinking damn I gotta drag this around for a while before it's back to peak strength that sucks.
the restore button just feels so shitty early game that you completely forget it exists.
>>
>>2304222
The fact its down next to things like strip, weapon groups, and auto fit probably doesn't help
>>
>>2304204
>get rid of d-mods in vanilla
...why
>>
>>2304230
I don't like them
>>
>>2304234
you hate ships costing only 56% DP or something?
>>
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>>2304075
ikr gotta keep that shit in stock if you want to do business
>>
>>2304248
he's got crippling autism with ocd tendencies, please understand
>>
>>2304248
I just like my ships pristine, okay?
>>
>>2304234
Damn right, pristine ships only
>>
>>2301600
Wut? Trades bring 40k max, while good old smuggling get you your first million in first ten days of play.
>>
>>2302594
Nah, dont give a shit about delays. Getting your colonies always raided is annoying.

I spread around and use nerexlin gift a planet to get some hegemony bois protecting the space with my designated raiding target.
>>
>>2302593
I love totalenkrieg. Makes me feel I am not the only one bad
>>
>>2304284
*laughs in 32 DP radiant and 22 DP onslaught*
>>
>>2304302
Are they really effective in combat?
>>
>>2304306
NTA but from what I understand its just OK if you raw dog it, but you autistically micromanage which dmods you have on your ship to only have ones that don't matter its pretty strong.
>>
>>2304306
yes, dmods really aren't a big deal in the first place and derelict operations is hilariously overpowered
>>
>>2304306
refer to >>2304322
but in short 2 ships with separate hp and flux pools operating at 80% and still with full weapon damage beats one ship with officer operating at 120%
>>
>>2304291
Don't trading quests get better the more you do them?
>>
>>2304348
i think it's just based on your current cargo capacity
>>
>>2303782
>there is only high tech or low tech
and you sound whiny bitch that has been skullfucked by a paragon a few too many times.

jovial talk aside I find the dweller fight remarkably balanced towards either direction.

the only thing that sucks is the supply cost from restoring armor, but lowtech and a stupid logistics profile go together like high tech and light shows

>>2304124
right, it's an LR PD Laser.
>>
>>2304529
>>there is only high tech or low tech
nta but I can't imagine not enjoying midtech
>>
>>2304536
It's mid
>>
>>2304544
Give em the middle finger more like it
>>
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>>2304291
severe lack of cargo capacity
>>
>>2304248
i hate derelict operations and niggers like you with a burning passion
everything fun in this game gets nerfed because some autismo stacks dmods and alex nerfs things that are not even strong in normal gameplay
>>
>>2304711
>is retarded sperg
>calls other spergs
>>
>stacking dmods with the dmod stacking skill?
>fucking min maxers reeeeeeeeeee
>>
>>2304708
>Contract exceeds max capacity.
I hate the way alex has set this shit to scale. For shits and giggles I filled my fleet with nothing but Atlas' and the game was still offering me contracts over max.cap.
>>
>>2302865
Improvements: Sabots give anti-shield alpha and the ship has shitty flux. 1 Pulse laser for general pressure and 2 mining blasters to give pain once shields go down (fast flanker/assassin). S-modded Heavy Armor and other stuff like armored weapon mounts, anti-emp and insulated engines, along with safety overrides.
>>
>>2304726
First time I took a trade mission I didnt even check the amount and all of a sudden the whole cargo bar was red and my fleet drifting in space unable to move (had to reload). Alex should code it to give you the max based on something like 90-80% of your current cargo capacity to account for possible supplies/fuel.
>>
>>2304711
bruv.. what crawled up your ass and died? should i stop using kinetics to break up shields as well lmao
>>
>>2304726
it did not exceed max capacity i just had a lot of shit on me
>>
>>2304714
>thing exists
>thing is not op in any normal fleet
>thing becomes op when stacked in a fleet of cheap to deploy dmod ships
>better nerf thing t. alex
if you dont see the issue with this making the game worse overall you are retarded
>>
>>2304814
>normal fleet
a normal derelict ops fleet IS full of dmods you inbred retard, the reason its op is that alex cut the penalty for dmods in half, likely to appease seethings autists like you
>>
>>2304914
nta but you sound like you have a couple of d-mods yourself pal
>>
>>2304934
simply replying in tone
>>
>>2304936
I mean, shieet. What are you nigs even arguing about. Oh no, someone plays the game slightly differently than me but still in a perfectly legitimate way. Fucking hell better sharpen the stake and bring out the pitch and feathers lmao.
>>
didn't pay attention to the discussion but I raped everyone above this post btw
>>
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>>2298684
I never could make a build for the Eagle/Falcon that didn't just feel like anemic dogshit.

The only build I ever got to work was a SO build with MGs and Chainguns.
>>
>>2305085
Have you tried building them for fleet operations and working in tandem with carriers vs 1:1 sim builds?
>>
>>2305085
triple phase lance plus advanced optics is about as offensive as it gets without SO. they're fundamentally line-holders that push flux for the rest of your fleet.
>>
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i was going to make some shitpost about pulse eagles being peak performance, but all i've got to say now is jesus christ this thing is op-starved
>>
>>2305113
>loses to SIM Venture
>>
>>2305113
You should send that to alex. It's so crap I bet he'd make it lg standard fit.
>>
>>2305121
eagle_LG_Assault is so fucking bad it'd be an improvement
>>
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>>2305126
True. Meanwhile try related for early game bullying core fleets and bounties. You can swap the middle cannon for dual flak if you're concerned about torps and absolutely do not put expanded ammo on it. As for s-mods I'd put a converted hangar and stab shields on it, maybe also hardened or flux adjustors for even more stamina.

>vents
I mean if it's a line brawler you'd want it to take punishment while dishing out some in return. Vents are nice but they won't win you hard flux wars.

>pd
Put a wing of wasps or bring a pair of herons if it's a concern.
>>
>>2304914
seeing your reading comprehension is on the level of a brick im going to stop bothering with you now
>>
>>2305177
rejecting the stupid shit you're saying is not the same as misunderstanding it
>>
>>2305143
>2 Pulsers, 2-3 mining blasters, one heavy needler, 2 swarmers
>adjust remaining turrets accordingly for hardened shields+safety overrides and unstable injectors (if it fits)
Is that the best anti high-tech brawler in the game?
>>
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>>2305091
Funnily enough the last time I tried to make a midline most of my ships with Drovers/Eagles/Falcons and a few Herons.

The Eagles just feel.. weird. I don't know. For 2 DP more you get the base Eradicator which just fucks the mouth of every other cruiser in the game with the exception of the very strong ones like the Aurora. Then again, there's always the high tech cruiser that facefucks the most. The Anubis
>>
>>2305224
Fair but I do enjoy the flexibility of them. They're very nippy, got several flavors of sidegrades and all widely available, happen to use slots I really enjoy using and have all round good stats. Work well on any role including but not limited to AI filler or batshit insane aggro builds which make for some very fun flagships.
>>
>>2304708
This mission type I feel should have an extra option to allow you to make several trips to deliver the cargo, such as either half the amount of cargo you have to carry (alongside the pay), or allow you to ask the quest giver to fill your fleet with the resource, make the partial delivery, then come back to the quest giver for the rest of the load.

I'm aware that you can pretty much do this storage inventories on planets, but I feel that is mere existance trivializes alot of the game, specially with how cheap and safe they are.
>>
>>2305285
storage is safe, but it sure as shit isn't cheap if you use it more than momentarily
>>
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>>2305304
>isn't cheap
>>
>>2305311
go on, leave a kilostack of heavy weapons somewhere and see how the bills stack up
>>
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>>2305325
>>
>>2305311
He cant leave it in free storage stations because hes talking about trade missions (taking a portion of the cargo to the destination with several trips).
>>
>>2305330
Elaborate. I'm aware of the sit on x until a convenient mission of provide fuckzillion x pops up but this multitrip is news to me. And why wouldn't he be able to use free or colony storage?
>>
>>2305304
Bro, Storage is extremely cheap. The only way it's getting reasonably expensive is if you're storing capitals or unique items on another faction's planet.

Not only should storage be more expensive to store shit on, but storing things outside your fleet should have consequences if done irresponsibly.
Something like Storage locations being at risk of being raided by Burglars much like the player can use Marines to steal ships in low-security storage docks.

Make the security of a Storage be dependant on the Stability of a planet, and the risk that a Storage room is raided be higher depending on how much expensive stuff you have there.
So storing some cheap or bulky stuff in a high security planet has low to zero risk of being stolen, while storing capital ships or unique items and expensive commodities in low security dump planets should run the risk of having all of your shit stolen.

Storing stuff in your colonies is free, but also runs the risk of being stolen in low Stability worlds.

>>2305328
Abandoned stations being the most unsafe of all.
If you wish, the player could have the option to somehow refurbishes one using a single payment of Credits, Marines, and Supplies, so they can store items there for a flat montly free, or something.
>>
>>2305337
the risk/reward and ROI on storing shit in abandoned stations already makes rented storage a bad joke, increasing the price would be utterly moronic
>>
>>2305338
Because you're not supposed to just increase the price, but make it absolutely moronic to try and store stuff in an undefended Abandoned Station. Storing your stuff in a Abandoned Station and leaving it there for more than a month or so should trigger an event that's a wake up moment for any new player:
>"What, you thought storing all of your loot in some rundown stations was a good idea and wouldn't have consequences? Think again retard, it all got stolen by Pirates!"
>>
Kill luddics. Behead luddics. Roundhouse kick luddics into trashcans.
>>
>>2305346
>t. dicless
>>
>>2305347
Annihilate luddics with rift torpedoes.
>>
>I-i-i-is.. t-that... A GLOWING RED CLOUD AROUND YOUR SHIP?!?!?! BY THE HOLY PNEUMA A DEMON FLEET FROM HELL ITSELF AIIIIEEEE SAVE ME LUDD!!!!!
>>
>>2305342
i didn't read any of that shit you wrote about how things aren't
>>
>>2303527
I heard the rsector dev had a meltdown over some people wanting to make their own rsector content or something, so he's planning to make the mod closed source.
If this is true, i don't think that mod can be trusted anymore, feels like the guy's one step away from including malware in it.
>>
>>2305383
I heard a local gaslighting futafag was involved and is still seething over being BTFOd
>>
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This is stupid but incredibly fun. I love devastators.

It's not great against actual fleets, Ordos, Kill Fleets, threat, shrouded etc. But if you can put this together early it's a very fun bully.

Need to find shield stunt and a XIV version of this for maximum hull tanking stupidity.
>>
>>2305399
It's Dominator. At best it's going to be fun but stupid. Much better than the usual underwhelming and shit.
>>
So, Shrike is an actual better strike destroyer than the Medusa and the scarab is a better strike frigate than a wolf? By strike I mean approach, attack, fuck off without dying, repeat.
>>
>>2305432
I mean under AI control ofc.
>>
>>2304075
>H-how is this faction allowed a continued existence?
Some planets are just better off blown up to mine the core of its very VERY rich minerals

Heck Earth's core is almost 70% gold and platinum
>>
>>2304708
It's got a long duration for a reason
you're allowed to ferry it back and forth in installments until its fully delivered

>>2304726
skill issue
>>
>>2305437
Iron and ferrite compounds in general actually. Most gold is surface and meteoric in origin.
>>
>>2305440
A lot of Earth's original gold are in the core after sinking to it billions of years ago
It's actually why earth's magnetic field is so strong compared to other rocky planets of similar size
>>
>>2305444
Yes, Earth's magnetic field is so strong because it's comprised of non magnetic gold.
>>
>>2305439
yeah thats how i completed it just had to pay for storage on both ends to temporarily hold some of it
>>
does the game have any tutorials or recommended videos to watch to learn?
>>
>>2305511
grumpy thumper has some basic bitch explanation videos if you are completely new
>>
>>2305511
The actual game tutorial is pretty shit, but the main menu missions kind of work as a trial and error tutorial to experiment with things. If you can do all the main menu missions you probably can do 90% of the in game combat.
>>
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When I stated this shit bash I was thinking "fast attack with a medium missile" but it's ended up looking like some kind of pugilist ship.
>>
>>2305432
>By strike I mean approach,
sure
>attack,
yeah
>fuck off without dying,
lol
>repeat.
n/a
>>
>>2305664
>fuck off without dying,
>lol
This is an AI issue. The ship is fine but the AI seems to insist on using the plasma burn to break the line and yolo.
>>
>>2305432
>>2305435
medium energy slot is pretty fucking horrible for ai usage on anything other than harbinger because most of the weapons want to go all in to finish the kill and the ai is really bad at doing it
>>
>installed AotD Dreams of Past
>cryosleepers are useful and can get two colonies to size 7
>the ark can make one colony to size 8
>>
>>2305690
I've noticed that the higher the alpha/flux per shot and the smaller the ship the more dangerous it gets. Basically one should be careful of abusing blasters and they should never be linked for AI control. On a side note, I think medusa should get a buff. The phase skimmer teleport is a bit too short for it and higher speed ships are better.
>>
>>2305677
only in so far as anything dying is. the shrike dies because the shield has poor coverage and isn't really that tough and the hull is complete paper. the most common cause of death for a shrike is shit like a reaper overload, harpoons sneaking past the shield arc, or fighters shooting straight through its rear 'armor'.
>>
change its system to manjets and it'll still go pop all the time
>>
>>2305677
>This is an AI issue.
>Release the hounds
>ACG's everywhere...
>Enemy capital has frontal shields
>5 Hounds slip behind it and bring it down to a sliver of health ("Nothing personal kiddo")
>They pull back and insist on sitting just outside of their weapons range but stay within the enemies PD envelope
>Watch them slowly get picked off one by one by a flak cannon when a single hound could slip forward and take it out with ease
>Alex: "Working as intended"...
>>
>>2305739
>select ships
>right click enemy ship with them
>problem solved
>>
>>2305399
I think you may be better off with 3 med sabots.
>>
>>2305399
weak to anal
>>
>>2304711
Where is this nerf?
>>
>>2305739
>give unshielded ships weapons with such short range they can't kill the caps without dying in the explosion
>complain that they won't suicide without an explicit order, but will continue flanking the target
yeah it's fucking WAD, retard
>>
inb4 uh if you sit on exactly this pixel you can kill it with fading shots without losing more than 70% hull
>>
>>2306068
>AI lingers within the enemies weapons range but not its own
>yeah it's fucking WAD, retard
There are two none-retarded options, either:
>The AI attempts to get close enough to use its weapons
or
>The AI attempts to back off far enough that it can't be hit/caught in an explosion
You're acting retarded for pretending it's acceptable as is.
>>
>>2306144
>wtf why is my hound staying 2000 su from this paragon it's only got a lrpd
it should stay there because in fleets not made by an idiot the situation is highly temporary
>>
also
>wtf my hounds got this onslaught down to 1% but before i could tell them to finish it they all flew away?!?!?
>>
>>2306153
Pick your preferred retardation:
>A) Hound charges in, kills the onslaught and is destroyed in the process
>B) Hound hangs around outside weapons range until it is destroyed by PD
>C) Hound runs away to fight another day*

*optional retard, the onslaught decides to give chase, effectively leaving the battle.

>>2306155
This is just sounds like A with extra steps.
>>
>>2306221
>until it is destroyed by PD
this only occurs in situations where the fleet operator (ie you) is a complete retard, which is why it's the one alex went with. trivial damage is ignored, significant damage is avoided.
>>
>>2306225
>significant damage is avoided.
lol
>>
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Does anyone know how to make a cruiser to get rid of this faggot in 1 vs 1? No officers, s-mods, combat skills and AI only using ships that you can buy from the arms dealer. I just made it while I was testing brawling cruisers with the console and I cant get rid of it in the simulation (eradicators and eagle fail at it but maybe my other builds are shit).
>>
I see you're still posting bait shitbuilds
>>
>>2306248
*Prolly a dominator with 2 storm needlers. Im yet to test it though.
The fucking faggot! I hate high-tech so much.
>>
>>2306252
Its really not a shit build.
>>
Either fuck off or up your game. Lazy ass baitnigger.
>>
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>>2306248
*Just managed to get his ass with an eagle using ion pulsers as well (Hardened shilds+SO). The 3 smalls were empty. I may get rid of the mining blaster and find the correct ratio with small antimatters to see if it improves (range would be shit though).
Anyway, high-tech is cooked. Im a bit sad that the standard eradicator cant take on the aurora head on though, no matter what I try.
>>
Captain, the crew members are commissioning racy art of UAF members again.
>>
>>2306323
Literally not my problem.
>>
>>2306323
They didnt ask me to pitch in? Ungrateful cretins. Cancel dino nuggey snacktime tonight.
>>
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>>2306248
>>2306266
I was wrong. Aurora still wins consistently.
Also picrel manages to defeat simulation fury 1 on 1 most of the times, is cheaper, slightly less DP and can act as a PD platform.
>>
>>2305945
Gryphon: Missile Autoforge now has 2 uses, restores the base, unmodified amount of ammo, and costs a bit less flux to use
Gryphon: removed built-in Extended Missile Racks
Squall: reduced missile hitpoints to 150 (was: 300)

literally all of this is because of one autismo spamming a fleet of dmodded gryphons to break the remnant ai making them not fight back at all because of mass missiles coming their way not because the ship or the weapon were good in normal gameplay
>>
>>2306248
considering you fill every single weapon slot with random garbage instead of just pumping caps and vents im going to assume you are retarded with your other builds aswell
>>
>>2306323
>UAF
strip them naked and drop them into the Jangalan wilderness immediately.
>>
>>2306464
>strip them naked
Too risky, might catch the gay. I would suggest shooting them where they stand, let the bodies lie, and vent the rooms during a flyby of the nearest star.
No need for direct contact.
>>
>>2306406
you are one stupid nigger
>>
Mbaye really need a front-line cruiser...

Can you spot anything glaringly broken?

All energy slots with the exception of the added medium which is synergy.
>>
>>2306248
Ion Pulser needs a nerf. It acts as an huge force multiplier for some high-tech ships and it poses significant more threat than a heavy blaster. I say take away the EMP damage.
>>
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>>2306650
not related / 10
>>
>>2306664
Get cucked.
>>
>>2306650
what system
>>
>>2306650
>0.8 shield
>10-16k cap
>1300 armor
>11000 hull
this thing better not cost 15 to deploy
>>
>>2306564
amazing retort nigger
>>
>>2305432
I use shrike and wolf that way. They are available as common pirate salvage. Later on they get replaced by better high tech frigates like tempest/omen etc and relegated to side jobs like guard duty and firing beams at slow turning cruiser/capital.
Loss rates are below shieldless frigates but higher than baseline. Despite that, there is more utility from the rapid responds to eliminate command that ends up saving more. Their response is rapid because their system can dash without momentum only in the forward direction while other ships waste time moving sideways and back, and delayed by for inertia.
No matter what you do, pulling out sucks.
You have to build them to inflict massive damage in < 10 seconds to minimize damage received. That means all cap, short range dps, burst and strike weapons. AmB, heavy blaster, missiles and ion pulser/cannon for emp disabling weapons and engine. In command you assign an abundant number of strike crafts to the right set of targets. Kill the target in 10 seconds, the strike craft had dead hull as cover. Disable entire craft or the gun and engine in 10 seconds, the strike craft can either leave it to reinforcements or keep hugging the paralysed enemy close as cover and continue the slow beating. Fail to chew the big bites, then it is a big mess of spend one more command to pull it out or bail it out with other ships under heavy fire.
>>
>>2306807
The thing with strike craft is that if the enemy has some sort of forward dash ability (plasma burn/burn drive) you are in a world of shit because your escape will be cut short by the dash, not to mention your flux will be fucked after the strike. The medusa's skimmer feels extremely short range for the size of the craft. For the wolf its decent but if something farts with enough force in its direction then the ship gets deleted.
>>
>>2306866
Yes, I already mentioned that backing out if the enemy not dead/disabled sucks. Getting countered by enemy striker is one of them, along with every enemy throwing medium range guided missiles.
Therefore there is no backing out and you have to be on the conservative side to begin with when it comes to how many targets your striker can take on each phase. In general 2s v 1t is guaranteed win without breaking the flux sweat and usually have reserve for a second target safely before both flux and system charge went out.
>>
>>2306688
Burndrive, same as vanilla Rampart.
The idea is it's a refit so +shields, -200 armour (shield shunt gives it +200 armour resorting it to vanilla setup).

All energy mounts (you lose the ability to equip large missiles) and a synergy hardpoint brings it inline with the rest of Mbayes drones.

+20op to prevent starvation.
>>
>>2306931
and, just writing this out, you don't see a problem?
>>
>>2306943
I'm going to need you to be a little more constructive with your feedback, balance ain't my forte - neither is spriting, coding or anything else to do with modding really.
>>
>>2307017
sure, just kill yourself, problem solved
>>
>>2307029
don't you think it's a little pathetic to spend your christmas like this
>>
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>>2307075
i only recognize kwanza
>>
>>2307075
Let him be. He's doing no harm.
>>
>>2306650
Front line as in everyone has 3 tac lance+AO+ITU?
>>
>>2307075
its good advice, you should consider listening to him
>>
>>2307128
You're mixing anons.
He's not me.
I'm you, the you you wish you could be.
But who does that make you...
>>
>>2307017
you've made a 25 dp ship
>>
>>2307132
it simply applies in both cases. your autofellatio just underlines the point.
>>
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>>2307132
>who does that make you...
a simple man with 400 OP worth of reapers on a direct path to kazeron
>>
>>2307133
Currently got it at 20. I am curious how you came to that number.

My method is to 1v1 it it in the sim and find which ships it struggles to kill as a basis.
>>
>>2307149
nta but that ship is retarded OP if you change the loadout even a little. You basically made a pocket nova that's both tankier and twice cheaper.
>>
>>2307128
you first 'tismo
>>
>>2307205
down to "no u" in what, three posts? pathetic
>>
>>2307208
because "kill urself" is the pinnacle of insults, right?
retard
>>
Making something that is better than Nova is nod an accomplishment.
>>
Realistically, is it possible to sustain ~200 combat DP fleet with only bounty rewards? I don't really care for colony autism.
>>
>>2307250
yes it's pretty easy
>>
>>2307250
No, that's impossible.
>>
How do I find more threat fleets after getting the mk 1 and having a chat with Zunya? I've gone back to the abyss several times now but every planet / black hole I jump to has nothing. Meanwhile, like half of the abyssal lights I come across are those red things. Also, what are some nice loadouts that use the "demonic" technology? I've tried sticking the hullmods in a handful of ships and they didn't seem that good, though that's most likely a skill issue.
>>
>>2307274
Using old mods? I know an older nex version bugged threat spawns. Other wise just go deeper into the abyss, they are supposed to spawn in sensor burst range of where you jump in.
>>
>>2307275
The only mod I'm running at the moment is fleet size by DP. I guess I'll try going deeper
>>
>>2307274
threat can be annoyingly rare
>>
>>2307250
Easily, once im established I can stay off core worlds for more than a year, during which money means nothing. Max supply and fuel gain and min consumption. Industry skill and logistic hullmods both help break even but the key for a captain is to maximize these income for the round trip.
The more you fight in a chain, the more you get to live on salvage. Outside of core worlds, there are plenty of salvages to had, and there are renewable sources of fleets like 6 LP Pirate stations outside and later Remnants high danger system. You can use their Comm station or build your own(some metal, transmetal and machine) for more mission spawn. Half of the time, distress call gets you pirate fleet. I still fly over coreworlds in hyperspace to get comm if needed. The only thing you can't salvage is crew.
Try it and by the time you are repeatedly dumping supply and fuel off the full cargo bay, you've made it as a nomad and work on stack of capitals to ransack the core worlds for fun and litter the space with cargo pods you can't hold. Destroy David's hellspawn. Be the threat Alex want you to be.
>>
>>2307274
Use neutrino detector. If the fleets are there, they may be a little farther out, and if they're not there you'll find out quickly and can go elsewhere.
>>
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>>2305902
Aren't we all.
>>
>>2303782
>hightech=besttech mentality.
cool story, but you're fighting a windmill since I'm driving Legions around.

Balance is best. And I wouldn't want my preferred style to dominate, since that would make the game boring.
>>
Anyone got mod folder link?
>>
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>>2307617
Regular or XIV?
>>
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Tachyon...
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>>2308002
Fuck off you retarded shit
>>
>>2308002
ludokino
>>
>>2308002
Coomsector brought retards that make these God-awful posts to this thread, by the way. I tried to warn you. You called me a reddittranny d&c invader instead. You reap what you fucking sow, faggots.
>>
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Deceptively good midline brawler. Managed to defeat >>2306248 several times in AI hands. Not quite as good, cheaper but higher upkeep.
>>
Can you get Eagle (XIV) through the arms dealer?
>>
>>2308205
1v1 SO sim fights don't matter at all
>>
>>2308212
The longer the fleets engagement range/more support/more numerous it gets the less relevant it becomes but its still a good test for small skirmishes.
>>
>>2308216
nta but it's really not. And not sure what you expect to kill with that thing and not take ages but it could work on early shroud farming. I'll give you that at least.
>>
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Shit
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>Le meme annoyance "heavy destroyer"
>>
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>hey Anon thanks for being such a good poster this year I've brought you a Christmas Present... W-Why are you screaming?
>>
Some of the crisis don't make any damn sense; There are already existing 'independent' planets, yet when the player settles one, everyone wants to shit their pants like I'm doing something unthinkable or forbidden.
>>
>>2308703
I wouldn't want you in my neighborhood either
>>
>>2308703
You are just getting hazed bro, its just a prank bro
>>
>>2308703
It does go 0 to 100 a bit too fast but the player can found a bunch of 3 size colonies everywhere with noone but pirates looking at you so you can generally assume it's a size/population related thing.
It'd be better if each faction had its own crisis meter though instead of a unified one.
>>
>>2308774
They do...
>>
>>2308780
Did a mod I was running unify the bar? Every faction contributed to a unified bar, though only one crisis could trigger at a time and it would reset after it triggers. Basically meant every crisis was always progress capped at all times.
>>
>>2308780
no

>>2308774
then you get a bunch of crises potentially hitting at once. you could put a cooldown on that, but that's essentially the same as just merging the bars.
>>
>>2308799
Nah bro. Each crisis has separate triggers and separate tickers under the hood. The bar just visually represents total combined threat to the colony. If they had a single counter you could cuck say hedge inspection by settling in a red alert remnant system, and you can't since they progress separately.
>>
>>2308851
>Each crisis has separate triggers and separate tickers under the hood
no they literally all hook into the same intel. you don't know what you're talking about.
>>
>>2308898
>no u
A'ight.
>>
>>2308930
do you want me to type out a primer on HostileActivityEventIntel's interface? what extends BaseHostileActivityFactor means? yes? too bad. you're wrong and don't know what you're talking about
>>
>>2308935
>more lowcaps yapping
A'ight.
>>
>doesn't know what he's talking about
>mouths off
>pretends he doesn't care when called on it
gotta sting, being a faggot retard
>>
>>2308966
I think you meant to reply to >>2308964
You're welcome.
>>
>>2308966
This isn't /gsg/ you profound faggot, start replying properly.
>>
>>2308935
>do you want me to type out a primer on HostileActivityEventIntel's interface? what extends BaseHostileActivityFactor
Nta, but yes, I would. Not to settle your argument, more for modding purposes.
>>
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Dead game since there's no end game.
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>>2309050
DO NOT make a crisis, it's not worth the effort. alex's campaign systems suck complete ass.
>>
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Can this form a good core vs remnant with line camping? Yes, I have no idea of what Im doing but Im trying to make a capital free fleet to bait single ordos 1 by 1. Im a bit apprehensive and afraid these faggots will burn drive out to nowhere and ruin my line.
>>
>>2309228
gauss is pointless against the remnant, whatever you gain from the range you lose twice over on the efficiency, and they get to dictate the engagement distance.
>>
>>2309230
Are you saying you just slug it out with Mark IX's/Storm Needlers? That looks risky. Note that there will be significant carrier/missile support besides these.
>>
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Casualties within acceptable parameters. I really like the Invictus.
>>
>>2309320
you're gonna have to replace those atlases with starliners
>>
>>2302071
To be fair, it is either your dinos or th Diktat's lobsters.
>>
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>>2309228
You're not going to have a good time with that setup.
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>>2309415
Yeah, I just noticed (tested against alpha assault nova in the console). Both Gauss and Storm needler suck (the later because of range). Mark IX is ok. But it gets worse! Even with 2 dominators (I know its not enough, its just a test) the AI is so fucking retarded that sometimes one of them just stays behind all the time (same for groups of 3-4). And it does not matter if its civilian/normal rally point, defend, straight eliminate order or escort. Its completely random and theres always damage potential going to waste.
I have a feeling I will end up with something like a tank aurora taking hits with a bunch of snipe support behind like gryphons/carriers or something or maybe having to deploy bait like omens. Need more testing.
Also tried Eradicators on their own and they were a disaster (if nova rushes and gets one, the rest quickly fall apart in groups of 4).
>>
>>2309613
No, newspacerfriend. Both gauss and sneedler shit on M.IXs so hard it's not even funny. You, and I'm not even trying to be mean, suck at building and ordering ships. But it'll probably get better if you keep at it and figure shit out.
>>
I just put mjolnirs on everything
>>
>>2309803
Based overfluxer
>>
>>2309803
fatass
>>
>>2309803
I put Hellbore Cannons in every big ballistic slot, it pair really nicely with MGs and Needlers.
>>
>>2309815
Nice combo if devastators aren't enough.
>>
will Alex flesh out the cosmic horror stuff or is this it?
>>
>>2309907
some form of cosmic horror is part of the main story so you'll get your answer in 1000 years
>>
So... Hardened Shields>Solar Shielding (if fighting energy)>Max Vents>S-mod Stabilised Shields?
>>
>>2310020
not really
>>
>>2310020
you could reverse the order and somehow be less wrong
>>
>>2310020
Maneuvering jet>all else
>>
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>>2309228
Got good improvements in terms of weaponry. The only thing lacking is hullmods (I rlly need to optimize tank somehow).
Weapons wise this is it! Storm needler doesnt have enough projection and gauss trades flux efficiency for just a bit extra range (and missed shots are expensive not to mention it sucks vs smaller targets that might appear). Rails are best in slot for small kinetic. Both autocannons and needlers suck in the mediums because they dont have enough projection so might as well place maulers that have both range and anti armor for the finishing. Sabots can be life savers but they must be put in the same group as the rails, all linked, otherwise the AI wont use them. Pilums are only worth it in mass numbers but the impact is minimal (radiants can literally outrun them in reverse) and harpoons are worse than breach due to speed.
Did some tests (zero officers, zero captain combat skills, normal difficulty)
>8 of these vs 2 radiants, no AI
Victory. 0 losses. They might kill 1 sometimes.
>vs 2 radiants with gamma core
Victory as well. Might take 1, sometimes 2 losses if you are unlucky
>2 radiants with beta core
Coin toss. Managed to win with 2 losses sometimes but it can go either way (with very heavy micro)
>2 alpha core radiants
My fleet gets raped. They are left with damaged hulls but cant break them.

All I need is to optimize hullmods now. Armor tank is out of the question (they literally last seconds vs remnant capitals). ITU, auxiliary thrusters and ballistic rangefinder are mandatory. All I need is to find a way to improve shield durability somehow.
>>
>>2306650
>>2307149
>>2306931
NTA, If you're going to keep the shield, make it ~25dp.
At the moment, it's about equivalent to a dominator or champion, 3 large slots (though realistically I'm more likely to leave the paladin slot empty), burn drive works as a gap-closer.
for reference, 20dp implies it's about apogee level, but the apogee has far more downsides to balance it out, being slow, flimsy, and awkward to build due to the poor large missile placement, etc.
>>
>>2310635
>(though realistically I'm more likely to leave the paladin slot empty)
paladin is currently balanced to hugely overperform as slot filler, it's just that only one ship in vanilla has excess large energy mounts (and the anubis is accordingly busted, good job alex)
>>
>>2310635
>NTA, If you're going to keep the shield, make it ~25dp. At the moment, it's about equivalent to a dominator or champion...
Here's the thing, at it may just be my build (as pictured*) but I keep putting it up against 25dp cruisers and it consistently loses in 1v1's. Against 20dp cruisers it has a slight edge so I'm happy to bump it up from 20>22 which brings it in line with the Eradicator. But here's the kicker:
>20dp implies it's about apogee level
Ironically, that's its closest match, I've just run 7 matches in sim and it's a 1:1 win ratio and neither has had two straight, it's been a consistent flip flop!
And the real nugget is in the final round, the Apogee scored the kill but the Ramparts last shot took out the Apogee, so I'm counting it as a draw.
I no longer want to run these two because I don't want to sully the match. But it just goes to show that on paper and in practice aren't the same.
>>
Almost everything I look into Mora vs Heron is that people love the Mora because more OP getting for getting your brick in close for the rootin' tootin' shootin'. But the Heron has the targeting feed for when your tridents or daggers are launching torpedos to make atropos into poor man's guided hammers, or if you're crazy enough, a pair of Cobras into an even more near infinite respawning fuck you. Am I missing something?
>>
>>2310741
stop paying attention to sim 1v1s retard
>>
>>2310741
>1:1
Problem is we're not talking about star control 1:1 melee here. Cheap ghetto large mount technicals like vanilla cruiser drones and even atlases mk2 already do work when in critical mass but they're balanced by something else. No or awful shields, bad speed, bad base flux cap or whatever. What you have there is a really all-round solid ship with no real weaknesses capable of spamming autopulse lasers that's also spammable themselves. If you go with alpha cores on them they're pocket radiants. If you go DO+SD they're ~13-14 DP a pop. If you kept their ship system they're also extremely fast.

That's one hella oppressive fleet.
>>
>>2310745
heron is balanced around bombers being good, and bombers suck

>infinitely respawning
ppt is limited. your fleet's lifetime is even more limited.
>>
>>2310745
You are. Herons are best as fighter carriers since you get more bang for your buck when not losing system time on bombers traveling or rearming. If you want an early game bomber carrier you're far better off with geminis. That system is fantastic for bombers, they're easier to get and maintain and civilian hull doesn't count against combat ship CR fleet size.
>>
>>2310763
>Still better than a Condor though.
only if you're not hitting the DP cap
>>
>>2310763
before the pilum nerf condors were great
>>
>>2310763
He also sprinkled the sector with red alert remnant systems but it likewise takes a while to get those scintillas rolling. That said I really hate legions in AI hands, fun af as flagship tho.
>>
>>2310767
pilums were never good
>>
>>2310769
Yeah. They were great.
>>
>>2310760
I definitely am. Usually when I'm running a carrier heavy fleet I use 1 wing of broadswords and the rest bombers per carrier because shit does not die quick enough unless I'm spamming bombers with distractions or escorts.
>>
>>2310769
yeah pilums got nerfed cuase they sucked lol
>>
>>2310773
he was trying to buff them (lol)
>>
>>2310774
what the fuck
>>
>>2310777
yeah because they sucked and you're retarded
>>
>>2310772
Problem with bombers is they're fantastic when bunched up in a oppressive rapeball and that's it. And their losses, long rearm and carrier losing CR means they got a wave or two at best before they lose most of their potential. That's why scintillas and astrals are the preferred carrier, they bunch them up while saving a lot from dying to random fire and pd while flying back. Experiment with converted hangars that can actually take a beating, and something like sarissas or defensive targeting arrays if you want a constant close range support. Alternatively deploy dedicated bomber carriers in two waves, half in first wave and then switch them out for fresh ones.
>>
>>2310778
They singlehandedly made Condors useful though. They were also good on herons.
>>
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>>2310755
>>2310756
Generating fleets doesn't help you narrow down specific outliers, take this engagement, even when it's weighted towards them having cheap ghetto technical, they still lost. And I ain't going to run dozens of these sorts of things, it's too much effort.

>If you go with alpha cores on them they're pocket radiants. If you go DO+SD they're ~13-14 DP a pop.
You know what, I'm okay with this. My builds are sub-optimal but if you have as a player have fun taking them to 11, that's allowed.
If the autofitter was doing this and making them overpowered, I'd agree, it's a problem, but if a player chooses to, I see no harm.
>>
>>2310792
>taking them to 11
It's not even to 6. That's what I'm saying. At simplest stock radiant is 60 DP and has 5 large energy with 25000 flux. Your ship has 3 large energy and 10k flux. 3 of those is 9 large energy slots and combined base 30k flux. The base vent is crap but that's not hard to fix, especially for a cruiser and the base battery life is so alright it can run up and bruteforce most ships. Massed? If you kept the original burn system couple of those built reasonably well can and will run up and wipe the floor with basically any vanilla fleet. Alternatively imagine mixing in a giganiga cannon with APs or pure andrada approved cannon spam. Sick firepower for a fast, near perfect low upkeep shield burn drive "light" cruiser. And even less reason to ever use the neutered brilliant whimpering in the corner.

>but it's just rampart with energy weapons
I know. Lack of shields on that thing still doesn't stop it being a 3x sneedler or 2x sneedler/cyclone menace. And you made it universally better with autopulse spam and presumably far more accessible/renewable as well. You do you man but my 2c is this shit is a bit busted and balanced only by player competence or lack of.
>>
>SRM
>MRM
>LRM
To me they are all just NRMs: Non-Reaper Missiles. What's the point of that?
>>
>>2310815
te problem with reapers is you run out of ammo immediately
>>
>>2310818
>te problem with reapers is you run out of enemies immediately
*fixed
>>
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>>2310820
Based and reaperpilled.
>>
>>2310840
>torpedo paragon
>no ambs in small energy slots
Missed opportunity.
>>
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>>2310848
Try this. And don't forget your unstable injector.
>>
>>2310745
fighters are pretty bad at killing stuff since bombers suck on anything other than astral which is too expensive to field so you want as much shit on the screen as possible to screen for your missiles instead
>>
>>2310756
>If you go DO
delete yourself immediately
>>
>>2310908
No u
>>
>>2310741
Im new to the game but even I know that high shields, hight burst damage and mobility wins duels and small skirmishes. That does not mean that the ship is a good unit in a large battle where damage projection and endurance matters the most.
>>
>>2310741
Replace Hammers with Breach and try forming a cohesive line and wait for the enemy. If it doesnt work play with tachyon lances/high intensity lasers and add amplified optics with the same tactic and keep the ITU. If the enemy gets too close in simulation replace missiles with sabots and the paladin with the autopulse (link these). Other than that I have no idea.
>>
>>2311051
*advanced optics
>>
>>2310741
>trades with Apogee
Admittedly that's a worse outcome for the Rampart than I was expecting, I guess it just doesn't have the flux caps to properly pull off a full 2x Autopulse burst against high-tech shields.
Anyway, while I'm not a balans fag, something like 22dp (plus dropping the armor down a touch more) would probably fit.
>>
quit coping and put it at 25
>>
>>2310804
>but it's just rampart with energy weapons
And shields, don't forget those. I was thinking maybe the shield was holding back the potential you envisage so I just tried a shield shunted version vs. the Apogee and we scored another draw!

>>2311069
>while I'm not a balans fag, something like 22dp (plus dropping the armor down a touch more) would probably fit.
Already bumped dp to 22. Gonna drop the armour down to 1100, that way if you s-mod shield shunt you you're not gaining armour over the base Rampart (logic is they had to strip plating to install shield nodes, so you shouldn't magically gain armour by swapping it back again).
>>
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>>2310303
Changed hullmods to squeeze a bit more tank and s-modded for vents. Changed weapons again. 8 of these can now kill 2 alpha radiants.
Needs escort though (vulnerable to fighters on their own).
>>
>>2311322
>(vulnerable to fighters on their own)
fighters tend to die of old age when they engage dominators. it's not quick, but it works.
>>
>>2311322
*Breach Missile is very similar and might be better (harpoon here benefits from the gauss alpha and can help overflux capitals but is worse vs chaff).

>>2311326
They really are vulnerable to fighters. So much in fact that they cant take a nexus by themselves (group of 8). When theres support/PD its another matter entirely. The ship is hard AF to fit for all scenarios.
>>
>>2311322
replace gauss with mjollnir
replace mediums with high velocity driver
remove all 3 railguns
remove solar shielding
remove ballistic rangefinder
replace middle missile with sabot aswell
consider a couple of shit pd at the ass to avoid engines dying
>>
>>2311493
Lol
Well played.
>>
>>2311493
Thats like 1400 dps lost vs shields on the guns and less buffer. They wont make it and long range radiant will just kite them to death (happened with mark IX's).
>>
>>2311579
NTA but you're an absolute moron.
>>
ALEX YOU NIGGER, GIVE ME MORE MIDLINE CAPITALS
>>
So I was trying a blade breaker deserter start and I noticed the deserter blueprint isn't showing up, anyone aware of a fix for that?
>>
>>2312409
Spawn it via console or save editing
>>
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>>2311493
Tested it. Mjolnirs cant break their shield tanks and eventually die but I liked the tank so I applied that with my previous loadout.
It worked very well. Alpha core kiting radiant got rekted before even reaching the nd of the map and is unable to get even 1 cruiser most of the time. Also the extra PD, while useless here, doesnt hurt either.
>>
>>2312663
*the end of the map
>>
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>>2312663
And this is the final form. Linking light autocanons to sabots increase aggressiveness by a lot.
I'l just take this shit and end my autism with the dominator.
>>
Ok Im on my second playthrough and got to the point I can start printing things
How you guys suggest I go about making a meme carrier-only fleet?
>>
>>2312721
farm remnant
>>
>>2312721
30 retrofit mules
>>
6 legions with empty fighter bays
>>
has there been new discord drama lately?
>>
>>2312770
fuck off
>>
>>2305658
Brawler(TT) already exists
>>
I think anti-EMP modules should get a buff in a way that stacking 2 of them (armored weapon mounts and resistant flux conduits) would make the ship almost invulnerable. Basically increase EMP rsistance for conduits and also add resistance on top of the HP bonus for weapon mounts.
Its fucking retarded that lowtech needs to rely on shields to fight EMP while armor is kinda useless (its already hard countered by HE/torps). Shields are too strong.
>>
>>2312770
kys
>>
>>2312928
The balance on EMP does seem a bit weird. If you do resistance conduits, armored weapon mounts, and auto repair unit it mostly counters EMP but still lets EMP do something. But on the other hand elite damage control kind of fucks EMP pretty hard just on its own.
>>
>>2312928
a ship with conduits and awm IS practically emp invulnerable. add a repair unit and shooting even pulsers is just a waste of time, never mind suboptimal.
>>
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>>2312938
The fuck it is. 1-2 ion pulsers will fuck you good and the difference is minimal. Even when the weapons survive it will arc to the engines. Not to mention sabots.

Happy new year faggots!
>>
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>>2312770
>>
recommended mods? i haven't touched the game for a year
>>
>>2313090
Same mods as last year.
>>
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>>2313091
That's good then
>>
>>2312721
if you want a late game carrier fleet you should loot scintillas and flash bombers from remnants and swarm launchers from threat
>>
>>2312945
Honestly, screw pulsers. They don't do shit against decent shields on their own, they don't arc thru shields and they're not that impressive damage wise if there's anything resembling even residue armor. And Ludd's blessings on you too fag.
>>
What are the best (fit the general universe, not OP, ships look at least decent) custom modded factions? I've never played with any so far, looking to shake things up a bit
>>
>>2313361
Circa 2026? Volkov. Anybody else is just worse vanilla lmao.
>>
>>2313361
Everybody Loves KoC
Hazard Mining Inc (HMI)
Intersteller Imperium
Roider Union

Knights of Ludd for the most part.
>>
>>2313361
https://www.reddit.com/r/starsector/comments/1px5l64/comment/nw9rdgw/
>>
>>2313362
>>2313378
>>2313383
Will try them out, thanks
>>
>>2313378
My biggest issue is that KOC takes away the pirates faction sole farming planet and everytime I played with it within a year almost every pirate planet was decived or in a death spiral
>>
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I hate these NEETs
why do they auto-join
>>
I really wanna get another playthrough of starsector in, but I'm too busy with Silksong. I'm sorry bros, the bugussy is too much for me.
>>
>>2313436
KoCSucker here.
I've never seen this happen and it's the first I'm hearing so thanks for raising it. Are you using Nex or similar?
Currently tinkering with the periphery pack so I could easily add a pirate food production 'out there' but I'm curious if it's a vanilla issue or one that's triggered by another mod messing with colony mechanics.
>>
>>2310745
The mora has enough pew pew and armor to force frigs and destroyers to fuck off, especially if its running fighters for support (as they should). They can peel flankers for your other ships and typically need minimal input. That said i personally dont like them much because they cant be customized to pillage like other cruisers.

Herons are usually my mid game command ship. Being able to send a juiced missile strike exactly where and when i need it is very useful. But the ai is usually too stupid to handle it. They dont use the bombers right, or time the enhanced targeting correctly, and the heron its self has only rudimentary point defense - its a dedicated carrier. I have found that a full flight of warthogs on a Heron can work quite well even with an ai at the helm, so try that.
>>
>>2312770
Fossic modders are adding crashcode for AOTD because it added an illustration filenamed as "chinese sweatshop" in it
>>
>>2313619
You picked them up from random cryosleepers you found in space or some shit
Also you're a retarded dumbfuck dumbass nigger that can't fucking read if you didn't even remember where you picked them up from
>>
>>2313093
>no buckbreakers
You a fag?
>>
>>2314106
based
>>
>>2314106
Does that mean AOTD is based now?
>>
>>2314166
no it means the chinks are
>>
>>2314175
>they're based for taking a page right out of Nia Tahl's playbook
Erm, no.
>>
>>2314182
>preemptive seething over badthink
vs
>righteous retribution over an insult to your honor
>>
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aotd shouldn't have broken the NAP
>>
So what's the deal with Phillip's Gas Station mod? Is it just a meme w/ improvements over the vanilla faction? Are there new quests that are well written underneath the veneer of jokes? Is it just another anime waifu dating simulator? The most important question: can I still sweet talk an Executor out of Macario while also still fucking with him?
>>
Falcon and Eagle Capitals doko
>>
>>2313361
KoC is pretty unobtrusive for the most part, slips in to a more vanilla+ playthrough.
Xhan empire are pretty decent, fun faction to fight, also gives a more out of the way point for exploring the north-west.
Prv is a bit more out there, in that it adds a remnant style faction to stumble across.
Star Federation does have a few notably stronger than vanilla style ships, but it's a rather fun FTL inspired faction mod.
(Neither Prv or Star Fed have been updated for 0.98, but will work with a simple version change.)
>>
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>>2313436
Pirates are back in Yma. How does it look to you.

Smaller colony but they gained a fortress so they don't get immediately stomped by the combined forces of Eridani and the League.
>>
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>>2313361
Try Pirate Mini Mod.
Generally an increase in variety and competency for Pirates while maintaining itself Lore-friendly. Plus has some compatibility with some mods.
>>
>>2314590
>relocated the station
is that moving entire stations intact a thing in Starsector's setting?
>>
>>2314593
>Try Pirate Mini Mod.
It kinda fucks with vanilla variants though
the added ships are nice but if he tries to fuck with vanilla, thats a big no-no
>>
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What frigs do you use?
>>
>>2314603
>is that moving entire stations intact a thing in Starsector's setting?
Apparently so, I got the idea from the Lost Astropolis in Mayasura:
>Formerly one of the three astropoli of Mairaath, this station was rammed by a Prometheus-class fuel carrier and torn from orbit on a trail of fusion fire and radioactive dust. It has since been taken over by scavengers and made into a pirate haven.
I figured if you can ram one through a belt with a tanker and it survives you could probably do a better job at it if you attempted it in a more controlled manner.
>>
>>2314617
Afflictor + Omen
anything else isn't really worth using
>>
>>2314617
Lasher + Wolf, call me a traditionalist.
>>
>>2314618
fair enough, not the guy you were originally replying to but looks ok to me otherwise.
>>
>>2314617
why the needler instead of double chaingun? its the one rare he weapon that deals enough damage to shit on shields aswell
>>
>>2314710
I like needlers because of the upfront burst. It works well with sabots. Also if the front gun takes damage the initial strike is already delivered.
>>
>>2314590
>space elevator on a space station
How does that work?
>>
>>2314617
scarab with AMB and ir/minipulse is really the only one

maybe some brawlers if i have extra amsrm
>>
>>2314617
brawlers or omens
>>
>>2314617
Why do you love swarmers so much.
>>
>>2314747
>space elevator on a space station
>formerly linked to Hanan Pacha
Kinda explains why they had it. Also I needed for accessibility - could have used gone for a megaport or upgrade it with a storypoint but this offers more fun from a player perspective through looting.

If you want to head-cannon it:
Chacra was (formerly) linked to Hanan via space evelvator,
Due to rising tensions between the Heg and TT they temporarily retract the cable (one less thing for debris to collide with during combat).
Hanan goes pop!
Chacra gets shunted away,
Now they're using it to swing big dick style, lassoing, harpooning and webbing goods that come in range.

Freighters don't have to get so close, they can dump their cargo on a flyby and the residents of Chacra will use the spool to catch and reel it in. Space Fishing!
>>
>>2314834
They have a way of distracting PD and keep other frigs twitchy/flux pressed somehow (AI always fire them regardless of shield levels).
>>
>>2314106
>for AOTD because it added an illustration filenamed as "chinese sweatshop"
AHAHAHAHAHAHHAHAHA BASED BASED
>>
cringe above this post
>>
The 30 ship cap/maintenance penalty blows. It literally forces you to deploy capitals for large scale battle, specially if you want to run an efficient fleet. It should be entirely DP based.
I know its just an easily editable JSON value but still...
>>
>>2306248
A standard built eagle can probably just fold it.
I forget what the build was but i think it was 3x heavy ac on the front and phase lances, pd salamander missiles.
Don’t forget the Aurora is 30 fucking DP, so in reality a 1v1 should be a 1v2 between it and a Eagle with Enforcer escort.

The Aurora is always a welcome sight in an enemy fleet as it means that the ai threw away 30DP which could have been an actually threatening ship.
>>
>>2315676
*cries in old aurora*
>>
I love when balancing decisions are knee-jerk reactions to a player-piloted video. Where most likely what is a safety overrides ship wins solo against the whole sector. Thus causing a nerf that only slightly nerfs the ship in player hands making the original cheese still possible while at the same time completely gutting it under AI control causing it to be wasted DP or just a complete waste of a slot to pick
See Aurora, any phase ship, soon Anubis and probably 5 others i am forgetting.
>>
>>2315872
Gryphon and missiles in general, astral and carriers in general, anything with damper fields. HSA and beams as well. That's of the top of my head what you missed for worst offenders.
>>
>>2314269
>UUU, HOW DARE THEY MENTION BAD RABORING CONDITION, THIS IS SHAMEFUR DISHONOR TO GRORIOUS COUNTRY AND PEOPRE OF CHINA
Changs never fail to amuse me.
>>
>>2315898
>Changs never fail to amuse me
If you thinks that's amusing you should visit the discord, you'll have an aneurysm from the hysterics.
Just don't mention handholding...
>>
>>2316005
>i'm there ironically
Cope. You still a gay bitch in my book.
>>
The new military tab for AOTD seats of power is fucking annoying. I don't want to micromanage fleets from EVERY single planet I own. The one part of that I was hoping for was the armory mechanic where I can choose the weapon load outs for my patrol fleets. The only thing he needed to do was just the templates for ships and weapon loadouts for faction-wide patrols. Not for EVERY SINGLE planet.
>>
Making pirates happy one step at a time...
>>
>>2316058
kino
>>
>>2315876
Ayo what's with the current year indie devs and balancing their single player games like they were e sports o algo.
>>
>>2316155
retard.
>>
>>2314106
You wanna substantiate that claim?
>>
>>2316199
I just went and asked the guy maintaining it if there was crash code, and he obviously said no, but he said it in a weird roundabout way that feels like someone who just got caught in the act of committing a crime. Kind of a bigger admittance of guilt than if he just said yes, which is concerning.
>>
>>2316206
Trying too hard
>>
>>2316199
What he actually said when someone asked:
你想要炸包皮的酥脆蝦只要十美元,美味的蟲子要額外付費
>>
>>2316230
DO NOT RUN THIS THROUGH GOOGLE TRANSLATE, YOU WILL BE PUT ON A WATCHLIST
>>
why do chinese men live rent free in american heads
>>
>>2316199
https://www.fossic.org/thread-12463-1-1.html
Translate that shit yourself you disgusting faggot
>>
>>2316206
>the guy maintaining it
You don't even know WHAT mod the thing that has beef with AOTD is you retarded dumbass faggot nigger

You should unironically kill yourself
NOW
>>
AOTD is peak goyslop anyways.
>>
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>>2297466
is rapesector compaible with ver0.98a?
if i just change the version ruirement in the modinfo?
asking for a friend
>>
>>2316510
Try it and see.
>>
Did the Altagrave-EX ever get nerfed? I kinda remember it being more powerful back in the day.
>>
>>2316510
we just dont know you will have to try it yourself
>>
>>2316602
speed and system cooldown/recharge rate got changed if im not wrong
>>
Chinks deserved satbombing desu
>>
>>2316510
Works on my machine. Supposedly there are issues with the meatship and with SOTF's the haunted start, other than that it works fine.
>>
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>>2316199
>>2316358
Doesn't matter anyway, shit rarely leaves the chinese modding community.
>>
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>chink mods nobody in their right mind would ever use don't work with the mother of all bloatmods that nobody in their right mind would ever use
Oh no?
>>
>>2316731
me getting photographed btw
>>
I never used mass missiles. Can they shine vs remnant compared to fighter spam? Only baiting 1 fleet at a time. Shit like squalls, hurricanes and medusas all over the place.
>>
If Alex doesn't update the game soon I am personally going to have him kidnapped, forcibly given plastic surgery to enlarge his ass, and then I am going to rape that shit for weeks. This is your warning Alex, I know you're reading this you cunt
>>
>>2316882
if you put enough missiles on the screen the enemy ai breaks which is one of the main reasons several fun things got nerfed since retards spammed dmodded gryphons to cheese the game
>>
>>2316921
Not like ai works well to begin with.
>>
>>2307893
depends.
Large Missile Memes work only with XIV
Standard has beefy large Ballistics

but honestly, all of them work with only Railguns, the only thing that matters.
>>
>>2314107
nta, but what mod has you picking up people from cryoslepers?
>>
>>2316707
It literally got a translation in USC already
>>
>>2316997
>nta, but what mod has you picking up people from cryoslepers?
Cryopods in random derelicts I mean
>>
This is Nia Tahl's fault.
>>
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grim
>>
>>2317560
If you play with retarded mods you get retarded outcomes. What else is new?
>>
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>>2318170
True, the entire sector grows to a halt as you slowly monopolize every commodity in AOTD+Nex. AI just can't handle that kind of gameplay. AI isn't even capable of building Waystations and putting their markets to "Free Port". Not sure who's the biggest retard, the SEAnigger modmakers and their 85 IQ scifi isekai power fantasy or the me actually playing their excrement.

I'm going to start calling it SEAnigsector instead of modsector.
>>
>>2318209
Obviously you. They apparently don't know any better but you chose the gay.
>>
>>2318209
>grows to a halt
Does the ai even use money or resources for anything besides not decivving? nanoforges are the only thing that ever seems to have an impact.
>>
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I didn't know I have Talan Shipworks in my modlist......
>>
>>2318209
if youre so smart and above it all why dont you mod the campaign AI to build waystations and set freeport instead of being an annoying faggot
>>
>>2318506
uh oh the AOTDtroon is upset
>>
>>2318506
But being an obnoxious piece of shit is what xyr does itt.
>>
>>2318510
I dont even have that shit installed retard. it wouldnt even be hard to make a mod that makes npc factions build waystations and set freeports so why dont you do it? Even a jeet could fucking do it
>>
Anyone got those leaked UAF art.
>>
>>2318209
You for being a faggot
>>
>>2318232
>>2318506
>>2318559
>>2319110
Everyone's being so mean.
>>
>>2319124
unfortunately its the only language these retards understand
>>
>>2319124
SEAnigger general pls understand
>>
>>2319124
if the fag didnt want people to be mean to him, maybe he shouldnt have posted retarded shit
>>
>>2318209
You need to kill yourself.
>>
Apart from kiting/support shenanigans (sunder, drover and such) and meme captured ships, the SO/pulser/sabot medusa is the only destroyer worth a shit. Lowtech ones are all complete crap.
>>
>>2319190
skill issue
>>
>>2318944
fuck off with your slop
>>
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I'm going to come clean.

I really, really fucking hate the remnants and their design. Like really think they are the dumbest shit ever. It's fucking stupid how every single fucking ship has an officer, which rapes your ECM rating.

I hate Radiants, because every time I fight two ordos or more, and these fat lumbering retards come out, they always run away, wasting my time and letting their fulgent spam harass me. It used to be worse, when Alpha AI Radiants could get Systems Expertise.
I hate SO Apex's they just run and run and run and run. I'm tired of forming a wall, I'm tired of blitzing with SO ships. I'm tired of grinding for the best officers, and I'm especially tired of grinding SP with Best of Best just to even have a chance to win against large Ordos.
I fucking hate the Remnants and the standard they set for late game challenges. I HATE THE REMNANTS.

I unironically think the Threat are a much much better and more balanced late game enemy, and I'm not even joking.
>>
>>2319275
who asked
>>
>>2319279
This. What's with the dumbest of bitches treating generals of any description as their personal blog.
>>
>>2319283
true sister!
>>
>>2319275
I disagree with the last part but I will not elaborate because I'm lazy
>>
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Does ECCM affect missiles without guidance outside of top speed?
>>
>>2319356
I believe it also increases acceleration
>>
>>2319188
I know. I really should kill myself, any sane individual in my situation would. Problem is that I'm not sane so I don't feel like doing it. Good news is that eventually someone will take care of it or I'll end up in the bin for life. I currently use Starsector to pacify myself because otherwise I might break my restraining order and end up in jail. Think I've been playing around 12h/day last three months.

This has given me great insights that I must share.
>>
>>2319461
>restraining order
least deranged starsector player
>>
>>2319466
>restraining order
I was working at an elementary school and met a really wonderful girl there. Problem was that the school didn't consider cheek kissing to be a proper morning greeting between teacher and student.
>>
>>2319275
Interesting. I think optimized low tech, onslaughts with proper officers etc is the most difficult shit in the entire game no contest. If you’ve ever installed adversary, that adds in a faction that’s just hyper optimized vanilla loadouts with a few bounties flavored for lowtech/midline/hightech. The low tech bounty with properly set up ships is without a doubt the most obnoxious goddam shit I have ever had to deal with as far as ship battles go. Shields always take damage, but the fucked up thing about armor is at a certain point small ballistics are just like throwing peanuts and you need heavy maulers at a minimum to even start chipping away. God help you if the ship has bonus hull and the officer has hull regen.
>>
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>>2319539
The Remnant are very annoying.. Yes.. But I've opted to make a derelict operations fleet of nothing but Ramparts. Storm needlers, and devastators. Integrated of course. Some of them die, but it can take up to three ordos, all safety overridden. I just watch as my horde of AI blocks just rush in and destroy. A horde of them, I lose about 9 or 8 in the process.. I wish I could get the Guardian in vanilla.
>>
It has been some time since I last played. What are the hip new faction mods? Some of my favourites like Star Federation seem to be rotting in the bin while Yuri came back from the dead.
>>
>>2310745
I think moras fucking suck
>>
>>2319696
You're not alone in that assessment.
>>
>>2319356
> stats.getMissileGuidance().modifyFlat(id, GUIDANCE_IMPROVEMENT);
> stats.getMissileMaxSpeedBonus().modifyPercent(id, MISSILE_SPEED_BONUS);
> stats.getMissileWeaponRangeBonus().modifyMult(id, MISSILE_RANGE_MULT);
> stats.getMissileAccelerationBonus().modifyPercent(id, MISSILE_ACCEL_BONUS);
> stats.getMissileMaxTurnRateBonus().modifyPercent(id, MISSILE_RATE_BONUS);
> stats.getMissileTurnAccelerationBonus().modifyPercent(id, MISSILE_TURN_ACCEL_BONUS);
Speed, range and acceleration are the only ones that apply to dumb-fires.
>>
>>2319539
Lowtech folds to EMP+torps like paper. The exception is if its some kind of high-tech like build in a lowtech hull but the AI doesnt do that.
>>
>>2320049
Good luck landing a torp thru several sneedlers worth of dakka coming your way
>>
>>2320050
Yeah thats true. Lowtech PD is a bitch. Shove them EMP. Once they shut down let them eat hammers/breach/harpoons and its game over.
>>
I really underestimated Rocket Pods. Its the best choice on the onslaught for capital vs capital.
>>
>>2319190
Bro, your Harbinger? Your BRF escort Manticore? Your SO Hammerhead?
>>
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>>2320103
>What if?
Annihilators were composites!
Sure, you're opening yourself up to a world of hurt vs. Paladins but the cool factor can't be ignored.
>>
>>2320301
a paladin (L) has enough sustained charge rate to stop 0.5 annihilator pods (M)
>>
>>2320319
Ignoring how paladins have aoe and ignoring all the shit main batteries are firing at you that will catch most of those rockets. And that's a lot to ignore. Annihilators still won't do jack shit in regards to damage.
>>
>>2320322
complete nonsense
>>
>>2320328
Here's a pity (you.) Might make you less lonely.
>>
>>2320322
I was testing an anti-remnant onslaught and it was doing "ok-ish". Tested same onslaught vs standard npc onslaught in simulation (this one had the rocket pods) and it kicked my ass (mine had sabots because the remnant). Changed my build to use them as well and it kicked npc onslaught 1 vs 1 (no officers) and alpha core brawler radiant 2 vs 1 (also no officers). Facts!
>>
>>2320349
All I'm saying they've been hard powercrept with officer skills, introduction of residue armor and ships being all round more maneuverable. Once upon a time you could've fired a salvo or few and fucking RUINED a capital, now at best you dent him a bit. And if you need something against cruisers and destroyers might as well use something that doesn't have limited ammo. Honestly harpoons and to lesser degree MIRVs are in the same boat. And that's sad since those missiles used to rip ass.

>1:1
Sister, please.
>>
>>2320365
They are worthless as support because they are not guided (and can be dangerous to your own fighters), but as a front-line/flank anchor its really good, at least on that ship.
>>
>>2320370
Alright but you know, reapers.
>>
>>2320372
Kinda sluggish. Even hammers are better.
>>
>>2320387
They can be whatever they want to be for base 4k damage.
>>
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>>2320052
This is exactly why I run Automated Repair Unit, Solar Shielding and Resistant Flux Conduits on all my low tech ships larger than a destroyer. EMP just rapes you to death.
>>
>>2320473
Bit overkill innit
>>
>>2320477
Not really, EMP damage is overpowered.
Hardpoint health is 500/1000/1600, half this if it's a turret.
An Ion pulsar does 1800 EMP per burst + ~450 EMP from the arcs (25% chance to arc).

That should give you some perspective on how broken EMP damage is.

Fun fact: Weapon health is one of the few mechanics that doesn't scale with ship size.
>>
>>2320502
Fun fact: hardened shields are quite sufficient
>>
>>2320509
>hardened shields
>emp hits on hull
Why you acting like a noah?
>>
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Amazing how people still suck ass at building onslaughts
>>
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>>2320680
Show us who to build an Onslaught proper. I'm ready to learn.
>>
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Not same anon but this is my cheap version for exploration. For remnant only, not shroud/threat fags and nexus is ignored.
>>
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>>2320720
I'm the anon who posted the Point offense XIV. Give it a shot. It's incredibly fun for a solo ship, just make sure you have elite PD. The build with that officer can beat a Radiant Integrated Alpha Core in sim. It's not efficient, but more gun is more fun.
>>
>>2320722
Non officer regular onslaught can only pull that off in a 2 to 1 ratio.
>>
this is on page 10 you can bake instead of posting intentional shitbuilds
>>
>>2320735
You could suck my cock, non-contributor.
>>
What does raping a tranny feel like
>>
I would shield shunt my onslaughts if I didn't get sad seeing the number of crewmen lost in an engagement
>>
>>2320720
>poke gauss
Neat.

>>2320699
Get a life you cancerous piece of shit.
>>
>>2320808
Ask Nia Tahl
>>
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lol take a look at this ugly faggot! Not even military ship, cheap and it surveys. Doesnt even contribute to fleets sensor profile with unsulated engines. Link Hydras with the swarmers so the later covers for the previous while staying in the backline. Huge support boost, like a cheap shittier gryphon. Hydras will flank like salamanders and scratch the enemy hull. Its the best of ventures.
>>
>>2320322
>paladins
>aoe
The fuck are you fucking saying?
>>
>>2321143
You know they explode for frag damage on secondary targets in small aoe, right?
>>
>>2321152
It doesn't
its just bonus frag damage per shot you dumbass

its a fucking BEAM PD not a fucking Devastator
>>
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>>2321160
You baiting or what?
>>
>>2321177
Have you actually used one?
I have

There IS no AOE
>>
>>2320735
Easier to pretend to be retarded I guess
>>
>>2316683
yeah you just turn off the "capture ai cores" or felcsis shit in the options and its gucci
>>
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>>2320680
>>2320699
>>
>>2316731
bnuuy
>>
>>2321243
Hey, I like that one.
>>
>>2321215
Sorry, but he's right.
And to add insult it's got a larger blast radius than the ballistic options.
>>
>>2321243
Thank you for being genuine. Good build.
>>
Midline seems a bit harder to master than high/low-tech. High-tech is usually best for small/medium SO skirmishes in the core worlds and lowtech for anchor bombardment with the exception of fighter spam but midline is a mixed bag of guns, missiles, fighters and agility.
Do midline anons usually go the missile spam route with pegasus+gryphon or do you kite with conquests+eagle guns?
>>
>>2321675
Neither honestly. Autocannons and lances are really good for midrange early-ish game before officer skills or fleet doctrine or whatever comes online. Then a hard pivot into overwhelming close range assaults with needlers, AMBs, torps, HMGs etc. Both supported by strike craft. Missiles, rockets and torps are nice but for me they're there to round up a build, not to build around them. And kiting isn't really effective against fleets intentionally designed to either close the distance with you or attrition you with swarms.
>>
>>2321677
You go brawl + fighter spam basically? Converted hangar on some cruisers or just guns?
>>
>>2321678
Pretty much. Lean into that flexible loadout of best ballistic anti shield and best energy HE and frag with the speed to use it but without the stamina for sustained fights mid seems to be based around. Depends on what I have to work with but sure, CHs are nice to have on some builds.
>>
>>2321675
Why not just play a straightforward fleet of Centurions, Monitors, Hammerheads, Champions and Pegasus? Midline only seems hard to master if you arbitrarily decide to focus on coincidental aspects when half the midline ships are just a random cluster of specific concepts that don't fit neatly into the high/low playstyle. The other half do have a clear playstyle, even if it is just the neutral playstyle of having ships that have average stats and a weapon mix that aren't the like ones carried by high/low tech ships.
>>
>>2321785
nta but I'm certain it comes down to lack of braindead easily spammable battleships. Both pegasus, conquest and executor are great ships but they require more effort put in than plow thru or cackle behind panic button shield.
>>
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Locusts and swarmers always linked with hydras.



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