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Starsector is an open-world single-player space-combat hyphenated-description game

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    StrikorStrikor Calibrations? Calibrations! Registered User regular
    I'm also pretty bad at the combat but I love it because of how effective the AI is at flanking and harassing you.

    For a forgiving player ship I would strongly recommend the Hammerhead destroyer or Apogee cruiser. The latter has full 360' shield coverage, a large energy slot in front, good turret coverage for point defense, and built-in survey equipment as a bonus. It works great with an autopulse laser but can run into some issues if the enemy has more shield capacity than you have stored charges.

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    canuckontcanuckont Registered User regular
    This game is great. I hazard to say what star citizen could have been (in first person) if they hadn't gone all crazy with the extras.

    Loving the free vibes of just flying my fleet around space. Thank you for the thread, made me buy it.

    I saw a kid get handed a JB poster by who I presume was his parents outside my store today....he tore it in half infront of his horrified parents.....There's hope for our youth yet!
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    SummaryJudgmentSummaryJudgment Grab the hottest iron you can find, stride in the Tower’s front door Registered User regular
    Aggravating. I'm doing the tutorial, I just salvaged that cache of ships, and it turns out it's way more ships than you can afford to supply and crew at the time, but I didn't find that out until after I followed the game's prompts to refit.

    Some days Blue wonders why anyone ever bothered making numbers so small; other days she supposes even infinity needs to start somewhere.
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    GarthorGarthor Registered User regular
    Aggravating. I'm doing the tutorial, I just salvaged that cache of ships, and it turns out it's way more ships than you can afford to supply and crew at the time, but I didn't find that out until after I followed the game's prompts to refit.

    You have to check the storage at the planet. There's a cache of supplies there (and weapons, which are automatically used by the refitting). This isn't made clear to you.

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    SummaryJudgmentSummaryJudgment Grab the hottest iron you can find, stride in the Tower’s front door Registered User regular
    Garthor wrote: »
    Aggravating. I'm doing the tutorial, I just salvaged that cache of ships, and it turns out it's way more ships than you can afford to supply and crew at the time, but I didn't find that out until after I followed the game's prompts to refit.

    You have to check the storage at the planet. There's a cache of supplies there (and weapons, which are automatically used by the refitting). This isn't made clear to you.

    They would just appear in my inventory, right? There's my inventory, there's the store, the fitting screen - where's the storage?

    Some days Blue wonders why anyone ever bothered making numbers so small; other days she supposes even infinity needs to start somewhere.
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    Knight_Knight_ Dead Dead Dead Registered User regular
    Garthor wrote: »
    Aggravating. I'm doing the tutorial, I just salvaged that cache of ships, and it turns out it's way more ships than you can afford to supply and crew at the time, but I didn't find that out until after I followed the game's prompts to refit.

    You have to check the storage at the planet. There's a cache of supplies there (and weapons, which are automatically used by the refitting). This isn't made clear to you.

    They would just appear in my inventory, right? There's my inventory, there's the store, the fitting screen - where's the storage?

    theres a little storage button on the cargo screen that flips over to the storage stuff. it should auto-pull stuff from there if you refit though.

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    GoumindongGoumindong Registered User regular
    you will be given some weapons once you talk to the guy

    You can always mothball/store the ships you aren't going to use. But yes, in general you get far more ships than you can fit

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    StrikorStrikor Calibrations? Calibrations! Registered User regular
    Colonies are so annoying. I finally found a decent system to build in on my latest save. Nothing too great but all resources are at least present throughout a few planets and 4/5 of them are under 200% hazard rating. One big problem, however - there are zero spots to build a comm relay in the system. And the main planet has decivilized so that's -3 stability right off the boat.

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    HappylilElfHappylilElf Registered User regular
    Well, that was odd.

    I'm decently friendly with the Hegemony but a patrol fleet from them decided to attack me after scanning me. Nothing I could do, just flat out a faction I was friendly with deciding to attack me. I think the patrol leader was at like -10 after the scan but it's like... I have multiple cruisers to your one with more smaller ships than you as well so... wtf are you even doing?

    Ended up abandoning and reloading because I'm not really looking to go to war with the one faction I've actually put work towards becoming friendly with.

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    swphreakswphreak Registered User regular
    Did he scan you and find contraband or something?


    I just settled my 2nd planet. Getting its defenses built up to level 2 space station and patrol HQ.

    Still debating on if I should colonize the two desert worlds I have left in this system, build up their defenses, and then build the industries that piss everyone off. I figure 4 battle-stations and patrol HQ’s would be a pretty tough to crack.

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    SummaryJudgmentSummaryJudgment Grab the hottest iron you can find, stride in the Tower’s front door Registered User regular
    Hey, how are you supposed to catch fleets on the overworld map?

    Interdiction pulse shuts down their Emergency Burn, but they don't need that to outrun my guys

    Are you supposed to use Emergency Burn offensively?

    Some days Blue wonders why anyone ever bothered making numbers so small; other days she supposes even infinity needs to start somewhere.
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    StrikorStrikor Calibrations? Calibrations! Registered User regular
    Interdiction pulse + your own emergency burn is the best way to do it. Level 3 of Safety Procedures in the Industrial tree will entirely remove the combat readiness penalty so it only ends up costing you a little fuel.

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    HappylilElfHappylilElf Registered User regular
    swphreak wrote: »
    Did he scan you and find contraband or something?


    I just settled my 2nd planet. Getting its defenses built up to level 2 space station and patrol HQ.

    Still debating on if I should colonize the two desert worlds I have left in this system, build up their defenses, and then build the industries that piss everyone off. I figure 4 battle-stations and patrol HQ’s would be a pretty tough to crack.

    I think the initial message was saying he didn't find anything but my current wealth level and recent history on the blackmarket etc.

    Which yeah sure Mr Spacecop gives me a talking to, been there done that. But this time it was followed up with what would have amounted to a suicide attack.

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    BasilBasil Registered User regular
    edited August 2019
    Strikor wrote: »
    Interdiction pulse + your own emergency burn is the best way to do it. Level 3 of Safety Procedures in the Industrial tree will entirely remove the combat readiness penalty so it only ends up costing you a little fuel.

    Burn to win!

    Alternatively and concurrently, learn to love cutting your transponder, going dark and hiding in stellar bushes. So long as you aren't running a bunch of civilian grade ships or tugs, turning the lights off is a lovely way to make your mark as a genuine pirate warlord. I've been haunting an asteroid belt in a busy Luddite system, butchering the locals when they get into scuffles with space-police mercenaries. Their main fleets are too heavy for me, but I can sure take advantage when they're distracted.


    Note that your transponder makes you highly visible. Cruising or burning makes you more visible still. You can see the numbers behind this on the bottom left of your ui. While certain varieties of system defence forces will happily pounce on you if they see your transponder is off, pirates and fence sitters will typically leave you alone, and seeing you is the hardest part.

    Hyperspace is usually a good place to just never turn it on unless you feel like joining a friendly or neutral fleet action against hostiles. Sometimes I'll use it to flag down hostiles I don't want to chase. Hey boys, come get me! Don't mind the guns- I'm sure they're harmless.


    Bearing sensor range in mind can result in amusing discoveries. Mining fleets, for example, are rather difficult to spot while they're working, but you absolutely can trip over them.

    Basil on
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    swphreakswphreak Registered User regular
    Turns out I need to rethink my fleet composition. Had to run away from a fleet that had 3 Conquests and a bunch of cruisers.

    I need to get myself one or two more Conquests (can’t get any other capital atm), and maybe a Gryphon for support? Does anyone know if the AI does a decent job piloting Gryphons?

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    StrikorStrikor Calibrations? Calibrations! Registered User regular
    Of course my only game freeze in 2 weeks comes after I salvage a Paragon.

    Needless to say the autosave mod was immediately installed.

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    m!ttensm!ttens he/himRegistered User regular
    The AI does an ok job piloting the Gryphon but it's much more capable in the hands of a player who can appropriately burst fire and destroy capital ships all on its lonesome.

    https://youtu.be/0w-OsgPYzaU

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    GoumindongGoumindong Registered User regular
    edited August 2019
    The Gryphon has a hard time doing that now. That build was significantly nerfed in the last patch. IMO is much much better in AI hands than in player hands now so long as you kind of have a support construction for it. The reason for this is because the Gryphon has the defensive and offensive characteristics of a destroyer. It will die if something gets in its face or it will have to dump its entire compliment of missiles.

    The reason it was nerfed is that Sabot Pods no longer shoot 4 missiles per volley. They instead shoot 2. This, at best, halves the anti-shield burst damage unless you also have sabots in the front. Sabots in the front run out very fast and significantly reduce your anti-armor capabilities because that is where your reapers go. The Gryphon also had its flux stats reduced and its shield weakened. On the current patch that Gryphon probably dies horribly without even cracking the Onslaughts shield unless it dumps its entire contingent of missiles.

    Rather the optimal way to field a Gryphon is with 2 Harpoon Pods on the side medium launchers. 4 salamanders or sabots or swarmers on the front launchers. And either a Locust or MIRV on the large launcher. (Squall is... OK?). The goal of this ship is to keep launching the MIRVS at anything that might have had its shield reduced/removed by the rest of your fleet. The Harpoon Pods/MIRV with ECCM and missile skills have a range of around 3500 units and the 2500 unit fire range is significant enough that they will more or less paste anything that overloads in the vicinity. You will run out of Harpoons pretty quickly (but not before pasting a few ships) but the MIRVs will fire every 15 seconds for between 5 to 10 minutes. It can also be worth putting the two Harpoon Pods on different weapon groups. This will lower the AI's tendency to dump them all at once (you definitely do not want them linked on the same weapon group or you will fire volleys of 8 even if you don't need it)

    The AI is very good with this ship because it is very good at knowing when a ship is about to overload over the entire large range of its MIRVS/Harpoons and then using those weapons targeted specifically against them. You will more or less NEED an officer for this ship that has Missile Specialization. That is worth a whole host of damage but the main thing is the speed/HP/maneuverability buffs prevent missiles from being shot down/evaded. This Missile Spec officer also ideally has Combat Endurance, Ordinance Expertise, and Target Analysis and any other skills are ancillary but Advanced Countermeasures is nice. The reason for these skills is that any damage buff skill that applies to a ship applies to all mounted weapons including shields. So Ordinance Expertise, Target Analysis, and Combat Endurance's damage boost from having CR>70% all work on top of Missile Specialization making those 4 harpoon volleys hit HARD.

    Build Image
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    The IPDAI and Vulcans/Flack is just to make it as strong against fighters/counter missiles as possible. You should, ideally give it the escort order on one of your tanky ships (this should place the Gryphon behind that ship to cover its rear) which will put it in perfect position to punish enemy ships which are close to overloading without risking the ship too heavily.

    Edit: Removed @'s just in case someone quotes me. I think it should have done its job already.

    Goumindong on
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    m!ttensm!ttens he/himRegistered User regular
    Ah, interesting. I haven't played with one, only been on the receiving end and just read about it in the wiki and thought it was still up to date.

    When you assume....

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    AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    I may have to give this a try myself.

    https://www.youtube.com/watch?v=jBw32bjg2og

    A Capellan's favorite sheath for any blade is your back.
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    GoumindongGoumindong Registered User regular
    Worth noting that the Ordinance Expertise working with missiles does NOT transfer to fighters/drones.

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    ArbitraryDescriptorArbitraryDescriptor changed Registered User regular
    Axen wrote: »
    I may have to give this a try myself.

    https://www.youtube.com/watch?v=jBw32bjg2og

    Quite plausible! I bought a bunch of Tempests to use as distractions, but quickly learned that they will tear some pirates up. They're like the compys in Jurassic Park, flighty and capricious: until they get you alone.

    (I feel like they get better results with a wolf or two mixed in)

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    GoumindongGoumindong Registered User regular
    For best results pair with Luddic Path Brawlers. The True king of the frigates.

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    Dark_SideDark_Side Registered User regular
    edited August 2019
    I just cannot. stop. salvaging ships. Even when I'm way out in the boonies with limited supplies and crew, I'm still like..."yeah this is a terrible idea...but new ship!"

    Dark_Side on
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    ElvenshaeElvenshae Registered User regular
    Dark_Side wrote: »
    I just cannot. stop. salvaging ships. Even when I'm way out in the boonies with limited supplies and crew, I'm still like..."yeah this is a terrible idea...but new ship!"

    "I can always just sell it at the next port ..."

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    GoumindongGoumindong Registered User regular
    If you scrap the ship you will have more resources than selling it later.

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    DynagripDynagrip Break me a million hearts HoustonRegistered User, ClubPA regular
    Do I go to sleep a bit late or unreasonably late...

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    StrikorStrikor Calibrations? Calibrations! Registered User regular
    My fleet is having trouble fighting certain late game enemy fleets that have very strong shields and many fighters. Should I be focusing on anti-shield ballistics or what? Most of my ships run energy and while pulse laser spam works great against pirates and junkers, it just isn't cutting it here. My plasma cannon only tickles them before they return fire and overload my own shields.

    It also doesn't help that running so many faction mods makes it very difficult to get blueprints I would actually want to build ships from.

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    BasilBasil Registered User regular
    edited August 2019
    Oh yeah, absolutely run ballistics. The 200% damage modifier is no joke when it comes to overloading ships.

    You can kinda balance flux and damage type when you're building to be sure that you can reliably deal with shields. Beams, for example, tend to do bugger-all hard-flux, meaning that a shield eating a beam could potentially stay up forever. Some great beam ships are just completely helpless against ships of their own ilk. So maybe for every beam weapon you have, you'll want comparable ballistics or a greater volume of energy weapons. Having ballistics to complement energy is also important if beams aren't your thing. The more burst damage you have around, the more often you're going to see shields pop.

    Beams are great at forcing ships to keep their shields up, ballistics are great at forcing those shields down or popping them and causing overloads. Your overloaded target is then in deep shit- torpedoes will crack them open, EMP weapons will short out their guns such that even after the overload they won't be able to fight back, those beams do rather hurt and so on.

    You might also be in a situation where your ships are over gunned for what you're fighting. Being able to support your weapons is one thing, supporting your weapons and your shields in the face of overwhelming firepower is another entirely.


    The Hammerhead is a great example of a ship built to wreck shields: it has an autoloader special ability to increase fire-rate. Even the worst guns will do when you've suddenly gone from a destroyer's to a battleship's worth of them pointing at your target. It even has missile slots for the classic one-RATATATATATATATATAT-two-BOOM. Larger ships accommodate this with different toys, but the idea is the same. If a ship can't operate as a hunter-killer alone, it needs to fulfil at least one stage of the process to justify its existence in your fleet.


    Fighters are a bit messier to deal with. In the game's current iteration, regular point defence tends to fall flat after they reach critical mass. Capacitor/ammo style point defense systems might carry you here. If they aren't enough you'll want heavy fighters, interceptors, and even anti-shield/armor escorts equipped with the make-guns-shoot-small-things ship mod.

    Basil on
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    EchoEcho ski-bap ba-dapModerator mod
    Basil wrote: »
    The Hammerhead is a great example of a ship built to wreck shields, it has an autoloader special ability to increase fire-rate. Even the worst guns will do when you've suddenly gone from a destroyer's to a battleship's worth of them pointing at your target. It even has missile slots for the classic one-RATATATATATATATATAT-two-BOOM.

    Let's just say there was much giggling after I slapped two Heavy Autocannons (or whatever they're called) on my Hammerhead. Excellent alpha strike to delete a juicy target of opportunity, then back off a little bit to let the ammo recharge. Rinse and repeat.

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    BasilBasil Registered User regular
    Echo wrote: »
    Basil wrote: »
    The Hammerhead is a great example of a ship built to wreck shields, it has an autoloader special ability to increase fire-rate. Even the worst guns will do when you've suddenly gone from a destroyer's to a battleship's worth of them pointing at your target. It even has missile slots for the classic one-RATATATATATATATATAT-two-BOOM.

    Let's just say there was much giggling after I slapped two Heavy Autocannons (or whatever they're called) on my Hammerhead. Excellent alpha strike to delete a juicy target of opportunity, then back off a little bit to let the ammo recharge. Rinse and repeat.

    Yussss. Good man. This what is best in life.

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    DynagripDynagrip Break me a million hearts HoustonRegistered User, ClubPA regular
    What mods are y'all playing with? Anything particularly juicy over the vanilla game?

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    DynagripDynagrip Break me a million hearts HoustonRegistered User, ClubPA regular
    hrrmmm, I think selling some Hegemony blueprints on the black market gave them to pirates. Maybe I was in a pirate base when I did that not sure. Regardless they've now got Onslaughts.

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    EchoEcho ski-bap ba-dapModerator mod
    Dynagrip wrote: »
    What mods are y'all playing with? Anything particularly juicy over the vanilla game?

    I've added a bunch of new factions that had shiny-looking ships, I'll link them when I get home.

    Also is there no plain sandbox mode to test-drive ships?

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    BasilBasil Registered User regular
    edited August 2019
    Dynagrip wrote: »
    hrrmmm, I think selling some Hegemony blueprints on the black market gave them to pirates. Maybe I was in a pirate base when I did that not sure. Regardless they've now got Onslaughts.

    On the other hand, now you can salvage more Onslaughts!

    Over yonder, I gush about my favourite mods. <3

    If you want to test things, @Echo, the console command mod has you covered.

    With it enabled, ctrl backspace to bring up the console, then your pick of allhulls, allwings, allhullmods and allweapons, followed by storage. Esc out and you'll be brought to an action menu attached to a particular abandoned station, where you'll be able to take and refit your choice of the all-waffle you picked.

    Basil on
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    SummaryJudgmentSummaryJudgment Grab the hottest iron you can find, stride in the Tower’s front door Registered User regular
    I got lucky and salvaged a Pristine Nanoforge - did someone say I can sell this for 3x to Tri-Tachyon? Or should I just sell it for the fortune that is is already to the Hegemony?

    Some days Blue wonders why anyone ever bothered making numbers so small; other days she supposes even infinity needs to start somewhere.
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    SummaryJudgmentSummaryJudgment Grab the hottest iron you can find, stride in the Tower’s front door Registered User regular
    Also, is there any reason to keep the Mudskipper transport and Kite shuttle you get in the prologue? The story mentioned you'll need them as part of the salvage operation so you can steal the abandoned ships, but in-game I can't find any kind of mechanic that would require you to have a shuttle to ferry crew between ship?

    Some days Blue wonders why anyone ever bothered making numbers so small; other days she supposes even infinity needs to start somewhere.
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    SummaryJudgmentSummaryJudgment Grab the hottest iron you can find, stride in the Tower’s front door Registered User regular
    Triple post, sorry

    Militarized Subsystems doesn't seem to be giving the +1 to maximum burn per the ship ? profile on the fleet screen?

    Some days Blue wonders why anyone ever bothered making numbers so small; other days she supposes even infinity needs to start somewhere.
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    Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    edited August 2019
    Also, is there any reason to keep the Mudskipper transport and Kite shuttle you get in the prologue? The story mentioned you'll need them as part of the salvage operation so you can steal the abandoned ships, but in-game I can't find any kind of mechanic that would require you to have a shuttle to ferry crew between ship?

    You don't need shuttles, they just have good crew capacity. Kites can be good as interceptors to catch fast fleeing ships or to help harass something, but they're also pretty fragile.

    Sir Carcass on
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    FiatilFiatil Registered User regular
    I got lucky and salvaged a Pristine Nanoforge - did someone say I can sell this for 3x to Tri-Tachyon? Or should I just sell it for the fortune that is is already to the Hegemony?

    I was talking about AI cores in that instance! That one you can just sell on the black market for cashhhh. They're also super useful once you get heavy industry on one of your colonies, but they're not so rare you have to hold onto it unless you're close to having heavy industry already.

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