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Starsector threadWith 1 Carrier with 1 flight deck how many fighters can I resupply


Thread replies: 519
Thread images: 54

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Starsector thread

With 1 Carrier with 1 flight deck how many fighters can I resupply on a battle?
>>
babump
>>
>>332069018
as much as you want, but beyond 3 wings per flight deck you won't have many fighters active at the same time. Two wings per flight deck is the best.
>>
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>black cock fast picket chasing me
>they have a morpheus and some whatever frigates
>hear many things about the morpheus but haven't seen one yet
>eh, it's just one ship, this should be easy
>
>>
Hacking commlink. How useful is it with 50 emp dps?
>>
>>332069670
It has scripted effect that amount to 150 emp dps I believe (and can pierce shields), so 200 in total.
>>
>>332069745
What's the diminished effect with shields up?
>>
Why would anyone ever take the lightning gun over ion beam
>>
>>332069817
After check up of the script:
>75 emp dps through shields
>200 emp dps on hull + 100 HE dps random damage.
>>
>>332070021
Ah, that's not bad. Can spam those on a dedicated ship.
>>
>>332069650
IT'S SPINNING IN A CIRCLE LIKE A FUCKING BLENDER AND VOMITING OUT TWELVE DIFFERENT KINDS OF MISSILES AND TORPEDOES WHAT THE FUCK IS GOING ON HELP
>>
>>332069018
finally got myself a battleship, and holy hell does this thing bang. but now i feel like i'm at a loss and have no idea what to even do in my game anymore.

i'm playing a fairly old version, has there been any major updates recently?
>>
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>Followers want to capture a planet
>Clear the way taking down patrols and sabotage the reserve fleet
>Hegemony captures it instead
>>
>>332070149
The trick is that since the damage is randomly located, unless the target already got stripped from its armor everywhere it won't be as powerful as it sounds.

Still the EMP through shield is not to underestimate: unlike the vanilla Ion Beam it's not dependent on the enemy's hard flux level.
>>
>>332070021
>hacking a commlink causes explosive damage

what the actual fuck
>>
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>>332070226
"The asteroid I had targeted was smaller than most, maybe a dozen meters on a side. ... But something must have been inside it... something inactive in the cold. ... After I had hit it, spots of light and heat appeared all over the thin shell still covering it, evaporating the gases. What lay underneath looked like some sort of rocky growth... I think something even older might have been inside that. ... It started rotating - faster and faster as we watched it. After a second it started spraying fire - thermal projectiles that melted our armor like wax. Before we could counterattack, it fled at incredible speed. ... When it finally led beyond the edge of our galaxy, we abandoned our efforts."
>>
>>332070417
says in the description "causing electrical explosions"
>>
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>>332070226
I didn't get a long clip but this is what it was doing

Jesus Christ how horrifying
>>
>>332070417
As the description explain:
>Equipped with line of sight communication arrays and fast computers, this weapon quickly interfaces with the target's internal network to power down their systems and cause some local electrical explosions.
>>
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>>332070530
>hacking a commlink turns enemy control panels and computer equipment into C4

what the actual fuck
>>
>>332070678
https://www.youtube.com/watch?v=Bxy20bgot0Q
>>
>>332070678
I imagine there are plenty of ways to use space equipment that handle live ammo, antimatter based fuel or pressurized containers to murder people.
>>
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>>332070563
Be careful with those.
>>
>>332069018
Obligatory

https://www.youtube.com/watch?v=XNcyzVTVMT4
>>
>>332070903
I don't bloody think the condex astartes supports that action
>>
>>332070903
WHAT THE FUCK
>>
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>>332071019
Blackrock doesn't give a fuck
>>
>>332071103
god I hate dealing with those anime shoeboxes

as if afflictors weren't annoying enough, here's one that directly warps behind you
>>
>>332070903
Use it with a few Pila/Ballista Gryphons that throw dozens of yummy LRMs for maximum combo damage.
>>
>equipping my entire fleet with long range missiles
>turning on autofire for everything
HAHA, MISSILES
>>
What is this game?
Those webms are giving me a tingly sensation in my pants.
>>
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>>332070903
>>332071103
This shit is not fucking okay.
>>
>>332071329
Its Mount and Blade in space.

It requires some mods to get some actual content into it, but otherwise its pretty good.
>>
>>332071438
>Its Mount and Blade in space
Not really though, M&B has other features besides combat
>>
>>332071506
It has conquest and very basic diplomacy, both of which can be modded into SS

Fundamentally there are more similar features than different ones.
>>
>>332071438
Thanks. If it's pretty good that's all I needed to know.
>>
>>332071225
The secret is that the phase cloaks on the morpheus and imaginos don't work on beam weapons, so things like tachyon lances really fuck them up. If there's a lot of missiles or ballistic shots on the screen, however, they're going to fuck shit up.
>>
>>332071635
It does not have conquest and the diplomacy for anything other than the player faction is non existent
>>
Resistant flux conduits only apply the 25% bonus while actively venting, or passively as well? I used to build my ships with 95% capacity and just retreat back to active vent, but I still get sniped with missiles sometimes from screens away past ally ships. What's a good passive vent ratio?
>>
>>332071829
>It does not have conquest
It does with mods

>diplomacy for anything other than the player faction is non existent
Just like in M&B

We could do this all day, but you are being stupid so I wont bother replying any more.

SS is basically M&B in space and thats the common and most accurate description for it, get over it.
>>
>Morpheus
Thank god for console commands
>>
Why is this game so popular recently? Was there a major update? Seems like there used to be a thread once in a blue moon, now theres always one up.
>>
>>332072020
>b-but it does with mods
>I'm not even going to respond to you anymore
holy shill lmao

starsector is extremely feature incomplete you cannot possibly think otherwise
>>
>>332069018
goddamint post slower, I made the OP as promised.

>>332071949
It's a shoddy one but I'm still working on it. I need some help with the pastebins.
>>
>>332072185
>OP pasta for a /v/ thread
no
you are literally making a /vg/ thread on /v/ at that point, at least this way we can stay hidden longer
>>
Still need help with the built in focus beams on the Scy Erymanthian Boar(Armored). They never fire.
>>
>>332072408
there was discussion last thread to make an op, so I volunteered for it. didn't know it would actually be harmful.
>>
>>332072451
How did that bug slipped through for a year and a half?????
>>
>>332069018
ideally about 2~4 depending on the wing, but 3 is the golden number. following this standard an Astral can manage 18 fighter wings alone, and 36 wings with the Expanded Flight decks hullmod from SS+.
>>
>>332070563
lmao i need to fix that but its so goddamn funny
>>
>>332072838
No idea
>>
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Something else the Morpheus does is push things directly in front of it away at ridiculous speeds if it's smaller than a cruiser, which looks pretty funny.
>>
>>332074081
FIX YOUR GAME CYCERIN
>>
>>332071680
this is a bug introduced by 0.7.2 btw, doesn't change the fact heavy duty beams are still strong vs the ships, but they used to be totally invulnerable while phased like every phase ship
>>
>>332074691
>WEEEEEEEE
>>
Has anyone ever addressed the devs why phase lance/tachyon lance doesn't hit phased ships? this was asked last thread, something about the fluff of weapons mentioning that it ripped through 'pee space' which is where the phase ships hide.
>>
>>332075091
Because then Phase ships would be completely worthless I suppose. Also Phase ships can fly through each other so it's not clear that something in P-space can interact with other things there.
>>
>>332074730
but beyblade
>>
>>332075545
I was just trying to MEME.
I like this too, and not like this is going to be fixed in the immediate future.
>>
>>332075365
Do you notice any vanilla loadouts that employ phase lance/tach.lance besides the paragon?

Yes. I don't think this is a problem. Or maybe it deals reduced damage or emp damage only?
>>
>>332075909
Pretty sure one of the Medusa loadouts has two phase lances, or maybe that's from SS+
>>
>>332074691
>bullshit anime fedora tier ship

I've seen enough, if you use this seriously you're a fuckin nerd.
>>
>see Starsector thread
>praise Alex, I needed my fix
>webms
>on my phone

That said I'm glad we're back. We were gone for days. Don't ever leave me Starsector /v/, I couldn't take it.
>>
I want more letsplayers! But they have to use mods and not the vanilla game...i like to watch LPs in Starsector! You guys too?
>>
>>332077008
There was one all last night you nerd
>>
>>332077020
I don't mean to be rude but you sound new to this place
>>
>>332077020
There are quite a few already.
https://www.youtube.com/results?search_query=starsector&search_sort=video_date_uploaded
>>
>>332070235
>not playing the newest version with a shit ton of mods
>>
>>332077091
I know, I meant the few days before that thread.
>>
>>332077020
I watch nemonaemo. He does average but After a few advices he does well, and doesn't do annoying commentary. Which is the important part.
>>
>>332077286
Which faction mods can be used with the new version?
>>
Yeah but only two good ones, and the major LPler uses the old SS version 0.71a i believe. Boring to watch outdated stuff. We need more people who stream!
>>
Why are the starting conditions in Nex/SS+ so fucking dogshit? The frigate start is a total bitch and the Hammerhead for the destroyer start is such a laughable ship, you end up being outranged by every enemy frig fleet.
>>
I'm playing a save as BRDY and holy shit, getting into fights with allies is dangerous. All the AI ships boosting and bumping into on another is hilarious.
It's also dangerous as fuck. All my allies have Scaleron launchers and I swear they blow up on my ships more than enemy vessels.
Keeps me on my toes I guess.
>>
>>332077020
Why are you using a name on an anonymous imageboard?
>>
Why not using a name? btw who likes the interstellar imperium! I like the style, weapons, design and balance, also the starsystems are well made just everything is well done!
>>
How does this game compare to X3TC/AP?
>>
>>332077327
http://fractalsoftworks.com/forum/index.php?topic=177.0

Thats the current list of mods. You see the version too.
>>
>>332077697
Given this is a Starsector thread I'm not sure whether or not this is satire.
>>
Best medium energy and best light energy?
>>
>>332077697
Fuck you, Modicus. Eat shit, Modicus.
>>
>>332078549
Pulse and tac laser
>>
>>332078549
The "best" really depends on what situation you're in and what ship you're using.
I like phase lances on faster ships, blasters on larger ones, and tac lasers can be generally pretty good on ships that need to apply some pressure without getting too close for too long.
>>
>>332078691

https://doctorwhocharacter.files.wordpress.com/2011/05/slitheen-boy.jpg
>>
>>332078549
Vanilla: Heavy Blaster and either AM Blaster or Ion Gun
Modded: Scalaron Blaster and either Hacking Commlink or Burchel
>>
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>ship is burn-driving onto the battlefield
>smash into an asteroid that fucks up a ton of my armor
mfw every time this happens
>>
>>332078870
Jesus fuck die in a fire you fucking faggot
>>
>>332078940
Fixed in 0.7.2 though. When there is a big asteroid in front of you the burn is interrupted.
>>
>>332079163
I'm still running an earlier version because muh mods
>>
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>>332078896
>Heavy Blaster
Literally a meme weapon
>>
Best large ballistic?
>>
>>332080395
my dick
>>
>>332079714
>heavy blaster
>bad
spotted the scrub
>>
>>332080395
With or without mods?
>>
>>332080489
What is good about it, apart from turning your ship into an oven?
>>
>>332080579
with
>>
>>332080607
The fact that it rapes everything
>>
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>>332078968
>>
>>332069952
Better shield damage? Hard flux?
>>
>>332080689
Pirates, sure
Can't get past anything with a good shield though
>>
>>332080889
>I am so dumb that I use energy weapons on shields
Mount it on an Eagle with a bunch of kinetics, rape face. Or put it on a teleporting ship or phase ship and flank stuff.
>>
>>332077834
X is varied. You can do 100% trading/building or 100% combat. This is missing the building (supposedly it's going to be implemented) and the trading's downright bad if you're not doing missions, so it's 95% combat. Combat *is* good tho. Also the learning curve is much shallower (but then what games have a steeper learning curve than X?) but that's because there aren't as many upgrades/items/gadgets as there are in X.
>>
>>332077540
>Flying towards a target while idly paying attention
>Shields down for 0% Flux Boost
>Notice my hull just got fucked to half health
>Accidentally flew into an allied frigate and instantly destroyed it
Really loving the Sunder.
>>
>>332081826
Well yeah energy weapons are meant to be used against everything

I never said heavy blaster is a bad weapon, it's good when supported with something that can get rid of the shield, but it doesn't hold up on its own like the pulse laser does
>>
>>332082589
Heavy blaster Wolf is amazing. I used to
routinely kill 5-8 frigate Pirate fleets in one at the start of the game.
>>
>>332083919
3edgy5me
>>
>>332084370
What's wrong anon, do you need graviton beams and tac lasers to kill the scary Hounds?
>>
>>332083919
like I said, it's amazing against pirates because they have jack shit for shields
>>
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>>332082074
>Flying the sunder with the shields down
ANON NO
>>
>>332082074
>glass hammer: the ship
So good doe.
>>
>>332084639
It's also good on ships that don't care about flux efficiency as much, such as high-tech ships. The main pros of the h. blaster are burst damage and hit success, and the main con is bad efficiency. An Aurora or Zenith with Heavy Blasters can demolish anything smaller than a cruiser in seconds, and then use missiles to level the playing field with bigger ships.
>>
>>332085213
yeah but an aurora can do just about anything it wants
>>
When in the game do you start capturing planets? How many marines are needed? Hundreds? Do you need a triple A fleet to deal with the response fleets?
>>
>>332085443
>pretending there arent significant differences in the way of weapon loadout and ship performance
>>
>>332085481
you don't
>>
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HEGEMONY WHERE ARE YOU
>>
>fleet with Morpheus engages me for some reason
>finally down that anime bullshit
>it comes up as a boarding option
>have more than the marines necessary
>order nearby ships to engage
>die monster, you do not belong in this world.
>>
>>332085481
Basically everything anyone talks about in these threads are mod features.

Base game itself is very, very base.
>>
>>332086190
all heresy must be burned and erased from the face of this world

the emperor protects
>>
>>332086190
>not taking the anime ship for yourself
Blackrock is one of my favorite factions, the creator put a ton of effort into it and it really shows with all the cool custom weapons and ships.
>>
>>332087330
I do really like the blackrock ships.

The imaginos and morpheus are grossly overpowered abominations though.
>>
speaking of heresy, why don't the hegemony and ludds care that you are using banned equipment?
>>
>>332087535
System flaw I guess. Or alternatively, how are they going to put down all those bounty fleets then? What's the point of bounty boards?
>>
>>332080395
MK.9 autocannon is hand up best in every situation barring mod bullshit weapons (if there is one that surpasses it)
>>
>>332086152
You planned to kill anything with that loadout?
>>
>>332087529
In the hands of a player, they are.
>>
>>332087529
>Morph costs more than a capital ship in upkeep and Imaginos exists alongside the Hyperion

wew
>>
>>332088629
When I bought it I just threw on my only large weapon. It's hard to kill an enemy when their shield is down with rockets empty, but once they get hit by Ion once they're fucked. It's great when raiding with a big fleet.
>>
Fellas randomly generated Nexelerin galaxy or Corvus mode?

I'm trying to figure out what's optimal to get factions with decent economic settings without killing my system performance.

Something always seems off about my galaxies when I create them. And I can't quite put my finger on it. Either I'm not allowing for enough solar systems or the system isn't generating what I'm telling it to.
>>
>>332088629
>>332088986
Looks like it would not work that well for anyhting but bullying low-tech ships senpai
>>
>>332089953

Corvus is fine.

Nexelerin needs a little tweaking for me personally. So I just change one thing.

In Starsector\mods\Nexerelin\data\config

settings.json

Increase max "maxMarketProcurementConcurrent" to 90. This is so you can actually trade legally using missions instead of relying on open market price that may or may not be fucked up during random generation.
>>
>>332089953
Corvus is more coherent and stable. Factions have home systems instead of being randomly dispersed.

Randomly generated sectors are cool and all, but it usually just results in a clusterfuck.
>>
>>332091251
>>332091434
Can someone explain what Corvus mode is?
>>
>>332091594

Vanilla map with the original starting planet Corvus and everything else where it is.

Nexelerin is randomly generated.
>>
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How do I make this nigga better? I'm not satisfied with it's performance defensively, shield too small and flux issues.
>>
>>332092054
>flux issues
>4 plasma cannons
>like 8 heavy blasters
>0 capacitors
gee I wonder why
>>
>>332092054
Lets see, everything about the loadout is shit, remove kebab 100% and start over

You only get points for the amazing variant name
>>
>>332092054
>four plasma cannon
>Only half the maximum vents
>flux issue

Dude, you need some restraint. Put down some fancy guns for simpler ones.
>>
Portrait pack anon around?

I have a request.
>>
Hey, how can I set my reputation with my faction to the max to start with?
>>
>>332094956
console command mod
>>
>>332095341
There's nothing in a settings file for that then?
>>
>>332095450
probably is, but the console command mod is just super simple to use
>>
I have with this game the same problem that I have with Mount&Blade Warband. I start the game, make my characters, and then when I'm inside the world I have no idea what the fuck to do. In both games I always end up doing the same shit, some basic missions like bring x to y and explore around wasting resources looking for some pirates to fight and I never seem to find anything to do so I just drop the game 10 minutes later I started playing.

Any advice?
>>
>>332095904

Simply isn't your type of game. I have the same problem if I stop making up stories in my head. These type of games have a real flaw in that they have ZERO story to keep players engaged.
>>
>>332089953
>>332091251
Corvus mode is 100% of the time fine, Nexerelin either results in a shitshow or something really cool. The shitshows usually involve supplies and fuel costing 100 or more credits across the entire system, and the cool ones tend to be about as good or better than Corvus with reasonable prices.
>>
>>332096160
I really really really want to like both games, they are so good and have so much content.
>>
>>332092054
four fucking plasma blasters
holy shit dude that plus the heavy blasters means you are never going to be able to fire that shit
Use some less OP-costly weapons with lower flux, install Resistant Flux Conduits, get rid of ECCM, replace the turret gyros thing with the other turret mod that slightly increases range as well
>>
Anyone figured out the formula for determining just how Flux costly weaponry is.

I'm having a miserable fucking time.
>>
>>332098849
it literally says on the weapon stat page
>>
>>332098849

What? How can can you not understand? It says right there on the screen Shield Upkeep+ Weapon Flux per second.

You either build for burst damage then back off to vent. Or high sustain where weapon flux + shield never exceeds your flux vent rate.

Of course, there are many different things in between full burst or full sustain. Some factions are specifically made for one style. BRDY for example have 50% bonus on manual venting.
>>
>>332092054
"It costs 122892 flux to fire this weapon for twelve seconds."
>>
>>332092054
>All-fucker
More like
>Can't-fucker
>>
>>332099745
>>332099745

I'm talking about assessing individual weapons.
>>
>>332071506
The game is also not yet finished.
>>
>>332092054
Try less Heavy Blasters, maybe Pulse/Heavy Pulse Lasers. The 2 Blasters near the top should be universal, you could put down more missiles instead since those usually don't take up flux. 6 Medium + 1 Large missile should fuck up most things without phase or fortress shields.

The Plasma Cannons on each broadside could be Autopulse Lasers to save flux/OP, lose ECCM and get Expanded Magazines if you're worried about how long you can fire. Alternatively, you can get something with good kinetic damage so anything to your side can't keep its shield up so the medium energy weapons can fuck them up.

Resistant Flux Conduits is mandatory for venting, try to make sure your vent time is <5 seconds. The only thing that should be flux heavy are the weapons on your front unless you want to use your broadsides a lot, then don't give the front mounts plasma cannons and let the sides use them.

I'd show what kind of set-up I had but it involves me finding a Hothur at Freeport and slapping on some Knights Templar weapons.
>>
>>332103946
Thanks.
>>
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>>332092054
that's a nice loadout
>>
what is the level cap and how should I lay out skills?
>>
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Uguu~
>>
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>>332104508
>templars
?????????
>>
>>332104457
No level cap on you, but the cap is 20 on officers leaving them 5 skills to level up. Focusing on getting ordnance points and range from the technology tree is a common way to start with your initial skill points.
>>
>>332104457
No level cap, but the higher ones get exponentially harder to reach.
Personally I either max out one tree after the other, or raise them to 5 to get the first big perk of most skills quickly.
>>
>>332104457

I am level 73 on my first real character. There is no cap it seems.

I would level up all +Ordinance Points skills first. That means the technology tree.

Have +30 OP helps a ton. Then Maximize Ordinance level 10 on Combat Readiness for lowering OP costs yet again.
>>
Started a while ago, where do I find pirates to fight?
>>
>>332104730
I really don't understand why the NPCs can only get 5 of the skills, making them statistically inferior to the player

That's why I increase it so they get all 8 skills
>>
>>332104969
planet to top left near start area, they like to hang out near the planets there
>>
>>332104973
Otherwise there would be no fucking difference from officer to officer

god I hate people who think like you do
>>
>>332104969
places that are marked red

also look for bounties that have been listed because of pirate activity, you'll find pirates there
>>
>>332104973
It would be interesting if Admirals/Captains would get all combat related skills, on top of fleet/campaign related ones outside of fights. Too easy to get away from big scary fleets if their burn is 1-2 the moment you get near gravity wells or an asteroid belt.
>>
>>332105397
>Otherwise there would be no fucking difference from officer to officer
Yeah, if they're max level, which is pretty fucking rare

Retard
>>
>>332105397
you drop the officers that don't get the ideal skill combos anyway so what's the difference?
>>
>>332105896
This way there are SEVERAL ideal skill combinations instead of just one, faggot retard
>>
>>332106281
no there aren't, there's clearly 5 winners
hell, some of them you can leave at 5 to get the most out of them, leaving only one skill you don't get
>>
I know approLight is a meme faction but im looking for a super challenge and the templers arent quite cutting it, should i add them in?
Im using the latest ver of star sector so im mainly asking if there are any crashes with it in the game.
>>
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>>332106608
>>
>>332106608
Appro-Light works with 0.7.2. Add them and immediately become hostile with them if they aren't already, because unlike KT they can be neutral/friendly. Their unique feature is spawning a literal boss fleet, roughly as big if not bigger than vengeful fleets with unique boss ships if I remember correctly.

Completely up to you if you want to fight them, their capitals outshine the strength of KT, especially since Templars lack ships in general so they're non-issue once you figure out how to fight them and have the fleet for it.
>>
>>332104973
>That's why I increase it so they get all 8 skills
9 actually, forgot implants
>>
which button do I press to activate maneuvering jets and other special things?
>>
>>332107676
f
>>
>>332107676
F by default
>>
>>332104837
>>332104837

I almost always prioritize Combat tree skills to +5 first.

Everything feels so fucking slow in the game, with Nex & SS+ trying to start out with a slow fucking Frigate is excruciating.

>Stuck with the Draft Frigate
>About as mobile as a fucking frozen tuna


Also, is it me or am I getting a Bladerunner vibe from the ambient OST
>>
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Never fought this thing, should be easy considering the weak support, right?

Right?
>>
>>332108472
Could be gay depending on which fighters they have, you lack muscle
>>
>>332108472
It has a pretty long ranged built-in weapon that'll be annoying to deal with if you forget to put your shield up. I hope you have plenty of bomber wings since its a bit of a damage sponge.
>>
>>332108472
I'm not sure you have enough damage to kill it.
>>
>>332109440
It's not just the cathedral, its the 2 herons too, herons with officers can be fucking awful to deal with in frigs and destroyers
>>
>>332108606
>>332109440
>>332109573
Took it down with 2 losses, which is 2 too many
>>
>>332108472
Why the heck are you using that many frigates and only 1 destroyer?
>>
>>332110510
I only use what I salvage
I do have a Falcon and couple other destroyers in storage but not feeling it
>>
>>332110510
Frigate swarms are fun.
>>
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>>332110510
>he doesnt know about wolfpacks
>>
>>332110783
...to massacre in my cruiser.
>>
>>332110937
The AI is pretty good at swarm tactics actually. The targeted ship moves out of range, the cruiser tries to chase for just a little bit too long, while the rest of the swarm shoves missiles up it's ass.
>>
>>332111293
I like having a fast ship to chase and a cruiser/battleship to fall back on. Like it's the crocodile and I'm the little bird picking out the meat scraps from its teeth.
>>
>>332111465
big ships are boring to pilot, you're just a slowly moving turret

gotta go fast
>>
>>332111604
Get a doom then.

nothing like parking a massive deathbrick behind enemy lines
>>
>>332111604
Either I did not express myself properly or you misread.
>>
>>332111834
I prefer the revenant
large universal + temporal shell + cloak gets my dick hard
>>
>>332111935
Neither
>>
Is the Autopulse Laser worth dropping 6k and 20 OP on? I'd drop my Heavy Ion Blaster so I'd be losing a significant EMP gun.
>>
>>332112814
Autopulse has some sick burst damage, bonus if you combine it with the ammunition hullmod.
>>
>>332112814
Better to blow up a ship than needing to disable its systems constantly to get rid of it. If you're piloting a Sunder then Autopulse is amazing with energy focus. Also Sunders have plenty of room for a couple Ion Blasters, or Ion Beams for constant EMP damage.
>>
>>332112814
autopulse with extended magazines hullmod is really good, it's probably the most flux efficient heavy energy weapon
>>
I can seriously never find more than 10 cloned organs at a time in a market, yet I see procurements asking thousands with high rewards I never see for harvested organ missions.
>>
>>332113751
Pirate markets and Tri-Tachyon markets should stock plenty of them.
>>
>>332113932
>>332113751
Misread that. Not sure where to find cloned organs outside of markets owned by the faction the item came with.
>>
>>332113751
wtf cloned organs?
>>
>>332071887
Only active venting
>>
>>332114082
I forget what mod adds them, but I feel like there is a huge lack of places that produce them. It could be Starsector+, but I'm not 100% certain.

>>332113932
I really did believe Tri-Tachs would deal with cloned organs, since it would be a safer alternative to get clients something grown in a lab than harvested from some homeless nobodies in a metropolis.
>>
>>332113751
PORTRAIT WHERE
O H
R E
T R
R E
A
I
T
>>
>>332114653
what the fuck are you on about
>>
>>332114653
The chick? Its from http://fractalsoftworks.com/forum/index.php?topic=10836.0

I'm not the anon working on portraits, he must be here somewhere.
>>
>got to board a Excelsior
>try it
>lol wut? Use the ability to suck up stuff and shoot?
>Superfast phase venting?

How the hell do i pilot it and with what loadout?
>>
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Is this A decent load out for the Neutrino big boy pants ship? It's been wrecking so far thanks to the missile spam.
>>
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>>332115394
Here the whole fleet for this run.
>>
>>332115394
I hate ships that don't fit the vanilla aesthetic
>>
>>332115501
Looks like you carry your entire fleet with that Unsung. I personally like filling every weapon slot I can but I see nothing wrong with what you're using. You could keep trying different weapon loadouts until you're satisfied, but you'll spend more time testing in simulator than actually playing.

But if you have AI War, Diamond dust missiles are pretty good kinetic weapons, and in mass of 4+ they can overwhelm cruisers in a couple volleys.
>>
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>>332106819
>Their unique feature is spawning a literal boss fleet,
>roughly as big if not bigger than vengeful fleets
>bigger than vengeful fleets
I don't believe you
>>
>>332118072
Most of that fleet is trash.
>>
>>332118314
Not saying it isn't but there's no way ApproL spawns 155+ god-ships as a feature.
>>
>>332118072
Let me go make a save where Appro-Light still has territory, so I can verify how one of their fleets looked. I shouldn't have destroyed them outright since I could have gone and taken all their boss ships and donate it to Jangala's Museum of Anime.
>>
>>332118072
Except that screenshot is from a game that had the max ship limit greatly raised. Vanilla or even SS+ can't spawn fleets that large with the default settings.
>>
>>332115607

What? You want gorillion variants of the same shit everywhere? Of course different factions is going to have different aesthetics.
>>
>>332119531
So if you increase player ship limits you do the same for the AI?
>>
I've just started taking over pirate stations. What kind of ships should I buy to take over bigger planets and stations? Right now I think I need something that holds a lot of troops so I just need to fill it with marines.
>>
>>332120993

Invading planets/stations is shallow right now. Just have marines in your fleet. There are no use for special snowflake troop carriers. I don't see the point in having them.
>>
>>332120993
Give your marines luxury, get some liners to hold the excess crew so you have space for marines without worrying about having barely any crew to replace the ones that die.
>>
Made a new save to witness one of the "Mysterious fleets" and here's the first one to appear in this save. I want to imagine they get bigger, but at least these fleets prefer to have massive amounts of capital ships compared to just having a couple, then spamming fighter/frigates off your screen.
>>
>>332108472
>>332108472

That Flagship has a 4000su range cannon that's pretty fucking fast. Like Rail-Gun fast.

In addition to 3 like 320 Arc Large universal slots, 4 Medium Universal, 6 Small Universal, and like 6 Small Missile slots.

And it has an ability that causes you to take constant hard flux fatigue when in close proximity of it.
>>
>>332121732
>Friendly
Do the have the usual faction relation changes or do they take the full friendly approach like how the KT takes the full enemy approach?
>>
Where can I pirate this game?
>>
first time playing vanilla, I am at lvl 11 with a lvl 10 officer and I got a unmodified starter centurion and a vigilance with a big laser and harpoon missiles, I have no idea how to make money as almost all if it ends up in supplies and there are no longer easy bounties.
>>
>>332123792
>choose privateer
>take option for pirate relations
>>
>>332113751
>>332113751

This would be fucking awesome if the player could build dynamic interstellar structures to start manufacturing ship fabrication components, or helping planets deal with disease.

>Player colonizes an entire solar system
>Starts Halcyon Ship Fabircation Inc.

>Factions start commissioning you for ship fleets
>>
>>332123905

No, I mean where can I download this game without paying for it?
>>
>>332123939
Hopefully when Industry comes, we can start building up stations and markets. I imagine when that comes there will be plenty of uninhabited systems for us to begin populating.

>>332123760
That save was me starting as joining their faction, but I imagine if you want to fight those fleets you'll be hostile toward the whole faction. Appro-Light is generally friendly to Tri-Tachyons, neutral to everyone else (except pirates of course) until alliances form.

That means AL can get away with a lot of shit in Nexerelin when they have a couple buddy factions to keep them safe.
>>332124191
Maybe in the archive? Check there, I think there was a pirate patch for the latest version >>331972161
>>
>>332124191
Start as privateer and choose pirate connections.
>>
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>>332104508
So many chans and tans being made

I like
>>
>>332124610
Waiting for Astral-tan
>>
>>332125138
Disgusting
>>
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>>332125138
>>332124610
>>332104508
Do you guys know how the progress of this is shaping up?
>>
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>>332126689
Latest update that I got is that he colored Onslaught-chan.
>>
>>332104508
>>332126803

I don't know how you people come up with this but BY GOD you people are fucking miracle workers
>>
>>332125610
>Not predicting -tans to see if you're right
Not saying I want it anon but I expect Astral-tan to look motherly.

>>332126689
>>332126803
All I know is to check mshadowy's tumblr
>>
Is there any plan for multiplayer ever? I think it would be a disaster, but some co-op kind of deal could be fun.
>>
>>332127365
No plans, and I don't know if its even possible to do as a mod.
>>
I -REALLY- dig the fucking idea of missile launchers with munitions autoloaders

I.e Totally Not Ammunition manufactories.
>>
Didn't you used to have to have to carry physical ammo for ballistic weapons? Did they do away with that or am I thinking of a different game.
>>
>>332128535
No, this was the case in the early versions of Starfarer. It got removed around the same time hyperspace was added, if I recall. That's what the expanded ammunition hullmod was for.
It added an interesting dynamic to fighting, where you had to make your shots count unless you used energy weapons.
>>
Anyone got recommended missiles for someone with the typical set of mods for 7.2?

There's so many
>>
>>332128684
What do the energy weapons get powered by then? You should have to buy batteries too, unless they're powered by solar rays or something. What about the ships' engines, what do they burn on in non-hyperspace, if not fuel? What about food? How come planets need food but your crew doesn't? Do they all just survive on the micronutrient soylent mixture that is part of the Supplies item?
>>
>>332129325
>What about the ships' engines, what do they burn on in non-hyperspace, if not fuel?
EmDrive. Thrust through solar energy and such.
>>
>>332129325
They don't. It was an idea scrapped early in development. Energy weapons were a lot more reliable than ballistic weapons as they had no down-side other than kind of bad damage, save for the tachyon lance. I'm sure food will have a practical use soon enough.
>>
>>332128684
>It got removed around the same time hyperspace was added
No. It was later. Somewhere around 6.0+ was when dev removed ballistic munitions because ballistic became utterly useless with prolonged engagements which made energy weapons the safest weapons with very few drawbacks. The hullmod was always been for "currently loaded" ammo.

>>332129325
Dev doesn't want the game to be too finicky without gameplay reason. We'll see.
>>
>>332129292
What are you looking for specifically? There's so many since they can help you in areas you are lacking in. Like if you need kinetic damage, Diamonddust MRMs are a great option: fires every 10 seconds doing 150x1x5 at 2000 range and doesn't require ammo.
>>
>>332129836

Jhust a general recommendation.

And I'm gonna need to Install AI war for those Diamond Dust MRMs
>>
>>332130116

Why? Is Diamond Dust MRMs over powered or what? I hate overpowered shit.

That's why I am not going to install Knight Templar in 0.72a. Their Clarent and Roland Launcher just outclasses everything and just ruins the game by simply existing.
>>
>>332129607
>Energy weapons were a lot more reliable than ballistic weapons as they had no down-side other than kind of bad damage
Sounds like a balancing issue to me. My inner nerd wishes he kept it. My inner gamer is glad I don't have to deal with that because dealing with 'Supplies' is annoying enough.
>>
Thoughts? The default fighters are so fucking detailed but once you zoom in they're incomprehensible.
>>
>>332130116
What I personally use:

Explosive: Plover Rockets, Javelins, Thrush LRM, Ballistas
Kinetic: Diamond Dust, Sabots, Quill Rockets
Fragmentation: Grapeshot, Achilles (+EMP), Darts (+EMP)
Energy: Adv. P. Torpedo, Voidspear (+EMP), Clarents

Fragmentation is mostly for the EMP damage, or because they shoot a lot of missiles for anti-fighters or doing loads of damage to hull when you strip the armor. I listed a lot of reloading missiles since it helps when the AI enjoys spamming them.

Hopefully there's at least one missile in each category you have, that isn't vanilla like Sabots. I have a bunch of mods, but I'm missing Citadel, Mayorate, Tiandong, and possibly a couple others due to not being up-to-date.
>>
>>332130725

I only like logistics problem only when NPCs have to deal with it too, which is hard to do for a small time dev. Heck, even AAA games have artificial bullshit difficulty that let the AI cheats on that aspect all together.

Even now, NPCs fleet appears to never run out of fuel and supplies and can keep surviving in hyperspace storms forever. They can also infinitely emergency burn and not give a fuck about supplies and fuel. I really hate that.
>>
>>332130926
Too much contrast. Too much thin parts.

Make it a tad fatter.
>>
>>332131040
>Adv. P. Torpedo
These feel OP-tier right under Clarents because they shatter into a million bits right outside PD range so you can't deal with them.
>>
>>332131040
>>332131040

I really like Voidspear.

It's been so long since I've played that I've forgotten how most shit performs.

Thunderbolts from Diable seem pretty reliable.

>Hording missile systems to reverse engineer at my Omni factory
>Buying 200-300 Supplies & Fuel
>Just vacationing in Orbit of my Omnifactory while it manufactures what I need.

Comfy.
Especially with Bladerunner OST.
>>
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>>332131714
Which is really painful when your armor is stripped and there's a missile boat hammering you with Quad torpedo launchers. But that's Neutrino for you.

>>332131876
>ROLAND
>>
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>>332131850

>Just orbiting and wasting fuel and supplies.

You definitely needs this. -50 CR Recov is now -50 Supply Per Month. Work in Progress.
>>
>>332132280

Why not call it something tacticool naval edition.

Standby?

Something. Shit.
>>
>>332132280
That reminds of when AI fleets "stand down" after a battle. I like to imagine they do something like that to recuperate. With how you can orbit around planets, this would be lovely. since I can't sit around without full fleet strength due to vengeful fleets, so saving supplies is a big plus.
>>
>>332132406

In my head canon, you are telling half your crew to take a break as you shut off your engines. Hence -50% SPM. Standby implies you have your crew ready to go at anytime and your engines are still on. So standing by is not correct.
>>
Is there a way to store ships at a station or planet?

Fighting off the KT and their hunter squads have my fleet fucking hulked out and nobody wants to play anymore. I don't want to sell my battleships because it takes forever to find places that actually sell them.
>>
>>332132747
Yes there's storage at markets. When you select storage at a station you can "sell" your fleet which really just leaves them there. When you pick it up later it'll be at the same CR, etc. you left it at.

If you have Omnifactory you can also leave it there, since its neutral no one can do anything like lay siege or conquer it.
>>
>>332132747
Yeah. Press the Storage button when you are in a station. The sell button becomes store. Need to play 5000 to use the storage. One time payment.
>>
>>332132942
Oh nice. I didn't think that Storage worked for ships too. Do they also keep their loadout and officer?
>>
>>332133065
Officers can't get stored but your loadout will stay on the ship
>>
>>332133065
Officers stay with you, its current loadout stays yes. Everything on the ship except the crew and officer are put away until you need them, you can also export custom loadouts and strip the weapons if you want to use it on something else.
>>
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whatcha think
>>
>>332133519
Under designed. Needs more detail and better shadows.
>>
>>332133519
Meh.
>>
>>332133519
Looking nice, keep practicing shading/depth and it'll fit in with vanilla sprites. I like the clean independent-like look.

Also is the view/command deck just behind that middle turret? Or is it above the rear flight deck? I know in some ships its more visible than others, especially if its bigger than a frigate.
>>
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Stargate faction-mod when?
>>
>>332133893
Yeah it is, it needs to stand out more now that i look at it like this.
>>
>>332134076

Never if you don't make it yourself.
>>
Do you guys use Combat Aptitude on your officers for when they pilot capital ships, cruisers or other deployment heavy ships?

Because the Karkinos doesn't have missile slots (instead they're universal), I'm thinking about putting an officer that doesn't have Missile Spec, replacing it with Aptitude. That way I can deploy more big ships as I try to phase out of spamming carrier/fighters alongside my flagship.
>>
>>332135707

Combat Aptitude is pretty much a requirement for me. Officers who don't have it are dismissed.
>>
>>332133519
Edges look wrong.
>>
>>332135827
Good to know. I have a bad habit of giving all my accessories those 5 traits I showed. Now to hunt for new officers and see how well my new fighter-free fleet will do.
>>
I'm surprised there isn't an FTL mod yet it seems like all the ships from that game would be perfect and actually balanced for SS all the little automated drones you fight could be fighters, the pirate ships you see could be frigates and the ships you can actually play as could be destroyers/cruisers and last the rebel flagship as a battleship?
>>
Is there a way to get more than 10 officers?
>>
>>332137906
edit settings
>>
>>332137906
I think so, requires fiddling with the files and I think it can sometimes fuck up and any officers leveling up can't anymore because you can't choose a skill
>>
Is it me or is Diable's IBIS CIWS small absolute unfiltered shit for PD mounts?
>>
>>332137809
Could work, although there may need to be some tweaks like PD weapons and ship variants since you shouldn't give both a 360-degree shield, attack/defense drones and a phase cloak all on one ship.

Too bad there's no in-combat boarding so you could have Mantis wreak havoc, or have Rockmen board while the interior is covered in fire.

If I knew how to mod I'd definitely work on this, but until then I'm learning to make my own small mod so someone talented could give FTL the mod it deserves.
>>
>>332138291
>Using projectiles when you can have insta-hit, perfect-aim lazers
>>
>>332139247
Shredders m8

You're right not to bother with IBIS tho
>>
What do you guys like for fighters? All the good squadrons are 2 ships and for some reason 4 ship squads seem more efficient. Specifically out of vanilla/II/birdie/SRA/Diable.
>>
>>332139247
Burchel Beam Repeater is pretty good. If I can't have my burst beam PDs, I want Flak to shred into groups of fighters/missiles.
>>
>>332138291
>>332140136
I don't know wtf you guys are talking about. I find the IBIS -too- good. Especially for the mount price. It shoots slow but it literally never misses the missiles. Also, 1 hit and they're gone.
>>
>>332140892

Favorite is Valiant. All purpose and they can engage most targets.

Favorite bombers are Vespa from BRDY. Strongest bomber in the game imo. The only fighter wing that can kill Knight Templars. Literally god ships power level.

Honorable Mention: Lightning Wing bomber. Can phase and they basically survive forever. The only bomber that can hit frigate reliably with their payload I found.
>>
Pandemonium Dreadnaught or Maelstrom Class

Which do you choose as a flagship Captains
>>
>>332108472
You're gonna get memed on son
>>
>>332140892
I like SRA's Raksasha Bombers, those tusk torpedoes hurt and can do some decent shield damage. Having both a shield and PD weapon greatly increases their lifetime in the long run as well.

I generally find fighter wings without shields not to be that great unless they have stats of a frigate or are in a wing of 4+ fighters with tons of replacement chassis.
>>
>>332138321
I always thought it would be the tits if you could customize marines with different loadouts and have dedicated boarding ships for use in combat.

Stuff like grappling hooks to latch on to enemy ships, or boarding pods that you shoot out like torpedoes.
Marine loadouts could range from high explosives to mess up ships. Or non-lethal gear like tasers and flashbangs to keep the ship intact or take prisoners.

Bit of a pipe dream I know, but one can dream.
>>
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Good, bad? I finally found one.

Was going to try and find a damn Pandemonium but those things are impossible to find.
>>
>>332144428
I loaded one of these out with 5 recsons and 3 grave HMGs and all the range boosters it could take. Felt like I was piloting a Battlestar with all the ballistics I was slugging out.
Added micromissiles too. For maximum missile spam.
>>
>>332144428
>Large Slot

Tachyon Lance, erryday
>>
>>332144428
nice 9niz
>>
>>332103424
put them onto their own line?
You don't just click auto for every loadout, do you?
>>
>>332143801
Mid-combat boarding actions would be a really cool mechanic, despite how incredibly risky it would be. It would also give a useful meaning to having hand weapons, and giving an addition to other things like explosive devices if you wanted to have a troop transport lend support by disabling a ship once its shield is down. It would also give a reason to have more experienced marines in the field, having ranks like crew and finding a way to distribute these marines between ships for protection against boarding.

It'll be a dream for now until someone tries to make it, and/or if Alex revamps boarding actions in general. Either way, something like this would mean someone out there will also have the drive to revive the 40k mod since Battlefleet Gothic (tabletop game) has boarding actions if I remember correctly.
>>
How the fuck do Flickers/Warps/Blinks work in destination?

It doesn't go to the cursor, it doesn't seem to go the direction you're pointing, it just seems totally fucking random. I've been running from an enemy and warped back right in fucking front of them for no appreciable reason. How does this shit work?
>>
are there any hotkeys for the market? this shit is tedious.
>>
>>332145495
Only to access the market, not so much for buying/selling things in it. Best thing we have is holding shift to select certain amounts, ctrl+click to buy/sell all of that stack, or shift+click for single quantities.
>>
>>332145460
Its based off your momentum, it will always teleport you in the direction you are headed.
>>
>>332145837
>Best thing we have is holding shift to select certain amounts
fucking thankyou anon, I was fucking holding shift and clicking for every item and I was going to get carpal tunnel.
>>
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Man am I the only one who can't stand all these mods? I can only stand (some of) diable
and tiadong

I don't want to face LOTS OF SHIPS or LOTS OF SHIPS THAT ARE HARD TO KILL that also rek the vanilla factions.

It doesn't seem like a challenge or fun to be able to rip things to shreds or be ripped to shreds

haven't tried SS+ or Nexerlin yet
>>
This game looks bretty fun but I tend to steer away from early access shit. Are there any major problems with it or the devs?
>>
>>332146045
Holy shit, there needs to be tooltips in the market menu before someone needs surgery from going space shopping.

I also thought you wanted something where you could select items with QWERTY or some weird way to use only the keyboard for buying/selling. Glad it helped, now you can buy thousands of cargo without fucking up your hands.

>>332146402
Big issue is there's only one dev. There's a music, and an art guy from what I know but its one guy who's coded all this shit. I don't know if he has a small group of private playtesters, but he playtests his own game at the very least.

Other issue is development time, its been years but you can see why because above.
>>
>>332146402
the devs update every other month or so and are very supportive of modders
>>
>>332146402
>Are there any major problems with it or the devs?
no, it nothing like the early access shit you see on steam, even now it's a playable game, pretty much mount and blade in space.
>>
>>332146084
Faggot
>>
>>332146084
SRA, II, most of BRDY, and SCY are pretty balanced.
>>
>>332146660
>every other month or so

You're new to this, aren't you?
>>
>>332147029
He means blog posts
>>
>>332146084
Trying out mods makes me want to make a simple vanilla friendly mod, until I get good enough to make my own special snowflake faction to be around as good as other mods. Just not as OP as ApproLight though.

Also Interstellar Imperium is vanilla friendly, they're nice if you like an alternative to seeing who's flagship has the most large weapon mounts.
>>
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How easy is it to mod? Looks like it would be fun to add shit from other shmups in
>>
>>332146938
I feel like the Karkinos is still a bit much for vanilla capital ships, especially when you can have 4 Mjolners fire at something as small as a frigate, and have enough room for needlers that'll make a Paragon turtle until its overloaded. But it is getting nerfed from what I hear, so I'll go back and see if I feel BRDY is more in-line with vanilla ships.
>>
>>332147487
Check the forums, there's a bunch of tools that were made. The hardest part is probably adding proper collisions and hitboxes.
>>
I had been playing v0.70a for the last week (I had just started) and only updated to 0.72a tonight. Holy shit, the starting ships/fleets are so much better now. It's actually fun now.
>>
>>332147487
>Making a "basic" mod doesn't require any coding. Doing a few funky effect is doable without any prior java knowledge by looking at other mods' scripts. But if you want to do avanced stuff right off the bat, you should buy a few books then.x

http://fractalsoftworks.com/forum/index.php?board=3.0

From a modder on the forums. Check the modding section, I think there's a ship editor in the resources section, so having the sprites is one big step done already.

>>332147809
How do you feel about phase ships now? At least if you've tried them before 0.7.2, good thing starting out is better now.
>>
>>332145208
I had a similar feeling about hand weapons, in making them useful beyond just more cargo.
I think the biggest problem I've thought of for in-combat boarding is coming up with a way to make it engaging and not stat-based. One of the reasons I'm drawn to the combat in this game is because it's dynamic. Making loadouts for marines would be all fine and dandy, but the boarding proper would just be a progress bar since internal ship workings aren't a thing.

Still, as long as we're dreaming the impossible, ground combat could be pretty cool. I realize that this is a space game, but I feel some form of planet side combat could have some place in the game. Especially if conquering planets becomes an included feature. Boots on the ground and all that jazz.
Have large, sandcrawler type vehicles that are basically spaceships on wheels since most planets are fairly inhospitable to humans.
More terrain options as well. Hide in thick bush or behind a mountain.
Orbital bombardments.
Fighters dropping down into atmosphere to support ground ops.
>>
>>332148054
Simply making a ho-hum mod with a few ships is quite trivial, but has a learning curve. Making a faction mod that can compete with the current big ones is a titanic effort.
>>
>>332148054
I haven't made it far enough yet to use one in either version. The beginning in the older version was far too grindy at the start due to only having one ship, so I never had the drive to progress. Things seem much speedier now at the start, however.
>>
>>332148442
I can understand how immense the project would be to make something as complete as Diable, so I think I'd rather stick with smaller complimentary ships to vanilla until I can learn to code a bit. Maybe kitbash + a few minor modifications until I can do decent sprite work.

Like making a mid-tech frigate alternative to the Brawler to start. I'll need to look into the guides the forum has, the modding community seems very open and encouraging.
>>
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>vanilla
>eagle flagship with 4 frigs and a light carrier
>easily beating the bounty targets
>end up against a fleet with a dominator
>get fucking rekt
>forced to sacrifice two of my early ships to save eagle near the end
>all thats left is eagle, carrier, and two fighters
>literally no money after repairs and buying more supplies
how do I deal with that thing?
>>
>>332150456
Mix kinetic and EMP weapons so its shield goes down, then its big weapons after unless it wants to risk overloading. Dominators have a fat ass, but its shield can't protect it so flanking is a good option with your frigates, and even better with phase ships packing torpedoes.

Thunder-class fighters have an Ion cannon which is great EMP damage, so if they go around the Dominator they can disable the engines so it'll drift and be unable to effectively use most of its frontal hard-point firepower and become worse than an Enforcer with 2 guns on it.

Speaking of Enforcers, they're great to have escorting your flagship or on their own. You can slap 2 Maulers and Needlers, with a Flak cannon in the middle for a good mix of kinetic/explosive damage so you're open to use whatever on your Eagle.
>>
>>332150456
Surround it nigga, slow as shit and very vulnerable backside.
Unless it has escorts, in which case just avoid it until its the only thing left.
>>
>>332151843
>Unless it has escorts
it has a shit ton of destroyers, 3 sunders, 2 of those fat mini dominators along with 2 carriers and frigates.
>>332151832
My eagle has 3 hyper drivers, 2 harpoon mrms, 3 tac lasers, 3 pulse lasers. I'll try getting some of those fighters.
>>
Is there a way to check if/what the Omnifactory is working on? I'm having it build a Pandemonium but I'm not sure if it will stop production if I take the one it has in it's inventory.
>>
>>332152671
That's a big escort, with a really good mix of firepower. If you ran into something like that again, definitely need to avoid the Dominator like >>332151843 said and focus the escorts. The mini-Dominators are probably the Enforcers which are really good at supporting other ships like the Sunders that are like glass cannons.

Other good options to take for fleets like that are Dagger-wings since 3 reloading reaper torpedoes are amazing, and getting a couple Sunders yourself. Sunders are great if they have back up ships, since they're not good at taking damage but exceptional at dealing it.

>>332153382
No way to check unfortunately. Maybe in a future update, right now we're stuck on the only message saying when its disassembled, being built and done building.
>>
How do you use the special moves of ships?
Like that teleport and such
>>
>>332154010
F (default)
>>
>>332146643
>Holy shit, there needs to be tooltips in the market menu before someone needs surgery from going space shopping.
There is one if you have the "info help" box checked in character creation. People just tend to dismiss the thing entirely. I laugh at them.
>>
>>332153738
okay, I'll try getting a couple sunders and the dagger wings. Is there any specific places with good markets? I have been using covus mostly so far. I like the hegemony so the tachyon guys are hostile.
>>
>>332154537
I should have thought of that, I've just never used it since I never really needed it. I don't know why anyone wouldn't enable it if its their first time, and even worse enable Iron mode instead.

>>332154775
Sunders should be found in the same places as your Eagle, sometimes with the Hegemony or Independents. I think you'll be able to find them in Askonia from the Sindrian Diktat, since they have plenty of mid-tech ships from what I remember. It might be hidden behind their military wares, so it might be better off looking into different Hegemony military and Independent markets if the Diktats aren't favoring you.
>>
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>no industry for another 10 years

>expand tiandong will never update for the latest version
>>
>>332155372
I'll keep checking hegemony then since I have max relations with them.
>mid-tech ships
about tech, hegemony is low, sindrian is mid, and tach is high yes? And its just about how much they depend on shields and lasers vs guns and armor with the high tech ones taking more supplies and money?
>>
>>332155731
You've got it. The only way to get even lower tech is for ships to have (D), which is basically for budget fleets, pirates and Luddic Path extremists. The balance is pretty decent among the different levels of tech, I just wish for a Conquest buff since I love how it looks. Also another low and mid-tech capital ship would be nice, considering Tri-Tachs have 3 of them.
>>
>>332156619
>The only way to get even lower tech is for ships to have (D)
everyone keeps saying they are unusable trash so I haven't even tried capturing them.
>The balance is pretty decent among the different levels of tech
so the tri-tach stuff doesn't just roll everything automatically?

are the (XIV) variants worth using? I see the ai fleets using them but have never seen one in the markets since I got relations high enough to see the price, I assume they cost alot.
>>
>>332146084
Imperium, Dong, (maybe) SCY, and (not really) Diable are pretty fair versus vanilla factions.
The SCY ships also have the cool standoff armor on a lot of their mid and large-size ships, while Diable have some transforming ships.

Stuff like BRDY and Appro are just ridiculous though.
>>
>>332157609
(D) variant ships are pretty much junkyard ships that shouldn't be operating, but they are (kinda). They're more so for pirate fleets to use and get blown up in, because they're cheap and aren't so tough until they throw more ships at you than you can shoot down.

Tri-Tach ships are still strong, with their good flux stats, decent mobility and efficient shields. That and energy weapons are general purpose, good but not the best at hurting anything. What's holding them back from domination are the many kinetic damage sources ballistic weapons have, which low/mid-tech ships have plenty of room for. Their armor won't hold up well against kinetic weapons like Hypervelocity Drivers, for example.

As for (XIV) they are worth having, they're slightly buffed up versions of ships. The extra cost over the standard variant is worthwhile, as long as you're careful to not lose them. If you happen to see both a standard and (XIV) variant, compare the stats and see if you really want it. You don't have to buy it if you're short on money, you'll mostly be losing out on the nice aesthetics.
>>
>>332159178
ok that was pretty much everything I was wondering, Thanks.
>>
>>332159106
>putting BRDY with Appro
>>
>>332159106
Interstellar Imperium, Shadowyards Reconstruction and Blackrock are the best most vanilla friendly factions right now. Tiandong whennever everit gets updated, Diable is debatable in terms of balance but it's a very well made mod.

Everything else I personally wouldn't use 2 b h.
>>
>>332159876
never ever
hello, spoilers? did hiroshimoot break them too?
>>
>>332159585
>>332159106
BRDY isn't so bad. The Morpheus and Imaginos are the kind of ships I wouldn't see fit with vanilla tech (even with phase ships) but it isn't horrible excluding them. Plus there's some adjustments like the Karkinos getting 3 instead of 4 large hybrid mounts, so it won't out-gun an Onslaught so easily now. A Paragon should have no issue dealing with it too, unless you're packing hard flux building weapons like Seccae Autocannons.

>>332159951
Works fine for me I hope.
>>
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Anyone can explain how to get real damage out of this weapon? I hit for very little but tooltip has big number
>>
>>332159106
>Dong (Maybe)

Don't pretend to be an authority on shit you know nothing about
>>
>>332160254
Morpheus and Imagos are such a rare sight anyway I don't mind them much.

Imagos is pretty much on par with Afflictor in terms of pain in the ass levels. Morpheus goes down easier than most capitals or even cruisers when focused on, just have to make sure you don't let it bully a single target. Also they can't evade beam weapons at all so they get pretty fucking wrecked by those.
>>
>>332160514
havent tried it too much, i find it best on a capital ship as it needs supporting fire. its used for hitting multiple enemies as it passes through shields+ships
>>
>>332160514
Is that Appro? I have no idea bro, probbly scripted to hell
>>
>>332160525
>Dong (Maybe)
Not that anon, but I think you missed that comma meaning SCY debatable for being fair vs vanilla.
>>
>>332160525
The (maybe) was directed at SCY.
The (not really) was towards Diable, who are certainly stronger than the base factions, but not drastically so.
>>
>>332160893
>>332160925
Yeah realized after I posted, sorry brotherz

The idea that someone would call Dong out line with vanilla physically enraged me
>>
>>332160925
careful, you'll wake the diable fags
>>
>>332160514
I think most of the damage is when the target is unshielded, and the armor is gone. I've played with it a bit and against shielded targets it does piss poor anything besides EMP, but once you've done a bit of hull damage it hurts like hell. I don't think its possible to get all the damage in one burst, it feels like the damage is spread across the entire beam or it requires the target to have no armor at all.

>>332160769
Pretty sure its Neutrino, not 100% sure. Appro-Light has some other scripted shit like weapons that create a cloud of lightning arcs around your ship that does more damage than being surrounded by reaper torpedoes and ion cannons.

>>332161025
I'd be upset too if someone called Tiandong not vanilly friendly, because of how much I recommend it since its a nice mod.
>>
>>332161073
imagine if these threads were on /vg/ with 5 times the traffic
the diablefags
the brdyfags
the approfags
the vanilla puristfags
>>
>>332161338
>people asking for keys/megas/shit that's in the FAQ
>fighting over Iron Mode vs. Save scumming
>attention whores posting screenshots with custom portraits so people beg for sauce
>drawfags flocking to draw shipgirls and lewds
>smaller mods overlooked because they aren't II/Diable/BRDY/THI/SRA
>templar apologists saying they're not so bad, they aren't like Appro-Light

Last one me
>>
>>332161338
>the waifufags
>muh 128x128 .png waifu
>>
>>332161896
>templar apologists
The templar apologists are the guys who made the mod, I hope you know.
>>
>>332162310
It's pretty obvious, nobody else would have the audacity to claim Templars are balanced
>>
Guys, I've been thinking about this for a week, some random Ideas I threw around.

-special order related things
>Leadership levels now gives discounts on all consumption rates from special orders below.
Special orders:
>Onboard services: consume Domestic goods at a regular rate to increase (maximun CR and/or increase CR recovery speed). Also starts to give salary rebates on crew salary(you're selling those toothbrushes and twinkies to the crew) in SS+.
activation requires Logistics 3 and civilian luxury liners (like the starliner, mercury, ect. the ships that say they have luxury stuff onboard on the lore description. Mercury actually has an onboard bar fluff wise!) in your fleet.
>Increased rationing: consume Food(the trade item) at a regular rate to increase (CR recovery speed)
requires nothing but consumes food a fair bit depending on your crew number.
>Emergency repairs: for a day's worth of time the hull repair speed is increased by (x)% (depends on what ship you have, higher if bigger ships are damaged), requires logistics 7 and repair gantry.

more stuff but gotta go for now, brb
>>
>>332162570
They're imbalanced as hell, and it's deliberate. Rather than "balanced" it's probably more accurate to say that Templars are fit for purpose.
>>
>>332162849
Oh yes, but these people genuinely believe it to be balanced because of maintenance and deployment costs.
>>
>>332163012
Thats not being a templar apologist, that's being a faggot. Not even the mod creators believe templars is balanced...
>>
Is there a "Starsector for retards" guide yet?
I want to hunt booty but don't want to spend 20 hours in a wiki beforehand.
>>
>>332163145
The game is very straightforward. What's your block?
>>
>>332163012
>>332163067

The costs just make them hard to use. It's a form of balance, in that they take more effort to acquire for an admittedly very OP reward.

In contrast to ApproLight, whose ships are not difficult to acquire.
>>
>>332163012
???
>a few freighters carry cargo, supplies, fuel
>solo vengeful fleets by using ships designed entirely as boss enemies for players to fight
>still claim it's balanced because you spent a paragon and a half's worth in supplies
Do people really do this?
>>
>>332163273
ApproLight, being a chinese mod, simply makes you grind money before you become OP. A classic design.
>>
>>332162834
Like campaign abilities? Increasing maximum CR sounds interesting, but would there be any point/benefit to getting above 100% CR?
>>
>>332163279
It's a single player game.
>>
>>332163279
You can do that in a single Scarab though.
>>
>>332163195
I'm dildoes at flying the starters to the point where I may as well restart if an enemy patrol touches me.
I'm also dildoes at figuring out how to gear my fleet.
>>
>>332163279
Yes. People who balance by cost are the fucking worst, it's the absolute shittiest design you can think of.
>>
>>332163480
Using the Simulator when you refit ships is a decent way to practice and get a hang of whatever's in your fleet, and when you start off you should stick near friendly patrols and leech off them for bounty money by stealing kills.

Using preset loadouts isn't a bad idea either until you get familiar with how weapons work and their performance, then you can go experiment with your custom loadouts and get second opinions if you like it but not love it or can't find a way to make it better.
>>
>>332163526
Cost (and burn speed) is the only thing separating the Lasher and the Onslaught. There are very few downsides to replacing a Lasher with an Onslaught beyond "the Onslaught costs a lot more".
>>
>>332146084
I don't care about balance, only aesthetics. Blackrock, Diable and Neutrino are the only ones I use.
>>
>>332163772
You clearly missed the point.
>>
>>332163480
>Get a merchant ship, respectable cargo space
>Look for cheap trade missions, especially those with time bonuses
>Buy more freighters for more space
>Take on bigger deals
>Get on Tri-Tachyon's good side if possible
>Turn your transponder off when in hyperspace to avoid attention. Start your booster if being chased
>Those blue gas areas slow you down if they're active with a lightning storm. They'll get brighter before a storm so you'll know in advance how to navigate in nebulas
>Now with enough money and Tri relationship start buying good combat ships: Enforcer, Wolf, Medusa, Heron, Dagger, Wasp
>Toy with the simulator to understand combat and loadouts
>Shift + mouse during combat, maybe even turn it on constantly
>>
>>332162834
continued.

-Crew
-these crew come in veterancy as well, and is bought at the market like normal ship crew. Is taking SS+ in mind
>Medics
decrease crew loss, gains xp based on supply cost number from CR loss. starts from 10% at intern and 25% at elite, if staffed as 10:1 against number of other crew. increasing the rate gives diminishing returns but raises the crew loss rate nontheless
>Miners
decrease crew loss and chance of accidents while mining. like medics they gain veterancy from doing miner things, and applies their bonus rates based on the skeleton crew number requirments with ships with mining weapons((heavy) Mining blaster/laser).
cont.

>>332163363
FIGHTERS. for fucks sake update when.
>>
>>332163772
not to mention that the onslaught is on the cheaper end in terms of capitals.
>>
>>332163890
Read my post again. There are literally no out-of-combat differences between frigates and capital ships aside from how much they cost to run, how much shit they hold, and how fast they move.

You can spend 95 supplies a month, 14 fuel per lightyear, etc. to upgrade your Lasher to a Paragon. What makes something like the Morpheus any different, just because it's smaller than the capital ship it costs the same as?
>>
>>332163769
Where do I find the presets?
Also, are there any standout cheap set-ups for small-fry bounty hunting early game? I honestly just want to pew pew.
>>
>>332164076
Maange Variants or press V
>>
>>332163982
More crew variants? Yes, and yes. Also forgot about fighters, definitely want them to have more CR so I can have more than 2-4 replacement chassis for heavy assault wings. I wonder if fighter revamp will be before, coming with or after Industry.
>>
>>332164297
most likely before, so like one year from now
>>
What are some good knife-fighter Lasher setups?
And is the Torch usable as an artillery ship if you put a cautious officer in her?
>>
>>332164383
Dual autocannons at the hardpoint.
PD weaons on the two back turrets, or LAGs if you are mobile enough (Aux thrusters or Unstable injector).
front turret is whatever you feel like you need it(kinetic or ballistic)
get ITU, on missile slots get a reaper or a single harpoon/sabot. need more flux for caps and vents.
20 vents, rest on caps. hardened shields are useful.

considering that the maximum range on small ballistics barely go over 1000, I don't recommend it unless you're facing frigate to destroyer class threats or, you pilot it yourself. you can't even put Omni shields on it (installing a front shield generator can be done but it won't work with the omni shield emitter hullmod. unfair desu.)
>>
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>>332164383
the Torch should only be used to go out in a blaze of glory
>>
>>332163824

lol asthetics and no NGO? Also the new galactic order is pretty balanced compared to brdy ad II and vanilla in my honest opinion.
>>
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>>332164161
>that fleet list on the left
>>
>>332165283
NGO looks just like a generic edgy space nazi black and red corporation though

Are they better looking in game?
>>
>try like 5 different factions and their starting ship
>get my ass kicked by anything that isn't an armed transport in the simulator

Are most shit or should I just git gud?
>>
>>332165896
How about the vanilla tri tachs?
>>332165730


>>332166814
HOLY SHIT GIT GUD.
How do you lose to an armed freighter with a combat ship? Destroyer size combat freighters got only the firepower of a FRIGATE.
>>
>>332166957
>space jews =/= space nazis
???
>>
>>332166989
>entire post
do you even know what the word 'nazi' and 'jew' mean?
>>
>>332167143
Apparently not, why don't you tell me?
>>
>>332167225
The jews are the bad guys and the nazis are the heroes.
>>
>>332167304
I mean the NGO ships literally are shaped like arrowheads so that does qualify for 'edgy' in my opinion.
>>
>shaderlib doesn't work

Any idea why this might be? It's enabled, I have a GTX670, and well, everything should be fine. I'm not getting errors of any sort. Game works fine, I simply don't have the fancy shading on ships.
>>
>>332165283
The ships in it look too similar to each other. If it had more variety I'd probably use it.
>>
I have a dream.

One astral
99 wings of Wasps

>>332163480
You do use shift to point your nose at the enemy and strafe, right? The lack of that is the only thing that comes to mind that might fuck over people at first. Mostly the combat is about kiting.
>>
>>332166814
Git gud wtf
>>
>>332168523
I do, in the starter the guys I'm trying to shoot down kite me instead of the other way around.
>>
>>332168658
Are you flying a lasher or what?

With lasher you're supposed to charge in shields up, pop that ammo feeder and wreck the shit out of the enemy with your insane close range DPS

Alternatively keep dying until you get a wolf.
>>
>>332168658
What can honestly kite a Lasher in early-game other than a Wolf or phase ship?
>>
>>332165896

I like the look ingame, the new version also added some extra effect on most ships too. Try it out and decide yourself!
>>
>>332168960
tempest?
>>
>>332168824
>>332168960
I somehow manage to pull it off.
When I do get in range, they fly off the second I get their shield down and I can't seem to reorient, even with strafing, before they're out of weapon range and recharging.
>>
are there more than a single good wolf loadout for the AI?
>>
>>332169683
Graviton beam, three tacs and salamanders are my choice for them.

They're like large point-defense drones.
>>
>>332168523
>You do use shift to point your nose at the enemy and strafe, right?

Do none of you fuckin dumbasses realize there's a box you can check off that swaps that around, so it makes far more sense and is easier to fly by default; holding shift 90% of the time you're flying is retarded.

>>332169515
go into options and click "invert behavior of strafe and turn to cursor button" and you'll literally become an ace pilot compared to the average AI ship.
>>
>>332169807
Yes grav and 3 tacs with some missiles is the one good loadout. Wondering if there are any other worthwhile ones.
>>
>>332169683
There are at least 10 in vanilla uncountable in mods

apply yourself
>>
>>332169936
Name a few then idiot
If you're talking about the pre-made variants then haha no
>>
>>332169902
A cautious AI with a phase lance (as the longest range weapon) should work.
>>
>>332170050
I remember using cautious AI in 7.1 and they pretty much were the same as regular officers, did they get improved in 7.2?
>>
>>332168147
Shaderlib is just not very noticable by default. Try increasing the light intensity to 2.0 and see if there's still no difference.
>>
>>332168523
>99 wings of Wasps
Technically you would need 6 astrals for that. 3 if you have SS+ and install expanded flight decks.
>>
>>332170026
phase lance + pd lasers + adv optics/itu
heavy blaster + sabots + 2 pd lasers (SO optional)
ion beam + tacs +salamanders + adv optics/itu
ion repeater + burst lasers + exp mags + shield mods
pulse laser + ir pulse + burst pd + annihilators
>>
>>332170272
>ai wolf with pulse laser
yeah no
>>
>>332170416
perfectly viable with a good officer

its almost like the wolf having the best ship system in the game frees up a plethora of loadout opporunities since the ai always has 3 get out of jail free cards! wew!
>>
>>332170480
I know it isn't because I've tried it
>>
>>332170550
your officer, variant, character level, fleet comp or standing orders were shit, possibly all 5

hey i'm merely proving that there are more than 1 way to do things in this game. if you doggedly want to insist only the gayest most passive lowest risk/reward style is right for your fleet then be my guest faggot
>>
>>332170662
>ur just bad
Classic
>>
>>332170702
classic because it's universally applicable :)

have fun getting better at starsector, friend
>>
>>332170702
But apparently you are.
>>
>>332170754
>>332170778
Simply epic
>>
CR has to be the most annoying shit mechanic ever. Random stupid shit fluctuates it all the fucking time and you can't fight any extended battle without your ship falling apart.

Are there any mods that remove this shit?
>>
>>332170985
Not from what I recall. You're outta luck if you wanted to be a solo ship fighting a system full of pirates without rest.
>>
>>332170985
No not really since it's directly tied to a bunch of stuff.
>>
>>332170272
>anything close range in a wolf
I dunno anon, that shield gets overwhelmed pretty damn quick, especially in the hands of the AI.
>>
How do I mod the Swarmers so that the retarded AI doesn't just dump them all on shields?
>>
>>332170985
>>332171131
You have those support ships that act as CR buffers, eating up all CR "damage"
>>
>>332170985
>Random stupid shit fluctuates it all the fucking time

Sit down and actually read the tooltips for a minute. CR mainly decreases from being deployed and taking hull damage. Other than that, it decreases from being out of supplies, going through hyperspace storms and solar coronas, and using Emergency Burn. That's it.
>>
>>332171587
Oh, and if you refit a ship in space you will also get CR shitslammed.
>>
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life sure is hard when you're retarded
how the hell do i fix this
>>
>>332171639
One exception is if said ship is already shitslammed. Ex) restored after disabled, captured.
>>
>>332170985
>I don't understand the mechanic so it's stupid

good post bud
>>
>>332170985
>get the console commands mod
>type "infinitecr"
>done
>>
>>332172950
Does that work for other ships though?
>>
I just spent the last 3 hours beating up hegemony fleets with a buddy AI fleet following me nonstop. They got all these giant cruisers and battleships and shit and they just get picked apart every time by dozens of fighters and a handful of combat freighters and frigates, it's great.
>>
>>332172984
No clue.
>>
>>332170985
>>332172984
Why don't you just play on easy mode, bud, you take half damage and do twice as much or some shit and probably have a -50% slower CR reduction.
>>
>>332173923
Love it when autists get mad over how other people enjoy things
>>
>>332174087
>I couldn't be assed to read two or three sentences that explain a vital game mechanic
>I'm not autistic
>I need to mod the game and cheat because I can't understand a simple concept
>I'm still not autistic tho
>>
>>332174234
Give me more of your tears
>>
>>332174410
>lol are you mad that i'm riding my bike with training wheels
>lol gimmie ur tears
>also i'm not autistic you are
>only autists ride a bike without training wheels
>>
>>332174482
mmm delicious
>>
>>332171587
> CR mainly decreases from being deployed

There's your issue. Your ship will go from being tip top shape to completely useless and falling apart during a battle unless you end it quickly. It punishes you for going up against stronger enemies and relying on your own skill, because going after stronger ships usually means it will take a long time to carefully get in the hits without getting shredded, and you're going to need to get a lot of those hits in.

If I try to engage an enemy ship that I know I can take but will need a long time to whittle it down, CR drop will kick in and kick me in the balls.

If it were due to hull damage that'd be perfectly fine, but it dropping like that in battle even if I don't do anything is retarded.
>>
>>332171679
Make a mod and hack the gibson.
http://www.javaspecialists.eu/archive/Issue161.html
>>
>>332174810
If you had a capital ship with escorts, there's 0 reason not to field them all the time and you would be curb stomping everything the game can throw at you until it unleashes a fleet much stronger than yours. That's why CR was put in there.

If your capital ship became useless because of 1 engagement, you need to think about your loadout and your crew. Besides, aren't there support ships specifically designed to help you out with this?
>>
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Learned a couple things today. The Cronus I took from the Tri-Tachs is pretty fast, I didn't think I would see a "capital" ship go 120+ with flux boost. Then I found out the Corundum, big Spire capital gets 0.38 shield flux/dmg, 3,520 Armor and 50,350 Hull when you slap on all the relevant mods. That's a pretty tough ship with a damage control officer, too bad its slow as shit and won't be as well armed compared to most capitals.
>>
>>332175331
Not him but my issue with CR is CR deployment cost, that makes absolutely no sense.
>>
>>332175721
I'm too busy making a nonsense mod to check but doesn't a skill help with that?
>>
>>332175797
Combat Aptitude should lower deployment costs up to 30%
>>
>>332175797
Yeah, Combat Aptitude lowers it by at most 30% I think.

It's just seems really weird that you complete a deployment well within the peak performance time and yet your ship somehow loses 20% of its "combat readiness".

In my opinion a much lower peak performance time and no deployment CR cost would work better. It would reward you for completing a fight quickly but long drawn out engagements would be even more brutal than before.
>>
>>332175331
If you have a fleet much stronger than the enemy, why is it a bad thing that you curb stomp them?

>>332175797
There is but it's basically rent seeking: a problem that shouldn't be there can now be diminished by some % if you take that skill when really it shouldn't exist in the first place.


CR should just not decrease simply by being deployed and staying deployed. In battle CR reduction should come from damage. If they REALLY REALLY want to shove an artificial handicap that shouldn't be there, make firing weapons slowly deplete supplies, not too much but enough that you don't want to deploy the entire fleet to take out a small cruiser or something.
>>
>>332175956
The CR mechanic tries to force you to only use the minimum amount of ships to win a battle. The issue with your suggestion is that it incentive to over-deploy and crush the enemy through numbers instead of managing you fleet and trying to only use what resources are necessary.
>>
>>332174810
>Your ship will go from being tip top shape to completely useless and falling apart during a battle unless you end it quickly

If you have a higher than the default shitty 50%-60% CR your peak operational time is approaching almost 10 minutes. Even with malfunctions the player ship is basically a god unit. The only time you should actually be worried about malfunctions is if your CR is <30% and you start suffering critical failures, like your main guns or engines going offline.

>CR drop will kick in and kick me in the balls.

you are either seriously overblowing the impact of malfunction risk and not being in peak performance, or you're doing something very, very wrong with choosing your engagements and ship fittings if it's that big of an issue for you. Especially when there's a perk dedicated to speeding up CR recovery and decreasing malfunction chance. The only time any of this should be a life-threatening issue is if you're marathoning engagements without giving your fleet time to recover, and even then unless you're seriously outsized and outgunned it shouldn't be an issue.
>>
>>332175721
>Combat readiness is expended when your fleet is made combat ready for a fight

wow who woulda thunk it, completely unreasonable
>>
>>332176220
Also, CR per deployment is a very abstracted representation of maintenance (even if you fought for an instant you gotta check if your ship won't break the next fight) crew fatigue, and fuel refilling. That's why it is deducted after the battle.
>>
>>332176220
>CR should just not decrease simply by being deployed and staying deployed. In battle CR reduction should come from damage.

You're putting all of your crew on combat alert and having all of your battle stations manned and weapon systems primed. CR is also a method of measuring crewmember fatigue and a loss of efficiency in systems that are being used at full capacity. If you want an analogy it's like overclocking your cpu and gpu before running a demanding game. It's silly to think that this wouldn't eventually result in issues of some kind.
>>
>>332176682
10 minutes? Not even all capitals can go that long. Most ships have anywhere from 90-360 seconds no more. Personally I always use flux vent boost and speed boost which reduces this by 33% or so but I never have issues either as I wipe the floor with my enemies in half the time, so usually finish with 50% CR left on smaller ships and 80% or so on capitals. The other guy is probably just a scrub.
>>
>>332176849
>made combat ready
but according to the game they're at 100% combat readiness when just cruising in hyperspace
>>
>>332177503
You idiot it means that they are completly filled up, maintained, well rested and ready for engagement. IT doesn't mean that they have everything on RED ALERT all the time. You have to be legit autistic to think something retarded like that.
>press any button to proceed
>presses power off button
>wow
this is you
>>
>>332177229
>most ships have anywhere from 90-360 seconds no more.

look if you can't ensure victory in under 5 minutes you're fuckin up somewhere, somehow

>>332177503
Yeah, and then when a fight breaks out, everybody runs to their station, all systems are brought online, and your weapons are fired up. Everything is flat out. Even if nothing happens you've essentially revved the engine of your entire ship and personal right into the red line.
>>
Asura-class, is it really that godly?

I have the opportunity to buy one, but kinda put off by that supplies upkeep cost.

Keeping up with supplies once you start adding multiple destroyers and some cruisers begins to become a real PITA
>>
>>332177654
Yeah I agree. As I ve said I never have had issues with it myself even on frigates. The other guy is a scrub. Not sure if you have failed to read what I ve said or speaking generally.
>>
>>332177690
No not at all. A good bounty gives you 500-1.3mil credits and you can do them one after another. Me and every other guy who had a screenshot of mid to endgame I have seen always had anywhere from 2-8mil credits in the bank and that is enough to sustain a huge fleet of all capitals.
>>
>>332177654
Still not sure how this equates to 10 minutes though. There is probably just a handful of ships who can last that long and casuals will not have access to them for obvious reasons.
>>
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>>332177813
I am speaking generally cuz I am not an autist who whines about simple yet important game mechanics

we are on the same page
>>
>>332177974
Dunno I think the game could do without it tbqh but I think it adds something nice and never gives you issues unless you dick around the enemy without actually shooting them to bits.
>>
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>>332178051
Yeah well maybe Halo could do without the battle or assault rifles, doesn't mean it'd make the game any better
>>
how much game is there in this? saw its in dev
>>
>>332177942
You can get like 8 minutes with veteran and elite crew and that's almost 10 minutes.
>>
>>332178149
What I was saying is that it is not an essential part of the core gameplay. Your strawman would be taking away the whole fucking customizable ships away not CR. CR is just a side show.

>>332178153
I would consider it having more game than most finished and patched games esp if you figure in mods. It is very polished in regards to gameplay for an alpha just unoptimized so do not have a toaster from 2008.
>>
>>332177612
>You idiot it means that they are completly filled up, maintained, well rested and ready for engagement.
Where does it say this?
100% combat readiness means the crew and ship is 100% ready for combat.
How can you read it as anything else?
>>
>>332178304
giving it a go then, start unmodded?
>>
I can't seem to... Play the game.

Like, how do I make money for a better ship? Is it all dogfighting? Because My ships are always so fucking slow, and ships I go against 1 on 1 seem to be fucking crazy, shooting hundreds of bullets a second and venting flux in a milisecond.

Thanks.
>>
>>332175721
Well it's a video game, things don't need to make sense. It's there as a balancing mechanic so you can't just chain-deploy your favorite OP ships and burn through a dozen enemy fleets all in a day's work.
>>
>>332178528
try to join ongoing fights in sectors where there is a per-ship bounty (check the intel window for those).
Once you have a few ships yourself, you can go after low-range named bounties (20-30k) and snowball from there basically.
>>
>>332178489
Up to you. My first one was unmodded and I enjoyed it. I think it depends on how much free time you have. Mods add a fuckload of fun and content but vanilla is enjoyable to. Right now vanilla does not have anything going for it that would be lacking in mods so yeah up to you.

>>332178334
In your brain, if you have one, that is. You just reworded what I have said and then went hurr durr at the end. Is English your 20th language or something like that? Do you understand combat readiness as something different, namely on red alert? Combat readiness does not imply what you think it does. Also this is a video game, do not be so fucking autistic.
>>
>>332178617
You do that anyway.

Currently it's nothing more than a supply tax for deploying ships, I still deploy everything and make a profit every single fight I take.

Obviously that wouldn't be the case if I went against fleets not my size.
>>
>>332178304
CR is a resource used up during engagements, from taking damage, unsupported refits, and from emergency burns. Removing it would remove the main drawback from emergency burn and remove the entire point of harrying retreating fleets as well as half the reason it's a good idea to refit at a station instead of just out in space. You're just asking for the game to be dumbed down because you don't want to think about the long term plan.
>>
>>332178947
Forgot to mention it would also remove the point of crew that can level up and be lost during engagements.
>>
>>332179031
>>332178947
You could change what benefits crew gives but you are correct. Still I think it is not essential but good to have for the reasons you ve listed. You could do it arcadey with nothing of these things and it would still be fun, challenge can come from many things.
>>
>>332178919
Again, where in the game does it explain what it is?
>>
>>332178924
No you don't because it's not possible unless of course you cheat. If a ship costs 25-30% CR to deploy, you won't deploy it in the third consecutive battle and up. Everything would malfunction, shit would just be worthless and it may even blow itself up.
>>
>>332179232
Do you need a dictionary to figure out basic fucking things? Does the game explain to you what a spaceship is? How did you get that then? Jesus christ you are retarded. I am sure there is a tooltip or tutorial which explains it but normal non retarded people do not need that anyways. The game makes sense but even if it wouldn't only autists would get butthurt over such trivial matters.
>>
>>332179232
>I'm still upset about CR because I simply refuse to read one or two tooltips
>I'm still not the autist here
>It's everyone else for being able to understand such a completely retarded and obtuse game mechanic that it requires a tiny tooltip to explain and understand
>WHERE ARE MY TRAINING WHEELS I WANNA RIDE MY BIKE LIKE A NORMAL NOT-AUTISTIC PERSON
>>
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>Neutrino Unstable Photon Cannon with extra range
>>
>>332179376
But I am reading what the game is saying. 100% combat readiness. That LITERALLY means 100% combat readiness.

>>332180206
Still salty
Still delicious
>>
Love how you can just steal planets while invasion and response fleets are fighting.
>>
>>332180509
Again that does not mean red alert. It means ready for combat. Learn to read you dense nigger. If they wanted to say all stations on red alert they would say just that.
>>
>>332165896
NGO do look pretty edgy, but I like how they fight and their weapons. Lots of beams and laser bolts, which I'm personally a fan of.
A lot of their ships have built in torpedo launchers too, which gives them some flair that distinguishes them from other factions.
>>
best large ballistic?
>>
Well, it was good while it lasted.
>>
>>332181192
There is no best. You didn't even specify if modded or vanilla. There is like 3-5 great weapons in every category. Just pay attention to flux/dps rate and range and dmg type. No need to create excel tables to cheese and already easy game.
>>
>>332180614
Says 100% combat readiness, I don't care about your autism thinking this is a simulator or something.
>>
>>332181221
rest in pepperoni starsector.
>>
>>332181287
I said BEST LARGE BALLISTIC BITCH
>>
>>332181338
>hurr durr I am too retarded to figure out basic words
>you are autistic
kek

>>332181393
your mom is a basic bitch
>>
>>332181393
probably mjolnir or whatever since it's really flexible
>>
>>332181440
mid tier at best. too high cost for what it does.
>>
>>332181434
You can't even type m8
>>
>>332181434
Looks like you're the one with reading comprehension. I am sorry friend.
>>
>>332181591
It's probably the best vanilla large by a long shot, and one of the best with mods. High damage per shot, high fire-rate, decent range, super precise, fast shots, not really expensive, nasty EMP...
It's so good that the unreleased SS+ changelog mention nerfing it soon.
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