Fractal Softworks Forum

Starsector => General Discussion => Topic started by: Thaago on November 20, 2015, 09:34:49 PM

Title: Safety Overrides Builds
Post by: Thaago on November 20, 2015, 09:34:49 PM
Lets share our effective uses of this hullmod!

I finally set this one up and its blowing me away:

Medusa
2x Heavy Blaster
2x Light Machine Gun
5x PD Laser

20 Vents, Safety Overrides
a few caps?
I have a few points in tech, so apologies if the numbers don't add up to 90 :P.

It has 1200 venting! Not quite enough to keep up with 2 heavy blasters, but very nearly. The sheer firepower this thing brings, at very high speeds, is just amazing.
Title: Re: Safety Overrides Builds
Post by: SpacePoliticianAndaZealot on November 21, 2015, 09:05:46 AM
Just tried this out in the Wolf Pack mission. It makes for amazing raider vessels, but really narrows the ship down to that role.
Also, with the standard 90 OP you can put on just 10 vents.
Title: Re: Safety Overrides Builds
Post by: Thaago on November 21, 2015, 08:06:28 PM
Ah shoot, I forgot I have the L10 combat skill that reduces OP costs! My bad!

In general I feel SO only gets really good once you can increase OPs, but others disagree, so...
Title: Re: Safety Overrides Builds
Post by: StarSchulz on November 21, 2015, 08:10:00 PM
How do you get around the part where the ship doesn't actively vent anymore? that one is making it really hard to use for me.
Title: Re: Safety Overrides Builds
Post by: Blaze on November 21, 2015, 08:13:03 PM
Venting doubles vent ability.
Safety Override doubles vent ability.

The fact that you can't actively vent is a balancing factor to avoid 4x vent rate.
Title: Re: Safety Overrides Builds
Post by: Cycerin on November 21, 2015, 08:16:52 PM
Get the starting Bounty Hunter Wolf, choose the Heavy Blaster, spec Technology (for OP), then toss the standard loadout and get Heavy Blaster, SO, two single-shot harpoons or sabots, and 3 PD Lasers. Put excess OPs into capacitors.

That one has served me well so far as a starter ship, and grows really well with extra OP from speccing Technology. As you get additional OP, you can choose between pure flux efficiency, heavier missiles, upgrade to Burst PD, or Hardened Subsystems for endurance.
Title: Re: Safety Overrides Builds
Post by: CrashToDesktop on November 21, 2015, 10:38:51 PM
I've found an Enforcer armed with close-range weaponry and SO installed with maximum vents rips everything that exists to shreds, even Cruisers.

x2 Flak Cannons (in the usual positions)
x2 Heavy Autocannons (I'd use Heavy MGs, but I don't have any in the bit of space I'm currently in)
x1 Assault Chaingun
x4 Salamander MRM (Single)

About a quarter of the remaining OP should go to Capacitors - I've discovered in my trials that the AI cannot withstand having a low Flux limit - they flounder and can't move out of the way in time, especially when it comes to strike weapons like multiple wings of Daggers.  The rest go to Vents (preferably all 20 if you have the OP to spare).

I've got my current loadout as Especially if you've got America Roth (I love that name for some reason - he also shares the same portrait as my main character, so I have made him my second in command) as a level 16 Officer armed to the teeth with Level 10 Combat, Level 10 Target Analysis, level 7 in Flux Modulation (good for this Enforcer SO loadout) , and a bunch of other level 1 and 4 skills - this thing becomes unbeatable.  The Enforcer can catch up to whatever it likes, blow it to pieces, and move on.  The never-ending pain train of America Roth is awesome to watch and a thing to marvel. :D With my character skills, he's actually got a 16 Capacitor and 20 Vent loadout - he can absorb all the damage he wants and dish out more.
Title: Re: Safety Overrides Builds
Post by: SpacePoliticianAndaZealot on November 22, 2015, 05:26:22 AM
There are all sorts of fun to use (if this were a multiplayer game I'd say lulzy) loadouts for nearly all the ships (I want SO on Paragon!  :'( )
Here's one for quickly beating Sinking the Bismar (I know, quite an achievment :D):
2x antimatter blaster
2x Hammer torpedoes
2x mining laser
Sink the rest into caps and vents, you can teleport behind the capital, fire everything and effortlessly zigzag away.
Rinse and repeat, and you are done in a few minutes.
Title: Re: Safety Overrides Builds
Post by: Megas on November 22, 2015, 07:09:10 PM
Just slap Safety Override on any Gryphon that attacks solely with missiles (i.e., uses ballistics for PD-only and not anti-shield).  It can spend the rest of its OP on Missiles, Vulcans and Flak, and flux stats.
Title: Re: Safety Overrides Builds
Post by: SpacePoliticianAndaZealot on November 26, 2015, 11:47:09 AM
This is my midgame Sunder loadout.  Although short-ranged it has the mobility of a frigate and the damage output of a cruiser with its never-ending torrent of alternating Heavy Blaster shots.

Spoiler
(http://i.imgur.com/XJfmKUT.jpg)
[close]

Oooh, shiny! I suppose flux doesn't build up if you are firing while shields are up?

Too bad I can't pull that off on a Wolf, but it would be probably OP  ;D
Title: Re: Safety Overrides Builds
Post by: HELMUT on November 26, 2015, 01:22:06 PM
I'm surprised no one mentioned the Lasher.

The Buzzsaw build :

Spoiler
(http://i.imgur.com/iGgxgbT.png)
[close]

624 kinetic DPS.

2000 (spread) High Explosive burst, reusable 10 times.

500 Fragmentation DPS.

For a total of 96 flux per seconds

Charge the enemy, insta-overload them, crack open the armor, drill them a hole from the prow to the stern. Repeat.

Oh, and because you're basically covered in PDs, you're more or less immune to missiles. Ain't that fair?
Title: Re: Safety Overrides Builds
Post by: Voyager I on November 26, 2015, 04:25:33 PM
I know the Hammerhead used to be something of a toaster, but I had a lot of fun with a basic Safety Override fit.  2x Chainguns, 2x Dual LMGs in the forward PD mounts, decent pile of vents and the rest basically doesn't matter so you're free to touch it up to suit your preferences and you don't need perfect OP skills to make a workable fit.  Push F, annihilate target, repeat.
Title: Re: Safety Overrides Builds
Post by: Serenitis on November 27, 2015, 02:22:23 AM
Spoiler
(http://i12.photobucket.com/albums/a224/Tifi78/SO_Enforcer_zpstl2tejqs.png)
[close]

It would probably be better with HMGs instead of autocannons, but I don't have any of those.
Effective as it is I think I still prefer the "standard" build more, I'm not really a huge fan of hurryhurryhurry.
Title: Re: Safety Overrides Builds
Post by: Linnis on November 27, 2015, 03:32:35 AM
I save scumm boarded an apogee.

Hardened shields, SO + officer with flux skill.


Its invincible.


Title: Re: Safety Overrides Builds
Post by: Kzanu on November 27, 2015, 04:07:19 AM
I save scumm boarded an apogee.

Hardened shields, SO + officer with flux skill.


Its invincible.




Don't feel bad. It's the only way to find one ....
Title: Re: Safety Overrides Builds
Post by: oorek on November 27, 2015, 04:23:53 AM
Ye olde medusa with 6x antimatter blasters has never been stronger. You don't need to actively vent to refire the blasters when you have Safety Override, and it runs down everything with its crazy 240+ speed. The range reduction also doesn't hurt the blasters.

Finding antimatter blasters is tough though. Is it mostly salvage from tri-tachyon fleets where you get them now?
Title: Re: Safety Overrides Builds
Post by: SpacePoliticianAndaZealot on November 27, 2015, 05:16:00 AM
Ye olde medusa with 6x antimatter blasters has never been stronger. You don't need to actively vent to refire the blasters when you have Safety Override, and it runs down everything with its crazy 240+ speed. The range reduction also doesn't hurt the blasters.

Finding antimatter blasters is tough though. Is it mostly salvage from tri-tachyon fleets where you get them now?
Pirate fleets with Buffalo mk. II's are a more reliable source. You may find them randomly also.
Title: Re: Safety Overrides Builds
Post by: StarSchulz on December 05, 2015, 02:06:03 PM
Hyperion:

Dual phase lances
Dual Tactical lasers
Dual Reaper torpedoes

Extended Shields
Hardened Subsystems
Safety Overrides
Overdrive Injector?

https://youtu.be/8MSAT4iacLA

Complete madness.

Title: Re: Safety Overrides Builds
Post by: Serenitis on December 05, 2015, 02:29:00 PM
<clip of madness>

There is not a (http://i12.photobucket.com/albums/a224/Tifi78/Smilies/stare_zpsf6149260.gif) big enough.
Title: Re: Safety Overrides Builds
Post by: Twogs on December 06, 2015, 12:26:00 AM
I use Ion cannons instead of the Tacs, but yeah, a Hyperion is just crazy with Phase Lances
Title: Re: Safety Overrides Builds
Post by: Twogs on December 06, 2015, 03:35:33 AM
Monitor:

Front Shield Emitter
Hardened Shields
Safety Overrides

Spare OP in Vents.


Virtually indestructible. Simulation battle agains a Paragon AND an Onslaugt - I won
Title: Re: Safety Overrides Builds
Post by: Midnight Kitsune on December 06, 2015, 01:08:47 PM
Monitor:

Front Shield Emitter
Hardened Shields
Safety Overrides

Spare OP in Vents.


Virtually indestructible. Simulation battle agains a Paragon AND an Onslaugt - I won
Throw in a level 20 officer that has the 25% hard flux vent and it is even MORE invincible!
Title: Re: Safety Overrides Builds
Post by: Twogs on December 07, 2015, 06:24:35 AM
I did. Full defensive skill officer (with evasive actions and damage control just in case).


I literally rammed the Onslaught and the Paragon to death, without ever having to lower my shields
Title: Re: Safety Overrides Builds
Post by: zenstrata on December 14, 2015, 04:06:47 PM
came up with a really good safety override medusa build, thought I should post it here.  I have been using it in my games and it works wonders.

I outfit the Medusa with two Heavy Blasters and 1 or 2 of the cheapest missile launchers I can find, "Harpoon MRM single" work fine here.
On the Medusa I put: Hardened Shields, Front Shield Emitter, and Extended Shields.  I also use Safety Overrides.  The remaining points put into Vents.
This will leave many of the Medusa hardpoints unfilled and empty.  This is a Good thing!  You will be using those points elsewhere and the heavy blasters are beastly weapons capable of doing a ton of damage provided you can manage the flux levels.  Safety Overrides and the other suggestions I made for this ship build will help significantly.
-----------
Medusa Class Destroyer
Hardened Shields, Front Shield Emitter, Extended Shields, Safety Overrides
1 single Harpoon MRM (Assign to weapon group 1 and have selected in combat, so your ship can auto-fire the weapon group you do not have selected)
2 Heavy Blasters (assign to weapon group 2 and set to auto-fire)
Spare points in vents
-----------
I tend to let my ship auto-fire at enemies and concentrate on movement and positioning to defeat enemies while the computer fires the heavy blasters.
The thing can go toe to toe with capitol ships and munch them.
Title: Re: Safety Overrides Builds
Post by: SpacePoliticianAndaZealot on January 01, 2016, 08:49:53 AM
Here's one for some late-game relaxed fun:
Hound (A)
5 Caps
7 Vents
Heavy MG
Light Assault Gun
Safety Overrides
Front Shield Generator

~Alternatively, a less relaxed one:
Zero Caps
2 Vents
HMG
LAG
Safety Overrides
Agumented Engines
Integrated Targeting Unit
Auxiliary Thrusters
With 10 Helmanship, top speed is over 400!
Title: Re: Safety Overrides Builds
Post by: icepick37 on January 01, 2016, 10:17:35 AM
Dat phase lance. I decided to play with the sunder more. Pretend it's an over-sized wolf (with a lamer system  ;p).

Triple phase lance is kind of ridiculous with that energy focus system, though. Haven't had time to play with it too much, but so far it's good clean fun.