Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 [2]

Author Topic: Starsector vs. SPAZ  (Read 17828 times)

ValkyriaL

  • Admiral
  • *****
  • Posts: 2145
  • The Guru of Capital Ships.
    • View Profile
Re: Starsector vs. SPAZ
« Reply #15 on: December 19, 2013, 05:28:11 PM »

I played it a while back, still have it but never touched it since, i think SPAZ is way too casual friendly, its just too easy for me to enjoy it, but i guess thats just how i am.
Logged

Debido

  • Admiral
  • *****
  • Posts: 1183
    • View Profile
Re: Starsector vs. SPAZ
« Reply #16 on: December 19, 2013, 11:31:20 PM »

I just remembered one method I employed to rapidly gain experience on my secondary playthroughs - conflicts. Wherever the UTA, CIV and even the Zombies are fighting you need to jump into these fights as you can leech XP from kills you didn't even contribute to.

Early on you can buy your way past gates to higher level areas, don't necessarily do the missions, but look for conflicts between the UTA and Civ. It's a better idea if you're an ally with at least one side, but jump into the conflict and hang around the friendly ships and let them give and take most of the damage. When your UTA or Civ allies destroy an enemy ship that's of a higher level you still get to pickup rez/goons/XP proportional to the level.

This method can be a quite risky, your allies can lose and you'll be facing an unbeatable enemy, you might also accidentally shoot an ally in the  cross-fire, leading them to turn on you as well. If you're in a tough spot don't be afraid to warp out of there and keep all your XP!
Logged

xenoargh

  • Admiral
  • *****
  • Posts: 5078
  • naively breaking things!
    • View Profile
Re: Starsector vs. SPAZ
« Reply #17 on: December 19, 2013, 11:52:38 PM »

I can see the "vulture method" working pretty well, but man, it was just soooooo sloooooow and booooooring.  Even with modded, fairly-ridiculous stuff, where I could just go stomp things like Godzilla.

That, and the prospect of roaming around like a character in a Dickens novel ("please, sir, just a few XP for my wee sickly brother") scavenging XP just doesn't appeal to me.  Worse yet, if you did that, you'd probably want to either stay cloaked or be faster than anything that wanted to eat you, so that you could get away, so no Rez.  So, am I playing a pew-pew game or am I Solid Snake?

If I hadn't modded a few things, it would have been even worse than it actually was; at least with the modded stuff, I kept using several of the Missiles all game, because they actually had a point besides being Cloak debuff / Zombie removal.

The biggest beef I had was with beams vs. cannons, though. 

That top-end upgrade was a non-choice; Fusion Beams would only make reasonable sense if every single Specialist you slotted gave you beam distance (in theory, that'd give you almost 2X Beam range at the high end).  I'd have to check the DPS / power ratios, but probably they're favorable.

Even then, I think Particle Cannon came out on top, because of its base range. 

Both do Universal damage (i.e., no specialization or penalties) so the only real win for Fusion Beams would be every-frame damage and no volley effect.  Particle Cannons would be better for long-range kiting (even without touching the Specialists modding-wise, I had cannons shooting off-screen pretty fast).
Logged
Please check out my SS projects :)
Xeno's Mod Pack
Pages: 1 [2]