Fractal Softworks Forum

Starsector => General Discussion => Topic started by: SCC on April 30, 2017, 11:26:38 AM

Title: Quick ship, weapon and fighter guides [0.95.1a]
Post by: SCC on April 30, 2017, 11:26:38 AM
Mine and partly mine, partly community made, respectively, ship and weapon quick beginner guides! If you don't know what weapons to put, what ship to look for or which ships beware? These guides will help!
Feel free to point any mistakes and whatnot. Those guides aren't all-covering nor 100% exact, but they are good enough to give a sense of weapons and ships.
Link to the weapon guide. (https://docs.google.com/document/d/1KBy5DII4XZ9Ig440ax5Rpq0GsSiuqROwO-GRE68GGg4/edit?usp=sharing)
Link to the ship guide. (https://docs.google.com/document/d/1KaEMSCvH7CeB76wLKj0e5tn9jn6NjPJcNvciTbbQ1nM/edit?usp=sharing)
Link to the fighter guide. (https://docs.google.com/document/d/1j18a9q1Sxx1W1PXXLQ5gi3l-TV9AfijnglPC-ItwiBQ/edit?usp=sharing)

Note: you can reply to this thread anytime if you feel guides are inadequate or want to comment, even if last reply was quite some time ago.

Some useful stuff, might as well put it here:
Locations of safe free storages:
- Abandoned Terraforming Station in orbit of Asharu, Corvus system.
- Abandoned Siphon Station in orbit of Chupi Orco, Yma system.
- Abandoned Astropolis in orbit of Mairaath, Mayasura system.
Title: Re: Quick ship guide
Post by: StarGibbon on April 30, 2017, 11:35:55 AM
Nice. Thanks!
Title: Re: Quick ship guide
Post by: obihal on April 30, 2017, 11:38:25 AM
Thanks
Title: Re: Quick ship guide
Post by: 2_Wycked on April 30, 2017, 11:39:32 AM
As someone returning to the game after 2+ years, this is really appreciated. If you were able to add pics of the ships it would be perfect imo.
Title: Re: Quick ship guide
Post by: SCC on April 30, 2017, 11:44:26 AM
1. In codex you can find all pictures for ships, as well as accurate stats of ships.
2. Images would bloat the size of doc (which per se isn't that bad, I just don't want to redesign it because it's work and I'm lazy).
Title: Re: Quick ship guide
Post by: Gothars on April 30, 2017, 11:45:26 AM
I'd be worried that someone is gonna delete everything, hope there's a protection against that?
Title: Re: Quick ship guide
Post by: StarGibbon on April 30, 2017, 11:47:47 AM
Not seeing any direct mention of the Wayfarer in the frigates section.
Title: Re: Quick ship guide
Post by: SCC on April 30, 2017, 11:48:23 AM
Me having an original file. I know humans. :)
@up FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF F
-enk you, How did THAT escape me? Jesus ._.
Title: Re: Quick ship guide
Post by: 2_Wycked on April 30, 2017, 11:55:54 AM
Do you mind if I work on this and add pics / clean up the layout a bit in that case?
Title: Re: Quick ship guide
Post by: SCC on April 30, 2017, 11:58:37 AM
It'd be best if you copied that doc and then redesigned it, that way if people wanted to change description won't be prevented from doing so.
Also, as I said, your limit is 1 page per 1 size (so you can fit descriptions for 2 sizes on 1 page, but every size can take up to 1 page) to prevent this doc from bloating. It's supposed to be short, not an all-encompassing guide.
Title: Re: Quick ship guide
Post by: StarGibbon on April 30, 2017, 12:00:04 PM
Quote
All shuttles are mistakes

Heh, there goes my next playthrough. Now I have to make an all shuttle fleet work. ;)
Title: Re: Quick ship guide
Post by: SCC on April 30, 2017, 12:01:56 PM
I wrote this because... What exactly they are good at? Fleeing? They are outdone by dedicated ships in every field.
Title: Re: Quick ship guide
Post by: StarGibbon on April 30, 2017, 12:03:50 PM
I wrote this because... What exactly they are good at? Fleeing? They are outdone by dedicated ships in every field.

Oh, I don't disagree. I'm just into "themed" playthroughs.
Title: Re: Quick ship guide
Post by: 2_Wycked on April 30, 2017, 12:04:37 PM
It'd be best if you copied that doc and then redesigned it, that way if people wanted to change description won't be prevented from doing so.
Also, as I said, your limit is 1 page per 1 size (so you can fit descriptions for 2 sizes on 1 page, but every size can take up to 1 page) to prevent this doc from bloating. It's supposed to be short, not an all-encompassing guide.

I hear you. I'll make a copy and mess around with it.
Title: Re: Quick ship guide
Post by: obihal on April 30, 2017, 01:14:42 PM
"..reliable in AI’s hands and rewarding in player’s, especially with SO"

What is SO.

Nevermind find it. Safety Overrides
Title: Re: Quick ship guide
Post by: Thaago on April 30, 2017, 01:34:53 PM
Really nice intro guide! Thanks for putting it together.

My only comment would be: add a star to the Omen and the Harbringer. Omen for AI hands, Harbringer for combat-specced player.
Title: Re: Quick ship guide
Post by: SCC on April 30, 2017, 01:45:29 PM
Thanks! It's actually good that you've pointed out that some destroyers (and bigger ships) are also uncommon enough to tell players about it. Flagged omen and harbringer, on my own also medusa, aurora and apogee, but I don't know if there are any other rare and valuable ships that I should point out. I'm not sure if medusa is worth flagging as rare, but it being on BM for some months might have been just my luck. Is it rare enough to warrant "you always want this" sign?
Title: Re: Quick ship guide
Post by: StarGibbon on April 30, 2017, 01:54:18 PM
I'm not sure if medusa is worth flagging as rare, but it being on BM for some months might have been just my luck. Is it rare enough to warrant "you always want this" sign?

No. Medusa is fairly mundane even in non-military/black markets. Easy to find to fight and potentially salvage too--bounty fleets love to spam them. 

Pretty much just the phase ships and some of of the more elusive capitals/cruisers would be rare.
Title: Re: Quick ship guide
Post by: SCC on May 01, 2017, 02:12:38 AM
Changes that I deem wrong and if you want to revert them, discuss in this thread:
1. Removed remark about solo dram exploring. Too risky for a newcomer.
2. Removed remark about arming mudskipper mk II with gauss cannon. I doubt newcomers would find it quickly and besides that, mudskipper is still going to be underwhelming even if you arm it with it. And then there's the fact that AI doesn't treat kindly unshielded ships.
3. Removed second sentence in afflictor's description, it's redundant.
4. Removed remarks about ships being worse in previous version, it's not a 0.7.2a guide.
5. Removed additions about destroyer-sized freighters cargo capacities; redundant due to existence of sheet at the end, not to mention that somebody got tarsus's capacity wrong.
6. Removed remark about destroyers ability to punch above their weight in rarity-annotation, this isn't a place to write this.

Yeah, I'm a bit picky, but that doesn't mean I'm not thankful for your work! Especially for capitals' descriptions and streamlining systems' descriptions.
Title: Re: Quick ship & weapon guides
Post by: SCC on May 10, 2017, 09:20:45 AM
Added epoch hints in ship guide, updated OP and added weapon guide to it. They are both view-only from now on. If you have any objections or comments, write them down here.
Title: Re: Quick ship & weapon guides
Post by: SCC on June 08, 2017, 02:34:03 PM
Updated ship guide to 0.8.1: added Colossi mk 2 & 3, updated Brawler, Tempest and Odyssey descriptions. I think there wasn't any weapon that has changed in .8.1 update.
Also reminded you that this thing exists. Cheers!
Title: Re: Quick ship & weapon guides
Post by: Histidine on June 08, 2017, 08:36:38 PM
Potential improvements I noticed:

Ox now adds +1 burn to the whole fleet. Should add a mention of its high fuel consumption as well.

Heavy Blaster description could note how unbelievably flux hungry it is.
Title: Re: Quick ship & weapon guides
Post by: SCC on June 09, 2017, 02:32:45 AM
That's what happens when I just skim through the changelog, focusing on combat changes - thanks, added that.
Title: Re: Quick ship & weapon guides
Post by: SCC on November 27, 2018, 02:36:49 PM
Updated for 0.9a, but I may have missed something. I have skimmed through both guides and they don't appear to still hold outdated or missing information.
Title: Re: Quick ship & weapon guides
Post by: King Alfonzo on November 27, 2018, 04:05:14 PM
A few suggestions:

>You missed the Thumper for Medium kinetic. Burst frag weapon, useful for pressuring shields and punishing armour-stripped opponents and not much else.
>Antimatter Blaster is still ammo limited, might want to mention that.
>Devastator cannon is more flux-hungry than you anticipate, meaning its better as a combo weapon rather than actual dedicated PD.

>Pirate Afflictor only has two universals instead of four, making it worse in every way.
>Pirate Mule has a medium universal instead of a medium ballistic, improving it's strategic flexibility.
>Pirate Falcon has two medium missiles, two medium composites, two small energy and two small missiles, making it a cheap, fragile and horrifyingly effective alternative to the Gryphon.
>>Might also want to mention that Converted Hangars work really well on pirate falcons and pirate mules

>Might want to mention the Onslaught makes up for it's poor shield with it's obscene armour, with the suggestion that you shouldn't need to use the shield except to catch hellbore shots and letting the PD deal with missiles.
>Might also want to mention the Conquest is awkward in player hands, but works really well under AI control.

Title: Re: Quick ship & weapon guides
Post by: Eji1700 on November 27, 2018, 06:01:09 PM
Some thoughts:

Weapons-
Agree with the weapon synopsis although worth pointing out that atrops are good for burst damage vs harpoons.

Ships-
Gremlin- phase frigate with missile mounts is pretty legit.  Reapers/hammers/atrop + an expanded rack makes for a hell of a player ship if you want to  snipe a few things out quickly.

Tempest- now built in drones (plural) which slightly change it's mission profile (still a great ship).

Mora- it's not bad as a frontline carrier either. Throw some dual LMG's on the small spots and have it wade in with its fighters on recall (so they don't jack up flux).  Give it two serious missiles (reapers or whatever) and you can flagship with this thing.

pirate variants- probably worth a mention given how significantly they can change a ship.

Astral- should probably mention its unique system makes it a nightmare with bombers.

Title: Re: Quick ship & weapon guides
Post by: TaLaR on November 27, 2018, 06:10:39 PM
>Might also want to mention the Conquest is awkward in player hands, but works really well under AI control.

AI seems to have it's share of problems. It is adequate at maneuvers against single target, but it's interaction with allies/positioning within a fleet is much worse than what AI can display with Eagles (only slightly faster, same ship system, but simple forward-facing layout).
Title: Re: Quick ship & weapon guides
Post by: SCC on November 27, 2018, 11:44:58 PM
Added Thumper (I believe I left it out because it was hard to use, not recommended for new users, but it's better for them to know what it is). Changed Devastator Cannon, Atropos and Afflictor, Shade, Mora, Tempest.
>Might also want to mention the Conquest is awkward in player hands, but works really well under AI control.
I have found Conquest to be good in both player and AI hands, provided you don't loose track of what's happening around you. Positioning in this ship is important.
Title: Re: Quick ship & weapon guides
Post by: Megas on November 28, 2018, 04:54:13 AM
Thumper is not too bad if you have nothing better.  For a while, when I lacked Heavy Maulers for my Onslaught, I used Thumper in the center mediums to shred whatever armor stripped ships that got too close.  I should not rely on slow 700 range kinetics or HE in the middle of my battleship for wearing down defenses.  Actually, I did not have very many basic weapons either.
Title: Re: Quick ship & weapon guides [0.9a]
Post by: diegoweiller on March 25, 2019, 11:22:00 PM
Fuel efficiency seems really odd  :P
Title: Re: Quick ship & weapon guides [0.9a]
Post by: SCC on March 26, 2019, 04:56:41 AM
It shows how much cargo, fuel or crew capacity this ship can haul for 1 unit of fuel. The bigger number is, the better.
If you mean that Atlas and Prometheus don't have the best fuel efficiencies, because they are capital ships, then there's nothing I can do. It's just the bizarre state it is.
Title: Re: Quick ship & weapon guides [0.9a]
Post by: diegoweiller on March 26, 2019, 06:38:22 AM
Oh, i though it was fuel capacity per upkeep lmao  ::)
Title: Re: Quick ship & weapon guides [0.9a]
Post by: SCC on March 26, 2019, 07:41:28 AM
No, that's normal efficiency.
Title: Re: Quick ship, weapon and fighter guides [0.9.1a]
Post by: SCC on June 18, 2019, 11:06:14 PM
Made and added the fighter guide, since nobody else did. I managed to fit it all on one page, too! https://docs.google.com/document/d/1j18a9q1Sxx1W1PXXLQ5gi3l-TV9AfijnglPC-ItwiBQ/edit?usp=sharing
Title: Re: Quick ship, weapon and fighter guides [0.9.1a]
Post by: goduranus on June 19, 2019, 12:33:48 AM
Do Wasps still lay mines? I don't remember seeing it in the descriptions since 0.9.
Title: Re: Quick ship & weapon guides [0.9a]
Post by: Goumindong on June 19, 2019, 11:05:40 AM
Fuel efficiency seems really odd  :P

Fuel efficiency is hella valuable.

So suppose you have a fleet that holds x fuel and costs y fuel/ly. It has a range of x/y= z ly

Suppose i add a ship to my fleet. If its fuel range x/y is greater than my fleets range then my whole fleet gets a range boost. If its eaual then its the same.

The amount of the boost depends on the difference between the ratios and the absolute value of thensize of them.
Title: Re: Quick ship, weapon and fighter guides [0.9.1a]
Post by: macon7 on August 27, 2019, 12:03:48 PM
For us a bit newer players, could you please add all the acronyms at the bottom of the guides or similar? It's quite hard to understand when I need to stop and figure out / google for say 'KE' and 'SO builds'
Title: Re: Quick ship, weapon and fighter guides [0.9.1a]
Post by: SCC on August 27, 2019, 12:16:54 PM
I had it all explained in the ships guide... But not weapons guide, ironically enough! Took care of that.
Title: Re: Quick ship, weapon and fighter guides [0.9.1a]
Post by: Plantissue on August 27, 2019, 04:06:56 PM
That is why I take care to fully type out the names at least once before using acronyms, especially with the influx of new players. Most acronyms are unofficial, and there is no real need for people to use their own personal jargon.
Title: Re: Quick ship, weapon and fighter guides [0.9.1a]
Post by: ChewySTL on April 29, 2020, 02:09:57 PM
I'm new to Starsector and just learning the game and thoroughly enjoying it. I've been reading the posted how to guide: for ships, weapons, and fighters. Thanks, these are extremely helpful for new players like myself. Does the color guide: RED, YELLOW, BLUE have any significance with regard to tech (low, midline, high) or tier/quality? My first thought was RED is less effective, YELLOW is medium tier, and BLUE is top tier, but I'm only guessing, that is why I'm asking.
Title: Re: Quick ship, weapon and fighter guides [0.9.1a]
Post by: SafariJohn on April 29, 2020, 02:22:39 PM
They are only the design type (low/midline/high). There is little/no relation to effectiveness.
Title: Re: Quick ship, weapon and fighter guides [0.9.1a]
Post by: SCC on April 29, 2020, 03:07:06 PM
Background colours indicate tech level, best seen with fighters, where redacted ones have lighter blue background than high-tech ones. I just thought it was neat.
My guides don't include tiers, on the basis that many weapons, ships and fighters can perform in certain situations better than alternatives, and because I don't want a new-player-resource shaming its intended target for not knowing the game yet and sticking with suboptimal, but working solutions.
Title: Re: Quick ship, weapon and fighter guides [0.9.1a]
Post by: Aereto on April 30, 2020, 07:58:20 PM
They are only the design type (low/midline/high). There is little/no relation to effectiveness.
And instead, the design type indicates the guideline tendencies that affect a lot of stats, including weapon type preferences. High tech ships are rarely seen carrying ballistics the same way low tech ships are with energy weapons. Even carriers have distinctions made by the design type.
Title: Re: Quick ship, weapon and fighter guides [0.9.1a]
Post by: Dri on May 01, 2020, 10:03:46 AM
Nice info dump for new/returning players!

Odyssey has 2 fighter bays though, not just 1. You left out the 5 small ballistic on the Gryphon.
Title: Re: Quick ship, weapon and fighter guides [0.9.1a]
Post by: SCC on May 01, 2020, 02:30:53 PM
I even left a lone comma at the end of Gryphon's description! I must have thought of that, but got interrupted and never returned to finish it... Until now, at least. I don't meticulously check for updates, I just go off the patchnotes and gameplay. Fixed Odyssey's number of decks, too.
Dozens of thousands of views, but a rather noticeable omission of Gryphon's mount slipped by nevertheless...
Title: Re: Quick ship, weapon and fighter guides [0.9.1a]
Post by: Dri on May 01, 2020, 03:13:05 PM
Tbf, the Gryphon is a pretty forgettable ship, hah!
Title: Re: Quick ship, weapon and fighter guides [0.9.1a]
Post by: ppc on December 14, 2020, 05:32:59 AM
BEAUTIFUL - thank you
I just started this game, do you think its still relevant?
Cheers!
Title: Re: Quick ship, weapon and fighter guides [0.9.1a]
Post by: SCC on December 14, 2020, 06:41:07 AM
It is still up to date, yes.
Changes as of 2020-12-14: remade weapons to guide for presentation reasons, included RustyCabbage's loadout guide until he makes his own thread he did! http://fractalsoftworks.com/forum/index.php?topic=19611.0
Title: Re: Quick ship, weapon and fighter guides [0.95a]
Post by: SCC on April 08, 2021, 09:56:38 AM
There no longer are ruins in the core worlds that you can explore, as of 0.95a. Ship and weapon guides updated; no new fighters, so no changes to that guide.
Title: Re: Quick ship, weapon and fighter guides [0.95a]
Post by: DarknightK on April 08, 2021, 07:02:36 PM
Thanks for your continued support on these guides!
Title: Re: Quick ship, weapon and fighter guides [0.95a]
Post by: WeiTuLo on April 09, 2021, 06:59:42 AM
Colossus used to be 3 fuel/LY, now it's 4 fuel/LY.
Title: Re: Quick ship, weapon and fighter guides [0.95a]
Post by: SCC on April 11, 2021, 12:17:49 PM
Oops, missed that change. Thanks!
Title: Re: Quick ship, weapon and fighter guides [0.95a]
Post by: relmz32 on April 14, 2021, 04:12:00 PM
The guide documents seem broken when I try to view them, is this something anyone else is seeing?
Title: Re: Quick ship, weapon and fighter guides [0.95a]
Post by: IonDragonX on April 15, 2021, 08:22:48 AM
Feel free to point any mistakes and whatnot.
Link to the weapon guide. (https://docs.google.com/document/d/1KBy5DII4XZ9Ig440ax5Rpq0GsSiuqROwO-GRE68GGg4/edit?usp=sharing)
I think you should remove that notation that says : "about beam weapons: most beams, except for Phase Lance and PD beams, have 1000 range." because I think beginners will assume that "beams" are the same as "energy weapons". Its better for them to look up the ranges instead of making assumptions.
Title: Re: Quick ship, weapon and fighter guides [0.95.1a]
Post by: SCC on December 22, 2021, 10:08:45 AM
dammit alex, why do you gotta update this game so often and make me work, can't get a year of rest without all those people demanding I update this stuff
I think you should remove that notation that says : "about beam weapons: most beams, except for Phase Lance and PD beams, have 1000 range." because I think beginners will assume that "beams" are the same as "energy weapons". Its better for them to look up the ranges instead of making assumptions.
ok
Title: Re: Quick ship, weapon and fighter guides [0.95.1a]
Post by: Vanshilar on December 22, 2021, 11:22:48 AM
This is the first time I've seen a player ask that Alex change the release schedule to not-so-soonTM.