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General Discussion / Re: A Noob's Insight on: Ships!
« on: September 22, 2021, 02:38:17 PM »
Odyssey B tier. That's a good one.
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Devastator. Looks like a damn battleship gun, sounds amazing, always wastes most of its payload on empty space. Gave up on it long ago.
Gunnery Implants tightens the spread into a narrow column, PD elite gives it +100 range, and Ranged Spec elite gives it +30% projectile speed. Together they make it pretty scarily effective at long range.
I ran them on my capital ships with GI and ITU in one of the 0.9.1a tournaments and they were really effective at both PD and dealing HE damage.
My build, which is maybe obsolete now due to SO nerf is this:
Converted hangar, Shield conversion front, Hardened shields and subsystems, and Safety overrides.
Weapons: Sabot SRM pod, 2 heavy blasters on the medium right side slots, and 1 Antimatter blaster on the front left small slot.
As many points into capacitors as you can.
new update, just full of fixes but have some updated nex stuff and ody EX balancing
change log:SpoilerV:1.3.2: save safe (i think)
general changes:
fixed osiris star system placement
removed ground support package from phylactery MK.III
replaced the spectral cloak on the witch and geist with regular phase cloak
fixed the elemental weapons sound issue (wont be so loud and wont come through both ears when weapon is to the side)
updated faction ship starts with nex installed (with a new super ship start)
odyssey (EX):
added as a super ship start with nex installed
increased ordnance points from 280 to 310
increased shield efficiency from 0.9 to 0.7
increased peak CR from 600 to 700
increased supplies a month/deployment points from 45 to 55
(prototype EMP emitter):
increased arc damage from 200 to 300
increased arc EMP damage from 1000 to 1300
increased range from 800 to 900
wraith:
decreased supplies a month/deployment points from 30 to 25[close]
Targeting Analysis: it's a bit weird the bonus is just to capital ships now.
Impact Mitigation: it now protects from small strength hits more than bigger hits, which I'm not sure is a good idea.
Standoff Tactics: it's better than Ranged Spec, since it works for more than two ships in the game.
Phase Mastery, Phase Corps: I suspect they will still be problematic.
Systems Expertise: it's a real shame you nerfed it, because it was pretty fun for most ships that aren't Doom.
Missile Specialisation: it stacks with ECCM, missiles are so fast now.
Officer Training: spend story points to spend story points... Come on.
Energy Weapon Mastery: what's up with that EMP resistance? It's not much, but it's weird it's there.
Special Modifications: again, spend story points to spend story points.
Automated Ships: it's hilariously OP now. Getting a Radiant for a single skill point is incredible value.
Colony skills: they presumably are the best moneymaker skills, making other (mostly industry) skills obsolete. It's in a similar position as Automated Ships, in that it isn't immediately strong, only after you can get what makes it strong, but then it blows other skills out of the water.
I also have more fundamental issues with what you're doing with those skills, but you have heard about them already.
Tis a mod, and a customisable one at that, the base game skill tree is hilariously out of balance as it is, why the intense scrutiny for this?
Big fan of this OP, will let you know if any issues come up!
[edit] Less memey, could I ask for a definition of "support"? I've been looking at the columns and I just can't tell what its supposed to mean. In particular, why does a Paragon have a 5 in support when it has no mobility, missiles, active helper system, or fighters? Is it the "zone" around it because of its large range?Support is mostly everything that isn't all other scores, so I probably need to rethink it. Paragon's high support score is mostly because of its range.
Yeah that 100% Range boost is substantial. well over 4000SU diameter coverage. The short fall is a low turn speed, but that reach is opressive.
isnt paragon an excellent harraser tho? especially because of its range? it is pretty hard to not get fired on by the paragon...
speed isnt everything when you want to harrass enemies, dont need speed when you can fight across the whole map