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Starsector 0.95a is out! (03/26/21)

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Messages - Cyber Von Cyberus

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Modding / Re: [0.9.1a] Placeholder 0.211
« on: March 27, 2021, 11:41:22 AM »
Everyone aboard the hype train !

Fan Media & Fiction / Re: [Fan-art]Ship's Personification
« on: February 05, 2021, 09:16:57 AM »
Yes, they do seem to be wearing the ship parts as a sort of exoskeleton mounted weapon, reminds me very much of Azure Lane characters.

Hmm, that's pretty good, looking forward to seeing the next part.

Fan Media & Fiction / Re: [Fan-art]Ship's Personification
« on: February 01, 2021, 05:15:12 AM »
Is this the VnSector sneak peek ?

Mods / Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« on: February 01, 2021, 05:10:35 AM »
Lightforger's hvb is a bit weird, in one run he appeared after 10 or more hvb completed and he had a cancerous gigantic fleet with 10 dooms and astrals, in another run he appeared earlier and had a reasonably sized fleet with a couple of capitals only.

Mods / Re: [0.9.1a] Volkov Industrial Conglomerate 1.0.0
« on: January 18, 2021, 03:46:01 AM »
dunno if this is a known bug or anything, but uh -
A capital ship from your fleet must've rammed the station with its ship system

Suggestions / Toggle hotkey for 'invert strafe and turn to cursor'
« on: January 17, 2021, 07:06:28 AM »
Hello, I'd like to suggest a key which can toggle between the default controls and the 'turn towards cursor' instead of having to be held down, I know it is a very insignificant change but it is convenient if you switch ships often and want to switch between the two control methods without opening the option menu.

Hello, I would like to change the music for the player's colony and use my own, I'd like some help on how to do it since the game seems to crash when I modify the \starsector-core\data\world\factions\player

Mods / Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« on: December 14, 2020, 10:35:37 PM »
True, although they're mutant psychos that raid and kidnap people, can't imagine anyone getting upset at the player for sat bombing them.

Mods / Re: [0.9.1a] Hazard Mining Incorporated (DEBLOATENING Ed., 0.3.3c)
« on: December 14, 2020, 03:43:51 PM »
Hey, I noticed that the Fang and Draco are neutral to Vayra Sector's factions (independent AI research mandate, Persean communist thingy, Stormhawk and Rimward) That doesn't seem intended... I think at least.

Edit: seems like the persean league is also neutral with Fang, is that also intended ?

Mods / Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« on: December 12, 2020, 07:38:20 PM »
Anyone else think the Riven Lightforger bounty should be nerfed or have its reward increased?

200k is not worth taking on an Astral, 3 Dooms (basically equal to capitals), 5 Harbingers and half a dozen phase frigates.

Well 200K is not worth it for sure, but the unique ship sure is a great reward, although I agree its credit reward doesn't accurately reflect the actual difficulty of the fight.

Ah yes, my bad. Thanks for the fix.

Hello, I love the mod, unfortunately it doesn't seem to have any options to get commissioned with the Federation, nor does it have any starting options with Nex. I'm not sure if this has been fixed yet since I haven't updated the mod.

Mods / Re: [0.9.1a] Diable Avionics 2.53 RC1 (2020/07/31)
« on: November 07, 2020, 08:28:20 AM »
As far as I know, it's probably just some lore and speculation, never saw any Diable colonies outside of their three systems.

Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: November 07, 2020, 08:18:36 AM »
Got it!

Edit: But it's ***!

Here are my tips for using the Unsung:

-Resistant Flux Conduits: Due to the large flux pool, you'll want to use it to reduce the venting time.
-Neutrino Omega Upgrade: It increases the damage dealt to capitals and cruisers along with other buffs, if you have the OP to spare it's always worth using.
-ITU: Optional if you want to use the ship as a brawler, but since many of its weapons are in the middle of the ship instead of the front it's useful.
-Flux Distributor: Optional, but you've probably enough OP to put it on anyways.
-Neutrino Tau Upgrade: This is the hullmod that makes this ship super good, it locks the shields in the frontal position, increases shield efficiency and massively increases their arc and deploy speed at the cost of a bit of Flux/dmg ratio
-Hardened Shields: It removes the penalty from the Tau Upgrade and makes your shield near impenetrable

All of these hullmods are a pretty solid choice to turn the ship into either a medium range battleship or a close range aggressive brawler.

-4 large energy slots at the front: Using Banes is a good choice for brawling, their high firerate makes them effective against both shields and hull, you can also put other kinds of fancy weapons since you have so much OP such as the Blade Breaker's large weapons. You could also put High intensity lasers instead if you wish to fight at a longer distance, but you'll lose on a lot of damage since this ship fares better as a brawler.
-2 large universal slots: Depending on what you chose to put on the 4 large slots you can put whatever synergizes with the other weapons, if you chose the bane then offensive missiles (I like using the Dust missile grand barrage from ED shipyard) or utility weapons such as the heavy Ion Lances (from Mayasura) are a good choice. If you chose something like the HIL, then you can put some kinetic ballistic weapons on there.
-6 medium energy slots at the back:Those are best used for point defense, DERP launchers are an excellent choice since they create a small explosion that absorbs ALL projectiles which can create a small shield infront of you that allows you to vent infront of enemies without fearing a stray torpedo, however you should keep 2 of the rear facing slots for some PD weapons such as the Magnetar in order to protect your exposed rear.
-Small energy slots: Those are for point defense, the small Magnetar weapons are a good choice, mix them up with some other PD weapon of your choice (LRPD lasers, Burst lasers, disruptors...) and you're good to go.
-Fighter bay: You can put whatever you choose to, maybe even keep them empty, the Drache super drone is a decent option since it has a ton of health and a phase cloak system which allows it survive a head on bombing run against capitals but it doesn't do a lot of damage and it's a little unreliable. You may even want to keep it empty for some extra OP.

Gameplay tips:
-Always max the Vents on this ship, you'll need it to fire all of your weapons.
-Depending on your loadout you may want to use the ship as a brawler for best results, keep the enemy capitals busy with your strong shields and Neutronium plating, make use of the ship's cruise drive to chase and pressure the enemy (you can vent mid-charge to stop yourself from going too far)
-Neutronium plating is an important aspect of this ship that you'll need to utilize, it can keep your hull and armor safe from a few Hellbore shots, you can vent right in the enemy's face if timed correctly and then raise your shields to allow the plating to regenerate (be careful, reapers and other high damage torpedos can remove it in one hit, especially when venting where its effectiveness is reduced.)
-The HERP emitter isn't a super weapon, it does poorly against shields and even with your massive flux capacity will probably fill your ship's flux by a 3rd its maxium capacity. Instead treat it as a close range, strike weapon, it's really good a stripping armor heavy targets, only use it when an enemy is overloaded or they're about to be. And make sure you're not in immediate danger before using it since you'll be unable to vent for a few seconds.
-The ship's mass allows it to ram pretty effectively, using cruise drive you can push away any frigate, destroyer or cruisers in order to get some breathing room, this can also be used as an escape method by turning towards your fleet and engaging the cruise drive.
-You're big, but you're not invincible, don't overextend and make sure there are at least a couple of ships close enough to give you some cover if you need to vent.

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