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Messages - Rusty Edge

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1
General Discussion / Re: Officer Limit
« on: February 12, 2024, 06:03:31 AM »
It would be neat if officer skill pools were based on thier faction origin, rather than RNG. So that you know what skills will be available to a particular officer.
You may even have faction specific capstone skills that come into play at max level.

2
General Discussion / Re: Escort Package on destroyers is hilarious.
« on: February 08, 2024, 07:21:32 PM »
You people are really addicted to vents, aren't you? 0.3 shield efficiency and caps are still unmaxed. 17 vents would be plenty for double phase lance.

Using a very similar build myself. Not sure why I've always put railguns on Medusa either. The efficiency is worse than needler/LAC, and anti-hull performance doesn't matter with phase lances.
Spoiler
[close]

Help me out, how did Hiruma kai get an additional .04 knocked off? Is that from elite systems expertise?

So with 3 elite skills, you could easily soak up over 40000 damage worth of pure hard flux before overloading, neat.

3
General Discussion / Re: Jangala is horrifying.
« on: February 08, 2024, 10:31:09 AM »
 Nonsense, Jangala is the creator's celebration of life. To breath it's air is literally to breath life itself.
 Although, I will mention that the wise pilgrim must know his limits, else the important distinction between Jangala's Zenolife, and Mother Sol's terrestrial life may become too... Blurry.

4
Suggestions / Re: Converted Fighter Bays to be made usable for any carriers
« on: February 08, 2024, 10:17:03 AM »
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Actually, it would be nice if Odyssey got Vast Hangar like Invictus and got more OP to pay for Converted Hangar.
That would be an excellent change. Since the Odyssey is a short of exploration/combat kit capitol, being able to alter it's function more drastically works lore wise.

5
Suggestions / Re: Converted Fighter Bays to be made usable for any carriers
« on: February 06, 2024, 12:55:33 PM »
Mora has a lore blurb that says they were converted to mobile drydocks for expeditions. This seems like it could be a really cool option if it was included in the game.

6
General Discussion / Re: Escort Package on destroyers is hilarious.
« on: February 06, 2024, 06:30:03 AM »
Try it on a  manticore with a Gauss cannon.

7
General Discussion / Re: Grendel is good In my opinion
« on: February 05, 2024, 09:30:36 AM »
I have just started running a new playthrough with the hegemony. Got enough credits to outfit the new Grendel pretty good with. Heavy maulers and needlers fit perfectly on it, with some sabots and some basic PD of  light machine guns and a flak cannon on the upper left. For hullmods I used Safety overrides and heavy armor, using the spare OP for dissipation and a little capacity. I think it is suitably balanced so far for what it's function is in my fleet of being a hunter that prowls the outskirts of the battle space for loose ships to clean up. Other then that I don't have much else to note since I have just barely acquired it.

May I recommend switching to chain guns, heavy machine guns and/or mining blasters if you give it safety overrides. You'll find it doing a lot more damage and SO won't significantly affect their range.

8
General Discussion / Re: Lore: How dangerous is the Player in Starsector?
« on: January 19, 2024, 10:18:26 AM »
My own headcannon says that your character is just another captain for hire. Your admiral/employer is killed in a battle before the tutorial starts, and you have to take command.

As far as your place in history goes, you're a figure similar to Phillip Andrada or the prophet Ludd. An enormously gifted individual who dares to defy the status quo and force his own path.

Ofcourse, it does make you wonder how the fanatic at the bar in Gilead caught wind of you so early in the game. There may be more at play.

9
 I like Swiss-army carriers like Odyssey and Prometheus Mk 2. Adding some more beefy 1 bay destroyers and 1 or 2 bay cruises could be interesting. Especially if they they came with some additional support hullmods in the same update.

10
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 02, 2024, 09:14:56 AM »
I'm really curious about the Abysal Region. More complex interactions with the factions is a big improvement.

Weapon updates in general look nice. Cheap Salamanders free up OP for a couple builds I like. And the flux cost reduction for the coolest looking heavy ballistic mount is nice.

11
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 02, 2024, 07:33:38 AM »
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Missile Specialization:
Reduced bonus rate of fire to 25% (was: 50%)
Reduced bonus missile hitpoints to 25% (was: 50%)
Added elite effect: +25% missile ammo regeneration rate

 Nice little buff to Pilums there. Any possibility of new missle types with regenerating ammo?

12
General Discussion / Re: Vigilance is Rad
« on: January 02, 2024, 06:59:34 AM »
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but you make a compelling case for the Vigilance.... So there are other considerations here past just the dp-to-medium-missile-slot ratio.

Also consider that a medium missle frigate with fast missile racks can effectively become a mobile Typhoon Reaper launcher with a speed anywhere between 110 and 268 (after nav bonus, helmsmanship and the appropriate hullmods.) All for the cost of 8000 to 14000 credits, or a quick and easy fight with a pirate scavenger.

Quote
I don't really share Rusty's enthusiasm for the Vigilance, but I think it's cool that they like it and found a way to get mileage out of it.

To each their own. The Superrad life is not for everybody. Some people are space CPAS and Insurance Adjusters, that's their gift.

13
Suggestions / Re: Splitting up hull restoration
« on: January 02, 2024, 05:38:36 AM »
I don't know about being Hull Restoration, necessarily. (I don't recall ever using it)
But adding an increase chance to salvage hulls on Derelict Operations, or adding hull salvaging to a lower teir skill would be great. It doesn't make much sense to get Derelict Operations if most of your ships have to be recovered using story points.

14
General Discussion / Re: Vigilance is Rad
« on: December 30, 2023, 07:23:49 PM »
Did I say best? If I wanted best I wouldn't be fielding a Derelict fleet to fight bounties outside my weight class. I'd sell drugs to churches and buy high tech powerhouses off the black market.

By rad I mean rad. Cheap, useful, fun and largely overlooked. It's fun to take a ship that looks bad on it's own, and see how well it performs in a squadron.

15
General Discussion / Vigilance is Rad
« on: December 30, 2023, 12:19:28 PM »
I like playing salvage fleets. Losses hurt less when you're trying something new, and it doesn't work out quite right.

Early game, Vangaurds and hounds are obvious salvage choices when you want to build your fleet up before a big bounty.
Interestingly enough, I have found the Vigilance to be very easy to aquire, even easier than tge Vangaurd. They're one of the cheapest pure combat frigates to buy fresh off the market. And I can almost always pick one up after fighting any of the MANY pirate scavenger fleets I run into in the outer systems.

Another little perk. D-mods do little to affect the performace of thier main job: lobbing loads of medium missles in a very short time.

Lots of D-mods make these little fellows super cheap to deploy, even without Derelict Operations. They also have a very small 10 man skeleton crew. Even smaller than the Hound at 15 crew. Cutting down on per month costs, and reducing crew losses when something goes wrong.

Another perk for any heavily D-modded frigate is the reduced cost for refitting in space. So with just a few extra Medium missles in your cargo, you can prepare your squadron between bounties, and lose maybe 20 or 30 supplies to prep 4 to 6 ships. With Field repairs and Efficiency Overhaul, they'll be in fighting shape in less than a week.

As for combat performance, that all depends on the targets you give them, and the other vessels you put in their squadron.

These are specifically the builds I have tried and seen success with.
I recommend Reinforced bulkheads for most of these builds, as you will most likely lose a few in the larger battles.

Artillery
Always deploy these with a shorter ranged front-line ship and with Kinetics and some form of EMP. An officer with Defensive skills and Elite Target analysis can draw fire while suppressing enemy shields and disabling PD weapons.
Armaments:
Harpoons, Gorgons or Dragon fire are best for this role, you may equip 1 or 2 with Gazers or Breach missles depending on the enemy fleet composition.
Your hybrid mount should either be PD or some long range beam, don't spend too much OP on this though.
Hullmods:
The missle hullmods are no-brainers, with bulkheads.
Spend whatever you have left on Capacitors.
*the Artillery build will allow you to take down some very strong opponents early on in the game. It works marvelously well backing up cheap cruisers with defensive hullmods.

Cavalry Charge
Can be devastating in the right situations. Word of warning: not advisable when you have the enemy surrounded, as you will have reapers flying in all directions.
Armaments:
Hurricane Reaper Launcher
Pulse laser(I found that the pulse laser keeps your ships at a better range to score hits with the reaper, HVD can work if you have Eccm, but it costs more and can be used better on a bigger hull.)
Hullmods:
ECCM for accuracy
Expanded missile racks may or may not be needed. I find that my ships would frequently blow up before firing all 12 missles. Not equipping EMR also frees up OP for safety overrides, simultaneously making your ships faster and a little beefier.
Reinforced bulkheads, moreso than any other vigilance build, this one is built to burn.
For a dirtier version, get rid of ECCM, swap the Reaper for a Jackhammer with EMR, and the pulse laser for an Ion pulser or thumper.

You also have your standard support with Pilums or Salamanders and whatever support or logistic mods you can fit.
And a build with Sabot pods allow the Vigilance to hold it's own against other frigates.

Why ever use a vigilance?

Op costs make medium missle mounts much more effecient for guided missiles, Vigilance is the only frigate(aside from the Edgelord's Hyperion) that can mount one.

The Buffalo MK2 may have more missles per DP, but it also has much shorter peak operating time, takes more time and resources to recover from combat, double the fuel and requires a whopping 4 times the crew, 8 times with Militarized Subsystems. All without fast missile racks, lower speed, worse flux and nearly the same hull and armor.

"Better than a Buffalo" may not be a strong sell. But the last few updates have made the Vigilance a fine choice for Midtech enjoyers and Derelict fleets alike.

Give it a try if you're a budget minded captain or a gambling man who likes an All-or-nothing blast.

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