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Announcements / Re: Starsector 0.95a (Released) Patch Notes
« on: April 22, 2021, 08:34:22 AM »
- Tactical bombardments no longer count for "atrocities committed by player"
It's time to continue the orbital antimatter party.
Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)
- Tactical bombardments no longer count for "atrocities committed by player"
I think mission time limit should somewhat scale with distance. For example, 60 days base and +10 per ly.I would second on that idea. There is just little incentive to go slow even with the Sensors perk to fly slow at higher burn speeds. I am still going cowboy rodeo on the hyperspace storms with a very small, but highly mobile object scanner fleet. It makes initial knowledge of planets worthwhile yet still able to evade most targets. I scout, scan, and identify potential colony candidates as I sweep for probes/derelicts for the mission.
Yeah. It's my first time using Doom in years, so I sometimes get to close to exploding ships and blow myself up, too.As a fellow Doom pilot, I know that feel. I have enjoyed a variety of runs, but none have given me the same intensity as a Phase Commando sowing chaos in battle while I give orders to the rest of the fleet and keep the developing situation in my favor.
Weapon and fighter priority applies not only to your patrols' ships, but also to your battlestations.As someone who tried a modded run or two, those weapon priorities being reflected to stations can make battles quite interesting, especially picking the more appropriate weapons for fleets and stations alike.
Frags still have a place as finishers or dealing with ships of significantly smaller classes. Locusts are terrifying to face, especially when armor is already spent. Even if it runs out, the kill count is enough to turn the tables after the missiles are gone. Or just stick it to a Gryphon and turn it into a frigate/fighter sweeper.I don't even know about the Thumper. Does it really shred hull compared to a Heavy Mortar?It does when Thumper hits because shots are very fast (or very hard to see and try to dodge if the ship I am piloting is the target), while Mortar and Arbalest miss because they are slow and mildly inaccurate. I have seen Thumper kill weakened ships multiple times early in the game. Pirates has finished off my ships (flagship and AI alike) after they were severely injured. I have used Thumper few times when I was frustrated with slow Arbalest and Mortar combo (especially before I get Gunnery Implants and Fleet Logistics 3), or when I needed to stretch my limited guns. (I do not want to throw all of the kinetics on one or two ships and the rest have nothing.)
Early-game fights with pirates are unskilled or low-skilled, and the targets are flimsy. Thumper is viable during this part of the game.
I do not disagree that Thumper is sub-par and it eventually becomes obsolete. Mining Blaster is much the same way (since Hyperion is no longer an endgame asset).QuoteOver all i think that Frag Damage for non-PD roles really suffers and should probably be taken out of the gameI make an exception with Locusts. The damage is so overwhelming that it is often an unavoidable auto-kill against frigates, and even capitals lose a big enough chunk of hull if all of the missiles hit there.
The problem with Sensors is that it is no help in a fight. At best, it is a QoL skill like Navigation, but not as great.
Sensors 1 is almost mandatory for Neutrino Detector. Rarely, there will be that <1% fiendishly hidden pirate base that will be too hard to find any other way. (Spending thirty minutes in a huge system trying to find a base and failing despite exploiting every other trick that quickly finds most other bases is unacceptable, I do not have that kind of time to waste on frustration.) I really dislike being forced to put a point here just to find that rare base that is too hard to find. I also dislike hauling more junk cargo (volatiles) to use the detector.
Sensors 2 is fun for a pure phase fleet. Great for stealing blueprints from Culann and Sindria.
Sensors is good before endgame when player is not a god of war. Once he is a god, Sensors is useless (aside from Neutrino Detector) because player can just kill everything. It is much like colony skills, great before player can farm cores. But once he can grind for cores, he will bitterly weep at the end for wasted skill points.
Going Dark in a debris field in remnant space can still be quite valuable to repair between fights.
Yep, the Condor's conversion is a steep price, but if I want carriers for cheap, eh, not going to complain about that so long as I use the right LPCs as a force projector. I have considered the Tarsus for destroyer/cruiser speed fleets, but I use Pirate/Hegemony Buffalos because I don't expect to run from a battle. Pirate for shielded cargo holds, Hegemony for built in militarized subsystems and able to keep up to even frigate fleets with augmented drive field.My personal gripe against the Condor is its out of combat stats... why does it have such low cargo and fuel storage?Lore. (Specifically implied lore.)
Condor is a converted Tarsus and the original conversion process is described as "involved and complex", with the implication that the ship in question has sacrificed almost all of its previous abilities in order to do something it was not originally intended to do.
The implication itself comes from the statement that the conversion process was originally created by scavangers and pirates looking for a way to field fighters. And neither group would have the means to perform such a conversion without some manner of significant compromise.
The process itself is no longer "complex" because of access to nanoforges, but there's nothing to say the process was improved in any way from the original.
This is also a partial explaination for the low speed.
Tarsus has a speed of 45. And Condor, which is basically a gutted Tarsus, has a speed of 40.
Personally, I don't see a problem with this. It's all fluff, but its consistent fluff.
Condor is "good enough" (for me) to use for a while, but its not something I'd want to use past a certain point if I had any other alternatives.
: Takes copious notes :
I suspect that exact loadouts are going to make a big difference - in particular, with so many frigates any bomber other than a Dagger is dead weight.
In other news: in campaign last night the only medium missile I had around for the Condor was the medium Reaper. The AI will, on occasion, use its system to double tap enemy ships with 2 consecutive reapers. In this case 2x Thunder Condor, so the enemy was flamed out. I don't think this is an optimal build or anything, as the Reaper is almost always wasted, but its very gratifying when its not.
surveying planets to choose where to settle, i didn't know that some colony gave you chips you can sell to factions... does this mean that the faction will try to settle there (if i sell them the info ?)Currently, no. Factions don't have the ability to send colony fleets.
You just had to remind me of the true baguette breadship I encountered by sheer chance in randomizer mission mode. Last month.make more serious stuff.
What the hell, in this universe, can theoretically be more serious than loaf-ship?
P.S. Joke, but not a sarcasm. Some sprites deserve to be saved.
Sounds like it's time to raid for some blueprints.May as well carry starliners and fill the space with marines for an efficient blueprint raid.
When you got few weapons / Odyssey[close]
Well I can give you off the top of my head for example a single good reason to not install Tyrador Safeguard Coalition... It isn't updated for the latest version of SS.
And as it didn't get update for 0.9.1a - its balance isn't up to date, 0.9.1a update also increased ship prices, so anything from Tyrador is way cheaper compared to vanilla or mods updated to 0.9.1a. Also it suffers from content bloat, it adds a lot of ships to vanilla factions, while nice they feel really common.
As for CMC - it's more of an example mod on how to mod AFAIK. I saw people using weapons from it due to them being pretty useful in some builds, but not the ships.