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General Discussion / Re: If Agreus decivilizes, is there a way to get my contacts back?
« on: August 24, 2024, 03:20:26 AM »
I don't know. But you can make a copy of your save and try out.
Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)
I just pretend it doesn't exist. I tried to use it at times but the constant drain on resources (both volatiles and supplies as you wind up spending a lot more time in each system) was not worth it.
Its a shame because i like the concept of flying around and trying to triangulate things but the in game time it takes to really get immersed in this too much.
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Another big plus for ND is negative returns. You know you DON'T need to fly across the system to check if anything is orbiting the outer jump point or a distant gate or a big asteroid belt etc.
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I have definitely found things that were not near landmarks as well. Particularly systems with large asteroid belts tend to have stuff like mining stations randomly in the belt in places you would not reasonably look otherwise. I would not say domain colony items from stations are 'crumbs', and I have found stuff like that on occasion that I would have missed. Also, domain era stuff can spawn randomly out on the edge of the system, far enough away that you would not find it otherwise. I have found survey ships that way before.
I do think the neutrino detector could do to be a little more useful. The mechanic itself is fun and interesting, but the extra sensor range is rarely enough to be useful at all, so it's extremely rare that it's actually helpful for finding anything. I remember having to reload a dozen times to find a large Derelict fleet that was in the same system as me before the bounty (which had 60 days left) expired.
The current skill system was created with intention of discouraging people picking the "best" build and allowing more diversity. That didn't work. As expected, people who pick the "best" build would continue to do so.
1.Eagle (and Falcon to an extent),despite receiving decent buffs and a hullmod to specifically help with their sustain firepower problem,still feels somewhat lacking behind other ships.People either still go with the "1400 su poking stick till the end of PPT" or the" fast as **** boy" build on them to make them feels worthy.
Aurora (and Fury if it's actually being used) are still SO bait cruiser,and with the shield eff buff of the aurora,it's arguably getting harded to resist making it into an SO ship.
A decent fleet should be able to finish off double Ordos in around 5 minutes or less, with the best fleets coming in at around 4 minutes or less (Onslaught + Gryphon spam comes in at less than 3.5 minutes). It shouldn't take that long. Player fleet power is about maximizing your offensive power without dying, to chew through enemy fleets quickly and efficiently, and currently the best setup for that seems to be mass missile and long distance projectile spam.
i mean you say that... but my 3 overdriven brilliants that smash through entire fleets and get catapulted around the map say otherwise
Thanks guys . I am focussing now on finding a good fleet composition and then buffing those ships with smods etc. Picking single fleets is allright - but I am not piloting a ship - that might be another big boost but I enjoy watching and looking for overall tactics more than piloting I think.