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Mods / Re: [0.95.1a] Iron Shell 1.181
« on: May 12, 2023, 10:48:21 AM »
Will the changes to acquiring the eradicator and champion also happen in the 96 compatability patch, or will that come later?
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
2. Armor tanking is weak due to several reasons, therfore I would expect to mention that. >> First option of choice is use shields. Use shield shunt only as form of experimenting / masochims. Personaly I dont understand all the fuss around Heavy armour s-moded. It does not help you win the fight, but takes longer you to loose. I dont use it on any of my ships. Even Onslaught not. Just not worth it. Armor tanking is last ditch, not regular tactic.
3. Also it forgot another questionable hull mode : Scatter amplifier. >> use only as way off self punishment. It makes any ship worse in any situation.
Hello, anyone having issues with the portraits not showing up at the character creation ?
I have reinstalled the game, with only the UAF mod (and it's requirements mods) but still nothing...
Why is this mod dependent on a version of this game that doesn't exist? Or am I missing something? Cause I have the latest patch downloaded and it still says I am like 2 patches behind or something.
By making the heavy armor debuff apply only if smodding, means most lowtech ships are effectively short 20-40OP now, lowering build diversity
20-40 OP? I think you're missing the fact that you still get to s-mod another hullmod, potentially the most expensive non-s-modded hullmod. So you're only losing 5/15 OP (cruiser/cap), since the built-ins will be balanced around providing ITU-level value (15/25), which seems like a fair trade for the base heavy armor buff.
Energy Weapon Mastery carries wolfpack fleets/small flagships/SO cheese. In those roles it's really ridiculously powerful.
Neural Link is a strange beast. I don't think the community has figured out how to properly abuse it yet - your point in another thread that NL scales off of player investment in combat skills is a hint in the right direction.
Tentatively agree on Cybernetic Augmentation. Story points are cheap and perfectly built officers enable whole new builds but it's extremely situational.
Imagine for example we take augmented drive - it needs to be S-modded into a lot of civillian ships for "optimum" buildsSee, the trick is that the optimal use of story points on spreadsheet ships is that you don't use any and save them for your combat ships instead.
Like Hamakus said, can we stop being rude in a nice way please, there's like 10 previous posts from me that were far more useful than calling out a single post for not stating the obvious.
So here's the obvious part. You want more minmaxing, because this is how you get it. Having unique buffs makes certain hullmods appear strong purely from the bonus part, not the hullmod itself which is backwards game design. Not to mention this would make the 3 s-mod leadership skill much more important than it is right now. Every single specialised ship will gravitate towards the hullmods which bonus benefits them the best. Thus creating the dumbest possible meta we ever had.
In a case where the bonuses are so small it doesn't matter, then there was no point to it in the first place.