Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
I have an issue...I want to use the red Collier.I Don't want to use Vera.How to?
I love the looks of these ships but all the ones I've tried so far have been super underpowered sadly. The main issue is that they get overloaded in half a second flat. Even the capital dsnt seem to be able to do anything in a fight. It might be ok if they had lots of utility to make up for it like adding salvage gantry/ surveying equip/ etc.
The capital is fragile and long range focused, you need to use the maneuvering jets to stay out of the way because it will die easily. That's the cost of it being a cheap capital with good flux stats.Edit: Forgot to mention that there's gonna be a bunch of balance changes in the next update so most ships will get a bit of a buff.
Buffalo Mk IV-Major sprite rework-Now has built-in Hammer Barrages, as well as 3 more small mounts-Revamped stats - it’s like a new shipAtlas Mk V-Changed DP to 30 from 28 -Brings it more in line with Prometheus Mk. 2-Increased turn rate from 15 to 20 -Makes it even more maneuverable - it can practically do flips now with its system-Increased burn level from 7 to 8 -While doesn’t fit the lore flavour this fits more the feel flavourCatamaran-Base top speed increased from 80 to 90-Increased armor from 150 to 200Crab-Increased OP from 60 to 65-Increased armor from 100 to 150-Increased speed from 100 to 110-Removed ITU as a built-in -Gives it an all-around boost while avoiding excessive hullmod built-ins and giving it more flexibilityBielik-Changed DP from 9 to 8 -Matches the Shrike which is the destroyer the Bielik is most directly comparable to-Increased armor from 120 to 150 -Minor buff and to stop a minor rounding error from showing up in refit screen-Changed the points from where active flares are launched on system use -Should allow it to more easily protect itself against missiles wherever they’re coming fromSteward-Increased PPT from 200 to 300 -Brings in line with vanilla(multiple of 60) and also emphasizes its role as a sturdy support shipFirecrow-Changed DP from 6 to 3Custodian-Removed Underpowered Heavy MountsCollier(RG)-Buffed Revolutionary BeamBuffalo-EX-Changed skeleton crew from 150 to 80-Changed max crew from 250 to 150Light Machine Railgun-Increased damage per shot from 35 to 40-Changed range from 400 to 450 -Emphasises the strength of the weapon over the LMG while also matching the HMG’s range for some more synergy.
Can you make militarized versions of your Panhandler and Buffalo EX? I think it'd be cool if the pirates/independents have a militarized version of the Panhandler and the pirates/path have a militarized version of the Buffalo EX.
Looks nice. I have an idea, maybe thats something for this mod. A buffalo freighter white painted with red cross. Basically a hospital ship for roleplay.
0.2.3Bielik-Changed the Medium Ballistic mounts to Medium Hybrid mounts-Increased armor from 150 to 200-Added Civilian-grade Hull on several ships that were missing it-Fixed an incorrect turret arc on one of the ships
Yep, a new patch. Not much here, mostly small adjustments and some small fixes.Download: https://github.com/MrFluffster/fluffShipPack/releases/download/v0.2.3/fluffShipPack.zipQuote0.2.3Bielik-Changed the Medium Ballistic mounts to Medium Hybrid mounts-Increased armor from 150 to 200-Added Civilian-grade Hull on several ships that were missing it-Fixed an incorrect turret arc on one of the ships
Oh man I see that Buffalo EX and immediately think to myself: There better be a pirate or Ludd variant in therePls add...
Arranging holidays in an embrace with the Starsector is priceless.
The therapist removed my F5 key.