This thread is an absolute dumpster fire. ALL ARE VIABLE. Don't forget, Starsector is a space exploration game.
Do what you want. Want to become a fabled bounty hunter across the galaxy? Small things like extra manoeuvrability, speed, etc or double missile storage can completely change the way you see combat, exploration and even Starsector as a whole.
It's is based off of your playstyle. If you prefer a more laid back game style invest in leadership or technology. Want to make exploration easier? Use the Industry line to make things less harsh or make extra cash off of colonies.
If you want to make a critique or complaint about skills then you can't roast the dev's design choice because you believe a skill tree is better, not based off of statistics but purely because your gameplay is not well adjusted to the gamestyle.
Sure, some skills provide a better advantage or outcome but to say other skills/skill trees are bad/useless/irrelevant, is extremely biased. I remember during my first time playing, I only ever invested in combat because I thought it'd be vital. Sure it's nice but I got punished, I would find myself being crippled because I hadn't accounted for how I would play Starsector.
Combat skills aren't bad. In order to criticise the combat skill you need to at least know what your game plan is. Sure a lot of the work is done by the rest of your fleet, but still a single ship can create a huge impact on the field even if it's vanilla if built and wielded correctly. It's a worthy investment to have officers and skills, allowing more interesting and a wider strategies. Again it's based off of your gameplay. The double missile storage turns my Gryphon in long battles from a danger to a nightmare. The 50% extra manoeuvrability making my slow capital into a helicopter. Also how are you surprised that playing a solo phase ship, designed to have max potential by essentially slowing how time works around you and then complaining that combat is boring/bad because YOU decided to play with a single super-ship. Just because you can't become an absolute unit that can curb stomp anything or anyone really isn't the basis for an argument or even conclude that combat skills are bad. Sure Paragon is good, but there are many other capitals that can provide a better advantage. You shouldn't even be fighting with remnant at early levels in particular.
Been reading through the forums just to see whats happening. And a lot of what I see is people complaining about skills and wanting to raise level caps etc.
Through out all of these posts it always comes down to the same problem: Combat skills are trash compared to everything else.
This is because of a single reason. Skills that affect multiple ships and or colonies are way better, if you can have a load of credits you can just spam out ships, and who doesn't want to travel faster, pay less for supplies and fuel etc. Moreover the other skills that aren't QoL are way better as they give you more value, this wouldn't be the case if it was feasible to play the game with a single combat ship but its not. So you are left to get skills that work on most if not all ships in your fleet.
I my self find going for almost the exact skills every time except if its a heavily "themed" playthrough. I always take like 7 skills in industry and then got for automated ships (The one that lets you control remnant) only because if I can throw a few useless ships to get a Paragon and make my life exponentially easier. As a Paragon works both as a tank and damage dealer, while I just use the insane millions of credits to pump out endless amounts of Scarrabs or Tempests and just swarm my enemy.
I have previously tried a playthrough with the only combat ship I use is the Ziggurat as that was the only feasible thing to use as a single thing, especially to fight end game stuff. I used mostly combat skills and what not to just get it to peak power and while I could beat everything in the game with a few attempts it became very repetitive very quickly, even more so than sticking to swarming things as that's at least fun to watch unlike perfectly timing phasing and un-phasing with your weapons just so you have even a chance at defeating the 40 or so remnants swarming you.
And if you thought that all I did was complain you would be wrong as I offer a fix which has yet to be suggested (from what I could find) and some mods have done this (unintentionally). The fix is simple, add Capital ships that feel like capital ships or as some mods call them Super-Capitals. They give you enough of an impact in battle to be worth taking combat skills. Combine that with taking another look at combat skills and skills in general and you would be golden. A lot of games suffer from some options being easier and better, some of these games don't even try to fix them.
I ramble too much. TLDR: Combat skills < Industry, Leadership and Technology skills.
You seriously think QOL/Industry is bad? Nope. As I said I invested a lot into combat but I found myself being crippled by fuel and supply usage going into the hundreds. I tried Industry and it's really helpful, being able to cut up to 50% of my supplies and fuel usage, or that extra 2 burn speed for civ ships is really helpful. I am baffled to be in a world where someone says money is 'not a limiting factor', like NO?? Money is one of the biggest limiting factors, supplies and fuel can chunk a massive amount of money when playing. You don't need to automatically invest in combat related skills to make fights possible. Even without skills, a player and their fleet can still be just as deadly with the right gameplay. Plus most of your time will be spent exploring, early game to the point that combat should be avoided. You should. Sure, I'd win fights but at what cost? 100+ supplies per second for repairs, hundreds of fuel being used just for a small trip?, almost no salvage to make up for the deficit. Industry isn't meant to make you a power house in battle.
Um, is this a joke? Some kind of meme I'm not aware of?
You(OP) have this completely backwards. It's the QoL/Industry skills that are "trash". Any skill that does not directly benefit either your fleet or your flagship in combat is technically worthless and a noob trap because a) money is not a limiting factor in the game and b) strategic map scales pretty much indefinitely - you can always bring another hauler or another tanker and just eat the cost.
It is the battles that are limited by the 160-240 DP pool and if your ships aren't good enough within that limited DP pool then you are simply going to lose. And no amount of extra cargo space, sensor strength, burn speed, supplies/fuel, etc. is going to change that.
Thaago, has a good point.
Another thing that ticks me off is how people argue and bicker about level caps. Like THERES LITERALLY A MOD CALLED 'Skilledup'. Just choose what your level cap will be out of the selections from the forum. Just pop that on instead of dropping such rants on the mods/devs.
I am no modder or reviewer myself, but even some basic understanding of what Starsector is truly meant to be can really give some insight.
I agree with what this says, in fact quite a lot (though you didn't have to do the ziggy like that).
No offense but this thread feels like a copy paste of another (always the same notes). If you read so many posts, how the heck did you conclude that combat skills are trash?
It goes like this: Someone bad at combat claims combat skills are inferior > another comes in and says they're good, and crazy good on some ships > OP demands to split the combat and fleet skills > eventually whole thread falls apart because apparently it's not simple to get that other playstyles exist.
I've seen way too many comments saying Industry skills are OP, especially Hull Restoration. When in reality, it's almost all QoL. You pay precious skill points to suck less, instead of straight up being better. Having Missile Spec on a missile ship makes more impact than whole other trees (except maybe Technology).
Also Ziggurat solo run sounds like the most miserable and boring experience you could've chosen. Big slow ship that bleeds supplies and takes forever to complete fights. I don't understand how a broken ship being broken is connected to the discussion of skills here.
For example I usually never invest much in Leadership, but I don't think it's nowhere near as to be called trash. It's clearly potent but just not for me and the way I play.
Play Starsector > Find a style that suits you > Try another style > Get surprised when said style is underwhelming because you aren't used to it > Instead of getting good at it, immediately correlate bad results as a bad skill tree > Talk about it on the forums > Someone argues the opposite > Repeat from step 2