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Starsector 0.98a is out! (03/27/25)

Author Topic: 0.6a life in the sector  (Read 2134 times)

Elthari

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0.6a life in the sector
« on: September 21, 2013, 07:44:55 AM »

I had to register to post this - been a lurker here for a while, but then I realized that I do not agree with many opinions. My apologies if this topic seems to bee to selfish or something - mods are very welcome to delete it, if it is unfitting in some way.

== General Playstyle ==

Previously I had been playing as a proud captain of a lone starship that roams here and there and kills everyone he wants to. Of course in 0.6 I decided to go the same way, as I do not like to lose ships. Losing ships may be fun, but some part of me always weeps of these poor elite crewmen who died for my sins lack of tactics. Thus - no frigates for me. I was really really happy with the fighter update (resupplying fighters yay!) so I decided to throw in a bunch or two fighters for some space lights.

== Early Days ==

Early days were not fun for me anymore. You see, I love kiting tactics. I tried it this time too - only to find that I am forced to rush in by my degrading CR. Ouch. Thus I had to fight fast and fight hard to grind my way to a big scary battleship. Now - as for my opinion - this game is seriously unbalances in supply cost. They are too abundant. You wipe a fleet or two or three and you suddenly sit into a cruiser. Then you sit into a capital ship and early days are over. I believe that a properly fitted frigate can wipe the floor with pirate carrier groups with skilled player. One very important thing I've found - your engine and weapon may malfunction, but your shields won't! So you actually can continue fighting and fighting and fighting. That won't be an easy task, but it is doable. So - several trips back and forth and my character reaches his middle-age.

== Character Plan ==

Remember that I wanted to fight with a long BS (as in Battleship, not as in BullS'eye) against the cold lonely world? This tactics requires some careful planning.
The one and only ship that I consider to be fitting for that tactics is (fanfares) Odyssey class Battlecruiser. Why, you ask?

 - Energy weapons. You may not worry about going out of pew-pew soon.
 - Lots of ordnance points.
 - Good flux capacity and dissipation.
 - Lots of point defence mounts. Man, fighters are scary nowadays and I do not want to give any chances to them.
 - Proper shielding. Later on this point.

Energy is a weapon of choice for one more thing. You have damage bonus as your flux raises - and your flux will be high.

Now for character development.
Main trait here is speed. So you have to dump:
 - Combat X
 - Helmsmanship 10 (0-flux speed boost is very helpful, +75 speed for nothing!)
 - Evasive Action 5 for better turning

Now for flux. I consider Advanced Routing Algorithms (Power Grid Modulation 10) to be the most powerful skill in game. 20% hard flux dissipation will save your ship in many many many times. On top of this you may add Applied Physics and Flux Dynamics.

Damage. Ordnance Expertise 5 will help us hit faster, Gunnery Implants 5 or 10 will help us hit father, Target Analysis 5 makes our crits frequent. Actually you do not need any more damage skills besides it.

Defence. Remember I told about proper shielding? Mechanical Engineering 5 and you have Front Shield Emitter. Suddenly your Odyssey class BC has 360 frontal shield and you don't have to worry about pesky emission guidance missiles anymore. 360 shield is doable with any ship with 120+ omni shield - you may need to add extended shields on top to reach full coverage.

Once you'll start flying, you may discover that enemy fleets move with burn5+. Thus you may invest into Navigation 5 (+3/3/1/1/1 burn to your fleet depending on ship size). With this skill your tugs will have burn rating of 9. A few of them and your Odyssey ship pierces space and time and enemies alike.

To add some frigates to your allmighty fleet, throw in Leadership I + Fleet Logistics 1. 28 points is enough for BC + 2 frigates + 2 tugs.

Useless skills for that type of fleet:
 - Missile Specialization. They end too quickly for my tastes.
 - Damage Control. If they hit you, you are doing something wrong!
 - Advanced Tactics & Command Expertise. We are operating alone and bonus from the second skill is not significant enough.
 - Computer Systems. They are useful for up to +10% ordnance points, but Mechanical Engineering is just better.
 - Construction. See above - they should see your shields, not your exposed hull.
 - Field Repairs. Never felt need for this kind of bonus.

== Middle Age ==

Now we are big and mean and scary and can stomp almost everyone here. Pirate Attack fleets/carrier groups/armadas should go down easily. One hint - if they have a carrier, go for it first. They are easy to destroy, but you will get rid of 10+ additional fighters.

Defense fleets look like a grindfest to me. You circle around and round and round, kiting and killing ships on their flanks. Worst thing that you can do is to miss one of their ships - being flanked is no fun. Worst thing #2 - move into a nebula. Your speed suddenly falls to 80 or so and whoops - they are on your tail faster than you can say `do not look into laser!`. No fun as well. Other than that they go down easily, you just have to be cautious.

Pirate plunder fleet is something very very special. First round of combat is easy - you just kill their ships one by one, while standing on some beacon. But hten they have two transports there and they will attack you with them only to retreat them from the battlefield asap. First time I got no salvage because of these buggers. Solution is simple - they harass you with transports and you respond to them with the Mightiest Ship of Your Fleet. Beware the Tug! Round starts, they retreat, round ends, you harass their retreat. Continue as needed. Once they lose all their CR they finally flee and you can start listening to Benny Hill music while doing some nice explosions.

Independent Mercenary Forces are the most fun for me just due to number of phase ships. It is an interesting game of hide and seek and I really enjoy such fights. The downside is that there are only a few merc forces in this quadrant. You kill them, you wait for fun for a long time.

CR was never a serious threat for me. It is... annoying, probably. You have to miss that plunder fleet because you just wiped the armada. This is totally fair - no doubts here - but it annoys me a bit as I have to wait for repairs when I am far away from friendly stations. Supplies are abundant, and after some fights you may find youself sitting on 1kk creds with ease.

== Fleet Composition ==

Odyssey is your main force, but you may want to have some things to catch retreating enemies. 160 speed is just not enough - so you throw in a pair of interceptor wings or - even better - a couple of Tempest-class frigates. 280 speed, 2 heavy blasters, terminator drone and you may be sure that your pursues will be very very very successful.

As for odyssey, I prefer the following fit:
 - Unstable injector because I move fast;
 - Dedicated Targeting Core because I shoot far;
 - Frontal Shield Emitter because I hate being shot.
Weaponry:
 - mix of PD & Burst PD lasers in small slots because fighters, frigates, missiles and cruisers all will melt under your High-energy focus;
 - 2 x High Intensity laser (1250 + 50% + 25% + possible 200 range anyone?)
 - 1 x Plasma Cannon. It chews through your flux and through enemies as well. Better put it into different weapon group because AI will stupidly shoot once your flux is low enough leading to overloads. Remember - overloads are not fun.

I believe this is all I wanted to say. May the Pink Gods of Space Battles bless your lasers - and happy hunting, everyone.
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Dri

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Re: 0.6a life in the sector
« Reply #1 on: September 21, 2013, 03:23:13 PM »

Well, I tend to advance a bit differently, namely I go low-tech where it seems you're spending most of your time at the Tri-Tachyon station.

I max Technology (low-tech fleets with... high-tech? lol) along with its 2 OP increasing techs, the armor one but first its the Burn Speed (Navigation) skill. Burn Speed is a must for me, I've got to have at least 5 so I can catch the larger pirate fleets that don't automatically seek me out. Once I've gotten 5 Burn Speed for my fleet of Lashers, Enforcers and a Dominator  the game became much easier for me. After the Technology tree is mostly maxed I then focus on Combat along with its +50% vent perk, faster projectile speed on weapons perk and what I really love is the OP reducing tech for weapons.

I run low-tech fleets so its Lashers, Enforcers and Dominators; ultimately I end up with an Onslaught. My flag ship is almost always an Enforcer though I'll go for the Onslaught when I'm looking for a change. My Enforcer sits at 7k hull, nearly 1k armor and 4x rocket pods, 2x hypervelocity drivers, 1x heavy mauler and then 2 flak. I overload with the drivers and then unleash a linked barrage of rockets that polishes off whatever armor there was and chews up some hull along with help from the heavy mauler.

I also value long range weapons and try for the targeting core but instead of focusing on the shield I go with mostly armor and hull boosts. Low-tech ships have crappy shields anyways so I focus on their strengths. Its kinda fun to be able to take 2-3 pilums/harpoons on the armor and not even lose a single point of hull. Its also kinda neat knowing that there is a whole other play style out there (fast, high-tech ships with great shields and energy weapons) and maybe after a few more patches I'll give it a whirl.
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Stromko

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Re: 0.6a life in the sector
« Reply #2 on: September 21, 2013, 08:37:37 PM »

I believe the pirate plunder fleets (and similar engagements) are simply broken right now. After the first big fight, the enemy still has four freighters in reserve. Your only options are to harry their reserves or have your forces stand down. Sending out teams to loot is blacked out.

Whichever choice you make has no effect on the CR of the remaining freighters, and to fight those four freighters or flee and get no loot.  If you choose to fight, you must do so again, and again, and again, each and every time their freighters lose no CR because they do not deploy them, but if you deploy nothing then the battle doesn't end. It is a loop where the only thing that changes is whatever ships you deploy will lose CR until they are unable to deploy.

If you just leave, and then attack the fleet later, lo and behold they still have a bunch of ships in their fleet but only the four freighters are combat operational. Great, right? No, you attack and you're just back in a loot of engaging, the enemy retreating instantly, and your forces losing CR while the four enemy freighters lose nothing.
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FloW

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Re: 0.6a life in the sector
« Reply #3 on: September 22, 2013, 02:13:21 AM »

Whichever choice you make has no effect on the CR of the remaining freighters

Harrying reduces their CR as if they have been deployed (-10%). It even says so in the mouse-over text.
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"The point is, you see, that there is no point in driving yourself mad trying to stop yourself going mad. You might just as well give in and save your sanity for later.''
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