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Platystemon
Feb 13, 2012

BREADS

Galaga Galaxian posted:

Just picked this game up and starting out. Skimmed the thread a bit but man, this thing feels really overwhelming so far. The wolf is hard to fly as a beginner (things got easier when I inverted the strafe button behavior though). The Hammerhead I got from the tutorial was a lot easier to figure out ("Push F to gently caress Enemy" is a nice ability!). Kinda tempted to restart without the tutorial though, now that I finished it.

What are some good beginner ships/setups? I know Carriers are supposed to be pretty OP, but I don't want to lean on them too hard if that'll make things boring. Also is there a good place to use as a "home base"? Somewhere with cheap supplies or good access to ships/parts? Is it even worth having a "base"? I assume somewhere to drop off loot would be handy.

Also what are good skills to go for? The 50% free repairs one seems nice, as does the supply maintenance reduction, but anything else a standout? The Survey/Scavenger skills?

You definitely want a home base to stash bulk commodities, weapons, and ships. Where depends on which faction you want to ally with.

The Hegemony has gritty brown ships: big bricks of armour studded with ballistic weapons. They have several viable home base candidates.

Tri‐Tachyon has shiny blue ships that carry energy weapons and go fast but have poor armour and cost more to operate. They have one good base, Culann in Hybrasil.

The other factions fall somewhere in‐between.

For skills, I suggest going heavily into Technology and Leadership and getting the things that make every ship in your fleet better.

Halved maintenance costs is okay because you only have to put the one point into it or it’s on the way to +15% CR (which is effectively a 4% boost to ship speed and some other things) if you want that, but discounted repairs is a waste for what it costs.

Surveying is the easiest way to get great stacks of cash. Salvaging is less important. Sometimes derelict stations have rare loot, but you can get that without the skill, too. It just lets you roll more die.

If you go into Industry for Surveying, Recovery Operations is a better place to spend points than Salvaging. You fight enemy fleets with good ships/weapons all the time. Derelicts are rarer.

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Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Platystemon posted:

For skills, I suggest going heavily into Technology and Leadership and getting the things that make every ship in your fleet better.

Doesn't actually seem to be too many of those, besides a bunch of carrier oriented stuff. For the rest there is the Coordinated Maneuvers, ECM, and Loadout Design skills. Am I missing something else?

scuba school sucks
Aug 30, 2012

The brilliance of my posting illuminates the forums like a jar of shining gold when all around is dark

TastyAvocado posted:

Did you know you can hold shift to make the ship face the mouse? This is how you should be steering almost all the time, holding shift down.

I almost never use this, and invert my keyboard controls for strafe and turn so WASD moves my ship laterally and QE pivot it. This lets me shoot in one direction and point omnishields in another direction. The only thing I use turn to cursor for is to easily pull off the move with an Afflictor or whatever where you phase through a much bigger ship, spin around 180 as you pass through them, and open up on their engines a half second after you pass them.

Platystemon
Feb 13, 2012

BREADS

Galaga Galaxian posted:

Doesn't actually seem to be too many of those, besides a bunch of carrier oriented stuff. For the rest there is the Coordinated Maneuvers, ECM, and Loadout Design skills. Am I missing something else?

Officer Management is really good because six more ships with the officer skill buffs is a big deal.

Fighter Doctrine would be good even if fighters weren’t OP, but they are, so of course take it.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Well, Wolves sure are annoying to fight. Just as I'm about to put enough pressure on them to max their flux they blink out of my reach. :argh: Plus their Ion Guns keep loving me up when I forget to turn on my shield. Still having trouble handling my own Wolf, its just so fragile and doesn't seem to have a lot of firepower (really seems to rely on being able to gently caress up the enemy with that ion gun), the only modification I made was swapping the micro swarmers with the dumbfire spread rockets (annihilators?). Whats a good setup for the lasher? I bought one new from the Hegemony but it didn't feel nearly as good as the Hammerhead. Obviously its a smaller ship, but I figure maybe I had it setup poorly (the dumbfire spread rockets, light mortars in the fixed slots, and MGs in the turrets).

Also dumb question, the ECM and Coordinated Maneuvers skills, it says every deployed ship gives +1-4% speed/ECM to every other ship in the fleet, is that a constant buff or only when you capture a nav bouy/sensor jammer?

Finally, what are some good early moves/goals? Should I buy a tanker and go out and do one of those early "Analyze Derelict" missions? So far I've just been tooling around the starter system, Corvus, and snooping around derelict ships and helping Hegemony Patrols kill pirates. Kind been scraping by so far, barely staying in the black money/supplywise.

Honestly, I'll probably restart my save again once I get some more experience. Nevermind I've probably done that about 3-4 times now. :v:

Galaga Galaxian fucked around with this message at 06:35 on May 19, 2017

Rorac
Aug 19, 2011

Going out and surveying planets and analying derelicts for a faction is a good way to get cash, but don't buy tankers. They're totally useless in combat anyways, so go find a derelict one that doesn't have hosed engines and get it going if you need more fuel storage.

ErKeL
Jun 18, 2013
I disagree, a tanker was the first ship I bought on the latest patch so I could reach the outer edge of the system safely and hit up the analyse/survey missions. The missions are great to help you explore, get cash and help boost your reputation with your factions of choice.

Fewd
Mar 22, 2007

#vmp #opsec #kolmiloikka #happoo

Galaga Galaxian posted:

Whats a good setup for the lasher?

Two anti-shield guns, armor gun, torpedos combined with safety overrides and hardened subsystems.

Get into everythings face and gently caress them up. You can forget about wolves blinking away from you, just catch them up and murder them. Luddic Path will still kite you unless you take unstable injector too though.

edit:
A little while ago I had a recovered Lasher and didn't really have any plans for it. I happened to have a lot of dual machineguns in my inverntory and slapped the Lasher full of them. It was awesome. Holy poo poo that Lasher overloaded everythings shields fast. Armor damage was low but the enemies were more or less incapacitated with instant max flux.

Fewd fucked around with this message at 06:50 on May 19, 2017

Platystemon
Feb 13, 2012

BREADS
ECM/CM bonus is active at all times. Capture the points is just another way to boost your rating.

Derelict missions pay absurdly way for the resources and risk involved. Getting a tanker so you can pursue those is a good play.

THE BAR
Oct 20, 2011

You know what might look better on your nose?

I'd really wish we'd get living, moving, throbbing monster encounters like the first boss of Tubular Worlds some day.



That thing spanned three screens, and gave my infant self horrible nightmares.

Real Cool Catfish
Jun 6, 2011
One of the first hull mods I got from my last "don't buy anything" play through was converted hangers from a research station.

Now everyone's a carrier because I don't have any other hull mods to spend the OP on!

TheWetFish
Mar 30, 2006

by FactsAreUseless

Galaga Galaxian posted:

Whats a good setup for the lasher? I bought one new from the Hegemony but it didn't feel nearly as good as the Hammerhead. Obviously its a smaller ship, but I figure maybe I had it setup poorly (the dumbfire spread rockets, light mortars in the fixed slots, and MGs in the turrets)

It's an extremely versatile little ship. I would start with Light Machine Guns in all ballistic slots and build from there to taste. I've seen viable builds utilising some combination of almost all small ballistic weapons

As for the two missile slots it depends what you want it to do. If you want to hunt down Fighters and light Frigates (like Wolves) then pack Swarmers. If you want to hunt Frigates, Destroyers and light cruisers then either single or multiple missile rack Harpoons. For Cruisers or Capitals then Atropos if you cannot aim, Hammers or Reapers if you can. (Holding C to stabilise lateral movement before firing helps some people.)

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
I am generally underwhelmed by swarmers against enemy frigates, except for their ammo count letting me make them too afraid to keep their shields lowered or vent lower their shields by popping them off when wolves teleport.

They clean house against domain drones with their complete lack of shields though, where low harpoon counts are more often screwed with by the ones covered in machineguns or popping flares.

SHAOLIN FUCKFIEND
Jan 21, 2008

Lasher with 3 Light Machine Gun and 2 Light Assault Gun is a classic, along with its big brother the 2x Heavy Machine Gun 2x Light Assault Gun Hammerhead. Safety Overrides good on both, I actually think the single best early game flagship in vanilla (and even with mods, probably) right now is Safety Overrides Hammerhead.

E: Lashers kinda end up being an early game ship, but Light Needler Lasher in an officer with Gunnery Implants is a fantastic support ship btw, especially if you have Integrated Targeting Unit. A frigate that does tons of hard flux from 1k range is amazing. You often have to lower shields against a Lasher pumping two needlers with ammo feeder.

SHAOLIN FUCKFIEND fucked around with this message at 21:03 on May 19, 2017

Count Roland
Oct 6, 2013

SHAOLIN FUCKFIEND posted:

Lasher with 3 Light Machine Gun and 2 Light Assault Gun is a classic, along with its big brother the 2x Heavy Machine Gun 2x Light Assault Gun Hammerhead. Safety Overrides good on both, I actually think the single best early game flagship in vanilla (and even with mods, probably) right now is Safety Overrides Hammerhead.

E: Lashers kinda end up being an early game ship, but Light Needler Lasher in an officer with Gunnery Implants is a fantastic support ship btw, especially if you have Integrated Targeting Unit. A frigate that does tons of hard flux from 1k range is amazing. You often have to lower shields against a Lasher pumping two needlers with ammo feeder.

Yeah SO Hammerhead is the poo poo this update. Which I like, as the look of the ship is really cool (and I hate the bowling ball look).

Also, how the gently caress do I get Integrated Targeting Unit? I use it in arcade mode and its awesome, but I lack it in campaign. Do I have to declare allegiance to a given faction to acquire it?

SHAOLIN FUCKFIEND
Jan 21, 2008

It's just really rare. It can drop from various lategame challenges or from fighting, or sometimes found on military markets on high-stability worlds.

Gobblecoque
Sep 6, 2011
Abandoned science bases are where I've found them; I don't think I've ever seen it for sale at all.

Count Roland
Oct 6, 2013

Ok, I thought I was doing something wrong or missing something obvious.

Arrath
Apr 14, 2011


Man this update rules. I do love that I actually need a logistics component to my fleet, now. I've got a Nebula to carry cannon fodder..uh, Talon pilots, a whole spread of Freighters to carry supplies and loot for my deep runs. I recently upgraded from a couple Drams to beefier tankers, and of course the majority of my logistics arm is all busted the gently caress up D-mod ships (with good engines!) to make them that much cheaper. I love being a junkyard fleet commander and hey they never see combat anyway.

My combat fleet now consists of 2 Wolves, 6 Lashers and a Vigilance. Going up the classes I've got 2 Enforcers, a Hammerhead and a Sunder, with two Condors. Then a beat the hell up Mora I managed to barely beat the first time I ran into one, those are tough cookies. Good thing most of my Lashers have a torpedo rack on hand for severe nut cracking. The majority of my combat ships have 1-2 D-mods, kinda curated to make sure they don't screw over their intended role too badly (though the Enforcer with damaged armor isn't exactly ideal, nor the hosed flight deck on my Mora)

My fleet is kinda built on a brawler/pressure setup, so my Wolf has a Heavy Blaster and Harpoons, while the AI one is running a Graviton Beam and Sabots. The Vigilance has a Graviton and a harpoon pod. All the Lashers have either a salamander or harpoon and a Hammer launcher. My ballistics are kinda come as I find them so the lashers run twin dual LMGs in the rear facing points for PD, then any mix of dual light ACs and light assault guns. Some have 2 LAGs and the dual AC in the turret, some have 2 dual ACs and one lag, etc.

My Enforcers are kinda stand-off built, as I really have trouble collecting good ballistics. Maybe I need to bite the bullet and really go after one of the factions, I've mostly been doing bounties and exploration with some salvage while I'm out there. They all run 1 flak and 2 each arbalests and heavy maulers, with two dumbfire pods and either twin harpoons or a harpoon and a torpedo. The hammerhead is full on face-fucker mode, while the sunder runs triple Gravitons and basically only comes out to build up the flux on opposing Moras.

I've finally got my fleet to the point where I'm comfortable going after remnant systems, they kinda hosed me up at first. I gotta find something to put all these Ion pulsers on! I've actually got a Medusa sitting in storage but never felt the need to bring it out. My one problem with this game is that I almost never leave the bridge of my humble starter Wolf.

Ass-Haggis
May 27, 2011

asproigerosis confirmed
At this point I have no desire to use any other ship as my personal combat vessel than the Diable Avionics' Versant, or the Blackrock Drive Yards' Morpheus. Amazing vessels that can reposition quickly and put out minor fires among massive fleet actions, or singlehandedly mop up a retreating force or small convoy!

The game keeps getting better, and I'm so glad about this being how things are for this game, because the disappointment of things like Cortex Command and Project Zomboid are wholly offset by this charming space opera simulator!

grimcreaper
Jan 7, 2012

So.. i got myself some knights templar ships. Toobad they cost too much to actually use. Except foe the one that looks like a cross and has the gently caress You laser of shoot-extra-poo poo-everywhere.

Its my new favorite ship. I like the gently caress you laser of doom.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Are Safety Overrides that good? The decreased combat time, reduced weapon ranges, and inability to vent seem like nasty drawbacks.

Arrath
Apr 14, 2011


I'd say they're more situational. It'll get a Lasher exploded against most destroyers, but that same Lasher will rush in and swat that goddamn Wolf that would've kited you for 5 minutes otherwise.

dis astranagant
Dec 14, 2006

Galaga Galaxian posted:

Are Safety Overrides that good? The decreased combat time, reduced weapon ranges, and inability to vent seem like nasty drawbacks.

It's super powered player ship: the hull mod. The ai generally isn't nearly aggressive enough with it but you can hop in a decently made SO ship and punch well above your weight. SO frigates are faster than anything but other SO frigates and you can get SO for no OP cost just by looting Luddic Path fleets. Or use your speed and flux dissipation to shove a Hammerhead so far up an Onslaught's rear end that your bullets come out the other side of its shattered hulk. Anything with Accelerated Ammo Feeds or High Energy Focus works well in this role. SO cruisers are a bit harder sell for me since none of the vanilla ones have offensive F buttons and the speed gain is much smaller.

dis astranagant fucked around with this message at 07:45 on May 20, 2017

Fewd
Mar 22, 2007

#vmp #opsec #kolmiloikka #happoo
Safety overrides is a great early game mod where the unfun bullshit AI likes to flee and kite the player around until all existence has ran out of time.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

dis astranagant posted:

It's super powered player ship: the hull mod. The ai generally isn't nearly aggressive enough with it but you can hop in a decently made SO ship and punch well above your weight. SO frigates are faster than anything but other SO frigates and you can get SO for no OP cost just by looting Luddic Path fleets. Or use your speed and flux dissipation to shove a Hammerhead so far up an Onslaught's rear end that your bullets come out the other side of its shattered hulk. Anything with Accelerated Ammo Feeds or High Energy Focus works well in this role. SO cruisers are a bit harder sell for me since none of the vanilla ones have offenses F buttons and the speed gain is much smaller.
So very this. Learning the distinction of "Is this cool for me personally?" and "How good does the AI use this?" Is a pretty big loving deal. See also, Beamspam wolves and Medusas being long term effective but boring as gently caress to fly. While a heavy blaster Wolf being :krad: to fly personally is something the AI will generally gently caress up with.

If you give Overides to an AI lasher, odds are good you'll see them pull the same "Now that I've overloaded the Wolf that is all along with no backup, it's time to back off and take a breather!" and generally wasting their speed advantage most of the time.

I do like the cheaper unstable injectors thrown onto slower support ships so they can keep up with the blob, if I can afford to spare the OP. A 25% weapon range penalty is preferable to a Gemini getting left in the dust and getting flanked while your own ships ignore it's plight (Even if you assigned some frigates to escort them :v:) or waiting for your Mora to slow boat into fighter effective range with it's grand old speed of 45.

Also a nice thing to just toss onto your civilian fuel tankers so they can retreat slightly faster if need be.

Section Z fucked around with this message at 07:57 on May 20, 2017

Prav
Oct 29, 2011

Section Z posted:

If you give Overides to an AI lasher, odds are good you'll see them pull the same "Now that I've overloaded the Wolf that is all along with no backup, it's time to back off and take a breather!"

if they have local superiority they can go into some really impressive feeding frenzies.

1v1 AI SO ships do tend to burn out their CR playing it safe though that's true.

Cat Sidhe
Jan 9, 2015
I remember kicking a lot of rear end in an S/O Alastor, I'm fairly sure it was even stronger than an S/O Lasher.

Zudgemud
Mar 1, 2009
Grimey Drawer
I haven't actually ever tried a full luddic path fleet, a pure frigate swarm with haphazardly fit d-mod ships sure but not a fully pimped 30 frigate overdrive murder blob. Will be interesting to see if that can even beat one of those bounties with double moras.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Whats a good way of boosting my sensor capability on the system/hyperspace map? Is there anything like an AWACs ship?

Zudgemud
Mar 1, 2009
Grimey Drawer

Galaga Galaxian posted:

Whats a good way of boosting my sensor capability on the system/hyperspace map? Is there anything like an AWACs ship?

In vanilla i think the Apogee is the closest thing to what you want.

TheWetFish
Mar 30, 2006

by FactsAreUseless

Galaga Galaxian posted:

Whats a good way of boosting my sensor capability on the system/hyperspace map? Is there anything like an AWACs ship?

Yes. The wiki page on sensors covers it fairly well. As noted the Apogee is probably what you're after for an AWACs ship. It will count as a capital for sensor strength purposes so 5 Apogees will max out your sensor strength relatively cheaply

OwlFancier
Aug 22, 2013

Galaga Galaxian posted:

Are Safety Overrides that good? The decreased combat time, reduced weapon ranges, and inability to vent seem like nasty drawbacks.

They can overcome those drawbacks by letting you kill thing much faster, close range much better, and not actually generate flux because your natural venting is so good.

TheWetFish posted:

Yes. The wiki page on sensors covers it fairly well. As noted the Apogee is probably what you're after for an AWACs ship. It will count as a capital for sensor strength purposes so 5 Apogees will max out your sensor strength relatively cheaply

If you use mods, the high res sensor mod is, I think, actually a flat bonus, so some mods include destroyers or even corvettes which carry it. The Dassualt Mikoyan frigate which has both sensors and surveying equipment is particularly nice to carry with you.

grimcreaper posted:

So.. i got myself some knights templar ships. Toobad they cost too much to actually use. Except foe the one that looks like a cross and has the gently caress You laser of shoot-extra-poo poo-everywhere.

Its my new favorite ship. I like the gently caress you laser of doom.

Templars are generally desirable for their weapons, they cost a fuckload of OP but usually do absurd amounts of damage, so for designs with not many mounts, they kick a lot of rear end.

OwlFancier fucked around with this message at 19:18 on May 20, 2017

ErKeL
Jun 18, 2013

Zudgemud posted:

I haven't actually ever tried a full luddic path fleet, a pure frigate swarm with haphazardly fit d-mod ships sure but not a fully pimped 30 frigate overdrive murder blob. Will be interesting to see if that can even beat one of those bounties with double moras.

If you put in the effort in outfitting this then I'll expend the effort to watch a replay because that sounds pretty sick.
I keep meaning to setup some frigate death fleet but it just ends up so much easier building a few capitals and forgetting about frigates because refitting them when they die just wastes so much time.
With the new patch it's even easier to refit frigates when they check out but I just can't stand it when their loadout isn't completely symmetrical. It drives me nuts.

dis astranagant
Dec 14, 2006

Cat Sidhe posted:

I remember kicking a lot of rear end in an S/O Alastor, I'm fairly sure it was even stronger than an S/O Lasher.

Well, yeah. The Alastor's a stupid mod ship with ridiculous turret coverage and better flux stats. Though the current Lasher is probably better with how much they buffed accelerated ammo feeds.

TheWetFish
Mar 30, 2006

by FactsAreUseless

OwlFancier posted:

If you use mods, the high res sensor mod is, I think, actually a flat bonus, so some mods include destroyers or even corvettes which carry it. The Dassualt Mikoyan frigate which has both sensors and surveying equipment is particularly nice to carry with you.

High Resolution Sensors are indeed a flat +60 bonus sensor strength, for all hull classes, with the base sensor strength and profile being 30/60/90/150

Apogee is still king of maximising sensor strength although if you don't have capitals and want to stalk targets then a case can be made for the Omen (or mods). Going down that path inevitably leads to Insulated Engine Assemblies and the Sensors technology skill

As a fun alternative, phase ships have zero sensor profile while still having normal sensor strength for their class

OwlFancier
Aug 22, 2013

I really want colonization to be in this, I've found some super cool systems and it'd be incredibly neat to be able to set up your own bases and do stuff with them.

TheWetFish posted:

High Resolution Sensors are indeed a flat +60 bonus sensor strength, for all hull classes, with the base sensor strength and profile being 30/60/90/150

Apogee is still king of maximising sensor strength although if you don't have capitals and want to stalk targets then a case can be made for the Omen (or mods). Going down that path inevitably leads to Insulated Engine Assemblies and the Sensors technology skill

As a fun alternative, phase ships have zero sensor profile while still having normal sensor strength for their class

Alas, all fleets have a base 300 sensor rating so sadly you can't go fully invisible. I generally install insulated engine assemblies on most ships that don't need all their points, as it just generally makes your fleet substantially less visible on the map.

Dassault mikoyan also has an actual capital ship with high res sensors so I assume that would be the most powerful possible sensor ship. I believe you can also edit a lot of sensors stuff in the settings file for starsector.

OwlFancier fucked around with this message at 00:51 on May 21, 2017

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

OwlFancier posted:

I really want colonization to be in this, I've found some super cool systems and it'd be incredibly neat to be able to set up your own bases and do stuff with them.

I'd settle for being able to ensure your factions of choice always had proper logistics for sale, whether or not you want a commission.

You know, cut down on bouncing through four or five systems worth of Hedge space with gently caress all in logistics be if Hedge or independent, rolling your eyes at the Hedge place with the flavor text proclaiming "It has a domain antimatter plant! So it never runs out of fuel" in fact having zero fuel. Then just saying gently caress it and going to the same Persian world that always has 20,000 fuel and supplies for sale no matter how many wars and destabilizing conditions are plauging the galaxy at large.

On that note, it would be nice if the maps had practical indicators the stability levels. The size indicators feel pretty useless when you pick out an "8" world and oh it's got a stability of 2 and not even the black market has anything of note.

OwlFancier
Aug 22, 2013

Stability is highly variable and I don't think it actually has much impact on market availability, only prices. Prices are cheaper, both buying and selling, on low stability worlds.

Does the world in question actually list a fuel production facility at the top right?

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Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

OwlFancier posted:

Stability is highly variable and I don't think it actually has much impact on market availability, only prices. Prices are cheaper, both buying and selling, on low stability worlds.

Does the world in question actually list a fuel production facility at the top right?

My computer proper is currently busted and SS was having "Crash when you save the game" issues before that, so I can't check offhand in game.

Though given the flavor text bragging about such things, by all rights it should have :v: Even though all my wiki/google search attempts only ever bring up that Sindria world (Which also had a tendency to have less fuel/supplies than just visiting that one persian world anyways).

Section Z fucked around with this message at 02:25 on May 21, 2017

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