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Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.

Complications posted:

Harpoons aren't a thing I carry because I'm reliably in the enemy's face and both need and can use faster options at blowing things up. I do, however, plop them on AI driven ships that aren't brawlers in general just to make sure that enemy ships get to enjoy a poon wave from everything nearby when they make enough of a mistake to overload.

Yeah, harpoons on AI ships are how you make your efforts count.

For my ship I like hammers because, as suggested above, I suck at aiming.
Alternatively, as big a pile of dumbfire rockets as I can fit, so that I always have a flux-free threat available.

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my dad
Oct 17, 2012

this shall be humorous
MIRV are very good and are one of my two favorite large slot missiles (the other being Swarmers). You absolutely, absolutely, absolutely need ECCM on a ship that uses them. No exceptions.

I dislike the Pillum change. They used to be an important detterence component of my Gauss and Ion artillery ships that solidly reduced the number of escorting ships I needed for them (and the missiles still delivered heavy damage on overloaded ships), but when I tried using them in the new version, they just... didn't really do anything anymore.

my dad fucked around with this message at 06:06 on Jan 11, 2022

WarpedLichen
Aug 14, 2008


Yeah pilums are overnerfed and don't have a role.

Sabots are my weapon of choice. I would like reapers more if they didn't have a minimum travel distance. I hate firing reapers and then having them donk off instead of exploding.

Arghy
Nov 15, 2012

I was trying to explore the lower left hand of the map because i haven't made in roads there yet and while trying to explore a pather base kept distracting me with all this loving salvage. I must have gotten over 3k fuel and 2k supplies from that one system alone just from all the floating ships haha. I then sold everything to the pather base, raided it for more fuel and supplies then destroyed it and salvaged the debris field haha. I then found my 8th loving XIV legion so now i can have one of every goddamn variety hahaha. So far finding that building in heavy armor but keeping shields is the best bet, hyper velocity on the 2 forward mounts to contribute encase they take their sweet time to get into the fight. Heavy MG's also do far more than dual flak while contributing towards them loving up anything in their face.

Finally said gently caress it to the AI inspection fleet which was 3 fleets strong--didn't even make it past the jump point. I now need to farm alpha cores and use the gamma cores to fix relationships. The high warning systems are pretty goddamn nuts, 3 loving radiant fleets just cruising around. Gonna bring a big war fleet with a ton of extra crew then do some hit and runs to grab cores.

Razakai
Sep 15, 2007

People are afraid
To merge on the freeway
Disappear here
MIRV is a very good choice on the Odyssey especially. The built in ECCM helps a lot, and the way it fires compensates well for the strange direction of the 3rd large mount. You can pretty reliably plasma burn up to a target, launch a volley of sabots + a bit of autopulse/plasma to overload them, then finish them with a MIRV. Then burn away to the next one.

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.

Razakai posted:

MIRV is a very good choice on the Odyssey especially. The built in ECCM helps a lot, and the way it fires compensates well for the strange direction of the 3rd large mount. You can pretty reliably plasma burn up to a target, launch a volley of sabots + a bit of autopulse/plasma to overload them, then finish them with a MIRV. Then burn away to the next one.

Alternatively, SO UI frontal hardened shields heavy blaster Aurora:

Plasma burn up to a target, firing.
Plasma burn into the target, still firing.
Plasma burn through the burning remains of your target, using their massive velocity as a projectile to take the top off the shields of your next target.

Just generally swoop around the battlefield cackling and slaying at will, dropping shields to vent rapidly while still moving faster than many missiles.
Drag vulnerable ships away from their escorts by ramming them across the map at 300 speed.
At least until you miscalculate, overload in the middle of their pack, and explode.
But it is a glorious death!

Carcer
Aug 7, 2010
I speak under correction but I remember there was an AI tournament a while ago where one fleet was all vanilla and it was basically just falcon Ps with harpoons, sabots and reapers as their primary armaments and it just blew everything else out of the water including all the mod factions.

If you can get enough missiles onto the field nothing can withstand them, making them reload (even on a slow timer) would completely wreck game balance.

Brainbread
Apr 7, 2008

Atopian posted:

Yeah, harpoons on AI ships are how you make your efforts count.

For my ship I like hammers because, as suggested above, I suck at aiming.
Alternatively, as big a pile of dumbfire rockets as I can fit, so that I always have a flux-free threat available.

On the new cruiser I slap five 2x Hammer racks, almost always have expanded missile racks and go for the extra missiles skill. So 25 hammers. Just keep them all linked so I don't miss.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Carcer posted:

I speak under correction but I remember there was an AI tournament a while ago where one fleet was all vanilla and it was basically just falcon Ps with harpoons, sabots and reapers as their primary armaments and it just blew everything else out of the water including all the mod factions.

If you can get enough missiles onto the field nothing can withstand them, making them reload (even on a slow timer) would completely wreck game balance.

Yeah it was Vayra's warcrimes fleet. There were also omens in there for a bit of extra gently caress you.

Drone_Fragger
May 9, 2007


I think the omens were explicitly there to get ships to raise shields the wrong way.

Also re oddysey missiles: locust srm is very good since it beefs up your anti fighter damage and does enough raw DPS that once youve cracked armour on your main side damage they can put a lot of hull damage down very quickly.

Maybe not quite as much burst as a mirv but to be blunt if you're running dual tachyons with sabots it's not needed.

Arghy
Nov 15, 2012

You'd no longer be able to dump missiles though, you'd trade burst for endurance also if you're getting overwhelmed by missiles you really need to look at your PD setup. Every ship i field has enough PD or speed to avoid getting overwhelmed by missiles.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

No one said anything about being overwhelmed by missiles, and the locust SRM is not an anti missile system.

Brandfarlig
Nov 5, 2009

These colours don't run.

Some of the mod bounty fights will absolutely overwhelm almost any amount of PD.

Having a significant missile/fighter presence is useful in general since it covers space the enemy could travel to or fill with ordnance themselves. Shoot enough missiles and it's hard to get a shot through to hit the ship.

Brandfarlig fucked around with this message at 18:33 on Jan 11, 2022

Sandweed
Sep 7, 2006

All your friends are me.

THIS_IS_FINE posted:

Finished the main story last night, now I need a new fix. Recommended mods for more story driven gameplay?

Secrets of the frontier.

SpaceDrake
Dec 22, 2006

I can't avoid filling a game with awful memes, even if I want to. It's in my bones...!

THIS_IS_FINE posted:

Finished the main story last night, now I need a new fix. Recommended mods for more story driven gameplay?

There are very few, currently; the story system is a comparatively new feature, and modding it at first required manually living inside of rules.csv. If Alex and David have tools to make it easier, they aren't public.

There are tools to make it a lot easier now, and some folks are planning story content (I know Soren of Dassault and Magellan fame has Big Plans™ on that front), but right now Secrets of the Frontier and Persean Chronicles are the only ones of substance. And the former is still incomplete (though still fairly substantial currently and in active development).

Kris xK
Apr 23, 2010

Brandfarlig posted:

Some of the mod bounty fights will absolutely overwhelm almost any amount of PD.

Having a significant missile/fighter presence is useful in general since it covers space the enemy could travel to or fill with ordnance themselves. Shoot enough missiles and it's hard to get a shot through to hit the ship.

The final fights against Blade Breakers can be so rough I'll ditch shields and go heavy armor + PD mass just to clear out some of the first waves.

Galaga Galaxian
Apr 23, 2009

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


Decided to give Breachers a try instead of harpoons and they seem pretty nice for what they’re meant to do. Especially useful for high armor ships.

Excelzior
Jun 24, 2013

I mostly just want boarding back :(

the nerf to raiding made marines largely irrelevant again

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Nah there's a ton of storyline stuff and odd jobs that can be resolved by having a decent crop of marines.

Arghy
Nov 15, 2012

Galaga Galaxian posted:

Decided to give Breachers a try instead of harpoons and they seem pretty nice for what they’re meant to do. Especially useful for high armor ships.

Breachers are actually better than harpoons because they have more ammo and they'll get rid of the armor allowing you to hit hull with your other weapons.

Finally explored the entire right side of the map and the last system i explored gave me 4 corrupted nanoforges haha guess who's gonna corner the market for heavy industry! Telling the AI inspection to go gently caress itself was the best thing ever, sure it's a little more bothersome to go to hegemony systems but not having to worry about your transponder is so freeing haha. It's like a cop on a segway trying to tell my column of tanks we're in the wrong lane--whatya gonna do about it? It's also hilarious seeing the giant stream of smugglers going to my systems from hegemony space.

I feel the issue with trying to find the best system can be fixed with just plain cheating because gently caress trying to work with RNG on such a scale. Next run i'm just gonna find a multi system planet and edit everything i need into it. I literally cannot find volatile production within 10ly of my current systems and that's just absurd.

Griz
May 21, 2001


Brandfarlig posted:

Some of the mod bounty fights will absolutely overwhelm almost any amount of PD.

or your standard stormhawk patrol/invasion fleet

jesus christ i hate fighting them

A Wizard of Goatse
Dec 14, 2014

Excelzior posted:

I mostly just want boarding back :(

the nerf to raiding made marines largely irrelevant again

having an extra kind of supplies to haul around that's exclusively useful for salvaging wasn't the great improvement on the current setup you're remembering it as

Galaga Galaxian
Apr 23, 2009

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


I can believe those Stormhawk jerks soiled the clean lines of a Hammerhead by kludging hangars into it.

I admit I don’t pay tons of attention to meta (especially outdated ones) and usually don’t care about it but Stormhawks “put fighters on everything” style definitely feel like they’re from a past era of meta. Fighters are good but no longer “converted hangar on every ship” good.


That said I managed to steal pick up an SR Drover in my latest game starting out and it’s doing decent work with a lot of SR Kopeshes. The speed boost of the SR models really helps. The Drover still isn’t worth 15DP though and I only field it when I need all hands on deck. As soon as I can find. Heron or maybe even a Mora it’s going bye bye.


I do need to try using fighters more though, in the past usually the largest fighter presence I’d use was a pair of Herons.

Excelzior
Jun 24, 2013

A Wizard of Goatse posted:

having an extra kind of supplies to haul around that's exclusively useful for salvaging wasn't the great improvement on the current setup you're remembering it as

fair

Carcer
Aug 7, 2010
Yeah back when you had to use marines to board you never had enough to get the stuff you actually wanted and half the time a bunch of your marines got killed and you didn't get the ship because the crew just detonated it anyway.

SpaceDrake
Dec 22, 2006

I can't avoid filling a game with awful memes, even if I want to. It's in my bones...!
I think it's a bit more that, if marines aren't going to be part of boarding and raiding isn't going to be a resource fountain, they kind of need a reason to exist in more than very small numbers in the base game.

They have reasons to exist in Nex, but in vanilla they're now fairly pointless beyond about 50 or so.

OwlFancier
Aug 22, 2013

Conversely, I have found that marines generally want to be used in very large numbers because the more overwhelming your force is, the fewer casualties you take.

Kris xK
Apr 23, 2010
I'm out here at the edge of the galaxy dragging 5k Marines around

WarpedLichen
Aug 14, 2008


OwlFancier posted:

Conversely, I have found that marines generally want to be used in very large numbers because the more overwhelming your force is, the fewer casualties you take.

I thought the meta for how casualty calculations worked is that you want the number needed and pod the rest in space during the raid because it just increases the casualties. You pick them up after the raid is done.

At least that's what it was for last patch:
https://www.reddit.com/r/starsector/comments/n0m2bl/tip_ejecting_marines_into_space_can_save_their/

Arghy
Nov 15, 2012

I use my 2k elite marines to raid stations for resources before i blow them up but they really need to add some other faction colonies out in space so we can raid them. I wanna "liberate" crew from the hellish core worlds to help populate my colonies.

Carcer
Aug 7, 2010
Crew already aren't much better than slaves, you can just buy, sell or space them wherever you want.

Azuth0667
Sep 20, 2011

By the word of Zoroaster, no business decision is poor when it involves Ahura Mazda.
I've done all the story missions and am about at the end of this play though. It's time for mods, where's the best place to find them?

Larry Parrish
Jul 9, 2012

by Jeffrey of YOSPOS

Carcer posted:

Crew already aren't much better than slaves, you can just buy, sell or space them wherever you want.

tbf the player's cryosleep casket is invincible so maybe the regular guys are too!

SpaceDrake
Dec 22, 2006

I can't avoid filling a game with awful memes, even if I want to. It's in my bones...!

Azuth0667 posted:

I've done all the story missions and am about at the end of this play though. It's time for mods, where's the best place to find them?

https://fractalsoftworks.com/forum/index.php?topic=177.0

There's a couple discord-exclusive mods as well (the most prominent is Alfonso's take on Space Fascists To Shoot), but in general the index thread has every relevant mod to the game. It's preferred over third party sites like Nexus.

Section Z
Oct 1, 2008

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

Pillbug

Galaga Galaxian posted:

I can believe those Stormhawk jerks soiled the clean lines of a Hammerhead by kludging hangars into it.

I admit I don’t pay tons of attention to meta (especially outdated ones) and usually don’t care about it but Stormhawks “put fighters on everything” style definitely feel like they’re from a past era of meta. Fighters are good but no longer “converted hangar on every ship” good.


That said I managed to steal pick up an SR Drover in my latest game starting out and it’s doing decent work with a lot of SR Kopeshes. The speed boost of the SR models really helps. The Drover still isn’t worth 15DP though and I only field it when I need all hands on deck. As soon as I can find. Heron or maybe even a Mora it’s going bye bye.


I do need to try using fighters more though, in the past usually the largest fighter presence I’d use was a pair of Herons.

Have you tried broadswords as filler for low fighter counts? I'm terrible at carrier tactics but Broadswords are something I have a deep love/hate relationship with as I remind myself how to not be poo poo at the early game.

I love them because they are a three ship wing fighter for reasonable OP that feel nearly invincible even in low numbers compared to watching two wings of Talons or Gladius or whatever being taken out by a single Cerberus on a bad break.

I hate them because this reminds me stupid ideas like "If I put TWO dual flak on an enforcer, it will be invincible!" thinking it will solve all my PD problems without having the PD skill buffing them is going to have a rough time against hull heavy low tech fighters. Which loops back around to why I love them, because early game enemies are going to be having that same problem.

Galaga Galaxian
Apr 23, 2009

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


There have definitely been times I’ve been going around in my destroyer or small cruiser, slugging it out and all of a sudden a pair of broadsword flights swoop in and start nibbling at me and I think. “Hah, little pests, wait wtf are you doing to my shields? That’s a lot of flux!” And I realize if I drop the shields rendering the broadswords impotent that pirate ship in front of me is going to very much enjoy it…

ErKeL
Jun 18, 2013
Yeah broadswords are solid tier. If you're missile heavy you'll love them for shredding shields, distracting with flares and being such an inconvenience your opponent has their shields up the wrong side when you reaper them in the face.

Larry Parrish
Jul 9, 2012

by Jeffrey of YOSPOS
in my current save I have the Musashi battlecruiser with two large hybrid and a billion small ballistics as my flagship so i just slapped the SWP reliant MG on all the smalls. sure, it's garbage at killing anything but missiles, but when 9 turrets are firing it still works lol. but I really ought to replace them with something better since I have IPDAI and ballistic rangefinder anyway. the range bonuses and better damage will make up for fire rate.

OwlFancier
Aug 22, 2013

The machineguns are also more than capable of destroying frigates on their own, and yeah the flares help with survivability for all fighters and missiles.

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Arghy
Nov 15, 2012

drat it feels good when you start rolling in that colony cash, i can take 6k fuel and 3k supplies from my colony and still get 200k a month haha. I'm starting colonies in systems just to host military HQ's then throwing in light industries to manufacture some drugs. I kinda regret going to war with the pirates now--can i give them gamma cores to fix my relations?

How do you even use phase ships, i've noticed my AI is pretty bad with them taking a ton of damage so i've been slapping heavy armor, armored weapon mounts, and that less crew death one. I wanna trigger some fun so i've been dragging the zig around and i threw pretty much every experimental weapon i've found on it because why not.

What's everyones high warning redacted solutions? My next colony expansion is in a system i need to clear but last time i tried to jump into it i ran screaming because gently caress that's a ton of goddamn fleets. I need alpha cores so i'm gonna just bring a huge amount of supplies and crews and hopefully rotate out ships that have low CR to fight multiple fleets one after another. So far i've got 3 legions, 1 odyssey, 1 zig, and enough 20-18 DP cruisers to fill my points no matter which ships i field. I still got 6 ships left to field so i was thinking of adding 1 XIV onslaught, 3 more omens, and maybe 2 champions. I'm looking to snipe the station then leave so i can keep coming back and working the fleets down.

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