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I pretty much only use laser weapons. Pew Pew!
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# ? Sep 19, 2013 11:57 |
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# ? Jun 10, 2024 21:36 |
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Hermetian posted:Am I the only one who just leaves the missile slots empty on big ships? Maybe it's just me, but the burst damage just doesn't seem that useful compared to more flux vents or hullmods. I usually skip missiles unless I can use a large amount of LRMs (Onslaught) or my favorites, annihilator rockets. Dominator cruiser with three annihilator rocket pods in front was fun to play with. Fluxwise Dominator had no problem keeping two Hephaestus cannons and three frontal railguns firing, rockets add a nice flux-free extra oomph on top of that. And it's fun to shoot rockets into things.
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# ? Sep 19, 2013 12:28 |
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I fairly often leave missile slots open on small ships, not so much the big ones, particularly with frigates that I intend to let the AI pilot. The AI in this game is excellent, but there's one thing about it I don't like. I notice at the start of the battle my Venture or Gemini likes to use its missiles before combat is actually joined. Firing one or two missiles ahead of the pack is basically useless because with no other targets, all the enemy fire will be aimed at those missiles and they don't accomplish anything except to waste my CR. Missiles and rockets are entirely or nearly flux-free, so you have to use them at the appropriate time. When your Wolf is standing toe to toe with that pirate Lasher and its flux at 90% and yours is at 95%, the computer will hesitate for a second to let its flux go down, that's when you launch your Harpoon.
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# ? Sep 19, 2013 13:08 |
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VERY rarely would I use OP on a few extra vents instead of a pair of Reapers. Or even just some single-shot Harpoons? Never underestimate the ability to crack armor on demand.
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# ? Sep 19, 2013 14:20 |
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There's little more satisfying in this game (vanilla, anyway) than a direct reaper hit against an unshielded foe.
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# ? Sep 19, 2013 14:44 |
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I'm currently running a carrier group with frigates providing kinetic support. Nothing is more satisying than overloading the shields just as my torpedo bomber wings start their passes.
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# ? Sep 19, 2013 14:59 |
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Hermetian posted:Am I the only one who just leaves the missile slots empty on big ships? Maybe it's just me, but the burst damage just doesn't seem that useful compared to more flux vents or hullmods. I leave them empty as well.
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# ? Sep 19, 2013 15:19 |
Playing Uomoz's I'd throw Bulwark SRMs into every missile slot I had. Little swirly purple pew pew missiles! Then I noticed they were Frag type damage and I was basically just throwing hail stones at stuff.
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# ? Sep 19, 2013 15:34 |
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Arrath posted:Playing Uomoz's I'd throw Bulwark SRMs into every missile slot I had. Little swirly purple pew pew missiles! I used them anyways: purple missiles are cool! I also tend to mount heavy maulers or thule heavy sluggers on everything with a medium turret, so enemies don't stay covered with armor for too long. Vayra fucked around with this message at 17:20 on Sep 19, 2013 |
# ? Sep 19, 2013 17:14 |
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Yeah, Bulwarks are great 'cause they're the only spammable missile I've seen that homes in, so even if they don't do much damage you can still have them firing more or less constantly without any thought.
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# ? Sep 19, 2013 18:33 |
They also distract enemy PD and can intercept bigger munitions in flight. God knows I don't like having a Cain shot nail a Bulwark missile. When that happens to my benefit? Awesome.
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# ? Sep 19, 2013 18:42 |
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Reminder that all damage types do full damage to hull. Thumpers and other frag weapons are actually one of the best weapons for destroying exposed hull for this reason, and why broadswords can be such a pest because they'll fill the tiny unarmoured segment of your ship with thousands of points of damage from their machine guns.
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# ? Sep 19, 2013 19:11 |
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Misslechat: Reapers only cost 2 OP, and that is worth it IMO.
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# ? Sep 19, 2013 19:22 |
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Any good missile boats? Lasers and projectiles are fun but I want the full on Itano circus.
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# ? Sep 19, 2013 19:30 |
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Single shot Harpoons for 1 OP a piece will also punch a pretty nice hole in armor.
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# ? Sep 19, 2013 19:30 |
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Pseudophile posted:Any good missile boats? Lasers and projectiles are fun but I want the full on Itano circus. There was a mod weapon system that did that in Uomoz (I think it's either a Neutrino or a Gedune weapon system), but that problem with missile spam is that missiles that have had their fuel run out can impact friendly ships. Filling the screen with a "full on Itano circus" would probably get your own ship hurt in the process if there are enough dead projectiles flying around.
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# ? Sep 19, 2013 20:05 |
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I was dumb and lowered my Paragon's shields instead of hardening them when an enemy launched a Reaper Torp at me. A bazillion supply later...
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# ? Sep 19, 2013 20:20 |
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Does anyone else like to play this game from the perspective of a commodore, putting their flagship on autopilot and just ordering your ships around so you can watch the pretty explosions?
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# ? Sep 19, 2013 20:30 |
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chami posted:There was a mod weapon system that did that in Uomoz (I think it's either a Neutrino or a Gedune weapon system), but that problem with missile spam is that missiles that have had their fuel run out can impact friendly ships. Filling the screen with a "full on Itano circus" would probably get your own ship hurt in the process if there are enough dead projectiles flying around. Who needs practicality? Friendly fire, what's that? Who am I kidding.. a Lasher would just CIWS them all down anyway.
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# ? Sep 19, 2013 20:33 |
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-Troika- posted:Does anyone else like to play this game from the perspective of a commodore, putting their flagship on autopilot and just ordering your ships around so you can watch the pretty explosions? Of course! I'm in this weird middle-phase where I can't take on the resupply fleets, but everyone else runs from me, so most battles are chases. I either preside over everything and just watch, or hop in a Tempest, put the turrets on auto, and toot about, torpedoing things here and there. Tanith fucked around with this message at 21:21 on Sep 19, 2013 |
# ? Sep 19, 2013 21:18 |
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So I really like playing Frigates in this game and think I will still use one even as my Fleet gets larger/stronger overall, does anyone have recommendations for a good strong one to use that isn't the Hyperion?. I love the thing mind you, even at the high deployment cost I would love it if not for the 75% CR cost, but it seems really good for being able to take on stuff higher level than it. I assume the Tempest is the most practical way to go?. Also, is Integrated Point Defense Module worth sticking on all my big ships or is it a waste to have it on more than 1-2 of them if they aren't going to be very spread out? the way I do big fights so far is just keeping everyone together and ignoring the objectives while I hunt down the enemy stuff in a pack but I have a hard time gauging how effective a ship with it can lock down an area.
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# ? Sep 19, 2013 21:49 |
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If I just want to add a bunch of extra poo poo to shoot to the campaign, which mods should I use / are compatible with the latest version? Edit: or should i just wait for uomoz' mod to get a 0.6 update?
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# ? Sep 19, 2013 22:01 |
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Someone on the last page linked their mod along with 2 others that all work together in .6a. His mod Shadowyard Heavy Industries the Gedune I feel they add a nice amount of variety.
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# ? Sep 19, 2013 22:12 |
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andrew smash posted:If I just want to add a bunch of extra poo poo to shoot to the campaign, which mods should I use / are compatible with the latest version? The Kadur Theocracy, the Gedune and Shadowyard Heavy Industries are all 0.6a compatible and add new stuff to the campaign. If you install them all together, the Kadur are set up so that they should interact with each other beyond just occasionally crossing paths in hyperspace, too. E: someone beat me to this reply, I'm flattered! I also update the Kadur almost daily because I'm a burgeoning Starsector addict, so keep checking back and it'll probably have new systems and ships and whatnot.
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# ? Sep 19, 2013 22:14 |
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Bruc posted:So I really like playing Frigates in this game and think I will still use one even as my Fleet gets larger/stronger overall, does anyone have recommendations for a good strong one to use that isn't the Hyperion?. I love the thing mind you, even at the high deployment cost I would love it if not for the 75% CR cost, but it seems really good for being able to take on stuff higher level than it. I assume the Tempest is the most practical way to go?. You might give the Brawler a try, it's not high-tech so it's not very expensive to field (around 20% CR to field, I think) and it works good when you have a fleet that you can fall back to if you run into trouble. I made a post earlier in the thread about it: Gobblecoque posted:So, uh, the Brawler kind of kicks rear end apparently. I've been throwing around the idea of adding one to my fleet for a while and having it stay near my Gemini to make up for its poor fighter/missile defense and I'm finally getting around to it. I bought one and have been toying with how to equip it. Right now I've got it set up with a Hypervelocity Driver and a Heavy Mauler (I've left the two small hardpoints unequipped) and modified it with expanded & stabilized shields, augmented engines, auxiliary thrusters, and expanded magazines. This ship easily mops the floor with any frigates, destroyers, and even a few cruisers in a head-on fight. You obviously don't want to use this in solo campaign action because fighters, missiles, and multiple smaller frigates will nickle and dime you to death, but if good point-defense support is given, I think this ship will be a pretty incredible ship considering its low deployment and logistical costs.
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# ? Sep 19, 2013 22:20 |
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The Good Professor posted:The Kadur Theocracy, the Gedune and Shadowyard Heavy Industries are all 0.6a compatible and add new stuff to the campaign. If you install them all together, the Kadur are set up so that they should interact with each other beyond just occasionally crossing paths in hyperspace, too. Just chiming in to say that I really like Kadur ships. The weapons could do with a bit of tweaking, but the ships feel fantastic and it's nice to have a more speed heavy faction buzzing about right now. Especially when said faction coats it's ships in as many railguns and missiles as possible
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# ? Sep 19, 2013 22:26 |
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Bruc posted:Also, is Integrated Point Defense Module worth sticking on all my big ships or is it a waste to have it on more than 1-2 of them if they aren't going to be very spread out? the way I do big fights so far is just keeping everyone together and ignoring the objectives while I hunt down the enemy stuff in a pack but I have a hard time gauging how effective a ship with it can lock down an area.
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# ? Sep 19, 2013 22:30 |
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andrew smash posted:If I just want to add a bunch of extra poo poo to shoot to the campaign, which mods should I use / are compatible with the latest version? As other posters have said, the Kadur, Shadowyards, and Gedune are all available. The Neutrino Corp., Hiigarans, Bushi, and Junk Pirates are available as well. I haven't tried out the Bushi yet so if somebody has they can probably talk about it.
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# ? Sep 19, 2013 22:35 |
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For anyone on the fence, this game is absolutely fantastic and I highly, highly recommend it!Talkie Toaster posted:IPD is an odd one. The weapons that are the most natural fit for it, tac lasers, have a slow turnrate- so they're only useful with it if you know the ship will only need to cover a limited arc (so for rearline carriers/sniping beam ships where everything can be expected to come from the front). It might work really well against fighters with Ion Cannons- I've not tried it out. On one of the bigger capital ships I combined this with the fast turret turn rate mod, the tactical lasers worked out really well. With the points you save from using those instead of the burst PD it ends up being a wash and you gain some extra DPS in a straight up fight.
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# ? Sep 19, 2013 22:45 |
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Bruc posted:So I really like playing Frigates in this game and think I will still use one even as my Fleet gets larger/stronger overall, does anyone have recommendations for a good strong one to use that isn't the Hyperion?. I love the thing mind you, even at the high deployment cost I would love it if not for the 75% CR cost, but it seems really good for being able to take on stuff higher level than it. I assume the Tempest is the most practical way to go?. The Lasher is honestly an excellent frigate and at just over 5k unfitted it's probably the most cost effective overall. Other frigates exist but either have poor PD coverage (Brawler) or are prohibitively expensive to actually field (Hyperion) so I've just been rolling 4-5 Lashers with a generalistic layout (3x cheap PD, hardpoints split between kinetic and explosive, 2x single harpoon MRMs) and they just destroy everything. I would probably consider running Brawlers more often if I could find a frigate that was just a PD platform with like 6+ small mounts. There are destroyers that can do this, but then I'm typically speed locked at the destroyer and the brawlers are more or less wasted. The Lashers don't have perfect PD, but when ordered around in groups they tend to cover each other pretty well and the AI is some kind of ship rotating/shield swinging savant at blocking missiles so it's not really an issue anyway. quote:For anyone on the fence, this game is absolutely fantastic and I highly, highly recommend it!
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# ? Sep 19, 2013 23:48 |
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I really wish supplies were cheaper, though.
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# ? Sep 19, 2013 23:50 |
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So how long until someone mods in Starfleet/Klingon Empire, or the Empire/the Rebel Alliance? I see a Homeworld-based faction has worked its way in, and while I was going to get about how the modders' sprites are differing from base game designs, I realized that between the two distinct base game factions (Tri-Tachyon and Hegemony), the art styles aren't entirely consistent within them. Blackrock probably has some of my favorites right now though, they kind of match the robustness and clutteredness of the base game's sprites the best, though there are some arguably prettier, definitely cleaner factions floating around (Interstellar Federation and New Hiigarans come to mind).
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# ? Sep 20, 2013 00:01 |
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Tanith posted:Of course! I'm in this weird middle-phase where I can't take on the resupply fleets, but everyone else runs from me, so most battles are chases. I either preside over everything and just watch, or hop in a Tempest, put the turrets on auto, and toot about, torpedoing things here and there. In pursuit/chase battles now you can click deploy a ship multiple times to send it from the sides of the map not just the front. I've been putting a tempest on each side to help slow the ships down until my cruiser can catch up.
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# ? Sep 20, 2013 00:27 |
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VodeAndreas posted:In pursuit/chase battles now you can click deploy a ship multiple times to send it from the sides of the map not just the front. Another thing that helps make those less annoying is harrying the enemy fleet. After a few harry actions in a row the majority of the enemy ships will be unable to act and be huge sitting ducks for you to shoot at your leisure. This doesn't make them any more exciting, but it helps you get over the mid-game hump and on to the bigger enemies a bit quicker.
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# ? Sep 20, 2013 03:30 |
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Protagorean posted:So how long until someone mods in Starfleet/Klingon Empire, or the Empire/the Rebel Alliance? I see a Homeworld-based faction has worked its way in, and while I was going to get about how the modders' sprites are differing from base game designs, I realized that between the two distinct base game factions (Tri-Tachyon and Hegemony), the art styles aren't entirely consistent within them. Blackrock probably has some of my favorites right now though, they kind of match the robustness and clutteredness of the base game's sprites the best, though there are some arguably prettier, definitely cleaner factions floating around (Interstellar Federation and New Hiigarans come to mind). Back when this was still starfarer there was a starwars mod that i played around with, it was fun but not amazing. The ships were huge compared to the base game IIRC so it was pretty fun to load an ISD and watch it poo poo out lasers like nobody's business. edit: VVVV I hit this point too, that's why I loaded up a bunch of mods and started a new save. There are probably 4x as many targets now.
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# ? Sep 20, 2013 03:42 |
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I'm at the point where everything tries to escape after I initiate a fight. They had their chance to run away, why do I now have to chase them down a second time? Also, I only have 2x fighters, 2x bombers, the freighter/carrier destroyer, a cruiser and a tug and it seems like nothing will actually fight me.
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# ? Sep 20, 2013 03:42 |
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Haerc posted:I'm at the point where everything tries to escape after I initiate a fight. They had their chance to run away, why do I now have to chase them down a second time? If you have a higher burn level for your fleet than the enemy has for theirs, you can just continually harry their retreat until they all have 0 CR - doesn't take much effort. When you attack and all of the ships have no CR, they just casually fly away and make no effort to fight back. Then it's pretty easy, in a fast ship (like a hyperion!) to go around causing flameouts on the large ships and just destroying the small ones. I'd prefer if you could just start having surrounded the enemy after continually catching them like that though.
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# ? Sep 20, 2013 03:47 |
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The Mimic posted:If you have a higher burn level for your fleet than the enemy has for theirs, you can just continually harry their retreat until they all have 0 CR - doesn't take much effort. When you attack and all of the ships have no CR, they just casually fly away and make no effort to fight back. Then it's pretty easy, in a fast ship (like a hyperion!) to go around causing flameouts on the large ships and just destroying the small ones. As stated above, click multiple times on ships when you're selecting ships to deploy to have them come from the left and right side of the map. Because you can only deploy frigates and fighters that way, you're going to end up cutting them off and surrounding them.
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# ? Sep 20, 2013 04:03 |
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The Mimic posted:If you have a higher burn level for your fleet than the enemy has for theirs, you can just continually harry their retreat until they all have 0 CR - doesn't take much effort. When you attack and all of the ships have no CR, they just casually fly away and make no effort to fight back. Then it's pretty easy, in a fast ship (like a hyperion!) to go around causing flameouts on the large ships and just destroying the small ones. I think it would be even better if, after you've harried them a couple times, the AI would realize that it has no chance of running away from you and instead mounts a doomed last stand.
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# ? Sep 20, 2013 04:13 |
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# ? Jun 10, 2024 21:36 |
What I don't get is that there seems to be a difference between how the game treats an AI or player retreat. If I begin a battle and then retreat, my ships get captured or destroyed. If the AI does this, they just get to keep running. It'd be more interesting if you had to retreat off the opposite edge of the map.
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# ? Sep 20, 2013 04:15 |