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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370153 times)

AVE

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1935 on: August 30, 2019, 05:43:37 pm »

If a station is lonely - lotsa bombers. Piranhas are ideal here as the target is completely stationary. Just saturate the PD and you are set.

If it is not - deal with a fleet defending it first, then - same recipe, lotsa piranhas.
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Blastbeard

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1936 on: August 30, 2019, 06:07:18 pm »

size-3 stations. How do they die? A ~300-deployment point armada including an Onslaught with a retinue of heavy cruisers and maybe 15 wings of fighters/bombers couldn't even scratch it.
What kind of station is it? The high-tech ones can use the same bombs as killer queen the Doom, except they have apparently infinite range and can spawn a hell of a lot more. If I wasn't relying on them for colony defense they could go die in a fire, having bombs teleported into my face from the other side of the map definitely isn't helping me with my alcohol problems. Great way to keep the homeless pirates off your lawn though.

Bases of all sizes tend to have small gaps in their shielding, but in most cases these gaps are covered either by other shields or destructible structural components. The projections you see on larger bases are the most obvious example I can think of right now, which is good because getting rid of those really cuts into the base's firepower. You've got to be in the right place at the right time, and really thread the needle with your shots, but if you can dial in with an accurate anti-armor weapon you can do a lot of damage even while the shields are up.
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Il Palazzo

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1937 on: August 30, 2019, 09:17:17 pm »

What kind of station is it?
My latest attempt was a pirate one, looked low tech. Had a few 'bastions' sticking out of the main body. Didn't even manage to take out one of those.
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Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1938 on: August 30, 2019, 10:13:16 pm »

Ooof. Tried taking out a Pather base that was messing with my main colony. Turns out it was above my fleet's capability. Not sure what type it was, but it had three spokes and massive amounts of shields. We destroyed maybe half of it before I was too out of firepower to really hurt it much.

I can take out the little pirate bases just fine, but apparently that beast was too much. Guess I'll need to build up more firepower.
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Taricus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1939 on: August 30, 2019, 11:03:22 pm »

You really need capital ships to take on anything bigger than a level one station, and they had best be backed up with fighter support. Especially as the the three-spoke station is the low-tech one, which is as nasty as they come.
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George_Chickens

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1940 on: August 31, 2019, 04:54:34 am »

I always make sure to have an Onslaught handy for starbase busting. I equip it with weapons designed to overload flux and 5 reaper torpedos. You just go up to the base and outslug it while your heavily armoured ships chip away too. Once the shields go down, which they will, you fire the torpedos and wipe out an entire segment of the starbase. You need to lure away any patrols for this to work, though.

The Onslaught can also ram starbases and cause them to move in a different direction, which can save damaged ships if timed properly.
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Il Palazzo

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1941 on: August 31, 2019, 09:11:54 am »

Q: what does synergy mount mean? Just that it's either missile or energy?
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Sirus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1942 on: August 31, 2019, 09:26:16 am »

I wrecked my first pirate base last night. I had found a Legion XIV battlecarrier in a remote system earlier, and picked up a lightly damaged combat superfreighter in the aftermath of a pirate raid on a Hegemony station. The two of them combined with my small fleet of frigates were able to deal with the station pretty easily, though I'm pretty sure it wasn't a very large station.
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Blastbeard

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1943 on: August 31, 2019, 10:56:04 am »

I managed to crack a huge Pather base early on with four Condors, four Mules, four Wolves, a pair of Hammerheads and Enforcers, a pirate Falcon, and an Atlas mkII. It wasn't easy, but I did it and only lost one of the Enforcers and two of the Wolves. The space galleon is actually an okay weapons platform, provided you can convince the enemy to shoot at something else. Thankfully I had that covered because I went in piloting one of the enforcers, and decided to glue myself to the surface of the station. I barely managed to keep that destroyer alive and I still don't know how, all I can remember is nestling up against the gap in one of the bastion's shields to destroy it, then emptying every torpedo I had into one side of the station the second its shields dropped. That and this red haze over everything, but that's normal for situations like this.
I had at least one hypervelocity driver on everything thanks to some sort of clearance sale in Hegemony space, and the wolves all had ion guns, so maybe I got lucky with runaway EMP effects.
On a related note, mules with hypervelocity drivers and an integrated targeting unit can act as a surprisingly useful sniper in the early game. If you can only put one gun on a ship, you may as well give it as much range as humanly possible.

Also, I could almost swear the Atlas mkII performs better when you play Alestorm.

Q: what does synergy mount mean? Just that it's either missile or energy?
Yes. Hybrid turrets are ballistic/energy, and universal turrets can take any weapon.
« Last Edit: August 31, 2019, 11:03:24 am by Blastbeard »
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JimboM12

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1944 on: August 31, 2019, 12:45:26 pm »

i need a mod other than console commands for use in mild terraforming. according to the lore, the tech exists but has kinda 40k'ed. i dont mind if it costs a ton of resources (lets say 300 organics, 100 heavy machines, 100 supplies) to make a major negative condition, extreme heat for example, into a minor one, hot.

absolutely loving the Cathedral class hubship; its probably from a mod (idk which one either lol) but its a mobile space station with all the power that implies. it uses ship segments (parts of the ship that are considered separate for stat and equipment purposes, that are usually controlled by ai) and this is its secret power: you can vent and shield using the core part, the part you control, while the segments continue to fire using their own stuff while controlled by an ai. with good equip load, i can smash entire fleets.
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SHAD0Wdump

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1945 on: August 31, 2019, 03:18:02 pm »

absolutely loving the Cathedral class hubship; its probably from a mod (idk which one either lol)
Ship & Weapons Pack.

As a note, you can probably name almost any ship and I'll likely know. I play with an excessive amount of mods myself and have a bad habit of getting lost in the codex.
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Il Palazzo

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1946 on: September 02, 2019, 09:48:59 am »

Are there any more story missions apart from the technology cache and the mystery planet?
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SHAD0Wdump

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1947 on: September 02, 2019, 01:26:39 pm »

Vanilla? Not that I've encountered, but Legacy of Arkgenesis adds one of its own. Not sure what other mods add story missions if any, I think Cycerin has been considering it for Blackrock Drive Yards though.
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Loud Whispers

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1948 on: December 05, 2019, 08:37:05 am »

I've always been a fairly mediocre pilot so I decided to grind on the missions to build up some proficiency in basic combat skills. After reaching a level of competency in attack vectors, orders, mobility and weapon choice, decided to have a go at capital ship flux management and weapons timings. I had so much fun with forlorn hope!

Taking up the role of a Tri-tachyon admiral I got my face repeatedly smashed with a Hegemony brick for about four hours. Changing up the weapon loads were all met with varying degrees of success and failure, the main problem was the Hegemony capital ship. With the default loadup even if I could take out all of the frigates and cruisers before reinforcements arrived, in a 1vs1 duel against the onslaught I just couldn't get enough sustained hard flux to keep up with their extremely energy-efficient cannons.

Switching up to anti-shield beams or cannons didn't do too much good either. The one time I managed to force the onslaught to retreat by overloading its shields & getting it down to a quarter hull strength, I still got absolutely mobbed by cruisers, frigates and toperdo bombers. Trying again with a more energy efficient loadup swapping tachyon lances for paladin PD dealt with the bombers, but sucked up way too much energy to be able to sustain attack by 5 frigates & Eagle class cruisers, let alone two heavy cruisers.

So I slept on a night of failure, and when I woke up had a neat idea.

Spoiler (click to show/hide)

The Hegemony always fielded their Capital, two hound frigates, a heavy cruiser and an eagle light cruiser first. This gave a short window of opportunity to kill the support ships and then duel the onslaught before their reinforcements arrived and overwhelmed you.

Turning my onslaught on its port side, I began reversing to leave a juicy target for their first frigate. It took the bait; the first lance disabled its engines, the second destroyed it.

The eagle cruiser and second hound attacked together. Tachyon lances & plasma blasters took it out while the hound was sorted out with the rear lasers. The heavy cruiser made its way in close just in time to eat several plasma cannon rounds to the bow; it turned to try and get away just in time for tachyon lances to eat it all up.

This left the onslaught which was now boosting straight at me while I was full on soft-flux. Shields up, backed away two quadrants until I was far enough away to vent flux. Unfortunately this allowed time for the hegemony to bring reinforcements, and now I was in the corner with no space to retreat.

With the onslaught in front of me, two carriers, missile support ships, two frigates and a heavy cruiser approaching to my port side, I dived straight in at the onslaught while I still had time to deal with the capital alone. My flak cannons go into overdrive shooting missiles and fighter-bombers out of the void while a hound frigate pesters my rear; I disable the plasma cannons and tachyon lances as I sustain plasma cannon rounds on the onslaught's shields. With enough soft-flux vented I open my tachyon lances every time its shields go down, causing massive EMP damage and stripping away those shields, alternating constantly between tachyon lances and plasma cannon rounds.

Eventually I reach the limit of even my souped-up Odyssey and when I see the onslaught's hard flux near-maxed, I vent. They vent. Only one of us has resistant flux conduits; I get a two second head-start as all of its allies open up on me with cannons, torpedoes and missiles. Two seconds of plasma cannon rounds and blasters tear through the Onslaught's hull, but it's not enough. It raises its shields and begins to turn them to bear against me, in a split second reaction I take manual control of my plasma lances and shoot just behind the angle of the shield - doing just enough damage to make the whole damn thing explode.

With just 2,500 hull left my Odyssey turned off almost all of its guns and retreated back into its corner with shields up, forcing the small frigates to maneauvre in front of my tachyon lances. Carefully dueling the arriving heavy cruiser with my plasma cannons, I managed to clear enough space so I only had to deal with the bombers. I ate the first wave with my shields, but after that had enough calm to vent flux and begin unloading tachyon lances on the bomber-waves.

After that it became a matter of hunting down the remaining hegemony ships. The missile support cruisers and carriers were too fast to catch, but as long as I had my shields up and down at the right times they were not too dangerous. The heavy cruisers left were fairly threatening but I managed to overload their shields before the bomber waves attacked. The frigates were the most threatening when five of them managed to surround me, but fortunately my rear-mounted point defence managed to intercept all of their reaper torpedoes.

Spoiler (click to show/hide)
In the end I only had to chase down the carrier and two missile cruisers. Caught the carrier but the light cruisers retreated after their CR dropped to the 10s. You can see in the bottom left I had 2349 hull left!

Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #1949 on: December 05, 2019, 11:09:43 am »

Damn, good job!
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