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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 369981 times)

Sirus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2190 on: May 07, 2023, 11:11:10 am »

Exploration is a great way to earn cash, as are system bounties (the ones where you are paid so much money per enemy ship destroyed in a particular system). Bear in mind that you can and should work with NPCs to take on larger fleets; as long as your ships are doing damage and scoring kills, you'll be paid a proportionate amount of the final bounty total per fight. Even if all you have is a dozen motley frigates (or a few highly capable ones), you can jump into a major clash and pick off a few targets for a tidy profit.
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Great Order

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2191 on: May 07, 2023, 11:49:08 am »

My cash cows are the bounties where pirates are attacking a system and you get ~1400 per ship you destroy. Massacre the junk ships pirates have and sell the salvage. Use other ships and stations as shields.

Do some opportunistic trading when you see a high/low price (and remember that pirate black markets are a good way to avoid tax).

My favorite ship is the hammerhead. Wait for an enemy to get a little too cocky, a little too out of position, and then just throw all your firepower into them.

And just save scum the hell out of the game, because sometimes the AI on your team is suicidal or wants you dead and will throw the game.
For the hammerhead I find that two assault chainguns and sabots with extended racks and/or missile specialisation is amazing if you're using it as a flagship.

Get nice and close, unload a few sabots point-blank and while they're overloaded activate the ammo feed. One or two of those (depending on how tough the target is and how accurate you are) and if they aren't dead, they're crippled and probably fleeing.

EDIT: Nexerelin already has an unofficial release for the current version.

The modders are going at it hard, man.
« Last Edit: May 07, 2023, 04:29:46 pm by Great Order »
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Loud Whispers

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2192 on: May 09, 2023, 05:02:39 am »

Hahahahaha I installed so many mods I don't even know which one added it, but one of the mods gave the luddic path IED class explosive tankers (in frigate, destroyer and capital ship size). The capital ship IED is an absolute beauty. Costs only 10 supplies to deploy it, fire off all of your hammer torpedoes and then fly into the middle of the enemy fleet AND DETONATE laying all the sins of Moloch bare. The AI seems to struggle with destroyer sized IEDs but deploying loads of crusher-drive equipped frigates and destroyers (who just try ramming enemy ships) allows all the frigate sized IEDs to come in close and detonate right on top of enemy ships. Stationary targets like stations or engine-killed ships don't stand a chance. I finished my Luddic Church run but now I'm restarting in a true Luddic Path run, starting off with just a tiny little system patrol shuttle. It's nuts, I can only carry 10 units of fuel but my ship only uses 0.1 fuel per day anyways. Literally everyone hates me except the pirates and the church, and even if patrols intercept me, they literally can't catch me on the retreat because my ship is way too overclocked on speed. This time I'm going to roleplay as Luddic captain, so no building up a star-empire, instead I'm going to slowly acquire a raiding fleet and try and destabilise the core worlds whilst building up enough power until I can begin raiding planets... And if I ever get successful enough, conquer them for the Luddic Path

Great Order

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2193 on: May 09, 2023, 03:22:03 pm »

Anyone else finding the laser missiles underwhelming?

It's a cool concept, but a comparison of the Dragonfire pod and the Cyclone Reaper launcher and the reapers just... win. Greater damage, hard flux, and if they hit something like rubble or an enemy ship that flies in the way they still do all their damage to it, and more ammo (Dragonfire gets a whopping 5, Cyclone gets 20)

The only advantages I'm seeing are their inability to hit friendlies, the Gazers being able to better act as support, and they can't be hit by, exclusively, the small slot ballistic PD.
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Loud Whispers

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2194 on: May 09, 2023, 04:52:16 pm »

I like the idea of it, and I think modders are going to have lots of fun with it. I can already see a world where you deploy a point-defence drone via missile (missile deployed paladin anyone?). The hydra is also really fun, I think of the missiles as fulfilling certain niches:

-Anti-frigate duty
-Distracting directional shields
-Amplifying a beam paragon's laser light show
-Massing a million of them in your entire fleet would probably be hilarious

Standard torpedoes like the reaper or hammer I think should remain King. I like the balance design where you can have good tracking and speed, or good damage and speed, or good tracking and damage but no speed. The reapers getting their speed buffed has just made them even more juicy, and with their absolutely fatty warhead HP, they're even better at ruining the day of remnants and high tech ships with all their rear-facing PD lasers unable to burn through the torp before their hulls are engine killed

Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2195 on: May 09, 2023, 05:46:19 pm »

I think the big difference is that the laser-missiles tend to provide pressure for a while plus decent damage rather than just doing a ton of damage. They are a very powerful tool, they just fill a different niche than a normal torpedo does.
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Great Order

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2196 on: May 10, 2023, 02:21:11 pm »

Something's changed with me.

I managed, with two Shepherds and a Wolf, to fight off a foe with nine frigates (Pirate admittedly, but still) without even taking armour damage.

I've also discovered just how useful a fake retreat is when you're not seriously outnumbered. I'm basically a space Mongol.
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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2197 on: May 10, 2023, 02:39:44 pm »

I swear the AI has pulled that trick on me a few times.

The shepherd can pull some pretty solid support against small threats. Great little early-game ships. The wolf... well, kudos for meshing with it, as I can never quite get it to work for me.
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Great Order

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2198 on: May 10, 2023, 03:01:19 pm »

my favourite build is sabots, phase lance, PD lasers and an ion cannon with expanded missile racks. Although with the changes to mining lasers that might be better than the lance now.

Expanded racks let it fight longer, the lance tears through smaller ships, sabots take out shields, lasers for defence and a small bit of help with enemy ships when there's no PD need (They can turn to face forwards which is useful for that) and the ion cannon knocks out weapons.

Doesn't scale super well for anything larger than a destroyer but then Wolfs are harassers, they only go toe-to-toe against small ships.

And the fake retreat works because the AI sends frigates up to flank. If you turn around and blat the ships they sent in behind then you've removed about a third of their ships from the fight (Assuming they've only got frigates, which early game pirates usually do) far more easily, and the rest of the ships tend to trickle in rather than coming in a single big wave.

EDIT: So, when you start getting pirate raids on your colonies you can now talk to Kanta to get her to stop them.

She'll take Arroyo (Giving -75 relations with him and removing him as a contact), one million dollars credits, or a colony item of your choice.

I gave her an orbital fusion lamp.

She was pleased because it means that prisoners can be both burned *and* exposed to vacuum simultaneously.

EDIT: I finally got my hands on an Invictus.

By Ludd's Grace, it's a fucking amazing ship. Load up a bunch of Mjolnirs on the front and it'll melt through absolutely anything in front of it. Low tech, high tech, [REDACTED], stations...
« Last Edit: May 12, 2023, 04:08:50 am by Great Order »
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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2199 on: May 16, 2023, 09:55:06 am »

EDIT: I finally got my hands on an Invictus.

By Ludd's Grace, it's a fucking amazing ship. Load up a bunch of Mjolnirs on the front and it'll melt through absolutely anything in front of it. Low tech, high tech, [REDACTED], stations...
TEN LARGE BALLISTICS?

TEN? 30k flux with that much dakka is just minty

Great Order

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2200 on: May 17, 2023, 03:35:11 am »

No shield and loads of armour too. The armour's about as protective as an Onslaught's due to the Ablative Armour mod, but it lasts forever. You can tank multiple Reapers before it's completely chewed through.

The LIDAR array doesn't just increase the range of the forward facing mounts, it also doubles their fire rate. My go-to method with it is LIDAR, vent, repeat until target is melted.

I expect it to be nerfed, it can flatten Paragons.
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Loud Whispers

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2201 on: May 17, 2023, 05:26:22 am »

No shield and loads of armour too. The armour's about as protective as an Onslaught's due to the Ablative Armour mod, but it lasts forever. You can tank multiple Reapers before it's completely chewed through.

The LIDAR array doesn't just increase the range of the forward facing mounts, it also doubles their fire rate. My go-to method with it is LIDAR, vent, repeat until target is melted.

I expect it to be nerfed, it can flatten Paragons.
Oh yeah that's what I'm talking about. When I go remnant/high tech hunting I tend to take off the shields anyways, a lot of the time when I give AI pilots a heavy ballistics ships designed to keep high flux/heavy shield ships suppressed the AI tends to focus too much on trying to back away and lose hard flux instead of just diving in and annihilating the enemy ship. Particularly when you start dealing with modded remnants; some of the mod makers really overtune their ships to the point where anything less than diving on top of the enemy and unleashing holy luddic dakka whilst screaming "WHAT ARE YOU GOING TO DO NOW VENT BOY?" is suicide. I also don't think it's that OP, it can eat high tech ships but I imagine just swarming it with khopesh rocket bombers would strip away its armour easy enough

Il Palazzo

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2202 on: May 17, 2023, 05:30:23 am »

I bet it still gets annihilated no sweat by the not-so-hidden coronal fun stuff.
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Great Order

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2203 on: May 17, 2023, 11:15:00 am »

I bet it still gets annihilated no sweat by the not-so-hidden coronal fun stuff.
Saw a video of someone destroying them with just two of them.

And WRT bombers: Devastators on the side mounts should deal with that handily.
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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2204 on: May 24, 2023, 05:36:08 am »

Carrier LPC review:

I actually... Don't like using carriers. I have used so much Luddic Low tech and pirate missile junk that I've actually gotten addicted to tin ships with big dakka. AND YET - there are a lot of fun ways to use fighter LPCs, especially if you make a Legion battlecarrier or an Astral your flagship.

LW's LPC tier list:

Legion Battlecarrier tier - some LPCs were designed for the Legion Battlecarrier, that places emphasis on the "Battle" part of the "Carrier."
1. The Xyphos Support Wing is one such LPC. All of the weaknesses of the Xyphos (no engagement range meaning it's tethered to the carrier, high OP at 18 per slot) don't really matter to the Legion Battlecarrier, whilst the Legion Battlecarrier benefits from having 8 sets of EMP beams & Burst PDs that complement all of its shield-breaking ballistic weaponry. This kind of Battlecarrier really carves a unique niche for the Legion that makes it really potent and not just a more awkward Onslaught. I don't see an Onslaught with EMP beams, do you?
And if you're some kind of sexual deviant you can fit out a Heron to be a battlecarrier like that too. It is effective but just feels dirty.
2. The Broadsword Heavy Wing. Maxing out your battlecarrier on Broadswords means you have 24 extra light machine guns with decoy flare launchers and a THICC fighter with 750 HP and 100 armour. You won't believe your eyes how quickly this devours enemy shields and hulls.

Astral carrier tier - all of the bombers and torpedo bombers are made for the Astral. Interceptors are fine too but they waste the Astral's ability to instantly recall and reload with (f) to really spam all those torps. The only concession I'm willing to add is maybe one broadsword for the flares, but 3 or even all 4 torps or bombers is LEGIT.
1. An astral fitted with pure cobras is fantastic. Four reapers zeroing in on an enemy heavy cruiser or capital is going to make its day miserable, and with the astral you can keep recalling and relaunching the cobras with alarming speed. In a vacuum the cobras are vulnerable to PD, but just load up your fleet with squalls and there will always be enough missile cover to distract enemy PD to make it worthwhile.
2. Quad tridents. Sixteen atropos torpedoes will RUIN the day of frigates, destroyers and cruisers with an oversaturation of guided torpedoes. The low speed of the trident bomber is once again not a big problem for the astral because of the astral's recall.

Universally Good
1. Broadsword Heavy fighter. For obvious reasons, it's good on its own or it's good as screening for bombers.
2. Longbow bomber. Massing Longbows is surprisingly effective - they come equipped with point defence and shields to keep them alive, and synergise with basically every other bomber/heavy fighter in the game, and provide immense sources of joy, EMP damage and hard flux damage. They are slightly faster than torpedo bombers allowing them to get their flux damage in before the torpedoes strike too.
Downside - 18 second base replacement time with just two fighters per wing. You cannot afford to lose these guys because even losing one means your fighter wing is at half strength for 18 seconds and your carrier replacement rate is going to tank hard.
3. The Khopesh rocker bomber. Oh my god Khopeshes are so good it's unreal. They are peak midline - not the best in any particular way, but they are good enough against everything. Their mass saturation of rockets keeps them alive against PD, their mass barrage of rockets deletes enemy fighters/frigates/cruisers/capitals, and the khopesh rockets can be used to screen other torpedo bombers or used in tandem with MORE KHOPESHES. The rockets are ungided but there is such a wide spread of them that even nimble targets struggle to escape the barrage. Use khopeshes.

Special Considerations
1. The Talon Interceptor is a Ludd-fearing, pious LPC. I confess I only used to use them as a stop-gap measure on the race to higher OP LPCs until I realised the interceptor is horrifyingly good at its job. 4 interceptors per wing, 5 second replacement time (tied fastest in the game), armed with swarmer SRM launchers and vulcan cannons, the talon devours enemy fighters, saturates enemy PD with missiles, devours enemy ships. It is a suitable companion for bombers, and at just 2 OP it is not just viable but horrifyingly viable to give every single one of your ships pure talons, converted hangars with more talons, and the weakness of the converted hangar's replacement rate & doubled OP is mitigated by their generously tiny replacement rate.

Why isn't the talon "universally good?" It's unfortunately due to their vulnerability to flak. At 200 hull points with no shielding and a tiny profile, hegemony fleets annihilate interceptors. If you care about such things, they also tend to rack up immense crew losses over extended forays into deep space, which can be a problem for people ranging far from habitated space. But I would strongly, strongly advise considering the talon. It is not just the poor man's broadsword, in a lot of ways it is one of the most superior LPCs out there.
And remnants don't use flak >:)

2. The pirahna bomber. On its own the pirahna bomber is a bit of a meme. It's vulnerable, its bombs are easy to kill with PD or dodge, it's basically just an anti-paragon or anti-station bomber and good against nothing else.
Yet this is wrong! The pirahna bomber needs synergy. It needs synergy with MORE pirahna bombers. There is genuinely a critical mass where you have so many pirahna bombers that you end up saturating the entire field with beautiful bombastic whipper snappers that destroy enemy fighters, enemy ships, enemy dreams. The bombs end up providing the cover for the bombers and they just don't stop coming because you can fit them on all of your destroyer sized ships up. Especially devastating when the enemy forms its typical clusters - the bombs just tear through entire formations. Have you ever seen the joy of a radiant class ship desperately looking for somewhere to teleport to that isn't saturated with bombs?
I'm really tempted to make a fleet of astral pirahnas and doom phase mine droppers to see just how apocalyptic you can make things.

3. The wasp. It's a bit of an awkward thing. It combines the expendability of the talon with the point defence of the spark interceptor and its own little bomblet to drop on enemy fighters. It's the best at killing enemy fighters, is cheap, you get 6 per slot, don't have crew losses. In the player's hands they're really good and can probably fit into the "Legion battlecarrier tier" except... You can't trust them in the hands of AI pilots. The AI will tend to send the wasps to attack enemy warships where they get torn to pieces because they lack the talon's missiles and lack any ability to put hard flux on enemy shields or do armour damage. Most fighters and bombers can be memed to potency by spamming a billion of them. The wasp is not one of them. Yet it cannot be denied the beauty of utterly neutering a remnant drone swarm with the first-strike potential of 120 wasps.
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