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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 369871 times)

Loud Whispers

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2280 on: December 20, 2023, 07:43:38 am »

I would consider swapping the salamanders for hammers/reapers to go battlecruiser hunting, or sabots or swarmers. Salamanders are a good choice against choddy pirate/LP ships and decent against remnants who don't have fighter cover, especially since they do EMP damage that can just flameout enemy engines and even disable their rear point defence. I find it funniest when you go salamander to go hard on salamanders and give every ship in your fleet with a small missile slot salamanders. Mass salamander saturation should be legally classed as a little bit of trolling. Since this is an ion pulser based ship though it's probably best to bring sabots. Burst pd with extended magazines looks really fun, I'd normally go for LR PD laser but it makes sense here

Regarding dmods sometimes you just get unlucky. Other times there is a dmod the skill won't remove. But these are usually stuff like "ill advised modifications" which you can only typically remove by manually restoring a ship in drydock. If in doubt, just spend the credits to restore it

*EDIT
Inspired by atlas mkii squall spam exploiting how squall missiles can shoot over allied ships, I've been wondering if anyone's found a good way to exploit this with paladin PD. The paladin PD is kinda... Hard to work with. Every time I've used it I've been thoroughly impressed. It annihilates missiles, fighters and for a point defence system, chews through smaller enemy ships and even the hulls of larger ships like a beast. It can shoot through allied ships like squalls, so in theory should be simillarly stackable. Yet it's a weapon that doesn't really have a good hull for it?

I can't think of many good ships that have large energy slots with wide arcs of fire... That you woudn't rather put tachyon lances or lasers in. An odyssey with hard point plasma cannons and two paladins is a destructive beast, but it's also 60 deployment cost. Doesn't really make sense to use such an expensive ship as a "screening support destroyer." And a paragon can wipe the floor with fighters using their tachyon lances anyways.

But I'm convinced, there must be some layout, some cheap ship with a large energy slot that you can just use to spam paladins. I'm thinking a small frontline of low-tech ships full of accurate long-range anti-shield weapons like railguns, with as thick a backline of paladin sunders/salamanders hiding behind the front bricks
« Last Edit: December 20, 2023, 07:59:25 am by Loud Whispers »
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Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2281 on: December 20, 2023, 09:34:00 am »

I... don't remember what they are, or if they're vanilla or modded, but there's definitely some tiny frigates out there with literally just a large slot that'd fit energy and nothing else -- iirc some even have lidar array, for extra range et al. I just don't remember what they're called, 'cause they're forward aiming, slow, and flimsy, so as part of a fleet they're just kinda'... not good. Forgettable.

If you had twenty of the things rocking up with paladin arrays or somethin' it'd probably be pretty wild, though. The lack of travel time on the arrays would actually make them pretty attractive on the things.

...

That said, I had some remarkable performance from a PD boat remnant capital (I think it was called a Lunar battlestar, and might be modded i don't know anymore) that had paladins in all its large slots and more beam PD everywhere else. With an alpha AI, advanced targeting core, optics, and s-mod fast gyros it just kinda' minced everything smaller than it, basically instantly and at fairly extreme range. It was mostly a scratch/salvage equipped ship done more for the luls than anything, but moving it into the enemy formation was like shoving their battle line into a woodchipper.

Wasn't in that particular run, but later mods I've messed around with (Special Hullmods + Gacha s-mods, though the latter can very easily make the game very, very unstable and I've stopped using it at the moment even though hidden s-mods randomly sprinkled around your fleet is amazing and if anyone knows a mod that just un-hides s-mods plz let me know) also adds a number of things that can boost PD either with dedicated bonuses or just more +energy/beam mess. Other weapons might technically be better, but when your hyperbooted PD raft is casually turning doom triangles into confetti optimization stops being that high of a priority :V
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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2282 on: December 20, 2023, 10:01:31 am »

Modded, the only thing with LIDAR in vanilla is the Invictus, and the only other thing with only a large energy is the high tech station's drone, which is always filled with a Paladin PD.
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Loud Whispers

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2283 on: December 20, 2023, 10:36:03 am »

Maybe Prometheus MKII spam with maxed out dmods, bombers, squall and a paladin?

Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2284 on: December 20, 2023, 11:45:44 am »

It was a Lunar I was thinking about, automated battlestar. Chonky things with I think six spots that'll fit a paladin (2 large synergy, 4 energy), though the forward facing synergies aren't great for them arc wise. It and the celestial are probably the only two common remnant capitals I see that I actually like, mostly because it's pretty damn slow, even with plasma jets, and that makes it so much less likely it jams itself into a sausage grinder.

Check through the codex isn't showing the large energy frigate, tho', so if I had to guess it's probably one of the modded remnant or derelict ships I've shoved into my game.
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Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2285 on: December 20, 2023, 12:28:33 pm »

I've used Paladins to pretty good effect on my Vortex Hunter cruisers before. Light cruiser with a large Hybrid mount. Overall it does lower the DPS, but it lets it run around the battlefield not really caring if friendlies are in the way and it's got enough other guns that if it can take the shields down the Paladin can do some solid damage.

Honestly, a build I should probably utilize more often.
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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2286 on: December 29, 2023, 07:51:45 pm »

Starpocalypse is an interesting mod. I'm enjoying it being harder to get a hold of ships from markets, but I'm not so sure on 99% of ships only being salvageable with story points - Yours included (I'm not exaggerating, I can count on one hand the number of ships I've been able to fix up without SP out of what must be hundreds) and I don't like the inability to build in two hullmods.

Basically I want a starpocalypse mod that's less giving with ships but isn't quite so insanely tight with them. Or modding them.
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Loud Whispers

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2287 on: January 01, 2024, 01:13:41 pm »

Finally done with the stardust ventures campaign. Or rather, ready to start a new one, after I uninstall arma armatura and the hivers mod. Arma armatura doesn't play well with the realistic combat mod; the gallant class mech fighter lags the game to death with its rangefinder gun, whilst the mech melee-swords become 100,000 range and annihilate every ship from across the map. Which is a shame, because it's a nice mod. The hivers meanwhile I've just grown tired of them. Their ships are obnoxiously hard to kill, with high armour, flux and regeneration. There are times when I'm just watching my ships use one of their battleships as target practice for five minutes or I find myself asking "who would decide giving a phase ship high armour, teleportation, high flux and regeneration was a good idea?" To make matters worse, their home world system is ridiculous. It's like fifteen planets with maxed our industries and habitable planets. I'm trying to have a fun game where I RP as a unscrupulous copper trader, instead I'm playing as U.N. Peacekeeper swatting the bugs and stopping them from wiping out every core world planet. Finally I reached Mansa Musa money and just purchased endless invasion fleets from the Ea Nasir Copper company, Sindria and the Hegemony. Ideally I would've continued until I had mapped out the sector and acquired a pristine nanoforge but got to restart cos of the arma armatura bugs.

Spoiler (click to show/hide)

Nevertheless, stardust ventures has been a hell of a lot of fun. There comes an awkward transition phase between "making money off of exploration" and "funding your own exploration trips" which I managed to make cleanly by finding a bounty fleet full of stardust venture ships :DDDD

Spoiler (click to show/hide)

Saved up, got myself a storm bringer and equipped it with some rare weapons I found in deep space. A titanomachy laser (some kind of ultra powerful beam weapon), two gravitons, a paladin (MVP hull blaster), one anti-armour gun and one general mjolnir cannon. And a VOMIT of torpedoes. Mainly harpoons, stardust lithobreakers and a reaper torpedo launcher I replaced with a rift torpedo launcher when I found the doritos. The storm bringer is so much fun. But special mention to the storm herald and vortex hunter light cruisers.

Spoiler (click to show/hide)

This was all just storm heralds and vortex hunters. These light cruisers are just MINTY. They are made of aluminium foil, fly on wings of steam and feel like high tech frigates with the missiles fetish of the Persean league.

Spoiler (click to show/hide)

On their own, they tend to just fly into the enemy at high speed and die. But by chaining escort commands onto a "point man," they tend to very naturally reach a combat cruising speed, pick their target priorities, and when they run out of flux cycle back - to be replaced by someone in the rear with flesh flux. Rinse, recycle, reduce the enemy to a hulking mess

Spoiler (click to show/hide)

And they can fly in V-formation!

Spoiler (click to show/hide)

One of the big surprises I found with the stardust ships, is that their tiny frigates excel at dealing with pirates (or running away from those they can't), but struggles to deal with remants. Meanwhile for their cruiser-sized hulls and up, you get the opposite effect. They tear through remnants with their sudden bursts of damage, but when it comes to dealing with a giant armada of low tech junk blasting dakka and missiles at them, it gets overwhelming very quickly. To compensate I did later on add an onslaught, an oddyssey and some weird giant drone ship thing I found in the wastes of deep space, which may be haram for the purity of a stardust only run, but the hivers drove me to desperation. On the flipside, kudos for a well balanced mod design Meph

Spoiler (click to show/hide)

The storm herald is a fun, well-designed mod ship capital. This is a praise I can heap lots on this mod. Nothing feels broken, and a few ships like the stardust battle-carrier might even be underpowered compared to a legion or astral. Putting maneuvering jets on a capital ship is mind blowing fun. You can fly right into the centre of a bunch of frigates, activate maneuvering jets, and all the frigates who think they're flanking you just get OVERLOADED and annihilated by a capital ship capable of swinging 180* in a second.

Spoiler (click to show/hide)

Can an all-purpose specced storm herald beat a paragon suppported by an astral on its own? No. Maybe if you specced it for anti-high tech you could. Or you got real close and your reapers didn't get shot down by PD. What it can do is annoy the paragon whilst your light cruisers eat the astral, before surrounding the paragon and eating it too. Very well balanced ships!!!

[amusingly, I found the storm herald is also really good at flying at ramming speeds into smaller ships, before activating shield right on top of them to instantly peel away all their armour, often one-shotting the smaller ships]

In the end, the most important thing I found on this playthrough was stardust adding a bunch of double-thumpers.

Spoiler (click to show/hide)

I did what seemed necessary

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May ludd have mercy upon the cosmos

Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2288 on: January 01, 2024, 03:09:19 pm »

Glad you've been enjoying them so much!

I completely agree on the push in -> fall back -> repeat battle order being gold for them. Much like a classic roman legion battle line, rely on your shields and fall back when tired for the next to step up and take your spot. Works really well, and makes what should be overly fragile ships remarkably resilient as long as they have backup. Does take a bit more commanding than some other fleets, though. You can't just do fire and forget with them if you want to avoid losses.

I also agree that the Solar Flare fleet carrier is a bit underwhelming right now. It's sort of in-between a Legion and an Astral and doesn't do anything as well as either of them. I've got some ideas for improving it, but just haven't gotten around to messing with it much yet. Might make two variants, one a bit more battle-carrier and another more fighter focused. But we'll see when I end up with.
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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2289 on: January 02, 2024, 10:01:27 pm »

https://fractalsoftworks.com/forum/index.php?topic=28553.0

New low tech burst phase cruiser incoming.

And other stuff too, I guess.
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AlStar

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2290 on: January 03, 2024, 12:00:05 am »

Quote
Galatia Academy probe package retrieval mission:
Added description of where the probe will be found
Excluded certain terrain (system-wide nebula and very large ring systems) from list of possible locations
These were long overdue. I still have nightmares about that one probe from several runs back that was way in the boonies of a system-wide nebula.

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Black market trade can now fill demand
This seems interesting; not sure if I'm for or against it yet.

Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2291 on: January 03, 2024, 10:37:03 am »

Yeah, looks like good stuff this version. I'm especially interested in where the colony crisis system goes, since the current version is mostly just unfun to deal with.
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feelotraveller

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2292 on: January 04, 2024, 02:32:13 am »

Quote
Galatia Academy probe package retrieval mission:
Added description of where the probe will be found
Excluded certain terrain (system-wide nebula and very large ring systems) from list of possible locations
These were long overdue. I still have nightmares about that one probe from several runs back that was way in the boonies of a system-wide nebula.

Quote
Black market trade can now fill demand
This seems interesting; not sure if I'm for or against it yet.

Yes, I always dread that mission even though I've only had one really bad experience.

Guess I'll be filling lots of demands at pirate, and luddic path, colonies - interested in seeing how it will be balanced, going forward.
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Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2293 on: January 04, 2024, 09:07:58 am »

I just look at
Quote
Hegemony AI inspection bribe amount increased very substantially
and all I can think is, "Welp, looks like we're going to war." The low bribe made it relatively tolerable, but if it's been jacked "very substantially" they're going to end up the only thing I like less than the path. Good thing onslaughts and junk aren't that big of a deal in heavy mod runs, I'm gon' be killing a lot of them.

Hegemony was like "AI cores mean casual corruption" and I could respect the grift, but if they gon' be all "AI cores is treason!" I'm pulling out the lightsaber, y'know? They'll still be getting their 20k bribe, just in supply cost accelerated into their face at velocities approaching c.

... somewhat more likely, it just substantially increased the odds I look into modding enough to disable the negative core interactions, if no one's actually made that yet. Leave my damn cyberminions alone! I murdered dozens, hundreds of automated ships to get those things, frag off!
« Last Edit: January 04, 2024, 09:11:43 am by Frumple »
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Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2294 on: January 04, 2024, 10:17:21 am »

Well, there is always the chance that Alex (or a mod) puts in something as part of the crisis to let you 'deal' with inspectors the way you can currently bribe the Path to just leave you alone.
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