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/stsg/ - Starsector General

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Thread replies: 554
Thread images: 111

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ion edition

>What?
Starsector is a 2D single-player open-world RPG space combat exploration economic game thing, basically Mount & Blade but in space.
Outdated but still relevant introduction video:
https://www.youtube.com/watch?v=UTCpVY80Bpc

>Where?
Official site:
http://fractalsoftworks.com
Official forums:
http://fractalsoftworks.com/forum/index.php#1

>Current version
0.8.1aRC8

>List of popular mods
http://fractalsoftworks.com/forum/index.php?topic=177.0

>The performance is really bad what do I do?
Other than allocating more memory for the game to use, there isn't much you can do.
http://fractalsoftworks.com/forum/index.php?topic=8726

>Previous Thread
>>181175795
>>
>>181543082
>Best place to put your storage? Independent?

sindria
>>
/stsg/ balance collab megapatch when?
>>
About to take my highest bounty yet
>onslaught-class BC

Fleet is Aurora, Eagle, Heron, Mora, and about a dozen additional mostly damage-focused destroyers/frigates.

Do I have any chance?

Is there any way to increase the amount of points you can deploy with?
>>
>>181543784
>Do I have any chance?

If that Mora has some ion fighters, and you have a few destroyers able to tank a bit and you micro another bit. You have very good odds.

>Is there any way to increase the amount of points you can deploy with?

Config files.
>>
>>181543090
so, how visible and annoying is the incompleteness of this game?
I played it like two or three releases ago, and while fun it was very noticeably limited.
>>
>Some torpedos can overload you even if you don't have your shields up
>>
>>181544270
Wat?
>>
>>181544083
Turns out there was also a Legion class BC as well.

Fuck me that thing can take a lot of punishment. Luckily it only had forward shields.

Luckily when I got there there was a scavanger fleet about as strong as mine engaging them already, so they did a good job as fodder while I cleaned up.

Mark still hasn't shown himself yet.
>>
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>>181543570
this + dumping rates
>>
>>181545251
So in the 9th of October?
>>
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>>181545251
>>181545461
/stsg/ calender maybe?
>>
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>>181545251
>>
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>>181545251
6/10
>>
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>>181545251
5/10
>>
So what do you guys like to name your ships? I like to give mine reptile names. Stuff like Spider, Termite, or Millipede.
>>
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>>181545251
4/10
>>
put you're storage at the size 7 planet you always come back to to refill on fuel/supplies
>>
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>>181545251
3/10
>>
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>>181545251
2/10
>>
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>>181545251
1/10
>>
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>>181545251
0/10
>>
DONG status?
>>
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>>181545251
10/10
>>
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>>181546705
Depends on the faction I'm playing as. In my Imperium save I named most of my ships after LoGH Imperial flagships.
>>
>>181548127
/pol/ go home
>>
How do I use my unit's ability?

I have phase skimmer on my ship but I can only use it if I let the AI take control
>>
>>181550315

f
>>
>>181548282
Are you 12?
>>
>>181550562

and what is this?
>>
>>181546705
I name them after bands or songs I like
>>
>>181546705
I keep their default names
>>
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Alright since the thread is dead, time for a modpack. We can break up mods into several categories:
1) Necessary mods, mods that benefit through gameplay or technically, think Nexelerin/Save Transfer;
2) Beginner's mods: anything that helps during the start of the game, think Lawson's Point
3) Accessory mods: what you typically think of mods, balanced factions, little/no crashes, aesthetic, think Shadowyards, shippacks, audio+
4) Use at your own risk mods: mods that are in development, crash often, still being tested, or generally unbalanced, think Neutrino, Dassault, Nomads, Starsector FX
5) Do NOT use mods: mods that are too prone to crash or are blatantly and dismissively unbalanced, tell me what to think :^)
6) Personal mods: mods that are more like personalizations as opposed to optimizations. think of changing csv values or increasing bounty/mission count
As a side note, anyone know how to make an installer? I can imagine some issues revolving around memory/disagreements/personalizations that would result in someone to not install a certain mod. Other than that, start blurting out some names and their categorization
>>
>>181553287

faggot
>>
>>181554681
nigger
>>
>>181554681
agreed
>>
Lost my first fight. I finally understand the significance of command points.

I had intentionally dropped down my fleet strength to be able to field everything in one go, but for strong enemies and extended fights you definitely want some bruisers to come in first and leave some fresh powerful units to take out the enemy capital ships.
>>
So, do I just download the mods into the mod folder? No other installing?

I tried that and it keeps crashing.

yo ho ho
>>
>>181557754
To ask it politely, did you unpack the file downloaded using 7zip/Win?
>>
>>181557754
Unzip them, put that folder into the Mods folder, then select them from the launcher's Mod menu.
Make sure your game is up to date, and that all your mods are compatible with that game version.
If it tells you to look at the .log file, then post the last bit of that and maybe somebody can help you.
>>
>>181557754

you'd have to be clinically retarded to fail at installing a starsector mod
>>
you know how the mod says REQUIRES LAZYLIB? ignore it, mod authors just put that line there as a joke
>>
>>181557754
OK I figured it out. >>181558170
>and that all your mods are compatible with that game version.
I was using a version of nexerelin for 0.8.1b but I had game version 0.8.1a.
>>
>>181553287
>think of changing csv values or increasing bounty/mission count
Increasing the bounty count can sometimes be outright necessary with how some bounties shoot up way past your strength capacity or just get flooded by hostile factions posting them for no reward. Even with 15 bounties up, half of them are useless.
>>
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>>181558384
>0.8.1b
>>
>>181553287
Necessary i'd say the two libraries, Save Transfer, Console Commands (for save transfer, remember the .jar fix patch too), Nex and Dynasector.

Accessory i'd say all the QoL mods, autosave, the rotary weapon one, unknown skies, music/portrait packs, stuff like that

The DO NOT USE mods should include RED, ORI, Dassault, Looter/Artefact, anything by xenoargh
>>
>>181558384
>0.8.1b
>>
>>181558384
0.8.1b is just the mod's version number, it has nothing to do with the game version. That one is the most updated version and you should be running it.
>>
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>>181558564
haven't used Red, ORI, or Looters so how bad are they
>>
>>181558951
Well 0.8.1b doesn't work for me, I get a crash.

Works fine with the 0.8.1 version.

Not sure what to tell you man, I'm just posting what works in case people have the same question later.
>>
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>>181559303
Red has (or at least, had) the reputation of being unbelievably OP, if you dig in the previous threads you'll find one of their ships, heck, hit the archives and look for (i think) "touhou ship" and despair.

Looters/Artifacts are fugly, ORI is even worse, how worse? Pic related, it has worse Cathedral Ships aesthetics than 40k for fuck's sake
>>
>>181559867
looters / artifact had some new sprites made (that don't look bad) so I'm giving them a try. same for red, as I heard that it was rebalanced.
>>
>>181559867

please tell me the cathedral clock face is a large turret mount
>>
>>181559867
ORI isnt even updated, but those ships do look awfuly atrocious. Looters/Artefact don't look too bad though. Will post update on categories
>>
>>181428256
Thanks for the advice.

I played some vanilla, and am now starting a run with Nex and about half a dozen custom factions.

Looking forward to it.
>>
What are marines used for?
>>
>>181561202
Vanilla? Trade good
Nexerelin? Conquerin
>>
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>>181553287
Here is the work in progress. Question marks are obviously up for discussion, and not all mods will be included since there are toasters running on low memory
>>
>>181561578
>and not all mods will be included since there are toasters running on low memory
Faggot
>>
Guys where do I increase memory allocation
>>
>>181561578
>there are people who will actually listen to a list like this instead of figuring out what mods they like on their own
>>
>>181561724
>>181561578
Couldn't you just make a launcher to select and deselect certain mods?
>>
Wow nexerelin already has tons of action.

I wish there was a mod to fast forward combat
>>
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>>181561724
>>181561958
let me rephrase myself, the mods will be included, but to your discretion.
>>181561819
still relavent but old guide
>>
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If only the wall class drone was recoverable. Just look at all that fire power!
>>
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>>181562176

i like that Sentry's attitude
>>
>>181553287
>>181562176
That brings up a topic, in SWP, it adds two derelict/remnant ships. To be sure, most if not all want to have recoverable derelict/remnant ships?
>>
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>>181562554
The derelict are laughably weak unfortunately due to their lack of shields so the poor guy lasted about 10 seconds. Even the Wall class its self didn't last long because of no shields and all escorts being dead. I did take a huge beating for accidentally warping in front of the monster though.

>>181562687
They do but the base game has them unrecoverable so its for integration reasons. It would be nice if there was an option in the configs though.
>>
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>friendly ship fires a tachyon lance into the back of your destroyer
>>
>>181563269
>The derelict are laughably weak unfortunately due to their lack of shields
Nothing a few hullmods can't fix
>>
>>181563269
In the mod pack, there is a mod that allows for vanilla remnant fleets to be recoverable. Although I will leave the values as they are and include how to change them to be recoverable in a ReadMe
>>
>>181562001
aaand i'm dead.

Raided by some pirate fleets on the way out of the sector.

I think an emergency boost would have saved me, i suppose i'll have to learn a lot of features that were not needed in vanilla.
>>
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>>181563557
>AI ships fire an entire salvo of torpedos into the back of a friendly capital because he was between them and an enemy
>>
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>>181563591
I've got this mod in but only got a few of the smaller ones atm. The makeshift shield drastically raises there survivability which is nice. They do have a secret niche in nex though because of all the missile mounts you can throw hammers on them all and you have a really effective mining fleet in no time at all.

waiting for these beams to turn is so crappy.
>>
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>>181563557
>you fire a tachyon lance into the back of your destroyer
>>
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>>181563557
>A meatbag navigates his destroyer in front of you so you fire a tachyon lance into his ass
>>
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>>181563557
>ally piranha bombers unload their bombs into your flank
>>
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>>181564840
>allowing filthy meatbags in your ships
>>
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>>181565245
>You just took a salamander too the engines
>You have a locked shield
>You spin ass on to the bombs
>>
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>>181563557
>friendy ship fails to engage with sufficient élan, so you fire a tachyon lance into them pour encourager les autres
>>
>>181563557
>friendly
>>
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>>181553287
Almost finished, any personalizations that would seem useful show newbies or vets alike?
>>
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>>181565435
>Friendly wolf teleports into your harpoon salvo
>>
>>181567091
do they all play nice with each other?
Why 3 versions of starsector
>>
>>181567173

harpoons do not have friendly collision. TRY AGAIN FUCKO
>>
>>181567091
Needs Messy Portrait Pack.
>>
>Small enemy frigate flanking your destroyer
>no biggie
>ASS GUTTERED FROM FULL HP TO DEAD BY REAPERS

nerf plz
>>
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w̺̯H͍Y̦͎͔͖ ̧̮̼̖̤̝̜ͅi̳̭s̶̰̪̼̰ ̬̹̞͉͖̩T͇̫̰̝̖͙͉͝h͖̘͉E̕ T̸͇͈h̙̘̱̱̟̮͕R̺̖͝E̬̫̜̩͓͓̰A͚͈͢d͇ ̮̦͔̜̠̮̮st̮̦̥̩̗̗i͇̞̭͓͖̯̕L̤̳͕̳͕̩L̩͟ ̪͈͍̬̞A̸̺̯Ļ̱͚͓̫i̼̼̙̹͢v̠͈̫̺e̱̞̥͝
̷̩̦̱
͈͘l̞͜E̻͚̜̭̙̘̬Ṭ̟̬͙̻̖͞ ͈m̸̪̜̯̺̯̯͉Ȩ͕̤͈ ͕̭̝͈c̮͕̼̕ẖ̭̭͔̕AN͈̣̻̬͎g̼̹̟͖̱͉Ḛ̼ t͍H͢a̛̠T̮̻̬͖͙
>>
>>181567351
I believe the only conflict per se is with better beginnings and nexerelin since nex overrides better beginning's actions, no crash though and will be included in the ReadMe
>>181567403
will do
>>
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>>181567521
>>
>>181567521
If you let a ship with reapers pummel your asshole, blame yourself.
>>
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>>181567521
Its called reaper for a reason :^)

>pull back to vent
>3 frigates jet in out of nowhere
>9 harpoons tear you to shreds
>>
>>181567521

alex should, like, make them huge and red so you can easily see if the enemy shit has any
>>
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>>181567650
>You are what all life to us
>FOOD!!!
>>
>>181567521
>heh
>nothing personnel kid
>>
>>181567353
would you believe me if I wanted to say reaper but got the typhoon launcher locked in my head and fucked even that up because it sounded similar?
>>
>>181568114
>getting flanked by a frigate with a medium missile mount
>>
>>181568174
>flanked by a frigate
You're replying to a different guy lad
>>
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GUYS! WTF IS THIS? found this page on the wiki but I've never seen it in game.
>>
>>181568458

oh.

... how the fuck would you mistake a reaper for a harpoon?
>>
>>181568114
darwin wins again
>>
>>181568543
>typhoon (launcher)
>harpoon
>>
>>181567650
wot mod?
>>
>>181568460
Probably used by fighters.
>>
>>181568925
Just somebody's sprite dump on the forum. Not used in any mods as far as I know.
http://fractalsoftworks.com/forum/index.php?topic=1131.msg129767#msg129767
>>
>>181571592
Oh yeah, probably the Wasp's bomb
>>
>>181572542
the wasp's is a 100% legit proximity bomb, not a frag bomb
>>
>>181572542
>"weapons":{"WS 002":"fragbomb",},

good call

>>181572639

you're 100% legit retarded.
>name
>Stinger-class Proximity Mine
>id
>fragbomb
>>
What are the most fun ships in combat?
>>
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>>181573364

SO dominator supremacy
>>
>>181573364
Nothing beats the good ol' ITU + Adv. Optics + 4 tachyon lances that a troll paragon can field
>>
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>>181553287
The installer I was trying to use didn't accept folders, so 7zip will do.
>>
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> DS_SubmarketUtils.addWeaponsBasedOnMarketSize(DS_Util.lerp(1.5f, 5f, stability / 10f),
> DS_Util.lerp(0.5f, 1f, stability / 10f), 0,
> factionPicker, submarket,
> submarket.getMarket().getShipQualityFactor());

I want to increase the stock of weapons in a given market and I'm too clinically retarded to understand code. What do the numbers in the parenthesis mean and what do they control if I were to change them?
>>
>>181575543

install an IDE
>>
Fuck this mod is hard.

How do I make money in the early game? I keep getting harassed to all hell by pirates.
>>
>>181575543
>Ed Edd n Eddy
I have no clue, but my guess is that 1.5f denotes civilian market weapon amount, while 5f denotes military market weapon amount. Although that 10f does appear to be a set game. I have no clue though desu
>>
>>181576245
There are different files for Open Market, Military Market, and Black Market respectively, so it can't be that.
>>
>>181576098
whats that?
>>
>>181576565

https://lmddgtfy.net/?q=IDE

could even go nuts and search
https://lmddgtfy.net/?q=IDE+java
>>
>>181544230
Depends on how it was when you last played and if you played with mods. Did you have hyperspace back then?
>>
Is there a way like in m&b to pass time while the enemy fleet lurks outside the station?
>>
>>181578002
Nope.
>>
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>>181578002
>>181579043
>>
Alright fags, here is your mod pack:
http://www.mediafire.com/file/qz68gks6ebv4btf/Starsector+General+Mod+Pack+Version+1.7z
Sorry for any viruses, spyware, or "illicit" material. Other than that, say something if you find it too confusing or something isn't working
>>
>>181580442
>Sorry for any viruses, spyware, or "illicit" material.
t-that's a joke, r-right?
>>
>>181580575
>downloading anything linked on 4chan
>>
>>181580575
Modern viruses and spyware will organically spread themselves to stuff you upload
It's not anything you can prevent

Nor are they detectable while dormant
>>
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>>181580442
>>181580575
>>181580718
sure
>>
>>181580575

just rename it to .hta
>>
>>181580575

Why do you think he wanted it as a "convenient installer" first?

BTC is up, up up!
>>
>>181580850
I downloaded one of those rename to hta banners

I never ran it

but I did rename it

and am incredibly curious
>>
>>181581037

how

fucking

new
>>
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>>181581037
Here is a pic of the zip contents, now download my miner
>>
Guys ever since installing the modpack my PC keeps running on max CPUs, even though I turned off the game.

Am I going to be okay?
>>
>>181583389

it's just a few pennies on the electricity bill anon, nothing to worry about
>>
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>>181583389
Don't worry about it, I'm sure its still functional. Not like you're using it or anything
>>
>>181553287
A mod pack is a Really Bad Idea for many reasons.
>>
>>181583932

i'm sure he'll promptly update it whenever one of the dozens of included mods release a crashfix, or a fix for the crashfix, or a fix for the fix for the crashfix
>>
>>181584125
HAHAHA
>>
>>181584125
>>181553287
yeah, that will be the primary problem going ahead. Some mods are easy to keep track of (shippacks), while others may be a bit more tricky. Either way, we'll see where it goes
>>
i don't really want someone to redistribute my mod
>>
>>181584125
Also, he is including things like mods made by fucking Xeno, and others that make mods that should not be used for they WILL cause problems.

Shall I go on? But it will be a huge wall of text if I am to explain all the reasons a mod pack is a Bad Idea.
>>
>>181584390
Also, that.
>>
>>181584351

How about you take it to the waste bin, where it belongs.
>>
>June is long over
>still no DONG
>>
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Who wins tourney? Hard mode: No DME
>>
>>181585702

after last session i would've said thewetfish's midline fleet, the one with hammerheads and brawlers and loads of taclasers, but apparently he mostly got lucky with those fits
>>
>>181585702
Imperium is good with its AI, and fucks over enemy AI with its range.
>>
>>181585702
LOW TECH PRIDE

also link to round 2 of tourney?
>>
>>181586782
Tourney is some time on Thursday, but personally I liked thaago's use of omens, that's my bet
>>
What is best corp to ally yourself with while playing Nexerelin?

I want one that wont go full retard and wardec the entire star cluster.

Also, can you change your allegience in nexerelin if you start off independent? If you can, what happens to your conquered stations when you do?
>>
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Did omnifactory ever get updates for 0.8.1a?

Also, when are we getting an earth alliance faction?
>>
>>181588930
Meso is eventually going to add a "Standard Human Spaceship" type faction. Folks will like it.
>>
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>>181589470
>Meso is eventually going to add a "Standard Human Spaceship" type faction.
>>
>>181589470
Space Battleship Yamato faction when?
>>
>>181592976
Gundam or Macross or Legends of Galactic Heroes factions would be neat, too.
>>
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>Little asteroid in front of me
>Pandemonium teleports in place 4 times
>>
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>>181590891
>>
>>181593184
http://fractalsoftworks.com/forum/index.php?topic=11997.0
I've never actually tried it.
>>
>>181593559
I recognize exigency and ahriman, but I wonder what the rest are. where did you find them?
>>
>>181593569
Is there a 00 or Seed faction? Beamspam and anti-ship sabers and GN Particles could be fun to play with. Canonically the IBO things only really defend from explosions, resist energy and thermal, but get fucked by kinetic attacks. The series was not my favorite, though.
>>
>easy fight
>autopilot, go make a sandwich
>entire fleet goes off to chase some one unit in the corner of the map
>while the enemy pounds my cruiser into bits
>>
>>181593747
A hint... I'm Meso.
>>
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>>181593869
I'm gonna need a quick rundown on what the rest of these factions are gonna be famalam
>>
>>181594006
Heh, wishful thinking Pilot. Use your imagination, as that is all you are going to get until it is time.
>>
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>It's 2 cruisers and a frigate vs 1 frigate
>Just leave it on autopilot
>Cruisers and frigate stick about at max range following it all over the map
>They somehow manage to corner it
>When the enemy frigate is forced to advance to get out, the cruisers and the frigate back off to let it pass

>Got thrown a new captcha
>It's similar to the one where you have to encircle something with lines, except it involves doing that three fucking times
>>
>>181594070
well I'm getting a 2001 space odyssey vibe from the remnants one, and I bet the condottieri will be mercenaries.
>>
>>181594882
Solid.
>>
Is there any way to make the officers available for hire cycle out faster? I swear to god some of these shitty officers have been here for almost a cycle by now.
>>
>>181596589
Yeah. Buy them then space them
>>
>>181596979
That'd work, but is there any way that doesn't involve spending shekels? Preferably involving editing a file somewhere.
>>
>>181597419
Settings.json is usually a good place to look first. It is in starsector-core/data/config I think
>>
>>181546705
What I do on games like this is the headship is the theme setter, and the side ships are themed around the main vehicle.

For example, on my last Convoy run, I named the MCV Stormfront V, and the rest where Lightning if they where fast, or Thunder if they where tanks.

Its fun to make up themed team names.
>>
>>181546705
They're all named after Ragnarok Online's jobs, except carriers, which are named after towns. Frigates are 1st jobs (Swordsman, Archer), Destroyers are 2nd (Knight, Wizard), Cruisers are transcendent (Lord Knight, Professor), and Capitals are 3rd (Rune Knight, Warlock). The exceptions are the more special ships, like BRDY's Morpheus. Those get names from the non-standard trees, like Star Gladiator and Soul Linker.
>>
>>181573453
Is the AI any good with a SO dom or should I be piloting it myself?
>>
>>181601526
You'd want an Aggressive or Reckless officer to make the best use of it if you're not going to pilot it yourself.
>>
>>181594070
Ok i'll try
>condottiere
Google points me to something related to Italy, so i'll guess they focus around giant pizzas with thrusters and pasta cannons
>fulcrum
The white part looks like a compass, compass is used in masonic art, illuminati confirmed?
>unidentified
That gives me Wipeout vibes, if their playstyle isn't zooming around at crazy speed i'll be sorely disappointed
>reivers
Dyslexic AIs
>>
>>181601526
>>181603291
Bad idea. In my experience they just charge into a blob of enemy ships and die.
>>
>>181594098

Maybe I just had better luck before, but with this latest patch every game sends to end up with my ships chasing baddies around the map for 10 minutes.
>>
So how shit is Nomads exactly? Engrish? Crashes? OP as fuck shit?
>>
Modpack doesn't load.

87088 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [IMPERIUM_OPTIONS.ini]
87088 [Thread-4] INFO org.lazywizard.lazylib.LazyLib - Running LazyLib v2.2 for Starsector 0.8a
87089 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [lazylib_settings.json]
87095 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [LEADING_PIP.ini]
87101 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/omnifactory/omnifac_settings.json]
87682 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: JSONObject["targetPlanet"] not found.
org.json.JSONException: JSONObject["targetPlanet"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at org.lazywizard.omnifac.OmniFacSettings.reloadSettings(OmniFacSettings.java:49)
at org.lazywizard.omnifac.OmniFacModPlugin.onApplicationLoad(OmniFacModPlugin.java:118)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
>>
>>181610754
It's the miner, don't worry about it
>>
>>181610271

Ugly as ship skins, that is about it.
>>
>>181610754
Loads fine without OmniFactory

but then you don't have omnifactory.
>>
>>181610754
Easy fix, and a good idea to begin with.

Don't use a mod pack.
>>
I was in support for auto-updates in the last thread, but a modpack is a fucking terrible idea.
>>
>>181610754

lmao
>>
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How the fuck do I find a derelict in far reaches of a system this big?
>>
>>181613049
>far reaches

never ever
>>
>>181593559
>condottieri
>french lily

pls
>>
>>181613049
You star by the top left quadrant and move down.
>>
>>181613049
neutrino detector
>>
>>181606665

reckless vs aggressive makes a big difference here - reckless officers ignore how many enemy ships are around its target when it's figuring if it should close distance or not.

which is great if you want your paragon to JUST GET IN THERE. but sometimes it's a bit too much
>>
>>181614835
It's too bad you can't change officers once you're in an engagement.
>>
>>181613049
>Far reaches
You don't take the mission.
Or git gud at reading the scanner.

Only ever take ones that have a specified location, or in the heart of a system.
And even then its still possible to get fucked by probes "orbiting" jump points 10 screens away from the actual point.
>>
What is your favorite faction?
>>
>>181615717

Approlight, I just love fighting them or running solo against 500k+ bounties with one of their OP cruisers.
>>
Ion fighters are so underrated. They turn a formidable foe into a cakewalk, the only thing they can't deal with is interceptors.
>>
How do I look up faction relations in Nexelerin?

I'm not sure if my faction is at war with tri-jews or not
>>
>>181618475
you go into the faction tab and click on your faction. It will then show their relations on the right hand side of the window.
>>
>>181618529
where is faction tab
>>
>>181618627
press E(for the intel tab) then press 2
>>
>>181618667
thanks
>>
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>mfw watching Nemo playing
I have less playtime than he does, and still make less stupid mistakes than what should pass as a "pro" of the game
>>
>>181618282
I use 2 anti-fighters and 1 ion fighters on my Mora. And it seems to work just fine.
>>
Fuck me the templars are strong.
>>
>>181620198
>Nemo
>pro
isn't he just some caster?
>>
Aren't IBB bounties implemented yet? I have all the relevant mods running.
>>
Speaking of boss factions, i'm kinda sad that the guy who made RED didn't update BLUE as well and made them two warring factions that periodically spawn from the hedge of hyperspace to fight each other (ie: no true markets, maybe some outposts but they act more like Remnant Battlestations)
They aren't involved in the sector at all unlike the Templars, they are at war, killing each other, the Sector just happens to get caught up in the crossfire.
Would be a nice way to portray two incredibly powerful boss factions without making them "true" factions.
>>
>>181621074
After multiple series? You'd expect him to pick up a much needed dose of git gud along the way
>>
can you disable the thing where hitting tab pauses the battle?
>>
>>181620198
If you arent watching Nemo for the bumbling disasters I dont even know what to tell you
>>
>>181623621
SA LPs spoiled me then. I'm used to people that have at least a bare understanding of what they are supposed to do.
>>
That early game is crushing in nexelerin
>>
>>181615270
Would be good if full assault order kicked up all AI aggression by one tier instead of turning your ships suicidal
>>
>>181628779
How so
>>
WISH THOSE DERELICTS AND MILLIONS OF DEBRIS FIELDS WOULD JUST DISAPPEAR A LITTLE FASTER

cuz they are hella laggy
>>
>>181629253
>running on a toaster
don't blame the game anon
>>
>>181628779
Find a close bounty with a target in a weak ship and try to nuke it then get away. As soon as you have a small tanker and another frigate to give you some space you're set for bounty hunting.

>>181629124
I find some of the starting frigates to be pretty shitty and you don't get a kite buddy unlike vanilla so you get swarmed easily. Some of the mod faction missiles you encounter early are pretty fucking annoying too, way worse than harpoons and salamanders.
>>
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So the Heph is the best out of all of these right? Mid-high DPS and is more unforgiving than volley guns
>>
>>181635028
Why does the ferrocannon suck so much
>>
>>181635028
The one reason why the Heph is the best gun in the game is because THUKTHUKTHUKTHUKTHUKTHUKTHUKTHUK
>>
>>181635352
Alpha strike son
>>
>>181635848
hm?
it has like 200 dps
>>
>>181636040
There's a difference between damage per second and "damage you can deal in less than 1 second", friendo
>>
>>181636394
yea and its less "damage you can deal in 1 second" than a light phase lance
>>
Man

These ships are hard af to maneuver

Do I just git good?

Or do you fags run AI for the whole campaign?
>>
>>181636743
A shot of that thing with the target's flux level high will send it straight into Overload City for the rest of the year.
Phase lances create only soft flux and with the AI's godlike sheild management they will deactivate them and take very little damage while avoiding overload.
Also it's good for ships meant to come in, slap the target and move away to avoid retaliation
>>
>>181637191
It's like a sniper rifle. It utterly ruins anything frigate-size or flimsy destroyers with the hitscan burst damage. But you want something with more DPS against cruisers and above.

But it's decent all around if you can combo it with other burst damage weapons for a dedicated alpha strike loadout.
>>
How do I use marines in Nex?
>>
>>181637006
just git good
use strafe and turn towards mouse if you aren't

>>181637643
you need them in your cargo to invade markets
many of them, for bigger markets
>>
>>181637427
Even with destroyers and capitals it can fuck them over with overload.
It's duration is based, afaik, on how much tanking the hit with your shield would put you past your maximum flux capacity.
So if the shot deals just enough damage to dip into overload then it will overload for a short time.
But if the target is near max capacity then it will overload it for a good while
>>
>>181636743
'damage over an arbitrary unit of time' is not the same as per-shot damage, friendo. read the entire tooltip past the DPS/flux stat before passing judgement on weapons.
>>
>>181637191
>Saying Phase Lances won't facerape people
Tartarus Cruiser
5x Phase Lance
Combat tree
Fire them all linked together with max flux vents
Oneshot any non-capital target you find
>>
>>181637817
>use strafe
genius

thank you unironically
>>
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ARE THE IBB BOUNTIES BACK IN THE GAME YET? I HAVE SHIP/WEAPON PACK INSTALLED.
>>
>>181637006
Place arrow over target and hold shift. You're welcome.
>>
a good strategy would be to keep your fighters behind your slower bruisers

instead the slow ships never seem to get into combat.

how to solve this.
>>
>>181642373
use an aurora to push their asses forward
>>
>>181637006

invert the strafe behavior
>>
>>181610754
Looks like omnifactory had something to do with it. Did you try to spawn the omnifac in an imperium sector?
I use the same Imperium_Options as the modpack and I havent had crashes like that.
>>181639578
yeah, but the missions appear to be less common.
>>
>>181642373
use waypoints and other commands to make sure your ships stick together
>>
Is there a mod to make everything in combat just go 2x as fast or faster

I would be down for a bullethell speed one, all this maneuvering and closing in gets tedious
>>
>>181637839
>So if the shot deals just enough damage to dip into overload then it will overload for a short time.

the minimum overload duration is still pretty long
>>
>>181645393
Find combatSpeedMult in settings.json and change the number to 2.
>>
>>181645919
Yes but it doesn't compare to shutting them down for 10+ seconds
>>
>>181646312

it's the first few seconds that are by far the most important.
>>
>>181646407
Overloading a beefy target for 2 seconds doesn't do a whole lot unless you are packing a serious amount of torpedoes though
>>
Any one know how to make battles bigger then the 500 slider setting
Every where i look the threads are from 2013
>>
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What music are playing with? My bros play Black Sun Empire on alt-tab, but I prefer Firefly and other sci-fi soundtracks. Last one was Rogue Universe.

>>181635028
Gale is pretty good, it has heftier burst damage than HAC, or at least it feels like it.
>>
>>181647107
just random youtube stuff

currently playing:

https://www.youtube.com/watch?v=DeXoACwOT1o
>>
>>181568460
>>181571592
You used to be able to fit Bomb Bays as ballistic weapons in Starfarer, Lashers could fit five, overwhelm PD and facefuck distracted cruisers. Now it's a Pirahnna-only weapon.
>>
>>181638668
>Only other thread ever visited is /haniho/
I can't escape it!
>>
>>181647721

i actually found one for sale in a ludd market the other day, latest version

they sure aren't common though
>>
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>>
>>181651725
not enough storms
>>
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>>181652095
>>
>>181656065
hmm. better
>>
>>181656065
Still not enough hyperstorms
>>
>>181659030

alex pls
>>
>>181659149
>implying i'm Alex
I'm just a concerned forum goer that thinks the game is too easy as of now
>>
>>181659275
t. alex
>>
>>181659030
Y'know, if storms actually have an effect on the map itself instead of just the overworld map, there'd be a lot of interesting shit you could do.

Imagine having armor mods that actually made the storms give bonuses to your fleet instead of penalties.

Weapons that recharge faster in the storms, or other crazy shit.

Also, space monsters where? Where are my giant floating spacewhales? Where's the long-dead alien civilization's ancient bioweapon roaming around the stars? Where's the plague that overtook ships and has a flesh-fleet?
>>
>>181659682
>Also, space monsters where? Where are my giant floating spacewhales? Where's the long-dead alien civilization's ancient bioweapon roaming around the stars? Where's the plague that overtook ships and has a flesh-fleet?
Not lore-friendly
But that's what mods are for
>>
>>181659682
Alex said there's not gonna be aliens and that he wants to focus on human struggle on a decaying sector
...or something like that
>>
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>>181659934
>there's not gonna be aliens
>>
>>181659842
>Not lore friendly
Who gives a fuck? The game is boring as fuck with just humans. The only reason it's even alive is mods.
>>
>>181660026
>implying ants are aliens
as american as apple pie
>>
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>>181637006
>I use my thumb curled under my hand to press shift
>Its so deeply ingrained I can't pilot ships to their maximum potential
>feels bad man
>>
>>181661393

what the fuck
>>
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>>181661709
now imagine what its like when I have to crouch jump on a game ;_;
>>
>>181661393
That seems so fucking uncomfortable, god.
>>
>>181661932
>not binding crouch to c

what the fuck
>>
>>181660026
whats this?
>>
>>181662009
>binding crouch to c
pleb taste
>>
WHERE IS THE BABYLON 5 MOD. ALIENS GET OUT OF MAI GALAXY REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>>
STOP CRASHING WHILE YOU ARE SAVING AND CORRUPTING MY SAVE FILES REEEEEEE
>>
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>jump into system
>immediately get blasted with radiation because a pulsar was over the jump point when I jumped in
>flung off into the outer reaches of the system, CR hit hard
>>
>>181669668
such is life in the sector
>>
My game has been "softcrashing", the image stops, but the music continues. Any ideas?(on 8.1)
>>
>>181670424
disable sound
>>
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Can somebody sell me on these things? I don't know if I'm just using them wrong or something, but I can't seem to find a way to make them useful. Even with Micro Missile spam, every shot just gets melted by PD.
>>
>>181671312
Fighters with flares.
They will distract PD real good.
Also it's a hard flux generating medium energy with 950 range, i'm sure you can slap it somewhere.
>>
>>181671312
look at the flux/dps
its fucking terrible
I wouldn't use it
>>
>>181672534
>600 HE damage

that's a big fucking hole in the armor
>>
>start game with mods and lots of factions
>no officers at first 20 planet stops i make
>finally get two officers spawning
>both have carrier AIDS
so gay
>>
>wave of ant-tri-tachyon sentiment
oy vey
>>
>>181676928
Nah, SCY are the true space jews, they even got holocausted.
>>
>analyze targets that are too close to the star for you to be able to actually scan them
stop this
>>
>>181678771

eburn
>>
>>181678771
Just sustain burn from afar and ram into them, what are you a pussy?
>>
>>181678860
>>181678862
I tried that, it still wasn't happening
>>
>>181678862
that works sometimes
lots of shit is just simply too close to ever reach
>>
>oh my gawd, that's waaaay to close to mean mr sun
stop that

just scan it
>>
when you're fleet spiritually can't even reach the station or derelict or w/e

The no
How do i scan
you cannot scan
>>
>>181672534
>this is the intelligence level of an average DME apologist
600 HE per shot, you fucking retard. For reference, Hellbore is 750 HE per shot. That thing's going to peel armor like the skin off of a soft tangerine.
>>
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>>181681167

just gonna post this one again because lol
>>
>>181681167
hellbore has 1:1 flux/damage

>>181681405
Looks totally balanced for a 10 OP medium ballistic weapon
Bet it's also super accurate too
>>
>>181681776
>hellbore has 1:1 flux/damage

gotta give up something to get that level of damage on a medium mount
>>
>>181681405
>>181681776
Halp i'm retarded, what should the numbers be?
>>
>>181682085

the numbers for what? DME's iMauler?
>>
>>181682085
210 flux
200 dps
is balanced
>>
>>181681776
>hellbore has 1:1 flux/damage
If you don't understand why ultra-fast infinite ammo Harpoons mounted on a medium energy slot is underpowered then you're beyond help. See a doctor about your permanent brain damage.
>>
>>181682198
Halp, i'm retarded and i can't figure out if this is sarcasm
>>
>>181682270
overpowered*
>>
>>181682270
>under
Don't you mean "over"?
>>
when every launch costs 900 energy it's not really an harpoon in any meaningful way
>>
>>181682421
Yes i meant overpowered. Somebody outside was yelling "don't you UNDERstand???" and I guess that slipped into my typing.
>>
900 flux for 300 damage to enemy shield, which means 150 flux is not a good bargain
>>
>>181682594
It's a guided Hellbore that lets high-tech ships deal HE damage without relying on missiles.
>>
>>181682689
that's why you only fire it when the enemy is near full flux / overloaded
>>
>>181682805

that's better, i'm on board with that description

but don't forget
>in a medium mount, for 3 OP less
>>
>>181682689
>Firing weapons into their defensive counters voluntarily
>Not having fighters or frigates flank and draw their shields away so you can sit around and snipe them with your explosive support kit

>>181682805
Yeah, considering more variety and flexibility in your load-outs is always a good thing. Letting ships full-fill more roles, even if it isn't optimal.
>>
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>one volley overloads a destroyer

neat

rip that guy
>>
>>181683708
.....
if you have fighters they can solo the enemy
>>
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>>181684638
>Valiants instakilling a wolf in the tournament
>>
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who /highalpha/ here?
>>
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>>181685218
>Maxed capacitors before vents
>>
Since everyone seems to agree that per-shot damage is the tits for HE and making kinetics less useless against armor, what can be done to rapid-fire kinetic ballstics to make them more desirable?

I'm thinking mainly of the thigns like Heavy Needler. It's really damn good at steadily ruining flux, but lackluster at actually forcing overloads. And when the shields do go down, they're useless against armor.

Hard mode: avoid slapping on EMP damage because that meme is just tiresome at this point.
>>
>>181686196
Make it fire faster.

Or just give it the ability to have minor armor-piercing, where it'll do slight hull damage anyway.
>>
>>181686196
It combines well with the likes of high single-shot damage weapons like the Heavy Mauler. It's also very efficient.
>>
>>181686196
More range. Might as well get that flux level up before the engagement starts and the heavy hitters start overloading/punching their armor. Also might force the AI to keep shields up to not give them the 0 flux bonus while others close in the distance.
>>
>>181686196

there's nothing wrong with the heavy needler
>>
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>>181686715
>there's nothing wrong with the heavy needler
>>
>>181687245
>b-but it haz gud dps/flux ratio!!!!!
>>
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Forget needlers. Rotary guns are just terrible regardless of mount size and need some serious help.
>>
If you can't win the flux war then how can you win the fight
>>
>>181687681
that thing's good on SO setups, not much else though
>>
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This is the ideal Dominator fit. You may not like it, but this is what peak performance looks like.
>>
>>181688387
>rear-facing vulcans
>>
>>181688473
>letting Salamanders flame you out mid-charge
>>
>>181685410
I noticed something was off with all the weapons mods add, and this explains a bit. Well either way, even if they were added for the sole purpose of muh snowflake ships they still have the unintentional and in my opinion interesting addition of more options, but as a middle ground they probably should be significantly more shit then a proper weapon for that class, so they don't stray too far from the original feel and muh-bar-lamps of the game.
>>
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Good flux to damage ratio
The optimum damage type(because win the flux battle win the war)
good range
Great accuracy
Lots of shots means it can double for PD if you really need it

What else would you want?
>>
>>181688387
How well do the devastators work out for actually punching through armor?

Are they actually alright at melee range, never really tested with them too much. Just seemed like huge flack cannons and for heavy anti fighter defense.
>>
>>181688936
>How well do the devastators work out for actually punching through armor?
they work great, you just have to be up close. SO dominator is really their best use, but they're good at PD too
>>
>>181688936

at close range they do just fine. it's not very concentrated though so you'll end up stripping a pretty wide area over a few volley instead of just doing a big hole all at once.

considering the flux ratio and overall damage this is often a fair trade.
>>
>>181688936
The range reduction on SO has a convenient side effect of cutting down Devastator's shot scatter. Wherever you aim it, you have a fairly decent chance of landing some hits. Also, since it counts as a PD weapon, it has ridiculous flux efficiency to the point where its low per-shot damage becomes largely irrelevant.

>>181688835
Just stop posting, man.
>>
Safety Overrides is only good on certain ships
aka not fucking dominators
>>
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>>181692964
t. never used SO dominator or was bad at it
>>
>>181692964
SO is pretty good on dominators my dude
>>
>>181692964
>hit F
>launch sabots
>fire devastators + your choice of weapon for the medium ballistic slots
>dead cruiser
>back off and look for another target
>repeat until out of sabots
>when out of sabots, start looking for destroyers or fluxed cruisers
it's one of the best bang-for-the-buck player ships in the game
>>
someone post the hammer webm
>>
>>181686196
There is a skill that double the armor penetration of all weapons, making rapid fire weapons actually terrifying!
>>
>>181685290
imo, .6-.8 shields means you go max cap first, .8+ you want vents. Primary reason is if you have efficient shields, you can take more of a beating before dropping/venting
>>
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>>181684638
>>181685093
You mean, like Gladii?
>>
>>181703363
>"Yiff in void, furfag!"
>GLADIUS WING PLEASE RETURN TO BASE
>"No! We must purge this galaxy of all degenerates in the name of the Hegemony!"
>WOLF IS JUST A NAME OF THE SHIP YOU FRACKIN' AUTIST
>"I *psssh* can't hear *pfzzzk* you captain *pbbbt*"
>I KNOW YOU'RE MAKING THOSE NOISES WITH YOUR MOUTH
>"No I'm *flffflpt* not!"
>RETURN TO BASE RIGHT NOW OR I SWEAR TO GOD--
>>
>>181546705
celestial phonemena
>>
How good are the redacted fighters and are they worth making a trip to a red beacon?
>>
>>181704483
They're alright if you don't like managing crew losses. Losing that burst pd make sparks sub-par, delayed or pulse made luxs blah, the bomber is effective, hits fights. On the plus side, all but the lux have shields and sparks are quick to deploy
>>
>>181688835
Low per-shot damage and a short window of uptime make it quite easy for the AI to armour tank it and keep their shield up the rest of the time.

If you were to keep all stats the same but spread the burst out into a sustained stream it would be far more powerful.
>>
>>181682183
Yes
>>
I'm a total newfag and I cant get strafing down. Just doesnt seem to work at all.
>>
>dme claims it has received another nerf bat
>barely touched anything at all, it's capital equivalent is still godlike, weapons are still straight up better than any vanilla equivalent with none of the drawbacks

Il like seeing one trying to patch up a collapsing dam with a used band aid
>>
>>181713026
Well it could be worse >>181661393

The tricky part is making sure you are pushing the right button because when you are behind an enemy you face the bottom of the screen and end up strafing the wrong way.
With slower ships the strafe will also take a few seconds to actually start to happen so bear that in mind.
>>
Are the skills that lower fuel and supply consumption worth it?

What combat skills are best?
>>
>>181715901
I would say so however the most useful supply cost skill is the one that relates to D mods. Because this makes your tankers and freighters cost next to nothing the only D mod you don't want on them is degraded engines.

Combat wise I make sure to always get
Combat endurance
>lets you outlast the enemy
Missile expertise
>Missiles are good anyways but this makes the extra good and gives you more to play around with
>Evasive action
The manoeuvrability buff can really save your ass
>>
Some one, post the skill guide that Anon was making.
>>
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>>181716206
>>
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Bounties doesn't spawn with diable start in nexerelin + dynasector. Can be fixed somewhat with console i believe. Also why the fuck is diable allies with pirates? Can't even do most bounties because they're obviously pirates so the lvl 1 frigate start early game is even more fucked than usual. I just wanted to fly some aesthetic ships...
>>
post more slutty shipgirls
>>
>>181716345
Dude are you even serious?
>turn of transponder
>pirates don't know it is you but aren't hostile
>This means you can bale if they are too strong
>this also means you dont get attacked by other pirate approaching them
>Bash the bounty pirates
>buy an agent with some of the money to maintain pirate relationships
Its actually BETTER to be friendly with them
>>
>>181715035
>With slower ships the strafe will also take a few seconds to actually start to happen so bear that in mind.
Well that explains it. I was trying to use it like a short dash sorta deal. Thanks, anon
>>
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Where the fuck do I find frontal shields mod?

Wanna pimp out my Aurora.
>>
>>181716709
>Find a neutron star or black hole
>They nearly always have a research station orbiting them
>activate E-burn
>Swoop in get the goodies
>Swoop out with lots of hull mods.
>>
>>181716497
I was under the impression that you're just less likely to get caught with transponder off. Also your relation with diable drops like a rock if you fuck with their allies which i assume happens even if you fuck around with transponder off if you get caught blowing up pirates. Also you can't piggyback into others fights against pirates because you have to turn on your transponder to join fights making the early game even worse on top of diable systems being outside the cluster.
>>
>>181688387
>top speed 51
good luck hitting fucking anything at all
>>
>>181716345
just wagecuck it out

>>181716268
this worked OK.
>>
>>181717538
SO turns that into around 100 speed, and you have burn drive on top.

>>181713026
I found when I started that rebinding strafe to A and D helped a lot. The +50% maneuverability and acceleration skills are great as well.
>>
>>181717715
>SO turns that into around 100 speed, and you have burn drive on top.
what are those front-facing mounts?
>>
>>181688387
Drop the missiles entirely or use reapers, drop all point defense because you already have devastators to deal with any actual threats then fit the mediums with heavy machine guns and you can brawl with battleships. Those vulcans do little and together they're worth a fuckton of flux caps and vents or something like auxiliary thrusters.
>>
>>181712787

thing is that most DME weapons don't have any real concept, they're just variants of vanilla weapons. the balanced version of the Howler is just a mauler, painted white.

but say that you wanted to keep the 300-375 damage per hit upside and we exaggerate the existing downside so that it's meaningfully different and i'd start at something like 125% flux cost and 650 range, but that's just off the top of my head.
>>
>>181719603
What about a, dunno, 5 round magazine that slowly reloads one shot at a time?
>>
>>181713036

told you he didn't actually want to balance it.

imo soren should just come out and actually say "my stuff outperforms vanilla across the board and that's how i like it"
>>
>You get intercepted by a fleet way more powerful than you are
>your fleet is too large to get away
>fight, take some losses, retreat
>can't get away
>fight, take some losses, retreat
>can't get away
>fight, take some losses, retreat
>can't get away
fucking goddamnit
>>
>>181719712

not a meaningful downside on a large-hit HE gun.
>>
>>181713026

there's an option in the settings that makes strafe the default. toggle that so you don't have to hold shift all the damn time.
>>
>>181719740
/stsg/ balance patch for it when? I like the aesthetic but the stuff being OP as fuark doesn't resonate with me all too well.
Since we have some modders here, one might even be able to do some small alterations to the hullmods as well.
>>
>>181720584

never. it's his mod, not mine.
>>
>>181717791
The large ballistics are devastator cannons
>>
>>181720850
>t. Soren
Screw thyself. Your balancing is shit.
Also it would be hilarious if the 4chan balance patch ended up more popular than the mod itself
>>
>>181721029
All this talk of mods being op....if you don't like it don't play with it it's that fucking simple you autistic fuck, maybe some people like to have a choice of op or under power shit, it's a single player sandbox anyone can do whatever the fuck they wantgo be autistic on your own time
>>
>>181721452
Here here!
>INB4 someanon calls us Soren
>>
>>181721029
he's been nerfing the mod, just did it again yesterday. I fought a bounty fleet of DME deserters the other day (even before the nerf) and had no problems. it's in a much more reasonable place now
>>
What factions mods are significantly OP in a meaningful way? Apart from the ones that are meant to be OP obviously like templars. Vanilla already has broken ships at all levels. A properly fitted SO lasher destroys any non-experimental frigate (and probably most of the experimental ones too) and many destroyers, mod or vanilla. An SO hammerhead does the exact same thing but against even larger ships. Then you have the medusa, aurora and paragon or SO domistator. You can already "break" the game in vanilla so i don't see the problem with some mod weapon being 10% better than the vanilla equivalent. Not that such ships and weapons are particularly common now, unlike a couple of years ago.
>>
>>181722918
the only other one I can think of besides templars is appro-light
>>
>>181722918
>new to game
>trying my first SO ship right now because of this thread
tell me about SO anon
>>
>>181722918

vanilla ranges from bison mk2 to paragon. many of mods only include things in the medusa-paragon++ range of the spectrum

which has a compressive effect on the power level of the game (power creep) - anything that's not above-average becomes less and less relevant the more "top-end" mods you install until you start scoffing at even good ships like eagles because like 80% of what you have installed is in that top-end performance bracket

i'd also add that most SO ships don't perform all that well unless they're player piloted, and performance with a player pilot should really be examined separately from performance with an ai pilot.

>>181723608

gotta go fast
>>
what is so
>>
>>181722918
>10% better
Try 50-70%

>>181724060
Safety Overrides
>>
>>181724193

10% ^ like 15 different mutually-reinforcing areas

10% better flux efficiency on a gun * 10% better flux efficiency on a hull = 21% better overall flux eff, etc etc
>>
>>181723608
High speed allows you to use powerful short range low flux weapons (like using point defense machine guns against enemy ships melting their shields for almost no flux cost) together with the permanent venting that allows your shield to tank loads of damage. Only real drawback is lowered peak performance time but it's mitigated with skills, hardened subsystems or by using SO mostly on low tech ships like the hegemony ones that are already resilient
>>
SO on brdy ships is haram
not being able to hit V is against the will of god
>>
What did they add on this update on these so called red beacons, also, they are far away from the center I guess, right?
>>
>>181725461

so ships are always hitting v
>>
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>Enemy fleet is capitals and cruisers
>My fleet is pure frigates
>STILL can't disengage
Might as well just remove the fucking option altogether
>>
>>181724193
>Try 50-70%

Try giving some examples when you pull numbers like that out of your ass. There's nothing like that among the normal ships and equipment in any of the popular faction mods.

>>181723629
> many of mods only include things in the medusa-paragon++ range of the spectrum

Not really, no. Medusa perhaps, but not paragon. If you want broken shit that renders vanilla content truly redundant go look at the gorgon or whatever the IBB not-medusa is called.

>which has a compressive effect on the power level of the game

It's like you OCD vanillafags don't even play the game. Mod ships regularly get destroyed by things like an aggressive officer in a pulse medusa. It's like you're comparing arbalest hammerheads to the highest BRDY tech or something. Interstellar Imperium is a good example of how incredibly boring it is with a faction that is thoroughly low-end vanilla tier.
>>
>>181717715
>rebinding strafe to A and D helped a lot
Wow. I must be retarded. I did this, but didn't save. No wonder it wasnt working when I was pressing the wrong buttons
>>
>>181726530
>Mod ships regularly get destroyed by things like an aggressive officer in a pulse medusa

i'd fucking hope so, officers are massive multipliers
>>
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>>181726530
>Mod ships regularly get destroyed by things like an aggressive officer in a pulse medusa
>Officerless ship gets destroyed by a ship with an officer
>>
>>181726764
>>181727137
Who said the target had no officer? You think it's a DME wanderer with nothing but fragmentation weapons too? You vanillafags are hopeless shitposters.
>>
>>181727472
>Specifically mentions the medusa having an officer and leaves that detail out for the other
>Expects people not to think the other doesn't have an officer
>>
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Place your bets now people!
>>
>>181728956

the side that has shields
>>
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>>181729105
Rip hound
>>
>>181728956
slap an avoid command on that wall and the mothership itself until you deal with the rest of the fleet
>>
>>181727472
stop moving the goalposts you drooling retard.
>>
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>>181729437
Thats what I pulled but they sat around like retards leaving me to fight alone.
>>
>>181730159
>put avoid order on the mothership
>they avoid the mothership

outrageous
>>
>>181723608
Massive speed and power core boosts at the cost of range and peak time.

Works especially well with a player piloted ship and heavy investment in the combat skills.
>>
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>>181730242
Yeah but they gave it a bit too much of a wide birth and spent more time clustered down there than actually helping.

Outside of the sacrificial drone I only lost a frigate sized carrier so I would say it went pretty well. Even the LP hound managed to survive the harpoon barrage.
>>
>>181730242
>>181729886
>>181721029
you guys are funny and i enjoy posting with you
>>
>>181725461
How good are the extra brd hull mods, strike suite and all that?
>>
>>181730401

thing is that they had orders to avoid the mothership, and nothing else in particular, so by default they just maintained a cohesive fleet, out of range of the MS.

if you wanted them to go on a wide flank you could've set a heavy escort on yourself, a defend command in space on the right, or an engage command on the berserkers.

>>181730159 is pretty much how i'd want my fleet to react to a single avoid and nothing else
>>
>>181727624
The example would be completely worthless if not both had officers (which is obvious to anyone without a cognitive handicap) and the only reason i pointed out that the medusa had one was because of what had been previously posted. End yourselves baitposters.
>>
>>181730706
strike suite: is the only hullmod that directly boosts damage, but it has a shit drawback in decreased range and blocking you out of ITU. use it for missile heavy loadout or close range loadout or maximum burst damage loadout

drive conversion: makes ships really fast while 0 flux boost is active and gives 1 burn, but it costs so much OP. good on ships with a Helmsmanship officer

assault fitting: stacks with other armor and resistance hullmods, for brdy-bricks. if you only have OP for one defensive hullmod it's a good investment, but resistant flux condiuts + more vents is better for player ships
>>
So, how are your skills in this new update? There are so many options.
>>
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Optimal Aurora fit?
>>
>>181730401
Are those drone ships from Arsenal Expansion amd SWP?

Is the Wall Class drone ship recoverable? Because a a flying unmanned brick filled with nothing but guns gives me a massive boner.
>>
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>>181732257
>>
>>181732257
SO, injector and three heavy blasters.

If you're using mod weapons as well throwing 3 linear pulse guns on the front on autofire will shred fighters.
>>
>>181733151
>injector

add some missiles instead imo, it's plenty fast with just SO
>>
>>181728956
>derelict ships in own fleet
Unique fleet there, out of curiosity, how do they fare against typical fleets?
>>
High tech or low tech?
>>
Templars are hard to take down and hardly ever drop recoverable ships

Took down ten templar ships... it cost half my fleet (and the entirety of an independent fleet) and didn't even get one templar ship to drop.
>>
>>181734082
and?
>>
>>181734082
so what? they are boring and high maintenance
>>
>>181734082

that's the point, anon
>>
>>181733785
They are pretty bad desu although half of mine are pretty bust up, however they are really cheap to deploy and recover. The rampart can be pretty effective because of all the large mounts coupled with a burn drive. Some of them can mount a tonne of missles as well which can help turn the tide.

overall I would say they are useful due to being cheap and a good distraction.
>>
>>181733885
Mid tech with high tech weapons
>>
>>181734356
what do you consider a not boring ship
>>
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>>181733885

high-tech with low-tech weapons
>>
Are there any good SO Enforcer layouts?
>>
Hardened shields
Flux Distributor
Max vents
4 fancy mod missiles that recharge
5 flux efficient anti-shield medium weapons from mods

Anything else?
>>
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THIS is the solution to the nexerelin fresh start issue. Poor little bounty targets gonna get HARPOONED.
>>
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>>181738970
>>
>>181738517

chaingun, two HMGs, fill the rest to taste.

or hardened subsystems + ITU + HVDs and a mauler
>>
>>181738517
I never liked the enforcer with SO, the hammerhead is a much much better choice. I'd rather throw on some heavy autos and maulers.
>>
Post skillsets
>>
>>181738517
If you have the perfect officer for it
>>
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>>181738970
Quite effective
>>
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>>181739253
>shinji
>>
>30k bounty

>light cruiser, 2 destroyers, 1 frigate

>all ships lost
>all officers MIA, presumed dead

>the last thing you remember is the sudden burst of acceleration as the escape pod you're in tears away from your doomed ship

why do hedgemony starts suck so much
>>
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To those that are interested in the mod/starter pack and not shitposting why its a bad idea (its not), an update will come out in the next few days. In this will include mod updates, which dont need the mod pack, but to add flavor as well. First will be buffing derelicts, as in giving the ships a shitty shield and more armor. Future updates may include increasing ai core drop rate to 0.8 levels, which was posted before.
>>
>>181744530
include something on how to fix how much it crashes when you run with all the mods
>>
>>181744812
Im not a professional debugger, but give me the fatal from the log. Will also be updating the ReadMe.
>>
>>181744079
Get an SO lasher, fit 3 of those HE assault guns i can't remember the name of then two dual machine guns or dual auto cannons, can't remember which was best. Enjoy going at sanic speeds and winning any flux duel (within reason) when you activate ammo feeder.
>>
>>181744530
why r u doing dis

stop
>>
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>>181732302
The Wall class is from SWP and sadly isnt recoverable and I'm too much of a java noob to know how to edit that.

The missile spamming monster in pic is arsenal expansion and isn't recoverable either it really is shame.
>>
>>181746271

you don't need to know jack about java to flag a ship as (un)recoverable. just open ship_data.csv
>>
>>181746801
Oh yeah I had looked in there but only seen HIDE IN CODEX in the thin column
>>
>>181747105
look up the word "UNBOARDABLE", delete it and any extra commas. Next modpack will include this
>>
>>181747308
I've found it yeah. Time to find out how badly a wall class pilots
>>
>>181747402
word on the wall, only make the center boardable, otherwise it will do funny things. The center comes with customizable sides, nice ship. When you pilot it, both sides will be automized
>>
>>181747686
Yeah I've done that I reckoned it might act up otherwise. Will need to find another survey or mother ship after I have sold on the junk from this run.
>>
>Arrive back in the sector
>your faction has lost 3 systems including a fucking size 7
>>
>>181748456
>noy buying 3 max size defense fleets after capturing clay
>>
>>181734082
Sounds like you need more Gauss Cannons. Templars can be fun to fight once you're big enough, but mostly if you just spam high per shot damage weapons and kinetics. Dumping Reapers after a Paladin bursts at high flux is satisfying.
>>
>when your fleet won't engage the designated target despite the target being isolated and my fleet being on full assault
>eventually lose what should have been a win because all my ships ran out of CR first
I like this game but the AI can be infuriating some times
>>
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wait DA's gantry hullmod is a 4x increase in replacement rate for the first three losses?

i thought it was like +25%
>>
>>181543090

Any good programs for modifying ship colorations? I need to make more islam-themed ship skins for my player faction.
>>
>>181749612

my man have you tried Adobe Photoshop, a raster graphics editor developed and published by Adobe Systems for macOS and Windows.
>>
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>>181749729

I don't want to load up any god damned photoshop.

I just want to make my diable ships a nice desert-tan.
>>
>>181752447
>moon cult decals
>>
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>>181752447

have at it m8
>>
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>>181752681

ISLAM WILL DOMINATE THE SECTOR.
>>
Fuck BRDY bullshit heavy "fighters" those things are fucking frigates.
>>
>>181755958
the kraits? yeah those things are nuts. they eat other fighters and frigates alive
>>
>>181755958

frigate wing anon must be thrilled

also i haven't tested but adding making, say, a Lasher Wing should be really easy
>>
1000 hp and 1000 shield is normal for an LPC that produces 2 fighters

Fucking babbies
>>
>>181756172
>the kraits
Yeah they are massively OP
>has the full load out of a frigate
>Goes at fighter speeds
>can pass through ships and shields because its a fighter
>Can take down enforcers armed with flak cannons

How does something like that even get released.
>>
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>>181756202
>should be really easy

trivially easy, it turns out
>>
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>>181756315
>>181756848

get on my level plebs
>>
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>>181757459

still you should probably clone the frigate .ship and retag it as a fighter. but overall it'd be a very simple mod to make.
>>
Can I manufacture yet? Can I have my own station or system yet?
>>
>>181755958
Pretty sure Diable Ravens are stronger. Two of those things can take out cruisers by themselves.
>>
so, how do I invade a planet in nex?
>>
>>181759080
Yes to both but only with mods.
>>
>>181761081
get marines
>>
>>181761081

very carefully
>>
>>181761081
>Get marines + saboteurs
>Go into speical actions option when you reach the planet
>Deploy sabs to damage the defence fleet
>then click invade
>fight defence fleet
>click invade again
>U R WINNER
>>
>>181761308
>marines + sabateurs
about how many of each is enough?
>>
>>181762028
30-45 marines is usually more than fine
2-4 sabs

Depends how big a market you are invading and how big your fleet is.

If you are a bit low of the fleet side press 8 when near a fleet of your faction and it will follow you and fight with you.
>>
>>181762194
ok ima try it thanks
>>
So uh, I just found a Cathedral Class Tornado Hubship. Off of just random as fuck salvage.

It... costs fucking 1.4m to even restore, but it's got so much fucking shit on it.

Is it worth going for it?

I've just been shitting around on a Scylla for the entire game so far, abusing the phase cloak to just assrape entire armadas solo because 4x Phase Lance 2x Tachyon Lance is just rape on a stick.
>>
>>181762945
no
>>
>>181762945

it's not a fantastic ship. slow as balls, not actually that powerful.
>>
>>181762945
It's more of a collector's ship.

It can look very well on your storage.
>>
>>181763223
Wait. You can put ships in storage?

How? I've never fucking found how.
>>
>>181763341
sell button
>>
>>181763341
When you are in storage on the buy or sell ships menu, the sell buttons turns into a store ship button. Hover over it and it will tell you that.
>>
>>181765493
Well, shit, I'm fucking retarded. Thanks. Guess I lost that fucking Matriach earlier for nothing, then.
>>
>>181765798
And now you can be another ship collector.
>>
If I want to raise the level cap for my captain, the one that's me, how do I do that? I'm only really interested in it so that I can actually survery shit and go do derelict things without feeling like I've wasted a shitload.
>>
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What's the doctrine of Neutrino corp ships?

What is the strategy to follow when starting as Neutrino faction?
>>
Wow so I found an Onslaught-class BC.

Dropped about 30k in troops and repairs, put a devastator turret on it. It's pretty good, maybe I will try with SO
>>
>>181766214
>SO
>Cannot be installed on capitol ships
WHAT

WHY THE FUCK NOT
>>
>>181765932
Go to Starsector\starsector-core\data\config, open up settings.json and change the playermaxlevel line to whatever you want.
>>
>>181732670
>>181733151
>>181733506

The frontal shields mod with blasters and antimatter was the way to go I though?
>>
>>181766816

you don't need AM with triple blasters. but sure grab a front shield if you want, it's a nice mod.
>>
>>181762194

Can you change your faction?

I started independant just cause it makes the start a little tougher, and now that I have a fleet I wanna join someone.

So if I grab a commission is it okay from there? Or will Nexerelin bug out?
>>
>>181766121
>What's the doctrine of Neutrino corp ships?
Extremely OP shit

Just kidding, mostly.
The thing is that all of their ships have a very narrow but extremely strong shield, as such they are extremely vulnerable to any kind of flanking and even then it is possible for a single enemy ship to hit past the shield if the Neutrino ship turns sideways as they are fairly long and thin in most cases.
HOWEVER they have a special hullmod that does the following:
1) Creates a regenerating armor block worth of 200 armor all around the ship, this armor's health pool is separate from the "true" armor and is applied everywhere on the ship where true armor is locational in nature, in other words if you hit them from behind and deplete this 200 armor, you will deplete it from the front and sides too.
2) And this is what makes it a bit too powerful at the moment, as long as this extra armor is "charged", hull damage is reduced by 90%, no question asked. This means that hitting the ship with a high alpha weapon (a Reaper torpedo for example) will do very little damage because of the 90% hull damage reduction (the damage to the hull is applied before the regenerating armor is considered deactivated). As such you first want to pound them for a bit to deplete the extra armor before bringing out the heavy artillery.
I've asked the modder and said he's thinking about reducing the hull damage reduction to 50%
>>
>>181766448
Wow this thing is strong.

Just drop shields, those fuckers aren't getting past the armor anyway

Glorious
>>
>>181766979

So if not AM, what goes in the smalls?
>>
>>181768521

reapers. sabots. harps. annihilators even. maybe an EMP cannon or two.

or just leave them empty..
>>
>>181766706
Do what this guy said but set it to 97. That way you max out at the same time you grab the last skill
>>
What does weapon recoil do?
>>
>>181768236
Get shield bypass and some flak then laugh as you can shoot all day long!
>>
>>181770994

visual
>>
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9 out of 10 posters are incapable of telling whether this is balanced or not
>>
>>181766448
>>181768236
There is a LP variant with safety overrides found in an IBB mission

In the ship/weapons pack mod
Of course you might not be able to salvage it, dnno if you can save scum that
>>
>>181771138
>6 hullmods
>on a fucking fighter wing
>>
>>181771303
you can buy it in freeport prism if you enabled it after defeating the relevant bounty
>>
>>181771138
I'll need to look at the effects of the hullmods and the weapon's stats before i can say.
Also, is it a "old" style fighter or a 0.8 style fighter, with OP cost and all?
>>
>>181772017
>I'll need to look at the effects of the hullmods and the weapon's stats before i can say.

lol
>>
>>181772101
You expect me to give a judgement with only half of the information required?
>>
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>>181772017
>I'll need to look at the effects of the hullmods and the weapon's stats before i can say.
>>
>>181770994
Recoil degrades accuracy and causes the pips on the targeting arcs to grow. See the Heavy Autocannon for an example
>>
>>181772208
Yes and?
For all i know the two weapons only deal 1 damage with a damage/flux ratio of 1/1000
>>
>>181772447
hownew.ru
>>
>>181760398
THIS, fuckin hell I hate diable sometimes
>>
>>181772545
>hownew.ru
don't go there guys, that is a russian website and i think it gave me a virus

or it could be the modpack
>>
>>181772545
Ok.
I'll pull up a random weapon from my SS folder, mods included. Tell me if it's balanced
>range 500
>flux/s 150
>turn rate Fast
>accuracy Good

Come on faggot
>>
>>181757459
>>181757641
noice

Gotta keep frigates relevant in endgame
>>
>>181768521
More vents
>>
I think I'm developing an addiction to PD missiles.
>>
>>181779473
i've been through that, they are great
>>
So far the only ships I've had fun playing were SO

What are your favorites?
>>
>>181782474
Scylla from Shadowyards with 4x Phase Lance and 2x Tachyon Lance.

Being able to just fucking 1v1 an entire armada by phaseniggering around to evade everything and pop capitals in the ass is just too fucking fun.
>>
>>181782474
crewless ships or gtfo
>>
>>181783838
>crewless
>???
>>
>>181783838
Dronefags can fuck off, this board is for humans only.
>>
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>>181784730
>>181784304
>t. meatbags
>>
>>181782474
Prenerf 0.72 Desdinova.
>>
>>181782474
I like the nevermore because im a normie and also it looks pretty and is fast.
>>
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>Played Ringrunner
>Starsector combat won't feel the same again
>>
>>181786921
>Compares a Twin Stick SHMUP to a Top Down Tactical shooter
>>
>>181786921

same but touhou
>>
>Burst PD shoots at ships
>No charges left vs a salvo
>>
>>181791345

and that's why you don't put pdbursts on ships that want to close within pdburst range.
>>
>>181791652
Assuming the enemy doesn't decide to close in either
>>
>>181791734

eh if someone rushes you you really want all guns firing
>>
>>181546705
Stupid puns and references, or whatever I find funny that pops into my head at the moment. In my current fleet I have as follows:
ISS Quoth the Raven
ISS Have You Tried...
ISS Hitting It Harder?
ISS For Rectal Use Only
ISS Hammertime
ISS Look Both Ways
ISS Look At The Flowers
ISS Soda-Poppin'
ISS Fill 'Er Up
ISS Tits-Up
Plus a smattering of other ships with autogenerated names that I haven't come up with fitting stupid names for yet. At some point I have to get the ISS Dumbshit as part of a running gag with some irl friendos.
>>
>>181792674
tfw name all my D mod random civ ships ISS Fire Hazard or ISS Literal Garbage
>>
>>181792674

>https://en.wikipedia.org/wiki/List_of_spacecraft_in_the_Culture_series
>>
What is up with shields being blue or red color? What does it denote, if anything?
>>
>>181796001
tech level
>>
>>181796001
blue is more nice imo
>>
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In nexerelin, can i conquer uninhabited planets? How do i make them build certain ships? is it like M&B and i have to conquer Tri-Tach things to get their ships for my fleets?
>>
>>181771138
As strong as they look on paper, max burn of 4 is enough to offset
>>
>>181801953
fighters don't care about burn
>>
>>181801665
>not green
heh
>>
>>181802176
>deployment cost
>fuel per light year

Something tells me these guys show up as a ship in your fleet, not as a fighter module.

Perhaps this screenshot was before fighters got changed.
>>
>>181804265
Nah, that's just what it looks like when you look up fighters in the Codex.
>>
>>181804846
Ah, right
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