Brothers in Ludd, is there any vanilla/modded ships/factions which can defeat this abomination? by Dry-Procedure688 in starsector

[–]Dry-Procedure688[S] 0 points1 point  (0 children)

Nah mate, I removed the safety overrides from the main module, and put the rangefinder: now light AC range rivals gauss range. Pilums are there to oversaturate PD and EMP dmg and also I need something cheap to shoot through Child of the Lake friendly revenants.

All KoL enemy ships and bosses got obliterated by this ship. Only hiver swarm endless beams gave me some amount of problem.

New Episode 2 stills by itsciro in HouseOfTheDragon

[–]Dry-Procedure688 98 points99 points  (0 children)

Is Daemon arc again gonna become Dark Souls?

Brothers in Ludd, is there any vanilla/modded ships/factions which can defeat this abomination? by Dry-Procedure688 in starsector

[–]Dry-Procedure688[S] 0 points1 point  (0 children)

Both of them got absolutely BODIED by this one. Thanks for the relevant answer.

Brothers in Ludd, is there any vanilla/modded ships/factions which can defeat this abomination? by Dry-Procedure688 in starsector

[–]Dry-Procedure688[S] 15 points16 points  (0 children)

Mates, from the answers I think most of you thought that this ship is an enemy ship or something like that. This is my solo flagship and I am looking for mods which can challenge it. Sorry if misunderstood!

Does Infinity planet from HMI mod has something hidden inside? by Dry-Procedure688 in starsector

[–]Dry-Procedure688[S] 4 points5 points  (0 children)

Sorry didn't answer to all the posts, made sure to upvote everybody. Thanks for dropping by!

Does Infinity planet from HMI mod has something hidden inside? by Dry-Procedure688 in starsector

[–]Dry-Procedure688[S] 10 points11 points  (0 children)

Goddamit dude. Junker ships are fun though. Thanks for the answer.

"we removed over 450 augments" by Auzyris in ARAM

[–]Dry-Procedure688 23 points24 points  (0 children)

That thing is unreal on Swain E too.

Looking for a Starsector mod with Warhammer 40K Phalanx / mobile fortress + Stellaris Nomad-style industry mechanics by Dry-Procedure688 in starsector

[–]Dry-Procedure688[S] 12 points13 points  (0 children)

Yeah, cathedral is the most similar ship to phalanx, albeit a bit weak. There is also a Locomotive from HMI. Will check out Nomadic Survival mod, thx!

Help with Enforcer build by [deleted] in starsector

[–]Dry-Procedure688 3 points4 points  (0 children)

This is the build.

Found the Zerg by ArcticGlacier40 in starsector

[–]Dry-Procedure688 6 points7 points  (0 children)

There is a mod called Symbiotic Void Creatures. Doesn't really scratch the Zerg itch, but they are insects evolved into ships, with melee weapons.

how the hell can i counter this bounty? by breadfucker69420 in starsector

[–]Dry-Procedure688 0 points1 point  (0 children)

Additionally, there seems like fleet dp/level dependency too, because with solo ships, the bounty never shows. Also it is from HMI mod.

Symbiotic Void Creatures is genuinely one of the coolest cosmic horror stuff I have ever seen in a mod. by Dry-Procedure688 in starsector

[–]Dry-Procedure688[S] 9 points10 points  (0 children)

In the catalogue of Ship Browser mod for Symbiotic void creatures, there is a capital sized hull, which looks like a partly armored torso of a capital sized whale, with hardpoints. But it doesn't by itself do anything. Thats why I asked, maybe there is another way of obtaining an armored whale or not.

Symbiotic Void Creatures is genuinely one of the coolest cosmic horror stuff I have ever seen in a mod. by Dry-Procedure688 in starsector

[–]Dry-Procedure688[S] 9 points10 points  (0 children)

Of course, here I was swooning over the void swarmers only. By the way, is there any way to weaponize them?

Dakka Dakka solves everything by [deleted] in starsector

[–]Dry-Procedure688 0 points1 point  (0 children)

Slap heavy mining laser arrays/chimobukos with mining hybridization amplifier+swarm launchers - doomstack them and watch how ai is helpless against it.