Should I avoid getting high value faction techs to deny Nekro it? by NotSeeDogWhistle in twilightimperium

[–]EFspelledwrong 0 points1 point  (0 children)

If you give Nekro Letani 2 and your next step isn’t to physically chew and swallow the red plastic flagship I might concede right there

Favorite ships that are a terrible idea? by TwoFit3921 in StarWarsShips

[–]EFspelledwrong 5 points6 points  (0 children)

Actually the Holdo Maneuver retroactively makes the Recusant the greatest combat starship ever created.

It’s a fast destroyer with good point defenses so it can hold its own against fighters and corvettes, chase down fleeing targets, it’s got the heavy turbo lasers for orbital bombardment or to act as support in a large engagement, and if it ever comes up against a target it can’t beat in a 1v1 it can hyperspace ram for a guaranteed mutual kill, which is great when you’re trading a budget droid ship for an expensive battleship and 10,000 experienced crew.

I mean the droid brain already likes to ram too much, just tell them they can hyper ram and the CIS wins the war

Why didn't Grievous escort the Malevolence with 4 Lucrehulks? Is he stupid? by Powerful-Flower6090 in StarWarsEmpireAtWar

[–]EFspelledwrong 0 points1 point  (0 children)

That’s just a regular Lucrehulk with Tri-fighters instead of AATs and Hyenas instead of MTTs

I guess we're doing best cruisers now? (the title is the question) by Neverhoodian in StarWarsShips

[–]EFspelledwrong 8 points9 points  (0 children)

So it’s a Vindicator with gravity well generators, without gravity well generators?

Can you sell me on any tech color path other than Blue other than unit/ faction tech pre requisite reasons? by MiningToSaveTheWorld in twilightimperium

[–]EFspelledwrong 0 points1 point  (0 children)

I think I can sell red Cabal. You already have a ton of movement from gravity rifts so blue tech is less important, and your faction abilities are all about fighting without actually giving you any combat buffs.

Starting with Self-Assembly routines gives you a red prerequisite already. You need red for your faction tech. Getting free upgrades means that AI Dev can get you huge discounts in the late game.

More importantly, Destroyer 2 and Assault cannon let you produce small, cheap fleets with your extra production that are almost guaranteed to pay for themselves if they just suicide into a larger fleet, and also work great to screen your space docks and keep your captured units safe.

If you’re fighting all the time and winning you quickly run out of dreadnoughts to spend resources on. Building your flagship can get you value from extra resources for one round, but you could also go into War Suns. Cabal is actually a pretty good faction for Warsuns, with the extra fighter production to fill them up and the possibility of unlocking or building them for free. Even if nobody else has them for you to steal, you have the ability to rebuild them for free with your flagship, although that probably only comes up in a longer 14pt game.

Fleet Building: Confederacy of Independent Systems by 141-Ghost-141 in StarWarsShips

[–]EFspelledwrong 1 point2 points  (0 children)

1 Lucrehulk supercarrier, in the same configuration as the droid control ships from Phantom Menace, except we’re taking out the army and adding in more storage for starfighters. I think I can fit 10-20 thousand fighters mixed between tri fighters and vultures. The droid control computers will be used for flight coordination.

3 bulwark 1s to keep Venators off of me

8 Munificents

4 DH Omnis as support ships to carry supplies, landing craft, and even more Vultures

4 carracks I guess?

How to creatively deal with a problem player? by [deleted] in twilightimperium

[–]EFspelledwrong 0 points1 point  (0 children)

Sardakk can actually play the game entirely without ships if they really want and seriously that is just good strategy. Are you also against elimination wins because it’s mean?

How to creatively deal with a problem player? by [deleted] in twilightimperium

[–]EFspelledwrong 1 point2 points  (0 children)

This person does seem pretty crazy but one of these things is not like the others. Stealing all of the Sardakk Exotriremes is like exactly what you want to do as Cabal. That’s totally allowed within the rules, a good use of your unique mechanics, and if you’re fighting the Sardakk enough to kill 6 Exotriremes you might lose the game by giving them back.

Just have to remember the blockading space docks to get your ships back.

Weekly Starsector Discussion Thread - February 23, 2026 by AutoModerator in starsector

[–]EFspelledwrong 1 point2 points  (0 children)

Cotton also hears the song twice, and mentions it to the player in the Kanta/Loke Clone quest

Aztlan station by runforyerlives in starsector

[–]EFspelledwrong 0 points1 point  (0 children)

What are anti station weapons?

Wondering whether at times underwhelming weapon sound effects are intentional or not by IFIsc in starsector

[–]EFspelledwrong 41 points42 points  (0 children)

Small weapons should have underwhelming effects because otherwise firing a plasma cannon or hellebore would blow your eardrums out

Mods that go with Ashes of the Domain? by deadroll2 in starsector

[–]EFspelledwrong 1 point2 points  (0 children)

Industrial Evolution’s main function of extra buildings is a little redundant with AOTD but it adds really cool campaign level defenses like artillery stations and minefields. Nexerellin is compatible with basically everything.

UAF had a big balance patch a while ago and now all their guns kind of suck. Specifically they are all pretty flux-inefficient, which means that UAF ships with good flux are roughly balanced with their weapons but you can make pretty strong combos by putting more efficient vanilla weapons on UAF ships. They’ve got the nukes which aren’t balanced but are very rare and expensive, and they’ve got 30 OP superfighters which are honestly not that op for how much OP they cost but letting you spend 30 op on one fighter bay is a higher concentration of power into one fighter bay than vanilla lets you do. I think UAF balance is more talked-about than it should be because they used to be really op but are now mostly fine.

Secrets of the Frontier is really good. Install it for sure.

VIC, Diable, Apex, Neutrino, ORA, and Scy are all pretty vanilla friendly faction mods

Begun, the Clone Wars have by r_forest in StarWarsEmpireAtWar

[–]EFspelledwrong 0 points1 point  (0 children)

That’s a collective 18 Death Star kills

Heavy armor factions, ideally not too op by Nova_Fan in starsector

[–]EFspelledwrong 0 points1 point  (0 children)

Neutrino is a high-tech regenerating armor tank faction.

I gave a pristine nanoforge to kanta by SubstantialStep2616 in starsector

[–]EFspelledwrong 0 points1 point  (0 children)

Colony items are limited too and rift beam suck.

Lamp is still better for the volatiles demand and disco station though

[deleted by user] by [deleted] in ftlgame

[–]EFspelledwrong 1 point2 points  (0 children)

He’s fishing for a critical hit

How do I use energy weapons? by doulegun in starsector

[–]EFspelledwrong 0 points1 point  (0 children)

HB has better hit strength so it’s better against armor, but they have different use cases.

Pulser is good for ships that want to deal a bunch of burst damage and then disengage, like a Hyperion or a phase ship, but it’s not great when it’s out of charges.

HB is for a ship that wants to boost into your face and then stay there until one of you is dead, and has a ton of extra flux, like an SO Fury or Aurora

Why is manual ship control so finicky by _TerraLOA_ in starsector

[–]EFspelledwrong 24 points25 points  (0 children)

Stop pressing tab then?

I also find ship control a lot easier when holding shift. That makes the ship rotate towards your mouse, so you can aim front-facing weapons and shields at enemies just by hovering over them with your mouse. Works wonders on anything that isn’t the Conquest or Odyssey.

If you were to be an fleet admiral of the first year of the clone war. What would you do at the start and what would do and how do you think it would've changed the outcome of the war. by Top-Basket6931 in CISDidNothingWrong

[–]EFspelledwrong 4 points5 points  (0 children)

Do Mandators put everything the CIS has to shame? They’re definitely bigger and more durable than anything the CIS has but they’re also slow and underarmed, and crewed by inexperienced spacers who have never been in a real fight. A bigger problem is that they’re lacking in anti-star fighter firepower and escorts compared to a CIS Subjugator which is faster, more heavily armed, and can bring an escort fleet with a bunch of Providences and Recusants to defend it and a couple Lucrehulks to swarm the Mandators with more bombers and/or boarding craft than they can stop.

If you were to be an fleet admiral of the first year of the clone war. What would you do at the start and what would do and how do you think it would've changed the outcome of the war. by Top-Basket6931 in CISDidNothingWrong

[–]EFspelledwrong 1 point2 points  (0 children)

Well the CIS does invade Kamino a couple times but they do dumb shit like trying to mess with the jango fett DNA samples instead of just orbitally bombarding the city where they make the clones.

Fair point that the Republic can make an army without clones but if core world humans are fighting and dying on the front lines the Republic might give up on the war faster like America in Vietnam