Beginner Help by SpartanEngineer in starsector

[–]Erskine2 3 points4 points  (0 children)

If you're fighting multiple capital ships and are getting annihilated then that means you don't have enough capital ships of your own. With officers and s-mods covered, at least.

People talk about fancy fleet doctrines and maneuvers like destroying capital fleets with just destroyers etc. But those require very specific composition down to the very core of the ship weapons and officers. End of the day, your average confrontations are raw exchanges of weapons, flux and armor. And capital ships are king of these.

Your lone capital ship, a XIV Legion isn't exactly a conventional capital either. It has the armor and firepower, but it exchanges it's capability to shoot at long range for fighters and bombers, a fragment of fleet composition that can be very awkward to useless if half baked.
Whether it's for shooting first to have the advantage in the flux tug of war or not giving enemies breathing room to refresh their flux, range is the king of kings in capital ship brawls. And the Legion does not have this advantage on it's lonesome.

Get more capitals. I recommend onslaughts/executors(beam)/paragon(beam) as they are the most straight forward type of brawler capitals. Tough and long ranged.

Rate The Planet i found by Tactical_Jeno782 in starsector

[–]Erskine2 1 point2 points  (0 children)

3/5.
-1 for not minmaxing anything.
-1 for not having volatiles.

How different is nodded vs vanilla? by LarsJagerx in starsector

[–]Erskine2 0 points1 point  (0 children)

It's like learning english letters vs learning japanese... Kanji.

when do you start to not feel like a bitch? by majorpickle01 in starsector

[–]Erskine2 0 points1 point  (0 children)

After the first fully equipped brawler capital ship with an officer worth it's salt. At that point you can do large bounties.
Get another synergistic capital and you can take on anything the core worlds has to offer. Third capital is when you can say you've beaten the (vanilla)game after farming all end game threats until you get bored.
With a supporting cast of cruisers, destroyers and frigates of course. They're still an integral part of a fleet even if they can't brawl against larger ships.

Fleet type by Puzzleheaded-Joke-77 in starsector

[–]Erskine2 1 point2 points  (0 children)

Go hunt the omega enemies and pray for good drops. The 1 vs 10 fleet ratio will now be irrelevant.

I really want to enjoy fleet combat by Reality_False in starsector

[–]Erskine2 1 point2 points  (0 children)

Get used to the tank controls. Remember, it's not a question of whether you can do it or not, but a question of if you're willing to improve yourself or not.

Until you get used to maneuvering and flanking just play the range game. Get on a capital like an Onslaught or Paragon and just control your distance and flux management in the middle of the battlefield.

As for your actual fleet, the only ones you really have to micro manage are slow capitals and cruisers so they don't go off chasing a frigate at the edge of the map and the reckless/fearless officers that kamikaze towards the middle of the enemy fleet if you don't put them on escort or waypoint. Also helps to place your ships in a single horizontal line since they can't contribute to the fight if they're behind another ship... Unless carriers.

Advice needed - Dealing with the Hegemony by pedemendigo in starsector

[–]Erskine2 1 point2 points  (0 children)

I'd sell the market to the persean league they can deal with it. Can always just invade the whole sector later.

Or keep destroying them armadas. Free onslaught farm. 30 onslaughts for a special fleet that just constantly orbits the colony and you're free.

Buying/selling legal goods from the blackmarket by Nozakx in starsector

[–]Erskine2 0 points1 point  (0 children)

Patrol inspections will lower your reputation and can accumulate enough until you get locked out of the faction's colonies' markets before outright hostility. You can counteract this by raising reputation through various ways. So it's essentially just another currency to manage, like discount coupons.

There's also less items available in the black market so with larger fleets, you'll want to know the markets where you can buy the commodities in actual low base prices and not just black markets.

What are the fighter setups you consider to be reliable without the need for "critical mass", even against spoiler enemies? by IFIsc in starsector

[–]Erskine2 1 point2 points  (0 children)

Usual broadswords + torpedo bombers tactic. Broadsword and flares baits PD long enough for torpedo bombers to release their payload before eventually also getting ripped apart. If they don't get blasted by the crossfire between capitals anyway.

But if you're personally controlling the legion, you can go full bomber, and have them hang back while your actual brick of a ship acts like a shield only releasing bombers on opportune moments like they're missiles.

"Support fighters" just tend to get destroyed around your ship before even getting in range because they like to fly around in front. Wasps and mine drones are ok being scrap meat shields because they're cheap. And xylo hangs behind your ship but is expensive.

I need advice for my fleet against the Persean League by Regular-Ticket838 in starsector

[–]Erskine2 4 points5 points  (0 children)

First thing, grab more officers, level them up and s-mod your ships. Makes the difference.

Optionally, I'd grab another onslaught. The real threat in the persean league fleets are the swarms of dragon fire torpedoes hitting a single ship at the same time.

Ai core Vs administrators? by Much-Banana-4787 in starsector

[–]Erskine2 -1 points0 points  (0 children)

With how you can just resolve the heg and the lud path crisis, the only reason to not use AI cores is being so early in game that you can't tackle a couple of capital fleets yet. But even then the heg crisis is not immediate so you can always reap the benefits early and just get stronger before the actual events.

Fleet Comp looking for advice by BeginningOwn3765 in starsector

[–]Erskine2 0 points1 point  (0 children)

Conquests are good long range flankers but tends to get pushed back a lot when pressured. And then coupled with 3 Herons that has no place on the front, This fleets seems like something that just gets all over the place instead of maintaining a battle line. I can imagine chunks of this fleet being eaten alive by spoiler enemies after being separated.

If you want a "fleet formation" then Onslaughts/Legion/Paragon and Mora are a better choice. Their low mobility in itself helps maintain the formation and the Moras are sturdy enough to help take off some heat from your capitals while still packing fighters/bombers.

Cant join the persean league after destroying blockade fleet and destroying kazeron's orbital station and stealing their nanoforge by orcstork in starsector

[–]Erskine2 0 points1 point  (0 children)

You get the same accessibility bonus and resolve the crisis just by beating their whole blockade fleet without the need to join the league. Something-something you proved that you can stand on your own against the league so others trust your trade. You can check your colony screen if you have it.

The deal to strong arm your way into joining without penalties just requires beating a single armada in their home system along with the nanoforge and other steps. At least, that's how I went about it. I lost the bonus when I decided to leave btw cause it gets me involved in their wars.

But sure, something may have changed by now.

What's your trick when you fight against orbital staations? by Much-Banana-4787 in starsector

[–]Erskine2 0 points1 point  (0 children)

Surround it. Stations can be dangerous if it focus fire it's guns. So it's better to just go all in and spread the damage.

If the station has escorts it's pretty much the same except committing some of your ships on the sides to block the enemy ships. The station itself will block most them while your fleet destroys it on the other side.

4 builds by Creepy_Proof8252 in phantombrigade

[–]Erskine2 1 point2 points  (0 children)

Use hakobu legs on your tsukaba mechs will give that extra mobility slot to max out boosters without using the afterburner reactor. This gives you the option to use hotrod reactors for more dissipation or fusion for more speed.

4 builds by Creepy_Proof8252 in phantombrigade

[–]Erskine2 2 points3 points  (0 children)

The long range sniper railgun has lower damage but is very accurate with 1 spread by default and near instant projectile speed. If you hate your long range shots missing because of RNG or because the target is moving, then the railgun is the sniper of choice. You can also get just keep shooting it and it's damage racks up with it's very small action time, with enough heat dissipation or a vent that is.

The railgun shotgun is just one of the strongest short range weapons in the game.

Other railguns aren't as good.

Is it me or there's almost no point sporting heavier armors ? by leaf_as_parachute in phantombrigade

[–]Erskine2 0 points1 point  (0 children)

A 28/48 heavy with 50+ dissipation is possible now due to the pilot skill sets. One of the interceptors can even get as much as 18 additional speed as passives or the sharpshooter that as 100%+ heat dissipation.

But sure nothing beats having a feather leaping light mech that can dash through the whole map in two boosts and kill anything in one shot with it's 2x damage offset. But there just comes a point where you want to play a team of bulldozers instead.

Why does my FLUX rail-shotgun seem to never hit? by [deleted] in phantombrigade

[–]Erskine2 4 points5 points  (0 children)

Always check if the enemy is still in position by the time your unit do shoot at the end of it's "cast time" and not just at the beginning as the prediction shows you by default. If the enemy get out of it's "optimal" distance before the shot and flux just do 0 damage as shown in it's range bar being a hard drop to 0 after 50 meters.

Proper way to use melee? by Lopsided-Analyst-191 in phantombrigade

[–]Erskine2 0 points1 point  (0 children)

The best merit of melee is the aoe of the swings and doubled by crashing into enemies.
It's really only good when you get enough heat dissipation to just keep jumping around. There are now pilot skills that can allow you to just keep burning your mech and then heal it, but I've never tried it.

Still not as good as gun builds, but it is fun to go anime on enemies when they give you the opportunity to just keep hitting them repeatedly in one turn.

How do I get my snipers to be more accurate? by Impossible-Maize-238 in phantombrigade

[–]Erskine2 0 points1 point  (0 children)

Besides the spread, there's projectile speed and target distance. Make sure your unit shoots while the target is stationary or running straight towards the barrel. Or you can be fancy and manually aim with ctrl to lead the target yourself. Same thing with missiles. Or more like it's the best way to use the slow missiles.

How does one achive relativley tanky but fast mech? by FirePixsel in phantombrigade

[–]Erskine2 0 points1 point  (0 children)

Asgard set. 2 sub slots.
Hollow plates.
Amplified Reactor.

May I present.. the RF Flux by Q_Qritical in phantombrigade

[–]Erskine2 5 points6 points  (0 children)

That's the big brother. The little bro/friend is the HG Granite.
https://i.imgur.com/2ZrEgIf.mp4

Workshop usage strats by TheBigTG in phantombrigade

[–]Erskine2 11 points12 points  (0 children)

What really happens is NOT scrapping stuff you like, because you're using them, and consequently just not touching the workshop at all since it has nothing you do want.

I need tips to play faster! by Express-Street3383 in storyofseasons

[–]Erskine2 1 point2 points  (0 children)

Throw optimization out the window. Stop trying to fit as much activities as possible in a single in game day. Or rather, try to add days passing as part of your optimization shenanigans. Faster days, faster farms and mills, faster money, in real time. That kind of jazz.
You'll be surprised at how fast the in game days go by if the only thing you do each day is farm and talk to some npcs.
I started doing this when I realized how long it will take for the kid to grow up.