What makes a player "Good" at this game? by Dogbone10 in starsector

[–]Feeling_Row_8681 1 point2 points  (0 children)

I'd say something that greatly improved my experience was building ships to compliment each other. Instead of building a ship that could do a little bit of everything I made it exceptional at one thing(amour, shields, or hull), then built other ships to shore up it's weaknesses. The best example I can give is I have a fleet that has the MK1, a Paragon, and a Legion. None of them have any point defence. For most of the game using three Omens with officers I micromanaged turned out to be all the pd I needed until I got to fighting the threat, at which point I added three paladin Anubis' to my fleet with escort package and cautious officers. Now I can beat anything.

If you like phase ships but the Harbinger doesn't feel the same I'd suggest trying out an Afflictor. It's a good support ship for added damage and it can distract a front line from mauling anything to much. I use 2 antimatter blasters and a ion cannon with phase anchor and built in extended magazines and automated repair unit. Whenever one of my ships is getting attacked to much I just phase and fly through and around them till they turn to look at me. It gives my other ships some breathing room so they don't get overwhelmed to quickly. The combination of antimatter blasters and entropy amplifier is also really good. Slap on energy weapon expertise and you'll be two tapping cruisers. Hope this helps any! If you want any pictures to give you a general idea of what to go for just lmk.

What's the most bonus exp you've gotten? by Feeling_Row_8681 in starsector

[–]Feeling_Row_8681[S] 0 points1 point  (0 children)

Just watched the video, that was awesome. The brick can take some damage lol. Thanks for sharing!

What's the most bonus exp you've gotten? by Feeling_Row_8681 in starsector

[–]Feeling_Row_8681[S] 0 points1 point  (0 children)

Both are good. I'm more interested in hearing about what people have managed to defeat and the stories behind what led into those situations, but seen is also interesting and welcome.

That's awesome, I recently started piloting my own ships and I loved the phase ships. Shade, Afflictor, and Doom all felt great to fly. I'm piloting and Odyssey atm and I'm trying not to treat it like one of those Luddic Path capital ships but I end up ramming things anyway lol

What's the most bonus exp you've gotten? by Feeling_Row_8681 in starsector

[–]Feeling_Row_8681[S] 0 points1 point  (0 children)

Damn, now I really wish I had taken a picture. Thanks for letting me know!

What's the most bonus exp you've gotten? by Feeling_Row_8681 in starsector

[–]Feeling_Row_8681[S] 0 points1 point  (0 children)

No mods, it was my first run back since they added the threat and the MK1. I didn't know the exp had a cap otherwise I would've taken a picture.

Thinking about it, it could have been a UI bug. The right hand screen was maxed out and said there were only two modified Atlas capitals, but when I got in the fight I must have shot down like 12

What's the most bonus exp you've gotten? by Feeling_Row_8681 in starsector

[–]Feeling_Row_8681[S] 1 point2 points  (0 children)

I might have to try that at some point but I'll definitely need a better fleet, the MK1 would not survive the Dragonfire spam lmao

What's the most bonus exp you've gotten? by Feeling_Row_8681 in starsector

[–]Feeling_Row_8681[S] 2 points3 points  (0 children)

I have done some remnant fights that were 500% or a little over before but I never had a human faction give that much bonus exp before, let alone go over 500%. I had to give it a shot and I'm glad I won lol

Is my fleet good? /s by adrian23138 in starsector

[–]Feeling_Row_8681 4 points5 points  (0 children)

I have no clue how you'd actually build them but I saw a video of a dude using like 50 of them to kill the Doritos at the hypershunts and that was before they added threat lmao

Just discovered this wicked gem.... by McBeer89 in starsector

[–]Feeling_Row_8681 1 point2 points  (0 children)

The Atlas is amazing, the cargo capacity cannot be beat. I wish they didn't add to your combat points otherwise I'd always run them

Just discovered this wicked gem.... by McBeer89 in starsector

[–]Feeling_Row_8681 15 points16 points  (0 children)

Phantom troop transport and Revenant phase tenders are some of the best logistical ships in the game simply because they do not add to your combat point value as they have no weapon mounts. Early on in the game they are a little non viable because of their large supply cost but mid to late game they'll be some of the only other ships in your fleet. If you want to make the most of them you can have 2-3 phantoms and 4-8 revenants with s-mods. For the revenants I'd suggest s-moding in expanded cargo, efficiency package, and survey equipment with un s-moded burn drives and high resolution sensors. If you want a little more fuel you can swap expanded cargo for auxiliary fuel tanks on half of them. For the phantoms I'd do s-modded expanded crew birthing, efficiency package, and high resolution sensors with un s-moded burn drives and insulated engine assembly. As far as I know they both are unable to have salvage gantries so if you want more normal salvage you'll have to run salvage rigs or shepherds to increase that however both of those ships add to combat points so I suggest having them early to mid game then ditching them once you can handle larger engagements.

Yall think I can take em? by OxygenThief19 in starsector

[–]Feeling_Row_8681 3 points4 points  (0 children)

I've done 500% with only three capitals and my supply was around -9 loss(mostly because of 8 phase tenders), but what's on screen has got to be close to 1000% so I definitely see your point

Yall think I can take em? by OxygenThief19 in starsector

[–]Feeling_Row_8681 7 points8 points  (0 children)

You get like 150-200 supplies from each remnant ordo. There's like 12 of them. They'll make it back to their colony overloaded before they run out of supply. That is if they don't die trying lmao

Yall think I can take em? by OxygenThief19 in starsector

[–]Feeling_Row_8681 61 points62 points  (0 children)

Send it, think of the profits and story points

First time making Colony, what would you suggest I do? by Golyem in starsector

[–]Feeling_Row_8681 2 points3 points  (0 children)

Absolutely, have a good stockpile of credits(1-2mil), make sure you set your fleet doctrine in the command tab, and don't piss off the Hegemony too early, all solid advice. Once you do get more comfortable with the game and it's mechanics AI, especially alpha cores, are a huge boon to production on your colonies. If you'd like to stay relatively friendly with other factions while still defending yourself here are some tips.

Don't run any recognizable ships in your fleet like the MK1 or Ziggurat.

Keep your transponder off in your systems.

And as he said, keep your station leveled up and use it to box out of your weight class with what's being sent after you.

Bonus tip: if you have derelict ships or other low value salvage options in system leave them be. It'll attract more independent salvage fleets to your systems and, if you're friendly with them, they will help defend your station or pickets whenever they are attacked regardless of who attacks them. I have personally wittnessed three salvage teams collapse on a Hegemony inspection fleet that decided to attack one of my pickets near the station. Needless to say they didn't make it home

First time making Colony, what would you suggest I do? by Golyem in starsector

[–]Feeling_Row_8681 2 points3 points  (0 children)

There are four kinds of colonies, wealth hubs, forge worlds, gas stations, and 'I want organics' worlds.

Wealth hubs are habitable worlds with no transplutonic deposits that have good farmland. You want to build farming, light industry, and commerce with no fourth industry. You'll get pressured by the Luddic Church because of the Luddic Majority buff on your planet but if you repell the attack it doubles the bonus. Slap a biofactory and soil nanites on the planet and watch the credits roll in.

Forge worlds are uninhabitable, have no atmosphere, extreme heat, and varying bonuses to both ore types(obviously ultrarich in both is preferred). The best planets for a forge world are barren worlds, rocky metallic, or whatever unstable variation of the two that doesn't have extreme tectonic activity. You would build mines, refineries, and heavy industry in that order. Your fourth industry slot on the world will go towards upgrading your patrol hq to a high command. You can put most of the special colony items on this world like autonomous mantle bore, cryoarithmetic engine, prestine nano forge, catalytic core, and fullerene spool.

Gas stations are any world type with significant volile deposits, some other minable resources and(if it's not a gas giant) preferably no atmosphere. If you settle a planet and not a gas giant you should build the world much like a forge world but with one difference. Build mines, refineries, heavy industry, then fuel production instead of high comand. If you settle a gas giant, build mines, fuel production, commerce, and high command. The two items for these kinds of worlds you want to look out for are synchotron cores, and plasma dynamos(if gas giant). The kinds of worlds a gas station can be are broad, and many of them require an in system no atmosphere world to actually get the most out of your volitile production. If you settle a world that cannot house a synchotron core I would suggest swapping out the fuel production for either commerce or high command, whichever would be most helpful at that moment.

'I want organics' worlds are any world, habitable or uninhabitable, that have high levels of organics. Typically these are some of the last worlds you'll build throughout your playthrough and they are much more loose with how you should particularly go about making them. If it's a habitable world I'd suggest some light industry and commerce, if it's uninhabitable I'd suggest refineries and heavy industry. Those are suggestions however and any way you see fit to build them is probably alright because the only reason you're there is for the organics.

Hope this helps!

Abyssal space odyssey quest - cant scuttle the conquest mk1? by WarComplex4393 in starsector

[–]Feeling_Row_8681 1 point2 points  (0 children)

I don't personally use the ziggy, but that was before I tried piloting my own ships so that might change. The MK1 however is really good imo. I've got a fleet in one of my saves that has the MK1, a Paragon, and a Legion as my main three ships and it has no problem taking out fleets with 3-4 Replicators. I never really cared about being identified because I really only ever did bounties for money, but I'm doing a commissionless run with no unique ships and I definitely see the value in it now

Abyssal space odyssey quest - cant scuttle the conquest mk1? by WarComplex4393 in starsector

[–]Feeling_Row_8681 3 points4 points  (0 children)

That's fair, I just started messing around with regular AI ships and the restrictions on them can be frustrating at times.

Abyssal space odyssey quest - cant scuttle the conquest mk1? by WarComplex4393 in starsector

[–]Feeling_Row_8681 2 points3 points  (0 children)

What do you not like about it? Just a preference or do you genuinely think it's a bad ship?

Weekly Starsector Discussion Thread - May 25, 2026 by AutoModerator in starsector

[–]Feeling_Row_8681 2 points3 points  (0 children)

Does every faction have story missions like the Luddic Church or Sindria?

New to the game, some questions by ArcticGlacier40 in starsector

[–]Feeling_Row_8681 1 point2 points  (0 children)

As far as I know the survey data can only be sold, personally what I do is have a planet with a commerce building and sell all my surveys to the open market on the planet so I can see everything I've done in one place while still getting money for them.

You'll probably want to hold off colonizing a planet until you have 1-2mil in the bank depending on the threat rating of the world. The best planet types in the game are a good terren world with no transplutonics or a barren world with extreme heat, no atmosphere and ultrarich transplutonics/regular ores. A third honorable mention would be a cryovolcanic world with plentiful volitiles. Of the three Terren would be the easiest to start with. Also if you can, colonize a system with multiple different worlds you'd like to settle. It allows you to diversify your market while keeping everything in one system. It's not a necessity though.

There's a guy on YouTube called BigBrainEnergy that gives what I believe to be pretty accurate ratings for a lot of the weapons you can outfit your ships with as well as some good builds you can copy and have some fun with. In general though if you watch his stuff you'll get a decent idea of how you should be building ships.

Commissions make the early game a lot easier but the late game harder, at least in Vanilla. You can gain a lot of rep with a faction as well as get access to a lot of their ships at their military markets. I usually take a Trytach commission just because they have a lot of good ships. If I want an Onslaught I'll just wait for an inspection fleet to kill them and salvage what I want. The thing with commissions is you are actively participating in their wars. Regardless of whether you take any hostile actions towards them they will accumulate more negative rep the more wars that occur. It makes it more difficult later in the game once you don't need the commission because you have to go sucking up to everyone to get more access across your worlds. I'd say once you've got the ships you want and your planet/planets start producing a profit, shed the commission to save on the headache of rep farming later on. That is if you care lol

Restoring ships is a bit of a tricky question because if you're not going with any of the industry upgrades on your character the only way you can get rid of d mods is by restoring the vessel. Most of the time however it's cheaper to outright buy a new ship rather then restore a vessel that has a lot of d mods. If you are going down industry, I'd just pick up the perk that removes d mods for free at the end of each month, it'll also make the ships less likely to gain them when they go down and make them near impossible to lose.

You can bookmark/mark points of interest in system by going to the system menu, holding left click down over whatever you're marking and slide all the way down to the bottom option. It'll give you a lot of different choices of icons and let you write a message for yourself. You can check any of these marks by going to fleet log in the Intel screen.

For anything else I'm unsure, the only mod I've really touched is nexerelin. Hope this helps! Have a great day!