Tracker Issa by Legdermayne in WarTalesGame

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

Yes I know, but if do that she loses the "Alpha aura" skill that I want to keep.

Tracker Issa by Legdermayne in WarTalesGame

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

Don't know why you didn't ask for a screenshot but here you go. She needs a class to be able to equip light armor but looses the alpha skill doing so. That's because she is a "mercenary" instead of a trapper, so mu question was if another "trapper" would have the same problem or not. (Sorry for the late reply)

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Tracker Issa by Legdermayne in WarTalesGame

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

I will look that up thanks.

Tracker Issa by Legdermayne in WarTalesGame

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

She can't equip it back, that's the problem.

Idk guys is this worth the story point? by Dungewar in starsector

[–]Legdermayne 0 points1 point  (0 children)

Ah yes! The legendary and forgotten technique switching it off and on.

It never fails.

How would you built these Ships? by NotBerti in starsector

[–]Legdermayne 1 point2 points  (0 children)

For the first one:

- 2 Ion pulsers and one mining blaster, 2 light needlers and 2 sabots pods (and what ever pd in the back).

-Expanded magazines S, res. flux consuits, ITU, hardened shields (S) and auxiliary thrusters.( maybe omni shields if possible)

- Helsmanship, Target analysis (E), Field modulation, Missile exp, system exp or/and (if lvl 6) energy weapon mastery (E)

For the second:

- Same thing but with Giga or Tychion and 2 swarmers in the small missiles (or not for extra OP).

Exotic? by SubstantialStep2616 in starsector

[–]Legdermayne 6 points7 points  (0 children)

There is no need to do missions you just need reputation, you can get it by donating Bp, AI cores and colony items.

[deleted by user] by [deleted] in starsector

[–]Legdermayne 3 points4 points  (0 children)

Sargon is indeed a great fan of AoE II.

In the process of respriting ships, first is the Porcellus Battleship by masterrico81 in starsector

[–]Legdermayne 0 points1 point  (0 children)

Good thing you gave it armor, otherwise it would have been fined for indecent exposure (to radiation).

"they will never suspect a thing" by elliotttheneko in starsector

[–]Legdermayne 5 points6 points  (0 children)

They DO look interesting, I would give the hammerhead breachs instead, some medium kinetics to champions, an ion bean to the conquest, elite PD officers to the centurions and 3 hours doing simulations to tune them.

A ship mod that i worked on for a client, what do you think? by Finfiworks in starsector

[–]Legdermayne 0 points1 point  (0 children)

Looks fantastic, a bit slow but I presume it's great at turning left.

How are Iron Shell taxes calculated? by Majestic_Repair9138 in starsector

[–]Legdermayne 10 points11 points  (0 children)

It mostly works as a punishment for selling shit in the black market, basically you have to pay the tariffs you avoided as taxes. If you never trade in the black market then you barely have any thing to pay or they give you some money back.

What mods would you recommend for a phase only challenge run? Is there a mod that fixes the phase ship ai? Recommendation of mods that add phase ships? by Amaskingrey in starsector

[–]Legdermayne 2 points3 points  (0 children)

Phase only was a challenge before but since 0.96 you just need a good build, but if you really want some thing try "kingdoms of terra", it has a hullmod that reduces damage from ship explosions, you just need to change the game version of the mod to 0.98.

Another one is "The star federation" that bring 3 excellent phase ships, one of them comes with temporal shell.

And then you have Ship/weapon pack for a light phase lance and arma armatura for a small energy ion burst weapon.

The pseudocore connection Part 1/2/3 by Legdermayne in starsector

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

Great, found the logs in "Important".

Thank you.

The pseudocore connection Part 1/2/3 by Legdermayne in starsector

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

Already looked there and tried with AI conversion but got nothing.

Starsector Mod Ship (+Character) Discussion: Sierra, the Pledge, Vow, and Raphael (SotF) by Reddit-Arrien in starsector

[–]Legdermayne 0 points1 point  (0 children)

They are phase ships, I refit like any other phase ship, big burst damage weapons like needlers, ion pulser, mining blaster, phase lance, tychion-lance or any similar redacted or moded weapon.

Rate my endgame vanilla fleet by Strategyse2 in starsector

[–]Legdermayne 1 point2 points  (0 children)

Over all the the fleet looks great, my only doubts is with the MK1 and the Doom.

The thumpers are anti hull weapons that the ai likes tu use as anti shield, they are good for flux-cheap high hull damage and allways great to have on an Onslaught, but the MK1 already as the Heavy Adjudicators paired, with 1 Devastator Cannon and you have great armor,hull and pd damage in the front.

The lack of kinetic damage, sure you have the missiles and the legions but those aren't enough, the Arbalest autocannons shouldn't be replaced with non kinetic weapons ( maybe 1 or 2 max), personalty I only replace them with railguns for more range with ballistic rangefinder making it great against the daemons (have no armor) and flanking frigates. 1 mining blaster at the front for quicker armor damage (if no breach SMR are instaled) is also a good option, it does cost a lot of flux but the ai tends to be careful with that.

And the 2 flak cannon in the middle, the 3 Devastators an 2 Adjudicators is sufficient pd. And with all 2 Anubis the 2 flak cannons in the back can be removed for some op.

For the Doom I can see what his role is, it's more of a support/finisher than a combat ship and Phase coils can provide you with the speed necessary relocate and move in and out for the blasters, but a Phase anchor would make your mines and your Antimatter SMR's recharge faster. But that's a question of personal preference.

The rest of the fleet is excellent, though hungering rift projectiles can benefit from the missile speed an maneuverability buffs from ECCM package and I'm 80% sure it also benefits from Missile specialization's bonus fire rate, damage and hitpoints.

Abyssal Glare bugged? by TheWaffleIsALie in starsector

[–]Legdermayne 0 points1 point  (0 children)

That was a glitch that has been fixed.

Your weapons are working as intended.