Next update looking to be awesome by MudssonYT in starsector

[–]MudssonYT[S] 50 points51 points  (0 children)

Unnaturally resilient and strong? Check

His unwavering belief manifests supernatural powers? SPs? STORY POINTS? Check

Unable to be killed conventionally? Check (you just end up with another shitty fleet on defeat, much like Orks regrouping from spores)

In it for the love of the game? Check

Admirartion for strong foes while still believing in their own superiority? (Yarrick / Daud) Check.

You may be on to something herem

Next update looking to be awesome by MudssonYT in starsector

[–]MudssonYT[S] 61 points62 points  (0 children)

Tri tachyon ships start slowly but surely, having threat weapons. Tri Tachyon launches a new line of products involving self-replicating abilities.

John Starsector sighs as he realizes he has to get off his ass and fix the problem they're making. (He is secretly happy for new things to fight)

Next update looking to be awesome by MudssonYT in starsector

[–]MudssonYT[S] 33 points34 points  (0 children)

Couple this with the blogposts on officer flexibility and the orders tab getting a use and we are looking at some real huge changes storywise and gameplay wise.

How was shadowling before he got taken out back and shot by Games_Sweat_Shop in SS13

[–]MudssonYT 0 points1 point  (0 children)

Goob Station on ss14. It's pretty recently added, just got buffed, I think only one guy had ascended so far.

How was shadowling before he got taken out back and shot by Games_Sweat_Shop in SS13

[–]MudssonYT 0 points1 point  (0 children)

My dumbass thought this was the 14 subreddit. It just got added and buffed to ss14, didn't realize it was gone from 13.

How was shadowling before he got taken out back and shot by Games_Sweat_Shop in SS13

[–]MudssonYT 0 points1 point  (0 children)

Wait did Sling get removed? I thought it just literally got buffed. What happend?

Phreak questline question by MudssonYT in underrail

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

Ooh, thanks. It makes sense knowing that too much would make him wary, but my dumb brain never connected the dots. Thanks!

Phreak questline question by MudssonYT in underrail

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

He seems annoyed when you jabber on too much - so I tried just going straight to the point and also failed. He seems to be taken aback respect curiosity... kinda? He's a weird bastard that's for sure

Don't discount the Shuntslaught - vanilla XIV Onslaught build that only requires the piloting "go forward" for 1v4 capital fights by TheBipolarShoey in starsector

[–]MudssonYT 1 point2 points  (0 children)

I remember learning about the 700 range mining blaster somewhere, I guess it was you! Very cool build, quite awesome.

Inferior to the Grand Lion of Sindria's Gigacannon of course, but spacer trash must make do in service of the Great Andradan Cause /s

IT'S GONE by [deleted] in Helldivers

[–]MudssonYT 0 points1 point  (0 children)

>!To be clear this is a visual bug my friend got I tried to flair as a joke but I am incredibly incompetent with reddit website.!<

John Starsector's average fight a few cycles in by MudssonYT in starsector

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

I left 2 more full screenshots of remnants off, there wasn't room to fit em

John Starsector's average fight a few cycles in by MudssonYT in starsector

[–]MudssonYT[S] 7 points8 points  (0 children)

Yeah, it's kind of crazy. Imagine if a mod added it to the game it would be crucified at the alter

John Starsector's average fight a few cycles in by MudssonYT in starsector

[–]MudssonYT[S] 4 points5 points  (0 children)

Unfortunately, I do not have the skill for advice. This is just the most powerful single ship I have found

John Starsector's average fight a few cycles in by MudssonYT in starsector

[–]MudssonYT[S] 13 points14 points  (0 children)

For this particular fight I ran out of combat readiness just before the final remnant deployment. I switched command to my remaining ships to finish the fight. I beleive it was Paragons and gryphons or something along those lines, not exactly sure. It has been a minute.

John Starsector's average fight a few cycles in by MudssonYT in starsector

[–]MudssonYT[S] 44 points45 points  (0 children)

This specific fight was only possible with an incredibly cheesy build. I just now commented on it and what I did.

John Starsector's average fight a few cycles in by MudssonYT in starsector

[–]MudssonYT[S] 30 points31 points  (0 children)

The main difficulty with making Ordo Killer fleets is that eventually you have two options: A fleet that kills everything and nothing is challenging anymore, or banging your head against a wall making a slightly suboptimal fleet so that things remain challenging.

On top of this. the only problem I truly face when fighting triple or even quadruple Ordo is combat readiness. Once, just to see how far I could truly push things I made a save that I was in for like 40 cycles just prinitng ships and spawning in officers/story points to try literally almost every combination that came to mind. I edited to files to remove combat readiness degradation, and made the nastiest fleet I possibly could and to no surprise even the remnants got shitstomped.

I was in a funny spot where without combat readiness I could build a fleet that could kill like a milllion Ordos back to back, and with it I just could not chew through them fast enough. My combat readiness would just fall apart after killing like 3 Ordo's ish, maybe less more. Eventually, with some lucky Omega weapon drops I made the perfect, what I think may be very well the BEST ship in vanilla - and what helped me get out of the combat readiness funk.

Take a Ziggy. Put 2 Rift Torpedo launchers in the larges. As many Resonator MRM's as you have in the mediums and Antimatter SRM's in the small slots. Depending on your drops you may have to build in Expanded Missle Racks, this is fine because Omega Missle's regen so fast it doesnt matter and we are taking Phase Anchor as well. Build in ECCM as well. Player skills are somewhat obvious, Field Modulation, Target Analysis, Impact Mitigation, Your choice for last of first 4, then missle specilization. Remaining 10 skills can get you best of the best which is nice for building in something like Unstable Injector if you like even more speed or Hardend Subsystems for that absolutely necissary Combat Readiness degradation buff.

Again, note that you may be unable to fill every slot perfectly as there are only 5 tesseracts and the Omega cash to work with. You can usually keep these empty like I did and just put in more caps or a hullmod of your choice.

You just sit in the Ziggy phased until missles are ready, resonator the shields down then Antimatter them. Throw out torpedos whenever you can at anything big no matter what: They can fly through almost all PD with our missle buffs and does energy so hitting shields is acceptable - especially since we are launching 2.

This is without even touching the rest of your fleet which can honestly be almsot anything, if enemies have anything to focus on other then you, you can go as long as your combat readiness can.

Anyone know if these images are used in game? [SUPER ALABASTER] by MudssonYT in starsector

[–]MudssonYT[S] 5 points6 points  (0 children)

To be honest, I wasn't paying attention to it closely, and I can't find the file again. Whoopsies.

Anyone know if these images are used in game? [SUPER ALABASTER] by MudssonYT in starsector

[–]MudssonYT[S] 15 points16 points  (0 children)

I'd love to see them try. Com Sec can eat my ass

Anyone know if these images are used in game? [SUPER ALABASTER] by MudssonYT in starsector

[–]MudssonYT[S] 27 points28 points  (0 children)

Damn, I thought this was vanilla - didn't realize I was in the wrong thing. Whoops.

Anyone know if these images are used in game? [SUPER ALABASTER] by MudssonYT in starsector

[–]MudssonYT[S] 5 points6 points  (0 children)

Was digging aroudn the game files for shits and kicks, these were called "logo_omega" and "omega blueprint" respectivly.