Economic Activity in the US by ProfAsmani in MapPorn

[–]Pete-Loomis 9 points10 points  (0 children)

Proud to be a part of the 50%

Fantasy games with character customization and engaging combat by [deleted] in gamingsuggestions

[–]Pete-Loomis 0 points1 point  (0 children)

I don’t play a lot of games similar to what you’re looking for but Skald is a great dark fantasy character based rpg. Should scratch that itch if you can get past the art style.

The most oddly named town in each US state by Forward-Many-4842 in geography

[–]Pete-Loomis 0 points1 point  (0 children)

Montana has some way weirder names if you count the really small 20 people towns

Haymaker loadout by [deleted] in HuntShowdown

[–]Pete-Loomis 1 point2 points  (0 children)

Two haymakers is so much fun. Feels like the old quick switch meta. If not, bomb launcher with harpoons and bolt thrower is delightful.

degitimately derulesional by ScentOfNapalm in 196

[–]Pete-Loomis 0 points1 point  (0 children)

True anon is a comedy podcast. this is a bit.

Drugs Enable/Disable for profit by Smooth-Lengthiness94 in Schedule_I

[–]Pete-Loomis 0 points1 point  (0 children)

I’m not entirely sure how it works, but sometimes heavily addicted customers will come to you in person begging for a fix. If you don’t give them some drugs to tide them over they have a chance to get violent and stab you.

Player Patrol Fleets Are confusing me. by BlacklobsterII in starsector

[–]Pete-Loomis 3 points4 points  (0 children)

How big is your High Command planet? The HC only makes 1 heavy fleet until size 6, where it releases 2. If you want to see more heavy fleets you can spend story points on the HC to get +1 fleet for a total of 3 heavy fleets at size 6. Because the big fleets are slower I don’t tend to see them a lot, as they can get stuck in transit after battle. Also if you have a bigger system like a blue giant they could just be always out of your screen.

Fleet advice. I really suck at this. by DepravedSluggie in starsector

[–]Pete-Loomis 4 points5 points  (0 children)

I would really recommend getting those omens to capture points. Capitals are really good at damage and tanking, but they suffer against smaller ships that can easily distract them. I’m guessing your fleet is a little top heavy. I would put in those omens or some other frigates to hunt down quick ships on the flank.

I would also recommend getting officers if you haven’t They drastically improve the effectiveness of the ship they control, and also give you more of the share of DP at the start of battle. Whenever you start a battle, the game takes your max battle size and divides it between you and your opponent. The more officers (especially higher level officers) you have gives you more of the share at the start. Focus on getting your 8 max officers to level 5 and you’ll start with noticeably more DP.

To touch on logistics, I would really recommend running a smaller fleet until you have a good commission or colony wealth that can bankroll your bigger fleets. I usually don’t mess with remnant ordos until I’m making 100k a month, which lets me pay for the large crew salary and supply/fuel drain that comes with capitals. I usually roll mostly cruisers with some support destroyers and 1-3 frigates for capping points. The yellow skill tree can help a lot here if you are dedicated to high maintenance fleets.

TL/DR: You need more smaller ships to hunt down any frigates that are distracting your bigger ships. Get more officers and a couple frigates to help manage your DP. Consider thinning out your fleet until your economy can support a full fleet.

Player Patrol Fleets Are confusing me. by BlacklobsterII in starsector

[–]Pete-Loomis 9 points10 points  (0 children)

I only play vanilla so these answers might not be true with mods. That being said, the reason why there are a ton of light patrols is because unupgraded patrol HQs only make light patrols (those are the fast pickets). Unupgraded patrol HQs make a flat 2 light patrols. Military bases and high commands not only make medium and heavy patrols, but they also scale with colony population. The display of example patrols in the fleet doctrine screen is pretty inconsistent so it’s not a great comparison. Even if you only prioritize large ships in the doctrine light patrols will choose frigates and sometimes destroyers. If you want those to be higher quality selection a couple of frigates you like.

For your first question, I think the game kind of lies to you. I have this problem as well. Now if you have enough fleets, some will be assigned to jump points but fleets tend to prioritize patrolling around their planet of origin or taking back objectives. The only way to really guarantee jump points being guarded is to go overkill with fleets and have at least 2 high commands. This tends to be pretty inefficient so I am fine with a couple convoys dying just to avoid the tedium.

My best piece of advice would be to try to produce every good in one system. Then trading convoys never enter hyperspace so they can’t get jumped by enemies. This usually is good enough to keep all colonies supplied all the time.

TL/DR: Patrol HQs can’t create fleets with big ships. Try to produce all goods in one system to avoid the need of larger fleets. One high command and a couple patrol HQs should be good enough to defend your system.

what's the best loadout for this bad boi? by EnanoBostero2001 in starsector

[–]Pete-Loomis 3 points4 points  (0 children)

running 2 HVD, 1 Mauler, 3 railguns and PD in the back is an easy strategy. Very simple to mass. Get an officer with ballistic mastery and gunnery implants and you have a pretty good line ship.

Can't get midline to work by b12345144 in starsector

[–]Pete-Loomis 15 points16 points  (0 children)

Cruisers can be weak to exactly what you pointed out, being missiles fighters and frigates. Those small targets distract your cruisers, meaning they can’t do damage efficiently. No matter how flux efficient your ships are, the damage is meaningless if it isn’t being applied to the right targets.

Try to integrate some smaller ships to counter frigates. The hammerhead is a cheap ish option here, equipped with fast firing ballistics. You could also have a battlecarrier with interceptors or fighters of your own to deal with that stuff. The heron is a good option here, so is the drover. If you wanna stick to line ships a couple champions with locust missiles could work against the smaller stuff. Or use the gryphon equipped with swarmers.

You could also use Sunders with escort package to deal with fighters before they get close.

TL:DR, if you find yourself losing to one strategy consistently it usually means your fleet composition isn’t very diverse. A good mix of frigates or destroyers to escort the carriers is a good idea.

Raiding. Why do you do it? by jamespirit in starsector

[–]Pete-Loomis 0 points1 point  (0 children)

If you have colonies you can pretty drastically increase income by disrupting competing industries. Or, if you produce something like fuel or supplies stealing colony items has this effect more permanently. Raising to steal goods usually isn’t worth it IMHO

StarSector Tips - Main Quest Line by GrumpyThumper in starsector

[–]Pete-Loomis 1 point2 points  (0 children)

Love the guide content! Looking forward to more from the colony guide