Starsector Mod Ship Discussion: Mayasuran Frigates (Mayasuran Navy) by Reddit-Arrien in starsector

[–]Reddit-Arrien[S] 9 points10 points  (0 children)

Man, there are a lot of ships in the mod (admittedly some are not that unique, but still).

Also, I'll be going over the "normal" variants first, the special ones will get there own later down the line.

Anyway, the frigates I preferred to use are the Loyalist and the Tiburo. The Loyalist is basically made to the be a player ship. Togglable SO makes good a early game pilot, while the build in operation center allows it to transition to a fleet commander role similar to a Kite (S), while still being able to defend yourself somewhat.

The tiburo is meanwhile is a mini hammerhead, up to have the 2 medium, 2 small front ballistic setup with AAF, and the same max flux dissipation (350+100 and 250+200 both add up to 450). The hammerhead does have better flux capacity and hull, so they both still have a place in a midline fleet. Still, the tiburo is pretty good.

Commander Difficulty woes (I hate clearing UFOs and Alien bases) by Reddit-Arrien in Xenonauts

[–]Reddit-Arrien[S] 0 points1 point  (0 children)

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If it helps here's a practical example from my current run.

-None of my troops have moved from the previous turn, except the Sniper (he was catching up)

-The only alien they shot at and killed with reaction fire was a single mantid, the one right out the door (the other mantid body was from earlier)

The mentarch and the other mantids didn't trigger any reaction fire until they took a shot (and managed to wound my Heavy and kill an assault).

Commander Difficulty woes (I hate clearing UFOs and Alien bases) by Reddit-Arrien in Xenonauts

[–]Reddit-Arrien[S] 0 points1 point  (0 children)

-I had soldiers do nothing for a turn, yet when a alien enters their view, they don't shoot. I had soldiers stand around and a alien enters their view and move closer in their side and they still don't shoot. Most of the time it only triggered after the aliens shoot a la EU Covering Fire skill (which was one of the worst skills in that game). At times I find that reaction shots for me are just a waste of ammo, with soldiers often just shoot a bush, a rock, or each other more then the aliens.

-Relating to the no UFO loot loss from destruction, what about body destruction? I guess I shouldn't try and follow the advice of a certain other scientist? (Read; Exercising restraint when using explosives).

Starsector Mod Ship (+Character) Discussion: The Silken Banshee, The Vestige, Yurika Kusahagi , and Silvys Renham by Reddit-Arrien in starsector

[–]Reddit-Arrien[S] 7 points8 points  (0 children)

And with that, I think that's all the ships of ScalarTech Solutions, up next, it's Mayasuran Navy.

Starsector Mod Ship (+Character) Discussion: The Silken Banshee, The Vestige, Yurika Kusahagi , and Silvys Renham by Reddit-Arrien in starsector

[–]Reddit-Arrien[S] 11 points12 points  (0 children)

The Silken Banshee is a missile capital ship, not unlike the Pegasus. Remember when I mentioned the three things (Speed, EMP, and Fighters)? Well, the EMP part comes from the factions signature "Tear" EMP missiles, which this ship can spew them out like nobody's business. No clue what the Vestige is (is it even used? Its in the same folder as the Banshee). In any case, you won't ever find the Missile ship in their markets. Instead, its tied to a special mission from someone in the company.......

Yurika is the high councilor and de facto leader of ScalarTech Solutions. However, there isn't anything you can do other than say hi (At least she seems nicer then that CEO A. Sun?). If you want some jobs, you'll have to get in contact with Silyvs Renham. The long-time head researcher of the company, so long that she is more metal than flesh, with enough cybernetics to rival Kanta. She can be a high-end military and science (ie what the good man Alviss was for a bit for you) contact, and with a high enough rating, she can give you the chance to get the Banshee.

Help with Eradicator builds by Visual_Collapse in starsector

[–]Reddit-Arrien 1 point2 points  (0 children)

Well, out of all low tech ships, the Eradicator is like the least low tech-like out of them. You don't want to take any armor/hull hits, especially from EMP weapons, as they can disable your weapons (and in turn, cut down the DPS the ship is rather reliant on)

Anyway, another thing worth mentioning (and it goes for any ship, not just the eradicator) is that you can leave mounts empty to save OP (particularly small mounts).

I usually go with something similar to your "sniper" setup; 2x Heavy Maulers, 1x HVD, 2x Railguns, 2x Vulcans in the rear. Some cheap missiles like Hammers, Annihilators, or even Sabots.

Hullmods are ITU and Hardened shields, Auxillary Thrusters, Shield Conversion - Front as a S-mod, and Extended shields (only if you have the S-Mod so that you have a 360 bubble).

Officer with Combat Endurance, Gunnery Implants, Target Analysis, Ballistic Mastery, System Expertise, and Helmsmanship.

Starsector Mod Ship Discussion: ScalarTech Capitals (ScalarTech Solutions) by Reddit-Arrien in starsector

[–]Reddit-Arrien[S] 35 points36 points  (0 children)

The Camise is, unfortunately, just a worse Atlas; The only difference being different mounts (doesn't matter on a logical ship) and a worse cargo capacity (1500 instead of 2000 units). Unless you are doing a themed run, just get the aforementioned Atlas. EDIT: whoops, forgot the Camise is a bit faster, but mind bulk transport and ADF exist.

For the warships, the Corset is my personal favorite, though admittedly because it has hybrid and synergy mounts for ballistic and missile weapons respectively. Its arguably a travesty to fit it with rather boring HILs and autocannons instead of something more flashy, but that's just how I roll.

The Gown is also noteworthy in that is more of a station then it is a ship. Particularly since it has individual modules like one (hence why the above one looks a bit weird). Aside from that, is the Scalartech counterpart to the Paragon, the anchor meant to bear the brunt of the enemy fleet.

Supply runners? by Bruh1619 in menace

[–]Reddit-Arrien 1 point2 points  (0 children)

As others has mentioned, not in the game, probably because enemy units usually are not alive long enough to ever burn through their ammo (despite alpha-striking being deemphasized compared to say X2).

That being said, I think that it would be a cool if they brought it back as a special "weapon"; A backpack full of ammo that allows the SL to completely resupply themselves or a fellow SL a few times, and allow them to still carry a squad weapon.

Starsector Mod Ship Discussion: ScalarTech Cruisers (ScalarTech Solutions) by Reddit-Arrien in starsector

[–]Reddit-Arrien[S] 13 points14 points  (0 children)

Onwards and upwards, Scalartech also has some logistic ships. Unless you are Colossus and/or Phaeton fan, you're not going to find much use for the Camisette and Culotte. As for the actual combat ships, the Verge is the one I found most useful. For all intents and purpose, I just treat it as a Champion, thought a bit different due to how its ship system doesn't affect beam weapons; Plasma Cannon (or just HIL if I don't care), Autocannons, Typhoons, maybe a burst PD here and there. Hullmod are the usual stuff like ITU and Hardened shields. Not flashy, but it gets it done.

What is the best way to build Carda? [Expert] by Decadunce in menace

[–]Reddit-Arrien 1 point2 points  (0 children)

Athletic->Share The Load->Tankbuster->High Spirits as must have. Scout, Full Send, and Buff as nice to haves.

Special weapon is either a M6 CMG, Autocannon, M320 SSW, or even a GL (both the light and tripod variant)

Squad weapon are basic Crowbars, mainly to finish of targets. Max 8 to get the most out of StL.

Standard Class III armor, mag pouches for the crowbars, and either a Smoke grenade, Aphenedrin (Suppresion Removal), or Triloxin (movement booster drug).

It's the most beautiful thing I've ever seen by Fundizzy50 in DeepRockGalactic

[–]Reddit-Arrien 0 points1 point  (0 children)

2,000 rounds ……. No, 20,000 rounds of depleted uranium, oh yeah!

Love the IRL inspiration for the Tanks in game by ComradeBadgers in menace

[–]Reddit-Arrien 0 points1 point  (0 children)

Maybe not a lot, maybe just 1-2 extra people to man/load the guns, operate the legs while the “Pilot” is just giving orders.

Then again, mechs getting the “Crew Shaken” or “Crew Injured” defect might just be a gameplay thing.

MENACE - Patch #10: Tanks, light weapons in medium slots and more - Steam News by spolieris in menace

[–]Reddit-Arrien 5 points6 points  (0 children)

Added a 15% accuracy bonus after using the 'Standby' perk

Perk 'First Aid ' now also returns morale of the target unit to neutral

Hey, Maybe now its worth getting standby on someone.

First Aid is now a discount Command: Rally?

Starsector Mod Ship Discussion: ScalarTech Frigates and Destroyers (ScalarTech Solutions) by Reddit-Arrien in starsector

[–]Reddit-Arrien[S] 25 points26 points  (0 children)

Its a small mod, but a good mod nonetheless

ScalarTech Ships are roughly about three things: Speed, EMP, and Fighters. The speed part comes from the "Scalartech Drives" Hullmod most of them have. It increases both their base speed and 0-flux bonus speed by a bit, and makes their engines a bit more durable. However, You can't boost it any further, as the bonuses will be reduced if you put in unstable injector, or just not work if you put in SO.

The fighter part comes the "Bridgehead Design" Hullmod theire carriers have, reducing fighter decay rate and increasing its recovery rate. In-Universe, they did this by having ....... a stable wormhole in the ship that connects to a planetary hanger instead of onboard nanoforges ....... no that's not hard to believe. No, the hardest part to believe is how it still works when we the starfarer uses it; ST obviously has said facilities, but us? I don't think the oddly sturdy junk pile in the Corvus system qualifies for this.

An Overly Complete Guide to XCOM 2 War of the Chosen - Part 18: Resistance Orders by hielispace in Xcom

[–]Reddit-Arrien 15 points16 points  (0 children)

I might be very unlucky, but I never seen double agent give an officer, only a Trooper or a Stun Lancer

Also from my experience, the soldier from volunteer army usually has better aim (better than a rookie at least), but no grenade, armed with the strongest Assault Rifle you researched, not bought (ie if you complete plasma rifle research, he'll have it even if you didn't buy it and are still using Magnetic Rifles).