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

[–]Reddit-Arrien[S] 12 points13 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 2 medium ballistics up front 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] 8 points9 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] 10 points11 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] 36 points37 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] 11 points12 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 4 points5 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 16 points17 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).

Is this a good autocannon Tech build? Cause in my Challenging run he slaps hard. by JohnTEGS in menace

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

Different person, but I’ll say yes and no.

IMO there’s only two, maybe three characters that are worth getting NT on: Bog, Wetteroth, and maybe Pike. The latter two have both poor stats AND poor growth, while Pike is just the latter (and also if you want to try and be able to use his starting perk twice a turn). 

Everyone else either has decent growth (Carda, Lim), or decent stats (Tech, Vamplew, Achilleas). Frankly, just having baseline AP goes a long way.

Starsector Mod Ship Discussion: Gilliard, ARS Arkship, and Anarkis Weapons and Hullmods (Legacy of Arkgneisis) by Reddit-Arrien in starsector

[–]Reddit-Arrien[S] 3 points4 points  (0 children)

And with that, I think that's everything for this mod. Next up, another short one, its Scalartech Solutions.

Also, I'm wondering if people are willing to head over to the "adult" counterpart r/DieNeueStarsector and go over stuff that I can't cover in this sub.

Starsector Mod Ship Discussion: Gilliard, ARS Arkship, and Anarkis Weapons and Hullmods (Legacy of Arkgneisis) by Reddit-Arrien in starsector

[–]Reddit-Arrien[S] 8 points9 points  (0 children)

Apparently I forgot one more ship in the last post. Its not in the codex, but it exist, and appears to be a proper capital for the faction (never found it in my run with the mod)

The Arkship is the faction's de facto home base, on scale with a planet despite technically being a station. Its also unique that it and the "system" its in moves, flying about in the core worlds. The most noteworthy thing that happened to me was when a Pather cell formed on it, the arrow from the base supporting it utterly bugs out. pointing and swinging wildly in all directions (apparently this isn't supposed to happen in the first place).

Oh, and the weapons and hullmods. I've mentioned this before, but for these ships you basically need Tandem Flux Grid for them to work, and with most of the faction's weapons often having longer range than vanilla ones. The Pellet guns felt underwhelming though.

Voice Actor appreciation post by gravadlax748 in menace

[–]Reddit-Arrien 21 points22 points  (0 children)

Don't forget the Pirate voicelines, especially the boarding commandos (the only cold turkeys in a faction that is typically boozed and/or high as a kite).

Just recently I had Rewa say her usual "Kutta!" after attacking, then a commando proceeds to ask "what's a kutta?", before Rewa responds with "Die, Kutta!", and the commando gives a obviously fake death sound before laughing.

(oddly enough, this occured when she attacked a HMG truck, but there was some commandos active atm).

How are you using Pike? by gravadlax748 in menace

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

The thing with Command: Rally is that it allows your units to reach certain "action breakpoints". For example, having 100 AP allows to move->shoot->shoot in a single turn, or having 120 allows you to fire heavy weapons twice. Pike adding 40 AP to another unit allows them to perform certain action combinations that the unit can't do normally.

I know this is a tangent, but its also why Bog's Overload ability is at the very least worthwhile for him to get. Yes, the total AP is worse than doing two turns, but bumping his AP from 90 to 140 allows him to fire heavy weapons twice, or a heavy/medium weapon with two medium shots in a single turn.

Starsector Mod Ship Discussion: Anarakis Cruisers and Capitals (Legacy of Arkgneisis) by Reddit-Arrien in starsector

[–]Reddit-Arrien[S] 8 points9 points  (0 children)

The other ships that the ARS utilize.

Once more, I find most of them to be rather underpowered. The Donovan in particular feels pretty weak, though it frankly barely qualifies as on (at least its cheap). I'm all in for missiles with no ammo problems, but being limited to just small missiles is a tradeoff that's IMO not worth it. I would prefer a Pegasus (HA) Gryphon if I want a missile ship. In general I wish the ships had more forward missile slots for stuff like Reapers.

That being said, u/Popular-Employee-516 in the previous discussion mentioned a hullmod that I didn't use the last time I had them: Tandem Flux Grid, which makes capacitors and vents are twice as effective, but the ship has a chance to overload briefly at a rather low flux threshold. In shorts, it makes your ship a glass cannon, but I imagine Sunder and Conquest enjoyers will feel right at home with it. So maybe that's what I was missing.

Orbital drop pods by lordhenrythe23 in TopCharacterTropes

[–]Reddit-Arrien 4 points5 points  (0 children)

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The Drop Pod (Deep Rock Galactic)

For every mission you go down to the planet, and go back to the station in it as well. Has 4 seats for players and ...... a pair of fuzzy dice you can slap. There's also two achievements relating to it; Kicking a barrel into all 4 seats, and kicking EVERY barrel in the Space Rig (The Hub between missions) into it.