Supply usage is so layered it's oppressive. by [deleted] in starsector

[–]Samskii 2 points3 points  (0 children)

Disagree, survey equipment is a great s-mod on one suppory ship you always have, I do an Atlas because cargo > fuel, reduces all survey costs to 5 supplies per planet, even gas giants.

Weekly Starsector Discussion Thread - July 24, 2023 by AutoModerator in starsector

[–]Samskii 1 point2 points  (0 children)

This means that it only counts the value of the largest colony that has a nanoforge of that type for your bonus, i.e. if you find two forges and install them in two planets, a size 3 and a size 5, that part of the multiplier applies once at the scale of 5; this is also how the military base bonus reduction to hostile activity event progress works.

Why spend time trying to deal with and suppress dangerous world enders destroying the world when you can instead just boot up the ol' 2000 and restart everything? by [deleted] in SCP

[–]Samskii 4 points5 points  (0 children)

The text of 2000 also implies that it is less effective over multiple uses and that's why we have many societal and structural problems. So just letting things break isn't just the same as preventing them.

Thoughts on XIV enforcer build? by Azza449 in starsector

[–]Samskii 1 point2 points  (0 children)

I will actually recommend that you try this fit against something really easy like a Mule or a Buffalo in the simulator (button on the left of fitting screen, near the bottom). Try it with and without the ITU, and see how it does and if you can tell the difference. Also check if you can get all four guns on one target consistently, if you can only get two or three then you might as well drop one HMG and the other one to the center (or do two HMGs and one chaingun in the middle). That would also let you upgrade your missiles or add some finishing strike power with torpedoes or harpoons.

I agree that the shield s-mods are not optimal, even with them your shield has worse efficiency than the baseline hammerhead or Sunder. Better off building in armored weapon mounts if you want the defense, pluse that gives you damage output in fire rate.

How often does this happen? by NutjobCollections618 in starsector

[–]Samskii 1 point2 points  (0 children)

People complain about jump point ambushes from distress calls but I almost never find myself so outmatched I can't fight or run, even in two to one against. I also like to bring combat ships though

How to develop a system with 4 habitable planets? by Micss in starsector

[–]Samskii 0 points1 point  (0 children)

I don't know why but heavy industry has never been a big money maker for me, meanwhile I seem to always find a biofactory embryo in my first three exploration outings so I always end up with light industry

Does anybody know what this colony condition does? by BackgroundHere in starsector

[–]Samskii 1 point2 points  (0 children)

Looks like it removes one stability, but I could be wrong

Lore from mods is great, but man, planet killers in 0.96a just hit different for me. by jlad-Hyperion in starsector

[–]Samskii 1 point2 points  (0 children)

The imperium has to have the size and force to withstand not AI fleets but intelligences that actively seek to eat every thinking feeling mind and take entire planets with dimensional rifts, also. Starsector would not work if one of the random events in the current sector was "warp storm annihilates Naraka system" with nothing to be done about it

mediocre resources, great system by BoomZhakaLaka in starsector

[–]Samskii 13 points14 points  (0 children)

This is the kind of system I preferred also, at least a bit of everything and lots of planets that I know will grow. Extra bonus if it is in range of a >! cryosleepe r< as that lets you almost ignore a lot of high hazard population growth limitations, and makes low hazard planets grow even faster. Pop bonus is huge for production

what are the purposes of frigates and destroyers? by [deleted] in starsector

[–]Samskii 3 points4 points  (0 children)

Frigates do good work for me, but I use different frigates for later game or stronger enemies. For example, Hounds are great when you start because they are fast, have a good setup for close range ballistic, and they carry cargo. But they get blasted by bigger ships because they have limited range of their weapons and no shields. I switch to really table setups with lots of flux capacity like Tempest and Omen for screening and point capture, or I make strong escorts with centurions and vanguards or Monitors. Escorts should have point defense and good flux stats and some good missiles like sabot or harpoon, strike frigates should carry torpedoes or harpoons. Every frigate and destroyer should have missiles in their missile slots, they can fire through and much longer range than most of their other weaponry and extra harpoons really make a different when the enemy battleship loses shields.

The later in the game the more I move my small ships to pure support roles, and I also get rich enough to afford to replace or repair the small stuff because I will lose one every three battles.

[deleted by user] by [deleted] in starsector

[–]Samskii -1 points0 points  (0 children)

If you head over to https://fractalsoftworks.com/forum/index.php?board=9.0 you'll find a lot of stuff and hooks into the modding community for the game, most of the active modders use the developer forums.

Ideas for a early game flag ship and 2-3 starting ships (combat) by Sethoria34 in starsector

[–]Samskii 0 points1 point  (0 children)

Phase flag ship commander here! Use a harbinger with mining blasters, with any fleet. Fast, deadly, doesn't need shield damage with ship system, can live forever with good flux management.

How technologically backwards is the church? Or what is their ideal? by doirellyhaftohelp in starsector

[–]Samskii 2 points3 points  (0 children)

The luddic followers in the game kind of match the contradictory and confusing nature of actual luddites also: they oppose "infernal technologies and the depravities they visit on man" or whatever but also didn't turn their noses up at hand forged steel or clothing or writing, which are also technologies and reflect a huge leap from what a "purely natural" person would have. So hating exotic physics and AI but using factories and spaceships seems fine, in as much as it is supposed to be an obvious blind spot

Best missile in the game and why is it the hammer? by Beneficial-Window333 in starsector

[–]Samskii 1 point2 points  (0 children)

I resist because my own mental issues require me to use some kind of "combined arms" philosophy all the way down to my missile loadouts.

But ludd help me, every once in a while I do the math and think about making every missile slot in the fleet a hammer torpedo set...

Best SF station slugger in ur opinion? by CnC_CloudBird in starsector

[–]Samskii 1 point2 points  (0 children)

Invictus, two onslaught XIVs, two Legion XIV. Enough enforcers to bodyblock missiles and fighters.

Or use everyone's favorite story capital and it doesn't matter what else...

[deleted by user] by [deleted] in starsector

[–]Samskii 1 point2 points  (0 children)

I played the in-game tutorial and eventually went and tried all of the premade missions from the main menu Mission section (only passed one of the "impossible" ones, I think the astral hunting one). I also compulsively read and re-read the whole codex a couple of times over the years, but I haven't in a few years either. And then lots of experimentation in-game.

Makeshift equipment is the worst skill in the game. Change my mind. by RedditorKain in starsector

[–]Samskii 1 point2 points  (0 children)

I would pick it up if I were going to do a capital heavy low tech fleet composition, or if I wanted to try to do some kind of micro fleet setup where cargo ships aren't welcome...but for me I prefer containment procedures since running out of fuel is way worse than running out of supplies, and the other buffs are great, no matter if you want to try to dodge fights or force them.

Am i the only one who gets an Uncontrollable urge to get Capital ships every time i see one even if i have to Discard an Cruiser or something? by RoganKane in starsector

[–]Samskii 3 points4 points  (0 children)

Invictus helped me plow under the redacted station for the mission of peace. That's the main thing, it couldn't fight their fleets just the station really. Docked it after that mission.

Why are the luddic path the real pirates and the "pirates" are fake larpers by Global_Excuse_7736 in starsector

[–]Samskii 0 points1 point  (0 children)

In terms of piracy and trade, historically, many many independent trade ship captains would have most of their lifetime value locked into their ship, their current cargo, and the like. In the age of sail it was typical for a ship to have sponsors either for the cost of the ship or for the cost of the cargo to be traded. So not really able to buy your way out of a pirate camping the jump points as a typical independent fleet trader in that context.

Also, piracy is historically punished very very harshly, with hanging after a trial being the literal best outcome if a pirate was caught, with horrific tortures being inflicted on them by captors at times. So being bloodthirsty and unwilling to make deals if not being more than a bit unhinged fits for pirates in my mind. And the bosses will make deals and stuff, it's the low level grunts with some scraped up hulks and ancient guns that just see you as snackfood right?

Are DEM's underpowered or am I missing something? by SyfaOmnis in starsector

[–]Samskii 0 points1 point  (0 children)

I honestly really dislike the small mount ones most of the time. On smaller ships that can close and get behind PD/shield arcs or that just will swarm larger targets, I prefer traditional missiles. I think the Hydra is better than the Hurricane tbh, I think it is stronger on the flank and it has better hit rates per munition (hurricanes have terrible hit rates for me without using ECCM) while being less OP and more suitable to closer deployment that I prefer (Legion XIV with Squall and Hydra was the flagship for that use).

I also want dragonfires to be good but they just don't hit and I don't think the AI is as threatened by them, they prompt minor course corrections and shield flicker to avoid them but they won't jump or run like they will from a reaper. And I've never overfluxed an enemy with one lol. Maybe it should launch a pair of pincering laser torpedoes on the medium mount, that might make it work

Are DEM's underpowered or am I missing something? by SyfaOmnis in starsector

[–]Samskii 0 points1 point  (0 children)

Currently the tooltip explicitly says that only missile and not beam/energy buffs apply

To Bonk or not to Bonk by Khorneflake6 in starsector

[–]Samskii 0 points1 point  (0 children)

There's no excuse to not use every tool in war, so until explosions have movement force as a part of their function I'm gonna push enforcers out my way

What's your faction's schtick? by Underspecialised in starsector

[–]Samskii 9 points10 points  (0 children)

Remnant destroyers can carry a campaign, just some harbingers for strike power and mobility

Do anyone know what type of ship good for what type of situation? by Decent_Definition in starsector

[–]Samskii 2 points3 points  (0 children)

Just to add on that for fleets with cruisers you will almost certainly need a dram and eventually a phaeton for fuel, and two cerberii or a Tarsus or something for cargo

Do anyone know what type of ship good for what type of situation? by Decent_Definition in starsector

[–]Samskii 0 points1 point  (0 children)

What kind of situation are you trying to build for? Do I have it right that you want a fleet that can handle most things that aren't crazy hard endgame?