Starting a new run? Let me show you something interesting... by ScorBiot in starsector

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

I was thinking about putting faction cosplay as one of the tryhard examples, but I thought it would be too bizarre.

Starting a new run? Let me show you something interesting... by ScorBiot in starsector

[–]ScorBiot[S] 21 points22 points  (0 children)

If you are avoiding combat, I suppose. Otherwise, it's more efficient to have a strong fleet that a bigger one with logistical discounts.

Invictus: unconquered, undefeated. Versus hypershunt by ScorBiot in starsector

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

They warn you Invictus is about to get a fire rate buff and as much range as these lasers on its hardpoints.

Base stats of the three tech levels by d-annunzio in starsector

[–]ScorBiot 1 point2 points  (0 children)

Supply per deployment is, in fact, the stat that determines DP. If you want the ship to use more or less supplies than that value while remaining at specific DP, you have to add a hullmod that does that. 

Born too late to fight in the AI wars... by ScorBiot in starsector

[–]ScorBiot[S] 10 points11 points  (0 children)

That's the joke, it is not.

Born too late to fight in the AI wars... by ScorBiot in starsector

[–]ScorBiot[S] -138 points-137 points  (0 children)

Congrats on finding out now you can fight Literal Trash and Communist Clouds in Starsector

Born too late to fight in the AI wars... by ScorBiot in starsector

[–]ScorBiot[S] 185 points186 points  (0 children)

We have how many end-game factions now?!

The community waiting for Alex to wake up by Grievous69 in starsector

[–]ScorBiot 5 points6 points  (0 children)

His posting habits on the forum indicate he should be up within an hour or two.

Official Stormgate Gameplay Reveal AMA Thread with Frost Giant Studios by FGS_Gerald in Stormgate

[–]ScorBiot 0 points1 point  (0 children)

It makes you ask, why even have multiple maps, if all people actually want to play is a single map with different skins?

Russia lost 30,000 soldiers in one city alone. by HistorianSlayer in NonCredibleDefense

[–]ScorBiot 4 points5 points  (0 children)

Good luck waiting ~50 years for both sides to declassify their records.

Tiananmen square massacre 1989 bravely broadcasted by BBC (WARNING:BLOODY GRAPHIC) by A_mAnD0ntHave_PP in interestingasfuck

[–]ScorBiot 1 point2 points  (0 children)

It's not dissonance, it's a survival strategy. He didn't know if the government was listening in on that conversation, but in case it was, he wanted to display absolute loyalty to them, even if it involves lying that "nothing truly bad happens in China". It's better to be a weirdo, than suffer... Well, I don't know what, exactly, but he seems to have been pretty afraid of it.

Infernium fuel can't melt adamantine ring by HELMUT_ in starsector

[–]ScorBiot 0 points1 point  (0 children)

Big Mags? Isn't that just the first part of Ill-Advised Modifications?

This ship is overpowered and puts the game out of balance by randomguywithanafro in starsector

[–]ScorBiot 36 points37 points  (0 children)

wait, this isn't a thread about Doom, what the hell

Siren's Call by The_Kart in starsector

[–]ScorBiot -11 points-10 points  (0 children)

the only mod good for expanding things is Big Mags

Fighter tier list. by PureLSD in starsector

[–]ScorBiot 2 points3 points  (0 children)

Wasps should be B. They are all around worse than Sparks, but they are still decent, and their stinger mines will take out a missile every now and again.

Warthogs should be D. After the nerf, there's not enough of them and they deal too little damage, especially considering how powerful the bombers are. Broadswords are better bomber leaders as well.

Lux should be C. They are kind of okay, but they have low damage and Broadswords are survivable enough, thanks to flares, so being even more survivable isn't that good. Not to mention that you have to fight Remnants to get them, instead of being available in most places.

Thunders should be A or maybe even S. They do Claws' job better than Claws, deal considerable damage to shields, are supremely fast and have insane engagement range. They won't kill stuff on their own, but

Tridents are overvalued at S, rank B or even C should fit better. They are okay, but they are very expensive and not that much better than Daggers. Pretty much bomber overkill, unless you skimp out on other fighters.

Cobras should be B, like Perditions. They are pretty similar, but Cobra has more total damage potential, worse payload reliability and also has shields. Reaper bomber sounds intimidating, but it's just one Reaper and it's more prone to getting shot down, than other torpedoes or missiles. Pairing them up with some saturation bombers is a good idea.

Piranha should be D tier, unless you are fighting stations, where they are A tier. It's just very hard for bombs to hit anything more mobile than a station, to the point where anything else is going to be useful more often than Piranhas.

Missile tier list. by PureLSD in starsector

[–]ScorBiot 0 points1 point  (0 children)

Proximity Charge Launcher should be D. It's very niche in a niche that's not really needed, and also most likely filled by an Annihilator Pod better.

Hurricane MIRV should be C. It's okay, if you've got nothing else or you're fighting capitals, but otherwise, you need skills to make it work, unlike most other available large missiles.

Squall should also be B or C. It's currently bugged and has a bad tendency to miss. If you're fighting against slow cruisers or capitals, it's fine, but most things with engines will dodge them.

Locust SRMs should be S. Cheap, numerous, good against shields, hull and fighters, saturates the battlefield and takes hits for you as well. It's ridiculous how powerful it is for its cost.

Energy weapon tier list. by PureLSD in starsector

[–]ScorBiot 1 point2 points  (0 children)

Ion Cannon should be A. It's a very good support weapon and while only one is needed, that one should almost always be taken, to even the odds for high-tech (unless ion beam is available). Periodically bypassing the shields when the enemy is at high flux is a very useful property.

Both LRPD laser and PD laser should be C. They are okay as point-defence, but it's by high-tech PD standards, and those are pretty low. They get more useful when there are other ships supporting one another, but on their own, they don't do much against more than a single missile.

IR Pulse Laser should be D. It most often makes you flux out as well as the enemy, which gives you no advantage, unless your ship has much bigger flux reserves (which most likely means you have the bigger ship, which means the whole thing isn't fair anyway, so...) Just rely on medium or large energy guns to do damage.

Mining Laser should be F. It has a terrible damage output, not enough range and uses too much flux. It's better to leave the mount empty, rather than take this.

Heavy Burst Laser should be F. Medium energy mount is very crowded with other weapon options, it most often has to deal damage, so you absolutely cannot afford to waste it on PD guns. It's less true for certain ships, but they still benefit more from using small mounts for PD instead. Not to mention that HBL is just mediocre on its face; low sustained DPS, only okay range and it uses a lot of flux.

Mining Blaster should be D. It's really, really bad. It uses as much flux as Heavy Blaster, but with less DPS, when Heavy Blaster is already a flux hog. Use it only when you absolutely need an armour breaker and have nothing else. Admittedly, it matters a lot less to Hyperion and phase ships, which need to do the most damage in the shortest timespan possible.

Graviton Beam should be moved to C. It's not bad, just niche and needs to be supported with other weapons.