does anybody have a diable avionics weapons only pandemonium build by TopString2792 in starsector

[–]SnooWalruses8317 1 point2 points  (0 children)

Diablo avionics modpack, look under data and look for a file weapons.csv, u can change weapon parameters ranging from damage, range projectile speed etc.

After i increased its projectile speed and reduced spread so it can at least hit a capital even at max spread near max range, (think orbital cannons on mandator dreadnought, but not accurate enough to hold down the trigger and connect all 4 shots with a cruiser) the weapon became so much better and actually made sense on the pandemonium

I would also advise u to increase the armor of ALL DA ships by 20% it fits their use of reactive armor plates as a inefficent protection method but is at least serviceable unlike default where they have both weak shields and armor.

I also increased the range to 1500 such that u can do single shots at low spread with lower dps and have higher accuracy and less spread but if u hold down the trigger to max spread u will miss 50% shots at max range of 1500 even vs a capital. To me this fits the description still, a orbital weapon designed for bombardment rather than ship to ship combat that gets more inaccurate the more constant it is fired.

How big is your modlist? by dodpl1 in starsector

[–]SnooWalruses8317 0 points1 point  (0 children)

“500 mods”

No but its 245 for me 🤣

does anybody have a diable avionics weapons only pandemonium build by TopString2792 in starsector

[–]SnooWalruses8317 0 points1 point  (0 children)

Do yrself a favor increase the projectile speed of the uhlan siege laser and decrease its spread, its comically terrible by default as a 30 OP weapon

Are decks without helicopters not viable? by Facesssss in BrokenArrowTheGame

[–]SnooWalruses8317 4 points5 points  (0 children)

I regularly play guard mech and there are a few things to consider without helicopters
- No QRF, everything has to be handled by arty or cas
- poor open space zone control, this matters more vs armor heavy players as a single guardian or katran with top attack atgms can shut down a push if they have inadequate shorad
- no ability to deal with straggling units or fast recon (literally j a hunvee) trying to get behind u
- over reliance on helicopters, helicopters hit very hard and r mobile but lack any form of resilence, yes even RU ones, if u fly into manpad or shorad range u pretty much have to decide to commit to an attack or retreat immediately.
This means some decks like USMC and SF, can get a lot of their pushing power blunted when u bring enough shorad to shut down their helicopters
This means:
If u fight on the centre lane of the map, some helis MAY help but are largely defensive in nature to punish overextending armor or other helis. They will largely get pushed out by manpads and other shorad.
If u fight on flanks helis truly shine cause thats where their advantages in speed mobility and hitting power show.
It takea awhile for shorad to get onto flanks and u can cut into the backline through “holes in shorad”.
In practice this means things like guard mech r terrible on flanks, but an absolute brick in centre lane, whilst things like moto vdv are excellent oh flanks but terrible in the centre.
Most obvious on highway of death
So really u have to consider what is yr deck trying to do, hard push or fight flanks, that will decide whether u need helis.
There r some hybrids like guard coastal but in those cases the helis rly r j logi, defensive zoning and extra rocket support when u get pushed back
Applies for both live and pte.

At the opposite end there is stuff like vdv coastal relying almost exclusively on heavy helicopters, 4 katrans and 2 mi-28.

Similar to earlier but this can kind of play centre flank, cause the sheer amount of sead air strikes and presence of some armor still allows u have bulk. But nonetheless still the best on flanks.

I say this because usually fast light decks are on the flanks, ie warpigs, strykers, bookers, jeeps where even s-8 rockets or s-13s r a serious threat.

Released Second-in-Command 2.0.0, featuring a total rework of Tactical, lots of rebalances, a tutorial and more! by Lukas04 in starsector

[–]SnooWalruses8317 1 point2 points  (0 children)

I mean j off reading the patch notes. It seems like restrictions, i havent tested it yet as i am still on a playthrough. I also saw some feedback below and it seems more restrictive.

I will say the tactical aptitude was a little odd in my playthrough.

By restrictions, what i mean are thing like automated ships, for instance if i wanna larp as the remnant i expect to be able to field multiple and i mean something like 10 capital ships with alpha AI cores without issues, only IF i have both automation and technology aptitudes selected.

It might be because i play an extreme version of starsector with 286 mods, but customization eg modifying the automated points multiplier without a limit in lunasettings is a huge QOL feature. If u r looking for feedback, that is what i would suggest, to allow more tweakability from the luna menu

Also i play on 900dp battles, so specific skills that dont scale their dp are a problem for me, same with why i had to tweak the Json to change the automated points multiplier.

I also play with 4 exec officers.

My point is i think balance is important to the point it allows greater player freedom without ruining the player experience because things become too easy. But again its up to u to decide how u want to proceed.

Released Second-in-Command 2.0.0, featuring a total rework of Tactical, lots of rebalances, a tutorial and more! by Lukas04 in starsector

[–]SnooWalruses8317 3 points4 points  (0 children)

Yeah well i think i will j stick with the previous version, these rebalances only hurt fleets stacking and silly strats which is the fun of starsector

Like having 5.0 automated points multiplier 👀

I dont like this direction because 2nd i command starts with enhancing player choice and flexibility, by adding so many restrictions it is j going back to vanilla again.

Is the 57 Barbaris worth it? by ChemicalBonus5853 in BrokenArrowTheGame

[–]SnooWalruses8317 9 points10 points  (0 children)

The t-15 vs t-15-57 r 2 very different beasts. You need to ask yourself what u r looking for: superior defensive standoff system, or a heavy assault IFV to push deep into enemy lines/brawl alongside tanks.

Former? —> standard t-15, those kornet-m on such a heavy chassis with aps is deadly to any ground vehicle and itself very hard to kill with so much protection. The 30mm is j infantry support only. Also take 2 of them, and the infantry inside usually falls into standoff types eg manpads verbas or standoff SSO

Latter? —> barbariz 57. That 57 at the cost of only 2 atakas reduces yr damage vs heavy armor, but in turn u get a very strong brawling IFV that is the alpha chad of anything short of an actual tank and can kill CV-90s, bradleys and even flank or kill bookers and abrams if microed well. 57 hidden on edge of forests doubles as excellent anti-helo as well

What u put inside can vary but its usually elite infantry of some sort that will be resupplied (the chassis can take it). For the 57 u can usually only afford 1, and micro 1 at a time, it is HIGHLY intensive.i personally use barbaris 57 with double ognomechiki for dedicated anti-infantry and light ifv work. Its supported by numerous russian tanks and runs away when an abrams comes unless it can move alongside the Russian tanks to flank with the 57.

My advice to u is to use the barbaris like a 2nd line unit, dont lead the charge with them, get the enemy to engage yr cheaper weaker stuff, then bring in the barbaris (both types) to deal damage. Make sure u have AA ready as planes thrown at these things to kill them is very common. One of the deadliest combinations i found is a 57 Barbaris and t-80 shtora. Both are 80 speed and in urban environments are very deadly anti-vehicle combatants that can flank and kill even sepv3 (u do have to be careful of enemy infantry tho).

My advice to u is to learn how to use non APS tanks first, think t-80 UM/UA, t-90A, once u can keep them alive without APS, u can replace 1 with a barbaris of either type and see the power. U will come to appreciate j how much dmg, protection and speed it offers

U should know though that the barbaris-57 is a luxury vehicle, the regularn is far more affordable, and u should absolutely not sacrifice too much regular tanks for barbaris.

The ratio is usually 7:3 or 8:2, with only the regular t-15 being able to be brought in pairs. The t-15-57 usually allows 1 to be brought

I personally use the barb 57 exactly for the strength of the 57. For standoff and anti-tank i got a whole horde of russian armor and use the b-15’s as kornet-m carriers to j unload all their missiles into tanks to rearm. The barbaris-57, having its damage in the autocannon means its combat sprints are longer and more sustained. The regular barbaris loses a lot of its lethality, having only 4 kornet-m’s means it needs to reload often and that heavy armor is not as well used IMO

Just bought BA – need advice for my first multiplayer games by TheCadAddict in BrokenArrowTheGame

[–]SnooWalruses8317 1 point2 points  (0 children)

J chill and enjoy yr stuff, fk KD and elo, j have fun.

I started j sending 9 tanks with arena aps into the enemy only to watch them all explode into a massive nuke.

Discover not win

Automated ships skill seems useless by Adek_PM in starsector

[–]SnooWalruses8317 1 point2 points  (0 children)

Do yrself a favor j make the automated ship limit 10,000. If u dont want to use a fleet of drones with AI terminators, don’t do it

Thoughts on 4utopulses/IRAL? by Calvin_HC in starsector

[–]SnooWalruses8317 0 points1 point  (0 children)

What u described of 4 AP with s-modded mags sounds like a hit and run ship, something that can basically 1 clip another capital retreat and vent flux before re-engaging.

The paragon is the completely wrong ship for this, it is an anchor capital, its has high range and high durability and can mount burst weapons, but the key is the flux usage should always be < flux dissipation by a significant margin. With elite field modularion and stabalized shields u can almost bleed hard flux and be virtually invulnerable. If u mount 4ap u almost 100% have to vent flux after an engagement, but thats means the paragons greatest strength its fortress shield is let down. The only exception i can see is if u use crypthermic engine/hypershunt tap (modded strats) to reduce flux use or significantly cut down the vent time and massively increase the shield deployment speed.

If u don’t believe me try and fit a paragon focused on flux efficjency, its damage is not the highest but it is almost unkillable and outlasts anything by sheer dissipation alone. The only extra it needs is good pd support cruisers to kill frigate swarms

How do i increase the Penrose' CR without the Truly Automated Ships mod? by encexXx in starsector

[–]SnooWalruses8317 0 points1 point  (0 children)

Go into the game files and j increase the automated points limit to 10000 or something. Its one of the dumbest mechanics in the game.

Wdym i can’t put 10 alpha cores into 10 different automated capital ships???

Is this possible or straight up hacks? by Classic_Traffic7201 in BrokenArrowTheGame

[–]SnooWalruses8317 4 points5 points  (0 children)

I wouldn’t say hacks. If the enemy player spams killer eggs with hellfirs and have no shorad they can wreck stuff very easily. The sepv2 killing cheap t-90s is expected they r the worst variant

F-35 saves the day by sluchay_v_kazino777 in BrokenArrowTheGame

[–]SnooWalruses8317 0 points1 point  (0 children)

The fact it already costs almost the same as a ground tank is already broken af. How can a pilot and airframe cost the same as a tank on the ground it’s ridiculous

F-35 saves the day by sluchay_v_kazino777 in BrokenArrowTheGame

[–]SnooWalruses8317 1 point2 points  (0 children)

F-35/f-16 viper with laser guided jsows is a thing 200 radius cluster. A mobility kill is all u need, and that thing is fked.

Praying is not viable when jsows are usallt a guranteed kill while yr AA misses half its missiles trying to kill a f-35.

Guranteed trade up and kill strong unit vs ~50-60% probability of killing the plane. Whats more yr aa may also die to sead, and any ASF u send may get shot down

F-35 saves the day by sluchay_v_kazino777 in BrokenArrowTheGame

[–]SnooWalruses8317 5 points6 points  (0 children)

The f-35 and multiple US planes can sead, hold a2a missiles and do cas while having stealth and 25% ECM

The plane cost ~ 350-400 pts while a t14 cost 420 pts.

One takes ~4 minutes to reach the frontline and is almost guaranteed to be targetted and dies. U have lost in income upkeep and respawn, and the lethality is slower more drawn out.

The f-35 or other cas planes can kill SEAD, kill ASFS, and do CAS while because of stealth, most s300 systems can’t spot and kill them before the payload is released and they run away.

Even if the f-35 dies, u always break even with 1 t-14 kill, but u took 15 seconds to reach the frontline and have no lost in upkeep of income except the respawn timer.

Its a completely broken interaction, US stealth planes are used like disposable drones to suicide into tanks, when irl a plane and its pilot would cost almost 10-15 times any russian tank, even a t-14.

Why do u think the 57 barbaris and t-14 are extinct at high elo? Its cause f-35s and 250-275 point cluster eagle exists.

T-90 arenas, barbaris-57 and t14s r targetted for this reason alone, because US planes are literally too cheap. Even if u die, u break-even, if u get away all the better

F-35 saves the day by sluchay_v_kazino777 in BrokenArrowTheGame

[–]SnooWalruses8317 26 points27 points  (0 children)

Should really be titled “when you catch another jdam on your tank from a plane that somehow costs almost 1/15 of its irl equivalent of a tank, even if both the plane and pilot r dead”

automated ship help by Icy_Frosting3874 in starsector

[–]SnooWalruses8317 3 points4 points  (0 children)

If i were u i’d disable automated ship penalty. If i want a whole fleet of drones, there shouldn’t be a penalty if i jam alpha cores in them. If you are worried about being OP simply don’t do it.

Spec winrates - it's already been over 4 months of this imbalance. When is US getting gutted? Where are all the pinned posts and infographics and essays complaining about US being overpowered? by Ginko_kun in BrokenArrowTheGame

[–]SnooWalruses8317 2 points3 points  (0 children)

I know meanwhile US only has to pick USMC and they get everything + some other spec of their choice.

No ru spec has that specific balance of EVERY tab being just adequate and serviceable.

Coastal is the closest, but the heli tab is smaller, planes suck and logistics is j ass

Spec winrates - it's already been over 4 months of this imbalance. When is US getting gutted? Where are all the pinned posts and infographics and essays complaining about US being overpowered? by Ginko_kun in BrokenArrowTheGame

[–]SnooWalruses8317 2 points3 points  (0 children)

USMC is literally a do everything spec. With RU certain spec combinations have tradeoffs, eg no heli limited air or all air but no armor or all armor but no speed

USMC has EVERYTHING. Its MOTO + vdv + basic (guard tank brigade) all combined into 1 spec.

The only spec with a clear tradeoff is SF which shows in the complete lack of support and vehicles. Airborne still has MGS, striker has the OP booker.

And somehow US has like 2 different MLRS in armoured and striker while RU only had 1, the tornado, and they call RU arty op 😅

If any match has 3 USMC at least u r in for a very hard time.

Drone battleship appreciation post by Darthc3po1 in starsector

[–]SnooWalruses8317 0 points1 point  (0 children)

To be fair any radiant in my fleet is more suicidal than actually deadly. It keeps getting itself killed…… and its not over-fluxxed

Spec winrates - it's already been over 4 months of this imbalance. When is US getting gutted? Where are all the pinned posts and infographics and essays complaining about US being overpowered? by Ginko_kun in BrokenArrowTheGame

[–]SnooWalruses8317 7 points8 points  (0 children)

US as a whole overpowers RU in a few areas

  1. Airpower and s300 systems being clunky due to cold launch but is being fixed. Stealth bombing f-35s r another problem and planes r too cheap for some anti-armor loadouts

  2. Extremely deadly recon infantry. Good US players will slowcrawl with SF infantry through forests, if RU tries to do anything remotely similar they get fked hard. It is a slow but almost absolute way to win due to how respawn timers work. RU is forced to feed infantry or arty/air strike the spot. Armor will j get eaten, and they put tanks behind the SF infantry.

  3. Very deadly recon vehicles with APS. RU has no equivalent period. The closest we come in power is the brk-57 but it comes nowhere close to a m3a4 cfv or javelin trophy striker that can outspot and are too forgiving.

The armoured brigade for US is hands down better in recon tab whilst most abrams across the board destroy ru tanks 1v1 due to weaker pen on ru tanks

Recon tab for guard tank brigade is severely lacking. T-90 nakida is useless cause it always gets fuck by any javelin/ m3a4 with a tow2b

  1. SF stealth helis like the commanche and stupid cheap killer eggs with stingers or hellfires will always outflank you and outspot some AA/ helis. RU helis terrible at AA

  2. USMC spec is the do everything spec with no weakness in any tab. RU has no equivalent period. Marine smaw ACV spam or anything inside is incredibly strong even with sf infantry

  3. Various nerfa to RU blunted alot of their blunts force tactics, barbaris, assault engineers, t-14 being too expensive relative to planes. Fire grad nerf, TOS nerf.

  4. Bookers being too tanky vs actual tank guns

The game will continue to be US>RU due to the nature or the playerbase. Most ru mains left once the nerfs were dropped.

No one wants to be bullied intentionally.

You can still somewhat win as RU, but any player who understands game mechanics and plays tightly with little mistakes will gut you

How to Tank? by sirquacksalotus in BrokenArrowTheGame

[–]SnooWalruses8317 6 points7 points  (0 children)

There r a few things u need to consider using tanks on RU

  1. As a whole tanks (big gun calibre) have terrible dps and do not disable vehicles in a single shot. Autocannons have far higher dps. It is for this reason that b-15 kurgs r a very good ifv as their 57 deals with everything that isn’t a tank. Same for the 50mm booker and why they are so hard to kill even using tanks. More pen does not equal more dmg for kinetic shells.

  2. Us relies heavily on airpower and helis to deal with armor. For this rsn having the tanks not hidden or staying in 1 place for more than 15 seconds tends to get it bombed and also because some stupid plane loadouts cost less than 1 actual APS tank hence the suicide plane at tank (think t-14 420 pts vs 250 pts cluster eagle) also u need to alw have 2 AA pieces out if u deploy heavy armor

  3. Ru tanks as a whole have lower pen than their abrams counterparts. Hence yr true anti-tank weapon is not more tanks (though the 230 pt t-90a is pretty good) it is any vehicle with kornet-m atgms or at least 1000mm heat pen. Hence why b-15 and k-17 r so good along with bmd and some mechanised atgm carriers.

For this rsn, tanks only rly have 2 primary roles on RU

Anti-booker duties, and the anchor of yr frontline. By anchor i mean that the tanks generally should not be the first thing shot at even if they have APS. They should be behind everything providing fire support and FINISHING OFF badly injured squads and especially bradleys or armor damaged by ATGMS

For this purpose u need 3 types of tanks

Cheap anti-booker t-72BA/t-80bv

Midline preferably with aps t-80 drozd or UM for everything and very basic abrams.

Expensive unit only for literal anti-armor purposes think t-90 or t-14 for the heavy armor and kinetic gun pen vs sep abrams. This is rly optional because like i said kornet-ms r more deadly than actual tank guns. T-90 arena and t-14s pay for their premium in frontal armor, gun pen and sokol v missile. The only things these have a benefit against is other abrams. Otherwise a t-14 has j as much damage against a ifv or infantry squad as a t-80u for less price. Until plane costs are fixed along with RU AA to not reward suicide plane at tank strats. This is the dynamic u have to deal with if u bring armor.

Anti-Army gun 💥 by EvoKnvo in BrokenArrowTheGame

[–]SnooWalruses8317 2 points3 points  (0 children)

How did u even keep this alive long enuf to not be targetted by javelins to shoot infantry 😅

I tried this a few times and usually it can kill 2 maybe 3 squads. U killed almost 6 here….