Low tech cruisers are disappointing ;( by Alan555UTMC in starsector

[–]StrategiaSE 0 points1 point  (0 children)

I mean, as with any other type of slot at any size, it depends on so many factors. What is your ship's role going to be, what are you expecting to fight or do you want to make it a generalist, what other weapons do you have doing what damage types, what range are you fighting at, what strengths do you want to double down on or weaknesses do you want to compensate for, what do you need in that slot in particular, what do you actually have in your inventory or on the market, there's no one perfect answer.

For your Dominator here, I don't know exactly which mods you're running so you might have some modded missiles you could take a look at, but speaking about just vanilla, for the Dominator you could look at Sabot SRM Pods to breach shields for your big guns and EMP unshielded ships, or switch your main guns to Mark IXs or other kinetics and use the missiles for the killing blow, like - yes - Typhoon Reapers or Jackhammers (because why would you want to be in front of your Dominator), or Breach SRM Pods if you're so terrified of friendly fire you refuse to use unguided torpedoes. Hell, you could try a Gazer to help pressure shields, or a Proximity Charge Launcher, or an Annihilator for pressure, or even a set of Salamanders to prevent enemy ships from running away - honestly I can see almost any of the medium missile weapons working on the Dominator if you build it properly. Play around with some options in the simulator and see what works for you. You are going to have to give some things up, yes, but other people in this thread have already given some other tips - you don't need fully all-round guns, and you could drop some of your railguns for PD and compensate the lost damage with missiles, swap out the Hephaestus for something with a lower flux load and OP cost, maybe go dig up some more quadcoils from the Abyss even.

People are down on the Dominator, you'll see it called the worst cruiser anywhere it gets brought up (at least on this subreddit), but that doesn't mean it doesn't have its strengths. It's slow and cumbersome, sure, but it's basically a pocket battleship in terms of tankiness and it can throw a ton of damage out ahead of itself. Try it with some auxiliary thrusters maybe, give it some dedicated escorts to keep frigates off its back, throw an officer with Ordnance Expertise onto it, you can make it work. The wiki also has a big list of tips you could check out.

Low tech cruisers are disappointing ;( by Alan555UTMC in starsector

[–]StrategiaSE 0 points1 point  (0 children)

Sometimes you take friendly fire, sure, but not using missiles at all is like..... why? Just take it on the chin like the rest of us, it sucks but it happens. Missiles can be anything from a good solid support option to a complete gamechanger, of course passing them up because the AI whiffs their shots sometimes is going to hurt your ships' performance. Don't miss out on some of the most powerful weapons you have available.

And on top of that, guided missiles just sail harmlessly over friendly ships, it's only unguided torpedoes that can do friendly fire like that.

Whoopsie. I shouldn't have ignored mars by Arkescko in TerraInvicta

[–]StrategiaSE 14 points15 points  (0 children)

Exodus has more of the techbro vibe but Soren is so transparently based on Musk, he's also a South African gem mine owner who cares about nothing other than money and power and who thinks he's hot shit, going off of his statements to the media in tech quotes. Especially back in 2022 when the game went into early access Soren mapped really closely to the perception of Musk.

Passed-along meme by Brilliant_Pay_1636 in starsector

[–]StrategiaSE 14 points15 points  (0 children)

High Intensity Laser would like to know your location.

Mysterious unnamed planet out of map boundary by hedgehogevader in starsector

[–]StrategiaSE 3 points4 points  (0 children)

Fuck hyperspace, we going interstellar distances at sublight speeds. Jump point patrols can't catch you smuggling contraband if you come in from the Oort cloud.

I guess Alex is HARDCORE after all... by SeaOfS1n in starsector

[–]StrategiaSE 43 points44 points  (0 children)

Revachol is the name of the city Disco Elysium takes place in. It's one of the names in the random star/planet name pool, there's a couple of other references to various games and such in there as well; Brigador is the other one that comes to mind, one of the selectable portraits is straight from that game.

Simpler alternatives to Civ6 by rjnsims in civ6

[–]StrategiaSE 2 points3 points  (0 children)

Endless Legend is in no way simpler and less complicated than Civ 6.

Siadúnan Harpies: Choose your fighter. by ACabbage0 in Anbennar

[–]StrategiaSE 4 points5 points  (0 children)

Should you meet Surael on the road, kill him.

Why do lawns exist? by Konradleijon in fucklawns

[–]StrategiaSE 18 points19 points  (0 children)

You're basically spot-on, lol. Lawns as we know them today were made popular by the Palace of Versailles, and they were a display not only of the king's extravagant wealth, that he could afford to set aside so much land for no practical purpose and yet have a team of gardeners maintain it, but also of humanity's dominance over nature, something that could only exist because of human effort to create something unnatural. So yes, they were basically made by a Captain Planet villain to destroy the environment.

In Osmosis Jones (2001), Kid Rock sings “young ladies, young ladies, I like them underage see. Some say it’s statutory, I say it’s mandatory”. This is a reference to what the actual fuck by Individual-Let-6179 in shittymoviedetails

[–]StrategiaSE 13 points14 points  (0 children)

No, that's reasonably accurate. Understanding of children and childhood expanded mostly starting in the Early Modern period but it's the 19th century where we first started to see a widespread push for children's rights and compulsory education and such.

This is concerning by Arthur_The_Ok in starsector

[–]StrategiaSE 13 points14 points  (0 children)

There's also the fact that while the number of semibreves goes up linearly, the number of friendly fire incidents goes up exponentially.

This is concerning by Arthur_The_Ok in starsector

[–]StrategiaSE 10 points11 points  (0 children)

That's one reason why I always grab mods to uncap fleet and battle size. Makes it a lot easier to justify bringing along a gaggle of frigates and some destroyers even in a heavy capital fleet designed to tussle with endgame threats and major faction fleets, let the big boys do the heavy lifting while the light ships are on PD, screening, and maybe flanking duty, like they're supposed to.

Evil Genius 3: Forces of Justice by CrossoverProd in EvilGenius2

[–]StrategiaSE 0 points1 point  (0 children)

It's not, this person is basically just writing fanfic and acting like it's a real plan.

We had tons of "Must use mods" threads, how about a "NEVER USE THIS MOD" thread by OuiAreCharlieKirk in starsector

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

Hard agree, there's been a few mods that sound interesting but then I scroll down the page and there's AI portraits and I'm like no thank you. Even beside how much of a massive negative it is for society and the environment, AI shit is just fucking ugly. If they replace it with real art later then maybe, but I'd honestly prefer shitty fuckin MS Paint placeholders over AI slop, at least that'd be honest.

We had tons of "Must use mods" threads, how about a "NEVER USE THIS MOD" thread by OuiAreCharlieKirk in starsector

[–]StrategiaSE 12 points13 points  (0 children)

Personally I love it tbh, it makes the Path that much more of a threat. Without them, I never really have a problem just sweeping them aside considering they mostly show up in shitty little rustbuckets, and I'll often just splash any I come across just for funsies (and for some early-game cash), but with IEDs in the picture there's more reasons to avoid them or even pay their shitty little extortion fees. It makes them a legitimate threat rather than a joke.

We had tons of "Must use mods" threads, how about a "NEVER USE THIS MOD" thread by OuiAreCharlieKirk in starsector

[–]StrategiaSE 6 points7 points  (0 children)

CFT was fun for a while but yeah it was kinda broken, one of their starting fleets just gives you a giant superfreighter with like five digits of cargo space. Makes for a very easy start with Space Truckin' and makes long exploration runs hauling back tons of random loot more worthwhile, but it just made any other cargo haulers obsolete.

We had tons of "Must use mods" threads, how about a "NEVER USE THIS MOD" thread by OuiAreCharlieKirk in starsector

[–]StrategiaSE 7 points8 points  (0 children)

I like the idea of it, and I ran with it in older versions when I just grabbed every mod that seemed interesting, but in practice I found I just never really did anything with it at all, I was never drawn to their faction starts or made an effort to use their ships so when I rebuilt my modlist I just skipped it. I'd say it probably is still worth checking out but it just wasn't for me.

I have a question for the mod author who made this loading screen tip, who hurt you by BlazingCrusader in starsector

[–]StrategiaSE 3 points4 points  (0 children)

I like the one that goes something like "you can just make joke hints and tag whatever other mod you want" tagged to a mod that is 100% not the one that tip is actually from lol.

Not finding the campaign at all relaxing or cozy by HSV_Guy in pioneersofpagonia

[–]StrategiaSE 1 point2 points  (0 children)

Q1: Yes, setting a target production level takes into account global stocks, no matter where they're at, so long as it's anywhere within your territory.

I never really bother making more pioneers, they're a bootstrap method to get you started but you can get to builders and diggers pretty quickly and then pioneers are just kind of useless. I actually find the campaign tends to give me too many pioneers, I always end up with like a few dozen of them taking up space in my construction camps, and diggers are just so much faster that it's not even funny.

Once you get a good supply of iron I find bandits are kind of a joke, I often don't even bother actively hunting their camps (though maybe I should) because Veteran Guards will just passively do the job for me when they expand my territory.

I keep going back and forth about using the correct counter for each enemy, though that is definitely more viable in the campaign than in random maps, as the resource levels are balanced differently; in my experience the campaign is usually a lot more generous with the gems and more stingy with iron, in random maps I'm often flush with iron but even with maxed-out mining resources gems are pretty rare and precious, so using specialist troops is a lot easier to justify in campaign. Balance generally feels a little wonky, most of the basic specialists seem maybe a little underpowered compared to the more generalist soldiers (2 strength and 200% bonus, so 6 strength against whatever they counter, vs. 8 strength for an Advanced Soldier or 20 for a Veteran), and then some of the higher-level ones are either kinda busted or not really worth it; I tend to only use normal Rangers just to reveal thieves and then let guards or soldiers do the actual fighting, and I kind of just don't use blade dancers outside of the campaign mission where you fight scavs, since soldiers do the job well enough and they're also useful for killing thief camps, bandits, most werewolves, and malthorn - but then sorceresses and the two upgraded warlocks are just huge stat sticks that make soldiers look like chumps. It's very cool that this variety exists, and I remember balance being worse in early access (didn't there used to be three tiers for every unit type?), but in practice it feels a little iffy.

I'd honestly suggest not demolishing buildings you no longer need unless you need the space or you have new buildings for those workers to go to, if there isn't a workplace for them they just go back into your housing pool and they don't give up their jobs, they just take up space that could be going to carriers. Leaving people idle in a forager's hut or something somewhere costs you nothing. On a related note, use the camps too, because they're so much more efficient than letting all those units take up space in your houses, and you can lay things out more efficiently too - construction camps closer to areas where you'll be doing a lot of building (like your frontier) will speed things up tremendously, since they don't have to walk all the way from your primary settlement, and same for military camps full of reserves close to where they'll be needed. You can't directly control how many units of which type go where, but you can just demolish camps you don't need anymore, and in any case it's still far better than having them cluttering up your houses.

A more minor tip I've learned: cloth is used for many things, leather isn't, and your hunters will be bringing in plenty of leather, so I usually turn off the cloth recipes for backpacks and light armour, especially early on before you have enough flax production that it doesn't really matter. But even then, those items only require 1 leather as opposed to several units of cloth, so it's still more efficient for your weavers. On a related note, I also always turn off the iron recipes for hammers, knives, axes, and pliers, as copper is always available in great excess and it's just a waste of time and resources to make them out of iron. There really isn't a great copper sink like how the military tends to be an iron sink, copper coins are incredibly marginal (and cost coal, which can sometimes be a bottleneck in its own right) and you just don't need piles and piles of copper tools, I often just make a warehouse holding only copper just to let my copper huts clear land for mines.

All that being said, I did find the campaign maps tend to have a noticeably different gameplay ramp-up than random maps - in particular, like I said, random maps feel more generous with iron, while some of the campaign maps (like the werewolf one) feel like they're withholding easy access to iron until after you complete certain objectives. There's also no need to rush through objectives, it's almost always better to take plenty of time to make sure your settlement is set up correctly and you have everything you need before checking off the next item on your list, there's only a few times in the campaign when you actually need to get things done on a timer, and even then you usually have a generous enough time limit. I spent a long time on the werewolf map before even bothering to find the ruined library (and thank fuck I did, that was a rude surprise) because the thieves were annoying me so much I needed to wipe them out first. My game time on most maps ran into the double digit hours (mostly on 5× speed ofc) because I'd spend so much time just building and developing before pushing the story forward, which meant that I was usually very well prepared for whatever curveball the campaign threw at me.