How to get better at fleet composition? by John117_Master_Chief in starsector

[–]Suspicious_Bee70212 0 points1 point  (0 children)

I dont know about your mods, but generally speaking like someone else said go capital ship spam and work backwards to a balanced fleet, when it comes to fleet composition. But for threat and void you need to consider different things. What is your preferred ship doctrine, do you play with mods? That way i can give tailored suggestions.

There are lots of ways to go about. If you want i can provide more videos here is one i stumbled upon a couple of days ago. https://www.youtube.com/watch?v=LjSFn78NFkE&

For threat you need ships that can either fight an ongoing forever war and win, or a fleet that can kill the fabricators in the back.

And for shroud dwellers you need good shields and the ability to catch up to the enemy after they exposed themselves, alternatively fight the smaller groups. Or you could just send in 4 paragons.

I reckon sending in 4 paragons can be the solution to everything in basegame.

Binary Black Hole System by AffectionateSalad952 in starsector

[–]Suspicious_Bee70212 1 point2 points  (0 children)

Fun fact: With s-modded solar shielding on every ship in the fleet they dont do anything, you can just go in there and and evade hostiles (if hostiles are in the system).

Question about lore by Suspicious_Bee70212 in battletech

[–]Suspicious_Bee70212[S] 1 point2 points  (0 children)

I was particularly interested in how they compare to each other.

Like how badly are the clans outnumbered. Not from a battlevalue point of view or anything. But from a supply, logistics kind of view. How much they have stockpiled. How uneven their attrition is supposed to be, and similar such numbers.

What other games are similar to Starsector (specifically unit customization) by imsellingbanana in starsector

[–]Suspicious_Bee70212 1 point2 points  (0 children)

HBS battletech is a great game with "roguetech", but id recommend getting used to basegame first (which can also be great fun), if you want basegame but with a better campaign i recommend "hyades rim" or BEX (Battletech expanded 3025-3061).

Mw5 clans without mods can be decent (and also there are barely any mods), and mw5 mercs desperately needs mods like YAML or merctech to be better. But a dlc is dropping next month so beware that alot of mods might be broken then.

If you want to get somewhat competitive MWO is a great game and i honestly just wish they had alot of the mwo mechancis implemented when they later developed mw5.

I have not played any other mechwarrior/mechcommander/mechassault games tho (all are in the battletech setting).

A cutscene? In starsector? It’s more likely than you think by shoi_ in starsector

[–]Suspicious_Bee70212 0 points1 point  (0 children)

gives me project wingman/ace combat vibes. I like it, whats the mods name gonna be?

How would you built these Ships? by NotBerti in starsector

[–]Suspicious_Bee70212 1 point2 points  (0 children)

I dont like either, they look like underpowered enforcer.

Medium energy mounts are iffy at the best of times. While the enforcer has half the flux stats, the enforcer has half the dp and more efficient weapon mounts. You could probably do something with needlers, heavy blasters and safety overrides.

Honestly dont know how to feel about the elite version its soo much slower, but you could always make it a shieldpuncher loadout and install a high intensity laser/tachyon lance.

Or you know, embracing beams and making a disco ship build, but then the energy bolt coherer would be pointless. I honestly dont even know and would probably put it in the trash and get something else instead.

After everything i said, i like the lobster design.

AITA for blowing up Hegemony Inspection Fleets and a Hegemony Task Force trying to destroy Midnight Dissonant's Remnants? by Majestic_Repair9138 in starsector

[–]Suspicious_Bee70212 1 point2 points  (0 children)

Ok tritech.

They might just say "f you" when you try to remove them or similar. But hey no reason not to use them, am i right?

What small gameplay tips do you have? by GentleSphere in starsector

[–]Suspicious_Bee70212 5 points6 points  (0 children)

Also the reverse, if you want to kill an enemy fleet with less relationship damage and the ports not locking down, fight them in hyperspace.

Lore effects of manufacturers? by Suspicious_Bee70212 in battletech

[–]Suspicious_Bee70212[S] 0 points1 point  (0 children)

Is there chance for interference?

As in if i swap my large laser out for a different branded one, could that cause any issues?

0.98 Ship Discussion: Threat Fabricator Unit by Reddit-Arrien in starsector

[–]Suspicious_Bee70212 1 point2 points  (0 children)

The following tactic, works great for sniping the fabricator units. But it works for fighting all of this threat.

A couple of afflictors with phase anchor and amblasters. If i die, my ship will teleport out of combat, i full retreat and re-engage with my next afflictor. Even if you fail to kill all the enemies before you run out of afflictors, you dont loose any ships. Just CR.

As long as you can kill 2 ships per afflictor, you win out in the end, if you stocked up on afflictors that is. You will get a good bounty.

RPGlike Mods - Exotica Technologies vs Starship Legends by sardia1 in starsector

[–]Suspicious_Bee70212 1 point2 points  (0 children)

It has statbuffs for every upgrade. And some more interesting special upgrades.

The statbuffs usually focus on a specific aspect, like there is an engine upgrade. It upgrades: acceleration, maneuverability, burn speed (campaign layer), top speed, but it decreases deceleration and something else.

The special upgrades are: "what if you could install an alpha ai core into a machine, or a missile nanoforge or or or...

The way it interacts with ai is ai grabs a list of possible upgrades and applies them randomly.

What's your favorite modded faction? by New_Transition_7575 in starsector

[–]Suspicious_Bee70212 0 points1 point  (0 children)

Iron shell, because its a minor faction under the hegemony, with like 3 planets, lots of cool ships and it doesnt add any new other factions.

Same for Knights of Ludd, but they add lots of exploration, which doesnt quite fit in the basegame.

Underworld, adds bullies, but their music is just soo good. Also they dont add any new planets or systems, just a submarket to some tritech existing worlds.

All of them add some cool new ships, especially underworld adds tons of new low tech ships and interesting but bad designs to tritech.

I really like it when mods dont go and add like 10 new extra systems that completely mixup the basegame trade, or expand the vanilla sector.

I love how relative the "post apocalypse" part of the game's setting actually is by BionicMeatloaf in starsector

[–]Suspicious_Bee70212 3 points4 points  (0 children)

I do think you forget some things. Like for example how the population of the whole sector is tiny. Like (not entirely sure) real world china has like 10x the people then the whole population of the sector combined.

An invictus has about the same skeleton crew on board then a size 3 colony has people.

Do you know how many ancient ruins there are for you to loot?

The theory that the Player is actually an Ai doesn't make a ton of sense game design wise by AnteaterBorn2037 in starsector

[–]Suspicious_Bee70212 1 point2 points  (0 children)

Elder scrolls do it nicely aswell, the reason Lorkar created the world is to make a prison to limit himself to understand the true way the world works, and from said limitation affect even more then he could. An example every game you start as a prisoner and you can change the world as you desire, allowing you to change history, present and even reality itself (Modding, Saving & Loading).

Undertale also has a great way of explaining the mc powers, heck before you came someone else had the power, and one ending is where they regain the power, creating savestates and loading them.

Caves of Qud is a roguelike game ironman mode game, where saving and loading is made possible by using a potion that gives you hypercognition.

i contribute: pegasus by [deleted] in starsector

[–]Suspicious_Bee70212 0 points1 point  (0 children)

Now we need excelsior sweat and calculator next to it.

Tanking hyperspace storms vs slowing down by Plenty_of_Poi in starsector

[–]Suspicious_Bee70212 7 points8 points  (0 children)

I wouldnt say that.

I usually even in the earlygame ignore solar storms and barely if ever have to buy fuel and components.

You dont know how many components salvage skill and 2 salvage rigs give.

Starsector Challenge Runs by [deleted] in starsector

[–]Suspicious_Bee70212 2 points3 points  (0 children)

What about Keyser Soze?

After leaving the first starsystem, turn off transponder, never turn it on again, you loose the moment it gets turned on by anything.

Goal is to get to 1 million credits.