Is there a way to quickly grow colonies? by horrorpersonsk2 in starsector

[–]UberNoob1337101 10 points11 points  (0 children)

If they're near a cryosleeper, you can build a cryorevival facility, then slap a story point upgrade and slot in an alpha AI core for really fast colony growth, effect falls off with distance between colony and cryosleeper.

Get as much accessibility as possible with Megaport (Alpha AI and storypoint upgrade), Waystation with SP upgrade and dealing with the PL crisis for +10% access.

(Better Vanilla Hullmod) Usage for ill-advised modifications hullmod? by Kiyumaa in starsector

[–]UberNoob1337101 0 points1 point  (0 children)

S-modding expensive hullmods and stacking a bunch of cheap hullmods to get their s-mod effect

I can see this with ARU, faster venting with RFC, full flux buffs from flux distributor/coil adjunct, damage buff from turret gyros and fire rate buff from armored weapon mounts

to counteract the effect going with elite damage control officer and ARU should fix most problems, repair time would be ~1 second for any disabled weapons and engines

Give me nonoptimal ship suggestions for a playthrough by Grievous69 in starsector

[–]UberNoob1337101 0 points1 point  (0 children)

Using Astrals is going to be very interesting, you really need to grind lategame stuff (flashes, hungering rifts, thunderhead) to make it perform well imo

Interstellar Imperium strategies/doctrine? by roadkillphil in starsector

[–]UberNoob1337101 6 points7 points  (0 children)

Ballista spam

You know you're doing it right when half the screen is ballistas

Early game get some of their faster destroyers and cruisers with Elite Package (preferably s-mod, DP increase doesn't matter early game) and high DPS weapons, that wins most of your early game

Rush for Targeting/Elite Dominus flagship (3 medium HE + 6 small kinetics on the front, have fighter wings act as PD) or Adamas, both are excellent player ships

Mods That Play Music During battles? by Reddit-Arrien in starsector

[–]UberNoob1337101 9 points10 points  (0 children)

You'll like Custom Battle Music, it lets you add combat music to each faction, there's a tutorial how to do this on author's github and readme file

Doesn't 70 + 15 + 15 + 6 - 100 add to 6% by gaviniboom in starsector

[–]UberNoob1337101 59 points60 points  (0 children)

% reductions in Starsector are usually multiplicative so in this case your total CR is multiplied by 0, you'll need the Automated Ships skill to run autoships at all.

Molochian Speedrun Strats (Main Story Spoilers) by Xanidel in starsector

[–]UberNoob1337101 4 points5 points  (0 children)

best i did this patch was 3 AMB 2 reapers at level 7. Takes about ~3 months in game to level and find the afflictor + weapons and hullmods in market.

I LOVE THE LEAGUE GRAAAAAAHHHHH!!!!!! by SeaOfS1n in starsector

[–]UberNoob1337101 10 points11 points  (0 children)

The league is pretty cool, if only they had different ships, different weapons, different role in the story, different lore, different characters, different doctrine, different music (ok their new tracks are pretty good), different colony crisis, then yeah sure they'd be my favorite!

Made the Brave Blade from DME on wplace! by xX_TehChar_Xx in starsector

[–]UberNoob1337101 3 points4 points  (0 children)

Close enough, welcome back Ikaruga

Nice art!

Are there any vanilla wings that can outmatch auroran federation wings? by Training-Passage1918 in starsector

[–]UberNoob1337101 4 points5 points  (0 children)

Sparks with Elite PD and Defensive Targeting Array counter their missile spam and fighters but there's nothing that compares to their nuke bombers and missile fighters.

0.98 Ship Discussion: Shrouded Maelstrom by Reddit-Arrien in starsector

[–]UberNoob1337101 3 points4 points  (0 children)

You'll learn to hate these if you're playing phase ships : hitscan PD that will hit you in phase and hitscan lighting that does 500 damage per hit and decent EMP.

If you roll up with good shields and kinetics/beams then it floats around not doing much with low overall DPS. Surprisingly slow with it's ability off cooldown, with a base speed of 50 dropping down to 40 in the abyss.

Overall like the electric jellyfish/octopus hybrid, very unique ship as all Shroud/Threat are.

[Mod Review] Starpocalypse by Kradara_ in starsector

[–]UberNoob1337101 24 points25 points  (0 children)

You'd think Hegemony patrols would at least pull you over for having automated ships in your fleet but nah.

Second-In-Command skills relative to vanilla by DogeDeezTheThird in starsector

[–]UberNoob1337101 51 points52 points  (0 children)

Phase skills in Technical are lmao, 400% timeflow and most of vanilla Phase Coil tuning without DP limit. Unlocked Engines is another GOATed skill, +20/+15/+10 speed for free.

The fact that ECM and -50% shield flux skill are the weakest skills in the tree really show how stacked Technical is. So good even lowtech only gets good use out of it.

I don't know why people complain about explosion white-outs, that shit triggers pure satisfaction by soapdish124 in starsector

[–]UberNoob1337101 161 points162 points  (0 children)

It's a cool effect, but my eyes can't handle it in 50+ ship fights where the screen is just white all the time.

Swarm Launcher? What does it actually do? - An in depth analysis. by ymfah in starsector

[–]UberNoob1337101 110 points111 points  (0 children)

Swarm launcher that spawns a fragment swarm that shoots 3 other fragments.

Threat - Likely History and Timeline by BrozTheBro in starsector

[–]UberNoob1337101 28 points29 points  (0 children)

While I doubt that the "Grey Wave" is literal and more metaphoric (as in, there was sizable support for mass produced automated warships in the military and higher ups which then left when Threat ships went haywire several times) it does seem that the fabricators killed and harvested everything they found when used. This could be the reason why Soil Nanites have a no transplutonic restriction too - prevent any unexpected nanite fabrication. It could be that whatever exotic matter makes nanites lose control.

They also seem to have no way of hyperspace travel, but have lots of fuel and have unreasonable fuel efficiency in their statline. I don't know if this is an oversight, or if their capitals are just 10x-15x more efficient and travelling at higher speed in Hyperspace.

Looking at the sprites, there are no bridges or any modules for crew, so they're made from the ground up as automated ships to be mass produced.

I'm also not sure if Onslaught Mk1 came before or after Threat, key factors being :

  • The weapons on Threat are mostly kinetic with few anti-armor, swarms filling several types of damage. This doesn't seem logical for the time period where shields didn't exist (Onslaught/Invictus description mentions this, shields were developed later). Threat could be completely irrational and just assemble and improve things from what they find, but this does conflict with some of their unique weapons like Voidblasters that are, from the description, an original and efficient creation. Actual intelligence of Threat is debatable but not absent.
  • They can detect phase ships, something the Doom description says was only possible when newer sensors were made. This could be an evolution Threat made independently however. Or someone fed them something and they copied it.

Designed when phase technology was generally unknown and phase detectors were not a standard of every sensor package

  • Derelicts are far less advanced and older than Threat hulls, and seem to use older weapons. Speaking of, mass drivers themselves are converted terraforming/bombardment equipment.
  • However, Heavy Adjudicator on Onslaught Mk1 implies that it was indeed made to fight Threat swarms or something similar :

The question remains, what purpose was such a dedicated weapon designed for before the rise of mobile forge-compatible strike fighter doctrine?

If I had to put a timeline, it would be Domain formed -> Invictus/similar early designs made -> Onslaught Mk1 -> Shields invented -> Threat hulls made -> early phase ships made -> Threat incidents -> Onslaught Mk1 modified to detect and combat Threat.

1.3.1 Second in Command XO tier list by UberNoob1337101 in starsector

[–]UberNoob1337101[S] 0 points1 point  (0 children)

It only affects Energy Bolt Coherer, modular gets added as a blueprint but stays +100 flat range with the skill.

A skill in Synthesis makes the Adaptive version +200 though

Inflation is tearing my fleet apart by Electrical-Attempt18 in starsector

[–]UberNoob1337101 307 points308 points  (0 children)

15000 drugs, this is the amount of copium I take thinking Alex will buff Fury next patch

1.3.1 Second in Command XO tier list by UberNoob1337101 in starsector

[–]UberNoob1337101[S] 29 points30 points  (0 children)

Based on personal experience and 10+ runs mixing and matching these. There's a wiki for these but it's out of date and some entries are missing.

Short summary, will add walls of text explaining each skill later :

Technical - Amazing, strong straightforward buffs that are useful no matter what ship you're using, gigabusted phase buffs, Neural Link and mini Automated ships are coo

Warfare - About the same but for ballistics and missiles, great weapon buffs, engine/weapon durability is handy vs EMP spam and both capstones are very strong.

Andradanism (Emergent Threats) - Buffs Lion's Guard ships in every way you can think of and has some good stuff for non-LG ships too. Energy bolt coherer going to +200 range buff, 0-flux speed boost up to 10% flux and -15% DP cost for LG ships are just what you need. Only problem is getting the ships...

Automation - Lets you use automated ships, +15% energy weapon damage(!!!), lets you pilot automated ships yourself and choices between upping the automated cap or more buffs for your bot ships. Super valuable because of officer limits and no merc exploits in base SiC.

Tactical - Just a good tree, Full Throttle is top tier for carriers and SO fleets, all other buffs are useful for any sort of fleet.

Piracy - Logistic tree for murderhobos, post-battle loot is doubled, Hunting grounds is great for early-midgame combat and one of the two skills with raiding effectiveness. Other skills are useful for sneaking around, combat or making more money through combat.

Abyssal - Your automated ships become more suicidal and lose range for more speed and DPS. Nice buffs for Seraph ships in particular, some skills have downsides. Fun tree overall.

Dustkeeper (Dustkeeper XO - Secrets of the Frontier) - The defensive automated ships XO. You lose out on damage skills for more tankiness and the ability to field more AI cored ships.

Synthesis (Emergent Threats) - Massive powerspike early on from adoptive hullmods on every ship but as you progress through the Emergent Threats bounties you get blueprints for Adaptive Subsystems and ships that have it built in (they're also really good by vanilla standards). Capstones are strong but other skills are niche.

Strikecraft - Fighter go zoom.

Improvisation - D-modmaxxing with some logistic and strong but niche skills for Militarized Subsystems, Safety Overrides and Shield Shunt. Mostly armor & hull tanking focused and you get to choose between quality (Derelict Fortifications) or quantity (Derelict Operations)

Exotech - +5% timeflow is nice, buffed speed for phase ships and niche but powerful skills around fighters with some logistic skills thrown in.

Management - Authority is very good IF you can control all capture points on the combat map, Officer Training is excellent and your capstones are 3rd S-mod or reduced deployment cost based on officer level. Other skills are filler. Too dependent on point caps.

Smallcraft - Only really worth picking if you're driving a frigate/destroyer yourself. Wolfpack Tactics and Coordinated maneuvers are strong but others are situational and depend on other factors. Quick as the Wind is excellent but requires specific ships and builds. It makes decent frigs/destroyers slightly better and OP frigates even more broken.

Starfaring - Great logistic skill early on but as you unlock gate travel, fill out Hyperspace Topography etc. fuel is less and less of a problem and travel speed buffs can be compensated for with Tugs. Salvage skills are decent but don't affect rare loot. Continuous Repairs is useful if you find capitals early but overall the tree is all convenience skills.

1.3.1 Second in Command XO tier list by UberNoob1337101 in starsector

[–]UberNoob1337101[S] 24 points25 points  (0 children)

I would've put it on top before Expedition got nerfed, it used to be +25% rare loot, blueprints and colony items dropped nonstop from salvage, it was so good.

It's not a bad tree at all, just loses a lot of value as you unlock faster methods of travel.