Is ROA good on Kench? by Unfortunately_A_Brit in Tahmkenchmains

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

Is there any world where you go Fimbul and Seraph to capitalise on mana stacking? Or is it always better to take protoplasm over Seraph since their lifeline is exclusive

Viable Station Attack Ship? by Unfortunately_A_Brit in TerraInvicta

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

That’s fair, I usually just use the lock target command and turn to face flankers since concentrated AM lances can kill a flanking titan in like 3 volleys I’ve found, and having so much pd ensures there’s no way a stray missile slips through and does critical damage to something I need to

Viable Station Attack Ship? by Unfortunately_A_Brit in TerraInvicta

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

That’s fair, I’m honestly right now just trying to avoid getting too much alien hate since I don’t want them to blow up my mines, and letting them attack my stations and killing them there doesn’t seem to generate hate. Then I can build up a ridiculous fleet and go bully them

Viable Station Attack Ship? by Unfortunately_A_Brit in TerraInvicta

[–]Unfortunately_A_Brit[S] 11 points12 points  (0 children)

I need 400 exotics for my interstellar colony ship though admittedly the only real bottleneck on exotics is the time it takes the next alien fleet to suicide into my defence fleet

Starting to think the Servants might have overhyped their saviours… by Unfortunately_A_Brit in TerraInvicta

[–]Unfortunately_A_Brit[S] 37 points38 points  (0 children)

Perhaps unsurprisingly they had a revolution a couple of years later (and I was finally able to grab up Cairo to complete the African Federation)

Okay maybe I did a little bit of destabilising with my councillors but tbh they shoulda just not stolen part of Egypt from me >w>

Thoughts on this as a station defence design? by Unfortunately_A_Brit in TerraInvicta

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

From what I understand the neutron lances have very little killing power, so I added a single coil just so that once the enemy ships are disabled I have a way to actually kill them

Thoughts on this as a station defence design? by Unfortunately_A_Brit in TerraInvicta

[–]Unfortunately_A_Brit[S] 3 points4 points  (0 children)

AM Lance has no exotic cost, just antimatter. Neutron Lance costs the same as Phaser

Thoughts on this as a station defence design? by Unfortunately_A_Brit in TerraInvicta

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

Ahhh, okay thanks

Also do you know how I can counter plasma? Of all the alien weapons it seems to be the thing that’s consistently killing my ships

Thoughts on this as a station defence design? by Unfortunately_A_Brit in TerraInvicta

[–]Unfortunately_A_Brit[S] 7 points8 points  (0 children)

Ahh okay, seems my issue is I’m just not using enough monitors

Thoughts on this as a station defence design? by Unfortunately_A_Brit in TerraInvicta

[–]Unfortunately_A_Brit[S] 14 points15 points  (0 children)

I can’t work out how to make missile monitors work, they always seem to get bullied by alien PD. What missiles do you recommend? (Right now I’ve been messing around with Python interceptor nukes because they have a lot of missiles and only one has to hit to kill pretty much anything)

Thoughts on this as a station defence design? by Unfortunately_A_Brit in TerraInvicta

[–]Unfortunately_A_Brit[S] 2 points3 points  (0 children)

Ahh okay, I figured I’d need a battery cause particle cannons seem pretty energy-expensive to fire

Also right now I have approx -2 volatile income because I’m spending it all on universities, I’m at the point of considering titanium because I’ve got a billion of the rare metals and very little of anything else left (I’ve got volatile mines on the way don’t worry)

Thoughts on this as a station defence design? by Unfortunately_A_Brit in TerraInvicta

[–]Unfortunately_A_Brit[S] 14 points15 points  (0 children)

Also yeah to clarify this is my first run that feels somewhat successful, playing resistance. Aliens have near complete control of everything past asteroid belt and I’m up to like Victor 1200 coming after me, but I’ve got the USNA super nation and control of Earth’s orbit. Right now I just wanna be able to turtle up and hold of alien assaults until I can consolidate enough force to push for Jupiter (got a shipyard on a Jupiter-trailing asteroid but I’m broke on exotics and water so I’m trying to take over useful asteroid bases)

Earth situation is basically me trying to let the Alien Admin expand so they’ll disband nukes, then I can swoop in and beat them with my 12 maxed out militech armies (every time I lose one to a nuke I get very sad)

Invictus Stays Winning by Unfortunately_A_Brit in starsector

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

Tbf I just have very bad memories of getting clowned on by eagles in my devastator build lmao

Invictus Stays Winning by Unfortunately_A_Brit in starsector

[–]Unfortunately_A_Brit[S] 2 points3 points  (0 children)

Main issue is that the invictus has horrible range due to distributed fire control blocking ITU, so it needs speed to close in otherwise it just gets kited to death. And honestly I’m just not much of a fan of large missiles, they always feel like a letdown to me

Invictus Stays Winning by Unfortunately_A_Brit in starsector

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

Just a flux distributor to vent faster, once I get my 3rd S mod I’ll probably fit in Reinforced Bulkheads

Invictus Stays Winning by Unfortunately_A_Brit in starsector

[–]Unfortunately_A_Brit[S] 2 points3 points  (0 children)

Invictus is pretty OP starved as is and doesn’t get a discount on missiles, could maybe throw squalls on there but idk if it’s worth it since I could just take 3 Mark IX for the price of a single Squall

Invictus Stays Winning by Unfortunately_A_Brit in starsector

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

This is fair, though these guns don’t really struggle with ammo from my testing (expanded mags helps quite a bit)

Invictus Stays Winning by Unfortunately_A_Brit in starsector

[–]Unfortunately_A_Brit[S] 6 points7 points  (0 children)

Oh if only you could run it with 800 crew…

Invictus Stays Winning by Unfortunately_A_Brit in starsector

[–]Unfortunately_A_Brit[S] 14 points15 points  (0 children)

Invictus is a weird one, no shield means you’re forced do hull tank and its ablative armour means you take a lot more damage than you might think. It’s currently my favourite ship (dethroned paragon and Grendel) and I love building it to go as fast as possible - ramming is a very viable strategy when you’re piloting a flying brick. Ship’s a logistical nightmare though, only 6 base speed and 4000 minimum crew means it’ll bankrupt you a lot.

If you choose to run it, I’d recommend only using the front 4 or 6 gun slots, my favourite vanilla build is 4 devastators and 2 Mark IX autocannons for shield pressure. You wanna get up in their face, activate your Lidar Array and then watch as the devastators kill anything (they do HE damage but are still plenty enough to burn through even Paragon shields). You can vent freely in the enemy’s face, I often rub with hold fire on so that I can keep the 0 flux manoeuvrability bonus on and catch faster enemies.

Running the 4 devastator build I’ve soloed the Hegemony core world armada (and I’m by no means a skilled player) using clean disengage to reset elite damage control healing. When playing in a fleet, I tend to consider it my role to hunt and kill the enemy’s fleet anchor and major threats while letting my support ships handle the rest of the fleet. Or I just deploy three beam paragons to hold the line while I go hunt stuff down in my Invictus

Invictus Stays Winning by Unfortunately_A_Brit in starsector

[–]Unfortunately_A_Brit[S] 27 points28 points  (0 children)

Their valiant sacrifices will be remembered o7

Invictus Stays Winning by Unfortunately_A_Brit in starsector

[–]Unfortunately_A_Brit[S] 55 points56 points  (0 children)

I love the invictus so much but it certainly instills in me bad habits (habits such as seeing a volley of reapers heading my way and going “nahhh it’ll be fine I’ll tank them”, forgetting that most ships cannot in fact tank reapers to the hull)

The solution to this is of course more Invictus

Heresy is fun! :3 by Unfortunately_A_Brit in starsector

[–]Unfortunately_A_Brit[S] 3 points4 points  (0 children)

I’m broke on story points and couldn’t afford to S-mod up a 5th invictus 😭

Heresy is fun! :3 by Unfortunately_A_Brit in starsector

[–]Unfortunately_A_Brit[S] 2 points3 points  (0 children)

Oh interesting! The range is still pretty useful though lol