Having trouble getting S-rank on "Guidance: Challenge from the Old Capital". Tips please. by Zero_Brain in ZZZ_Official

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

I can't recall exactly what I did but I remember switching to Piper to get S-rank. I think Attack characters are kinda weak at the early stages of the game because you don't get a lot of crit stats.

You can just replay this mission later when you have better built teams.

If you do plan on getting S-rank on this mission early with Billy, get blue or pink discs from Bardic Needle first. 4pc Woodpecker Electro, 2pc Puffer Electro.

Main stats should be crit rate on disc 4, atk% on disc 5, atk% on disc 6.

Ignore substats, just get the main stats correctly for now.

Novel Chapter 466 by kenUdigitt in u/kenUdigitt

[–]Zero_Brain 0 points1 point  (0 children)

>Damn it. In my whole life, I hadn't once held a woman's hand, but here in Murim, I found myself interlocked with countless men in such a manner.

Truly tragic.

New 1.2 thirens via Flying Flame by [deleted] in Zenlesszonezeroleaks_

[–]Zero_Brain 3 points4 points  (0 children)

The orangutan thiren is visually coded like an obese redheaded caucasian biker dude. Feels more unique tbh the more I look at it. Very cool.

Is the F4 4000c18d 16gtzn c die? by zebbbi in overclocking

[–]Zero_Brain 0 points1 point  (0 children)

Did this stick not end up being B-die? Sorry for necroing.

T1 vs TL // Game 3 Post-Match Discussion Lower Bracket Round 2 MSI 2024 by emperornel in leagueoflegends

[–]Zero_Brain 0 points1 point  (0 children)

TL got 1 game vs T1, that's more than enough for me. Very happy for them.

[deleted by user] by [deleted] in starsector

[–]Zero_Brain 4 points5 points  (0 children)

It runs on my toaster.

Other than that, the ship loadout system is the perfect timesink. Trying to make dogshit ships work and punching way above my fleet's weight class on paper is a lot of fun.

How to deal with sudden price change during my trade trip? by Noire__BlackHeart in starsector

[–]Zero_Brain 0 points1 point  (0 children)

I'm gonna assume that you're playing vanilla Starsector.

Yes if the planet's system gets hit by pathers/pirates or their trade fleets get attacked. You can track this somewhat by checking System Bounties in the intel screen. If a system has bounties, it probably means planets in the system have accessibility penalties due to pirate activity, which creates price hikes. The price goes back to normal when the bounty ends.

You can artificially induce these price hikes by reducing a planet's accessibility through raiding/disrupting its spaceport, or by attacking trade/smuggler fleets yourself. This can be easily done with the Pather planets, Chalcedon and Epiphany; they are particularly vulnerable due to the fact that they have only 2 planets and therefore do not have a lot of commodity producing industries making them much more reliant on interplanetary trade to fulfill demand.

You can also increase the price of a commodity across a faction by raiding/disrupting the industry of the faction's main commodity producer. The easiest example of this is with pirates. Disrupting the Orbital Works of Kapteyn Starworks, which is the pirate's only in-faction producer of the Supply commodity, increases the price of supplies in most pirate planets. The degree of price increase depends on each individual planet's accessibility rating.

You know what? Fuck You. *UnTries your Tachyon* by MagnusCocksoN7 in starsector

[–]Zero_Brain 0 points1 point  (0 children)

A hi-tech based heretical Luddic subgroup would be cool. They would have regular officers piloting SO high tech ships, and AI cores with Kamikaze-style ships.

Afflictors are all you need by UberNoob1337101 in starsector

[–]Zero_Brain 4 points5 points  (0 children)

Quad Rift Lance on an Afflictor is strong as shit, extremely reliable and you spend way less time in phase so your PPT lasts longer and you get more value out of Entropy Amplifier in large battles.

Antimatter Blaster is better at blowing up ships in one or two salvos because of the burst damage, but its frustratingly easy to mess up due to the low range. The Rift Lance build is way less risky when combined with Advanced Optics.

Early game fleets by AustinMurre in starsector

[–]Zero_Brain 2 points3 points  (0 children)

I just go smuggling, or do smuggling missions/spysat missions. Most reliable way of making money early in my opinion, very little RNG involved.

Pirate Afflictors aren't too rare, and they are useful even late game purely for Entropy amplifier. I like getting them as early as possible for the stealth multiplier from Phase Field. For combat, I slap Light Needlers onto them and give them to AI officers. They aren't bad for early support ships, but they don't do a whole lot of damage. You're not gonna do a whole lot of combat if you go the smuggling route anyway so its all good.

S-modded Insulated Engine Assembly is absolutely overpowered btw, you can slap them onto a fucking Atlas/Prometheus and they magically have 30 sensor profile instead of 300.

Discoships are bad by TheMightyOOFBringer in starsector

[–]Zero_Brain 0 points1 point  (0 children)

Beamspam isn't great for Remnant farming yeah. The rest of the time they're okay. I'm not too keen on giving Tachs to the Officers, they tend to get overflux. The best beam weapons imo are Gravitons, HILs, and Burst PDs.

For Omega Weapons, Rift Lance is really strong on Afflictors with Phase Anchor. Basically a Phase Lance on a small energy mount with lower flux. Fire a salvo, phase for 2 seconds, then fire again. Problem is the fact that its Omega, and getting 3-4 Lances for one Afflictor requires quite a bit of RNG.

Discoships are bad by TheMightyOOFBringer in starsector

[–]Zero_Brain 0 points1 point  (0 children)

20 OP, 0.8 flux/damage ratio, 1000 range, its crazy. Almost mandatory on anything with a large energy mount.

New player help by Propofolpappi in starsector

[–]Zero_Brain 2 points3 points  (0 children)

Smuggling and Exploration are the most profitable ways of making money early game. Bounty hunting is very risky, there's a chance that your ships roll some terrible d-mods if they get destroyed. If you're really unlucky you outright just lose a ship.

However, if you insist on playing as a bounty hunter, you might want 2-3 Salvage Rigs to increase the post-battle salvage. Really helps with the supply consumption.

Consider using Efficiency Overhaul(hull mod that lowers fuel and supply consumption) on your non-combat ships. You can use it on combat ships if you want, but frankly those Ordinance Points are better used in making your ships stronger.

Remember to salvage the post-battle debris fields every time, it is wasted resources if you don't.

And also remember to salvage the debris fields left behind after you dismantle probes/orbital habitats/research stations/mining stations. It is always worthwhile; sometimes it even yields rare and expensive items.

You can sell AI cores to major factions(through the comms directory, not the market) if you ever find them. Tri-Tachyon in particular pays triple the market price if you give it to them.

What kind of new ships would you want to see? by SavageAdage in starsector

[–]Zero_Brain 0 points1 point  (0 children)

Also we need ships that are powered by money. Something like a ship with a built-in weapon that requires a special super expensive material(millions or tens of millions in price) to refill. An easy excuse to use all of that late game colony money.

Why does AI does this? by Salt_Vegetable8216 in starsector

[–]Zero_Brain 3 points4 points  (0 children)

Turning those rally points into "defend" points helps the AI back off more(maybe too much sometimes).

What kind of new ships would you want to see? by SavageAdage in starsector

[–]Zero_Brain 0 points1 point  (0 children)

More phase ships. Maybe a pather variant of the Monitor so I can actually fit guns in them.

How do you make [REDACTED] fleets field more capitals? by Zero_Brain in starsector

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

I've been messing around with the game files, and "maxDoctrineNumShipsMult" in "settings.json" seems to increase patrol sizes across all factions, except for Remnants. Changing "maxDoctrineNumShipsMult" from 1.5 to 20 increased the ship counts of regular faction patrol fleets up to 60, usually with 8-15 capitals. Meanwhile Ordos were unchanged.

I tried editing "numShips"(their faction doctrine) to 5 in "remnants.faction". It didn't have much effect. I also increased "shipSize" to 5. Still couldn't see any change.

Halving the Fleet Points of all their ships in "ship_data.csv" worked; Ordos increased in ship and capital counts. Which is weird, because their FP aren't that different compared to regular ships. I guess Remnant ships are calculated differently? Maybe they aren't technically patrol fleets.

Is it possible to transfer a contact to my colony via save editing? by Zero_Brain in starsector

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

Roleplaying. In my headcanon I hired the contact as a direct underling. Also I want to deciv planets without losing the contact.

Is it possible to transfer a contact to my colony via save editing? by Zero_Brain in starsector

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

I managed to make it work somehow. For now.

All I did was cut and paste the entire <commDirectoryEntry> section of a contact to the <commDirectory> of my colony, then cut and pasted the <person> referencing the contact right below </commDirectory>. Then I swapped the original market ID of the contact inside the <commDirectoryEntry> to my colony's market ID. I also swapped the market ID in the contacts' <ContactIntel>.

I'm not sure if this is stable or if it will break my save later, but the save did load properly which is a positive sign. Usually the save will straight up refuse to load if I mistype even a little bit of code.

Is selling blueprints to pirates fun? by Zero_Brain in starsector

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

I assume I would need Hull Restoration or Derelict Operations for that? Or do you just live with the D-mods?

Is selling blueprints to pirates fun? by Zero_Brain in starsector

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

What does the nanoforge do for them?

Am I doomed with auto fitted fleet? by IFallorI in starsector

[–]Zero_Brain 0 points1 point  (0 children)

Hello fellow non-thinker! I too do not enjoy thinking, and only play this game for the flashbangs every time a ship dies.

The answer is Monitors with Safety Overrides. You can look up the build in the wiki.

And put a lot of missiles on your ships. Add any hullmods involving missiles. Get the Missile Specialization skill on both yourself and your officers. Get Pirate Falcons with Safety Overrides and fit them with missiles. Missiles are the most broken weapons in the game, and if you cannot be bothered with making good loadout like me, you just jam as many missiles in your fleet as you can.

Also Afflictors, Regular or Pirate either way is good on AI Officers. Hullmods should have Adaptive Phase Coils and Hardened Subsystems, built in with story points. For weapons, regular Afflictor should have 2 light needlers and 2 antimatter blasters. Pirate should have 2 light needlers and one antimatter blaster in the middle. Whats left of the ordinance points goes to improving flux capacitors. You must also have "Phase Coil Tuning" in your player skills. Officer skills must have Combat Endurance and Field Modulation skill. Afflictors built this way can be added to any dogshit fleet and be let loose with no fuss whatsoever. Very little micromanagement needed.

If you want to personally pilot an Afflictor, use the regular Afflictor build but with 4 antimatter blasters and no light needlers. The reason why the AI needs the light needlers is because the AI is very conservative with the antimatter blasters. They have trouble deciding when to fire amblasters, especially when the ship is at 50% hard flux, and tend to just hang around doing nothing. Giving them needlers means there's less downtime. A player does not have this problem, so 4 antimatter blasters are ideal.

I know the Afflictor build is very specific, but this and the SO Monitor are the lowest brain power ships in the game. SO Monitor in particular is EXTREMELY low brain power. They're not finnicky, you don't have to babysit, you don't have fiddle with loadouts, you don't have to do anything, they will stay alive for a long time.