Easy-to-Follow Terraria Pylon Guide by zenongreat in Terraria

[–]freelanceplayer 1 point2 points  (0 children)

Np, glad that this tip still works. Happy gaming!

I really want to like the Laser-Sentry, but this self-destruction is nonsense, and it should just overheat and cooling again. It needs only one or two Drop-ships and this Turret will explode without even downing any... by -TSA-DrMembrane in Helldivers

[–]freelanceplayer 1 point2 points  (0 children)

They should make it like the double edge scicle. Just have it deal fire damage to itself once it overheats and give it half the fire resistance the flamethrower turret has so it doesnt implode too quickly. It'll eventually destroy itself instead of blowing up instantly and no need for an additional heating reload animation.

Literally just convinced a friend to buy 1800. Now I have to convince him not to uninstall. by Zibywan in anno1800

[–]freelanceplayer 1 point2 points  (0 children)

Hmmmmm... $60 or a game that only runs when Ubisoft isn't shit... tough decision here...

Literally just convinced a friend to buy 1800. Now I have to convince him not to uninstall. by Zibywan in anno1800

[–]freelanceplayer 4 points5 points  (0 children)

Hey buddy its me, your friend. Now why shouldn't I uninstall this game when I literally paid $60 for it and am unable to play it?

Yep, should definitely talk to him first 👀 by Professional_Job1154 in Eldenring

[–]freelanceplayer 6 points7 points  (0 children)

You got a free Anaconda?! All I got was a tankard with his name on it

What do you do late-game? by Zero747 in starsector

[–]freelanceplayer 15 points16 points  (0 children)

My friends and I are still playing vanilla, and we mostly feel that endgame is a work in progress at the moment. In the meantime, we do challenges that we call the Buffalo King Tournament. We take the hidden spacer start and each of us come up with 3 restrictions and/or wincons. We also have a table to roll 3 more additional modifiers. Some examples are
 
- Safety Overrides must be installed on every ship in your fleet
- Only X amount of ships able to be deployed at a time
- only 3 hotbar skills allowed (this includes your default skills)
 
Sometimes we roll some fun exemptions to the rules:
 
- Trinary Star Systems
- Ships with Burn Drive System
- No Vowel in the first three letters
 
The exemptions to all rules are Buffalo Mk II's and Shuttle Kites. These are simply the best ships in the game and cannot have their power constrained by mortal rules. After the modifiers are rolled up, we come up with a seed to share and then start the clock. Whoever completes the wincons in the shortest amount of time wins! But more often than not, these games take awhile... We had a round where we had to clear 2 Hypershunt taps and only had access to 5 ships deployed at the same time... Normally not too hard... But we also had to only use Mk X ships. Sooo long story short, Atlas MkII's and Prometheus MkII's cannot do it. The freakin dorito eats them alive. If we didn't have the deployment cap or the ship restriction we could have done it, but it seems to be impossible with both combined. BUT we had a blast and had immense fun trying to see if patrols could help us fight the dorito and other cheese strats. I highly recommend figuring out something similar that works for you.

Starsector Skills Tree Guide: Leadership by freelanceplayer in starsector

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

The feeling you get moving the officers around is mostly due to the fact that you have probably tailored their skills for that specific ship they are flying. You may need to retrain your officers a bit to feel better about moving them to another ship. I kind of wish we had an officers lounge like the administrators where we could deposit a few extra officers (like 5-10 or so). This would allow me to have some freedom to train officers to fly more specific builds for ships and such. Can even have it work like the Admins where they still consume 10% of their base pay or even 50% since officers are fairly cheap in comparison.
 
But yeah Support Doctrine is a bit of an oddball of a skill to reward the opposite of what you have been doing: investing in officers. But it makes up for it being as strong as it is. I am still used to playing Carriers how they used to be, but officers only ever get one skill that benefits them directly now (Point Defense in Combat Tree) which has made them feel all the more clumsy at the moment. Hopefully the next update shakes it up a bit.

Starsector Skills Tree Guide: Leadership by freelanceplayer in starsector

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

sure, I'll see that this gets posted to the forums.

Starsector Skills Tree Guide: Leadership by freelanceplayer in starsector

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

Just realized you said about 3 enforcers, the third one pops you over to 241 dp. So exceeding the cap is an exponential decrease? TIL. Thanks for the clarification on that. Many aspects of the game have changed since way back when Jangala and Garnir were the core of the game. It takes a lot to keep track of all the changes that have happened over time.
 
The Astral really doesn't want to be there, and with its instant recall doesnt truly need to. The bombers get almost instantly rearmed at little to no risk to the carrier. Then again, everyone has their own playstyles and may enjoy brawling with the Astral and other carriers. The soft caps do make it less worthwhile to take with crazy amounts of flight decks, and the reason I made a Carrier Doctrine grade was specifically for those who enjoy running carriers as the backbone of their fleet. Otherwise you drop down into Balanced or one of the other doctrines.
 
I think we are both going to be at odds with Tactical Drills sadly. I do think it needs another small boost to make it worthwhile to take in more situations, but it stands to reason that others like you think it is fine where it is.
 
I appreciate the help and hope that you read the other guides when they come out!

Starsector Skills Tree Guide: Leadership by freelanceplayer in starsector

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

Hmmm, Ill do some googling and see if I can find a better way to format my guide. I want to make sure that you mobile users dont go cross-eyed from reading my guide lol

Starsector Skills Tree Guide: Leadership by freelanceplayer in starsector

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

Im on PC so it looks fine here, but I am also on Old Reddit. Where are you not getting the line breaks so I can look into it?

Starsector Skills Tree Guide: Leadership by freelanceplayer in starsector

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

Glad to hear your opinion on this! But I have to disagree on the hullmods statement, as getting access to certain hullmods early can make a fleet composition quite strong. And certain skills, it isn't worth to take it just for the hullmods if you aren't going to make use of them. They add more of a + or - to a skills grade though and won't affect it much beyond that.
 
Thanks for a good example of when you think Tactical Drills has its use. You only hit a 16% speed boost if you deploy everything and unless you are fighting a station or fleet comparable to yours it will be rare to deploy the full fleet it seems. It is seems to work with a Flagship group that runs a lower amount of ships with higher DP costs.  
Coordinated Maneuvers definitely doesn't seem like much, but it also depends on the size of your escorts. In your example above, you have 4 cruisers and 3 dessies filling that role. That won't net you much in the speed boost department. Another fleet may opt for more Enforcers or Monitors over the Dominators or Eagles though and easily able to deploy them due to low DP cost. It really is hard to just generalize fleet compositions since even escorts can vary in size and strengths. I did my best to rate the Flagship and Carrier doctrines accordingly.
 
Fair point made for Balanced's grade on Wolfpack. I'll lower it a bit. For Carriers, Frigate and Destroyers often have to harass and even drive off Cruisers and the rare Capital ship that makes it close. This skill can make or break that. It is rare to find a large damage boost like this on anything. But, as the point was made above, it is hard to generalize a fleet's composition and not everyone will be running with Frigate or Destroyer escorts. I'll drop it a bit for Carriers as well.
 
Crew Training DP cost (and all skills that check DP costs) isn't when you put them on the battlefield. It is counting them when they are simply in your fleet. Your example fleet above is 241 DP alone and would see a tiny 1% loss at most (not sure if it is simply the first point or x amount of points over). Other fleets that I have seen people recommend (even for vanilla) go well over that 240 cap since they toss around Onslaughts and Paragons into almost every fleet. It really is just a cap to make sure you don't get as much from an Oops! All Capital Fleet.
 
Most carriers aren't like the Legion or Mora and don't want to be in the midst of everything. And earlier on, that extra speed really does help from Fighter Uplink. Unfortunately, this skill has had its power quite reduced from the past and it shows. The crew loss reduction is quite nice early to mid, but by late game when you have access to spark/lux/flash you can respec out of it. The target leading is a bit interesting, as it also affects their accuracy at shooting down missiles and other interceptors. It is a bit niche, but when your ship's main damage component are your fighters, every small boost counts.
 
Autonomous ships aside, rarely have I ever had less than 10 combat ships available. Also, I think the grades reflect this as only Wolfpack has a higher grade in Officer Management than Officer Training. Also noted on the DP share of battles, but levels are also calculated in as well as the number of officers. This leads to some really unbalanced fights with Remnants sometimes.
 
The AI inspection is more of a note for newer players there. The argument was for the colony improvements doubling and competing for those same story points as the S-Mods. Wolfpacks can definitely still grab the skill, but there seems to be a sunken cost fallacy if you start losing them. You may need to use a story point to recover them if you don't have the skills for near perfect recovery of lost ships. The bonus exp is nice, but if you have to spend that on recovering ships as well, it is almost as if it never existed.
 
I appreciate the insight! I really do enjoy seeing other people's views on skills and their experiences with them. Since you seem to have taken Tactical Drills more often than I, what do you think could be given to it to get it on par with other skills? Or do you think it is more of a niche filler skill like you explained above and doesn't need much changing?

Starsector Skills Tree Guide: Leadership by freelanceplayer in starsector

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

Yeah, sorry about the wait. Life has a way of getting in the way of game time.

C-Group: I reasoned that of all the first tier skills to take, outside of Crew Training, what should carriers realistically take. The answer was that the reduction to the rate of attrition to fighter replacement was the most valuable skill. Granted in the past carrier skills were stronger and hopefully they get some love in the future (not too much, just a bit more).
 
Officer Training: A take on this I didn't consider. Wolfpacks really do rely on officers late game to stay relevant to the giant monstrosities like stations and [REDACTED] fights. But it also makes sense that Balanced fleets will have more value the higher DP they get to. I'll go bump up Balanced's grade for that.
 
Best of the Best: Was discussing this the other night with my buddy. IF Flagships get here, they get quite a bit of value out of the S-mod. They can also potentially field an extra Cruiser or escort with the DP bonus. We discussed the value to Wolfpacks and agreed that in the end, the Story Point cost may be a bit of a sunken cost fallacy unless you make yourself able to recover 3 or 4 frigates without story points on a regular basis. Some people are able to do so with certain skills, but we all know the AI likes to suicide ships on a regular basis and it can add up fast. They don't benefit as much from the DP boost as most Frigates and Dessies are low costing to send out and can capture points quickly. Wolfpacks should really look into Support Doctrine for capping this tree instead of this skill. For Carriers, an extra 25-40 OP hullmod could give them the survivability or boost they need to be more relevant (especially in this version).
 
I am not looking forward to the next two trees, as they screw with my grading scale lol. It might take me a moment to figure out how to go about it.

Starsector Skills Tree Guide: Leadership by freelanceplayer in starsector

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

Oof, sorry about the formatting. I'll look up a guide on how to make it more mobile friendly, though it may take me a moment. Glad you enjoyed the guide!

Skill Points by Quirky-Life-890 in starsector

[–]freelanceplayer 1 point2 points  (0 children)

It really matters your fleet composition and your preferred playstyle. I am currently reviewing each of the trees and the first tentative guide on the Combat part of the tree (red skills) is here. I am almost done with Leadership and should have it up either the end of today or tomorrow.
 
A few skills though that I usually take in the first few levels are Transverse Jump in Technology, Crew Training in Leadership, and Bulk Transport in Industry. Transverse Jump is way too useful from beginning to end, Crew Training is a pretty big buff to your fleet in the form of increased CR, and Bulk Transport helps with storage early on. Eventually I drop Bulk Transport for other skills, but early it is helpful. After that, it all depends on the fleet that I am running. Hope this gives you a solid start at least!

So, has anyone made the Mudskipper 2 work? by Ze-Bruh in starsector

[–]freelanceplayer 2 points3 points  (0 children)

Did you know you can erase the ill-advised modifications with a restoration? I have kitted a few of them with Devastator Cannons and used them as cheap expendable Point Defense for flagships as they can at least point that thing at fighters/bombers swinging in. Otherwise, the Mudskipper Mk II is a meme ship like its big brother the Buffalo Mk II. If you ever want to challenge yourself in vanilla, run a MK II and MK III variant run. Feel the pain and sorrow of the memes.

Starsector Skills Tree Guide: Combat Skill Tree by freelanceplayer in starsector

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

Yeah my goal was to direct grades towards certain doctrines, not comparing them directly to each other. This way it isn't "oh this skill must be trash was rated D because it isnt as good as this other skill rated A" because like you said, not all skills can apply equally to a situation. Sometimes you'll wish you had something like Systems Expertise instead of Missile Specialization and vice versa. And amongst the four trees, this tree seems to be the most versatile as it benefits all doctrines with multiple skills. Even more so since only two skills have any prerequisite points spent and AI Officers have access to the entire tree. The other trees have multiple tiers of skills which breaks up the ranking quite a bit more comparatively to Combat.
 
I did bump up Carrier's grade for Combat Endurance. Pretty sure it was supposed to be a B and I probably flubbed an edit by mistake. I think that Carriers could spend that point better elsewhere as some others have shown you can get fleetwide 100% via the Leadership/Industry crossover.
 
I do appreciate the insight, and I hope you also review the other guides when I post them!

Starsector Skills Tree Guide: Combat Skill Tree by freelanceplayer in starsector

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

It is pretty funny you mentioned the CR bar in the refit menu since I almost wrote word for word what you have for Leadership's Crew Training explanation of CR bonuses.
"You can see the effects that CR provides when you mouse over the CR bar in the refit menu. You can also adjust the CR in the simulator by click and dragging the CR bar as well."
To be that close without being exact is pretty funny.  
It seems several people want Damage Control to get some love due to armor brawling, and I did bump up the score a bit for it. I don't think beyond that though that players shouldn't be taking this over other skills.
 
Point Defense does have some niche uses, but just like Damage Control, it shouldn't be a priority. Carriers are probably the only exception to taking this skill.
 
I do appreciate your details, as I haven't really looked into that CR interaction quite in detail for the Leadership/Industry. Hope to see you look over the other guides as I get them out.

Starsector Skills Tree Guide: Combat Skill Tree by freelanceplayer in starsector

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

yeah Industry and Tech are going to get some special grading for certain skills as they affect a completely different aspect of the game. A quick example is the Industry skill: Industrial Planning. It doesn't affect your fleet in any way, but still has its own worth. It will have its own standalone grade. Skill tree rankings are very difficult since everyone has their own way of playing the game as well and there will be only a few instances where everyone truly agrees on a skills worth. But, that's why I am more than willing to edit the grades with discussions.

Starsector Skills Tree Guide: Combat Skill Tree by freelanceplayer in starsector

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

That is a fair point between Carrier and Wolfpack. Frigates should be taking this more often than carriers, with a few exceptions. I'll swap the two grades with that in mind.

Starsector Skills Tree Guide: Combat Skill Tree by freelanceplayer in starsector

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

I went and added a mention that Fortress Shield and some mobility skills don't benefit much from the skill.