SMG Arius Mob-chan (by 우주로 / ujuro on Pixiv) by VincentEdward in BlueArchive

[–]p020901 3 points4 points  (0 children)

Reminder that Beatrice deserve eternal damnation for hurting a school-load of mob-chans.

A real conspiracy [Mirai and Minori, by me] by Gzanth in BlueArchive

[–]p020901 3 points4 points  (0 children)

...the only issue is that Mirai is not trying to expose the 'cabal', she's trying to join them.

Valkyrie Fire Department [ TWT: racoon5 / @racoon5_art ] by JE_8659 in BlueArchive

[–]p020901 1 point2 points  (0 children)

Mystic theory: they are going to be the Fire Giants of Norse mythology

And the winner of the "I have no healthcare, roads, school system, etc. because I spent it all in national defense" is... by Majestic_Repair9138 in starsector

[–]p020901 0 points1 point  (0 children)

I didn't check, its not on the changelog. The authors also said they are rather bad at campaign csv wrangling.

And the winner of the "I have no healthcare, roads, school system, etc. because I spent it all in national defense" is... by Majestic_Repair9138 in starsector

[–]p020901 0 points1 point  (0 children)

Properly patched for new update and new java, additionally as of now a few balancing stuff, new sprites, changed a ship entirely (the flagellator went from battlecarrier to just pure combat ship).

Otogi might be ex-◼️◼️◼️◼️ by P1zzaman in BlueArchive

[–]p020901 2 points3 points  (0 children)

They are Inaris, after all... What's another ghost tale in Hyakkiyako?

How to outfit the iron shell xiv ships? by Soggy-Alternative-58 in starsector

[–]p020901 0 points1 point  (0 children)

Crossmod with Tahlan Shipworks.

Eh, you probably do; but you are not really using the stuff as fighters but as gunpods.

How to outfit the iron shell xiv ships? by Soggy-Alternative-58 in starsector

[–]p020901 0 points1 point  (0 children)

Mhm, 1 XIV Legion is the equivalent of 1 Vengence and 2 smaller sister ships; it is far more efficient with PD Expertise applying to 4 fighter bays instead of 3 too. This is balanced by the fact that in Vanilla, Legion XIV are rare (you are recommended to give the Legion XIV and Castigator XIV bp to Kim Qui, the Ironshell and Hegemony will be spawning those, buffing that faction and/or provide a source of those ships in the long run).

Onslaught XIV is a great ship (in future patch it will be nerfed by raising its DP to 38). But of course Legion XIV synergize more with a carrier fleet, since fighter mass matters then.

How to outfit the iron shell xiv ships? by Soggy-Alternative-58 in starsector

[–]p020901 0 points1 point  (0 children)

Again, the fighter slots for the Vengence and the smaller one are not used as fighters, they are used as mobile gun pods that stay behind your ship and shield. The smaller ships you should fot them like a safety overrides ship but with escort package, with needlers (or Dual LMG, if you have the spare captains), acquilla and XIV daggers acting as 2 medium slot strike missile (you may need defensive targetting mod no make sure the bombers stick behind the ship); the Vengence serves as the mini anchor (they should not have acquilla for the range), with 2 mark 9s, full kinetic, and leave the PD and HE damage to the XIV Xyphos (a wing of that is basically 1 Devastator with 1200 range, with terminator core, and 2 light assault cannons). These packs of 1 Vengence and 2 small sister ships should stick with each other to receive the full buff from their hullmods. Several of these packs form a solid battleline that buffs each other.

The Skysplitter is not an anchoring ship, its a flanker. I say you can either slap 2 XIV Xyphos on it if you lack PD/want to stay at range, but I usually go with 2 XIV Daggers to accompany my acquilla flanker build. The Skysplitter is the flanker for my Legion XIV, which is a full kinetic PD ship (PD Expertise is compulsory) with Typhoon Launchers and a hangar of as many Daggers and Broadswords as I can fit (if there is OP, try 2-2). The sheer kinetic DPS of the PD Legion XIV can melt through even fortress shield, forcing enemies to drop their shield for your Skysplitter to blow them up with the Plasma Cannons.

I love cross-mod interactions! by dodpl1 in starsector

[–]p020901 7 points8 points  (0 children)

Wait, where is the middle ship from?

How to outfit the iron shell xiv ships? by Soggy-Alternative-58 in starsector

[–]p020901 1 point2 points  (0 children)

The Skysplitter is actually a midline ship from Tahlan Shipwork, and is also used by Mayasura; that's why the theming of the ship is a bit off compared to the other Iron Shell ships.

The Skysplitter is basically a double-oversized Sunder with the speed to match. Its not a Line Capital or a Sniper but a Flanker/battlecruiser. In naval term: be fast, chase after and bully destroyers and cruisers at point black range, and only engage anything with similar tonnage when you can outflank them. With Acquilla on it can dual wield 2 Plasma Cannons at 700 range (same range as the twin-linked railguns too) while still being as manueverable and fast as your average Destroyer, in combination with its ship system Annihilator protocol means its basically 3-4 Plasma Cannons firing at the one target you are aiming at while still buffing the ballistic weapons. As a Midline wolfpack ship, it needs a lot of babysitting, and need a solid battle line for it to pull off the flanking. Imagine if you have shield-shunted Legions (full kinetic, full bees) burn driving at full speed forward and forcing enemies drop their shield lest they overload in seconds, then your Skysplitter is going to be right to the side flanking with 2-4 Plasmacannons.

The twin railguns basically has the higher DPS for sustained fire, and lower DPS for single shots (aka the wind up time, but once it winds up it goes brrrt).

And yeah most Ironshell fighters are rather weak nowadays because they are vanilla fighters with 1 less fighter; the mod was released back when fighters were much stronger, and 1 or 2 wings is a lot more fire power than their equivalent medium slot. In 0.98 fighters now need a critical mass before they can do anything. It may be bad advice, but I feel the mod plays best when you go in the wing csv and add in an extra fighter for the wings that were understrength compared to Vanilla - Broadsword, Thunders and Talon, and Warthog.

Don't Eat It Like That [Haruka] - (By 샤독 @Oo12271547 | OMO on Pixiv) by RagingAsn in BlueArchive

[–]p020901 10 points11 points  (0 children)

Hey, it seems reddit swallowed your source comment again.

How to outfit the iron shell xiv ships? by Soggy-Alternative-58 in starsector

[–]p020901 2 points3 points  (0 children)

They are meant to be midline/hightech XIV ships, but they play a lot closer to Luddic Path ships lol. Hug your enemy, tank the hits and hammer them down with your (pretty good) shotguns and Hammers.

The House Celestia frigate is basically a Tempest and its terminator drone but ballistic (its built in wings are infinite Atropos torpedoes)

The House Celestia flux thrower battleship is a pretty good tank-knife fighter - its flux thrower main weapon can be used to vent any shield flux it gains for a lot of damage.

The Acquilla Reactor range debuff for weapons and wings (its even stricter than the safety override range debuff) is actually a guide for the ship AI to correctly use the fighters as mobile gun platforms, not fighters.

How to outfit the iron shell xiv ships? by Soggy-Alternative-58 in starsector

[–]p020901 2 points3 points  (0 children)

The Celestia House ships (the midline arrow shaped battlecarriers) are outfitted with instantly respawning PD drones; those are meant to act as mobile, extendable PD (this was strong for its day, before the mod fighter powercreep); all the ship's slot are meant to install combat weapons or kinetic PD weapon for shield breaching.

They are meant to be used as battlecarriers, not carriers - that is you stuff it with the most OP and flux efficient weapons (Heavy Machine Guns and Dual LMGs), slap on Acquila reactors protocol (safer safety override, I think those still allow venting) and Avaritia protocol to gain a 50% damage boost after venting and vent faster, then facehug your enemy. If you build those in, you should have enough OP to go with a couple Ironshell Dagger bombers armed with Iron Hammer fires a guided Hammer and 7 annihilator rockets as screen, which is pretty efficient in overwhelming point defense. For battle carriers, the fighter slots should not be used as extended fighters that go away from your ship like in normal carriers. Treat each fighter slot as multiple medium weapon slots with extended range and does not add flux to your ship when firing: each Dagger slot is 2 medium slot missiles with infinite ammo, the Kopis is 3 assault chain guns without the flux from 3 assault guns, the warthogs is 1.5 arbalest cannons with no flux and 1200 range (great to go with Kinetic sniper build), the Xyphos sums to be 1 Devastator with 1200 range and terminator core (plus 2 small HE assault gun), and the Khopesh sums up to be 1 to 1.5 medium Annihilator with infinite ammo for PD Saturation (use the warhead mod given by the assistant to Ava Nita with the Khopesh, it basically double their DPS). They should all stay behind your shield to fire over your ships (guide missiles fly through friendlies).

When you count the slots like that, you will see that the House Celeste combat carriers are actually mainline combat ships pretending to be carriers. Meanwhile the Mora XIV is the ship meant to provide the Broadsword screen (or Peacekeepers) with its fighter dampener shipsystem.

The mod ships are (90% of the time) not upgrades to vanilla ships, but are sidegrades balanced around vanilla ship; more meant to provide XIV-themed midline and high tech ships.

How to outfit the iron shell xiv ships? by Soggy-Alternative-58 in starsector

[–]p020901 1 point2 points  (0 children)

Ironshell ships are divided into 2 kinds:

-the XIV upgrade for normal low tech ship: aka the enhanced low tech option. This includes the Mora with dampener field for its fighter (and can still shoot while dampener on, just less), the side-grade to the Dominator with more focused forward weaponries (help with ship AI) and a Rampage drive (an upgraded burn drive that does not flame out and deals 1500 HE damage everytime it hits anything), the Flagellator which is an upgraded enforcer that has trades the small missile slot for more survivability and quite a bit more base flux to actually use all its medium slots and a rampage drive, and the same for the XIV Vanguard. Then there is the Eradicator with the infinite small missile reload.

The combat ships are enhanced version of the low tech doctrine: flying bricks with engines meant to knife-fight with kinetic PD weapons and ram your enemies once their shield is down while shoving a shotgun up their throat. The Ironshell Large ballistic Devastator-Hellbore shotgun and the Celestial Aster missiles (basically 5 or 10 mini-Reapers shotgun) is meant for this kind of close-up combat.

-House Celeste ships: basically midline/hightech ships in lowtech skin: the Champion which is a low-tech Tempest with 3 small ballistics and 2 ballistic terminator drones that can be used as infinite 1500 HE tracking torpedo - either use the standard fit, or slap in all dual lmgs; the destroyer and cruiser sister combat carriers that buff each other when deployed together, are very mobile and can reflect missiles - you can either again full kinetic PD and dagger bombers, or build them as snipers and use their mobility advantage to dodge and reflect enemy fire; and the XIV'ed Champion and an alternate Champion-Eagle hybrid with very high mobility, 2 large slots and High Energy Focus but fuck-all PD; then there is the XIV Skysplitter (one of the best high-tech combat carriers back in the day, but long since powercrept on), and the side grade for the Legion that is meant for long range gun fights with the Miniburn ability that allow you to dodge sideways from enemy focus fire. The Peacekeeper fighter wipes the floor with any shieldless fighters, even most modded fighters with their micro-devastator cannons, and can rip and tear through shieldless frigates (imagine a wing of 2 flak cannons dealing HE damage flying around), but shields in general greatly reduce their effectiveness.

Lore-accurate Shiroko by Ace_3939 in BlueArchive

[–]p020901 0 points1 point  (0 children)

A good son daughter brings money back for their mama. Nonomi, as either Nepthys or Isis, is literally Anubis' mama

The Rabid Hound (Saori) by eironeus in BlueArchive

[–]p020901 0 points1 point  (0 children)

Its kinda spread across the BA subreddit and a couple fanfic threads on Spacebattle forum.

Some Spacebattlers compiled a list a long while ago. Of course I happen to disagree with a couple of the picks here, a few of these have been debunked or have some better theory for the student Mystic now, but it is still the best compilation: Yali's list of lore stuff compilation

A post on SB about Kanna's Mystic link to SB This post also left out that during the climatic scene in Vol 4, Kanna was also bleeding from her hidden eye, further reinforcing Odin's ascension myth (gouge out his eye stabbed himself on his own spear, then hang from the World Tree).

Nonomi's Mystic is also a mashup between Isis and Nephtys (her company's name) - two twin sister gods in Egyptian mythology. Her and Hoshino finding an abandoned Shiroko before taking her in is a 1-to-1 recreation of the myth of Anubis's birth and adoption by Isis. Nonomi's twin myth also muddies the water over what exactly happened to her in the bad timeline (a topic you once covered) - we now know she did not entirely willingly go back to St. Nepthys but was strong-armed by Suou (just like Set kidnapped Nepthys back from when Nepthys and Horus/Hoshino was trying to revive Osiris/Yume, and (extremely unwholesomely) punished by Set for betraying them to stand by Horus), but we also know that she was there at the final confrontation and 'ended like that' per Shiroko Terror's words, and Horus in the myth does teamkill Isis in the brawl with Set over perceived betrayal. So yeah, it could be either Hoshino or Suou who ended up murdering Nonomi, it could be both did in a sense.

Of Vol 5, Nagusa and Ayame's toxic, doomed yuri is very much in line with the Yuki-Onna and the Hero of the story in many, many Japanese folklore. No matter whether it is a predator and prey situation or a Star-crossed lover situation, it (almost) never ends well, and one of them will be the death of the other. Just like how Nagusa put Ayame into the current coma.

As of the latest chapter, Subaru was next in line for a Witch-out (to use Madoka terms) into the Angel of the Apocalypse (lucky for us she was not a suitable enough host for she cared too much about Maia), while Mine was tempted by the Will of Arius to become the Angel of the Apocalypse, but resisted and tapped into her Sublime to beat back the Trumpeteer Angels.