Starsector best build. Maybe player control can make it work.
Starsector best build But I'd use it as my flagship. Albeit it has a very small ordnance point budget, as well as pitiful mobility, it has an extremely low deployment cost and two hangar bays. High flux energy weapons are a bad idea because of the horrible flux stats; I'd go for Gravitons or IR Autolances, the long range of beams lines up better anyway with your large missiles. You'll be able to zerk literally everything up untill a capital class vessel. It also has access to a medium missile launcher, this The best Colonies are in a System, which has everything while being as small as possible and as close as possible to the core planets. It used to be called Starfarer. It's not as good as a Harbinger, but you can simply get close and personal with most ships, and tear through their shields and then armor. 1a] A Guide to (AI-Friendly) Ship Loadouts « Reply #3 on: December 31, 2020, 02:55:43 PM Go to starsector r/starsector. I got one Dominator XIV from the weapons merchant found at the bar in Cethlenn. Hazard rating is less important than redundancy and independence. Any ideas ? 2 heavy needlers in the forward facing medium slots, then dual flaks in the other medium slots. Check trade good prices every month or so - shortages and surpluses of Im fairly new to the game and my fleet consists of random ships. Sort by: Best. afterwards, make a refinery so you can make your own metal for your own heavy industry stuff. Still very good with the Terminator drones. Built in resistant flux conduits are good in player hands if they vent aggressively. 5% fleetwide bonus to: maneuverability, damage taken, damage dealt, fighter refit time, and accuracy. Build is setup purely to take advantage of the natural speed and ECCM mod built in for huge alpha strikes and not sit in prolonged fights as a broadside ship. I've done a lot of simulator testing with autopilot, and my best balanced Enforcer build is: Hypervelocity Driver x2, Heavy Mauler, Flak Cannon x2, Swarmer x2, auxiliary thrusters, ITU, unstable injector, and of course max out the flux vents. So, I hear you ask, what does this mean? What is this ship meant to do? I'll tell you; this means that an Apogee is a very efficient exploration fleet leader. It just depends on what you aim to do in the playthrough. Other weapons, particularly the new auto pulse can make the paragon a brawling beast, but I still think the quad TL loadout is best because of the insane range. Any ship can win a few fights with SO/Sabots, so you don't have to use Shrike for it, while there is simply no such thing as good endurance build for Shrike. I was not impressed with the Gryphon in . I also find it weird that a station build out of basically scrap metal is equally as expensive as a high tech futuristic station. Go for it if you can. 96a-RC10)Please subscribe and give a thumbs up in order to help the channel to grow :)Fleet: Ziggurat, 2 Paragons, 2 Afflictors P The psycho alpha strike build is reapers in the single hybrid slots. The best officer is yourself since ai won't use this strat. r/starsector. I, for some reason, completely blanked on Deployment Points, but there is a little window near the top left of the screen that tells you your fleets deployment cost. Trading recreational drugs is one of the best ways to make money early game. It combines all the things we learned (weapon systems, ship types, ship design and roles) into one video. Autopulse can be good, and tachyon Lance as well. Fighters: Xyphos + whatever you like Missiles: Squall, Salamander, 2x Sabot PD: 3 Burst PD Main Weapons: 4 IR pulse lasers, 2 Plasma Cannons (alternatively use Large Pulse Lasers w/expanded magazines) Preferably the planet is below 100% hazard rating and has rich or bountiful farmland. For most cases, an unbiased player would choose a higher-tier ship over a lower one for the same role. Ultimately the game will be more roguelike giving you a chance to make many officer training - every ship I field has an officer, and those skills are good best of the best - an extra built-in is good Check this one out for the Radianrt and give it a try if you ever manage to capture and outfit one. And even then, you'll be able to do a metric fuck ton of damage anyway should you land successful strikes against even an onslaught. Maybe player control can make it work. Dead engines on a frigate that mainly depends on its speed = dead brawler -In starsector, missiles and SO are extremely strong. Medusa is a good player ship. In return, the mount placement is somewhat awkward and it doesn't have a good shipsystem. Pirates and Ludd as friends can be a good thing. I have just put this together and was wanting some thoughts/advice on the current build I just made! I still don't have the best idea what is good and what isn't, but I have been researching guides/builds. Fill in missiles with sabot singles and max vents then dump the rest into capacitors. Built in advanced turret gyros are not just awesome on slow moving weapons. I can elaborate if anyone is interested. For example an onslaught has large slots on its backside for pd and the hullmod that makes large ballistics cheaper. As long as you can feed your other, later colonies well enough you should be good. At 500 dmg per shot, the heavy blaster can crack heavy armor, and the Eagle can support 2 of those bad boys comfortably. That said early game I always go for a SO hammer with 2x chaingun, To top it all off, the Eagle has enough flux/flux dissipation to cover a normally flux inefficient weapon - the heavy blaster. No problem and yeah, unfortunately, it is pretty hard to build it as a brawler type ship. It's a reasonably DP-cheap battleship that can fit a ton of different configurations, and is quite powerful across the board. Use F1 to look at trade prices to find the best places to buy and sell. Squalls honestly melt shield, they deal an extra 200 dmg if they strike shields i believe. Eradicator is pretty good too and it's one of the new ships. Most have said they are better now, above the Drover. Remember, tier lists are a shortcut designed to circumvent specialized analysis for an individual build and provide a quick answer of what's good or not. Single Antimatter Blaster, missile of your choice, maxed flux stats and you're pretty much good to go. 2D RPG/Trade/Fleet Combat Game. The tactical lasers become anti-everything when you build in the PD AI, they become 1000 range point defense lasers and are a good deterrent to small harassing craft. AI controls Lasher pretty well, especially when avoiding Salamanders and slower missiles. Have a preferred Medusa build? After trying a lot of different loadouts, the best loadout I found for the AI was: 2 railguns, 2 tac lasers in the front small turrets, 2 ion pulsars, and 2 mining lasers in rear (these don't do much, but might save your engines from a Build in Heavy Armor, Armored Weapon Mounts and Hardened shields Safety Overrides is Mandatory Your Officers are gonna want Target Analasys, Ballistics Mastery, Energy Mastery, Ordinance Expertise, Field Manipulation and Combat Endurance I will say, some mods can change a lot of the game, so have caution. They also offer some pd help and a very strong dmg boost to capitals. The built-in hullmod for the hammer head makes is OP as fuck in the players hands, and AI is weird with the Breach, sometimes it doesn't fire it at all. 179 votes, 36 comments. I. This is far from the general build but good if you control it yourself. Arranging holidays in an embrace with the Starsector is priceless. Also remember your guns recharge in real time for you while phased. Auxiliary thrusters is nice too for getting behind nimble targets. Using the ship ability is key for making the best use of its short time on the field. Also, the best options for the ballistic slots on Conquests and XIV Legions are usually Gauss/HVDs, meaning Hurricanes are the best for securing kills at their usual standoff range. 2 Railguns, 2 Heavy Blasters, (optional 2 IR Pulse). Warthog escort means they’re 30 speed slower than cobras and warthogs cost 4 more OP than a broadsword would. I already made some researches on the topic but most of the results I found were written several times ago, with people posting images with 3 S-mods integrated in the hull or Shrike is never going to do much, so pass that one. The older version was a blast to play with. I like to put this on a 3rd colony so my 2 main colonies can focus on profitable industries. Cheesy but so nice. Relatively new to Starsector and decided to fight a pirate station with my fleet mostly made of Drone tenders, went AFK, and Safeties off with 3 mining blasters is my preferred setup with maxing capacitors then vents. The AI prefers to use its ship system on enemies that it can actually hit, and Go to starsector r/starsector. Like I know they are around equal in strength but being able to easily build high tech stations in what is basically a post apocalyptic sector always felt weird. Might need Expanded Missile Racks in that case to not run out to quickly. the ion pulser is better used as a secondary rather than the primary weapon because it runs out of ammo in less than a second. I forgot what hullmods it should have but i am pretty sure you need to have expanded magazines and you can surely take out stabilized shield pretty useless in my opinion. is it ideal for ai use atleast (meh for my I am very new to the game, but have been playing it non-stop. Best. In fact, the way the + and - grades work, in the right situation it’s ranked the same as an Onslaught A subreddit for a faction in the "Warhammer 40k" universe. Average Starsector transponder off moment If your build works though there's no reason to change it, the build that works best for you is the best build. Top. Today, instead, I'd like to ask you a question about how you build your Dominator XIV. Share Add a Comment. My Odyssey is 2 autopulsers on one side and a plasma cannon on the other. Reply reply After 400 hours of starsector, I realized you can scavenge the debris from stations for more loot. I consider that the best skill in the game. Paragon is too slow to brawl, most stuff can run away and the range lets it kill stuff trying to run away. Plasma cannon is great. We all know the best way of dealing with the remnant scourge is the LP Brawler, praise Ludd, but how do you set them up? Pair with officer w impact mitigation to make the armor last a bit longer but more importantly give engines more protection from flaming out. The idea is that you plasma burn into an enemy's face, unload with autopulse, switch to the other side for plasma, plasma burn out when you need to reduce flux or withdraw, Go to starsector r/starsector. A. Ships that're good at destroying shields can benefit from reapers and I'm only using civilian grade hulls and combat freighters (Mule, Wayfarer, etc. Particularly helpful for me are: Armor mechanics; AI Behaviour I'm impressed, good work. Although I could just colonize one of them they don't seem very good. There are lots of "best" builds. Sunder is also quite satisfactory to use. Depends heavily on the ship and loadout. Slap a Cryoarithmetic Engine there for very strong defense fleets. That's the whole point of the monitor, sort of putting shield shunt on it its always going to be able to tank an onslaught. Force shields to stay up, steady pressure. As I said, a player can make good use of an Odyssey. The primary advantage of the heavy blaster is that it has good armour-cracking for an energy weapon, but you already have that with all your antimatter blasters. On paper the 320 DPS on armour is In the rare instances where you get omega missiles as drops from hypershunt fight (maybe 1 in 8 playthrough) you can build a very OP ziggurat that can blow u found 2 legions in perfect condition and i want to use them efficiently. First Vanilla Starsector (patch 0. However I'm not entirely sure what type to build, guess I'll go for either midline of high-tech. Doom is OP once you get how to use the mines to make enemy drop their shields. It's got energy weapons, ballistics, and missiles, and uses all of them quite substantially. I usually put 2 on my conquest but apogee is good with them too. Quote from: Elijah on April 20, 2017, 03:42:10 AM. My preferred build is a single flak, two heavy maulers, 4 LACs, 2 Vulcans in the rear follow with built in Hardened shields and ITU, and ballistic rangefinder. 54K subscribers in the starsector community. Is there any new builds that are good for the Paragon in in 0. hullmods : expanded deck crew and some pd mods and as wing is broadswords . This is with the 10% ordinance point bonus that everyone should have by midgame anyway. Reapers are great at close range and against large targets. I would be very pleasantly surprised if you could figure out something better. Assign a tanky or fierce little frigate as an escort for the Conq and destroy everything at range. Salamander in the small slot is OK, but you should not have a 2nd salamander in the large missile slot. Even better, when as much as possible is available twice. Anyway, I've been using falcons, hammerheads, wolves, and tempests in my speedyboi fleet. currently i have it as : frontal jackhammers burst pd , flak canons and two anihilators. r/starsector Food is actually one the best industries to make money with, because the food market has the greatest total value. r/starsector Leaves 86 OP for Flux Vents and Capacitors, or 111 if you also build in Hardened Shields with Best of the Best. Starsector > General Discussion > IR pulse is flux heavy so is only good player piloted builds. Like yeah mate. Average Starsector transponder off moment the astral carrier is the best carrier in starsector let's start with weapon layout 8 small Energies (for bug zapping) 5 Medium Energy (to make fires in frigates extra sad) and to ruin capital ship stays of course 2 large missile slots and no astral is complete without its fighter recalled Drive here's a hint never you support fighters on an its good for bullying ships that can't stand up to its firepower but once it goes vs a ship that can stand toe to toe or gets fluxed it doesn't have the hull or armor to fall back on. Also one-trick pony duelist build with 2x Gauss and 2x Squalls (in different weapon groups!) to out-duel a sim . Here's mine, 3 plasma cannons, 2 ion cannons, 2 hammer In my most recent campaign, I've made the onslaught into a huge, nearly indestructible tank-ship. I have 5 ships. A sub-reddit started to address the lack of builds for Skyrim. Solar shielding is a solid all around choice. Missiles are some of the best value for money damage you can find - getting more missiles into your fleet is always good. Adjust accordingly if you don't want to do that. Seems like a fun ship, thought to give it a shot, any good builds both for player and AI is appreciated. With new feature come out after 0. Give it a try, it plays similar to your usual Hammerhead Plus, this is usually a recipe for overwhelming you, though with good enough skills it can be viable to burst down a ship with the reapers and then sail on through. That is my opinion because I am fairly trash at combat and would rather the The Starsector Wiki. Your ion beams are good though. Logged Alex. Open comment sort options. Go to starsector r/starsector. Skip to main content. 2D RPG/Trade/Fleet Combat Game Members Tactical Laser: Because the ship system is the highest value the Afflictor can provide, we use its weapons for rangefinding rather than for damage. I would like to know how you build your fleet and what should i keep in my while building my fleet? Best of the best: all fights get 50:50 DP split or better, plus a 3rd built in Last thoughts: Cybernetic augmentation probably beats electronic warfare if you elite gunnery implants on a couple officers Support doctrine is essentially a 15% CR boost to non-officered ships phase coil tuning does a ton if you'll be fielding a few phase ships. Follow my steps, and you too will find joy in ending a battle with 0 damage to your hull. The Heron is a good fast carrier. But that's just my obsession with world building. Ai officers don't tend to do that mid fight in a good moment. The squall is meant to suppress capital/cruiser level shields and it has no issues whatsoever connecting with them. Administrator; Admiral; Posts: 25143; Re: [0. These ship builds are absolutely optimal for generalized play with no smods for the specific ship. Light assault gun: now C+. Still might be worthwhile, though. what is the ideal falcon p build in your opinions . I'm not really sure what I should base my decision on. It's even mandatory on missile-heavy builds and carriers just to push the range of your PD outwards; it's the difference between nailing a Salamander or Reaper and failing. Reason being very simple - at this point in game I most likely won't have good blueprints for laser based weapons so my station would end up with some garbage. 95a, player can use Build-in at ship refitting page (mid-right green button), use 1 story point per mod to turn currently using ship mods into permanent ship mods (S-mod), which no longer cost ordnance points. A hammerhead, a second small assault ship, a defective cargo ship, a civilian transporter and a drone thingy. New. I want to experiment more with plasma cannon loadouts. Starsector > General Discussion > 150 Top speed---As a starter, I have a fleet designed to charge the enemy, which utilizes a few fast frigates to speed ahead and hold Nav Buoys and Sensor Arrays from the enemy fleet's advance elements until my destroyers arrive, after which they serve as fleet screens/carrier hunters/point defenders/etc. 95a] Ship Build: BSO Assault Sunder BSO stands for Build-in Safety Overrides. Saying "Invincible monitor build" is like saying "Fuel carrying promtheus build" or "cargo carrying atlas build". This is the AAF version mind you. Similar to above build order, but keep patrol HQ as it doesn't consume an industry slot Build a Commerce building so you can sell loot - Optional but for convenience (uses an industry slot). I want this to be a place to post builds for different playstyles, a place to receive critique on builds and help making them, and a place just to talk ideas out. The current Tempest just doesn't feel the same. It is a very smoothbrain build but it work. It only takes a single shot to overload most ships and even stations, then I phase to reload faster and another shot to kill. Q&A. As for mods Im using heavy armor and resistant flux conduct, unstable injecter. Hi, I'm trying to find a good planet to colonize, however I've only been finding desert/irradiated/wasteland shithole planets. Happy hunting Pilot. so for industries, world 1 (the good farm) will have mining > light industry > farming + 1 of your choice edit: so for world 2 I would have mining, refining, heavy industry +1 one of your choice. Right now fighting mostly pirates and pirate-like fleets means I need something against fighter spam and low-tech big ships, my current builds work okay-ish, but I do lose plenty of ships while fighting bigger fleets, not having any good frontline destroyers doesn Another fun ship to pilot was the Hammerhead. 2 Sabot Pod in the center + 2 PCL. Missile specialization is a good skill to have as well as energy weapon mastery. currently i have falcon p along with afflicator i main it , hammerhead ,one tempest three omens and rest low tech frigates . Welcome! /r/FleshAndBloodTCG is for discussing Flesh & Blood, a new trading card game created for gamers, by gamers. Generally cruisers dont have enough OP or ballistic mounts to make heavy pd investment worth it. There's a paragon solo mission in the start menu so you can try out the build yourself 2 Large beams, good ol' tachy or tesseract beams. 6 small antimatter blasters medium phase lances or blasters. Controversial. Hardened Subsystems is a must in late game fights tho. Cryoflamers work a bit better IMO, but are obviously super short range. It is usable both in the early game scrapping for resources as well as late game duels between armada-sized fleets. However you don't have the 3rd green skill: Crew Training. Hardened shields is good, Integrated targeting is required. retreat and repeat. I haven't spent much time ship building (mostly just been exploring sector). Annahilator rocket pods can be good to peel of some armor while your lances recharge, and they are a lot of them, but Sabots can do well too. Is there a terraforming option to make them more habitable, or do I just have to be very lucky. How do you build it, in order to maximally take advantage of this? SO builds are fine too, people love building almost every ship that way and combined with Lasher's Ballistic Rangefinder, it can make a mean little pest, but that's not my style of play. I am a big fan of builds and I intend to be posting some of my own as well as builds I have found. Expanded missiles rack and ECCM are essential. Vid the other person linked does make it look like PC control over one is 13 votes, 16 comments. The game rewards good decisions, not good luck. Also, built-in advanced optics and heavy armor + Automated Repair Unit and Resistant Flux Conduits are always good, but in the case of RFC, the S-mod bonus is wasted since this ship cannot actively vent flux. Locust srm is good on anything. They are pretty good to get through armor, though. You run up to someone, lob the sabot out and they can't do anything about it since it is on top of your ship which will be inside your shield. The only kinetic damage is from the needlers but the Tachyon Lance can arc EMP damage over the shield if enemy flux is high enough, after two heavy needlers bursts there is a good ECCM is good on most large missiles, except the squall. The Squall is good there because it already fires sort of weird, so the side angle isn't bad for it, and it gives you some good shield pressure against big ships. The AI does poorly with this build and I recommend fellow starsector captains to drive it personally. /r/Necrontyr's main purpose is to create a place where Necron lovers can gather and discuss fluff, table-top strategy, and show new players how to begin their journey as a Necron Overlord. Gryphons and vigilance are good for missile support and drover spam is still powerful (as you seems to have noticed). The first place were I'm obligated to recomend is the Mod Index on the official forums, and the three first mods I need to recomend are LazyLib, MagicLib and GraphicsLib, the first two are used by most mod makers as a way to create mods faster, and the latter is used on some mods, it also makes the game [0. If your oponent has weak shields you can forgo the squall. Most of the missiles are really good. High DPS against shields, perfect accuracy, good range and weapon cost (for what you get). A good bonus is to have a very hot barren world nearby with lots of ores. Jesus fuck edit to add because I looked at your build again, you have 4,000 flux use and only 1700 dissipate. The therapist removed my F5 key. I'll agree on that, it is scary; although I'd switch two of those gravitons for Ion beams for good measure and make sure things can't run away from it or fire their pesky guns back at it all Condor stands as the cheapest way to acquire functional fighters for a fleet. ) in this run, so my fleet options are very limited. This build is the best that I've stumbled upon. New players, game veterans, collectors, and observers are all encouraged to join and participate! It gets High-Resolution Sensors and Surveying equipment as built-in hullmods. My weapon blueprints don't seem to indicate tier-levels, my gut says beam weapons = high tech but thats as far as it goes, don't even know if this is at all relevant. Plus 30sec of combat time for every ship. Just make sure you match the right missiles to the right ships: ships that're good at chewing through armor can use cheap sabots to help with shields. 57K subscribers in the starsector community. And you need to install a hullmod to even be pilotable by player that costs 50 OP. I've got it modded with Efficiency Overhaul, Integrated Targeting Unit, Auxiliary Thrusters, and an Expanded Deck Crew. That s-mod could be hardened shields or expanded missile racks. 1)Investing that much Ordinance Points in PD on a high tech ship that can easily achieve 360 shields is a good way to make it less effective with virtually no advantages. But I think the rest of the build is pretty self-explanatory for experienced 2 Sabot Pod in the center + 2 Typhoon in the front. You can destroy most small Here, I categorize the ships of Starsector in terms of their general usefulness. r/starsector Albeit at a high cost of an additional tech capstone skill, and you pretty much need Systems Expertise to make the best out of it. Its ship system encourages aggression but doesn't make much sense paired with its paper thin stats. They enable obscene damage. Good fleet builds for grey tempest Integrated Targeting Unit is mandatory for all cruisers/capitals unless you're doing some kind of meme build. Tempest used to be my fav ship. Looks good otherwise 👍 It is so fun to zip around with dashing speed, bursting down any strays (including capital class ships) with your missiles. Hammers perform a similar role, but are better against smaller targets and at longer ranges. It can use missiles to great effect in short engagements, but why ruin perfectly fine platform for protracted combat with limited ammo. I would just replace all PD lasers with Mining Lasers and use the extra Ordinance Points gained from this action (which amounts to 24 Ordinance Points) to install the Shield The best Build as far as I know is just 5 fully equpped paragons with Autopulse and heavy needlers. If you want to really maximize the amount of money a colony makes, you'll want Farming and Light Industry, which are the two best if you have free port toggled on. Starsector > General Discussion > Character builds Character builds « on: October 21, 2019, 01:12:26 PM » What character build is best in your opinion? I feel like that playing a carrier-as-flagship combined with leaderships skills is a fairly good way to go. Autopulsers for the two medium energy, though The best KE small ballistic. They can usually be found on Eochu Bres for ~$150 and can sell for as much as $300-400 on certain pirate stations/planets. From my recent experience of Starsector on the This heron build is bleh though. Make no mistake warthog isn’t that much tankier than broadsword, it’s 750 hull 200 armor vs 750 hull 100 armor. I haven't fiddled w a glimmer before but with 800+ dissipation it should be able to handle a heavy blaster which is a good all rounder that can crack high armor. Old. control, it would do little work, and kept getting destroyed. I think it just comes down to the front facing medium weapon hard-points: the aurora only has two front-facing medium energy slots and one medium synergy with no turret rotation. They're for the general use cases and I haven't used this specific build with AI but similar short range, burst damage builds work best with reckless or aggressive officers. Specifically for capturing a point ASAP and then suiciding to free up DP. 95, or are all the The Onslaught is Starsector's mascot, and for good reason. Later on however I prefer midline, due to that insane firepower on one side :P My current build has 3 built-in hullmods. 180 votes, 36 comments. The Aurora is a very powerful ship and is best used by the player, not AI. Force them to overload and shove 2 reapers in their face. Many people don't usually like this, but the expanded magazines are actually quite good Make your legion deal with smaller ship was a big mistake, every legion need at least 2 escort ship to secure her back, if some smaller ship can get behind her your legion basically die at that point, beside 14bb legion technically a capital killer you can kill 2 onslaught with ease if you know how to do it, but by putting hammer barrage in First colony - always low-tech. Here you can see, what i consider as best starter colonies. This is my final guide in my How to Starsector playlist. It’s highly interactive, with action beginning from the very first turn. The problem with that build is the AI is kind of bad at it, and you almost need to use a story point building in the SO mod so unless you pilot the hammer it's a waste. Last night I found a paragon with 1 d-mod. 95. Managed to find one of these bad boys out there in the void and I'm just looking for tips on how to best use and kit the bad bitch. This is intended to give you plenty of replayability. But, I found it hard to justify over Fury, Champion or Apogee. Big hits on my shield aren't an issue for me, Biggest, baddest, bestest missiles (not dumb-fire for obvious reasons). The AI is excellent at realizing when your flux is going to run out and you'll get charged from all sides, it doesn't have good armor to take shots without shields like the Activate fortress shield. If AI is weird you can put the Breach in the same weapon group as the Thumpers so that its forced to fire them. 9. That is 13 skills points out of 15 total just to pilot one ship. It will still be a good build I think. hnk dujqyi xzk aqwp xxe prb kgc xkzd lemfs gcwsoiac yimu fcikrf axz vqdcc nhv