How to Starsector: Carriers/Fighters

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  • Опубликовано: 31 июл 2024
  • Ever wanted more information on those hordes of fighters flying around the battlefield in Starsector? Well, this is the place to be then. In this guide we go through each carrier in the game as well as each fighter available for the carriers' fighter bays. There is also a demo of how to pilot a carrier if you're interested in that.
    Make sure to subscribed if you'd like to see more!
    Join our Discord for the most up to date channel info: / discord
    0:00 Start
    0:46 Basic Carriers
    4:33 Astral/Legion
    6:58 Fighters
    10:30 Carrier (Heron) Demo
    15:10 Onslaught Has Dakka
    17:15 Fleet Composition
    19:20 Astral is mid, High tech ships can pound sand
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Комментарии • 124

  • @LightTim
    @LightTim Месяц назад +66

    The reason the astral has such high deployment cost is its recall device (And condensed features.) No matter how far it sends out bombers, it can call them back instantly and instantly rearm them and send them out again. This means multiple simultaneous torpedo runs if using daggers or longbows. It has basically double the firepower in a moment by doubling its bomber launches.
    Speaking of longbows, pair them with cluster HE heavy missile option and you have an extremely powerful pressure combo. Remember, longbows do pure hull damage as well after the armor is gone.
    The astral isn't just "1.5 condensed mid-line ships for the cost of 2." It's that AND a powerful carrier ability.
    Hi tech is always better performance and a quirk for the cost of two or more low tech ships.
    I mean; heck, look at how you outfit your astral. Two longbows, all anti shield beams and missiles, and three broadsides and a thunder. Of course it feels weaker than anything else in its weight class. That's a pressure build.
    No wonder you feel the astral is mid, you're using it as mid-liner. I would call a phase ship mid if I used it as a brawler.

    • @WhatWillYouFind
      @WhatWillYouFind Месяц назад +16

      The astral keeps pace with MODDED content because of that ability. Only the most busted UAF or similar "over the top" factions compete carrier wise with it.
      My last full play through was high-tech only. Imagine flying around the sector killing ordos with like 10 combat ships and NEVER being allowed to auto-complete any engagement. High tech is just as much high skill as it is build knowledge. A single DOOM can be a free and easy win in most battles. Astral can take on ordos all day.
      ruclips.net/video/bI2kGOZH5M0/видео.html
      Astrals are fucking scary. MID? Definitely not
      Legion and their Battlegroup variant can also go toe to toe with most vanilla content including the Ziggurat. Different builds for different battle types of course, but also definitely NOT weak. IT makes remnant stations look like a joke
      ruclips.net/video/x7QeLbJsjMM/видео.html

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад +11

      I did test out some bomber builds with the astral, but the limitations of bombers really put a damper the experience. Bombers seem to have a niche against mid-sized ships specifically, due to quicker ships evading them and larger ships shooting them down. However, I'm not worried about mid sized ships during the end game. Most remnant ships can outrun bombs and those that can't are armed to the teeth with energy weapons.
      Also, I think it's worth mentioning that in the demo @WhatWillYouFind included the Astral builds don't rely on bombers. While I'm not 100% sure on the rationale, I'd venture to guess that fighters provided more value at a more cost-effective ordnance point basis.
      If you have weapon slot suggestions though, I'd be down to try them out. It's hard to imagine energy beams not being used on the Astral since it has Advanced Optics.

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад +4

      @@WhatWillYouFind But I could field 6 Legions for the cost of 5 Astrals 🤤

    • @LightTim
      @LightTim Месяц назад +13

      ​@@paulrogersgaming Going point by point.
      Well I don't know what bombers you're using besides longbows since you don't mention them, but it's all about how using what you have well.
      I bet as you find yourself, longbows are pretty decent against smaller ships, and when paired with Atropos using daggers, can handle lights well (the HE daggers make the A.I. bring up shields, which the longbows short out.) Although for larger ships you do want the reaper variant. And if you're worried about PD, remember Warthog's have PD scrambling flares, which DO get rearmed when recalled as well.
      And yes the dude does not use a great video example for bombers since that build is a fighter PD distraction to open up for the brawler carrier build around setting up and supporting the double reaper launchers (AKA you ARE the bomber.) It's a great astral build, but not a great astral BOMBER build, as the astral becomes the bomber.
      Astrals are built around their fighters/Bombers AND their two large missile slots.
      I would suggest the build you use with squalls, but only one warthog, 1 longbow, and then all daggers/tridents to supply bomber pressure to mix with your squall shield breaking. This is a good bomber build.
      You already saw a good reaper launcher build, but it's not a bomber build.
      Otherwise, you can go with Hurricane launchers paired with all longbows minus one pressure bomber of your choice (Khopesh or Piranha.) The Khopesh or Piranha paired with the Hurricane keep the ship you target to always keep their shields up, which allow the longbow to smack the shields leading to overload. This is a good bomber build.
      You could use the squalls with Khopesh or Piranhas, but that requires range because of how those bombers work, but it does pair nicely with the recall system.
      Any other weapons just follow under the standard principles of brawl, pressure, or support.

    • @BobMcBobJr
      @BobMcBobJr Месяц назад +3

      @@LightTim I fighting very heavy PD enemies, I would suggest 1-2 warthogs, and 1 L locust srm. The PD will be very occupied missing swarm missiles and not shooting your 4-5 bombers of choice.

  • @Wespa64
    @Wespa64 Месяц назад +36

    couple of things I like to point out:
    -Legion is part of the tanky bois capitals club. Its a battle carrier with tons of mounts front facing. It should always be on the frontline because its is not a "true" carrier ship unlike the astral.
    -to know when to mixing different fighters per carrier is incredibly important. Fighters fly in a bulk so when you mix bombers and interceptors the interceptors will behave differently than without bomber bays on your carrier.
    -don't put fighters on the astral. Its whole stick is to put in 6 bombers on it and instantly recall/rearm them via its ship system ability after the bombers let loose of their payload.
    -should have gone over which character perk points works for your fighter bays in your fleet because some do, many don't.

    • @BobMcBobJr
      @BobMcBobJr Месяц назад

      I was playing with the Auroran mod and my lead ship was a 14th BG Legion. I gave it all the defensive hullmods (like heavy armor) and the thing took 4 ... 4!!! ... catgirl nukes and still had 70% hull remaining. If you are going carrier spam, it makes a great frontliner that still brings yet more fighters. Plus you can give it some good missile and flak support for your fighters to increase their effectiveness (flak for enemy fighters/missiles and missiles for either dps or fighter screen, the swarmer actually makes for a great fighter screen as all the enemy's PD will be firing at a bunch of useless missiles).

  • @robro2214
    @robro2214 Месяц назад +38

    Being a carrier makes me feel like a queen

  • @Aereto
    @Aereto Месяц назад +8

    On a personal note, I main carriers and phase ships depending on the build.
    There is a notable AI decision making quirtk that causes both sides to be easily intimidated by fighters, and even Reckless officers would start to hesitate when there's more fighters nearby than allies. This makes carriers strategically viable when given the right orders. In that manner, flankers can be pressured to back off outside the carrier's fighter engagement range or have a specific and tactically significant target be marked with a fighter strike.
    Drovers are slightly slower than Herons, but they make for decent escort carriers, and high small missile mounts allow deployment of the League-style saturation strategy of laser missiles and fighters that are the bane of fast flanker groups. The B Deck fully replenishes wing build rate once per battle, so it can forgo Expanded Deck Crew that's better used on other ships anticipating a prolonged battle.
    Condors, Colossus Mk 3s, and Astrals are backline carriers where staying out of direct combat behind allies is important, and Astral specifically can leverage an all-bomber configuration to support the frontline that can screen for the carrier.
    Mora and Legion are great escort carriers, but Legion can hold on their own as a frontline carrier while Mora has much better survivability while accompanying a capital or anchoring the flankers so they don't get as easily pushed back with fighters and guilded missiles that go over them.

  • @horatiomatthews4257
    @horatiomatthews4257 Месяц назад +17

    Another note on the Colossus Mk 3: they also have ground support package and a longer peak operating time than the condor

    • @BobfromSydney
      @BobfromSydney Месяц назад +4

      If you equip the 12 small slots with 12x mining lasers it makes for an entertaining light show and is both flux and OP efficient. You can stiffen the firepower with a pair of small mortars if you expect it to actually engage the enemy.

    • @christopherschneider2968
      @christopherschneider2968 Месяц назад +1

      @@BobfromSydney Ah the Disco ball! I love to do that. My additon: The standard pirate set up with mining lasers instead of machine guns and an Integrated Targeting unit. Now 4x Mortars [840 range] and 2Autocannons [980 range] can repel early game flankers for your carriers the two talons help with fighter superiority.

  • @theworkshopwhisperer.5902
    @theworkshopwhisperer.5902 18 дней назад +2

    You haven't lived until you've stuffed a giant horde of 96 very angry peasant infantry mechs into a 16 bay dominion class super heavy carrier. They eat everything in their way you see an onslaught it gets eaten, you see a paragon it gets eaten. I have unleashed an untold evil on the sector. Got to love completely balanced mods being taken to their extremes.

  • @julianbraunbeck7632
    @julianbraunbeck7632 Месяц назад +7

    3:42 it not only has more armor than an Astral, it has more armor that the Conquest

  • @ham8426
    @ham8426 Месяц назад +5

    I did a high tech build before the latest update and I had two Astrals to cover my back line for heavy long range pressure while the Hyperions, tempests and scarabs did the skirmishing and me personally running an Odyssey with dual tach lance broadside for popping smaller ships and putting pressure on ships with terrible shield coverage.

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад

      I keep running into the issue where my Astrals need protection. Something to cover for them if they get pushed by cruisers/captials. But, investing in a well equipped frontline takes deployment points away from my skirmishing ships

    • @FunkThompson
      @FunkThompson Месяц назад

      @@paulrogersgaming Get stuff that can do both. Shrike, Aurora, more if modding. Sticking 100% to low or high tech or mid, kind of nerfs your options. I tend towards high tech, but Gryphon is just too good not to use. Or Monitors.

  • @celem1000
    @celem1000 Месяц назад +8

    Its also worth noting that the standard Sector spawns several drifting XIVth Legions which make a quick flagship for a starting fleet if located. I've been able to find 3 in a single run before.

    • @FunkThompson
      @FunkThompson Месяц назад +8

      Everyone's "My first Battlecarrier," the Found In Space (Mostly) Dead XIV Legion.
      Latter runs, you're just like "Ugh, another one. Throw it on the pile."

    • @Chris3s
      @Chris3s Месяц назад

      @@FunkThompson do you know if there is a mod or settings to change the ratios of ships that spawn?

    • @FunkThompson
      @FunkThompson Месяц назад +3

      @@Chris3s I know of some that add more, but not that add less. Possibly "Adjusted Sector" if you are good at editing the files?

    • @BobfromSydney
      @BobfromSydney Месяц назад

      Depending on how early you get it, it can make you panic about having enough fuel (mothballed) or crew/supplies to bring it back. 😁

  • @spicreb
    @spicreb Месяц назад +7

    i normally either have 2-3 herons, 1 with bombers 2 with thunders/sparks or i have a bunch of moras which i use as battle carriers. giving a mora an aggressive or even reckless officer is hilarious, they're an absolute brick that refuses to die.
    as others have pointed out, the astral is there for its ability, which allows it to basically double the rate it delivers bombers at

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад

      What bombers do you like? I'm not having much luck with them

    • @spicreb
      @spicreb Месяц назад

      One or two khopeshes to overwhelm PD with annihilator bullet hell, one or two cobras, the reapers often manage to hit after everything else gets launched, two longbows, rest daggers or tridents; trident's low speed doesn't matter as much with an astral

  • @Amaltraz
    @Amaltraz Месяц назад +6

    You are covering a very good game again friend!

  • @Propietario283
    @Propietario283 Месяц назад +8

    While ship overview is decent, I don't like how you skipped like half the fighters as pretty much every one of them has *some* unique utility.

    • @chainsawplayin
      @chainsawplayin Месяц назад +5

      Yeah, he didn't cover most of the bombers (omitting Piranha especially hurts), also didn't cover Thunders but ended up using them anyway.

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад +1

      I see what you mean. Time/editing constraints are the main reason for skipping past each fighter type. But I will say though, after hours of bomber testing, they have performed horribly so I wasn't going to invest more time into them.

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад +1

      I did end up liking the thunders after testing more. I think they are a good counterpart for the warthogs since faster ships can't escape thunders.

  • @DaraEhteshamzadeh
    @DaraEhteshamzadeh Месяц назад +3

    Try a Legion bruiser build. Use 2 xyphos, and 2 sarrissa. Then put assault guns in the small slots, and heavy MG's in mediums. Then 2 Hammers in the missile slots. Then combo integrated targeting unit, PD mastery, and ballistic mastery to give all that dakka 1000 range. Finally manuvering thusters and skills to increase your turn radius. This ship shreds frigates, is immune to fighter and missile spam, and two hammers will burst down most cruisers. You can also solo stations for it. The only problem is it takes a lot of skill points, but it's my favorite build in the game.

  • @thevolner
    @thevolner 12 дней назад +1

    squall missile pod is like a cheat code 100% the best

  • @scrubscruby4112
    @scrubscruby4112 Месяц назад +3

    I love the legion 14th battle group, made it my flagship brawler, used the hammar barage until i found a second dual reaper thypoon, no station stood a chance, or any capital ship for that matter.

  • @Marines_Memelevolent
    @Marines_Memelevolent Месяц назад +4

    This was massively helpful

  • @gas132
    @gas132 Месяц назад +3

    I like to use my self-piloted Legion XIV on the frontline, actually
    fill my fighter slots with Xyphos
    put Cyclone Reapers on my large missile slots
    and fill my medium ballistics hyper velocity drivers
    that way, I get to pressure enemy shields on my approach while also not getting torn apart by missiles and fighters
    once I'm in range, I burn into close range and blast enemy capitals and cruisers with reapers
    I call it the battering ram, and i love the absurdity of it
    shame it doesn't work against [very redacted] does work on regular [redacted] fleets tho

  • @TheyCalledMeT
    @TheyCalledMeT 18 дней назад +1

    12:30 important detail, not being on the regroup modus prevents you from utilizing the 0-flux bonus

  • @istvansipos9940
    @istvansipos9940 Месяц назад +1

    such a gamble. My Longbows tend to hit ships with no shields, my daggers tend to bomb shields. For example. They just don't care to pick targets. And whatever I pick, there is no guarantee the shield up/down situation does not change during the flight of my small crafts.
    annoying, frustrating. About as much as 78 Squal missiles launched at a speedy (not hit) Kite. Or the 2 maps. But I digress. At least, Longbows do EMP damage, no matter what.

  • @lmelior
    @lmelior 23 дня назад +1

    I don't use fighters that much, but I love to fly an Afflictor, and Thunders are the bane of that playstyle. Yes, Xyphos are annoying and can be tough to get around, but Thunders will chase me across the battlefield and keep me away from my job of sniping enemy capitals. They're so fast and have such huge range that I can't often unphase because they'll catch up almost immediately and take out my engines with their Ion Cannons.
    Probably a niche case but in my mind I can't help but rank Thunders pretty highly because of it. I'm tempted to try Thunder spam run!

    • @paulrogersgaming
      @paulrogersgaming  21 день назад

      I need to try Thunders more for some of that sweet sweet EMP damage too. I love being able to overwhelm smaller ships that way.

  • @fan_of_fans
    @fan_of_fans Месяц назад +1

    I personally like going the AI swar route, I use remnant frigants and fighters to overwhel the enemy with an astral with some destroyer human piloted suport to protect the astrals.
    I can handle mostly everything in the game, with star fortresses being the toughest challengue.

  • @kwdblade4683
    @kwdblade4683 Месяц назад +4

    *Screams in Shepherd Enjoyer*

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад +1

      I imagine you'll be a big fan of the Exploration guide that I'm working on. Rule #1 ACQUIRE SHEPHERDS

  • @mythicMusical
    @mythicMusical Месяц назад +3

    Oh look my favorite niche game on a YT profile ive never seen before.

  • @jigsaw1398
    @jigsaw1398 Месяц назад +1

    Very informative video.

  • @Endgunner
    @Endgunner Месяц назад +4

    YES! KENSHI N SPACE! WOOOO!

  • @darby2314
    @darby2314 Месяц назад

    I had forgotten I owned this game until I saw your video. It was on desktop when I transfered PCs and I guess I forgot to transfer the installer.

  • @chainsawplayin
    @chainsawplayin Месяц назад +1

    Mora with 2 reapers,3 Piranha bombers and a reckless pilot is an absolutely crazy ship.

  • @tbopetc4390
    @tbopetc4390 Месяц назад +2

    You forgot about Trident Bomber. Basically, it's Dagger, but one more torpedo, slower, but tougher

  • @user-iq3cr3wj4i
    @user-iq3cr3wj4i 9 дней назад

    I use astral with 3 tridents, 2 daggers and 1 broadsword and boooy it rocks. I start with double salvo of mlsr to overload PD of enemy craft and then after send in bombers in two rapid bombing runs using recall ability. It usually end in instant demise for any cruiser and in full flux capacity for capital ships(quite often overload)

  • @hueban1643
    @hueban1643 Месяц назад +2

    the astral is clearly the best because it looks cool as fuck

  • @hideshisface1886
    @hideshisface1886 7 дней назад

    Legion is a battlecarrier - it should be on the frontline. Keeping it at the back is a waste of its armour and deployment cost - especially that it does not have a good ability to win flux duel with other ships - you ideally want to burst down your opponent.
    There is a hilarious, if a bit counter intuitive way to use it. Slap a Defensive Targeting Array onto it and fill it to the brim with Dagger Bombers.
    Now, you may think this is insane, because Targeting Array won't benefit bomber's missiles. BUT hear me out.
    It tethers the bombers to the carrier - they never leave your own PD's defensive bubble, and therefore they have a very short trip back. If you slap mid-range weapons onto your Legion and force it to close distance with the enemies, you will have a persistent wall of never-ending Atropos torpedoes.
    Legion has enough hull and armour to tank, and bombers act as your primary DPS, also mitigating Legion's flux issues.

  • @dangerboss99
    @dangerboss99 26 дней назад +1

    I love the Arma armatura mod that let's you pilot fighters and mechs my fleets are 70% carriers

  • @chromacorvus9651
    @chromacorvus9651 Месяц назад +1

    Usually the Condor and Heron carry me in the game in terms of utility and frigate pick-strength, also good operating time as well

  • @bastien9613
    @bastien9613 29 дней назад +1

    Hey nice video man , it would be very nice of you to make a video about wanzer of the diable avionics mod , they are relatively unique and deserve a spotlight on RUclips and if done by you quality will be there so maybe sink about it .

  • @hidefreek6905
    @hidefreek6905 Месяц назад +1

    Depends on the playstyle.
    Both variants of Legion have their own advantage and disadvantages. (Through 14th variant is much better)
    If the player wants full draka. The large ballistic option is better with the shield shunt.

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад +1

      A big issue I've run into with Heavy Armor is long range energy weapons. Gravitons definitely perform poorly but tachyon lances and ion beams can hurt real bad. The legion would want something in front for those situations.
      Definitely justifies running Squalls and Hyper velocity drivers though to keep the enemy's flux up so they can't poke away at the armor.
      Edit: Also, to add on to this, I do love Heavy Armor, just have to adapt to its strengths/weaknesses.

    • @Aereto
      @Aereto Месяц назад +1

      High Intensity Lasers are often the counter of shield shunt builds.

    • @hidefreek6905
      @hidefreek6905 Месяц назад

      Indeed.
      Beam with explosive damage is dangerous.
      But it can migrate with Solar Shielding.
      Through I build Shield shunt Legion for full draka and fast bomber build.
      *If play mod... It has a lot of Hullmods that can give more migrate to energy damage... Some even reduce explosive damage"

  • @JswahSwitch
    @JswahSwitch Месяц назад

    Zyphos on a Legion is some of the scariest shit I've ever deployed.

  • @erikriverajr559
    @erikriverajr559 Месяц назад +1

    Fucking great video, not enough good starsector content on here.

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад +1

      Thanks for your support! I've been absolutely loving this gem of a game.

    • @erikriverajr559
      @erikriverajr559 Месяц назад

      If you end up making more guides for starsec, would you go crazy go stupid like you did on the kenshi region guides? (kenshi guides GOATED)

  • @hypersummoner9504
    @hypersummoner9504 Месяц назад +1

    As someone who mostly uses autofit, I really need to pick myself up and learn all the weapons in the game someday...

    • @FunkThompson
      @FunkThompson Месяц назад +2

      You don't need to learn "all the weapons." Once you know how to read the stats, what is generally good or bad, you can just play with the ones that pass muster. Which is mostly flux per second vs. damage, vs. the flux capacity of the ship you mount it on. Plasma Cannons are S-Tier, but some ships just plain won't have enough capacitor to fire them, ever.

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад +1

      To riff off of Funk's comment, so much of it comes down to flux management. A ship with healthy flux is much better off than a ship armed to the teeth without the flux to keep shields up.
      Edit: So, especially with smaller ships using efficient/cheap weapons makes sense unless there's a good reason to upgrade. For instance, some ships with large ballistic mounts are better off with medium weapons on those slots since 1 large weapon messes up their flux ratio.
      Also, point defense weapons are generally super flux efficient and that's why vulcans are commonly used on free ballistic slots.

    • @BobMcBobJr
      @BobMcBobJr Месяц назад

      @@paulrogersgaming Unless you want to make a shieldless brick of guns which is hilarious.

    • @TheArtistKnownAsNooblet
      @TheArtistKnownAsNooblet Месяц назад +1

      Don't list'n ta deze gitz. Ya just needz more dakka.

  • @celem1000
    @celem1000 Месяц назад +4

    Are you seriously in the process of pivoting between two of the games ive played most in the last decade? xD
    Here for starsector content buddy!

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад

      Indeed! We will be doing some pivoting this summer

  • @Hunterchuck
    @Hunterchuck Месяц назад +1

    I have always thought the pirate fleets have the best carrier fleets due to the sheer number of fighters they bring. It's intimidating to engage them and see all of those fighters lol

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад +1

      When have like 6 Colossus MKIII and Eradicators/Atlas MKII charging at you, it's intimidating for sure. Missile/fighter spam everywhere

    • @BobMcBobJr
      @BobMcBobJr Месяц назад +1

      They have a huge alpha wave of fighters but the colossus has a malus to replenishment time making them seem more intimidating than they are. Perfect for pirates.

  • @austinlipnicki7761
    @austinlipnicki7761 Месяц назад +1

    Allways struggled with carriers.

  • @georgemurdock7670
    @georgemurdock7670 Месяц назад +3

    Okay and where is the best base location in space?

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад

      We'll get to colony settlement eventually 😏

    • @georgemurdock7670
      @georgemurdock7670 Месяц назад

      @@paulrogersgaming as long as there aint no space beak things im ready to settle

  • @StiveGuy
    @StiveGuy Месяц назад +1

    The Onslaught is my favorite ship to pilot personally.
    Not really a fan of carriers.

  • @WalrusJones185
    @WalrusJones185 Месяц назад +1

    With the astral its teleporter with pure bomber loadouts absolutely can pancake several enemy ships per bombing run, and spam bombing runs.
    They key is a single fighter on it breaks its AI, it needs only bombers, but say, a bunch of flash bombers with a few daggers mixed in can quite literally clear a column of space of all enemy ships 3x in 30 seconds (And render phase craft completely pointless,) since the fast cooldowns officer can force spam the ability to cause bombers to instantly reload repeatedly for four times as much explosive damage as a ship can survive.
    (6x4x6x500-> 72000 explosive damage every time you send out a wave of spam flashes.)
    Do hurricanes and squalls increase its lethality? Absolutely. Especially if your officer has both the systems skill and the missiles skill.
    Do you need to get value out of them? With how the good classes of bomber go from barely usable to utterly broken, the ability to repeatedly force reload those four classes of serviceable bomber just bricks enemy fleets. (Haha swarm of atropos and mines goes brrr.)

  • @spicreb
    @spicreb Месяц назад +2

    are you planning on ever going over mods? i feel like certain mods (diable avionics, ship/weapon pack etc) are basically vanilla+ and most people run them after doing a vanilla playthrough or two.

    • @Propietario283
      @Propietario283 Месяц назад

      Mods are a bit divisive topic, every player has different likes and dislikes about them.

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад

      I've started to realize that I prefer not to use mods. I'm enjoying the vanilla game so much as is. Maybe in the future I'll add the Nex mod though

  • @nukekilla432
    @nukekilla432 Месяц назад +2

    Good....

  • @TheArtistKnownAsNooblet
    @TheArtistKnownAsNooblet Месяц назад +1

    I noticed you didn't include the remnant ships. Are they not available vanilla? Because their mine bomber is pretty good.

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад

      Can you help me out with this? Do I need a spoiler warning for talking about remnant ships? Seems like people sensor their information on the wiki/reddit

    • @TheArtistKnownAsNooblet
      @TheArtistKnownAsNooblet Месяц назад

      @@paulrogersgaming SPOILER WARNING FOR ANYONE NEW READING THIS.
      The thing I usually see people avoid is explicitly mentioning the omega ships as they're a nice little jump scare the first time you see them. I think the remnant are fine though. They're pretty explicitly mentioned in one of the perks in the last tier of the technology tree, the one you need to use their ships. And they aren't exactly uncommon outside of the core sector.
      Most importantly though I just think a guide like this is incomplete without them as they are options available to you and they can have some interesting considerations for their ships. Probably most important for this video is that all their small craft are drones so you don't lose any crew when they die. And it's been a while since I've tried this so you'd have to confirm but I'm like 80% sure you can equip their LPC's in normal ship hangers. So even without the perk you can get some early use out of their small craft.

    • @BobMcBobJr
      @BobMcBobJr Месяц назад

      @@TheArtistKnownAsNooblet Yes you can use remnant fighters in all ships. They have a great alternative to the wasp. I haven't really messed with the minelayer.

  • @joheng01
    @joheng01 Месяц назад +3

    You are wrong. There is ONE carrier.
    Get the "derlict operations" + 5 (bearable) D-mods on a buffalo MK2 destroyer with converted hangar.
    3 deployment cost per fighter.
    3 small missile, 1 medium missile.
    0.58 maintainance cost per ship.
    70 ornance points.

    • @LightTim
      @LightTim Месяц назад

      Fuel cost is the only downside, otherwise yah it's a good deal.

    • @joheng01
      @joheng01 Месяц назад

      @@LightTim yeah, fuel is cheap and abundant, so i dont count it as a factor outside exploration missions. The only real downside is your 30 ship limit and their tendency to explode without proper frontline. Its economy class fighters.

    • @LightTim
      @LightTim Месяц назад +1

      @@joheng01 Fuel is abundant in the mid-late game.
      2 fuel base, About 1.6 fuel+ with eff (if you don't get the erratic dmod which it LOVES to get it seems.)
      That means you're getting a jumbo tanker for about 5-10 of them. And those jumbo tankers aren't cheap.
      I'm not saying your combo isn't great. I'm just saying it takes a bit to get.
      That being said, I would love to test it on bounty runs. A fleet of them would attract targets like flies, while squashing them. Think it can slap stations?

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад +1

      I need to do a derelict operations playthrough and spam Astrals that have max dmods. Maybe THEN it would feel worth the cost

    • @LightTim
      @LightTim Месяц назад

      @@paulrogersgaming or just have reinforced bulkheads and blast doors and just keep letting it get blow up. Either way works really. There's a playstyle for pure hulls or broken ones for each side of the industry skill.

  • @GingahJ
    @GingahJ Месяц назад +3

    Anime girl faction made me fall in love with carriers, No matter the faction modded or none modded I always go carrier for my Capital lol

    • @FunkThompson
      @FunkThompson Месяц назад

      Diable. At least the Wanzers are mostly balanced... :D

    • @owa1985
      @owa1985 Месяц назад +1

      Having double high tier wanzers on the panda is pretty damned OP. I suppose you can argue that at that sort of tech level, I should be rolling over things anyway.

    • @FunkThompson
      @FunkThompson Месяц назад

      @@owa1985 The Pandemonium is not really OP though; it is "better than vanilla" in ways (mostly the wanzers.) At least compared to like MVS or UAF.

    • @owa1985
      @owa1985 Месяц назад +1

      Yeah, not at 70dp, it's not. I am currently leaning super hard on a salvaged one in a legio infernalis playthrough. It being piloted by a reckless captain might have something to do with how unOP it's feeling. Even then... It sometimes fails against your bog average Paragon, for shame.

    • @FunkThompson
      @FunkThompson Месяц назад

      @@owa1985 Yeah, needs Cautious and range, really. Or steady and as much ROF as you can get on it. If running with VIC, try some VIC ballistics on it, or MVS. Glorious.

  • @therealbahamut
    @therealbahamut Месяц назад

    IMHO: skip the colossus mk3. It's not a carrier; it's a cargo ship with lots of PD and a regular buffalo has the same cargo space with a much better logistical profile. Every time I see one in a battle I think "free lunch."
    I'm honestly surprised you didn't make more mention of the Astral's ship system: recall. Instantly recalling all your fighters to rearm and repair them makes them premium bomber spammers and is the main way to justify the Astral's deployment cost. Take note also that pilums now come in a large version for those large missile mounts so it can apply considerable pressure from extreme range. You CAN use its weapon mounts for beams and such but I'd personally use its ordnance points on chunkier bombers, like tridents or cobras. I'm not a fan of letting my carriers go near the front lines because that's not what they're for; keeping only support missiles and PD weapons will encourage the AI to keep them out of the fray and let their bays do the talking. I would also make note that while an astral IS more expensive per fighter bay than a couple of drovers, it's only one ship, requiring only one officer to maximize its effectiveness and taking only one slot in your fleet count. It can also be easily modded to have 360 degree shields and take quite a bit of punishment, whereas if one of those drovers gets hit, it's going down fast and talking half your fighter count with it.

  • @Salted_Fysh
    @Salted_Fysh Месяц назад +3

    This video was a bit rough compared to your usual. There's a bunch of meandering sections that don't really have the proper pacing and sometimes with the simulation demonstrations you sound unsure of what you're saying, as if you don't really know the answer yourself.
    As for more technical problems:
    Colossus, Drover and Astral are missing their extended unit cards so it's hard to follow along with what you're saying when you're talking about their loadout.
    You don't cover Thunders during the fighter section at all yet in the very next segment, you have them on your Heron load-out. It's been a while since I've played this game but I'm pretty sure you're also missing quite a few other small craft.
    For the fleet composition segment, you start talking about having multiple options but you end up only covering carrier spam before veering off into the Astral rant. You're also missing a lot of information on what the advantages and disadvantages of this composition would be.
    Don't let me discourage you from branching out, the beginning is always going to be rough, these are just notes for if you want to pinpoint issues.

  • @europajupiter3007
    @europajupiter3007 Месяц назад +2

    I highly disagree with one of your statement about Legion not being valid for carrier spam. It is absolutely valid if you treat it as your front line (normal version - btw, I am in minority that considers XIV variant to be weaker one). It is absolutely amazing ship for that role in carrier spam fleet. That being said, I think your guide is really nice and should be helpful for new players. Also, Astral sucks if you ask me :) I just cannot force myself to use it. It used to be my personal favorite loooooooooong time ago. Now to answer your question at the end of video... My personal favorite carrier is Mora and Legion (and Odyssey - if we count it as carrier, which I do) to pilot. For AI I like Heron and Mora. I stay away (means, I change them out at first occasion I get) from carriers that cannot take a solid fight by themselves, hence such choices.

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад

      While I did emphasize fighter bay count per deployment point, to your point, that is not the whole story. Armor helps ALOT with survivability, and it's a big reason why I like the legion. Also, those large missiles on the XIVth version 😌

    • @Aereto
      @Aereto Месяц назад +1

      I consider normal Legions as front ships, while XIV Legions are pressure flankers because their missile slots are for burst fluxless damage to cut down the flank with similar roles.
      Having Sarissas and a Xyphos will present the Legion to apply pressure to the enemy line just by moving forward and freeing up kinetic and PD for other weapon types. The XIV Legion requires more thought into the bays between focus on bursts and supporting the flankers, as guided missiles and fighters fly over allied ships and apply a greater concentrated pressure than 2 capitals side by side if the target's PD is lacking.

  • @lukmaanpratomo6866
    @lukmaanpratomo6866 Месяц назад +2

    Haaaa he called them Chonkers 😂.

  • @MisterG_Gaming
    @MisterG_Gaming Месяц назад +2

    No Tridents love 😞

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад

      What's your ratio for bombers:fighters? How do you like to use the tridents?

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад

      What's your ratio for bombers:fighters? How do you like to use the tridents?

    • @MisterG_Gaming
      @MisterG_Gaming Месяц назад

      @@paulrogersgaming I did a build in patch 0.95 with 2 Astrals and 12 Tridents (build on my RUclips channel). Pretty insane damage output but you need ships doing your frontlines and make Astrals going close range to continue your bombardement during cooldown.

  • @FunkThompson
    @FunkThompson Месяц назад +2

    And then you add mods and... robot LPC's. Wanzers, Cataphracts, "totally not Robotech Veritech Fighters", whatever they want to call them - Glorious.

    • @Aereto
      @Aereto Месяц назад +1

      And then we have Battlestar and Supercarrier ships in other modpacks. The crew costs will be significant but at least it's not the ship.

  • @spacesui-t
    @spacesui-t Месяц назад +1

    Yeah it's sad but if not piloted by payer and build in a very specific way Astral usually underperforms. In AI fleets especially it never poses any real danger.

    • @paulrogersgaming
      @paulrogersgaming  Месяц назад

      Idk maybe I'm doing something wrong, but the AI seems to pilot Moras and Astrals poorly. It's as if it doesn't account for the slow speed and puts these ships into positions they can't get out of.

    • @spacesui-t
      @spacesui-t Месяц назад

      @@paulrogersgaming I also noticed that AI is generally better with medium/fast ships.

  • @nonyabisness6306
    @nonyabisness6306 Месяц назад

    how to carrier: don't.