PTSD flashback to my first omega fight where i felt confident because i had multiple capitals and cruisers, plasma burned around the side with my odyssey, and absolutely MELTED to a tesseract with vpd + cryoblasters (literally about a 2 or 3 second kill)
The odyssey either effortlessly shield tanks, or instantly shatters into still-flaming pieces flying across the map after you accidentally miss a burn. There's no in between lmao
@@bigbrainenergyguyyou get the story point when it arrives in the system and stops next to a planet for the first time. as for the exceedingly long deployment, it likely bugged out from the stable point going too fast since it slows down as it approaches and manged to match the point's speed, thus never getting close enough to deploy properly, as mine was on the edge of my system and just drove right up, deployed, and died within a few seconds
Casually blowing up the station with the person you were supposed to extract is peak Starsector 😂😂😂 1:46:41 They really should do a different thing for those type of missions on lone stations. Would be cool if you had designated ships to land marines and do a boarding thing.
I think my favorite modded weapon that made me appreciate the difference between hull and armor is the VIC Laidlaw gun. If you have Multiple large Laidlaw, spining a little bit of exposed hull in the middle of the armor vaporise ships, and it's the most satisfying thing ever.
For the Paragon of Intelligence that move with Pathers base was not very intellignet:P On a more serious note - I find that with spysat deployment missions story point option to "talk your way out of turning transponder on" really helps since it forces affected patrols into "standing down" mode, and they completley ignore you for like half a day, giving you time to do the mission. Of course, it IS a SP, but it gives 100% bonus exp, so not a big deal
just create a distraction .. either false readings or disasemble one of the system buffs and let em hurry to the place while you move towards the spysat spot
To your point on the AM SRM, I gotta agree they’re better on larger ships. I wound up slapping them on Ziggy. When you’re me and like to frontline fight with it, it’s so nice to use the AMs with missile mastery as your fire and forgets. Good for slagging lots of small ships, or if you need a very big one dead and you’ve almost fluxed it out. Many an Inspection’s Legion XIV or Onslaught XIV perished from a swarm of SRMs after being shot a few times by dual Rift Emitters.
It has a lot do with the mass difference between the ships, and the fury is light enough that this is the first time I've seen it flame out an enforcer.
1:40:40 On these stealth missions, what you can do is travel some bit away and while your transponder is off, sensor burst. Then go dark and sneak around the patrols rushing towards you.
Around 21:38 you lost engine power after plasma burning into an enemy. I'm not sure if this is intended behavior or not, but I've noticed the same thing with my Fury - multiple instances where i shouldn't have lost engine power, but did, when colliding into other vessels.
If you ram enemies of your own ship class size or higher, you lose engines Same thing happens if a larger class of ship rams you, you still lose engines
What i've heard is that it always flames out the smaller ship, or, if they're the same size, the "lighter" ship. Whether the "lighter" ship is decided by the actual physical size of the sprite or some arcane hardcoded list of every ship in the game or, hell, the ship's "hull" value is anyone's guess, this isn't a very well documented mechanic, but what I do know is that ship hull a ramming ship hull b will flame out the same ship *every single time,* it is *not* random
@@autonomousanonymous6310 ship size i think refers to whether it is a frigate, destroyer, cruiser or a capital So an Onslaught ramming an Odyssey while burn driving will get flamed out, but the Odyssey won't (assuming the Odyssey didn't do any ramming manoeuver)
It's not obvious in game, but every ship has a "mass" score in the files which is used to figure out how collisions work ie. an omen bumping into a paragon will bounce off and the paragon will hardly move at all because the omen's "mass" is much lower. Ramming with plasma burn also uses this mass number, which can be a problem for the fury because its mass is actually closer to the destroyers than other cruisers.
Whenever I deploy Paragons they and 3 more, usually Auroras with Escort Packages, deploy first. That is so they spawn as close to the center as possible. After that I'll deploy some frigs behind them to cap points. Easier way to get the slow ass Paragons into the fight as soon as possible.
As a nexerelin user, alongside IE, I use free markets all the time when I do colonies and have a decent defensive fleet. So im used to the chaotic number of colony crisis that come into my system. A bit worried myself on some of the fleet sizes given the new update having such massive armadas often. So maybe I'll get a run for my money before my activity picks up some.
i get lag like that sometimes when my ships have low cr, hopefully when alex updates the java version like he was talking about in the blog post stuff like that will fix itself
Would you be willing at some point to show how that minimal sensor fleet with Conquests and Afflictors work sometime? I am planning on a 5 Conquest fleet in my playthrough, and would love to find out (either through math or gameplay) how it works.
the medusa is a strong ship but.... that 12 point deployment cost hurts. shrikes only take 8 deployment points. and my shrikes with 3 built in hull mods are just as good as the medusas in the video. if u do the math you can end up fielding more ships depending on ship size of course. I also use the omen shipload so i can field an extra two omens. My main fleet is the omen-shrike[ converted hanger] wayfarer combo. this fleet combo runs at 13 -14 burn level super fast fleet that can disengage from anything that outmatches it the way omens and shrikes can knock out most and wayfarer is great for cargo hold problem and in a fight it can be a great pd boat.
Yo I just started playing last week, I got my self a fleet with 2 MXIV Onslaughts 2 Conquests and a Legion and I still struggle with High danger remnants. What should I do to get gud?
@@cerebraltapeworms5718 It doesn't actually take long to get rich and powerful once you know qhat you are doing. Basically, don't lug around a war fleet if you're just doing simple missions like exploration, surveying etc. Store them in 3 particular places where you have free storage (like abandoned terraforming station)
a lot in this game can be manually configured if you just do a little poking around with Notepad++ in the game files. Gimme a minute, I will find the exact location of hypershunt settings.
People keep saying there's an option for it in settings.json but i've also heard BBE say that's not true, so, not sure if it's possible unless you do the same thing that the mod does
Just wanted to say something for the algorithm but all of a sudden I have a question. What's the plural of crisis? Crisises? I can go look a dictionary, I know. It's something it popped up in my mind while writing the comment.
So why pirate afflictors? Isn't the only difference 2 fewer mount points? Re s-modding insulated engines, I highly recommend it. Sure my paragons might be 5% less combat effective than yours, but who cares. They still erase anything that wanders in front of them, and I don't have to spend 10m reconfiguring my fleet to get an easy rep boost. My fleet composition is very similar to yours, and I have a dark sensor profile of 30ish. Throw in some s-modded augmented engines and I can move at 7 speed while dark with a fleet that can take on ordos and tesseracts. Min/maxing combat just makes your fleet bad at everything else. ;)
Pirate afflictors are 6 dp instead of 10 dp, so you can fit more into your fleet. For the most part, you're right about min-maxing. You don't really need to and there's some fun options that open up if you don't.
@@bigbrainenergyguy Thanks. :) My compulsion in games is "do everything" builds which often causes its own kind of trouble. :) I saw your omens get some spectacular reaper hits later in the video. I don't know when you switched to reapers on them, but they sure can be a lot of fun with them! The AI will throw a few shots away, but with expanded racks and specialization 5 omens can bring a lot of them to a fight and win some crazy lopsided fights. Those moments are worth the waste!
PTSD flashback to my first omega fight where i felt confident because i had multiple capitals and cruisers, plasma burned around the side with my odyssey, and absolutely MELTED to a tesseract with vpd + cryoblasters (literally about a 2 or 3 second kill)
The odyssey either effortlessly shield tanks, or instantly shatters into still-flaming pieces flying across the map after you accidentally miss a burn. There's no in between lmao
Those who life by the circle strafe, die by .... getting rammed by a remnant battlecruiser out of nowhere.
you get a free story point if you're around to see the hauler stop
Really? Then why did it take so damn long!
@@bigbrainenergyguyyou get the story point when it arrives in the system and stops next to a planet for the first time. as for the exceedingly long deployment, it likely bugged out from the stable point going too fast since it slows down as it approaches and manged to match the point's speed, thus never getting close enough to deploy properly, as mine was on the edge of my system and just drove right up, deployed, and died within a few seconds
1:51:15
"there's no reason to spesifically suspect me" he says, while fireing a uniqe weapon xD
yea loved it when the first time i got the .. manta ray .. everyone knew who i was, such a love for detail
Thank you for this series! I feel heavily invested in the storyline of Mr. Bingus.
Casually blowing up the station with the person you were supposed to extract is peak Starsector 😂😂😂
1:46:41
They really should do a different thing for those type of missions on lone stations. Would be cool if you had designated ships to land marines and do a boarding thing.
Ah, the ever-classic pairing of Starsector and the FTL soundtrack, never a bad idea.
wait I'll watch this during my workout and my daydreaming session so i can focus on three things at once >:)
I think my favorite modded weapon that made me appreciate the difference between hull and armor is the VIC Laidlaw gun.
If you have Multiple large Laidlaw, spining a little bit of exposed hull in the middle of the armor vaporise ships, and it's the most satisfying thing ever.
For the Paragon of Intelligence that move with Pathers base was not very intellignet:P
On a more serious note - I find that with spysat deployment missions story point option to "talk your way out of turning transponder on" really helps since it forces affected patrols into "standing down" mode, and they completley ignore you for like half a day, giving you time to do the mission. Of course, it IS a SP, but it gives 100% bonus exp, so not a big deal
just create a distraction .. either false readings or disasemble one of the system buffs and let em hurry to the place while you move towards the spysat spot
1:34:10 You can't deal with Tri-Tach through the crisis, ya gotta do what Arroyo tells you.
To your point on the AM SRM, I gotta agree they’re better on larger ships. I wound up slapping them on Ziggy. When you’re me and like to frontline fight with it, it’s so nice to use the AMs with missile mastery as your fire and forgets. Good for slagging lots of small ships, or if you need a very big one dead and you’ve almost fluxed it out. Many an Inspection’s Legion XIV or Onslaught XIV perished from a swarm of SRMs after being shot a few times by dual Rift Emitters.
I hit every distress call after I found a couple of l7 officers in derelicts spawned by them, even trapped ones.
57:33 Does it *not* work like that all the time? I distinctly remember using the odyssey to flame out smaller ships and launch them across the map
It has a lot do with the mass difference between the ships, and the fury is light enough that this is the first time I've seen it flame out an enforcer.
1:40:40
On these stealth missions, what you can do is travel some bit away and while your transponder is off, sensor burst.
Then go dark and sneak around the patrols rushing towards you.
lol that bugged gate hauler
Around 21:38 you lost engine power after plasma burning into an enemy. I'm not sure if this is intended behavior or not, but I've noticed the same thing with my Fury - multiple instances where i shouldn't have lost engine power, but did, when colliding into other vessels.
It's intended behavior - ramming enemies is NOT safe.
If you ram enemies of your own ship class size or higher, you lose engines
Same thing happens if a larger class of ship rams you, you still lose engines
What i've heard is that it always flames out the smaller ship, or, if they're the same size, the "lighter" ship. Whether the "lighter" ship is decided by the actual physical size of the sprite or some arcane hardcoded list of every ship in the game or, hell, the ship's "hull" value is anyone's guess, this isn't a very well documented mechanic, but what I do know is that ship hull a ramming ship hull b will flame out the same ship *every single time,* it is *not* random
@@autonomousanonymous6310 ship size i think refers to whether it is a frigate, destroyer, cruiser or a capital
So an Onslaught ramming an Odyssey while burn driving will get flamed out, but the Odyssey won't (assuming the Odyssey didn't do any ramming manoeuver)
It's not obvious in game, but every ship has a "mass" score in the files which is used to figure out how collisions work ie. an omen bumping into a paragon will bounce off and the paragon will hardly move at all because the omen's "mass" is much lower. Ramming with plasma burn also uses this mass number, which can be a problem for the fury because its mass is actually closer to the destroyers than other cruisers.
Whenever I deploy Paragons they and 3 more, usually Auroras with Escort Packages, deploy first. That is so they spawn as close to the center as possible. After that I'll deploy some frigs behind them to cap points.
Easier way to get the slow ass Paragons into the fight as soon as possible.
As a nexerelin user, alongside IE, I use free markets all the time when I do colonies and have a decent defensive fleet. So im used to the chaotic number of colony crisis that come into my system. A bit worried myself on some of the fleet sizes given the new update having such massive armadas often. So maybe I'll get a run for my money before my activity picks up some.
Armadas are because you'd placed several colonies in same system. It isn't intended by Alex now.
i get lag like that sometimes when my ships have low cr, hopefully when alex updates the java version like he was talking about in the blog post stuff like that will fix itself
Would you be willing at some point to show how that minimal sensor fleet with Conquests and Afflictors work sometime? I am planning on a 5 Conquest fleet in my playthrough, and would love to find out (either through math or gameplay) how it works.
what did you do to get the ability "slipjump"? (~ 3:30)
He got a lot of Hyperspace Topography points i think it takes like 600 or so i forget.
the medusa is a strong ship but.... that 12 point deployment cost hurts. shrikes only take 8 deployment points. and my shrikes with 3 built in hull mods are just as good as the medusas in the video. if u do the math you can end up fielding more ships depending on ship size of course. I also use the omen shipload so i can field an extra two omens. My main fleet is the omen-shrike[ converted hanger] wayfarer combo. this fleet combo runs at 13 -14 burn level super fast fleet that can disengage from anything that outmatches it the way omens and shrikes can knock out most and wayfarer is great for cargo hold problem and in a fight it can be a great pd boat.
Yo I just started playing last week, I got my self a fleet with 2 MXIV Onslaughts 2 Conquests and a Legion and I still struggle with High danger remnants. What should I do to get gud?
nvm I just fucking lost my save while updating.
@@cerebraltapeworms5718 It doesn't actually take long to get rich and powerful once you know qhat you are doing. Basically, don't lug around a war fleet if you're just doing simple missions like exploration, surveying etc. Store them in 3 particular places where you have free storage (like abandoned terraforming station)
revenant for FREE
How do you increase the hypershunt range without a mod?
You can find the settings for that in the config file
a lot in this game can be manually configured if you just do a little poking around with Notepad++ in the game files.
Gimme a minute, I will find the exact location of hypershunt settings.
People keep saying there's an option for it in settings.json but i've also heard BBE say that's not true, so, not sure if it's possible unless you do the same thing that the mod does
@@digitalizedmind6784 no bbe said the settings for the hypershunt range can be changed in the settings file, ie, config.json.
I'm not sure. I believe I've seen in it a config file somewhere, but I can't remember where.
Gärj
Pronounced *Gary*
can you do a series with a real noob to the game so he can ask all the stupid questions I want to ask
Just wanted to say something for the algorithm but all of a sudden I have a question. What's the plural of crisis? Crisises?
I can go look a dictionary, I know. It's something it popped up in my mind while writing the comment.
Gjorg
Smoothie
1:25:30 maybe the game is trying to tell you something...
Grejg
So why pirate afflictors? Isn't the only difference 2 fewer mount points?
Re s-modding insulated engines, I highly recommend it. Sure my paragons might be 5% less combat effective than yours, but who cares. They still erase anything that wanders in front of them, and I don't have to spend 10m reconfiguring my fleet to get an easy rep boost. My fleet composition is very similar to yours, and I have a dark sensor profile of 30ish.
Throw in some s-modded augmented engines and I can move at 7 speed while dark with a fleet that can take on ordos and tesseracts.
Min/maxing combat just makes your fleet bad at everything else. ;)
Pirate afflictors are 6 dp instead of 10 dp, so you can fit more into your fleet.
For the most part, you're right about min-maxing. You don't really need to and there's some fun options that open up if you don't.
@@bigbrainenergyguy Thanks. :) My compulsion in games is "do everything" builds which often causes its own kind of trouble. :)
I saw your omens get some spectacular reaper hits later in the video. I don't know when you switched to reapers on them, but they sure can be a lot of fun with them! The AI will throw a few shots away, but with expanded racks and specialization 5 omens can bring a lot of them to a fight and win some crazy lopsided fights. Those moments are worth the waste!
01:45:00 Okay, why is FTL music playing? This is not FTL!
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