Really enjoy the format of you just playing the game and ranting about your thoughts on various aspects of it. It gives much more well rounded knowledge on the game as opposed to alot of videos that are highly specific builds or guides.
2:18 "Alvis... His portrait looks like he is 35 year old depressed academic, but his dialogue sounds a lot more like a young graduate who's very fresh faced, optimistic, and naive." This is what academia does to mfers.
Alviss is the best guy. The only guy in the Sector trying to do his very best, like no one ever was. Alviss comes across more like a 30 something year old middling academic who is just a little scatter brained, and an eternally cheerful but incredibly put upon secretary. Just naive enough to honestly enjoy being nice everyone but still savvy enough to know how to deal with euphemism and understatment. He has the energy of a man who is being hurried and harrased through his life but is just trying to do his best. The little dialogue option to say thank you to him really hits it home.
I like how its obvious he hasn't been thanked nearly enough because of it, too. He responds in the same way someone actually would if they were in his position.
As someone who suffers deeply from the condition of being British, I can say with complete honesty that your accent was accurate. It was so accurate, in fact, that my mum came running into the room to find out why I was talking to myself! Well done. :)
I play modded, there are missions where people ask for ships that they can buy from your fleet. Rare ships or factional playthroughs always encounter these and you can generally sell back ANY ship and always get those points back. I like the new update.
Speaking of mods, i wonder what would happen now if you scuttle a ship that has s-mods soneone else put in? Like, from a pirate vengeance fleet for example?
@@Self-replicating_whatnot I had a situation like that with an Omen with S-Modded Expanded Missile Racks. It said the Bonus XP only would get refunded if you installed the S-Mod.
27:25 Dunno if it's still the same but when it's time to go to Kanta's Den first time, you bribe the portmaster guy with a fraction of a credit (singular) to buy him a meal.
With your deep knowledge of the game I think it would be awesome to see a series doing ironman + some arbitrary restrictions that make survival difficult, e.g: - only scavenged ships allowed (no buying / events / colony prints) - choose one faction, set the rest to -100 hostile and keep them that way at the start of the game; survive as long as possible - only carriers, tankers, and salvage rigs (with any mods) allowed in the entire fleet; no strictly military ships (or any one military ship at any given time, previous must be scuttled) - all of the above? If there's anyone out there capable of doing challenges like this and make insightful and entertaining situational commentary it would probably be you!
I really enjoy your train-of-thought video format and the analysis you put into the game. I understand Starsector on an intuitive level, but if you ask me why i do something a certain way, the best answer i can give is "well, it works." Watching your videos helps me put numbers into play to get at WHY certain things work!
Man this content is so great. Of course it's interesting to see full fleet builds and such, but seeing your process making decisions as you play is way more insightful. At some point I will graduate from "follow this recipe for good ships" to "in this particular situation, here are some solid options." I let the hostile activity meter tick up in my current playthrough because I didn't really know what I was doing. I didn't colonize an ideal system, I have AI cores running everything, etc. I have to destroy pirate/pather bases and AI inspection fleets every few months. But I feel like I should be able to make my system strong enough to handle these things somehow, even if it takes more development than is possible right now.
While I haven't been testing it, being neutral or friendly with pirates would help mitigate activities against the colonies due to underground connections. Like in the previous version, pirate contacts would give me a heads up on upcoming raids and smugglers to take advantage of.
Another way i would go about this. is not really removeing the "hostile inpact" pasive penalty and make it so they are a consequence of failing to deal with the events, and have it either works as like raids do as they last a couple of in-game months and it goes away or as part of a secondary tracker that you can mediate via more passive methods. In fact! did you know that you can negotiate with the boss of the pirate bases so you basicly pay them "protection money" so they leave you alone? It makes it so the base penalty becomes a positive plus a extra bonus, for exchange of 10% gross income i belive.
i ran a pirate friendly run when the update dropped. your hostile impact meter just goes through the roof because you can't kill "enemy" fleets to lower the threat. i was also not antagonistic to the ludds. i abandoned the game because there were tons of huge pirate fleets roaming around my sector doing nothing much except intercepting other factions' fleets. it broke the immersion for me. hopefully he tweaks it. it kind of ruined my early game income strat by having a lvl 3 free port with light industry/drugs in mayasura to be abandoned later when i find a nice system. oh well.
Standard procedure for dealing with pirate bases attacking my colonies: Sell(junk/excess metal, food, organics etc.) to the pirates before you kill them. Check. Raid the base with marines to get their supplies. Check. Kill the base. Check. Salvage. Check. P.S. The ECM skill is pretty strong IMO. If you use small ships and "wolfpack" tactics that is. Works especially well with the "Support doctrine" skill. Fielding centurions for 3 DP that give you 1% ECM literally guarantees the 10% range penalty in 98% of the fights. I haven't tested with the AI ships recently though. My experience with them is from the .95a times.
NGL I haven't much noticed the Hostile Activity meter in my 0.96 playthroughs (all two of them so far), on account of how easy it is to bribe Kanta and the Pathers to stop hassling your colonies.
With a cap, Burst PD and LRPD still work better. When u have many small slots then LRPD look much better since the target get engaged far far away negate the low dps of LRPD. For only 1 more op
Finding a colonizable planet in the middle of living space is one of the best things that can happen to you. Had that on my previous save, dominated the market on all fronts. It's not about the money. It's about Hegemony and Sindrian Dictate eating shit when i sell more fuel and armaments that they could ever hope.
I also tried the ion pulsers on the LG Eagle, it's a bit too flux hungry for what you actually gain I found. Triple phase lance XIV Eagle remains my true son
I always just scrape together a cool mill and pay Kanta for her protection. Blow up the nearest pirate base and boom. No more pirate activity, ever. If you can resist the urge to deploy any AI cores or advanced technologies, pathers wont be a concern either, circumventing the whole hostile acitivity gameplay mechanic
These videos are great, I've learned more just from hearing you speak from your experience compared to any other specific guide videos. Thank you. Are S-mods mandatory to consistently do well in combat or can you build a strong fleet without them? I like to save my story points for optimizing colonies.
Oh my god your ending rant about how you used a tempest-only-fleet just sent a jolt through my brain since that is the exact same way I did my first playthrough after buying one! Please tell me you also went to the forums and looked at Cums(hah) builds for tempests haha, I absolutely loved the powered up phase lanced that could one shot most frigates if timed right, too bad that when I recently got back to the game I got slapped on the face with the underwhelming suicide bombers that I will never use (because as you said: 20 seconds without additional PD support and damage) and the ultimate Nerf that put Doom from a maneuvrable flagship to a god damn dominator style of play 😭 (Yes I know there are now specialized systems tou can put to make them better and combat skills but it still takes wuite the investment just to flagship it decently!) Omens thankfully didnt get hit! Still fast as a kite and hard to kill as a monitor while being just as deadly as brawler, so hey at least we got that going for high-tech.
I don't like the general mechanic where the better your colony the more problems you have to deal with. It makes a minimal risk colony a better option mainly because you save time or story points from not having to deal with any of the problems in the first place.
I just think all the people in the starsector-verse has some sort of domain falling grade depression due to everything being ass-backwards and they KNOW it is.
Im going ahead with the assumption that gargoyle is canonically nonbinary because; the androgynous portrait, the game literally never refers to them with gendered terms/pronouns, it just calls gargoyle "the hacker", they even fit the nonbinary stereotype of naming themself after a random ass english word. Or the devs just wanted to make a really androgynous character with no clues as to whats under their pants and see how people react. I just wanted to point this out *somewhere*
Yeah, thanks for your input! I'm kinda blind to these things and now that you point it out it does seem like they were writing in that direction. My brain originally read Gargoyle as being a (maybe bi?) man dressed in a cyberpunk-ish aesthetic. The fact that they don't use gendered pronouns for the whole game never caught my attention. I've lived my whole life in a small town and never met any non-binary people so the whole thing is a bit strange and foreign to me.
Really enjoy the format of you just playing the game and ranting about your thoughts on various aspects of it. It gives much more well rounded knowledge on the game as opposed to alot of videos that are highly specific builds or guides.
Second that, more of that please. No need for post processing IMO. You're one of the best players around.
yes yes yes yes yes yes
Yeah, 100%, PLZ do this MOAR
all my homies love Alviss
Best power bottom
2:18 "Alvis... His portrait looks like he is 35 year old depressed academic, but his dialogue sounds a lot more like a young graduate who's very fresh faced, optimistic, and naive."
This is what academia does to mfers.
Alviss is the best guy. The only guy in the Sector trying to do his very best, like no one ever was.
Alviss comes across more like a 30 something year old middling academic who is just a little scatter brained, and an eternally cheerful but incredibly put upon secretary. Just naive enough to honestly enjoy being nice everyone but still savvy enough to know how to deal with euphemism and understatment.
He has the energy of a man who is being hurried and harrased through his life but is just trying to do his best.
The little dialogue option to say thank you to him really hits it home.
If you're playing Secrets of the Frontier, let Sierra talk with him and allow her to be herself. it's a great piece of integration.
I like how its obvious he hasn't been thanked nearly enough because of it, too. He responds in the same way someone actually would if they were in his position.
I love this channel so much. Shame there aren't more content creators focusing so deeply on starsector!
Just found this channel, just want to say you're a genuine pleasure to listen to, both very funny and educational about this great game :)))
As someone who suffers deeply from the condition of being British, I can say with complete honesty that your accent was accurate. It was so accurate, in fact, that my mum came running into the room to find out why I was talking to myself!
Well done.
:)
I hope ya come back or at the least you are enjoying yourself and whatever your doing
I play modded, there are missions where people ask for ships that they can buy from your fleet. Rare ships or factional playthroughs always encounter these and you can generally sell back ANY ship and always get those points back. I like the new update.
I really like this feature.
Speaking of mods, i wonder what would happen now if you scuttle a ship that has s-mods soneone else put in? Like, from a pirate vengeance fleet for example?
@@Self-replicating_whatnot I had a situation like that with an Omen with S-Modded Expanded Missile Racks. It said the Bonus XP only would get refunded if you installed the S-Mod.
me selling off my nexerelin large starting trade fleet to gaudy people and buying them back at a 100k profit
You didn’t die in a computer explosion!
Truly a starsector of all time
Greetings, Volturnian Lobster
I miss big brain energy :(
Me too. I wonder when he'll be back...
27:25 Dunno if it's still the same but when it's time to go to Kanta's Den first time, you bribe the portmaster guy with a fraction of a credit (singular) to buy him a meal.
With your deep knowledge of the game I think it would be awesome to see a series doing ironman + some arbitrary restrictions that make survival difficult, e.g:
- only scavenged ships allowed (no buying / events / colony prints)
- choose one faction, set the rest to -100 hostile and keep them that way at the start of the game; survive as long as possible
- only carriers, tankers, and salvage rigs (with any mods) allowed in the entire fleet; no strictly military ships (or any one military ship at any given time, previous must be scuttled)
- all of the above?
If there's anyone out there capable of doing challenges like this and make insightful and entertaining situational commentary it would probably be you!
Some nice ideas. I've got other things planned right now, but after that I might try some of these.
@@bigbrainenergyguy second this.
Please come back bro you are so much smarter with builds than I am
I completely missed the changes to story point mechanics, thank you.
I really enjoy your train-of-thought video format and the analysis you put into the game. I understand Starsector on an intuitive level, but if you ask me why i do something a certain way, the best answer i can give is "well, it works." Watching your videos helps me put numbers into play to get at WHY certain things work!
well hello there !
Love this. Also, audio is SOOOOOOOOOO much better than it was :):) I can hear you now :D
Hey man I wonder when you're gonna resume making videos! Would love to hear your thoughts on the new ships, especially the chonky boi
Man this content is so great. Of course it's interesting to see full fleet builds and such, but seeing your process making decisions as you play is way more insightful. At some point I will graduate from "follow this recipe for good ships" to "in this particular situation, here are some solid options."
I let the hostile activity meter tick up in my current playthrough because I didn't really know what I was doing. I didn't colonize an ideal system, I have AI cores running everything, etc. I have to destroy pirate/pather bases and AI inspection fleets every few months. But I feel like I should be able to make my system strong enough to handle these things somehow, even if it takes more development than is possible right now.
0.97 has awakened the God Gamer. Looking forward to seeing what you have planned!
i fucking love the skeleton energy
While I haven't been testing it, being neutral or friendly with pirates would help mitigate activities against the colonies due to underground connections.
Like in the previous version, pirate contacts would give me a heads up on upcoming raids and smugglers to take advantage of.
Another way i would go about this. is not really removeing the "hostile inpact" pasive penalty and make it so they are a consequence of failing to deal with the events, and have it either works as like raids do as they last a couple of in-game months and it goes away or as part of a secondary tracker that you can mediate via more passive methods.
In fact! did you know that you can negotiate with the boss of the pirate bases so you basicly pay them "protection money" so they leave you alone?
It makes it so the base penalty becomes a positive plus a extra bonus, for exchange of 10% gross income i belive.
i ran a pirate friendly run when the update dropped.
your hostile impact meter just goes through the roof because you can't kill "enemy" fleets to lower the threat. i was also not antagonistic to the ludds.
i abandoned the game because there were tons of huge pirate fleets roaming around my sector doing nothing much except intercepting other factions' fleets.
it broke the immersion for me. hopefully he tweaks it.
it kind of ruined my early game income strat by having a lvl 3 free port with light industry/drugs in mayasura to be abandoned later when i find a nice system.
oh well.
Standard procedure for dealing with pirate bases attacking my colonies:
Sell(junk/excess metal, food, organics etc.) to the pirates before you kill them. Check.
Raid the base with marines to get their supplies. Check.
Kill the base. Check.
Salvage. Check.
P.S. The ECM skill is pretty strong IMO. If you use small ships and "wolfpack" tactics that is. Works especially well with the "Support doctrine" skill. Fielding centurions for 3 DP that give you 1% ECM literally guarantees the 10% range penalty in 98% of the fights. I haven't tested with the AI ships recently though. My experience with them is from the .95a times.
Is there a video for colonys and all the tips about them?
Hi, im New here. Your videos are amazing, I hope you make more.
NGL I haven't much noticed the Hostile Activity meter in my 0.96 playthroughs (all two of them so far), on account of how easy it is to bribe Kanta and the Pathers to stop hassling your colonies.
Yes, but without doing those running colonies becomes impossible. There isn't really any middle ground.
PD lasers are serviceable with a capital grade range boost.
With a cap, Burst PD and LRPD still work better.
When u have many small slots then LRPD look much better since the target get engaged far far away negate the low dps of LRPD.
For only 1 more op
Is there a follow-up to this video yet? I really enjoy this format :)
Calcium Cabal don't rattle me bones!
BigBrain, it's been too long. We absolutely need a new video.
In regaurds to pirate bases, jusut a small tip. Before blowing it up, I launch a raid, to get supplies and fuel.
Tempest with double Ion Pulsers and SMOD Expanded Magazines is legit terrifying.
tempest is a fucking beast, i take them over shrike every time
35:52 Lucky break for Venus. The station was about to explode due to various circumstances.
Can't you just bribe Kanta for 1M and she tells all the pirates to stop buggin you?
It's a shame you don't make more content, fun to watch
Finding a colonizable planet in the middle of living space is one of the best things that can happen to you. Had that on my previous save, dominated the market on all fronts.
It's not about the money. It's about Hegemony and Sindrian Dictate eating shit when i sell more fuel and armaments that they could ever hope.
I also tried the ion pulsers on the LG Eagle, it's a bit too flux hungry for what you actually gain I found. Triple phase lance XIV Eagle remains my true son
Short pd lasers are really good with pd skill elite + high scatter in masse, like 6 glimmers
Calcium Cabal? People With Swords greet you amicably, good video.
alviss just maintaineed his youthful whimssy all th way up into his thirties. be like alviss
the thing hyperion with pulser and 600 range, is that a lot of modules and character points goint to waste (more dmg at 500 range for example)
When will we have next video?
AAAAAAAAAAAA HES BACK!!!!!!
28:51 That's what she said.
Thanks for the fun Starsectoring, BBE!
Like listening to a good podcast. Miss you😢
great info all around, that white star betrayed you lol. Best of lucks commander
I always just scrape together a cool mill and pay Kanta for her protection. Blow up the nearest pirate base and boom. No more pirate activity, ever. If you can resist the urge to deploy any AI cores or advanced technologies, pathers wont be a concern either, circumventing the whole hostile acitivity gameplay mechanic
you give them the planetkiller for protection!
@@KnightNaveAnd?
Please stream your awesome gameplay and gaming on twitch I love you
These videos are great, I've learned more just from hearing you speak from your experience compared to any other specific guide videos. Thank you.
Are S-mods mandatory to consistently do well in combat or can you build a strong fleet without them? I like to save my story points for optimizing colonies.
You can consistently perform well even without S-mods, but your options for fleet composition are more limited.
Oh my god your ending rant about how you used a tempest-only-fleet just sent a jolt through my brain since that is the exact same way I did my first playthrough after buying one!
Please tell me you also went to the forums and looked at Cums(hah) builds for tempests haha, I absolutely loved the powered up phase lanced that could one shot most frigates if timed right, too bad that when I recently got back to the game I got slapped on the face with the underwhelming suicide bombers that I will never use (because as you said: 20 seconds without additional PD support and damage) and the ultimate Nerf that put Doom from a maneuvrable flagship to a god damn dominator style of play 😭 (Yes I know there are now specialized systems tou can put to make them better and combat skills but it still takes wuite the investment just to flagship it decently!)
Omens thankfully didnt get hit! Still fast as a kite and hard to kill as a monitor while being just as deadly as brawler, so hey at least we got that going for high-tech.
22:00 Spelling error on High Gravity "adequete"
May I have a copy of your Swag Beelzebub?
You better have healthy dense bones if you are going to visit Skeletopolis. Hight gravity is no jokes.
gosh he's so hot
I'm thinking my next run I'm gunna slap shield shunts on everything and do a no shields setup. Gunna get a paragon or two just to be extra annoying.
Pathers: "I like this guy"
Wow didn't know you get storypoint xp for scuttling 🤯
Mayhaps any new video in the works?
Who's to say? ;)
Hey man, i enjoy the videos. are you planning on doing more or have you moved on from star sector?
I am. I just needed a... *checks last upload* ...six month break? Damn. Longer than I thought.
I don't like the general mechanic where the better your colony the more problems you have to deal with. It makes a minimal risk colony a better option mainly because you save time or story points from not having to deal with any of the problems in the first place.
Does that mean that if you story mod a ship and than sell it to a collector, you get free bonus exp?
Hi, why aren't you using missiles?
19:58 how tf did you click all the weapons so fast
Is a mod. Look for "QoL Pack".
I just think all the people in the starsector-verse has some sort of domain falling grade depression due to everything being ass-backwards and they KNOW it is.
Miss you zaddy
thanks
I missyou zaddy
35:05
Miss you zaddi
more memes yes
you're pretty cute ngl
You know what? This video sucks!
-Vulps, leader of the Explorers, Planet Dora
Mizs you zaddy
SoMF zaddy
lol f those British xD
also its the 4th so it makes sense lore wise
Nobody can insult brits as effectively as we do each other already anyway :))
@@AstroBioMan xD
Did you just assume Gorgoyle's pronouns? xD
As for PD lasers if you have lots of convering small energy slots, you use them.
Ziss you maddi
''Hello gamers!''
Unsubscribed inmediatly in 0.000000000000001 mili seconds.
don get triggered son
and if u do remember
nobody cares
Im going ahead with the assumption that gargoyle is canonically nonbinary because; the androgynous portrait, the game literally never refers to them with gendered terms/pronouns, it just calls gargoyle "the hacker", they even fit the nonbinary stereotype of naming themself after a random ass english word. Or the devs just wanted to make a really androgynous character with no clues as to whats under their pants and see how people react. I just wanted to point this out *somewhere*
Yeah, thanks for your input! I'm kinda blind to these things and now that you point it out it does seem like they were writing in that direction. My brain originally read Gargoyle as being a (maybe bi?) man dressed in a cyberpunk-ish aesthetic. The fact that they don't use gendered pronouns for the whole game never caught my attention.
I've lived my whole life in a small town and never met any non-binary people so the whole thing is a bit strange and foreign to me.
Miss you zaddy
Miss you zaddy