Starsector Modded 3 - Relics of the Past

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  • Опубликовано: 4 ноя 2024

Комментарии • 52

  • @renaissancemonke
    @renaissancemonke 23 дня назад +19

    Hey man, heres a tip i learned from other players. Once you salvage the stations, you can salvage the debris field that is left behind, essentially doubling your loot.

    • @tylerphuoc2653
      @tylerphuoc2653 21 день назад +2

      Both stations and large enough ship battles provide the second chance at salvaging debris

  • @tymvas
    @tymvas 23 дня назад +20

    As a general rule, never have your transponder on while going through hyperspace unless you would like to attract some trouble.
    55:43 Ships will have the "civilian grade hull" mod if they're not military.

    • @Kaebuki
      @Kaebuki 20 дней назад

      Phos has kept it off in prior episodes during warp, guess the exhaustion from PAX made him forget.

  • @ham_the_spam4423
    @ham_the_spam4423 20 дней назад +2

    To repair that temple you need a total of 15,000 tons of goods, which would need 7&1/2 Atlas-class super freighters, or around 6 if you mod them with Expanded Cargo Holds, with a couple tankers for carrying fuel, yet more cargo space to bring enough Supplies to keep the fleet running, and finally warship escorts to deter any pirates who would be interested in raiding such a large convoy.

    • @Phrosphor
      @Phrosphor  20 дней назад +3

      @@ham_the_spam4423 Sounds like a great long term goal for the playthrough for me. I was considering setting up an outpost in system to drop off materials as I get them.

  • @Nortonius_
    @Nortonius_ 2 часа назад +1

    Going to have to deal a lot of space drugs to awaken your Iain M. Banks esque ancient being/civilization that will totally not lay waste to existing galactic civilization unless stopped. Fun times in Mr Phros’s Starneighborhood 😂

  • @federationprime
    @federationprime 22 дня назад +5

    A few notes on loadouts: Logistics-related hullmods on combat ships generally aren't worth it for a variety of reasons, but much like Highfleet that lost combat performance of carrying aroung logi/sensor equipment can get you killed. Not spending all your OP is also a bad idea, if in doubt throw some more hullmods on (again, especially on combat ships). The AI also doesn't handle Sabots well, either wasting them or being way too conservative. Meanwhile, the AI can calculate the exact number of harpoons to kill an overloaded enemy and use missiles like swarmers to wipe fighters very efficiently.

  • @Zephyrite
    @Zephyrite 19 дней назад +1

    Remember, when you upgrade a ship with, for example, Expanded Cargo Holds, it adds a flat 50, OR 30% increase in what it already has, so you want to line up the correct mods: Expanded Fuel Tanks for tankers, cargo for freighters, etc. You'll get a larger increase per upgrade that way. Augmented Field Drive is the other upgrade you generally want to spring for in your auxiliary ships, so you can get a higher burn in hyperspace and regular space. Also for your combat ships, you want to kind of consider what they need to be good at. For example your Wolf class ships are great little harassing ships, so a graviton beam plus a IR Pulse Laser would be a great combo, plus missiles and PD. A gunship is also really not a bad call, since those things can really pack a nice punch your fleet could use while still being small. Helps that they're often very cheap.
    Also! My suggestion is to create an Outpost on one of the planets in that last system you explored to use as a storage base for the materials so you can bring them there in chunks!

  • @Alpha372
    @Alpha372 23 дня назад +1

    fizzy drinks and happy meals...good times

  • @DarkCubi
    @DarkCubi 23 дня назад +4

    Great episode as always. I laughed when you asked is Diable Avionics evil. (in a meta sense yes they were)
    Hmm that track at the end is that foreshadowing I hear. (Haven't encountered this even probably part of a mod)

  • @bittyboppity
    @bittyboppity 13 дней назад +1

    Great series! Just don't fly in the pulsar rays because it damages your fleet. Same when going near the sun, you really da,aged your fleet that time. You can use emergency burn to get close to, or even drive through stars without taking damage

  • @deathdragon58
    @deathdragon58 22 дня назад +1

    Looking forward to what the station spits out

  • @t1ckles0117
    @t1ckles0117 22 дня назад

    Loving this playthrough so far! Starsector is Criminally Undersung (a great name for a ship, IMO). Thanks for sharing this journey with us!

  • @AenghusAlpha
    @AenghusAlpha 22 дня назад +2

    Thanks for the video! I suggest the name "Big Gulp" for the new tanker, "Alastor" for the other ship.

  • @yubbo3
    @yubbo3 22 дня назад +1

    With the Lunaris and any phase ship in general, you want maxed out capacitors instead of vents. Phase ships are usually alpha strike ships that slip in and out of combat quickly, and capacitors help with this. Max vents on phase ships are only useful if the ship is staying out of phase while fighting for a while, like the Grendel, which has heavy armor.

  • @Marvininini
    @Marvininini 17 дней назад

    Damn, that moment when tanc a lelek creeps up from the background... My mind is immediately like: WTH IS GOING TO HAPPEN!?!?!? :D

  • @dakaodo
    @dakaodo 23 дня назад

    I'm enjoying the exploration! Varies the pace up and the new quest sounds neat.

  • @lopiko21
    @lopiko21 18 дней назад

    Tanc a lelek at the end got me off guard :D

  • @EvelynNdenial
    @EvelynNdenial 14 дней назад +1

    flying through the corona of a star costs massive amount of supplies. going through that star with the accretion disk cost you 20 supplies.

  • @Dodener
    @Dodener 20 дней назад

    Cullen and Talos sounds cool for cargo based ships

  • @jakedziurdzik3633
    @jakedziurdzik3633 23 дня назад

    This is a great series, thanks for uploading!

  • @ToastedWaffles_
    @ToastedWaffles_ 22 дня назад

    Any time there is a debris field left behind that means you can in fact double dip Phros.
    You should also go into the weapon groups on the PC frigate and switch the torp launchers onto alternating so you dont dump both of them.
    Honestly 3 antimatter blasters is so heavy on the flux you're better off with just 2 and a PD laser in the front arc, that or go back to the new "home base" and see if there is something that you fancy to replace them, don't forget to turn on mouse aim when in combat :).
    You also need to be very careful with flying close to stars as the ejections cause major drain on supplies that would otherwise not be burnt.
    Damn it Phros you're really gunna get me to play SS again >:| I thought I was over this fizzy drink addiction.
    I just wish you could change the camo spec of ships in SS, my only real gripe with the game.
    Great video as always Phros, it's interesting to watch you play SS as we play WAY differently; I am very combat and exploration focused and I usually go and bully pirate stations. I launch raid after raid on them for good loot.

  • @netherane
    @netherane 23 дня назад +1

    Annnnd here’s my thread of running commentary. Fuckin love that youre playing Starsector Phro. Keep up the recording!

    • @netherane
      @netherane 23 дня назад

      1:29 the aux tanks and expanded cargoholds are multipliers based on hull size iirc. Usually I’ll look for my utility ships base stats, and then pick the hull mods that amplify the greater. Ex, I’d put aux tanks not expanded cargo on the dram.
      Personally, even early in desperate situations, I never bring utility ships into the fight. Except, again very desperate here, when I put reinforced hull mod on them. This way when they inevitably die, I can still recover them.
      Utility ships tend to be so horrifically weak, that I’ve only found their use forgivable when using the Automated Commands mod, and setting them to run run run and just spam Pilums, salamanders, and anything elses super long range. In this they are distractions and nothing more, letting me hopefully use the time to tip the fight, win, and then recover their reinforced wrecks after a battle.
      The upside to not bringing them into the fight is I can spend all their ordinance on utility mods. Sensor range, burn speed, cargo, fuel, crew, etc etc. theres other mods that give you lots of other utility, and I usually take full advantage of those. With this, a couple small or single medium size utility ship can cover my entire fleet for the early (and most crucial) early game.

    • @netherane
      @netherane 23 дня назад

      5:32 the entire value, or rather the extreme majority, in exploring is salvaging. If you dont have enough modifiers to run at least 70-100 efficient, it can be pretty painful.
      Fortunately, this modifier only impacts the amount of bulk goods you collect. Anything rare, like blueprints or planet mods, are not effected by salvage multiplier IIRC. This may have changed, but when I played a lot it didnt.
      Looking for utility ships with salvage gantries or equivalent (all praise the Shepard!) are so valuable. Some mods have combat ships with them too (fkn love Junkyard dogs).

    • @netherane
      @netherane 23 дня назад

      6:16 you generally want to do a full circle of the system before leaving, especially if it has belts like this one. There are often hidden treasures amongst the belts, and a sensor burst really only touches on what your radar view sees. This signal is further reduced by phenomena and objects in space, such as the belts youre surrounded by at this moment. So you may miss finds by just jumping in, smashing the burst, and then leaving.
      I am a player who can be painfully thorough sometimes though, so a playstyle difference here potentially!

    • @netherane
      @netherane 23 дня назад

      6:31 famous last words about supplies 🫠
      while you’re right that’s a pretty minimal amount youre burning… be careful anytime you’re wandering into deep space and start neglecting watching your supplies like a hawk.
      This is particularly poignant when you’re not able to easily salvage large volumes of supplies. Like with your current fleet :P
      I ended up basically killing a playthrough being too ambitious once, and burned out my supplies.

    • @netherane
      @netherane 23 дня назад

      10:10 could be a GG find for this playthrough. D-AV has some INSANELY good weapons, like some of their smaller PD, and IIRC their anti-shield line is exceptionally effective. I think its their anti-armour that is lackluster.
      Find a bar with someone selling production slots, or if you have rep with a faction, their contacts may sell production space at a much more reasonable rate.
      Get some OP weapons built. Gunna be game-changing.

  • @crashtestproductions6609
    @crashtestproductions6609 23 дня назад

    for the Chinook tanker Phillip will be the name I propose.

  • @darloth
    @darloth 22 дня назад

    Please spend your spare ordnance points! If you don’t want to spend time choosing what to spend them on, press autofit, select spend free OP, and let it pick some hull mods for you. It’ll usually pick ones that either make your ships tougher or have more flux capacity with no downsides. Speaking of, there’s hull mods with flux in their name that are just less efficient vents and capacitors (flux distributor, flux core annex? Something like that) so you can squeeze on just a few more if you’re happy with the weapons.

  • @williamchurch8401
    @williamchurch8401 22 дня назад

    Name idea for the freighter... little pocket

  • @Di3Leberwurst
    @Di3Leberwurst 23 дня назад +2

    Fuel consumption is based on speed. So if you go slow you will use up your fuel slower. I think the actual fuel consumption is more or less distance based.
    You can't switch to other markets if you have a unfinished trades. (You tried to switch to blackmarked before finishing the selling of the plutonics.)
    Also did your mods change how black market works? Only ever played vanilla. You can approach a station with transponder off + silent running, sell on black market and leave. Works best if there is a asteroid belt near the station for a clean exit until you can turn your transponder back on.

    • @tylerphuoc2653
      @tylerphuoc2653 23 дня назад

      Yeah, you need to accrue points on the Hyperspace Intel for the tunnels not to chew through fuel. It's not necessarily more or less efficient outside of hyperspace tunnels, since fuel consumption is calculated based on lightyears crossed instead of speed or time

    • @annon578
      @annon578 22 дня назад

      @@tylerphuoc2653 Actually fuel consumption is based in both speed but will always be the same for the same distance, IE 10 lightyears at burn speed 5 or 15 cost the same. However that only scales to burn speed 20 anything past that only burns as much as burn speed 20 so slipstreams(hyperspace tunnels) can and will be more fuel efficient than normal travel.

  • @willis1712
    @willis1712 22 дня назад

    Auxillary fuel tanks on the tankers!

  • @roryr8
    @roryr8 23 дня назад +2

    Whilst in hyperspace it can be faster to fly at full speed using the mouse to avoid storms rather than slowing down and going straight through

    • @ToastedWaffles_
      @ToastedWaffles_ 22 дня назад +1

      with the course locked you still get an indicator towards your destination and you can use the radar to better navigate the storms.

  • @johnhonker437
    @johnhonker437 23 дня назад

    This series is fantastic. Are you still going to publish any Xenonauts content?

  • @phillipstevenson4883
    @phillipstevenson4883 22 дня назад

    ship name Nostromo from the original Alien movie

  • @windoverwaves6781
    @windoverwaves6781 20 дней назад

    I'm pretty sure if a ship does not have the civilian-grade hull mod, it's a military hull.

    • @lordmummie
      @lordmummie 18 дней назад

      I'm not 100% certain but I think I recall military being a seperate mod which would explain the three different levels of fuel storage in the anomaly description: civial, protected/no mod, military

  • @TerranSpacePolice
    @TerranSpacePolice 22 дня назад

    do you have a mod playing highfleet music or is that just an end of video thing now?

  • @manyheadedmishaps6182
    @manyheadedmishaps6182 23 дня назад

    Can you put an outpost on one of the surveyed worlds and use to store materials in preparation for the thing?

    • @crashtestproductions6609
      @crashtestproductions6609 23 дня назад

      outposts have no storage, they are just mini markets with the waystation structure so they accumulate? supplies and fuel.

    • @manyheadedmishaps6182
      @manyheadedmishaps6182 23 дня назад

      @@crashtestproductions6609 Oh. Ick. Really? That's kinda pathetic. Like just bolt a shipping container to the side.

    • @crashtestproductions6609
      @crashtestproductions6609 22 дня назад

      ​@@manyheadedmishaps6182 frankly im not even certain if they accumulate supplies and fuel on their own or if you have to deposit your own supplies and fuel yourself to collect later.

    • @annon578
      @annon578 22 дня назад

      ​@@crashtestproductions6609 No they def have storage and they def have a waystations which slowly stockpiles supplies and fuel

  • @levineli5668
    @levineli5668 19 дней назад

    You never overload on supplies. You overload on cargo capacity. And when you have hundreds of metal and organics you dont adjust by dropping supplies. Come on man, killing the OCD people!