in starsector, heavy fighters are intended as bomber escorts. interceptors are for rapid force projection. the advantage of those broadswords would be that there are more of them, they take more damage (distracting from the bombers), they have decoy flares (to distract enemy PD) and they are cheaper. icing on the cake is their main weapon is anti shield. the disadvantage is that they are slower and have less range, but since you are pairing them with bombers this doesn't matter. All wings on a carrier travel together at the speed of the slowest wing and range of the shortest ranged wing. So it is a good idea to either make a strike carrier with a mixture of bombers and heavy fighters to attack medium to large targets, or an interdiction carrier with all interceptors to range over the map taking out enemy wings and fast harassing shuttles/frigates.
I am so happy you showcased this game, I immediately bought it after the first two videos and I am so incredibly hooked. I was shyed away by it being 2D, but honestly you do not even notice it. Waiting for the future gems you´ll introduce and I hope this is finally your springboard to successfully diverge from UAD :)
It's because that Fleet is moving ship hulls between places that the AI designates... those fleets can be really valuable to Pirates if you want because in some situations they will be hauling along very valuable ship hulls that otherwise would be impossible for you to Pirate normally but once you take out the relatively weak Defenders you can have a really powerful ship once you un mothball it
Nebulous don't work out because I don't feel like I know the game. Learning the game can probably easily take 25h to get the basics. Too much to make videos worth it I'm afraid
@@Stealth17Gaming neb is very very steep and multiplayer can be brutal (made up for by a wonderful community who will wingman you.) I hope you revisit it when it is fleshed out more, campaign up next and then hopefully a single player mode will really broaden the appeal
If you like the Harpoons, you might like the Atropos Class Torpedo. Its one of my favorite Weapons. It is only available in small size, so only usefull for small Missile Mounts. It has less Ammo and less Damage than the Harpoon, but it is much faster and much, much more Accurate, so it deals its Damage a lot more reliably than the Harpoon.
Honestly the moment you get 600k you cant start a colony, look for a planet with low hazard and build light industry, it the most profitable and can offset early to mid game fleet upkeep, if you have mods preventing the colny from growing past size 3 or giving it to another faction later down the line when you find a better planet.
Dont forget about the shield skill on the topnrow of the skill tree. If you make it elite, you can dissapate 20 hard flux, and that's great if your ship will up close to the enemy.
I am usually Leadership-Technology since I am not as capable in combat outside of phase ships and carriers. But with Cybernetic Augmentation requiring your Elite Skills to benefit from damage boosters for both you and your officers, I am experimenting towards a triangle Leader-Tech-Combat. Reason being Support Doctrine treats all officerless ships as Lv 4 officers with preset skills, so they are more useful padding the fleet as battle line ships keeping cohesion and project pressure to opposition. While my officers hop on Frigates and are built to search and destroy tactically valuable targets. 20% boost for frigates punching up can stack wild with other damage booster skills
More Starsector is better! :D That Coyote Frigate is basically a Wolf on steroids; good for skimming in close, punching hard, and then skimming back out of combat when its flux caps out. A heavy blaster works quite well on it (I usually try to give it some Sabot launchers so it can more easily overload targets and really start beating on a target). As well, anything that is based off the Hekaton torpedo is always good for a real solid punch (that Scoralis bomber you were looking at mounts a Hekaton-lite torp as its main weapon). Hekatons are reaper-esque, but you generally get more of them on a mount and they're IMO better all-around weapons (that EMP effect punches above its weight!)
Little thing. The transplutonic ore on Sulawesi couses some problems, as in you can't install soil nanites, an item that increases your farming yield. And you don't really want to mine that planet anyway. Removing "Decivilized" isn't a thing in vanilla and I don't remember if your mods allow for it either. And please fix the AoTD mods names in your description(s). Another thing. Phase isn't cloaking the ship is transported into a diffrent dimention with a altered flow of time, that's why you have the slow motion effect.
Can you get rid of the negative modifiers on ships? Such as the damaged weapon mounts on the strike corvette and the unreliable systems on the carrier?
Yeah, in the Ship Refit menu there's a button on the bottom left, "Restore...[G]", which allows you to get rid of the D-Mods (Damage Hull Mods, the negative modifiers you are speaking about). However this costs a pretty hefty chunk of credits, so you generally want to avoid doing so in the early game. You can also get rid of them automatically through the "Hull Restoration" skill in the Industrial Skill Tree, albeit randomly and over a long period of time (generally it's best just to leave a heavily d-modded ship in your fleet while you go exploring). That being said, towards the late-game there are some people who prefer having a couple of heavily d-modded capital ships in their fleet, as there is a "Derelict Operations" skill in the Industrial Skill Tree which cuts down the deployment points for deploying the ship in battle, as well maintenance costs (6% per D-Mod, up to a limit of 5 D-mods). Depending on the D-mod, there are some ships which don't suffer that much from stacking D-Mods (or those D-mods are mitigatable), and benefit enormously from requiring less deployment points and maintenance.
30:10 The reason why half of the Trader's Ships are mothballed, is because those are Ship Hulls that they are delivering. Its just another Trade Good.
Oh of course
Actually, the Accessability is how accessible your Colony is for the Core Worlds and it affects your trading and income for the Colony.
Oh my bad. Thanks for the correction
@@Stealth17Gaming No problem. Your Videos are great and i will definetly keep watching your Starsector playthrough :)
in starsector, heavy fighters are intended as bomber escorts. interceptors are for rapid force projection. the advantage of those broadswords would be that there are more of them, they take more damage (distracting from the bombers), they have decoy flares (to distract enemy PD) and they are cheaper. icing on the cake is their main weapon is anti shield. the disadvantage is that they are slower and have less range, but since you are pairing them with bombers this doesn't matter. All wings on a carrier travel together at the speed of the slowest wing and range of the shortest ranged wing. So it is a good idea to either make a strike carrier with a mixture of bombers and heavy fighters to attack medium to large targets, or an interdiction carrier with all interceptors to range over the map taking out enemy wings and fast harassing shuttles/frigates.
I am so happy you showcased this game, I immediately bought it after the first two videos and I am so incredibly hooked. I was shyed away by it being 2D, but honestly you do not even notice it. Waiting for the future gems you´ll introduce and I hope this is finally your springboard to successfully diverge from UAD :)
Yeah once you get past the 2D graphics it just sucks you in. Enjoy the ride!
It's because that Fleet is moving ship hulls between places that the AI designates... those fleets can be really valuable to Pirates if you want because in some situations they will be hauling along very valuable ship hulls that otherwise would be impossible for you to Pirate normally but once you take out the relatively weak Defenders you can have a really powerful ship once you un mothball it
That's why i like watching your videos, you are so meticulous and going over all the details.
Pity the Nebulous vids didn't work out.
Nebulous don't work out because I don't feel like I know the game. Learning the game can probably easily take 25h to get the basics. Too much to make videos worth it I'm afraid
@@Stealth17Gaming neb is very very steep and multiplayer can be brutal (made up for by a wonderful community who will wingman you.) I hope you revisit it when it is fleshed out more, campaign up next and then hopefully a single player mode will really broaden the appeal
If you like the Harpoons, you might like the Atropos Class Torpedo. Its one of my favorite Weapons. It is only available in small size, so only usefull for small Missile Mounts. It has less Ammo and less Damage than the Harpoon, but it is much faster and much, much more Accurate, so it deals its Damage a lot more reliably than the Harpoon.
I will watch every vid on this one. Great looking game
Honestly the moment you get 600k you cant start a colony, look for a planet with low hazard and build light industry, it the most profitable and can offset early to mid game fleet upkeep, if you have mods preventing the colny from growing past size 3 or giving it to another faction later down the line when you find a better planet.
Interesting, waiting for more. Whole fighting scheme reminds me a lot of Nexus : Jupiter Incident
Dont forget about the shield skill on the topnrow of the skill tree. If you make it elite, you can dissapate 20 hard flux, and that's great if your ship will up close to the enemy.
Good point. I tend to go heavy on industry and officers (fleet?) before touching anything else
I am usually Leadership-Technology since I am not as capable in combat outside of phase ships and carriers.
But with Cybernetic Augmentation requiring your Elite Skills to benefit from damage boosters for both you and your officers, I am experimenting towards a triangle Leader-Tech-Combat. Reason being Support Doctrine treats all officerless ships as Lv 4 officers with preset skills, so they are more useful padding the fleet as battle line ships keeping cohesion and project pressure to opposition. While my officers hop on Frigates and are built to search and destroy tactically valuable targets. 20% boost for frigates punching up can stack wild with other damage booster skills
Just finish my business trip and came back to this new game, kinda nice tbh
More Starsector is better! :D
That Coyote Frigate is basically a Wolf on steroids; good for skimming in close, punching hard, and then skimming back out of combat when its flux caps out. A heavy blaster works quite well on it (I usually try to give it some Sabot launchers so it can more easily overload targets and really start beating on a target).
As well, anything that is based off the Hekaton torpedo is always good for a real solid punch (that Scoralis bomber you were looking at mounts a Hekaton-lite torp as its main weapon). Hekatons are reaper-esque, but you generally get more of them on a mount and they're IMO better all-around weapons (that EMP effect punches above its weight!)
I can't recommend enough video about Starsector by Sseth Tzeentach.
PLEASE I NEED MORE STAR SECTOR
Heyo, been waiting for this. 😂
I recommend going into your game files and disabling the "whiteout" effect from blown up ships, they're bad for the eyes
Welcome to the sector, Starfarer
Burn bright!
Little thing. The transplutonic ore on Sulawesi couses some problems, as in you can't install soil nanites, an item that increases your farming yield. And you don't really want to mine that planet anyway. Removing "Decivilized" isn't a thing in vanilla and I don't remember if your mods allow for it either.
And please fix the AoTD mods names in your description(s).
Another thing. Phase isn't cloaking the ship is transported into a diffrent dimention with a altered flow of time, that's why you have the slow motion effect.
Thanks for the additions.
@@Stealth17GamingLooking at the modlist, I -think- you'll have a way to get rid of decivilized populations... but I'm not certain.
Put Safety Overrides on all your low tech ships for fun and profit.💲💲💲
Thank you very much for the video, may I ask which mods you are using ?
Listed in the description
@@Stealth17Gaming would swear, it's not been there yesterday^^ Sorry, I'm so blind - thanks for your effort :)
Can you get rid of the negative modifiers on ships? Such as the damaged weapon mounts on the strike corvette and the unreliable systems on the carrier?
Yeah, in the Ship Refit menu there's a button on the bottom left, "Restore...[G]", which allows you to get rid of the D-Mods (Damage Hull Mods, the negative modifiers you are speaking about). However this costs a pretty hefty chunk of credits, so you generally want to avoid doing so in the early game. You can also get rid of them automatically through the "Hull Restoration" skill in the Industrial Skill Tree, albeit randomly and over a long period of time (generally it's best just to leave a heavily d-modded ship in your fleet while you go exploring).
That being said, towards the late-game there are some people who prefer having a couple of heavily d-modded capital ships in their fleet, as there is a "Derelict Operations" skill in the Industrial Skill Tree which cuts down the deployment points for deploying the ship in battle, as well maintenance costs (6% per D-Mod, up to a limit of 5 D-mods). Depending on the D-mod, there are some ships which don't suffer that much from stacking D-Mods (or those D-mods are mitigatable), and benefit enormously from requiring less deployment points and maintenance.
Are the convoy missions part of a newer update or a mod? I haven't played in a while and haven't had those before. They look good though.
Yeah it's More military missions
Thanks!
Sulawesi is an island in Indonesia. Was the name in game a random name or something?
Random I think
My glorious Russian empire, what have you done with them. We need ultimate admiral dreadnougts back!
Several things. Sick kids makes it so I can barely work. Current state of the campaign also has me questioning whether I can continue it.
@@Stealth17Gaming you can never give up, that is the Soviet way.
My indonesian brother sulawesi is not a island anymore we are the planet
Exactly lmao.