Those Armored Core/Mech Warrior mentions reminds me this is also peak Mech Engineer. You either customize the loadout before each mission or you die instantly and lose the entire campaign.
1. Call the video "This mission teaches you fleet combat" 2. Make such a finely tuned fleet that it steamroll throught the combat making it hard to prove your point. 3. ??? 4. Profit (?) Thank you for your videos mate, I came here trying to get better at combat. So far I failed and I am still shit, but I am having a blast. You helped me a lot to understand and enjoy refitting. And you have the perfect voice for this kind of content, makes it very engaging! Keep up the good work!
I did not expect to watch the full video but before I knew it 50 minutes had passed. Its given me a real appreciation for the depth of customisation and strategy the game provides. The one thing I will say is that since ~85% of the video takes place in the small refit window it would’ve been nice if you’d zoomed in a little bit whilst on that segment.
I think the conquest build is quite unique and gives me a new perspective on how to build it. If you try to build them like they intuitively want you to, they don't actually work out that well. It still feels weird and icky seeing so many unfilled mounts on that battlecruiser though. At that point it almost can't even be called a battlecruiser.
I miss the .7 Medusa. Felt like such a hero ship to fly around in it. The challenge of flying around in it and taking on capital ships with minimal support.
Stuff like this is useful to watch because, even though I've been playing this game literally since it came out, there are things I'm still terrible at. Such as actually making loadouts and fleet composition. Stuff I AM good at it slamming dozens of Luddic Path ships with hammers into every single target until both of us explode.
Sounds lore accurate pf every luddic terrorist in persean sector. Imagine have a capital ship fitted only with point defense weapon, and got vaporized by said capital ship. Retribution-class battlecruiser is one agile mofo that will find way to out damage anyone. Five LDMG, two HMG, three devastator, and two flak cannon. How's that for massive frontal damage? Gunnery Implant, Ballistic mastery will give em more reach. Vulcan cannon on the back with Point Defense skill definitely enough to shoot stray missles and whatever chucklefuck of Retribution bow of aforementioned PD? That be damn fine reach To help with shield tanking (the armor is even thinner than Fury class), Extended shield, hardened shield, stabilized shield will ensure the most minimum Flux possible.
I'd never thought about starsector in terms of a fleet command game until I saw this video - looking forward to learning more about how to play well from your channel!
Just dropping so much knowledge, that bit about battleships not knowing they're in trouble until it's too late for them to pull out makes so much sense I feel dumb for not getting it sooner. So many reloaded saves that explains, thanks for a great video.
Very helpful video, glad this showed up in my recommendations. Seeing your fleet orders and explaining why you used them helped me learn a few things about using my own orders in combat.
Man - This video to date has been the best guide I've ever seen regarding ship roles and why they are in said roles as well as which weapons compliment that role.... I wish there was more of that I'd watch hours of you explaining this stuff
I last played Starsector and _seriously_ got into it around 2019/2020. Recently got a bunch of mods and took another dive into it, and figured I should brush up on remembering how to play this game. Seeing the way you built that Conquest reminded me an awful lot of how I built them as well. It very quickly became one of my favorite capitals, especially when you can strap it with a couple of Mjolnir cannons. I still get totally slammed by an awful lot of the modded content I'm messing around with now, but it is very fun learning the ins-and-outs of how all of it works. I think part of what makes Starsector's combat so much fun is when you have that "aha!" moment, where you realize the way you build YOUR own ship is not exactly the same way you'd wanna build every other ship in your fleet. A ship that can absolutely melt stations when _you're_ flying it is probably going to be terribly underutilized by the AI. Heck, perfect example is a Paragon with Tachyon Lances. I loved sitting in the middle of a furball just hitting targets of opportunity with the lances. But in the hands of an AI? They would just sit there and do nothing! So you have to build ships by sort of thinking like the AI would. They are going to favor flux stability over everything else (well, maybe except for a reckless officer). Strapping a ship with the biggest, baddest, most hardest hitting guns you can put on it just means the AI will rarely if ever shoot their guns. The AI will take lots of calculated risks, like "do I have enough flux to tank this incoming fire?", "do I have enough flux to push this enemy into overloading?", "do I have enough flux to capitalize on this unshielded, disabled ship?". It almost _always_ comes down to flux management. I also think a lot of people vastly underestimate the utility of having mixed fleets. I see lots of people regularly stomp around the campaign with massive fleets filled with capital ships, rarely if ever do they field frigates, destroyers, or cruisers. These are extremely important ships, and the missions available in the vanilla game (plus the plethora offered by modded content) all help you to understand that.
A good general rule of thumb for new players about loadouts: Stick to the general ideas of what each ship class is good and and you'll be fine. The only bad ship loadout is the one that outright doesn't work. So don't stress about making each ship perfect.
But my peanut brain requires me to min/max all load outs 😭 the irony of that statement is that I'm not good enough at the game to know HOW to min/max. I am now then left to watch TH-cam guides for hours instead of playing the game for fear of failure lmfao absolute MONKEY BRAINED
No one can catch you if you fast enough. Put Militarized Subsystem then safety override and unstable injector on your Dram. Nothing can chase something that have top speed of 235 dram. I call this build Dram-class Fast Tanker, because you need need be fast to escape your enemies.
I might be crazy, but I swear these vids feel like I was back at uni sitting in one of my classes, but in a good way lol. I think its okay that the loadout part is the main part of the vid, the fight is basically just a visual justification for whatever you said during the previous parts. My problem with carriers is that I find the supply the human piloted fighters eat up is just too much... maybe im doing something wrong. And tips with this problem? Do I just pick stupid fights which I shouldnt with carriers?
Yea the problem is that the main force of your fleet comes AFTER the fighter run, which means that all of your fighter die in the first wave from pd + enemy weapons, since the dont get any support from your fleet. Fighters cant take enemy ships 1v1 so they rely on distractions and openings in the enemy lines (their high mobility attests that) The solution i see is to deploy carriers a bit later in the fight when enemies are shooting at your ships instead of fighters
@@ESALTEREGO i see, yeah i can see the logic in this. In the end i was using that beam fighter which stay with the ship on AI carriers so they wont lose everything in a sec.
I highly recommend the gospel of safety overrides on destroyers that don't have long range :3 a hammerhead with SO can solo the entire "For The Greater Ludd" mission, it's amazing
Honestly I could listen to the loadout discussion all day. In fact that's what I've been doing. I'm not gonna remember almost any of it when I'm actually sitting in front of the game, but at some point I won't be hopeless at it.
5:54 LMAO 🤣😂🤣😂 Perfect timing! When you said: "...Omens EMPying(?) the Dominator engines" it seems like the poor Enforcer panicked and activated the burn drive... 🏃🏻♂️💨💨💨💨💨
The main use I've found for the Medusas are in piloting them as the player, giving them AMB's and going for targets of opportunity - out of position destroyers and cruisers, jumping in and blasting enemy ships that are near flux after engaging with my fleet, etc. Even then, they aren't really suited to longer fights, or fights with stronger or longer range enemies, and it is completely vulnerable to fighters.
very long guide but I was able to get 100% score with only one ship lost (a vigilance ofc) and I will definitely keep these tips in mind during my playthroughs, thanks
11:07 the thing about speed is the more you have the Better you Evade the Enemy same with Range the More you have the Less chance there is of the Enemy Hitting you Speed is the More Risky but Higher Reward Route so If you have more Small Fleets what can get destroyed then sure go for it if not keep your fleets alive and use every Range Avantage you have so the Cost of Restoring or Outright losing your ship isn't as bad but your CR is lower if you dont do DPS fast enought to the enemy .. All in All Small and Fast Ships are The key to being a better as some Fighter but your Stackes are Higher Repair or Story Points if you happen to be unlucky to get the Ship Back what is with less range more at fault to be Flanked.
Thanks to this video or rather the Combat part's pre-planning where you utilized waypoints and the avoid orders, I feel like I've actually started to grasp strategy outside of refitting and ordering simple kill commands in-combat. I feel now that it's something difficult to understand when you start out without experience which I now have a little of after my first vanilla playthrough. I even tried to take a look at real military strategy and imagine how it would be applied in this game with as few units you can really deploy, but it's the same principle. Even if you don't have an immortal distraction unit, you can split the enemy forces with pre-planning and utilize Avoid as an order to prevent your own ai from getting locked into a losing engagement... Encouraging for my next playthrough where I'll try applying it, thanks a lot Big Brain
I've found for the enforcer, you need to treat it like it has 3 medium mounts, two small mounts and 4 small missiles. The middle 3 I build with 2 drivers and whatever you fancy in the middle slot but the sides I typically use Vulcans. They actually cover the engines well from salamanders long as you don't slow the turn rate. And 4 animators for pressure and armour stripping.
the amount of little things that can make our break an entire ship this entire battle as beatiful you completely dominated the other fleet also i realize a bad ship hull with a good loudout can make total difference over a "good" ship hull with a shit loudout the more you learn i guess lol
42:45 Glad to see someone else with the same anxiety as me organising hulllmods in the order from expensive to less expensive, I though I was the only one doing that lol.
i know this is kinda old video, but some people might not know they can design a custom autofit design per ship. Just hit autofit, then (delete one and/or then) select a open slot to save the current config as that autofit. (dont forget to name it!)
The arbalest and light needler have very similar flux, damage per second and damage per flux. 150DPS on the needler, 167DPS on the arbalest. 120 flux per sec on the needler, 125 flux per sec on the arbalest. Both 8 OP too! Needler is more accurate, benefits from rangefinder and has way higher burst dps. Arbalest is cheaper and easier to find, and punches hull harder once armour is stripped.
Armor is the key factor where higher damage per shot matters more than damage per second when using kinetic weapons against them. The Arbalest Autocannon can reliably damage ships in a pinch while the needlers would have a tougher time meeting the damage threshold. Armor may be destroyed but there is still the minimum armor value to pass through before hull damage comes in.
you can just pair up paragons with the automated REDACTED battleships and be able to kill any fleet in the game with 3 ships without the need to pilot any of them
Thats strange... you battle completely differently than I do. I normally set up a line, frigates cap and then guard the flank. Then we fight head on together in formati9n, and if the enemy tries to flank I move the line along to prevent it while I usually fill the gaps. When one gets focused we can all intervene since were somewhat near eachother in formation.
Conquest is tricky ships, when seet right, it does almost the same dmg as Onsought. Personaly I belive into One side variant. e.i. put all weapons at one side, only an PD on the other. Also prefer Squall, that 20 rockets in barrage is better. You could also set 2 Squalls into Alternate mode, so you get continuous flow of rockets. Especially for fleet to fleet continous flow of antishieldrockets is most valuable feature of Conquaest.
Squall is definitely better in 1v1 dual, but in a fleet line battle where enemy can just retreat to vent flux, hurricane mirv is better for confirming kills
It does make a lot of sense actually. If a ship has good shields, it's meant to tank the shots. Thus, hardened shields allow this ship to do it's job better and stay longer in a fight. If a ship has low efficiency shields however, it means that it should stay away from harm's way and do it's job from afar. Like long range missile ship or a carrier. So hardened shields do pretty much nothing but take away valuable OP points, which you can spend on hullmods like expanded missiles racks or expanded fighter decks. Each ship has it's own role in a battle, and giving it wrong hullmods is similar to giving a bomb diffuser armour to a sniper.
@@defalto-o5524 well imo most low tech vessels outside carriers are ment to be fairly close range, more so then a beamship for example. fact is hardened shields although effective for all..is more effective for low tech, with retribution as the prime example
@@hotdog9262 Low tech is called low tech for a reason. This ships usually rely on their armour or special abilities. Retribution, while being a capital ship, has speed that is comparable to destroyers if not frigates thanks to it's orion drive. With it's 3 big ballistic slots and 6 small missiles, it's capable of blitzing in, destroying anything smaller than a capital, and getting out before anyone can even fire a it. And if it can't retreat fast enough, it has big enough flux capacity to tank few shots. So, again, tanking shots is not it's specialty. It's there in case something goes wrong, but it's pretty much a plan b. If a low tech ship is designed to get close and personal, it usually has either thick armour (enforcer has 900 armour and it's just a destroyer) or abilities like damper fields. So it can use it's shield to protect itself against high explosive missiles, but take other hits with it's armour I'm not saying that you shouldn't put hardened shields on low techs, but usually there are other option that will benefit you more
@@defalto-o5524 the retribution relies on its shield as it have poor armor, so with 1.2 base efficiency on its shield, it is THE most important ship in vanilla(well and sunder) to pump the shield up with skills and hullmods, its a sitting duck without it waiting to blow up imo, speed only get you so far vs dangerous opposition heavy armor won`t help all that much anyway for any ship as reapers and breach are very common. and the base armor of the retribution is too low
@@defalto-o5524 so as said, its more important to boost shields on low tech then high tech(unless you go shield shunt). as the rewards are much higher, its simple math. "60%" shield effectiveness x 0.8(hardened shield) is 48%. "120%" of retribution and sunder move down to 96% with hardened, quite the difference in comparison
I personally use mjolnir on my conquest. I still think Gauss are lacking dps and the extra range isn't that important since you are fighting the escort first. But for ai control, gauss seem pretty good, and certainly safer to use than mjolnir.
Dual mjolnir have better dps than mk9 + hephaestus against shield. They even have higher dmg per shot than heph, and will need less shots to pierce through armor. Not to mention they are way more accurate than heph. They are more expensive to use for sure, but a conquest can run 2 of them without any flux issue
Outside of the sunder i can't think of any other ships that boast large and medium energy slots, maybe there's some ships i'm blanking on that technically can pull that off with synergy or universal slots, but playing around with only high techs i find myself wishing *something* had large and medium slots. Maybe the paragon but I'm rather unwilling to spend a hard million credits on a giant paper weight when i have access to odysseys and astrals.
45min in the loadout section and 12min of combat ? Yeah thats the true Starsector experience right there
The true armored core experience as well
Certified Mechwarrior moment too
Those Armored Core/Mech Warrior mentions reminds me this is also peak Mech Engineer.
You either customize the loadout before each mission or you die instantly and lose the entire campaign.
"This might take longer than the battle itself" Yes. Yes. It always does.
Such dedication. What I normally do is hit autofit and pray that the AI is smart enough to not die (which I've been let down more than I could count)
VALUE = EXTRACTED.
THANK YOU FOR YOUR COOPERATION.
1. Call the video "This mission teaches you fleet combat"
2. Make such a finely tuned fleet that it steamroll throught the combat making it hard to prove your point.
3. ???
4. Profit (?)
Thank you for your videos mate, I came here trying to get better at combat. So far I failed and I am still shit, but I am having a blast. You helped me a lot to understand and enjoy refitting.
And you have the perfect voice for this kind of content, makes it very engaging! Keep up the good work!
You know what they say - Preparation is half of the victory
@@ESALTEREGO my crew would say that the other half of victory is to not let me disengage the autopilot
Wow an actual comprehensive starsector combat guide
I did not expect to watch the full video but before I knew it 50 minutes had passed.
Its given me a real appreciation for the depth of customisation and strategy the game provides.
The one thing I will say is that since ~85% of the video takes place in the small refit window it would’ve been nice if you’d zoomed in a little bit whilst on that segment.
Keep it up Big Brain. The tube needs more experienced and knowledgable Starsector players like you making videos! :D
I think the conquest build is quite unique and gives me a new perspective on how to build it. If you try to build them like they intuitively want you to, they don't actually work out that well. It still feels weird and icky seeing so many unfilled mounts on that battlecruiser though. At that point it almost can't even be called a battlecruiser.
Its like a cruiser "of the line" made to broadside and trade hits with lowtech and high tech cruisers and destroyers
Obese gunboat
I’m loving these videos. Your guides are good, even to advanced players with too many hours in that game.
I would love an Ordo harvesting guide
with your return I am back to rewatch old videos to sate the *urge* for more of your content and voice and opinions
HELLO GAMERS XD gotta admit I laughed at that
55:50 It's not boring! Your lessons are more fun than any university courses I've taken.
I miss the .7 Medusa. Felt like such a hero ship to fly around in it. The challenge of flying around in it and taking on capital ships with minimal support.
Stuff like this is useful to watch because, even though I've been playing this game literally since it came out, there are things I'm still terrible at. Such as actually making loadouts and fleet composition. Stuff I AM good at it slamming dozens of Luddic Path ships with hammers into every single target until both of us explode.
Sounds lore accurate pf every luddic terrorist in persean sector. Imagine have a capital ship fitted only with point defense weapon, and got vaporized by said capital ship. Retribution-class battlecruiser is one agile mofo that will find way to out damage anyone.
Five LDMG, two HMG, three devastator, and two flak cannon. How's that for massive frontal damage? Gunnery Implant, Ballistic mastery will give em more reach.
Vulcan cannon on the back with Point Defense skill definitely enough to shoot stray missles and whatever chucklefuck of Retribution bow of aforementioned PD? That be damn fine reach
To help with shield tanking (the armor is even thinner than Fury class), Extended shield, hardened shield, stabilized shield will ensure the most minimum Flux possible.
I'd never thought about starsector in terms of a fleet command game until I saw this video - looking forward to learning more about how to play well from your channel!
Just dropping so much knowledge, that bit about battleships not knowing they're in trouble until it's too late for them to pull out makes so much sense I feel dumb for not getting it sooner. So many reloaded saves that explains, thanks for a great video.
Managed to beat it with no losses, and only one Enforcer escaping with this build. Thanks for the guide!
Very helpful video, glad this showed up in my recommendations. Seeing your fleet orders and explaining why you used them helped me learn a few things about using my own orders in combat.
Man - This video to date has been the best guide I've ever seen regarding ship roles and why they are in said roles as well as which weapons compliment that role.... I wish there was more of that
I'd watch hours of you explaining this stuff
That was highly entertaining front to back. Thank you
Thank you for explaining carriers and replacement rates
I last played Starsector and _seriously_ got into it around 2019/2020. Recently got a bunch of mods and took another dive into it, and figured I should brush up on remembering how to play this game. Seeing the way you built that Conquest reminded me an awful lot of how I built them as well. It very quickly became one of my favorite capitals, especially when you can strap it with a couple of Mjolnir cannons.
I still get totally slammed by an awful lot of the modded content I'm messing around with now, but it is very fun learning the ins-and-outs of how all of it works.
I think part of what makes Starsector's combat so much fun is when you have that "aha!" moment, where you realize the way you build YOUR own ship is not exactly the same way you'd wanna build every other ship in your fleet. A ship that can absolutely melt stations when _you're_ flying it is probably going to be terribly underutilized by the AI. Heck, perfect example is a Paragon with Tachyon Lances. I loved sitting in the middle of a furball just hitting targets of opportunity with the lances. But in the hands of an AI? They would just sit there and do nothing!
So you have to build ships by sort of thinking like the AI would. They are going to favor flux stability over everything else (well, maybe except for a reckless officer). Strapping a ship with the biggest, baddest, most hardest hitting guns you can put on it just means the AI will rarely if ever shoot their guns. The AI will take lots of calculated risks, like "do I have enough flux to tank this incoming fire?", "do I have enough flux to push this enemy into overloading?", "do I have enough flux to capitalize on this unshielded, disabled ship?". It almost _always_ comes down to flux management.
I also think a lot of people vastly underestimate the utility of having mixed fleets. I see lots of people regularly stomp around the campaign with massive fleets filled with capital ships, rarely if ever do they field frigates, destroyers, or cruisers. These are extremely important ships, and the missions available in the vanilla game (plus the plethora offered by modded content) all help you to understand that.
As a new player I can't thank you enough for thoroughly explaining your decisions.
A good general rule of thumb for new players about loadouts: Stick to the general ideas of what each ship class is good and and you'll be fine.
The only bad ship loadout is the one that outright doesn't work. So don't stress about making each ship perfect.
But my peanut brain requires me to min/max all load outs 😭 the irony of that statement is that I'm not good enough at the game to know HOW to min/max. I am now then left to watch TH-cam guides for hours instead of playing the game for fear of failure lmfao absolute MONKEY BRAINED
@@luke4010 Same 😭
No one can catch you if you fast enough. Put Militarized Subsystem then safety override and unstable injector on your Dram. Nothing can chase something that have top speed of 235 dram. I call this build Dram-class Fast Tanker, because you need need be fast to escape your enemies.
I might be crazy, but I swear these vids feel like I was back at uni sitting in one of my classes, but in a good way lol. I think its okay that the loadout part is the main part of the vid, the fight is basically just a visual justification for whatever you said during the previous parts. My problem with carriers is that I find the supply the human piloted fighters eat up is just too much... maybe im doing something wrong. And tips with this problem? Do I just pick stupid fights which I shouldnt with carriers?
Yea the problem is that the main force of your fleet comes AFTER the fighter run, which means that all of your fighter die in the first wave from pd + enemy weapons, since the dont get any support from your fleet.
Fighters cant take enemy ships 1v1 so they rely on distractions and openings in the enemy lines (their high mobility attests that)
The solution i see is to deploy carriers a bit later in the fight when enemies are shooting at your ships instead of fighters
@@ESALTEREGO i see, yeah i can see the logic in this. In the end i was using that beam fighter which stay with the ship on AI carriers so they wont lose everything in a sec.
I believe you can order the fighters to stay back with the AI ships in the tactical mode.
When the patch releases, you should make a video of all the new stuff and recommended ways to build the new ships.
Really love this format. Keep it up!
As a new player this made me learn so much in such a short time. Thank you Sir!
Whenever I hear 'Gamer', I know someone is addressing me personally so thank you for that
“If there was pvp these would have to be banned” oh boy those falcon Ps.
Annihilator pods are the best explosive canmon in the game and they arnt even a cannon.
Let's go! Really like this format!
I highly recommend the gospel of safety overrides on destroyers that don't have long range :3
a hammerhead with SO can solo the entire "For The Greater Ludd" mission, it's amazing
Honestly I could listen to the loadout discussion all day. In fact that's what I've been doing. I'm not gonna remember almost any of it when I'm actually sitting in front of the game, but at some point I won't be hopeless at it.
Pilums are the bane of my existence early game, coming out of nowhere and smacking me in the face at the most inopportune moments.
5:54 LMAO 🤣😂🤣😂
Perfect timing!
When you said: "...Omens EMPying(?) the Dominator engines" it seems like the poor Enforcer panicked and activated the burn drive... 🏃🏻♂️💨💨💨💨💨
13:02 "first of all, you are slow" the poor Enforcer: no, I am not!... Burn drive!!!! 🏃🏻♂️💨💨💨💨💨
@@hanskrieger4299 I missed both of these until you pointed them out🤣 Thanks for the laugh, the timing on both were great.
I want to see you play a "lets play" so i can see how you think in the different stages of the game, including planet/station stuff! ^^
I may do something like that after the next patch drops.
@@bigbrainenergyguy That would be awesome! Keep doing the good work!
The main use I've found for the Medusas are in piloting them as the player, giving them AMB's and going for targets of opportunity - out of position destroyers and cruisers, jumping in and blasting enemy ships that are near flux after engaging with my fleet, etc. Even then, they aren't really suited to longer fights, or fights with stronger or longer range enemies, and it is completely vulnerable to fighters.
Thanks for this. your videos have been giving me "aha" moments
Thank you for this! As a new player i was having a hard time deciding on weapon and ship combos for my early game stuff.
very long guide but I was able to get 100% score with only one ship lost (a vigilance ofc) and I will definitely keep these tips in mind during my playthroughs, thanks
11:07 the thing about speed is the more you have the Better you Evade the Enemy same with Range the More you have the Less chance there is of the Enemy Hitting you Speed is the More Risky but Higher Reward Route so If you have more Small Fleets what can get destroyed then sure go for it if not keep your fleets alive and use every Range Avantage you have so the Cost of Restoring or Outright losing your ship isn't as bad but your CR is lower if you dont do DPS fast enought to the enemy ..
All in All Small and Fast Ships are The key to being a better as some Fighter but your Stackes are Higher Repair or Story Points if you happen to be unlucky to get the Ship Back what is with less range more at fault to be Flanked.
always start with rambling, that work wonderful in any situation
That was very imformative, thanks man! Doing god's work with these videos
Thanks to this video or rather the Combat part's pre-planning where you utilized waypoints and the avoid orders, I feel like I've actually started to grasp strategy outside of refitting and ordering simple kill commands in-combat.
I feel now that it's something difficult to understand when you start out without experience which I now have a little of after my first vanilla playthrough.
I even tried to take a look at real military strategy and imagine how it would be applied in this game with as few units you can really deploy, but it's the same principle. Even if you don't have an immortal distraction unit, you can split the enemy forces with pre-planning and utilize Avoid as an order to prevent your own ai from getting locked into a losing engagement...
Encouraging for my next playthrough where I'll try applying it, thanks a lot Big Brain
I love Ion Beam with all kinetics. Pretty neet with MIRV on Conquest.
I've found for the enforcer, you need to treat it like it has 3 medium mounts, two small mounts and 4 small missiles.
The middle 3 I build with 2 drivers and whatever you fancy in the middle slot but the sides I typically use Vulcans. They actually cover the engines well from salamanders long as you don't slow the turn rate. And 4 animators for pressure and armour stripping.
the amount of little things that can make our break an entire ship this entire battle as beatiful you completely dominated the other fleet
also i realize a bad ship hull with a good loudout can make total difference over a "good" ship hull with a shit loudout
the more you learn i guess lol
this guy has the knowledge, thanks for sharing it with us!!!
42:45 Glad to see someone else with the same anxiety as me organising hulllmods in the order from expensive to less expensive, I though I was the only one doing that lol.
Very helpful, thank you kind Sir.
These new videos are dope!
best guide I have ever seen!
That intro was actually funny lmao
Also hello Raven
whoa!!! you're awesome!
watched 12 minutes so far, already feeling educated.
At 34:34 it seems like you assign weapon groups with keyboard only. How do you do it?
I could never bloody beat this. Tried it probably hundreds of times over the years.
i know this is kinda old video, but some people might not know they can design a custom autofit design per ship. Just hit autofit, then (delete one and/or then) select a open slot to save the current config as that autofit. (dont forget to name it!)
The best game ever. Withs mods....well...the best game ever
you're a legend
The arbalest and light needler have very similar flux, damage per second and damage per flux. 150DPS on the needler, 167DPS on the arbalest. 120 flux per sec on the needler, 125 flux per sec on the arbalest. Both 8 OP too!
Needler is more accurate, benefits from rangefinder and has way higher burst dps. Arbalest is cheaper and easier to find, and punches hull harder once armour is stripped.
can also do the IPDAI + elite PD thing to bring light needlers to 900 range, or 1200 ish with ITU. Can't do that with arbalests!
Armor is the key factor where higher damage per shot matters more than damage per second when using kinetic weapons against them. The Arbalest Autocannon can reliably damage ships in a pinch while the needlers would have a tougher time meeting the damage threshold.
Armor may be destroyed but there is still the minimum armor value to pass through before hull damage comes in.
@@Aereto just mix HE and kinetics
you can just pair up paragons with the automated REDACTED battleships and be able to kill any fleet in the game with 3 ships without the need to pilot any of them
Which mission do you consider the hardest? Have you done or will you be doing a video on it?
This was a great video but one question here , why not just give gemini a defend order to 1 ship ?
you should start the video with "hiiiii starties"
My conclusion after playing this mission is:
Just let the A.I do it's thing, just turn on autopilot and relax
An experienced player can do things that the ai cannot
AI can only do it's thing with good builds
player's job is to keep them on target or pursue openings they cant exploit
Thats strange... you battle completely differently than I do. I normally set up a line, frigates cap and then guard the flank. Then we fight head on together in formati9n, and if the enemy tries to flank I move the line along to prevent it while I usually fill the gaps. When one gets focused we can all intervene since were somewhat near eachother in formation.
Do you stream? This was fascinating
"hello games" classic.
Conquest is tricky ships, when seet right, it does almost the same dmg as Onsought. Personaly I belive into One side variant. e.i. put all weapons at one side, only an PD on the other. Also prefer Squall, that 20 rockets in barrage is better. You could also set 2 Squalls into Alternate mode, so you get continuous flow of rockets. Especially for fleet to fleet continous flow of antishieldrockets is most valuable feature of Conquaest.
Squall is definitely better in 1v1 dual, but in a fleet line battle where enemy can just retreat to vent flux, hurricane mirv is better for confirming kills
I'm not barely holding it together, people who are barely holding it together are way healthier than me.
now i understand about the load out
well my loadout base on mediam range and mobility
Great info in this one
So dual autocannon is for fighting stations? More damage and your target is hard to miss.
You get a like for the intro alone
Missed a trick there, should have gone with "Gooooodmooornning Vieeet-nam!" ;)
You could call us space potatoes if you like
As a gaga Canon enthusiast I demand that you stay perfectly still and do not move for the next ten minutes….
Helloooo Neurons. Every Big Brain needs Neurons. Just tossing out an idea.
I love thumpers, enforcer destroyer with 2 or 3. Good pd, flux cheap, op cheap, once armour is gone it melts.
Forlorn hope, next?
hardened shields hullmod on ships with good efficiency shields, and avoid it on the bad? this kind of logic is something else
It does make a lot of sense actually. If a ship has good shields, it's meant to tank the shots. Thus, hardened shields allow this ship to do it's job better and stay longer in a fight.
If a ship has low efficiency shields however, it means that it should stay away from harm's way and do it's job from afar. Like long range missile ship or a carrier. So hardened shields do pretty much nothing but take away valuable OP points, which you can spend on hullmods like expanded missiles racks or expanded fighter decks. Each ship has it's own role in a battle, and giving it wrong hullmods is similar to giving a bomb diffuser armour to a sniper.
@@defalto-o5524 well imo most low tech vessels outside carriers are ment to be fairly close range, more so then a beamship for example. fact is hardened shields although effective for all..is more effective for low tech, with retribution as the prime example
@@hotdog9262 Low tech is called low tech for a reason. This ships usually rely on their armour or special abilities. Retribution, while being a capital ship, has speed that is comparable to destroyers if not frigates thanks to it's orion drive. With it's 3 big ballistic slots and 6 small missiles, it's capable of blitzing in, destroying anything smaller than a capital, and getting out before anyone can even fire a it. And if it can't retreat fast enough, it has big enough flux capacity to tank few shots. So, again, tanking shots is not it's specialty. It's there in case something goes wrong, but it's pretty much a plan b.
If a low tech ship is designed to get close and personal, it usually has either thick armour (enforcer has 900 armour and it's just a destroyer) or abilities like damper fields. So it can use it's shield to protect itself against high explosive missiles, but take other hits with it's armour
I'm not saying that you shouldn't put hardened shields on low techs, but usually there are other option that will benefit you more
@@defalto-o5524 the retribution relies on its shield as it have poor armor, so with 1.2 base efficiency on its shield, it is THE most important ship in vanilla(well and sunder) to pump the shield up with skills and hullmods, its a sitting duck without it waiting to blow up imo, speed only get you so far vs dangerous opposition
heavy armor won`t help all that much anyway for any ship as reapers and breach are very common. and the base armor of the retribution is too low
@@defalto-o5524 so as said, its more important to boost shields on low tech then high tech(unless you go shield shunt).
as the rewards are much higher, its simple math. "60%" shield effectiveness x 0.8(hardened shield) is 48%.
"120%" of retribution and sunder move down to 96% with hardened, quite the difference in comparison
What if i had an aurora and the enemy has 20 higth tech frigates all over me
HELLO
*GAMERS!*
Hello to you too, gamer
I personally use mjolnir on my conquest. I still think Gauss are lacking dps and the extra range isn't that important since you are fighting the escort first.
But for ai control, gauss seem pretty good, and certainly safer to use than mjolnir.
Dual mjolnir have better dps than mk9 + hephaestus against shield. They even have higher dmg per shot than heph, and will need less shots to pierce through armor. Not to mention they are way more accurate than heph.
They are more expensive to use for sure, but a conquest can run 2 of them without any flux issue
Outside of the sunder i can't think of any other ships that boast large and medium energy slots, maybe there's some ships i'm blanking on that technically can pull that off with synergy or universal slots, but playing around with only high techs i find myself wishing *something* had large and medium slots. Maybe the paragon but I'm rather unwilling to spend a hard million credits on a giant paper weight when i have access to odysseys and astrals.
Champion. You're looking for the champion: large energy, 2 medium hybrids, HEF ship system.
Is that the one the Persean League uses, like a beefier hammerhead?
Yes. It's good, but it's a midline. For high tech there are the HT Sunder, the Odyssey and the Apogee.
hello, war criminals
try the medusa with Antimatter Blasters and reapers. Jump in, jump out, repeat. I promise you lots of fun :)
you know you can create your own template with autofit?
yeah it just doesn't work in the mission screens, sadly
dual autocannons on hardpoints. then it works well
Что за разборы такие бархатные, ууф. Кефтемее...
Hello fellow gamer
Hello moon and star
Based dagoth-ur enjoyer.
@@bigbrainenergyguy based starsector youtuber
Remember: No Outlanders.
where did you find out about the upcoming patch?
On the game's forum:
fractalsoftworks.com/forum/index.php?topic=26020.0
liked after hearing HELLO GAMERS felt really appealed to 10/10 video didnt watched after that
HELLO
GAMERS!
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Love ur content bro
very ebic
cool
23:49 Please do!
Starsectrians