On of my favorite new S-mod bonus is the Insulated Engine one. It's actually hilarious for playing a playthrough where everyone hates you. -90% sensor profile on capitals is so crazy. " Sir, the ennemy just sneaked up on us with a ship the size of a moon. "
You can press "F1" when hovering over the burn speed indicator to see a per-ship breakdown of burn speeds. That's how I see what ships need aug drives. Oh, and about the sleeper cells: After you give them the PK the cells might continue, but they won't have any impact whatsoever.
the 610,000 credits bounty is a "special" bounty of "elite" mercenaries, they're all level 7 officered and 3 S modded. it still isn't actually all that hard, but that's why the pay is so high.
Imagine if the remnant nexus stopped spawning fleets after a while, but if you destroy it, it would respawn and spawn more ordos. I think that's a good way to make fighting the nexus worth it
upping the hypershunt range seems reasonable, i've upped the ones in my game to 15Ly so it doesn't run into the oh so bloody common issue of being in its own constellation that is just a touch too far to actually do anything to the constellations next to it since 19/20 times the worlds in the hypershunt's constellation are crap.
47:07 the radiant's tachyon lance didn't actually shut off your engines since it mostly hit your shields, but then the brilliant next to it fired it's tachyon lance at your ass then the radiant was like 1001001010100111101010111001
Honestly, I see no reason why hypershunt and cryosleeper have these range restrictons. Planets near them are usually F-tier, and in 4 years of playing Starsector there was one (1) case of cryosleeper being in the system it should be in, so, after destroying tesseracts they become just set pieces. So yeah, I say go ahead with increasing hypershunt range, hell, make it sector-wide, only fair. P.S. You can put gamma core in the population&infrastructure and bring shunt transplutonics demand from 10 to 9.
Also they have annoying "feature" that game do no track range to Hypershunts once you'd found them - no, you need not only to kill Omegas, you need to complete f@#$% restoration and only then it will agree to track their range radius >_< And yes, completely agree - their limited range is some kind of mockery of players because to use them you need ALSO find out super-rare Domain-era Hypershunt Tap item. Plus any kind of shortages - and here we are, -5 stability hit. P.S. IMHO colony ship should be like a Gate-one - one-time use that spending XXX days but boosting colony max level to lvl 7. Current bonus from them is not that exciting, honestly.
@@demiareu8741 Yeah, they're a remnant of an older design philosophy that should be updated: the gate crawler has provided a better method of how they should be implemented.
Remember that the resource cost reduction of AI cores also applies to Hypershunts and fusion lamps. Just slap a gamma core onto the Infrastructure "building" and the Hypershunt only needs the 9 TPs you can produce.
been enjoying the series especially as a relatively new player still really struggling with my own ship builds but watching has been helpful for sure, I still can't make a Legion work well no matter what i do, even with all the armor mods i just watch them get popped so fast it's weird, but i'll figure it out one day i'm sure
I stack light mgs, devastators and xiphos fighters. Then I put a couple charge launchers. For the 14th I put double locust and lots of light mgs and assault chainguns. It’s ok.
I found it's the weapon load loadouts and officer that gets my low tech ships killed. Make sure their weapon loadouts aren't costing too much flux and can protect them from hi ex missiles when they inevitably drop shields. As for officers, aggressive officers are better on low tech ships, less aggressive officers just don't smash them face first fast enough and die in flux fights against midline and high tech ships.
@@Gibbons3457 I've been doing vulcans or machineguns on all my small slots for it's defense then my big slots have been either MK IX Autocannons to strip shields for bombers or Mjolnir cannons cause they are so good at everything imo, then for the medium slots i've pretty much just been throwing in Hyper Velocity drivers so it has something with range to reach out and strip shields. For modules been doing heavy armor, solar shielding, armored weapon mounts, reinforced bulkheads and dedicated targeting core. for fighters i honestly haven't found anything i like, I've tried Gladius, Kopesh, Piranhas, Warthogs & Thunders. also good to know i've been using Steady officers cause I've been tryna use a Legion as like a center tank while i have cruisers & destroyers on either side hitting targets of opportunity. idk if this is stupid or what not just been using the weapons that so far I've found i liked from other ships doing well with them,. and this is all on a regular Legion i actually have yet to see a single 14th Legion even though i regularly just wander around exploring systems at random
Glad to know i'm not the only one who thinks this game's ai is utterly inscrutable sometimes. Far too often i've had ships pull back from an otherwise clean kill, waste missiles on shields, get themselves stranded, etc
Love this series and the game. I hope you stay active in the community and on the forums and help develop this game further. The combat ai is ridiculous at times.
Didn't realize the missile spec template was so rare. Doing a salvage only run and 2/3 of my officers have it. I guess I just got lucky lol. Also if you end up doing a low tech run, I recently fell in love with elite pd/integrated pd AI s-mod on pirate eradicators for the AI to use. 18 cp 9 burn honey badgers that were good enough I ended up triple s-modding.
There should be an option to pay the contact to move to another planet or station if you fear they are going to die to saturation bombardment, or just for the quality of life of having them on your colonies.
Surveying everything is more worthwhile in modded games, especially if you are running mods like Tahlan shipworks or Seeker - Unidentified Contact that add interesting random ships and encounters all over the sector.
id be fine with the hypershunt change, it would mean you at least get to use it and show off what the ultimate fortress world looks like. you said you tried to scan all of them, but do you think anyone's ever colonized every planet in the sector?
Maybe the reason for the AI to use the system to run away in the last second MIGHT be something the community wanted, because THEY fight medusas and run away very easily, stalling the fights for much longer than needed, ask Alex to change it and forgot such change will ALSO affect THEIR medusas in the future.
fleet is doing whatever it wants and getting itself killed or paragon chasing after faster frigates it cant chase? It sure would be LOVELY to have a skill that let us PROGRAM our fleet AI like Final Fantasy 12 did
Hey man loving this series can I ask a question though please my good man, have you got any tips for smuggling? What are some of the niche things I’m missing, thanks brother
Minimise the size of your fleet, don’t lug around escorts, just be fast and sneaky, also nicely minimises fuel and supply cost. Same goes for crew, the fewer people you have the higher your profit margins. The pirate mule contraband scan effect is crazy, I always have one with me for smuggling. Get chummy with Tritach, they don’t care what you do as long as they get a cut so buying drugs from Culann and Eochu Bres on the open market is safe, easy and gets you closer to being able to buy Paragons.
apogee + any phase frigate both with s-modded insulated engine assembly has like... 30 sensor profile when you go dark. You can just waltz in to any station with that.
For my next playthrough I'll probably start with factions that have more "normal" mechanics, like scalartech and diable avionics. They don't stray too far from what vanilla ships can do. After I finish that run, all bets will be off. Knights of ludd do look pretty cool.
Probably not. It seems like the players background will be left up to your imagination, but won't have any impact on the game. Mods could provide something like that, which would be kinda cool.
"If the AI could turn around and use Plasma Burn to escape it would make things so much easier, but it wont" Do you REALLY want the AI to do that? See my previous comment about the Medusa getting "fixed"
I dont care either way, but I have never used a hypershunt tap because I never find a nice colony site within 10 ly range (for me, a good colony site requires 2 planets within a system, or 1 fantastic planet) so I have never installed it, and instead sell them all on the black market for credits
Actually I'm having a blast with AI-controlled Safety Override Auroras (Fury big brothers) - 2xAM blasters, 2xHeavy Blasters, a lot of IR Pulse lasers in front and single Graviton Beam. Main issue that even with Aggressive officer they aren't aggressive enough, but under manual order to kill they're pretty brutal. And as I'm not piloting ships myself I'm happy to give orders. They get even better once you'd upgraded AM Blasters to Omega Rift Lances (as AI too greedy with AM charges). Everyone around is so excited with Cryoblasters but I wasn't unable to make them work in AI hands - only mix of 1xCryoblaster and 1xHeavy Blaster seem to perform a bit better then 2xHB. P.S. And yes, that's a my first time playing the Starsector after watching Big Brain videos for couple of months ^_^
You say Monitors are good but the AI ignores them in favor of capturing points, and the Monitor, even back when Safety Override was S Modded and was they are not even below 80% max flux, they STILL run away more than they stay close to enemies. Escort order is also a joke to the monitor as they tend to be distracted by a frigate or stay behind the ship they are supposed to protect. One could say that if you optimize and DO NOT put any weapons on Monitor beyond the Point Defense Flaks it has, it WILL play as coward because ships with NOTHING BUT missiles and point defense will default to play defensive, but even slapping the cheapest non point defense gun still doesnt fix the AI "play it safe" status.
Alright everyone, get ready to point and laugh at anyone who shouts cheater if he increases hypershunt range Edit, please don't I regret this joke 2 hours later
On of my favorite new S-mod bonus is the Insulated Engine one. It's actually hilarious for playing a playthrough where everyone hates you. -90% sensor profile on capitals is so crazy.
" Sir, the ennemy just sneaked up on us with a ship the size of a moon. "
Making capitals stealthier than frigates is a lot of fun.
I agree, that and solar shielding is a must for me.
You: Surveying the entire sector would be a lot of work.
Me: That... that isn't just a normal part of a playthrough?
I'm surveying the entire sector to find as many blueprints and nanoforges to sell to pirates.
Same man. I always search everywhere because I want the best colony and system. Which ends up being one of the first 10 systems I always go too lol.
@@MrDanno2and then the one time you shake things up and colonize early, you find a better system immediately after
You can press "F1" when hovering over the burn speed indicator to see a per-ship breakdown of burn speeds. That's how I see what ships need aug drives.
Oh, and about the sleeper cells: After you give them the PK the cells might continue, but they won't have any impact whatsoever.
the 610,000 credits bounty is a "special" bounty of "elite" mercenaries, they're all level 7 officered and 3 S modded. it still isn't actually all that hard, but that's why the pay is so high.
i just love when he ends the video with "and yeah, that's about it. c"
A class act requires a classy exit.
Imagine if the remnant nexus stopped spawning fleets after a while, but if you destroy it, it would respawn and spawn more ordos. I think that's a good way to make fighting the nexus worth it
upping the hypershunt range seems reasonable, i've upped the ones in my game to 15Ly so it doesn't run into the oh so bloody common issue of being in its own constellation that is just a touch too far to actually do anything to the constellations next to it since 19/20 times the worlds in the hypershunt's constellation are crap.
Where is the value for the tap range in the config?
I was hoping to find it in config somewhere, but no dice. You need to get a mod called "modified industrial requirements."
@@bigbrainenergyguy I only found colony tap range in the config but didn’t change it
1:52:00 at that point, you were in the Excalibur Rising, which probably had Degraded Engines
edit: you can see this at 1:56:09
47:07 the radiant's tachyon lance didn't actually shut off your engines since it mostly hit your shields, but then the brilliant next to it fired it's tachyon lance at your ass then the radiant was like 1001001010100111101010111001
Honestly, I see no reason why hypershunt and cryosleeper have these range restrictons. Planets near them are usually F-tier, and in 4 years of playing Starsector there was one (1) case of cryosleeper being in the system it should be in, so, after destroying tesseracts they become just set pieces. So yeah, I say go ahead with increasing hypershunt range, hell, make it sector-wide, only fair.
P.S. You can put gamma core in the population&infrastructure and bring shunt transplutonics demand from 10 to 9.
Also they have annoying "feature" that game do no track range to Hypershunts once you'd found them - no, you need not only to kill Omegas, you need to complete f@#$% restoration and only then it will agree to track their range radius >_<
And yes, completely agree - their limited range is some kind of mockery of players because to use them you need ALSO find out super-rare Domain-era Hypershunt Tap item. Plus any kind of shortages - and here we are, -5 stability hit.
P.S. IMHO colony ship should be like a Gate-one - one-time use that spending XXX days but boosting colony max level to lvl 7. Current bonus from them is not that exciting, honestly.
@@demiareu8741 Yeah, they're a remnant of an older design philosophy that should be updated: the gate crawler has provided a better method of how they should be implemented.
Remember that the resource cost reduction of AI cores also applies to Hypershunts and fusion lamps. Just slap a gamma core onto the Infrastructure "building" and the Hypershunt only needs the 9 TPs you can produce.
been enjoying the series especially as a relatively new player still really struggling with my own ship builds but watching has been helpful for sure, I still can't make a Legion work well no matter what i do, even with all the armor mods i just watch them get popped so fast it's weird, but i'll figure it out one day i'm sure
I stack light mgs, devastators and xiphos fighters. Then I put a couple charge launchers.
For the 14th I put double locust and lots of light mgs and assault chainguns. It’s ok.
I found it's the weapon load loadouts and officer that gets my low tech ships killed. Make sure their weapon loadouts aren't costing too much flux and can protect them from hi ex missiles when they inevitably drop shields. As for officers, aggressive officers are better on low tech ships, less aggressive officers just don't smash them face first fast enough and die in flux fights against midline and high tech ships.
@@Gibbons3457 I've been doing vulcans or machineguns on all my small slots for it's defense then my big slots have been either MK IX Autocannons to strip shields for bombers or Mjolnir cannons cause they are so good at everything imo, then for the medium slots i've pretty much just been throwing in Hyper Velocity drivers so it has something with range to reach out and strip shields.
For modules been doing heavy armor, solar shielding, armored weapon mounts, reinforced bulkheads and dedicated targeting core.
for fighters i honestly haven't found anything i like, I've tried Gladius, Kopesh, Piranhas, Warthogs & Thunders.
also good to know i've been using Steady officers cause I've been tryna use a Legion as like a center tank while i have cruisers & destroyers on either side hitting targets of opportunity.
idk if this is stupid or what not just been using the weapons that so far I've found i liked from other ships doing well with them,. and this is all on a regular Legion i actually have yet to see a single 14th Legion even though i regularly just wander around exploring systems at random
Colossus talk convinces me that a Pirate Series would be extremely fun to watch. Wacky rum fun by Jack Bingus with wacky ships.
Glad to know i'm not the only one who thinks this game's ai is utterly inscrutable sometimes. Far too often i've had ships pull back from an otherwise clean kill, waste missiles on shields, get themselves stranded, etc
Mayby its just me but I felt the AI was a lot better in previous builds (Specifically the sseth build where I started playing).
Id love to see you do a midline only run.
Love this series and the game. I hope you stay active in the community and on the forums and help develop this game further. The combat ai is ridiculous at times.
Didn't realize the missile spec template was so rare. Doing a salvage only run and 2/3 of my officers have it. I guess I just got lucky lol.
Also if you end up doing a low tech run, I recently fell in love with elite pd/integrated pd AI s-mod on pirate eradicators for the AI to use. 18 cp 9 burn honey badgers that were good enough I ended up triple s-modding.
There should be an option to pay the contact to move to another planet or station if you fear they are going to die to saturation bombardment, or just for the quality of life of having them on your colonies.
Surveying everything is more worthwhile in modded games, especially if you are running mods like Tahlan shipworks or Seeker - Unidentified Contact that add interesting random ships and encounters all over the sector.
id be fine with the hypershunt change, it would mean you at least get to use it and show off what the ultimate fortress world looks like. you said you tried to scan all of them, but do you think anyone's ever colonized every planet in the sector?
Captain Pinny Skenis for next playthrough?
You spoke the forbidden name. Where did you learn such powerful words?
@@bigbrainenergyguy your shilling the odyssey video
The game has so much potential, but really starts to show the unfinished side at the end game. Which makes sense. It's an unfinished game.
Maybe the reason for the AI to use the system to run away in the last second MIGHT be something the community wanted, because THEY fight medusas and run away very easily, stalling the fights for much longer than needed, ask Alex to change it and forgot such change will ALSO affect THEIR medusas in the future.
on each run i get PD Officer, and often more than one ...
22:33 surely heavy machine guns in the front three hardpoints
fleet is doing whatever it wants and getting itself killed or paragon chasing after faster frigates it cant chase? It sure would be LOVELY to have a skill that let us PROGRAM our fleet AI like Final Fantasy 12 did
Hey man loving this series can I ask a question though please my good man, have you got any tips for smuggling? What are some of the niche things I’m missing, thanks brother
I'm not sure? The question is really vague, I would need to know more about what is causing you problems.
Minimise the size of your fleet, don’t lug around escorts, just be fast and sneaky, also nicely minimises fuel and supply cost. Same goes for crew, the fewer people you have the higher your profit margins.
The pirate mule contraband scan effect is crazy, I always have one with me for smuggling.
Get chummy with Tritach, they don’t care what you do as long as they get a cut so buying drugs from Culann and Eochu Bres on the open market is safe, easy and gets you closer to being able to buy Paragons.
apogee + any phase frigate both with s-modded insulated engine assembly has like... 30 sensor profile when you go dark. You can just waltz in to any station with that.
Why didn't u like the Safety Overrides??111!? This is badass
Yeeehaw! Any ideas for new factions? Maya and UAF were pretty dang fun. New knights of ludd also looks spicy but brand new
For my next playthrough I'll probably start with factions that have more "normal" mechanics, like scalartech and diable avionics. They don't stray too far from what vanilla ships can do.
After I finish that run, all bets will be off. Knights of ludd do look pretty cool.
@@bigbrainenergyguy hell yeah cant wait to see the "meta" you can make out of those factions
Random comment for the algorithm!
Based and algorithm-pilled.
Do it. 10 light years is annoyingly small
What's the opening animation from?
It's built into youtube as one of the options for premiers.
@@bigbrainenergyguyOhhh ok. I thought it was movie clip. Shame. Great content btw, started playing recently and your commentary is very helpful.
Do you ever think we are going to get Background Skills? cause we dont have a "past" beyond what ships we start.
Probably not. It seems like the players background will be left up to your imagination, but won't have any impact on the game. Mods could provide something like that, which would be kinda cool.
14:30 tested converted hangar/defensive array and interceptors on the medusa?
Does cybernetic augmentation give a bonus damage to the linked ship?
"If the AI could turn around and use Plasma Burn to escape it would make things so much easier, but it wont"
Do you REALLY want the AI to do that? See my previous comment about the Medusa getting "fixed"
Pather ships only play-through when?
I dont care either way, but I have never used a hypershunt tap because I never find a nice colony site within 10 ly range (for me, a good colony site requires 2 planets within a system, or 1 fantastic planet) so I have never installed it, and instead sell them all on the black market for credits
i wonder with the advent of ai coming about. ai in video games will actually become ai instead of just algorithms and not have those crap moments
are remnants self replicating? and if so does that mean the AIs are self replicating since you can endlessly get them from fighting remnants?
Amazing how you are able to utilize furies, wich are shite in mine and ai hands, to fight remnants better then i do with XIV onslaught. Terrific job
Actually I'm having a blast with AI-controlled Safety Override Auroras (Fury big brothers) - 2xAM blasters, 2xHeavy Blasters, a lot of IR Pulse lasers in front and single Graviton Beam. Main issue that even with Aggressive officer they aren't aggressive enough, but under manual order to kill they're pretty brutal. And as I'm not piloting ships myself I'm happy to give orders.
They get even better once you'd upgraded AM Blasters to Omega Rift Lances (as AI too greedy with AM charges). Everyone around is so excited with Cryoblasters but I wasn't unable to make them work in AI hands - only mix of 1xCryoblaster and 1xHeavy Blaster seem to perform a bit better then 2xHB.
P.S. And yes, that's a my first time playing the Starsector after watching Big Brain videos for couple of months ^_^
1:58:50 it was the D-mods i think
You say Monitors are good but the AI ignores them in favor of capturing points, and the Monitor, even back when Safety Override was S Modded and was they are not even below 80% max flux, they STILL run away more than they stay close to enemies.
Escort order is also a joke to the monitor as they tend to be distracted by a frigate or stay behind the ship they are supposed to protect.
One could say that if you optimize and DO NOT put any weapons on Monitor beyond the Point Defense Flaks it has, it WILL play as coward because ships with NOTHING BUT missiles and point defense will default to play defensive, but even slapping the cheapest non point defense gun still doesnt fix the AI "play it safe" status.
Alright everyone, get ready to point and laugh at anyone who shouts cheater if he increases hypershunt range
Edit, please don't I regret this joke 2 hours later