Not sure if you get around to checking it yet out (only 75% in), but I guess you could benefit from buying the stuff the newly conquered base lacks, stuff it in the stockpile and allow the colony to eat from there? Seems the logical thing to do from my experience with games and history (people get unhappy when they don't have things they had before).
45:00 You have a Rebellion (-5) going on, go to the dialog options (with the portmaster or ???) and give/sell them supplies, marines and weapons. You can also send an operator to find out how strong the rebel forces are. The mechanic is quite neat, everything you sell on the black market helps the rebels. So, you can use it quite effectively to destabilize enemy colonies while also making a buck. Also next to the Administrator there is the rather easy to miss "Stabilize" button, it costs money and can't be used to often.
18:39 yeah, that was weird, I looked at it several times, at first I thought too it was friendly fire, then that the long bow anti shield missiles hit the atropos. Yet, there is no friendly fire for missiles. Finally I saw it at 0.25 speed, the Atropos hit a very small asteroid that was behind/inside the shield arc of the Tempest.
@@nihil2157 Missiles can't hit your own ships but they will hit debris, and one of the Atropos in that last bombing run hit a small asteroid right next to the Tempest, which almost killed it.
duds happen only on torpedoes (usually on angled impacts or on shields) the chance is low but if you use Reaper torpedoes it stings to lose a torpedo bomber-launched, it doesnt matter that much because the high alpha hits are well worth it to lose a torp every now and then however, torpedoes pretending to be Mark 14 torpedoes is one reason why i favor Harpoon MRM's over Atropos for missile ships
Hey! If you build a commerce industry and take the stability hit, it introduces a independent into your faction that does let you sell your extra equipment and randomly generates the 500-750 bounty per pirate frigate killed once your threat reaches a certain point
A fun build for your big battle-carrier is to go with all support fighters. Xyphos and Sarissa. The Xyphos got a nice long-range laser that does EMP damage as well as a PDS burst laser which gives the battle carrier some anti-fighter defenses. (also got a no weapon flux hull-mod which makes it so it can actually use those weapons). The Sarissa got twin autocannons, dealing anti-shield damage but also got canister flak for anti-fighter and missile defense. With those support fighters you should have all the anti-fighter and missile defense you need, so you can put railguns in all of the small ballistic slots to nail down enemy shields. Then put a mix of heavy needlers and maybe some anti-armor in those forward medium slots and finally hellbore cannons in the large slots for that heavy heavy punch when the shields are down. Maybe flak cannons and vulcans in the slots that are at the very far back-side and can't fire forward anyways, to give some defense back there with low OP cost. Hellbore cannons have the advantage of low OP cost, as Xyphos are very expensive.
Yes, this works, but you still want some bombers and attack fighters and such. Until you hit a certain mass of fighters / carriers, the specifics don't *much* matter, and once you do, the bombers and attack fighters are going to win out overall in usefulness. That said, every carrier fleet should mix in at least a few support fighters, as well as a few bombers / interceptors / heavy fighters, with the exact mix being hard to pick a clear winner.
The secret to making a non-self-destructing Gemini is to only arm it with Pilums and machineguns. Mine lasts pretty well because it doesn't recognise point defense as real weapons, so it only tries to get close enough to use missiles then hangs out at that range with its missiles and fighter/bomber squadron going after enemies. I personally favour Wasps because it can deploy up to 12 of them at once and no crew lost when they explode.
I have a suggestion/idea for your next playtrough. Have Hivers on your map. increase the battlesize. Play a fun faction, build an empire and kill the Hivers before they take over the galaxy =)
Woo¡!!!¡ Happy monday indeed PS I'd like to say, the Heron is a great carrier. You manage to get a colony up and running, and theyre only 120/125k per month production budget. Can pump them out.
You know considering your new planet needs metal you could just drop off all the metal you get by scavenge to your planet and turn on the option to use resource stockpile to help out the metal deficiency.
You might want to add some differtn types of bombers to your fleet cobras and perditions specifically, their munitions don't home in but they hit a lot harder then daggers of which you already have a lot.
The spy should really help out in figuring out the rebellions strength so you can up your colonies defenses accordingly. At least the rebellion won't trigger bad events in that case. Still, it will take some time for the planet to recover. No luck on the Astral so far?
Wonder if you recover enemy ships and then sell them for cash would help out a bit? Though, technically they won't be used in battle and thus still using carriers only
I’ve been using this tactic but it only works well if you can recover better quality ships, otherwise you end up using more supplies than the ship is worth.
The "Console Commands" mod adds a console command called "FindShip" that given a shipname as argument (astral, for instance) tells you which planet sells that ship. If you do not consider this a cheat, maybe that would be an option to find an Astral in the game ?
If you colonise several planets in one system, you can build a patrol HQ and have ships patrolling the whole system, with only one of your planets needing to spend an industry on upgrading that to a military base or high commend for a larger fleet. If every planet is in a different system, building a high command in one system doesn't protect any of your other planets from pirate attacks. There's also travel distance to consider. While your fleets cheat for fuel use, they don't cheat for having to actually travel between places to deliver things. And that means they can get caught by pirates. But the shorter the trip they need to run, the shorter the window pirates have to intercept them and the lower the risk of the pirates succeeding. This is, again, even more true when you don't have to leave your starting system to get to the next colony that needs your stuff.
@@ThreatX I will look into it. Of course the selfish side of me would rather see you do it since your the only yt I watch play starsector. Well... and ssseth
@@nehcrum I think the invictus can be argued to be SORT OF a carrier cause it literally has an inbuilt hull mod that makes the makeshift hanger essentially a regular hanger, it'd be by far the most dangerous to face straight up apart from something like maybe a well piloted oddyusues
Hopefully this will help reduce the sheer amount of pirates we get!
Not sure if you get around to checking it yet out (only 75% in), but I guess you could benefit from buying the stuff the newly conquered base lacks, stuff it in the stockpile and allow the colony to eat from there? Seems the logical thing to do from my experience with games and history (people get unhappy when they don't have things they had before).
Cntrl + click sends all troops on raids.
45:00 You have a Rebellion (-5) going on, go to the dialog options (with the portmaster or ???) and give/sell them supplies, marines and weapons. You can also send an operator to find out how strong the rebel forces are. The mechanic is quite neat, everything you sell on the black market helps the rebels. So, you can use it quite effectively to destabilize enemy colonies while also making a buck.
Also next to the Administrator there is the rather easy to miss "Stabilize" button, it costs money and can't be used to often.
18:39 yeah, that was weird, I looked at it several times, at first I thought too it was friendly fire, then that the long bow anti shield missiles hit the atropos. Yet, there is no friendly fire for missiles. Finally I saw it at 0.25 speed, the Atropos hit a very small asteroid that was behind/inside the shield arc of the Tempest.
wait, what?
@@nihil2157 Missiles can't hit your own ships but they will hit debris, and one of the Atropos in that last bombing run hit a small asteroid right next to the Tempest, which almost killed it.
I have never seen a dud before......I am both impressed and very upset at Jeff.
duds happen only on torpedoes (usually on angled impacts or on shields) the chance is low but if you use Reaper torpedoes it stings to lose a torpedo
bomber-launched, it doesnt matter that much because the high alpha hits are well worth it to lose a torp every now and then
however, torpedoes pretending to be Mark 14 torpedoes is one reason why i favor Harpoon MRM's over Atropos for missile ships
@@Pilvenugawell, I guess some things don’t ever change, even in space warfare
He prefers to be called "Arachnis" now.
I expect nobody to get this reference.
Hey! If you build a commerce industry and take the stability hit, it introduces a independent into your faction that does let you sell your extra equipment and randomly generates the 500-750 bounty per pirate frigate killed once your threat reaches a certain point
Also adds another market for you to buy and find carriers that your colonies can make/find
You playing this has made me start playing again and i forgot how much fun it is!
Same here! I hadn't played in a looooong time and it looks like a number of the things I didn't like have been fixed!
A fun build for your big battle-carrier is to go with all support fighters. Xyphos and Sarissa. The Xyphos got a nice long-range laser that does EMP damage as well as a PDS burst laser which gives the battle carrier some anti-fighter defenses. (also got a no weapon flux hull-mod which makes it so it can actually use those weapons). The Sarissa got twin autocannons, dealing anti-shield damage but also got canister flak for anti-fighter and missile defense.
With those support fighters you should have all the anti-fighter and missile defense you need, so you can put railguns in all of the small ballistic slots to nail down enemy shields. Then put a mix of heavy needlers and maybe some anti-armor in those forward medium slots and finally hellbore cannons in the large slots for that heavy heavy punch when the shields are down.
Maybe flak cannons and vulcans in the slots that are at the very far back-side and can't fire forward anyways, to give some defense back there with low OP cost.
Hellbore cannons have the advantage of low OP cost, as Xyphos are very expensive.
Yes, this works, but you still want some bombers and attack fighters and such. Until you hit a certain mass of fighters / carriers, the specifics don't *much* matter, and once you do, the bombers and attack fighters are going to win out overall in usefulness. That said, every carrier fleet should mix in at least a few support fighters, as well as a few bombers / interceptors / heavy fighters, with the exact mix being hard to pick a clear winner.
And sadly, even fighters from mods still struggle to truly shine in many battles.
The secret to making a non-self-destructing Gemini is to only arm it with Pilums and machineguns. Mine lasts pretty well because it doesn't recognise point defense as real weapons, so it only tries to get close enough to use missiles then hangs out at that range with its missiles and fighter/bomber squadron going after enemies. I personally favour Wasps because it can deploy up to 12 of them at once and no crew lost when they explode.
I have a suggestion/idea for your next playtrough. Have Hivers on your map. increase the battlesize. Play a fun faction, build an empire and kill the Hivers before they take over the galaxy =)
Woo¡!!!¡
Happy monday indeed
PS I'd like to say, the Heron is a great carrier. You manage to get a colony up and running, and theyre only 120/125k per month production budget. Can pump them out.
I don't understand why this guy doesn't have 100k subs. Good job bro! another awesome and funny vid
yes i would like to see your battles with the max value of that carrier skill changed
You know considering your new planet needs metal you could just drop off all the metal you get by scavenge to your planet and turn on the option to use resource stockpile to help out the metal deficiency.
He absolutely should do that, but I’m not sure he’ll even see this. Fingers crossed.
another great video man. Hope your doing well.
You might want to add some differtn types of bombers to your fleet cobras and perditions specifically, their munitions don't home in but they hit a lot harder then daggers of which you already have a lot.
Let's be honest, you'd need UAF faction mod for a carrier run for all 20 types of CV's.
you need to put at least a couple of ship packs directly for this series. There are very few carriers in the game.
I've spent 100+ hors in this game. Haven't played in a bit, but that will change soon. I would kill (kickstart) a multiplayer version of this.
The spy should really help out in figuring out the rebellions strength so you can up your colonies defenses accordingly. At least the rebellion won't trigger bad events in that case. Still, it will take some time for the planet to recover. No luck on the Astral so far?
Wonder if you recover enemy ships and then sell them for cash would help out a bit?
Though, technically they won't be used in battle and thus still using carriers only
I’ve been using this tactic but it only works well if you can recover better quality ships, otherwise you end up using more supplies than the ship is worth.
a good fighter to have are the remant ones or the claws
The "Console Commands" mod adds a console command called "FindShip" that given a shipname as argument (astral, for instance) tells you which planet sells that ship. If you do not consider this a cheat, maybe that would be an option to find an Astral in the game ?
Am I the only one trying to places all my planets in the same system or really close ?
Nah. I did that too. Although, I played last before the big colony rework.
If you colonise several planets in one system, you can build a patrol HQ and have ships patrolling the whole system, with only one of your planets needing to spend an industry on upgrading that to a military base or high commend for a larger fleet. If every planet is in a different system, building a high command in one system doesn't protect any of your other planets from pirate attacks.
There's also travel distance to consider. While your fleets cheat for fuel use, they don't cheat for having to actually travel between places to deliver things. And that means they can get caught by pirates. But the shorter the trip they need to run, the shorter the window pirates have to intercept them and the lower the risk of the pirates succeeding. This is, again, even more true when you don't have to leave your starting system to get to the next colony that needs your stuff.
Next one could be phase only. I Have not seen that yet.
I believe that has already been done by someone else
@@ThreatX I will look into it. Of course the selfish side of me would rather see you do it since your the only yt I watch play starsector. Well... and ssseth
e di've loved this series, but feels kinda awkward to see all these comments giving advice when its all prerecord.... Anyways, peace
Dude did u see the S42 trailler? omg
i think the invictus can have converted hangers in it.
He won't use converted hangars as that would make every ship a carrier and make a carrier-only playthrough mean nothing.
@@nehcrum I think the invictus can be argued to be SORT OF a carrier cause it literally has an inbuilt hull mod that makes the makeshift hanger essentially a regular hanger, it'd be by far the most dangerous to face straight up apart from something like maybe a well piloted oddyusues
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