9:07 You'll be enjoying the Ristreza (and its variants, from Tahlan Shipworks) then, ship system of the base ship has a two shot siege gun that can spike shields on the first shot, then deletes armor on the second. Its IBB variant, the Numistri, trades the Gleipnir (its built in weapon) for a huge burst beam as its main weapon.
Tiandong faction retrofits vanilla ships, and as such any blueprints will require their vanilla counterpart to learn. They trade speed for armor and firepower, while their weapons involve salvage and modification of vanilla weapons. Tiandong's faction doctrine are about convoy defense: They want supply ships that can fight back in one piece, and weapons that force enemies to stay out of range. Enemies will engage and disengage as they please, but most will have to face a Tiandong ship firing first whenever they engage. Tiandong converts ships into tanks in and out of combat because of the Tiandong Conversion hullmod. Tiandong ships have the ability to resist the effects of hyperspace and other stellar environments that increases the more ships in the fleet have that hullmod. They are good ships to bring for expeditions if the player is not in a hurry, and some can perform salvage and mining duty (mining sold separately by Nexelerin).
"Tiandong faction retrofits vanilla ships, and as such any blueprints will require their vanilla counterpart to learn." Broadly speaking true, but the Wuzhang, and some of their fighters have regular BPs as they are not retrofits. "Tiandong ships have the ability to resist the effects of hyperspace and other stellar environments that increases the more ships in the fleet have that hullmod." The hullmod does nothing for hyperspace terrain or any types besides standard star system nebula.
@@MesoTroniK In other words, the hullmod has been nerfed the last time I had Tiandong in my fleet. Noted. It was not just the nebula that Tiandong ships do not get slowed as much, but the deep hyperspace terrain and other slowing terrain would also apply according to the burn speed tooltip.
The trick with the Xu is giving your frontal armaments long-range kinetics that allow you do fire at far away enemies while you're still closing distance and driving up their flux before you actually bring the heavy broadside to bear. This also allows you to adjust the composition of your damage output by turning the ship.
I 100% agree with that playstyle. I am just derp and I am not enjoying the playstyle like I would love to :(... as my favourite vanilla ships is conquest
@@Uran92 What Nia said is very much a valid loadout style for it. Also what a lot of folks like to do is load up all the "offensive" weapons forward facing, and cover the sides with PD for days.
Combat autoloader is 40% faster firing and lower flux cost, but the vanilla accelerated ammo feeder is double fire rate and half flux cost, that's even more insane and you can get it on the atlas mk2! :D (doesn't work on missiles tho)
[edit: i stand corrected. they are overpowered in a weird way...hard to explain here. uploading video] ~~12:00 i totally disagree that those two weapons are OP. take for instance the Hephaestus just two-three points less, and the mjolnir just one to two points more. both way more accurate and deadly that the horrible aim of both of these guns you so malign.~~ *giggles cuz he hasn't used "malign" for ages* personally, i love the urchin. with recoil reducing skills and hullmods it turns into an absolute A-10 warthog BRRRRRRRRRRRRRRRRRT badass. And it's way cheaper and longer range and less flux and sure it has only frag damage but get through the armor and POP GOES THE WEASEL
Frag damage may not mean much, but it can deal with missiles and fighters caught in the crossfire. As for ships, it is best used in coordination with kinetic and HE. Reminds me of why I used Reparations Society Monogram Shredders on some capitals: Flux efficient, and deals with smaller targets or ships with average armor. Yes, I used them on the XIV Onslaughts and they did not disappoint their role as frontline ships.
@@macelharen Weapons getting highly distracted by fighters like that is a vanilla bug that Alex has fixed for the next version. Basically, autofire groups will always fire at the closest target it can hit with all the group's weapons... Which often is fighters. This seems to affect the Mauler Battery less due to its slow turn rate, fairly long duration of its burst, and decently long cooldown between the bursts. Giving it less opportunity for the AI to bug out like that. This post is duplicated across both video comment sections*
@@Uran92 its a diable avionics alternate skinpack Here's the link for the skin pack page m.imgur.com/a/SX6Jvq2 And here's rosenritters link bitbucket.org/niatahl/tahlan-plus/downloads/DiableAvionics_rosenritter.zip Rosenritter adds some ships and weapons even though it's labeled as a skin pack
@UCd0ouboIyHG5exDlQrxD54Q There is the alternate skinpack for DA yes, but the Rosenritter is a "secret" faction. If you can find one of theirs Halbmond carriers and you drag it around in your fleet it will slowly give you blueprints for their stuff. And it's from the Tahlan Shipworks mod.
@@QuePenaDiogo oh it's from tahlan shipworks? Damn I never knew, I had both installed on my modded playthrough so I reckoned it came from just the skinpack
There is a new KindStranger bootleg version somewhere out there, for 0.95 and fixed the crashes when Tiandong's fleets spawn. If someone knows where to find it. it will be great!
About armor. There are two ways do deal with it: small ammount of very high strength shots or a lot of small shots. The second works because armor cant block 100% of damage. Also mention that after you removed armor from enemy your HE damage does nothing (except for the number of dmg written in the weapon description). It is balanced to break armor. While it is doing that, it is great. After that it is OK (in best scenario). So, you need just enough HE firepower to break exact numbers of armor. Kinetic weapons work more often, because everybody have shields. You can sum all kinetic dmg, multiple by 2 and multiple by enemy's possible flux/dmg ratio. This is how much flux you build per second to your enemy. Now compare this number to sum of flux you spending to sustain that fire. You need to have this number lower than first one. Good side is: damage building hard flux (but again: enemy can vent at 2x its passive venting speed, while your kinetic weapons continue shooting 4x times less effectively, because it stops doing 2x to shields and starts to do 0.5x to armor). I like Victory-class capital, because it has 2 build-in HE large cannons, two frontal large kinetic slots (i usually set kinetics there), 6 medium energy/kinetic slots (i tried a lot of variants, but my favorite was 6 heavy pulse lasors) and some small slots (+ some missiles, but i dont like em). It melts things, but you need venting maxed out, because you will vent a lot. But this thing is not broken, like, you know... Paragon.
I knew these things but when you put them down in a written form it really gets things into a perspective. How much theory crafting can be done into making an optimal loadout in this game! Safe to say this comment is great. And as for the victory class ship comment is right on point. Especially as I am considering doing weapon/ship pack showcase next such a must have mod for me that I did not even do showcase for it
9:07 You'll be enjoying the Ristreza (and its variants, from Tahlan Shipworks) then, ship system of the base ship has a two shot siege gun that can spike shields on the first shot, then deletes armor on the second. Its IBB variant, the Numistri, trades the Gleipnir (its built in weapon) for a huge burst beam as its main weapon.
Yup ship is already on my radar :D
Tiandong faction retrofits vanilla ships, and as such any blueprints will require their vanilla counterpart to learn.
They trade speed for armor and firepower, while their weapons involve salvage and modification of vanilla weapons.
Tiandong's faction doctrine are about convoy defense: They want supply ships that can fight back in one piece, and weapons that force enemies to stay out of range. Enemies will engage and disengage as they please, but most will have to face a Tiandong ship firing first whenever they engage.
Tiandong converts ships into tanks in and out of combat because of the Tiandong Conversion hullmod. Tiandong ships have the ability to resist the effects of hyperspace and other stellar environments that increases the more ships in the fleet have that hullmod. They are good ships to bring for expeditions if the player is not in a hurry, and some can perform salvage and mining duty (mining sold separately by Nexelerin).
"Tiandong faction retrofits vanilla ships, and as such any blueprints will require their vanilla counterpart to learn."
Broadly speaking true, but the Wuzhang, and some of their fighters have regular BPs as they are not retrofits.
"Tiandong ships have the ability to resist the effects of hyperspace and other stellar environments that increases the more ships in the fleet have that hullmod."
The hullmod does nothing for hyperspace terrain or any types besides standard star system nebula.
@@MesoTroniK
In other words, the hullmod has been nerfed the last time I had Tiandong in my fleet. Noted. It was not just the nebula that Tiandong ships do not get slowed as much, but the deep hyperspace terrain and other slowing terrain would also apply according to the burn speed tooltip.
@@Aereto What? The hullmod has been unchanged since the inception of the mod.
@@MesoTroniK
*pauses*
My word I'm getting old with mod memory getting mixed up!
Eyy, 2 minutes ago. That's gotta be a personal best. Gonna enjoy watching this!
You do not even know how fast you got it ... I was holding it so the HD would process
The trick with the Xu is giving your frontal armaments long-range kinetics that allow you do fire at far away enemies while you're still closing distance and driving up their flux before you actually bring the heavy broadside to bear. This also allows you to adjust the composition of your damage output by turning the ship.
I 100% agree with that playstyle. I am just derp and I am not enjoying the playstyle like I would love to :(... as my favourite vanilla ships is conquest
@@Uran92 What Nia said is very much a valid loadout style for it. Also what a lot of folks like to do is load up all the "offensive" weapons forward facing, and cover the sides with PD for days.
Combat autoloader is 40% faster firing and lower flux cost, but the vanilla accelerated ammo feeder is double fire rate and half flux cost, that's even more insane and you can get it on the atlas mk2! :D
(doesn't work on missiles tho)
wait what? Conquest has to choose one side, supported by some missiles.
[edit: i stand corrected. they are overpowered in a weird way...hard to explain here. uploading video]
~~12:00 i totally disagree that those two weapons are OP. take for instance the Hephaestus just two-three points less, and the mjolnir just one to two points more. both way more accurate and deadly that the horrible aim of both of these guns you so malign.~~
*giggles cuz he hasn't used "malign" for ages*
personally, i love the urchin. with recoil reducing skills and hullmods it turns into an absolute A-10 warthog BRRRRRRRRRRRRRRRRRT badass. And it's way cheaper and longer range and less flux and sure it has only frag damage but get through the armor and POP GOES THE WEASEL
Well than I am wierd but I would take mauler 10/10 times vs hephaestus 900 vs 1150 range is for me insane ... and dmg per shot is also night and day
@@Uran92 th-cam.com/video/j4i9grrmOOI/w-d-xo.html last 15 minutes shows you the real reason: less distractions and more hits on major targets
Frag damage may not mean much, but it can deal with missiles and fighters caught in the crossfire. As for ships, it is best used in coordination with kinetic and HE.
Reminds me of why I used Reparations Society Monogram Shredders on some capitals: Flux efficient, and deals with smaller targets or ships with average armor. Yes, I used them on the XIV Onslaughts and they did not disappoint their role as frontline ships.
@@macelharen Weapons getting highly distracted by fighters like that is a vanilla bug that Alex has fixed for the next version. Basically, autofire groups will always fire at the closest target it can hit with all the group's weapons... Which often is fighters. This seems to affect the Mauler Battery less due to its slow turn rate, fairly long duration of its burst, and decently long cooldown between the bursts. Giving it less opportunity for the AI to bug out like that.
This post is duplicated across both video comment sections*
Tiandong, i remember them from Front Mission as well, just like Diable.
Maybe try reviewing the Rosenritter ships? They are kinda rare to find, but I love their design.
Mod name please ? Cannot find anything when I search Rosenritter
@@Uran92 its a diable avionics alternate skinpack
Here's the link for the skin pack page m.imgur.com/a/SX6Jvq2
And here's rosenritters link
bitbucket.org/niatahl/tahlan-plus/downloads/DiableAvionics_rosenritter.zip
Rosenritter adds some ships and weapons even though it's labeled as a skin pack
@UCd0ouboIyHG5exDlQrxD54Q There is the alternate skinpack for DA yes, but the Rosenritter is a "secret" faction. If you can find one of theirs Halbmond carriers and you drag it around in your fleet it will slowly give you blueprints for their stuff. And it's from the Tahlan Shipworks mod.
@@QuePenaDiogo oh it's from tahlan shipworks? Damn I never knew, I had both installed on my modded playthrough so I reckoned it came from just the skinpack
@@aminmuaz1441 No worries fam
There is a new KindStranger bootleg version somewhere out there, for 0.95 and fixed the crashes when Tiandong's fleets spawn. If someone knows where to find it. it will be great!
i have to agree with you. i like conquest better and its much easier for me to play even as a brawler.
Blackrock next?❤️
Ship and weapon pack
7:49 reminds me of the good old mule mk2.
Hey can u make a video about O.R.A?
Sure I can and I will :D
so why did i myself install the tiandong in my 4th campaign? DA GUNS!!!! silly ships *pffft*
One thing... Gauss cannon is a vanilla weapon
I know that is why I used it to compare
@@Uran92 Oh sorry bout that, I thought you included the gauss cannon in the mod. Curse my inability to have a longer attention span.
@@gamerplays5131 Np man :D
do the caparicetradingco and aria faction mod in starsector
Added to the list!
@@Uran92 ah sugoi don't forget appro-light faction too
@@brandonvortex995 wont it is already in red in the list :D
@@Uran92 ah sweet you gonna like the weapons and ships
Does Wuthang means "Penetrator"?
01:00 yup yup yup yup yup
About armor. There are two ways do deal with it: small ammount of very high strength shots or a lot of small shots. The second works because armor cant block 100% of damage.
Also mention that after you removed armor from enemy your HE damage does nothing (except for the number of dmg written in the weapon description). It is balanced to break armor. While it is doing that, it is great. After that it is OK (in best scenario).
So, you need just enough HE firepower to break exact numbers of armor.
Kinetic weapons work more often, because everybody have shields. You can sum all kinetic dmg, multiple by 2 and multiple by enemy's possible flux/dmg ratio. This is how much flux you build per second to your enemy. Now compare this number to sum of flux you spending to sustain that fire. You need to have this number lower than first one. Good side is: damage building hard flux (but again: enemy can vent at 2x its passive venting speed, while your kinetic weapons continue shooting 4x times less effectively, because it stops doing 2x to shields and starts to do 0.5x to armor).
I like Victory-class capital, because it has 2 build-in HE large cannons, two frontal large kinetic slots (i usually set kinetics there), 6 medium energy/kinetic slots (i tried a lot of variants, but my favorite was 6 heavy pulse lasors) and some small slots (+ some missiles, but i dont like em). It melts things, but you need venting maxed out, because you will vent a lot. But this thing is not broken, like, you know... Paragon.
I knew these things but when you put them down in a written form it really gets things into a perspective. How much theory crafting can be done into making an optimal loadout in this game!
Safe to say this comment is great. And as for the victory class ship comment is right on point. Especially as I am considering doing weapon/ship pack showcase next such a must have mod for me that I did not even do showcase for it
CHANG DUNK!
This mod is literally, "Chinese Manufacturing Corporation in SPACE"
The conquest version is such an overkill, the only reason I don't like the mod. Bc its capital is just stupid.