As a bonus: it doesn't cost a lot of OP. Resupply if needed. 2 autocannon, 2 assault gun and flax cannon are enough for dealing with fighter, frigate and destroyers. Also at about 80% flux the steady AI will attempt to leave the range of all enemy weapons and then manually vent flux. Sindrian Diktat protips: When commissioned by a faction you can settle in systems they claim without them coming to extort / saturation / invade you. This makes the AI much more aggressive across the board, but if used too early, will make them just charge in and die. Even if you don’t consider it one of the best, it’s still one complex game and a real hidden gem. Otherwise the AI does really well in dogfights with high speed ships. Generally, the "fleet strategy" AI doesn't send more ships to fight a properly "matched" enemy ships. I have a miserable time getting the allied AI to be aggressive, but they do a fantastic job hugging your butt and that really scares off the enemy AI that would normally wash over me like a tidal wave. I’ve tried variations of the beam load-out, which is mediocre even against pirates. Heron is like most carriers, fit lr missiles and pd and have them sit back while your fighting happens far away. They work perfectly fine. These aren't the clean R&D folks in sterile. Re: My personal vanilla Starsector ships Tier-list. Having trouble with enemy fighters and missiles: use interceptors. Normal behaviour is "steady" which translates to relatively careful. More range and damage than the dedicated point defense beams,. The AI can do much better micromanagement by splitting weapon groups between different targets, turning them partially on and off based on the current flux level and the statuses of those targets, and pointing their shields in whatever direction they want while doing all of this. II • 4 mo. 9. 45K subscribers in the starsector community. Improvements to ship AI, in particular escort behavior is much better (see here) and carrier survivability is much greater; Two new capital ships, used by the pirate and Pather factions, and a new pirate skin for the Shrike; A “randomized start” option; Various quality-of-life improvments (can set speed-up time to be a toggle, etc) All the portraits were generated using Severian Void's Stable Diffusion model for Starsector portraits, using images of each AI core as a base. 95. Most carriers are actually pretty strong on their own. • 7 mo. Mod Feature: This mod enables you to utilize AI cores and colony items by installing them into your ships for various benefits. The spark [redacted] interceptors are the best fighters. Observe winning battles without commanding and you will notice patterns in AI behavior. The rest as support. AI Overhaul is not 100% compatible with all modded AIs that rely on certain AI-Flag combinations, but is designed to be generally compatible, and it features a blacklisting system, for mods. Setting orders on specific enemy ships is good. Have the largest fleet. For 300 just cut the doom and 1 monitor (which actually makes the fight easier). Search is loading, one moment. Simply put; it has a TON of weapons slots and not nearly enough flux to use them. 'No Such Organization' is an open secret, rebranding after the Hegemony destroyed the bases of the PHASEOPS 3rd Task Force in the end of AI Wars. aaronrizz. More like LACK of dread in Dreadnought, for Dreadnought means to dread nothing or to fear nothing. Current features. Best frigate is the Hyperion hands down, but that's intended because it's more of an experimental advanced gunship rather than a regular combat frigate, it's basically in it's own power tier. This allows your 6 fighter squads to cobtinually have coordinated strikes. XNXX. Full spam burst pd lasera. First make sure its a unsupported as possible, dont wanna kill a fleet while being hit with a death star. Both flavors if Legion are objectively worse than Onslaught in almost all fleet roles. Adjustments for major skill outliers, such as Damage Control and various raw damage bonuses. SpaceMarine_CR. Before the Collapse, the S. • 2 yr. Change planet and colony descriptions with an in-game interface. My own ranking would be Midline, High tech, Low tech for star fortresses. ) Logged. A ship like the Odyssey has a high high base flux dissipation of 1,000, and a low low shield upkeep factor of only 0. It's the reason why the aurora is so strong when piloted. ago. They don’t spread out, maintain optimal range, and sometimes they randomly rush in and die. 51K subscribers in the starsector community. Keep three colonies on separete star systems though, only three pirate and luddic path bases can exist at a time, so use them as distractions. The apogee is a good player ship, and well rounded, but overall mostly average in terms of impact on the battlefield, it won't single-handedly win the fight against many stronger enemies like a brawler or doom will. Vella from the Unofficial Starsector Chat discord for making the plasma flux catalyst cargo item icon; Thyrork, Phearlock, Ishman, Strb 103D for being a beta tester for the mod's update, which had undergone extensive changes and. Great care needs to be taken with this assignment as escorting craft will attempt to protect their ward, including diving in front of them to body block enemy fire or torpedoes. Fighters ~10/90% escort/attack. The AI does poorly with this build and I recommend fellow starsector captains to drive it personally. Hyperions (Frigates) with 3x Ion Pulsar are still viable at end game as long as you don't let them get outnumbered. ago. Starsector's got a lot more depth to it. I simply use the tools that vanilla has to offer. To measure WPR, we can establish norms, and then. e. In each mission, two fleets face each other in a scenario you’ll run into naturally in the full game. I hate Escort AI. On the otherhand, Falcon [P] feels more balanced in a fun way. Throwing in additional 10 OP guns on other side is tempting, but AI will try to use them (tried putting Devastators for additional PD on flank, but AI ends up trying to use it to kill stuff). ago. I used to stick an Alpha core on everything. The hammer head and Apogee should stick together and see the fight through. Bringing them back from mothballing only costs a tiny amount of supply. These weapons are reserved for specific ships and encounters. You want at least one medium ballistic for the assault chaingun, that's the weapon that makes overdriven builds so OP. 2-3 Astrals or 6-9 drovers full of cobras to do damage should be overkill. There's a better type of core. Hyperion, and all phase ships not already in F tier are -1 tier if piloted by the AI. Use the synergy mounts for missiles instead. I believe this leaves four energy mounts empty. However, they can be turned in directly by talking to administrators/base commanders of. I generally use fighters against phase ships. The points must be relatively close to keep your fleet mostly together. Hullmods. ago. HVDs/HACs, Maulers/Heavy Mortars, definitely a hellbore since its flux efficient on the center section of the Onslaught. Vanidad and Affliction is a small faction that adds a few ships and a single mech wing equipped with chainsaws. Carrier are supposedly weak in starsector, having carrier in previous update just make you basically have unlimited range free flux weapons which make you and your fleet invincible to any fleet composition, just add more Carrier will automatically solve any problem. I still give my AI Tempest pilots the same loadout. This is the critical part. I've done a lot of simulator testing with autopilot, and my best balanced Enforcer build is: Hypervelocity Driver x2, Heavy Mauler, Flak Cannon x2, Swarmer x2, auxiliary thrusters, ITU, unstable injector, and of course max out the flux vents. I'd go with the star fortress on whichever planet gets attacked the most. Give it a try, it plays similar to your usual Hammerhead. High HZ slightly reduces population growth and increases maintenance. 95a) Gacha S-Mods. Step one: Find a Paragon. This mod is not opted-in to receive Donation Points. Possible options: Restart the computer. 2. SO builds are fine too, people love building almost every ship that way and combined with Lasher's Ballistic Rangefinder, it can make a mean little pest, but that's not my style of play. They are OP and break the NPC fleet AI, which is Very Bad when combined with a story line. Its a very nice role for it and I almost always have one escorting my least mobile ship. Although I agree that this should be something we can. Flash is such a good bomber because the wing dumps 6 x 500 x 4 damage over few seconds, so with a precise strike you get about 40k damage in. Dudok22 • 2 yr. Hyperion is the answer. Here is a balancing idea. how to make Fury viable in the hands of an AI? Vanilla Question/Bug Fury feels like it has very little ordnance points, it's plasma burn allows it to engage quickly, but it has trouble. Home of the independent escort. It should prevent your larger escorts from wasting their time on small flankers. The Centurion is a large, defensive frigate. Target, launch, recall. Repair your ships instantly at your colony. I'd always recommend bringing a few along for chase purposes as well as distraction. Escort, or hostile ships eg. I also stream Starsector on Twitch from 3pm - 7pm (EST)AI knows how to counter the AI, you do not. -Close support escort with two of the new thumpers and your choice of missile (either support or. 8. A word of warning though, it is fearless. There are currently two versions of this mod: The lite version is an "Author's Cut", containing a selection of what I thought were. My fleet consists of a few Eradicators and LC. You can manually reassign ships to specific points if they choose poorly. This only occurs on AI ships, most of which can be salvaged with the Automated Ships Skill . First make sure its a unsupported as possible, dont wanna. There should be (another) doomsday scenario if you use too many alphas. The large ripple uses a lot of video memory. Combat ships have very little room for fuel and supplies, so make sure your fleet has some freighters. A station with an ai core commander will drop an alpha core in the after battle wreckage. I also find the AI unable to exploit moments with confidence and often run two identical ships and tell one to escort the other, creating little teams which behave more aggressively but often alternate taking hits and venting to achieve. - 2 destroyer or cruiser (I think) size crew carriers OR troop transports. Mod review by IroncladLion! The mod requires; Nexerelin. Together that's 1800 dps against shields. The Paragon's deep flux pool and hefty dissipation mean that it can outlast almost any ship in this way. SafeSearch is suppressing adult videos. Combat freighters are pretty useful early game as well (like the mule). And apparently Alex has completely overhauled the Escort command code. The expeditions, invasions and ai inspections are biggest fleets in the game, you'll have to defend. Retreat when the ship is below a certain hull. Systems like armor and hull are great for low tech and midline, where high tech benefits from better shield systems. Increases the range of all point-defense weapons by 30, and increases the damage dealt to fighters and missiles. This does not remove the requirement for AI core officers- you'll still need one of. 1v1 it has almost perfect dodging technique and if the ship is fast and small, (Tempest for instance) it can just dodge almost everything. XNXX. pingune • 3 yr. My answer generalises what the most usefull layout for most situations will be. PoyoLocco Hegemon is my bitch • 10 mo. It has VERY generous flux stats with 700 dissipation (3rd best) and 12000 capacity (best). There is even redundancy within the UAF mod itself, with the Akatsuzuma and the Inazuma both being fast light cruisers that largely fill the same roles in combat. Aggro hard flux needs more caps while long range beams needs less. 33. Solves a lot of the problem the AI may have like cautiousness and flux. A minor faction with historic ties to Tri-Tachyon Corp and a love of phase ships. If the other two ships are a measuring stick for 40DP, Onslaught would be more appropriately priced at 45DP with the Odyssey. Have it escort another ship on your battleline and it's pretty reliable for fire support. 2+ requires Starsector 0. Hazard rating barely matters. I have a miserable time getting the allied AI. Prerelease 13. 1. Weapon Changes. Choose your faction (or establish your own) and dominate the Sector! View mod page; View image gallery; Unknown Skies. Install AI cores into your colony buildings and industries. (IRL, battleships stopped being the primary striking arm and became flakboats that escorted carrier groups) A great tanky escort for carriers is an Apogee. For most fights up until the end-game stuff, those opening moments should define the whole fight, so you'll be good to go. Their goal is simple, they're simply there to guard the. What I'd like is a way to tell the Legion to use its own fighters to do that same thing. Hammerhead: A. You can manually reassign ships to specific points if they choose poorly. Escort is a type of assignment in the Command UI. I don't care about whether the vanilla ships or weapons are imbalanced etc and don't want to participate in those discussions, I. Although I agree that this should be something we can control with orders, not with permanent traits. Fighter tier list. The issue where the AI would continue to shield towards a phased Doom while getting hit by mines from behind should be resolved, as well; Fixed issue where it was sometimes setting escort-only fighters to engage, losing the 0-flux bonus for no reason; More willing to close in against about-to-explode enemies when shields are up and. This will be in starsector mods nexerelin settings or config forgot which anyway just search for something similar to days between colonial. It is so fun to zip around with dashing speed, bursting down any strays (including capital class ships) with your missiles. Plus, you always want a pack of frigates for hunting down fleeing support ships. Nowadays, they salvage available hulls and shove phase coils in them. Sometimes it does, sometimes it doesn't. I think all AIs are omega, and there really isn't a distinction between them except for the intelligence and capabilities of the core hardware they're installed within. . 95a with new ships. doirellyhaftohelp • 1 yr. Anything that can break that nonsense is good. You will neuer be wrong with this one. I have trouble getting a lot of use out of AI controlled carriers. Low Tech = Best Dakka. Fill both small and medium front energy mounts, 4/6 rear side energy mounts, and the rear central mount with IR pulse lasers. 9. Additionally I found in the settings that you can change the maximum and minimum size of the "Battle Size" slider. This is your anchor. Also at about 80% flux the steady AI will attempt to leave the range of all enemy weapons and then manually vent flux. 4 (a near double increase), and the capitol ship with the second best shield efficiency factor, the Astral, has an upkeep factor of 0. Doom is another great Player-controlled ship and also ranks as worth its weight in deployment points. I recommend you try to get the following ships: Monitor (really tanky) Centurion (cheap, durable, flexible, can usually take care of itself) Omen (Ship system to clear fighters and missiles, helps with ECM) for escort duty on larger ships, or. I understood "most expensive ship" as in DP cost, not credits. Its small hybrid mounts point in all directions, giving it good point defense and anti-swarm abilities but poor concentrated firepower. Agreed--AI don't seem to have that kind of malice. -Starsector Discord - for having lots of helpful resources and people. Add Light, Heavy, Capital. r/starsector • 27 days ago. AI knows how to broadside.