Hey thank you! This is one of the best explanations for refitting I've found, and as someone who only has a couple hours in the game so far, these videos probably saved me like 10 hours of trial and error trying to figure out what everything does. This guide also goes into the perfect amount of detail unlike most of the other guides I found that were either way too in-depth or skim over important and confusing stuff. 10/10 :)
21:00 flux dissipation (vents) not only helps keep weapon/shield usage in check. a high flux capacitor level with a low flux dissipation will actually make venting take forever. which is why i tend to go with vents over capacitors any day of the week, except for rear echelon ships.
2 things: there is a third shield type which is basically a bubble that covers the entire ship. The other thing is you CAN remove D-mods... its on the bottom left side of the refit screen called Restore. Though only do this if the ship is rare and you dont think you can find another one.
04:00 shift also allows you to fit another module of that exact type onto not only the current ship but you can select another ship and do the same without skipping a beat
Hello JD, Thanks man, great video series. I was waiting for this last one badly so thanks again. Very informative and clear. Great guide for any beginner in Starsector. Now I'm gonna start a campaign.... Greetings from Amsterdam,bye, Tom.
i'm most interested in the "primary role" category in that - which ones will act like PD? i know "defense" will, and so will "multipurpose" Cursed King AlfonzoToday at 3:53 AM "Assault" is usually a weapon that you wade in with, firing it continuously but tends to be flux hungry (Pulse Cannons) "Strike" is usually a weapon that you go in and stab someone with, and get out, specifically with a short burst or is incredibly high damaging but incredibly flux hungry (Phase Lance) "Close Combat" is usually an assault weapon that's very, very short ranged but more flux efficient "Close Support" is usually a long ranged weapon, which you use to give 'close support' to other vessels (High Velocity Driver) "Multipurpose" / "General Purpose" Balanced jack of all trades but master of none (IR Pulse Laser) "Point Defense" is a weapon designed to kill missiles and fighters, and will usually say which it can do (Vulcan cannon) "Anti-Armour" / "Anti-Shield" weapons are specialised weapons used to kill either shields (Sabots) or armour and hull (Harpoons) [3:53 AM] Yes, they can. [3:54 AM] You could put 'Dominatrix' as a role if you so desired. It wouldn't be adviseable, but you could do it.
The design principles I think I can cover in a video. The balance bit is an evolving part of every campaign, but I think I can at least give some general pointers.
At 5 min, you should be saying turrets or weapon mounts instead of hardpoints since hardpoints are a specific type of weapon turret that will not rotate towards enemies. Since hardpoints don't allow rotation, they greatly reduce weapon recoil which is great for weapons that have low accuracy... such as the heavy mortar you have equipped on your hammerhead's front hardpoints.
i'm in love with rotary cannons on my hammerheads. (that and flare launchers; i'm about to vent and you launch missiles? HAHA!) and yes, railguns are so sweet. iirc, i have gatling guns in the rear (500 dps is nothing to sniff at)
the fact that pilum launchers cost a mere 7 OP but can launch beyond the range of anything in this game AND not incur any CR loss at all for the ship, is in my humble opinion, the silliest decision Alex ever made. Sure, the damage sucks but omg have you ever seen "saturated ordinance"? (sic)
Questions about the officers you assign to your other ships: How much control do you have over their skills and such? Also can you change their name and/or appearance?
They level up to lvl 20 and on each level up you get to choose between two skills, there is a higher chance to lvl up already existing skills, and ship type and ship tech(not sure but my high-tech ship commanders tend to get technology skills) slightly affect new skills you gonna get(if your commander flies a carieer hes probably gonna get carrier skills from command tree) (spelling)
@@szymonbrozek556 Ah, thanks. I'm guessing from your lack of mentioning it that there's no customization of the officers? I'm planning on getting the game soon, (probably within the next couple of days) and was thinking that if the officers could be customized, they could be good stand ins for friends in a group play kind of sense; like when making custom soldiers based on your friends in Xcom, for example.
Well you can just look for the portrait you want as those are not unlimited, but names are randomized, only way to change them is via console mod i think
So my personal opinion here, but I watched it so far and I dont really know how to refit my fleet properly still. You did explain the interface and general concepts (but idk, I found thise rather well presented in game), but only gave a snipped of advice to not aim at making flux neutral ships. I would love to learn more about what makes a good ship and why
When fitting a ship, your first decision should be what role you want it to fill. For combat ships, you need to decide if it is a support ship, or a front line/brawler. For support ships, flux neutrality is less important as they will be farther back in the line and can vent more reliably. For front line and brawlers, flux neutrality is more important. Once you've decided if the ship is support or front, you need to choose weapons that match that goal. Support weapons will generally be focused around long range accurate fire. For the front lines, accuracy is less important than raw DPS, and possibly burst damage if you're building a strike focused ship (one that runs in, bursts a great deal of damage, and then gets out to vent) Make sure your chosen weapons are similar in range, or the AI will only use the longest range ones unless it is a reckless or aggressive pilot. Of course, this is just a general idea of what you should be aiming for. There are powerful exceptions to almost every piece of general advice I can give, but by following the above you should be able to produce some competent ships.
That's what I'm currently working on. It's going to take a looong time though. (I'm considering splitting it into parts by ship size; frigates, destroyers, etc., just so that I can get something out.)
That sounds awesome and would be a boost for the game. I know I jumped into the game a couple of days ago and it's like too much information. Of course I followed in the footsteps of the SpiffingBrit, and now I am sitting on a ton of money I literally have no idea what to do with :D. Your videos have helped getting a grasp of things.
Would vents be the better choice than capacitors if you have limited op points? Because capacitors are storing the flux right so it would be a priority to delete it first.
It depends on what you want to do with the ship. If the idea is to dart in, out, and then vent the flux, capacitors might be the better option to give you a bit more time in the fight before backing off, while if you want to stay engaged you might need more vents to dissipate flux constantly. Also take into account hard flux caused by weapons hitting your shield, since no amount of vents is going to help with that, but larger capacitors do help by giving you more room for keeping it before venting.
Should flux dissipation be priority over capacity, or that depends on the ship? How should i analyze the stats to know if its better to focus on dissipation vs capacity? (Ex: A falcon ship, which one would be better?)
Depends; capacity is more important on smaller ships that need the greater ability to take a punch, while they can simply fly away from a slower ship's weapon range and vent. On the other hand, larger ships will not be able to fly away and manually vent to a passive vent stat is much more important; further compounded by the fact that they usually have higher armour rating which allows them to take a punch even while their shields are down. Then again, it goes on a case by case basis: i.e, safety override ships will require higher passive venting since they cannot vent manually.
Quick questions that I was wondering about I have 2 wolf class frigates but 1 is called Wolf-class and the other Wolf (D) class does that mean that the latter ship is inferior in its stats or is that just to separate them name wise?
I think he mentioned this a couple times in passing. The "D" class frigate stands for "Damaged". It would have some sort of debuff applied to it. You can find it in the hull features and mods. For example the Hammerhead in JD's fleet has a D designation, which in his case is a 'compromised hull'. On the flip side the damaged ships are cheaper to run.
@@imperialus1 ah thanks good to know thankfully by now i got more hours to the game and everything is way simpler than it seems definitely a great game if you give it a chance
21:48 you really need to reword that for this basic sort of FAQ video. "you cannot remove D mods individually" (thus setting the stage for introducing the 'restore' option later on or immediately afterwards)...and so far, during this video i haven't heard you speak of restore yet.
Yup, fit your ship, then go into the autofit screen and hit the Save button. The new loadout will be named after whatever your loadout was named, which is usually "Custom".
So I can restore permanently damaged ships? If its true it just makes everything so much easier if you find some very rare ship and it has some nasty 4 D-mods.
Yup, though it is expensive enough that you're probably going to want to only do it for very rare ships. (or wait until you've got a massive empire bankrolling you and just restore everything because money no longer matters)
It means that you don't need to crew it or service it with supplies. On the downside, you can't use it in combat, and still need to fuel it in hyperspace (I think???)
It means that you don't have to crew the ship or service it with supplies. On the downside, you can't use it in combat, utilize its cargo capacity, and still have to fuel it in hyperspace (I think?)
You spent many, many minutes talking about the buttons for adding and removing mods, but you never *discussed* the mods and gave us insight about which ones you found useful and which ones can get you in trouble. Your opinion on the mods experience using the mods was the whole reason I watched the video, so I was somewhat disappointed :(
06:39 pretty sure you're going to miss out on the opportunity to point out that only the "simple" hardpoints allow you to fit smaller weapons to that mount than is allowed. 08:00 and i'm wrong. lol
Very concise and clearly explained.
Thank you so much for this, it's very helpful for newer players
Synergy: Missle or Energy
Universal: Any weapon
Composite: Missle or Ballistic
Great guide, I have been playing for a week and keep getting trashed in fights, your reffiting and combat guides are helping me a lot!
Hey, at about 7:00 you might wanna add an annotation that there are also universal mounts that can use all types of weapons.
UA-cam actually removed the ability to add annotations in January. Which is super annoying when you want to good points exactly like this one.
@@jdcollie258 Did you ever find the key to see all weapon arcs ont he ship as talked about on 4:05
@@SwipeSide19 He accidentally found out later in the video - the shift key
Hey thank you! This is one of the best explanations for refitting I've found, and as someone who only has a couple hours in the game so far, these videos probably saved me like 10 hours of trial and error trying to figure out what everything does. This guide also goes into the perfect amount of detail unlike most of the other guides I found that were either way too in-depth or skim over important and confusing stuff. 10/10 :)
21:00 flux dissipation (vents) not only helps keep weapon/shield usage in check. a high flux capacitor level with a low flux dissipation will actually make venting take forever. which is why i tend to go with vents over capacitors any day of the week, except for rear echelon ships.
03:00 "in space" also includes the nexerellin outposts, and any other orbital habitat that isn't a proper colony.
They really need to implement tutorials for this system and others such as trade and colony management.
2 things: there is a third shield type which is basically a bubble that covers the entire ship. The other thing is you CAN remove D-mods... its on the bottom left side of the refit screen called Restore. Though only do this if the ship is rare and you dont think you can find another one.
There are only two shield types. What you are describing is one of those shields types but with a full 360 degree arc, surrounding the ship.
04:00 shift also allows you to fit another module of that exact type onto not only the current ship but you can select another ship and do the same without skipping a beat
Hello JD, Thanks man, great video series. I was waiting for this last one badly so thanks again. Very informative and clear. Great guide for any beginner in Starsector.
Now I'm gonna start a campaign.... Greetings from Amsterdam,bye, Tom.
Great series. I have a question: What is the difference of "linked" and "alternate" in the weapons group?
A linked weapon group will fire multiple weapons at the same time. While an alternate weapon group only fires one weapon at a time.
I got this game on the strength of this tutorial videos. Its a very helpful thank u very much👍👍
Thank you. Very helpful for a new player like me. You got a new subscriber
i'm most interested in the "primary role" category in that - which ones will act like PD? i know "defense" will, and so will "multipurpose"
Cursed King AlfonzoToday at 3:53 AM
"Assault" is usually a weapon that you wade in with, firing it continuously but tends to be flux hungry (Pulse Cannons)
"Strike" is usually a weapon that you go in and stab someone with, and get out, specifically with a short burst or is incredibly high damaging but incredibly flux hungry (Phase Lance)
"Close Combat" is usually an assault weapon that's very, very short ranged but more flux efficient
"Close Support" is usually a long ranged weapon, which you use to give 'close support' to other vessels (High Velocity Driver)
"Multipurpose" / "General Purpose" Balanced jack of all trades but master of none (IR Pulse Laser)
"Point Defense" is a weapon designed to kill missiles and fighters, and will usually say which it can do (Vulcan cannon)
"Anti-Armour" / "Anti-Shield" weapons are specialised weapons used to kill either shields (Sabots) or armour and hull (Harpoons)
[3:53 AM]
Yes, they can.
[3:54 AM]
You could put 'Dominatrix' as a role if you so desired. It wouldn't be adviseable, but you could do it.
Thank you very much. Very Clear video and well explained.
good luck for the series dude
Can you share what principles you use when you refit your own ship? And how to balance between maintenance cost and fleet size?
The design principles I think I can cover in a video. The balance bit is an evolving part of every campaign, but I think I can at least give some general pointers.
At 5 min, you should be saying turrets or weapon mounts instead of hardpoints since hardpoints are a specific type of weapon turret that will not rotate towards enemies. Since hardpoints don't allow rotation, they greatly reduce weapon recoil which is great for weapons that have low accuracy... such as the heavy mortar you have equipped on your hammerhead's front hardpoints.
Wait, welcome to the refit screen? Did he make an hour video about refitting and not talk about refitting in part 1? D:
i'm in love with rotary cannons on my hammerheads. (that and flare launchers; i'm about to vent and you launch missiles? HAHA!) and yes, railguns are so sweet. iirc, i have gatling guns in the rear (500 dps is nothing to sniff at)
the fact that pilum launchers cost a mere 7 OP but can launch beyond the range of anything in this game AND not incur any CR loss at all for the ship, is in my humble opinion, the silliest decision Alex ever made. Sure, the damage sucks but omg have you ever seen "saturated ordinance"? (sic)
Questions about the officers you assign to your other ships: How much control do you have over their skills and such? Also can you change their name and/or appearance?
They level up to lvl 20 and on each level up you get to choose between two skills, there is a higher chance to lvl up already existing skills, and ship type and ship tech(not sure but my high-tech ship commanders tend to get technology skills) slightly affect new skills you gonna get(if your commander flies a carieer hes probably gonna get carrier skills from command tree)
(spelling)
@@szymonbrozek556 Ah, thanks. I'm guessing from your lack of mentioning it that there's no customization of the officers? I'm planning on getting the game soon, (probably within the next couple of days) and was thinking that if the officers could be customized, they could be good stand ins for friends in a group play kind of sense; like when making custom soldiers based on your friends in Xcom, for example.
@@firockfinion3326no, u can not change their appearance
Well you can just look for the portrait you want as those are not unlimited, but names are randomized, only way to change them is via console mod i think
Great series! Thanks! Looking forward to more.
On the Weapon Group screen, do you make the box for each group blue to set it to auto-fire? How does refitting fighter squadrons work?
how do you get hull mods? so far i never was able to apply any hull mods, although some of the ships i found have already hull mods on them.
So my personal opinion here, but I watched it so far and I dont really know how to refit my fleet properly still. You did explain the interface and general concepts (but idk, I found thise rather well presented in game), but only gave a snipped of advice to not aim at making flux neutral ships.
I would love to learn more about what makes a good ship and why
When fitting a ship, your first decision should be what role you want it to fill. For combat ships, you need to decide if it is a support ship, or a front line/brawler. For support ships, flux neutrality is less important as they will be farther back in the line and can vent more reliably. For front line and brawlers, flux neutrality is more important.
Once you've decided if the ship is support or front, you need to choose weapons that match that goal. Support weapons will generally be focused around long range accurate fire. For the front lines, accuracy is less important than raw DPS, and possibly burst damage if you're building a strike focused ship (one that runs in, bursts a great deal of damage, and then gets out to vent) Make sure your chosen weapons are similar in range, or the AI will only use the longest range ones unless it is a reckless or aggressive pilot.
Of course, this is just a general idea of what you should be aiming for. There are powerful exceptions to almost every piece of general advice I can give, but by following the above you should be able to produce some competent ships.
How about a ship tier list? or with ship roles and what ships you can use early, mid to late game.
That's what I'm currently working on. It's going to take a looong time though. (I'm considering splitting it into parts by ship size; frigates, destroyers, etc., just so that I can get something out.)
That sounds awesome and would be a boost for the game. I know I jumped into the game a couple of days ago and it's like too much information. Of course I followed in the footsteps of the SpiffingBrit, and now I am sitting on a ton of money I literally have no idea what to do with :D. Your videos have helped getting a grasp of things.
Would vents be the better choice than capacitors if you have limited op points? Because capacitors are storing the flux right so it would be a priority to delete it first.
It depends on what you want to do with the ship. If the idea is to dart in, out, and then vent the flux, capacitors might be the better option to give you a bit more time in the fight before backing off, while if you want to stay engaged you might need more vents to dissipate flux constantly. Also take into account hard flux caused by weapons hitting your shield, since no amount of vents is going to help with that, but larger capacitors do help by giving you more room for keeping it before venting.
Should flux dissipation be priority over capacity, or that depends on the ship? How should i analyze the stats to know if its better to focus on dissipation vs capacity? (Ex: A falcon ship, which one would be better?)
Depends; capacity is more important on smaller ships that need the greater ability to take a punch, while they can simply fly away from a slower ship's weapon range and vent. On the other hand, larger ships will not be able to fly away and manually vent to a passive vent stat is much more important; further compounded by the fact that they usually have higher armour rating which allows them to take a punch even while their shields are down. Then again, it goes on a case by case basis: i.e, safety override ships will require higher passive venting since they cannot vent manually.
Quick questions that I was wondering about I have 2 wolf class frigates but 1 is called Wolf-class and the other Wolf (D) class does that mean that the latter ship is inferior in its stats or is that just to separate them name wise?
I think he mentioned this a couple times in passing. The "D" class frigate stands for "Damaged". It would have some sort of debuff applied to it. You can find it in the hull features and mods. For example the Hammerhead in JD's fleet has a D designation, which in his case is a 'compromised hull'. On the flip side the damaged ships are cheaper to run.
@@imperialus1 ah thanks good to know thankfully by now i got more hours to the game and everything is way simpler than it seems definitely a great game if you give it a chance
21:48 you really need to reword that for this basic sort of FAQ video. "you cannot remove D mods individually" (thus setting the stage for introducing the 'restore' option later on or immediately afterwards)...and so far, during this video i haven't heard you speak of restore yet.
Awesome stuff!
Thank you!
Are you planing on making a guide to trading?
or do you know any guides to trading ?
Tau1s don’t do legitimate business that are not contracts, other than dumping salvage quickly.
You know, I think I will. That's a good subject for a small guide, which perfectly fits the time I have to record.
Just purchased this game, thank you for this series. Can you build ships specialized in ramming other ships?
The vanilla game doesnt take ramming as much of a viable strategy but there are mods with ships for the sole purpose of ramming.
you're looking for the flagellator, iirc. which has a "crusher drive" (hotkey F)
Is there a way to design your own Autofit options?
Yup, fit your ship, then go into the autofit screen and hit the Save button. The new loadout will be named after whatever your loadout was named, which is usually "Custom".
10/10
So I can restore permanently damaged ships? If its true it just makes everything so much easier if you find some very rare ship and it has some nasty 4 D-mods.
Yup, though it is expensive enough that you're probably going to want to only do it for very rare ships. (or wait until you've got a massive empire bankrolling you and just restore everything because money no longer matters)
@@jdcollie258 yeah, I've already done it. Have 5 colonies and started clearing factions I don't like from the Sector.
@@tri99er_ May your purge be glorious :D
What dose it mean to "mothball" a ship?
It means that you don't need to crew it or service it with supplies. On the downside, you can't use it in combat, and still need to fuel it in hyperspace (I think???)
It means that you don't have to crew the ship or service it with supplies. On the downside, you can't use it in combat, utilize its cargo capacity, and still have to fuel it in hyperspace (I think?)
28:41 Not at once at least...
You spent many, many minutes talking about the buttons for adding and removing mods, but you never *discussed* the mods and gave us insight about which ones you found useful and which ones can get you in trouble. Your opinion on the mods experience using the mods was the whole reason I watched the video, so I was somewhat disappointed :(
06:39 pretty sure you're going to miss out on the opportunity to point out that only the "simple" hardpoints allow you to fit smaller weapons to that mount than is allowed.
08:00 and i'm wrong. lol