Starsector Missile Systems Guide - 0.97
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- Опубліковано 4 сер 2024
- This is the second of a multipart series on weapon system. Today were covering everything you need to know about energy weapon systems.
I also stream Starsector on Twitch from 4pm - 9pm (EST)
/ grumpythumper
/ discord
0:00 - Intro
0:19 - What are Missiles?
1:05 - 4 Reasons to Use Missiles
4:12 - Missile Breakdown
8:45 - Officer Skills
11:50 - Hull Mods - Ігри
I played this game for years without knowing that the first letter in "S/M/L-RM" referred to the range.
I would recommend playing mech warrior 4, a really good mech game from the 90's, the missile naming conventions are exactly the same so it was obvious for me. The dev probably thought everyone would know what a LRM means, kinda like how everyone knows what lol means, but not everyone is a hardcore space sim addict that learned all they know from there dad, despite the appeal of starsector. But ya if star sector got your number I would highly recommend at least checking out Mech warrior 4
@@Duransurik LongRangeMissle. Acronyms. Modern gaming conventions are just as weird as old, it is actually quite easy to miss if not for the UI showing the actual range within the tool-tips. :D
SRM ammo at 25%
lessss goooo, spam those sabots till their skies are nothing but anti shield and emp
Dope! This is the shit I needed!!! Thanks
I had a lot of fun with a Pegasus loaded with 4 pilum catapults recently. Fills the skies with missiles
First thing I did when I saw the 4x Large Missile AND FastMissileRacks. So much casual EMP damage as the missiles slam into anything and everything!
Pilums rock. They're a very good pressure weapon, they deal lots of EMP and high fragmentation damage which do burst when you deal with shields and armor. They also shred most frigates when they hit.
It's such a beautiful thing to see! ❤
Don't be afraid of running out of missiles by the way. Between Expanded Missile Racks and Missile Specialization you have more than enough.
Here's me destroying a convoy sized fleet with just 12 sabot missiles.
ua-cam.com/video/VhjDLuRjo3k/v-deo.html
Without Missile spec, its not worth running missiles on your ships...its that important. ALL of my pilots including the MC gets system expertise....super powerful mid to late game.
Sabots still wreck. Cant go wrong with cyclone reaper either
You just gonna do fire dragon torpedoes dirty like that and not talk about em when their right there 😭
Jokes aside great video dude ❤ very informative even to people who've gathered some time in it
I wanted to keep the videos short. There will be a full weapons tier list for 0.96 soon. For dragonfires, I love them, like a guided reaper, but the ammo count is underwhelming. Maybe +1at all sizes would help.
@@GrumpyThumperGaming They also are MASSIVELY more accurate and are hard for PD to deal with, with the added advantage of short range use meaning they activate INSIDE your shield and cant be countered. So there has to be some balancing factor.
I will almost exclusively use them as a frigate popper. There is always the one maybe two frigates that effectively flank and annoy me, those missiles remove them with a click.
welp, i'll mod the game changing eccm to artemis so i can get the spacemech vibe now
Sad no Salamander strategy 😢
Sali swarm!!!!
I actually tried out salamanders in By the Rules. They were nice, but ultimately I found other small missiles too good to pass up.
Works wonders on smaller ships with shit PD but I found it lacking against bigger ships that are just packin PD
@@lukassteyer9068 They are also decent background PD pressure when spammed on several large ships, infinite ammo is the AI's best friend. HOWEVER, they are OP expensive and you are likely better off with Sabots for the AI to alpha-strike with, if you are going the OP-saving route, or "Strike" torpedoes that the AI can use semi-effectively.