BEST Weapons in StarSector Guide

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  • Опубліковано 21 жов 2024

КОМЕНТАРІ • 141

  • @cheekyninja8983
    @cheekyninja8983 3 роки тому +92

    Another good thing to mention is that the Hypervelocity Driver does emp damage.. With two or three, once your enemy's shields go down, the entire flank facing you just turns of and let's you blow them up

    • @Uran92
      @Uran92  3 роки тому +5

      Yeah that boy has it all!

    • @InternetMameluq
      @InternetMameluq 2 роки тому +2

      So it's a gun that gives them a stroke.

  • @FiltyIncognito
    @FiltyIncognito 3 роки тому +32

    5:40 Bruh,that deserves 100 likes for the humility and acknowledging your limits.

  • @danielfarfudinov3193
    @danielfarfudinov3193 3 роки тому +64

    Just a quick tip correction: don't use the stabilised shields if the amount of flux you save from them is less than if you put those points into vents, UNLESS you have spare OP

  • @Lu-pg7fn
    @Lu-pg7fn 3 роки тому +72

    i love the explanations, btw, i love how you have been getting better with the english and the gameplay, its great to see it uran, cheers

    • @Uran92
      @Uran92  3 роки тому +11

      Glad it is noticeable .. thanks for the support!

    • @Lu-pg7fn
      @Lu-pg7fn 3 роки тому +4

      @@Uran92 thanks to you for making such a enjoyable content

  • @grouchypotatowolfpack5580
    @grouchypotatowolfpack5580 Рік тому +6

    One of my absolute favourite ships is the kite. As long as you fit them with PD guns, they'll stay out of trouble and 10 dp for 5 of them is always worth it.

  • @wei270
    @wei270 3 роки тому +24

    i feel the salamander missile deserve a mention that it will never ran out of ammo, the very long range missiles is actually fine on some builds because they are the cheapest mid range missiles.

  • @xzardas541
    @xzardas541 3 роки тому +27

    Few things I would add if I may:
    Mining laser: Noone remembers it even exist regarding it as trash tier pd.
    It cost 2 OP, has good range of 600 and suprisingly good dps, perfect choice when you lack OP and don't realy care about perfect missle defence like on odyssey or to fill back slots on fast craft like scarab/hammerhead/sunder. those 4 OP saved on a frigate mean aditional hull mod.
    Tactical laser, yes it is good weapon, if you have ship like eagle you usualy use hypervelocity drivers and place one or maybe 2 ion beams into medium energy slots and instead of putting another expensive weapon just use tactical laser, it deals same dps and more ions is just overkill, anywhere you use maulers or hypervelocity drivers you rather dont want to use shorter range energy weapons since AI will try to use all weapons losing range adventage.
    Pulse laser is another realy good weapon, eficient with good dps go to choice for medium slots on frigates that will miss most single shot weapons like blasters or phase lances.
    Autopulse laser is the strongest large energy non omega weapon if used with expanded mags, go to choice for sunder and odyssey cause those ships have limited time to fire( due to broadsiding or flux pool) and it devastates both shields and armor.
    Storm needler, perfect accuracy and turn rate with devastating dps, it has uncanny ability to supress any ship that comes into range either by overfluxing shields or tearing apart weapons if shields are down, while conquest loves its gaus canons and hurricanes Onslaught with 3 storm needlers and anihilators tears down anything that faces it, especialy effective aganist frigate swarms.
    2 of those on atlas mk.2 it true meme build capable of devastating both spacestations and your flux pool.
    If ship has hangars and shoots enemies at same time like odyssey or legion put longbows on it, if target is close bombers pop out fire missles and return to ship in few seconds being launched again, 4 longbows on legion can keep it alive by disabling anything close to it even if you charge into swarm, and if you use longbows put hurricanes on all large missle slots, this will destroy most enemies without need to use your guns.

    • @Uran92
      @Uran92  3 роки тому +4

      Hmmm I always wanted to love tactical laser .. but it always keeps me down .. in my eyes it never does any damage. And yup strom needler and onslaught is a great combination!

    • @xzardas541
      @xzardas541 3 роки тому +2

      @@Uran92 tactical laser does realy nice damage, most of the time there are bigger guns firing and you do not notice uncle tac doing its work.
      I love to put it in any frontal small energy slots on long range ships, it keeps up presure and kills weak missles like anihilators.
      And on scatter amplifier+advanced optics+advanced gyros paragon filled with tac lasers ion beams and tahion lances, disco ball of overloads.

    • @dmitrygolubev9398
      @dmitrygolubev9398 3 роки тому

      Mining laser is an auto-include in Blade Breaker ships for when you are struggling to free up some OP without having to sacrifice defensibility.

  • @jonaslechat9472
    @jonaslechat9472 3 роки тому +46

    Well you asked for tips if we had some to share as a complement, and I do have some indeed. (only based on my numerous experiences *on the battlefield while being outnumbered* and extensives *tests in the "run simulation"* (usually let *in AI control* for it to be reliable and versatile)) So yes they are meant to work great in the hands of the IA.
    - First BIG tip: *don't underestimate AA duty!* And it is REALLY important. AA purposed devices are usually what will be the most effective at taking down small crafts (freighters, frigates and some times even destroyers can also be considered as small crafts here depending on the size of your ship) and missiles/torpedoes (I will also talk about bombers here).
    Why is it important?
    Well first let's take the case of *small crafts* : they have two strengh and it is number and speed/agility, their goal is to swarm you supporting bigger ships, and they are indeed one of the biggest threat if underestimate. One, because they will most certainly make your ship fire everything wich means more flux generation. Two, in most cases they will make your shield ineffective since they will be everywhere you won't escape the damages. Three, they are faster than you so you can't manage your flux in peace. Four, they have things that are sometimes enough to deal you a ton of damage. So you have to take them down quickly and take it triple for fighter since they basically respawn.
    Now *missiles/torpedoes (and bombers)* : they can have 2 deadly purposes and it is either to swarm or/and to damage. And they are really good at it, and can easily change a loss in a win. The swarm part is similar to small crafts but it is not something that will last in time, once they exploded they are gone but here is the issue... you don't want them to explode or at least not on you. And AA really make a difference here because a lot of times you would be able to kill an ennemy if it didn't have missiles, and they are in fact AA good enough to completly negate the enemy missiles.
    Now if you have capital ships that are not good at doing AA things, give them at least one escort ship build first for AA duty.
    - Second tip: *don't underestimate the importance of small slots.* They are in general what you find the most on your ship and can drastically change the potential of a ship.
    First and most important for them, the *AA duty* : usally the best for that are the small energy slots, if you need a compromise while still being capable the PD Laser is your best friend but if you want a real good AA that will turn missiles and small crafts into nothing, then the Burst PD Laser is without a doubt the absolute best (only downside being that it cost a lot in OP) but if I can in general fit them on my ships that are still good enough everywhere else you should also be able to do it. For the kinetic ones like Uran said vulcans are in general what you want.
    then *EMP support* : Why damage isn't always the best? Because a ship that can't fire back or move is a dead ship kiddo. For that I only advice the Ion Canon (small energy) because well fast fire rate + 400 EMP = blackout if no shields up, and serious EMP arcs otherwise
    And finally *damage (shield/armor)* : I won't talk about it since Uran already did
    - Third Tip (and maybe the biggest): *Don't underestimate fighters!* And no here it is not mainly for AA duty, also but not mainly. It isn't the most known fact but *fighters are BY FAR the most OVERBROKEN THINGS OF THIS GODAMN GAME!* and some are better than bombers in general situations. But it isn't certainly that popular because in general you don't use them because you don't think that they will be good... BUT... they are.
    I found only 2 fighters worth being overpowered, and 1 being a good early game replacement.Basically to make it work you have to *only* use fighters (and only those), I know sounds crazy but it's majestic. Why are they completly and utterly broken? They are cheap, their is A LOT of them and they stay on target putting swarms tactics to their finest, they are useful or/and deal unbelivable damages, they just don't die and if they do they are extremely quickly replaced, they yeet out of existence small things and handle ALONE Onslaughts and Paragons (4 to 6 fighter groups are enough for one of those). They are basically frigates that can respawn and that give you the ability to outnumber while being outnumbered.
    In third place: *the Broadsword mk.II* -> cost 12 wich is more than the 2 following, less of them in total, less survivable but good fire power against anything but capital ships so yeah, good replacement but no thing too crazy
    In second place: *the Claw fighter Wing* -> cost 8, 5 per slot, have shields that make them a minimum survivable, replacement time almost none existent, agile/quick, have ion canons (yeah that one) so they basically transform any ship on the battlefield into rocks. they don't do much damage but They are THE best support for larger ships (Unless you really want to do that I don't recommend putting more than 1 for 4 slots and 2 for 6 slots tho)
    In first place: *Spark Interceptor Wing* (If you don't know that one, it is the remnant fighter, that's what I was talking about when I said "in general you don't use them", because first you have to get them and they may not seem that good to begin with... BUT..-> cost 8, 5 per slot, have very good shield making them as survivable as a fighter can be, agile/quick, fast replacement, have Burst PD Laser.... (remember when I said that this gun was THE AA of the game, well same here but you have MOAR) yeeeeeeeets anything small in a matter of seconds, will break weak shields, after slowly getting rid of the armor they will ABSOLUTLY ANNIHILATE the hull integrity (EVEN ON CAPITALS!) (the slowly is the only downside so far, and even that it is only about capital ships). But remember that even if they are able to do it on their own, the swarm always works better when supported by a larger vessel. And also remember that contrary to bombers they deals constant damage against multiple enemies and that they can kill without assistance a Paragon. *They are basically figates that quickly respawn and are so good that you can outnumber your enemy while being outnumbered killing everything except battlestations in the game.*
    They can win a battle on their own if their is enough of them (enough being 2 to 3 big carriers), try to have as many of them as possible, with some eventual Claw fighters.
    I would have more tips about armement as a complement to this video, but I think my comment is long enough and congratulations to the ones making it to the end.

    • @Uran92
      @Uran92  3 роки тому +10

      Well fist of all I commend you for taking the effort to write all of this .... It is certainly impressive and there is a lot of great information here! As for the small weapons I think I got bit spoiled with the Kadur remnant 1OP point defense ... nothing can even compare to it. Well after this I will test me some more fighters ... we will se how that will go!

    • @yaroslavstetsko7036
      @yaroslavstetsko7036 3 роки тому +1

      On point about fighters, they are so OP, they constantly deal damage and shred most ships besides capital ships and stations in a matter of seconds. The trick is that you have to have a lot of them, otherwise they get killed, If you have enough fighters they kill enemy faster than they get destroyed.
      That is why using them with bombers on a single ship is not as efficient.
      I usually have 2-3 dedicated carriers in my fleet, One or two for fighters and one for bombers. i rarely use support fighters, not unless the enemy is super strong.

    • @danielfarfudinov3193
      @danielfarfudinov3193 3 роки тому +1

      Oh my god the fighter part gave me horrendous flashback to when I tried to take on a "simple elimination contract" for remnant's Midnight Dissonant, I go into battle where the enemy literally has ONLY carriers expecting to just annihilate them in a matter of minutes, and then I get absolutely fucked by approximately 50 small ships that I can't do absolutely anything about, I had to refit my capitals with EXCLUSIVELY PD guns and only then was I able to somehow take them down suffering a capital ship loss agaisnt just a bunch of light carriers

    • @ShneekeyTheLost
      @ShneekeyTheLost 3 роки тому +1

      Another fighter to consider in the 0.9.5a update is the Warthog. It got nerfed into oblivion in 0.9.1 but got some of its punch back with the latest update. Three fighters per wing, mounting two Light Mortars and a Flare Launcher as well as twice the armor of a Broadsword, it's surprisingly resistant to most PD weapons. It does have a slow combat speed, so it is best deployed from battlecarriers (such as Legion) rather than fleet carriers (such as Astral). It will absolutely punish anyone who drops shields or fluxes out in their engagement window. Legions can support them with Mk IX Autocannon, or you can have a couple other carriers in the area with Broadswords, Sparks, or Claws to whittle down shields.
      It doesn't have the single-hit boom of, say, a Cobra bomber wing, but it's got some pretty nasty sustained fire damage and will pick off fluxed out or EMP'd targets quite handily.

    • @imwivstuipid
      @imwivstuipid 3 роки тому

      What do you mean AA?

  • @PerfectDeath4
    @PerfectDeath4 3 роки тому +29

    To add some things on the weapons not mentioned:
    Small Kinetics:
    - Dual/Single light machine guns are cheap, close range kinetic dps for chewing at shield if you are short on points and slots for kinetics (like safety overloading ships that will fight close anyway)
    Small Energy:
    - IR Pulse Laser is good energy dps that deals hard flux on enemy shields (which can't be vented while shield is up)
    - Ion Cannon is comparable in role to the IR pulser but not good at dps, but good at disabling weapons/shields, similar niche for ships fighting close like destroyers and frigates.
    Small Missile:
    - Atropose Torpedoes are much weaker than Reapers but have some guidance, so if you are bad at aiming torpedoes (especially when strafing and trying to hit moving targets) they are more reliable.
    - Salamanders are high on points to use but have unlimited ammo and they do a good job either distracting the enemy (the AI HATES getting chased by these) or disabling engines.
    - Swarmer SRM are for when you want fighters dead and have a free small missile spot or two.
    Medium Kinetics:
    - Heavy Machine Gun is like the dual/single ones for small slots but medium. These are cheap kinetic weapons.
    - Chaingun, got nerfed, used to be able to murder everything.
    Medium Energy:
    - Ion Pulser is VERY good EMP dps, it has a magazine of charges to extend its burst load of EMP to fry a capital ship completely in one burst. Assuming you take the shields down. Been using these on Safety override Tempests to dart in and zap enemy ships that the bigger ones break the shields on.
    Large Missiles:
    - Hammer Barrage is nasty at close range, sure it has less endurance compared to Reapers, but the shotgun spread of hammer torpedoes is quite effective. I run two of these on the Radiant class [Redacted] capital ship, those are super aggressive and get up very close to the enemy all the time. Used to run them a lot on the Legion XIV I'd often command in older campaigns and found them more effective at getting damage in than the reaper launcher.

    • @Uran92
      @Uran92  3 роки тому +2

      Have to try out Hammer barrage more ... rarely play with it ... Bunch of close range options I see ... I realize that I do 90% of my build long range

    • @PerfectDeath4
      @PerfectDeath4 3 роки тому +1

      @@Uran92 recently I've gone for a campaign running heavy on SO'd frigates and destroyers. Added in bigger ships to better take on stations or finish off enemy capitals.
      Safety override definitely forces the player to fight closer. =P

    • @PerfectDeath4
      @PerfectDeath4 3 роки тому

      @m n you can find some vids of hounds melting simulation fights going 1v10 against frigates, destroyers, and cruisers.

    • @unrelatedcoma
      @unrelatedcoma 3 роки тому

      @@Uran92 Hammer Barrage is awesome. i will generally use it over Reaper launchers because the whole cluster of Hammers adds up to more damage than a single Reaper. also covering a broader range of an enemy ship, or orbital station, is helpful sometimes.
      Reaper is like a .357 magnum and Hammer Barrage is like a shotgun.

  • @thebigbentius8979
    @thebigbentius8979 3 роки тому +6

    This stuff is great, keep it up big man

  • @camilrodriguezc
    @camilrodriguezc 3 роки тому +5

    The flux debate as always is very interesting and I have seen mainly 2 positions: the flux equilibrium/ -10 that defends you shouldn't generate flux with your weapons on most ships and the flux mitigation that says its ok to generate a small quantity of flux per second. Personally I find myself in this second field and I exceed flux dissipation by a number that will give me 60 seconds of continuous fire before the flux it's full.
    I find this number conservative and it could even go down to 40 the ship has the mobility to disengage.
    Naturally for very fast strike or phase ships this theory goes out of the ass since you should be aiming for high capacity instead of dissipation

    • @FiltyIncognito
      @FiltyIncognito 3 роки тому +1

      I kinda disagree with you.
      Firstly, it's highly circumstantial as to how you should manage flux. It's way too complicated for youtube comments so I won't get into it. In short, it just depends on what ship, what weapons, what fleet, what enemy you're facing, and how the AI handles it all.
      For example, AI is terrible at handling most weapons on Paragon appropriately. It's very finicky about what weapons it has activated and under what circumstances. You even have to be very careful about what weapons are grouped together, or it'll do stupid stuff like turn off PD when reapers are incoming.
      I typically have to run simulations over and over to figure out what the AI is capable of and how best to group weapons so the AI actually uses them when they should....or least mitigate their bad handling.

    • @camilrodriguezc
      @camilrodriguezc 3 роки тому

      @@FiltyIncognito I agree to disagree as I said this is mainly the guideline by which i rule out my loadouts and being a SP game everyone is free to make their fleet as deadly as desired, indeed the AI can get wonky with weapons groups but I only assign them myself on capitals or cruisers and let everyone else just auto-assign lol

  • @nikiosko
    @nikiosko 3 роки тому

    Love the accent. Even if the english is not C1 or C2, it is clear and understandable and you look very passionate: I think it's great!

  • @krastyantheparamount
    @krastyantheparamount 3 роки тому

    Just recently discovered your channel while playing starsector. I LOVE THIS STUFF, you da man uran!

  • @DraconiusDragora
    @DraconiusDragora 2 роки тому +1

    For ships you want to keep for as long as possible, specially Capitals, I would recommend using Story Points, to enhance the ship by Built In Mods.
    Choose the highest costing ones, as it still only costs 1 story point, to free up example 40 OP, which can be either used in another Mod slot, weapons, or Flux Vent / Capacity.
    And currently as of 0.95.1A (I think, I can't really find the place it states the version), we have the Best of the Best skill in the Leadership tree. This adds +1 Built-In slots.
    Meaning you can free up a lot of OP space, and get basically essential slots without too much worry.
    While Story Points can be great to have, you also don't want to stack up too much, since the bonus Exp they give is just amazing.

  • @thorodox3796
    @thorodox3796 3 роки тому

    Just got back into StarSector and im loving the videos man. Keep her going!

  • @Insan3Mach1ne
    @Insan3Mach1ne Рік тому

    my boy ur the best Starsector youtber u make it so easy to understand its great all the other talk 30 mins what u explain in 10

  • @TwillyZXY
    @TwillyZXY 3 роки тому +1

    Loved the last time you did a weapons video, happy to see a new one

    • @Uran92
      @Uran92  3 роки тому +1

      Glad you are here!

  • @bobsonsitecomputerrepair4305
    @bobsonsitecomputerrepair4305 2 роки тому

    Starsector is pretty damn addictive. Wish I could take a week off and really dig in but enjoying what little time I have to play.

  • @maciej2c
    @maciej2c 3 роки тому +3

    you dont want anti armor the same range as anti shield,
    take 800 range anti shield and 1000 anti armor mauler, (enemy will run away when on full flux) and then you need more range

  • @seeinred
    @seeinred Рік тому

    The clip with reapers made me laugh :D Been there many times.
    Also, should remark that AI is not very good with single reapers

  • @plebusmaximus
    @plebusmaximus 3 роки тому

    Thank you for these StarSector videos. I am new to the game and had not been fitting my ships well. Now that I am using better weapons and mods it is a lot more fun to explore and much easier to defend the system I colonized.

  • @ShaftyMegee
    @ShaftyMegee 3 роки тому +1

    I need to play this game again!

  • @M0M0117
    @M0M0117 3 роки тому

    Really love your guides, thanks for the help!

  • @Ah23377
    @Ah23377 2 роки тому

    really enjoy your videos but would appreciate having timestamps for the different sections as referencing this is difficult without them. Keep up the excellent work!

  • @hidefreek6905
    @hidefreek6905 Рік тому

    I usually autofit and relied on the fleet flank tactic to swarm the enemy or broke its formation.

  • @someolfellow1094
    @someolfellow1094 2 роки тому

    While small weapons typically aren't worth it, I can not overstate the power of the Vulcan cannon. It is an incredible point defense system for only 4 points, the easiest way to kill a big ship is with torpedoes and missiles, having Vulcan cannons in your small slots ensures that as long as you don't overload or vent, you'll be protected against anything that would shred your armor and hull in an instant. It also deals with fighters, while they're usually just a minor annoyance they can still disable weapons and more importantly your engines. You can't really rely on the AI to act as screens for the moments you're open, and it is cheaper than adding a point defense hullmod, especially on capitals.

  • @andreykutsyh9581
    @andreykutsyh9581 3 роки тому

    ion pulsars are absolutely insane, they upped the damage to 90 non EMP and 600 emp, but it also fires 3 bolts. I use expanded mags on wolfs and hyperions and ive seen 3 wolves take out a cruiser before just due to the emp shuting everything down for about it has 900 dps during its burst but you neeed a lot of flux disipation or capacity to run them

  • @chillax319
    @chillax319 3 роки тому

    Your vids inspired me to finally use my current inspiration for some spacey things, to spend on this game. This time without faction and other heavy mods. Vanilla with console command, some better map/radar mod will be enough for me to go and learn the game. I'm hungry for mod factions and Nexerlin but it's too much at once for a total noob.

  • @nervehive2768
    @nervehive2768 3 роки тому

    Hellbore cannon is also a good large kinetic weapon. Long range, great anti armor damage, basically an upgraded mauler. Also, it's a large-ass cannon and sounds awesome.

    • @thorveim1174
      @thorveim1174 3 роки тому

      It's effin ugly though!
      That, and more importantly the projectile is so abysmally slow you won't hit anything that isn't a capital with it.

    • @nervehive2768
      @nervehive2768 3 роки тому

      @@thorveim1174 yeah, it's a fun sniping game for me though, and I liked massive cannons 'cause, warhammer 40k and dakka.

    • @Aereto
      @Aereto 3 роки тому +1

      @@thorveim1174
      To be fair, it is designed for anti-cruiser/capital roles, especially against serious armor protection that DPS weapons like the assault chaingun would have trouble breaking in time.
      If you want to crack a station open, this is your weapon of choice, especially when there's not enough OP to put in a Gauss Cannon, a Kinetic weapon that can crack significant armor with the speed to match, even if doesn't have EMP.

    • @FiltyIncognito
      @FiltyIncognito 3 роки тому

      @@Aereto IMO it's fire rate is too slow to be useful against capital ships. All it takes is for the enemy to flicker their shields and you just wasted a ton of flux for a smidgen of hardflux damage. It's too unreliable for me and there are always better alternatives, especially when you'd have to sacrifice a valuable large slot to get it.
      I agree about it being a good station cracker, though. It's up there with the HIL and the large explosive missile weapons. It wouldn't be my first choice, though. HIL kinda kicks its ass in every department except per-hit damage.

  • @lordofthepies
    @lordofthepies 3 роки тому +1

    I saw you accidentally spawned the reality disruptor a few videos back, and you have the cascade beam in your load out selection in this video... Thoughts on those?

  • @karlateraldamage
    @karlateraldamage 3 роки тому +1

    Early and mid game, find a sunder, slap 3 heavy blasters on it, safety overrides, unstable injector and maneuvering thrusters hull mods, max the flux recharge then as many points into capacity as possible.
    get a couple anti fighter / emp ships to protect you. ez.
    End game paragon fleet.

    • @Uran92
      @Uran92  3 роки тому +2

      I feel with so much speed I would die rly fast ... have to get my piloting skills in order :D

    • @karlateraldamage
      @karlateraldamage 3 роки тому

      @@Uran92 yeah, it needs some support ships to kill off any missiles or fighters, as those are really the only threat.

  • @comradeivan9326
    @comradeivan9326 3 роки тому

    Tldr: mjornir cannon good, antimatter blaster, anything with reaper missiles, tachyon lance

  • @ianwildcoast9738
    @ianwildcoast9738 3 роки тому +1

    Ah in the secret weapons i think one of the best ones are antimater SRM. It eats your flux, but it is an insane damage dealer for a small launcher

    • @Uran92
      @Uran92  3 роки тому +1

      hmm have to play with it some more

  • @KhoaNguyen-zc8vn
    @KhoaNguyen-zc8vn 3 роки тому +1

    Can you do a weapon tier list vid? A MODDED one will be even more glorious

    • @Uran92
      @Uran92  3 роки тому

      If I do another modded weapon video it would have to be my favorites .. there would be to many otherwise

  • @DB-cn6rw
    @DB-cn6rw 3 роки тому +1

    Reapers are proof that all of our aims absolutely suck horridly

    • @Uran92
      @Uran92  3 роки тому +2

      I replayed that hammerhead battle like 5 times to hit them (pss dont tell anyone :D) ... have to play with safety overrides more ... too much drifting for me :D

  • @svetochmira9994
    @svetochmira9994 3 роки тому +2

    I personally never install any Harpoon Missiles on my ships. They are to slow, easy to shot down with point defense, low ammo capacity, and the AI sometimes just wastes them on shielded ships.
    Sabot Missiles are really good, as are Reapers, and Salamanders. (how could you not talk about Salamanders here?)

    • @Uran92
      @Uran92  3 роки тому

      hmm the salamanders ... thought I would put em here but I do not use them as often. Although harpoons are not strong in late game vs capitals, smaller things especially ships under 20points get rekt by them.

    • @rumls4drinkin
      @rumls4drinkin 3 роки тому

      Missiles are underwhelming early on but as your fleet grows a little and you can launch hundreds of them at the same time they do much better. I have quiet a few ships with swarmer SRMs and harpoons, the swarmer SRM takes out their frigates and fighters and provides distraction for point defense so most of the harpoons end up hitting. I've been reviewing combat logs and my Gryphons consistently out damaged my herons so I've been phasing out bombers entirely from my fleet in favor of missiles.

  • @cyruslupercal9493
    @cyruslupercal9493 2 роки тому +1

    I think range is overrated. Speed beats range. Hence Gauss Cannon is bad.

  • @GarncarzLizyp
    @GarncarzLizyp 3 роки тому

    Cool vid. Keep it up!

    • @Uran92
      @Uran92  3 роки тому

      Thanks! Will do!

  • @eezaak21
    @eezaak21 2 роки тому

    God your accent is amazing. I was laughing my ass off.

  • @Ethan-iv8fs
    @Ethan-iv8fs 3 роки тому +1

    Hell ya starsector ftw

  • @user-tb7ml8kz7h
    @user-tb7ml8kz7h 2 роки тому

    can you do something similar with at least your favorite weapon mods too?

  • @Syachodesu
    @Syachodesu Рік тому

    nice video, but i like tesseract's weapons more

  • @cudedog
    @cudedog 5 місяців тому

    Amazing

  • @Aereto
    @Aereto 3 роки тому

    2:20 Firing Reaper torps are difficult unless the player is skilled in slow projectiles. Atropos is better for all-round torpedoes, but Reapers are great on capitals and stations.
    Gauss Cannons are standard in my Conquest and XIV Onslaught capitals, but the weapon will not fare well against groups or frigate packs that can close in on the ship.
    Tachyon and Phase Lances are great anti-phase weapons due to instant reach that regular beam weapons have a wind up time to get to that range.
    AM repeaters are better than AM blasters once acquired from [VERY REDACTED] ships, though the Doom can more effectively use its replenishable ammo thanks to its long peak time. Afflictors with wolfpack tactics and other time extenders can also use it, and help correct slight overshoots due to the Afflictor's insane top speed with Phase Mastery.

    • @FiltyIncognito
      @FiltyIncognito 3 роки тому

      The limited ammo is too big a deal breaker for me, and rarely are large missile slots suitable for it either. If I had to give Reapers a Meta ranking, I'd actually place them as C. The only exception would be for medium Reapers on a few ships like the Doom, and Cobra bombers against tier 3 stations.

    • @FiltyIncognito
      @FiltyIncognito 3 роки тому

      Also, kinda pointless to rate [REDACTED] weapons. They're designed to be game-breakingly overpowered.

    • @Aereto
      @Aereto 3 роки тому

      @@FiltyIncognito
      Domain classified weapons are OP, but takes up so much ordinance to use. I save those weapons for flagships due to the rarity.
      I don't typically use Reapers due to said limited ammo, though an Onslaught or Legion with 4 medium Reapers can take a station breaker role against Mid or Low tech Star Fortresses. In AI hands, those Reapers may end up wasted on High Tech shields when the heavy armor shell is the better target.
      I don't use Cobras and opted for Daggers/Tridents to have the ordinance budget for Longbows and PD. I have Astral setups dedicated to Dagger/Longbow bombers, while Herons and Legions take up Broadsword/Warthog fighters.

    • @Uran92
      @Uran92  3 роки тому +1

      Well I do need to get my safety overrides + reapers drifting lessons (I did not get the reaper hit the second try :D :D )

    • @FiltyIncognito
      @FiltyIncognito 3 роки тому

      @@Uran92 my solution for reliably landing hits is:
      1) make sure I was holding forward or stop until I no longer have any side motion before firing
      2) don't fire while rotating the ship
      3) use autofire since AI is way better at it
      sucks but not much else you can do to reliably land hits, besides launching them nearly point blank.

  • @mrssirens
    @mrssirens 2 роки тому

    Assault chaingun says hi.

  • @stefan4404
    @stefan4404 3 роки тому +1

    nice

  • @borunow4350
    @borunow4350 3 роки тому +1

    Well , i think that making tier List for all modded weapons is too much trouble . I don't know if there is shippack or faction mod that don't add another 50/60% to vanilla weapon poool . Some even have secret weapons. I think the format should stay the same . Review a mod and Pick up some interesting options and maybe compare them with vanilla counterparts or similar ones in other mods . Hullmods add another layer of problem . Some can reallly change how you look even at small slots. Integrated point defense AI forces you to think twice if you want to install Vulcan or lichy mortar on the back of your ship

  • @DenisLyamets
    @DenisLyamets 3 роки тому +2

    Pulse lasors are great, btw

    • @FiltyIncognito
      @FiltyIncognito 3 роки тому +1

      Agreed. It's greatly underestimated.
      The damage per shot is actually comparable to many ballistic explosive weapons. It's one of the best weapons against fighters and frigates because of the combination of all around speed, perfect accuracy, decent range, decent dps against shields and armor, decent flux efficiency and great dps against hull. It's no overpowered, game breaking, end all solution. It's just a very dependable weapon with no real weakness besides cruiser and capital armor.
      It's a must have for most high-tech ship. It's also the only weapon worth using on a wolf or the 2 rear medium mounts of a Paragon.

    • @Uran92
      @Uran92  3 роки тому +2

      Will play with them more .... but to be totally honest I do not give that much of a try that have quite low range ... I have to get rid of this mindset and when I do I will Transend my Starsector existence

    • @DenisLyamets
      @DenisLyamets 3 роки тому +1

      @@Uran92 I always thought that Aurora is not a dangerous ship. Few days ago i fit it with Heavy blaster, 2 Pulse lasers, 1 medium Sabot and 7 IR pulse lasors. And damn, boi, it absolutely shreds things. I mean: i tested it in simulation, yes, it is easier than real fight, but i encountered Conquest, then Onslaught, then (having around 30% hull and broken armor) Paragon, and Aurora was still able to beat it. No SO, by the way.
      What i wanna say is: Pulse laser can be weak against armor, because it has light punch. But one Heavy blaster breaks the hole and then you can do what you want (cause a pirate is free). And IR pulses have 150 dps and 0.8 flux/dmg cost, so, they are also kinda good.

  • @TheAudioInjection
    @TheAudioInjection 3 роки тому +1

    There's really no great medium energy weapons is there?
    I feel like the heavy blaster is pretty good on Destroyers and Frigates or even some Cruisers but it uses a lot of flux.
    Also, the pulse laser seems decent for its cost.

    • @ahmataevo
      @ahmataevo 3 роки тому +1

      Pulse laser is great for taking down shields, heavy blaster is great for taking down armor. Pulse is better for chasing down frigates and light destroyers, but to even scratch armor it just doesn't do the job.

    • @unrelatedcoma
      @unrelatedcoma 3 роки тому

      Mining Blaster is great if youre using a heavily armored ship that has a lot of flux so you can shoot it as often as possible with your shields down. Heavy Blaster is a more efficient version of that and you can shoot it with your shields up.

  • @svetochmira9994
    @svetochmira9994 3 роки тому +1

    No good choices in medium-energy slot? What? Heavy Blaster or Mining Blaster are great choices, certainly much better at dealing dmg than medium Phase-lance.
    Also, gravity beams are sometimes good choice for long range suppression, especially on ships like Eagle cruiser.

  • @Self-replicating_whatnot
    @Self-replicating_whatnot 2 роки тому

    As of version 0.95.1a the best and most braindead combination of weapons is 3 to 5 Harpoon MRM missile boats(add some Squall MLRS if you are feeling adventurous) and a f*ckton of lp brawlers with short range dakka to swarm the enemy and overload their shields.
    Start combat, full assault, go make yourself tea. Return to battle won with little to no casualties.

  • @CthulhuWaitsDreaming
    @CthulhuWaitsDreaming 2 роки тому

    Just wait until you find the exotic weapons of "Unknown" manufacture. Have fun. :)

  • @sayak9693
    @sayak9693 2 роки тому +1

    Where Atropos ?

  • @logosman9795
    @logosman9795 3 роки тому

    Honestly thought I knew it all after one play through. You, my sir, have proven me wrong. REALLY wrong.

    • @Uran92
      @Uran92  3 роки тому

      Yeah ... after 7+ playthroughs still get out-knowledget by people that played this game for 8 years

  • @imonlyamanandiwilldiesomed4406
    @imonlyamanandiwilldiesomed4406 3 роки тому +1

    Plasma cannon is best cannon!!!

  • @futurewarships1237
    @futurewarships1237 3 роки тому

    WHERE did you get that ship at 11:27

  • @KorhalKk
    @KorhalKk 3 роки тому

    You forgot Spark. Droverspark spam kills probably most of everything in the game.

    • @Uran92
      @Uran92  3 роки тому

      Ah yeah dont use doom stacks that often ... but that is a great point!

  • @dmitrygolubev9398
    @dmitrygolubev9398 3 роки тому

    You have skipped over EVERY SINGLE ONE Safety overrides weapon.
    - Light machine gun and Dual light machine gun is marked as PD, but since it deals kinetic damage, it is much better at shield breaking. Short range isn't a problem for SO, and flux efficiency of these bad boys are off the charts.
    - Assault Chaingun is the main medium ballistic weapon for SO ships that also have accelerated ammo feeder, still great even after having been nerfed in 0.95. Ammo feeder ensures good anti shield pressure even though this is an HE weapon, and stupid DPS means that once enemy shields are down, the entire enemy is down as well.
    - Heavy machine gun is the supporting anti shield medium ballistic for ships that don't have the feeder and have other medium slots for chainguns or larger slots for anti-armor damage. Great flux efficiency and solid anti-shield DPS.
    - Heavy Blaster is a premium SO energy medium weapon with stupidly high DPS, equally as stupid per shot damage (punches through armor really quick) and middling (as far as energy weapons are concerned) flux efficiency. Energy weapon mastery skill further improves this bad boy's performance, launching it directly onto some moon.
    - Mining Blaster - Heavy's more affordable alternative, being cheaper on OP and present on all Black markets, also available in default blueprint package. Less flux efficient and does less DPS, but has slightly more per shot damage. Still great.
    - Ion pulser has astronomically high burst potential for medium energy slots on SO builds, premium flux efficiency and added benefit of EMP-ing enemy ship almost entirely as soon as it drops shields, which somewhat compensates for low per shot damage (not that great at punching through armor).

  • @ngilman1883
    @ngilman1883 3 роки тому +1

    Wait wait wait why not integrated targeting core?

  • @gabrielnguyen5580
    @gabrielnguyen5580 2 роки тому

    so is small weapon point defense not useful?

  • @n1vr132
    @n1vr132 3 роки тому +1

    🖤🖤

  • @dedkebine2613
    @dedkebine2613 3 роки тому

    Have you got a build for Doom phase ship? Trying to find one to build for my stealth ships :3

    • @Aereto
      @Aereto 3 роки тому +4

      Depending on your preference, I can recommend using a Doom with AM blasters as standard. Hardened subsystems is recommended to compensate for cloak state reducing actual fight times, and Resistant flux conduits helps vent faster than spending same points to dissipation. Missile options are Reapers (if you are good at dunking faster ships), Harpoons (homing), or Sabots (force ships to dropping shields or into overload while mines are present).
      If you don't have AM blasters, Phase Lances are also good and allows you focus on missile controls while the phase lances are turreted and on autofire.

    • @Uran92
      @Uran92  3 роки тому +1

      @@Aereto Could not said it better

    • @dedkebine2613
      @dedkebine2613 3 роки тому

      @@Aereto thanks for this! 🤗

  • @muhammadmaulana7874
    @muhammadmaulana7874 3 роки тому

    Eagle + 2 Chaingun

  • @doubt3430
    @doubt3430 3 роки тому +1

    He forgot pilums
    The best spamable large range missile

    • @FiltyIncognito
      @FiltyIncognito 3 роки тому

      Looks cool but it only works like 1/10th of the time. Not a very dependable weapon.
      On the other hand, have you ever tried mass salamanders? An enemy fleet spinning wildly out of control is pretty great.

    • @unrelatedcoma
      @unrelatedcoma 3 роки тому

      youre better off with Salamanders over Pilums.

    • @rumls4drinkin
      @rumls4drinkin 3 роки тому

      @Mialisus I love having like 10 locusts in my fleet if not more late game. They just delete all the enemy sub-capitals immediately and have a ton of ammo.

  • @stargazzer8703
    @stargazzer8703 2 роки тому

    noice

  • @FunkThompson
    @FunkThompson Рік тому

    Now, do modded weapons, and you can make this into a 197 part series of 1 hour videos... I'm just sayin', man... :D

  • @TheEventHorizon909
    @TheEventHorizon909 3 роки тому +2

    Updated colony guide when?

  • @foxshoot3138
    @foxshoot3138 3 роки тому

    I realy wanna play this game but dammm its expensive in my country

  • @Cthulch
    @Cthulch Рік тому

    Why no SO builds?

  • @AbdulHannanAbdulMatheen
    @AbdulHannanAbdulMatheen 2 роки тому

    👏🙂

  • @khaledrahimmohamed4173
    @khaledrahimmohamed4173 3 роки тому

    i have trouble for installed mod in Starsector can someone know how to download mod please because their are mod i want to try.

    • @burakozcivan6173
      @burakozcivan6173 3 роки тому +1

      This is the mod index page.
      fractalsoftworks.com/forum/index.php?topic=177.0

  • @Camcolito
    @Camcolito 3 роки тому

    Good video but lol at considering the price of the weapons as a factor. As if money is tight in Starsector.

    • @Uran92
      @Uran92  3 роки тому +1

      The "cost" was in OP

    • @Camcolito
      @Camcolito 3 роки тому

      @@Uran92 Ah my mistake!

  • @waschbaer6466
    @waschbaer6466 2 роки тому

    Thermal Pulse Lasers xD

  • @vladimirvojtaml
    @vladimirvojtaml 3 роки тому

    Where Rift Emitter?

  • @CuteLittleLily
    @CuteLittleLily 3 роки тому +2

    Can you please for the love of god make everything easier to follow. Put some text. A rating system like you used to do. Or order thing with number text. Make a argument why this good why this bad. But you just scream and overexagrating and excited all the way. I binge watch all your video but i cant enjoy it right now sadly. You know that your english is pretty hard to follow. A simple text showing what weapon you talk about would really really help. You didnt even show the weapon stat in more that 2 second. There is new player too that try to learn sadly... i still dont get it which one better and whic one is not. Really a shame

    • @franz2027
      @franz2027 3 роки тому +1

      A nice table at the end of each catagory could work. I really enjoy his style.

  • @threesixtydegreeorbits2047
    @threesixtydegreeorbits2047 3 роки тому

    Ion cannon 😔

  • @jackharris8661
    @jackharris8661 3 роки тому

    C9m

  • @bobsonsitecomputerrepair4305
    @bobsonsitecomputerrepair4305 2 роки тому

    I'm guessing you are from Ireland by your accent. I had a very hard time understanding you, not so much due to your accent but you talk much too fast, so much so that I watched about 2 minutes of the video and decided to go look elsewhere for a more understandable weapons guide video. Not trying to be mean, just giving you some feedback. Take from it what you wish.

  • @BeardedGuy_Tawhid
    @BeardedGuy_Tawhid 6 місяців тому

    Where do you find the cryo weapons from in star sector?

    • @yannbretel3343
      @yannbretel3343 5 місяців тому

      You can get those by killing [REDACTED] omega ships ( in coronal hypershunt ).
      Also, I think you can get those weapons in the Alpha-Site.
      They are difficult to obtain and you don't loot a lot of them at each [REDACTED] omega fleets you destroy.