Really enjoy when capital ships have manueverability instead of being battle anchors (paragon/onslaught for example). Though, i'm both curious and worried how well the AI pilots these kind of capital ships and if the officer behaviour (steady, aggressive, etc.) has a direct impact on the flight strategy. For example, sometimes i see the AI charging in with the odyssey while the officer is steady, often blowing itself up while doing so (becoming everyone's target and unable to fall back in time).
AI will go as close to enemy as shortest gun range(with exception of pd), so for every ship bigger than frigate I tend to put longest range weapons available. Then they don't suicide as often. Of course reckless officers will always close down.
@@Aereto difference being how reckless the AI becomes to destroy the marked enemy. I usually use eliminate when i want the AI to quickly move closer to an enemy and then switch to engage when i want it to focus on said enemy but also to go back and dissipate flux. Biggest concern is when you don't give the AI any orders. Even when steady, the AI seems to play more recklessly on some ships than others, even with long range weapons
Some mods can be added mid campaign but generally you should start new game after enabling new factions mods. At best new factions won't be present, at worst you won't be able to load your old save.
This featured ship looks to be a better alternative to Odyssey. Thank you for the StarSector gameplay!
Amount of dakka on that droneship is impressive!
Really enjoy when capital ships have manueverability instead of being battle anchors (paragon/onslaught for example). Though, i'm both curious and worried how well the AI pilots these kind of capital ships and if the officer behaviour (steady, aggressive, etc.) has a direct impact on the flight strategy.
For example, sometimes i see the AI charging in with the odyssey while the officer is steady, often blowing itself up while doing so (becoming everyone's target and unable to fall back in time).
AI will go as close to enemy as shortest gun range(with exception of pd), so for every ship bigger than frigate I tend to put longest range weapons available. Then they don't suicide as often. Of course reckless officers will always close down.
@@JRev7 i see, thank you. So tactical lasers + pd convertion hull mod on an odyssey wouldn't be a bad thing to do in that case
There's also emphasis that Engage and Eliminate are two different orders of engagement.
@@Aereto difference being how reckless the AI becomes to destroy the marked enemy. I usually use eliminate when i want the AI to quickly move closer to an enemy and then switch to engage when i want it to focus on said enemy but also to go back and dissipate flux.
Biggest concern is when you don't give the AI any orders. Even when steady, the AI seems to play more recklessly on some ships than others, even with long range weapons
I need to do a Magellan run so I’m forced to get good with their ships.
What is that gun on the radiant that seems to get more accurate the longer it shots.
Tracer Cascade from Yunru Arsenal
As you saw, you overheat. you need at least the vent mod for extra dissipation.
please put the mod list you have ty :)
Yunru's Pirates and Pathers
Trailer Moments
A New Level of Confidence
Amazigh's Ship Foundry
Arsenal Expansion
BigBeans Ship Compilation
BigBeans Ship Compilation - IP ship Submod
Brighton Federation
Bultach Coalition
CWSP
Caymon's Ship Pack
Fast Engine Rendering
Fighter Expansion Rebalanced
Fluff's Ship Pack
Hazard Mining Incorporated
Hegemony Expeditionary Auxiliary
Industrial.Evolution
LowTech Armada
LazyLib
Legacy of Arkgneisis
LockedAndLoaded
Luddic Enhancement
Magellan Protectorate
MagicLib
Missing Ships
Neutrino Corporation: Nostalgia Edition
Nexerelin
Outer Rim Alliance
RotcesRats
Scy Nation
Seafood Shipworks
Secrets of the Frontier
Ship/Weapon Pack
Starship Legends
Stop Gap Measures
Superweapons Arsenal
Tahlan Shipworks
Torchships And Deadly Armaments
Underworld
Unknown Skies
VIC
Vayra's Sector
Vayra's Ship Pack
WhichMod
Yunru's Arsenal
Yunru's Misc Ships
YunruCore
Audio Plus
GraphicsLib
im new to this game and modding do i have to start a new campaign in order for this to be in the game i have ?
Some mods can be added mid campaign but generally you should start new game after enabling new factions mods. At best new factions won't be present, at worst you won't be able to load your old save.
what kind of mod is this?
Magellan Protectorate adds new faction, ships and weapons.
What is that useless gun the Radiant is shooting at you? IT's two hardpoints don't seem to bother your shield