Nice combat overview, enjoyable subtitles. Can you tell me what mod caused the Castella in the opening of the second fight to have the Alabaster Redacted effects?
would you kindly show me from which mod do you acquire those weapons? im working a full shift 6 days of the week and it would help me a lot if i can just find those weapons and attach them to my ship
Apologies, UA-cam never sent me a notification of your comment so I'm very late to answer. From the intro sequence order; 1st; All Rossenritter (Tahlan Shipworks) 2nd; Mixed Valkyrian/LouLan (Valkyrian Battle Maidens/LouLan Industries or LLI) 3rd; All Gensoukyou (Gensoukyou Manufacturing) 4th; Nearly all Tahlan with one HMI weapon (Tahlan Shipworks | Hazard Mining Inc.) For Rossenritter weapons you have to find them as salvage from a blackhole system along with the BP and wrecks for Rossenritter. Everything else can be bought from their respective faction markets (or as salvage from their fleets/ships) You can find all the mods off either the official forums, the Unofficial Starsector Chat Discord, or the Corvus Freeport server. They should be easy enough to find with a google search if they are off the forums. Idk if they are all updated or not, but ik the USC discord has all of the up-to-date versions available. Hopefully that answers your question fully!
Fun showcase, but it does remind me of some of the things that irks me with the mod community around Starsector. That short-range teleport hull power is so fucking overused in Starsector ship mods. It pretty much negates the need for careful maneuvering since you can chain jump out of harms way if you fuck up. Or chain-jump in for the kill when enemy that doesn't have the jump is getting their shields smashed in and starts to back off from the frontline. I Wish the mod community wasn't so hellbent on powercreep and actually designed ships more on-par with the base game with interesting twists and mechanics and - god forbid - WEAKNESSES like most of the ships - especially capitals - in the base game have. It's telling when one of the faster mid-sized ships, the Eagle, gets outmaneuvered by seemingly half of the mod ships larger than it out there.
I can agree with all that honestly, especially CN Sector mods tend to be grossly OP and smash vanilla and even some modded factions pretty easily. The phase skimmer systems are very OP too, but since the Rossenritter ships (this one shown esp.) you have to specifically find to even use - I feel like it being strong is at least some-what justified as it's a reward for finding a relatively hidden ship. I still have a lot of fun with them tho regardless, as I tend to like to play really aggressive usually - stuff like skimmers or boosts - particularly for things like Phase Ships really play into the way I enjoy playing. Though I wish there were more ships that could fill a dedicated back-line sniper role. Not many ships come to mind that fit that aside from maybe the Solvernia - maybe the Herakles if you put certain weapons on it as well. Too many ships, specifically capitals - feel like they are built for the front-line, and those that aren't tend to be carriers or battle carriers. Would be a nice change of pace to play something that sits in the back rather than always being on the frontline that isn't a carrier of some description haha
@@AstralSpace_ I can definitely agree with wishing more long-range options that aren't carriers. Think the closest thing you can have to that in the base game at least is Paragon kitted out for max range beams - that used to be my go-to flagship. Of course this does have the downside that you're essentially wasting your special ability most of the time, being outside of harm's range. Regarding the OP ships - I don't mind having and using them. I do often use them, whether it be as my own ship or as support, depending on what I'm fighting. I know my last run I had some of the unique stupidly broken ships in my fleet and went out of my way to collect them. I guess it comes down to it being harder to make balanced ships and feeling the need to powercreep your custom faction in fear of people not wanting to use "inferior" ships.
With Tahlan Shipworks find a derelict carrier in a blackhole system and keep it in your fleet for a while you will be able to unlock blueprint packages to build these ships iirc
They spawn rarely as wrecks you can capture, I don't think multiple spawn but it wouldn't surprise me. Don't think they show up in any faction markets though you *might* get lucky and be able to nab one off the Prism Freeport since that market can sell almost any ship in your game unless they have no dealer tag iirc. They are just more expensive from that market. EDIT: How the hell did someone beat me to the punch, we basically replied at the same time Their answer is far more accurate than mine as well I cri - I have failed 😭
Yes, missile ships are fun! Get a ship with large missiles and flood the map with semibreves
Classic Noah Tahl balancing moment
Nice combat overview, enjoyable subtitles. Can you tell me what mod caused the Castella in the opening of the second fight to have the Alabaster Redacted effects?
I need this
would you kindly show me from which mod do you acquire those weapons? im working a full shift 6 days of the week and it would help me a lot if i can just find those weapons and attach them to my ship
Apologies, UA-cam never sent me a notification of your comment so I'm very late to answer.
From the intro sequence order;
1st; All Rossenritter (Tahlan Shipworks)
2nd; Mixed Valkyrian/LouLan (Valkyrian Battle Maidens/LouLan Industries or LLI)
3rd; All Gensoukyou (Gensoukyou Manufacturing)
4th; Nearly all Tahlan with one HMI weapon (Tahlan Shipworks | Hazard Mining Inc.)
For Rossenritter weapons you have to find them as salvage from a blackhole system along with the BP and wrecks for Rossenritter.
Everything else can be bought from their respective faction markets (or as salvage from their fleets/ships)
You can find all the mods off either the official forums, the Unofficial Starsector Chat Discord, or the Corvus Freeport server. They should be easy enough to find with a google search if they are off the forums. Idk if they are all updated or not, but ik the USC discord has all of the up-to-date versions available.
Hopefully that answers your question fully!
@@AstralSpace_ oh that helped a bunch, thank you so much, havent got myself the touhou and valkyrie mods yet
Fun showcase, but it does remind me of some of the things that irks me with the mod community around Starsector.
That short-range teleport hull power is so fucking overused in Starsector ship mods. It pretty much negates the need for careful maneuvering since you can chain jump out of harms way if you fuck up. Or chain-jump in for the kill when enemy that doesn't have the jump is getting their shields smashed in and starts to back off from the frontline.
I Wish the mod community wasn't so hellbent on powercreep and actually designed ships more on-par with the base game with interesting twists and mechanics and - god forbid - WEAKNESSES like most of the ships - especially capitals - in the base game have.
It's telling when one of the faster mid-sized ships, the Eagle, gets outmaneuvered by seemingly half of the mod ships larger than it out there.
I can agree with all that honestly, especially CN Sector mods tend to be grossly OP and smash vanilla and even some modded factions pretty easily.
The phase skimmer systems are very OP too, but since the Rossenritter ships (this one shown esp.) you have to specifically find to even use - I feel like it being strong is at least some-what justified as it's a reward for finding a relatively hidden ship.
I still have a lot of fun with them tho regardless, as I tend to like to play really aggressive usually - stuff like skimmers or boosts - particularly for things like Phase Ships really play into the way I enjoy playing.
Though I wish there were more ships that could fill a dedicated back-line sniper role. Not many ships come to mind that fit that aside from maybe the Solvernia - maybe the Herakles if you put certain weapons on it as well.
Too many ships, specifically capitals - feel like they are built for the front-line, and those that aren't tend to be carriers or battle carriers. Would be a nice change of pace to play something that sits in the back rather than always being on the frontline that isn't a carrier of some description haha
@@AstralSpace_ I can definitely agree with wishing more long-range options that aren't carriers. Think the closest thing you can have to that in the base game at least is Paragon kitted out for max range beams - that used to be my go-to flagship. Of course this does have the downside that you're essentially wasting your special ability most of the time, being outside of harm's range.
Regarding the OP ships - I don't mind having and using them. I do often use them, whether it be as my own ship or as support, depending on what I'm fighting. I know my last run I had some of the unique stupidly broken ships in my fleet and went out of my way to collect them.
I guess it comes down to it being harder to make balanced ships and feeling the need to powercreep your custom faction in fear of people not wanting to use "inferior" ships.
how do you find this ship (and is it possible to get multiple)?
With Tahlan Shipworks find a derelict carrier in a blackhole system and keep it in your fleet for a while you will be able to unlock blueprint packages to build these ships iirc
They spawn rarely as wrecks you can capture, I don't think multiple spawn but it wouldn't surprise me. Don't think they show up in any faction markets though you *might* get lucky and be able to nab one off the Prism Freeport since that market can sell almost any ship in your game unless they have no dealer tag iirc. They are just more expensive from that market.
EDIT: How the hell did someone beat me to the punch, we basically replied at the same time
Their answer is far more accurate than mine as well I cri - I have failed 😭
@@fauxbooz4286 but the Traumtanzer that you salvage as shown here is unique in the sector, you can not build it using blueprints either.