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Fordítási probléma jelentése
round about ep. 20-ish he slips up, get's jumped and totally owned. Has to pick himself up from scratch. I got to say he handled it pretty well overall. Props to the dude. And props to the game too for making it possible. Not sure if you can actually get back on you feet again in BB after something like that.
Or make liberal use of pause to reassess and issue orders.
1. Rely on the skills of your officers flying your best ships until you can afford, and have access to, fuck off battleships. They will do fine,, certainly much better than you.
2. Choose weapons systems that do not expend (much) flux for your own ship. The most effective weapon systems and load out combos tend to expend flux and rely on extremely accurate twitch play to strip the shields, strip the armour and deliver the finisher to the hull fast and efficiently enough not to get overloaded. You don't need to bother with that shit. Just stick to a conservative build using simple guns and don't be a hero.
3. Combat is a cat and mouse game. The pilot that goes for glory in this game is the one that's dead at the end of the battle. There are certain ships (phase ships and the like) that are designed to harass enemies solo for extended periods but in general the game is about trying to entice one of the enemy to venture withing range of several of your ships at once so it can be ganked. The AI does exactly this to you. That's why your own ships appear to be so cautious and also why the inexperienced player gets killed all the time.
It's very similar to legend difficulty XCOM2 play where you have to learn to resist the almost overwhelming temptation to rush forward to try to finish off that last enemy in the pod before you lest it get another shot at you - and of course trigger two more pods in the process. Frequently in XCOM the right move is to fall back and force them to come on to you and this is also true in Starsector combat.
4. Try controlling movement by tapping WASDQE keys rather than pressing. Newtonian space physics apply, not terrestrial (which is why controlling your ship is unintuitive and initially difficult to get the hang of). Tap E to strafe right. Then tap Q to counter. Same thing forwards and back. Two or three taps forward, two or three taps back to stop (relatively) etc, try to keep tap counts. Sort of the same thing turning with AD, especially when you're trying to target your foe and the blighter won't stay still for you. Use pause liberally to collect your thoughts and plan a series of movement commands you need to make. When in doubt press pause.
5. To start with keep your ship safe in the middle of your fleet, let your other ships do the heavy lifting and just pop forward cautiously occasionally when you see an opportunity to get a few shots off safely. In particular watch what your other ships are doing. Take your lead from them. When they see the moment is right they will gank an enemy, so follow them in for the kill - and then skidaddle. Fast.
6. Remember that your mere presence deters the enemy from trying to gank your own ships even if you don't do very much. You may be a useless pilot but the enemy AI doesn't know that. Staying alive is more important than killing enemies in many ways.
7. To start with be very conservative with your flux. As soon as you see something start blitzing your flux meter GTFO and vent. Fast. Getting overloaded = death. This is the first and most important skill to learn - when to GTFO to vent.
While your shields are up and you flux is down the enemy can't hurt you - at all. The key is to learn to keep it that way.
8. Once you have got the basic skills to manage your flux to stay alive and your movement control nailed so you can stay safely in formation you can start to learn to kill targets. Hovering over a target and pressing R gives you a detailed readout of their ship condition/loadout etc. They keys are a) don't waste shots that cost flux (i.e. no fire button spamming) and b) stand off and vent as soon as your flux starts to get over 50%. Experts can push this harder but useless pilots not so much.
You will probably have secondary weapons on auto-fire that cost no flux and will drive up your foes flux. Let them do that and hold back on your main weapon until you've got a sure fire shot and plenty of flux in the bank. Once they are overloaded they die real fast. Boom.
With any given ship you personally use try out different main weapons on it until you find one you're comfortable with. Note that there are no perfect uber-weapons that have huge range, perfect accuracy and do massive damage from a safe distance. You'll have to get in there and mix it. Flux management + cowardice is the order of the day for the useless pilot.
9. As a useless pilot do not bother taking individual pilot skills for yourself (i.e. the top row). There are a plethora of skills that make you much richer, find much more stuff and make all the ships in your whole fleet much better. These are spread around tiers two, three and four. You officers should get the combat skills. As a useless pilot your job is to able to afford to buy and find good ships for them to vanquish your foes.
10. An important part of strategy in this game is managing the burn speed of your fleet which is obviously limited by the slowest ship. Every ship has a max burn up to 10 which is doubled on continuous burn to 20. Nobody in the game can fly faster than 20. It follows that if your fleet can fly at 20 nobody can ever catch you if you are careful, you can escape from virtually any situation if you have your wits about you.
This means that if you select your ships carefully early-mid game to all have a max burn of 9 and take three pips in the navigation skill (which is a pretty sound set of initial picks for your first level ups) which gives you +1 burn across your fleet you can venture pretty much anywhere you have the fuel capacity to get to and this enables you to do a lot of far flung missions and find a lot of top quality loot, therefore making a lot of money, without having to fight anything nasty if you don't want to. Note that civilian ships, such as freighters and tankers which often have a max burn of 8, can have the militarised sub-systems mod installed which gives them +1 burn. Add your L3 nav skill +1 burn bonus and you get your 10 burn across the fleet.
The "noob trap" early ship is the Venture - a surveyor specialised cruiser that is also a bit of a bruiser. It's a tough ship and has many attractions for the early game, not least 'cos it's ubiquitous and cheap for what it is, but It has a max burn of only 7. A fleet sporting a Venture is a fleet beloved of pirates since it's a fleet they can actually catch.
Damn good info. Keep it coming.
When I started playing Starsector many years ago, the combat missions were the meat of the game. There was no campaign to really dive into at that point. As someone who typically ignores standalone missions in these sorts of games, I'd urge you to consider trying them out.
The missions offer a safe place to practice and learn a lot of important combat fundamentals, especially in the harder missions. They also give you access to try out a few ships of varying sizes, try out different abilities, and get used to the controls. The battleships generally don't reward twitch skills as much as the smaller ships, but I'd argue strategy and tactics are just as critical to your combat success regardless.
http://fractalsoftworks.com/2021/03/26/starsector-0-95a-release/
How you liking it so far?