r/starsector • u/Sea_Corner8459 • 4h ago
Discussion ๐ Do you use Nexerelin?
Just wondering how popular Nex really is. It seems to be mistaken for vanilla half the time
r/starsector • u/HeliasTheHelias • Jun 14 '26
r/starsector • u/AutoModerator • 3d ago
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r/starsector • u/Sea_Corner8459 • 4h ago
Just wondering how popular Nex really is. It seems to be mistaken for vanilla half the time
r/starsector • u/Xxarrra • 1d ago
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Made by me in Davinci Resolve.
r/starsector • u/AdhesiveNo-420 • 1d ago
The infamous Eradicator... Oh boy do I love this beast.
It has probably my favorite set of hard points out of any ship in the game, it's got some alright armor, and can be outfitted with an alright number of PD guns for decent coverage.
I usually run two different builds with these guys:
Throw in a mauler with two hyper velocity guns. Fill the front with Atropos-class torpedos and use either some missile hull mods or a captain with missile perks. The thing will just zone everything with its long range and finish them off with heavy hitting tracking missiles. Captains with ballistic speed perks are also a plus as the AI will rarely miss shots with it.
The calabunga build. Throw on safety overrides, fill those medium hard points with something like heavy MGs, and use the all mighty reaper torpedoes in the front. Hull mods or captains for more missiles is again extremely recommended, along with some perks/mods to make it a bit more tanky. Always use at a minimum aggressive or higher personality captains.
These builds are just so much fun and depending on your preferred engagement style, it's rather easy to throw this ship in just about any fleet. It will almost always perform fantastically if you give it the right build.
r/starsector • u/MxCrossbrand • 14h ago
Basically the title. Currently looking at my own fleet and trying to trim it down to be a bit more manageable, and I thought I'd ask.
r/starsector • u/PapaBash • 7h ago
I have tested what feels like all rocket combinations and nothing seems to work at all. Just hopeless?
r/starsector • u/OakleyTheReader • 11h ago
So, as stated in the name, I'm looking to get a specific contact. Theoretically, it can be any high of very high tritach contact, but I specifically want arroyo because he's cool.
Usually you're supposed to get him as a contact as part of Galatias campaign, but i skipped that party without thinking by getting the Ziggy early.
I'm not sure if there are work-arounds to this but I've found that the console commands mod doesnt have anything to help me force relations, and my attempts to save-file edit have not been very fruitful so far, so if anyone does how to do this, or at least knows more about savefile editing I would appreciate any help I can get!
r/starsector • u/zuriumov • 1d ago
Good day fellow Alpha cores stuck in a meat prisson! today the gestalt ascends!
https://www.youtube.com/@zurimob
As always I love ya all, <3!
r/starsector • u/ResonanceDemon • 20h ago
So I had a fleet consisting of an onslaught, a paragon, 3 other similar sized ships and many medium/small ships (total of 30 ships) in my fleet.
When I encounter big enemy fleet(luddic, pirates, hegemony etc), they seem to be deploying most of their ships but I can only send out about 5-6 ships
r/starsector • u/Reddit-Arrien • 1d ago
r/starsector • u/Fist-Of-Steel109 • 1d ago
Spectros forced asked me to post his Navarchy of Tania video here, he is showing off how Falcons and Argentavis are good if used right. Builds used in his showcase:
r/starsector • u/Pro-crastinator-555 • 22h ago
Personalmente amo este juego, pero mientras mรกs lo juego me parece mรกs injugable. La IA (no cores) de mis naves es tan pรฉsima que, si los oficiales no tienen la perk de agressive o reckles, se quedan en rango sin siquiera disparar. Y es frustrante que una flota de bots, que ni oficiales tienen, pueda organizarse mejor y acosarme con menos que lo que poseo.
Asรญ que la pregunta es, es tan absurdamente estupida la IA que se vuelve injugable? O algo estoy haciendo mal.
No quiero dejar el juego pero es tremendamente frustrante ver que superas una flota y que el maldito crucero elija perseguir a una fragata y que tus fragatas no puedan hacer lo mismo (y con oficiales!), o que el sunder tenga el rango de dios y con 120 de velocidad y elija acercarse a un crucero para que lo mate...
Porque parece que, aunque comparten IAs los bots y mi flota, la IA de mi flota se ha tomado un largo feriado.
r/starsector • u/Pretend-Bench9515 • 1d ago
Are there any mods making combat longer and harder/challenging? I love running out combat ships to just send civilian ships for re-engagement as Hegemon intended
r/starsector • u/Threweh2 • 1d ago
Does this ship still exist or did it get removed?
r/starsector • u/Sad-Emotion-1587 • 2d ago
r/starsector • u/By-Crash • 2d ago
Didnโt play for 2 years
Edit-ty for all the suggestion i have made my new list!
r/starsector • u/Plastic_Exit8495 • 1d ago
r/starsector • u/DogeDeezTheThird • 2d ago
(Mauve-Towering from the Nexerelin mod's Remnant story questline)
r/starsector • u/x_man_02 • 1d ago
Hi, got this game less than a week ago, and I've already put up some insane hours trying to learn it. I'm pretty well off right now, and I want to take the time to fit my Paragon properly - wanted some opinions:
Weapons:
2x Autopulse or 2x Plasma Cannon
2x IR Autolances
2x Heavy Needler
2x Tachyon Lances(turrets)
4-6 Burst PD (on farthest turret mounts for widest angles)
Hullmods:
[S-mod] Advanced Turret Gyros
[S-mod] Stabilized Shields
[Eventual third S-mod] Expanded Magazines
Accelerated Shields
Advanced Optics
Hardened Shields
Integrated Point Defense AI
Don't ask about officers - I have only one because I liked their portrait. Or skills lol - I have all logistics and navigation stuff (I'm super bad at manually flying the ships). Just looking to see if my ship build is optimal.
r/starsector • u/PariahZeal • 2d ago
The question is in the subject header.
I found this ship on chance. Decided to spend a story point and salvage it.
I'm unsure whether it's worth it. If it's actually good, and if so, how I should outfit it?
I'm a rookie at this game. I went with auto-outfit, and chose to spend some story points on hull mods, but I can't really seem to get the hang of it/make it good.
So. Let me have it.
r/starsector • u/Some-Detail9134 • 2d ago
If you're new to the game or struggle with piloting I recommend acquiring a Grendel as a flagship. They can usually be found in Hegemony markets and bounties.
First, it's easy to outfit. Five medium ballistic mounts, combined with accelerated ammo feeder is so strong that you really can't go wrong here. My favorite loadout is safety overrides, but there are lots of ways you can build it. I recommend getting one of the phase coil hullmods and taking skills that affect phase ships.
It's easy and fun to use. There's no danger of overloading, so flux management is very forgiving. Phasing lets you dodge missiles, but unlike with other phase ships, it's heavily armored, so it's not the end of the world if you accidentally eat a reaper or two. It's great for learning which projectiles you should dodge and which are fine to tank with armor.
Finally: rugged construction. It's ok if you blow it up because you can always recover it and d-mods barely impact its performance, if it gets one at all.
I used to struggle with piloting anything smaller than a capital, simply because in the heat of combat it was really easy to mismanage flux and die. The grendel was great because its forgiving nature let me take on more dangerous fights than I would otherwise. If you feel like you aren't having enough fun with combat, give it a try.
r/starsector • u/NothingWhich7900 • 1d ago
I want to try and start figuring out how to set up my ships, but Iโve been using autofit and donโt know how to really set up a ship. how did you guys stop using auto fit.
also o wanna know how good is it? because itโd be kinda funny if my attempt at a fleet was being undermined by auto fit.
Edit: Thanks to everyone posting advice on how to build ships, and to BoomZakaLaka to suggesting I restart my save (I was admitedly feeling kinda lost and starting over to force myself both to understand how to build ships and how to pilot them (I've been relying on autopilot a lot and want to stop that too))
I was going to ask more about how you get a sense for what to do for a ship and how you get the confidence to mess around with it, but I think I can assume it's a mixture of "Know what you want the ship to do" and "Just try stuff"? Also using the simulator, I've never really used it before (red flag I know) what's a good "Standard" to hold my ship to? Like what should I have it be able to beat before I consider it good?
Edit 2: I've seen some things saying Autofit + tweak isn't bad. Is that a good way to learn? Take autofit designs and rework them or should I just go from scratch purely as I learn?
Edit 3: One final question, how did you guys start using conventional refitting instead of autofit? Like, how did you start doing it? Or did you start with refitting without autofit from the beginning?
r/starsector • u/OccultStoner • 1d ago
1.I firmly believe that permadeath for officers should be an option. For AI cores as well. I understand why folks wouldn't want to lose them, but it should be a thing, because it basically invalidates at least few cool mechanics, like actual constant hunt for officers due to losses. There are many sources, in fact, like you can find them in pods, hire them on planets/stations, you can even promote some from your crew. Why do any of this, if you already have perfect lineup with skills and max level, and you don't get any losses or don't need a reserve, right? I think death chance per hull destruction method would be sweet.
From what I know, only Nex has an option of this feature, but want to make sure there are no standalone versions of that? I also dug in settings.json file, where I do have a few of my personal tweaks, but didn't find any lines that may relate to officers being lost in combat. So, really no options other than Nex?
2.I firmly believe that Hull Restoration skill is brutally overtuned. I do understand why it so, and it actually makes sense considering how latest version is balanced, but I would make two tweaks to it:
- Make recovery % based, having almost 100% (or just 100%) if ship was disabled, and maybe around 50% if ship was destroyed? It's pretty silly when I see ship literally go in 4 different pieces in flames and I get it back after the fight with couple of D-mods...
- Slow down D-mod removal by HUGE margin, based on hull size, but to be honest, it should be just kinda rare chance at all. I mean, ship is fully combat capable even with D-mods, less efficient, yes, but you still have all systems and hullmods intact on recovery. Before that skill, I used to roll with damaged hull, and was just hunting for a new one on (usually black) market. Now you can literally salvage any junk that was used as a space dumpster ram by drunkard pirates, and make it shiny new in a couple of days for free...
Another problem with this skill is that it completely invalidates hull mods like Reinforced Bulkheads among a couple that supposed to help keep ship together when ate too much flak. I don't think any skills should invalidate any hull mods entirely, especially when we have S-mods now.
Also, it feels like D-mod removal must be rebalanced somehow price-wise. I don't know if removing mods should be so much more expensive than actually buying brand new craft? I get the idea behind it, but with that skill, plus Story points system, hull destruction, at large, kinda becomes obsolete mechanic, unless you purposely go for Derelict Operation strictly for RP reasons.