Long Range Standoff Eradicator Build 0:00 2 Ordos 0:14 Ship build 0:51 dakkadakkadakka Build details: fractalsoftworks.com/forum/in... Vanilla Gameplay Music ► Endless Space 2 - Together to the Stars v0.95.1a - RC6
10:18 !!!! What an epic moment when your wingmans ship was overloaded, no armor left and the torp incoming. I was like oooooOOOOOOOOOO!!!!!! *dong* bounces of the hull because just a meter out of range... EPIC
I thought that eradicator was a goner. That red Reaper torpedo could effectively take out a capital ship, no way he was going to survive that. And it just winks out at the last second!
Everybody talkin' about the fleet composition but god damn the mix of Endless Space 2 music with Starsector is the smartest thing I've seen in a hot minute
The fleet held the line so good. Early on the enemy formation broke pretty bad, and then they never recovered, kept engaging and disengaging at awkward times. This design is solid. I'm not sure why you didn't get flanked with some rogue lumen or glimmer, they always seem to distract my ships when i try to build a solid line instead of fluid movements with my ships, and my formation breaks. This was flawless execution.
During the parts I sped up on the command screen you can see some did try to sneak around the sides but got caught by the brawlers I keep at my flanks.
The biggest thing I took besides you having a lot of SMODs was the fact that you used defense points to guard really well, and your fleet stuck to those.
Really like the presentation of hull mods and commander skills at the beginning, but it would be nice if you put layout photo next to the list at 0:15, also this is the first time i see those blue large missiles being used so effectively
Really liking the editing on this. The music, the popups explaining your strategies and loadout, etc. Very well done, makes the video a joy to watch. Also, as someone who's been playing this game for years but only buys ships and weapons based on how "cool" they seem, I've slept big on Eradicators and low-tech, damn! My next playthrough is going to be something very different from my usual, I can already tell, hahah!
Now I've played hundreds, maybe even thousands of hours of starsector and honestly, this might be one of the most efficient battle fleets/tactics possible. Whenever I chose to go and diplomatically obtain some AI cores I simply rely on having bigger guns. Not even once did I consider that brawlers, despite being good ships, could actually stand a fighting chance against [REDACTED]
My first play through I did frigates and Dessies only. Ended up with a fleet of almost exclusively LP brawlers. They’re just oppressive as swarm ships.
As somebody who just started yesterday and had to restart 3 times to beat the tutorial pirates I am just in awe. This looks like such a mess yet it somehow worked out for you
I keep completely neglecting ECM even when I'm running rangey line fleets like this (hello there Magellan Protectorate). This is a pretty good demonstration of why it's worth paying attention to.
I really didn't know that it is possible to beat Ramnant with more then two Radiant class in fleet... I even had a hard time to fight just one XD excellent job!
This video was instrumental when I was first learning to design fleets and ships, and I'm happy to report that the same strategy is sound in 0.96a for fighting Remnant ordos. I have been using 9 Converted Hangar Eradicators (215 DP) and 5 Glimmers (25 DP) to farm Remnant with lots of success. Compared to this video my Erads have the same s-mods and guns, and similar hullmods and officer skills - the only big difference in 0.96a is that a CH Eradicator costs ~24 DP instead of 20, but they still carry their weight at that DP cost. Would love to see you make more Starsector content, or just talk about loadouts if you're still playing!
It is possible but sadly i dont see it coming as they would need to rewrite the whole game althought if it existed it would increase the "content/fun" in starsector and atract a lot of people. Starsector multiplayer would be incredible for roleplay, you could be a mercenary hunting a pirate player, player faction vs player faction.
@@kriegscommissarmccraw4205 Remove pauses, instead of slowing down the environment, speed up your ships so that neither you nor the AI can quickly turn the turrets and take the correct lead. Then unpopular hull mods like turret traverse speed will become more popular, and the human factor of "preemption by eye" will sparkle with bright colors. Of course, we will never wait for such a game, especially in 3D
Been playing with this eradicator build and it's a lot of fun! Was just wondering - what are you running on your conquests/brawlers? I'm still pretty new to the game (been playing a few weeks) so still not sure what's actually good on what. ^^;
The AI follow the same rules whether they are on your side or the other. The situations you're describing sound like you are not fielding enough which is why they will get bullied out of the battle line (not enough buddies to provide support), or go off chasing small ships (fleet has no way of dealing with smaller ships). Officer personalities also play a role.
@@DV80s I've found giving ships an escort helps. So I have two destroyers support a heavy cruiser. Sometimes couple frigates with destroyers. Like wolf packs of three ships. So if they go off they are not on their own. I've found this helps maintain a battle line so long as you can hold. So basically like 4 main ships are doing what they want and are escorted by the escorts i assign.
@@DV80s its because you don't understand how the assignment orders work. When you assign any order it creats a tether of 3k units to that order. So the reason why the ships path weird is because the tether is forcing them to get to the target as fast as possible not trying to anticipate movement. Its better to use the waypoints and have them hold that area, or dont use any commands at all unless you have carriers. I know it sounds counter intuitive but once you find out about the tether lines of 3k unit space it makes sense and you can use it to your advantage by setting choke points where you want those ships to stay, if you dont give any orders the A.I will form these battle lines. Never and I mean Never use Eliminate order unless you can finish the target in 10 seconds, your ships under A.I will swarm the target even if it means they die in the process nor will they take measures to stay alive. Combat in here is a dance hence why Railgun builds are the best builds for A.I they always deck shields and flux and allow the A.I to stay safe and manage their shields while your heavy hitters finish the job. Centurion is still my favorite heavy frig just because they have damper and can go point blank for torpedo finishers and its ability is infinite use. Again just force a choke point for your ships using commands and they will hold that area and once the real battle commence, remove that way point and they will battle out and change the lines. Also loadout, remember KISS, "keep it simple stupid." Dont mix ranges of the same types/aize of mount, have your shield crackers all the same, so use railguns or autocannons not both. Dont make a ship that does everything. People who get their first eagle make this mistake always. Make it a shield cracker and thats it. Lets your destroyers be the anti armor build. Manticore and Hammer heads are perfect for this, tho I prefer the manticore for its large turret with railguns in small slots and again I use Centurions to close in on aggressive ships. I do think the A.I needs a rework for the commands, escort ships should escort what they are said to escort.
@@DV80s when I get back home this weekend I will give it a look to find the file that explain the tether but it seems to be the root of your problems more over. Most players after around 200 to 300 hours came to the agreement that CP is almost useless unless using a carrier fleet build. "Useless" in the sense that the A.I does a better job with hands off approach than the player micro. Escort is mainly use to keep battlegroups together and is quickly dismissed once the battle lines are drawn. So the idea is you issue the escot to your cruisers or flagship to keep your ships grouped, then when the fighting starts you issue the waypoint and the defend location, then enemy fleet approaches your fleet, you then remove the defend location and Escort fleet assignment from all ships . Using 3 CP for starter players and 2 if you are advance in the use. This will get you the battle lines. Some ships you might want to sit back and stay on defend loaction would be The missile cruiser and carriers, just close enough to offer fire support or close air support, but far enough that a bum rush of A.I enemy cruisers dont break your line. Note: I play with large fleet setting which you can easily change in the file script. So when the A.I and I fight I have large fleet battles and the A.I usually has a even larger fleet and it will show no mercy to any mistakes, talking 30 cruisers on each side backed by multiple battle ships, you get to really see the mechanics work and battle are intense. No modding skills/ downloads necessary, just a numerical change in the file so A.I fleets have 60 to 70 ships per stack. Makes the game crazy fun if you like big fleet battles. I suggest this because you will see that the A.I is balanced on both sides and on larger setting you actually see the enemy A.I use CP points to issue commands like eliminate and escort.
@@TyphusVonElder another thing that can be added, is that the Defend sector command works really well with a bunch of tanks tasked to it, they will do their level best to defend that area whilst also poking the enemy battleline, I noticed this when I was fighting a Hegemony Armada using Scy Nation capitals and cruisers, my Neumans, despite having trash shields and flux dissipation manage to held their ground by having groups of 2 attack while the others go back to the sector they are tasked to defend while venting, the rest of my cruisers and gunboats captured the points and killed the flankers, its pretty cool to see.
I like a number of the mods from this game, a low tech ship with inbuilt mods, range and rate of fire mods can make some ships fire walls of shots, just a shame the game has collision, it's hard to have a fleet of 50+ and not have them all bunch up in a moshpit. Oh and having 5 fps in the 100+ ship fights.
Hey, great vid. Couple of questions: why jot use Monitors instead of Brawlers for tanking, and do you have any advice on using commands for your ships? I saw you used them fairly well there
Good question. I don't use brawlers for tanking anything to begin with, they are meant to capture points and then protect my flanks from any enemies trying to wrap around the line. I had some trouble keeping them out of the way in the beginning. In general I'm not a fan of using ships to just tank and not contribute damage. Brawlers pack a lot of heat for 5 DP and are great at taking down redacted frigates and destroyers, a much better contribution than just soaking damage and blocking firing lines. For commands I just use simple (D)efend points in a line and move it upwards as needed. I set way points for the brawlers so they stay put in their area and won't move to a defense point.
@understated Hey yo! OP you really inspired me to build my own defensive line fleet. BUT i got so many questions on how you came up with this. HERET GOES: 1)Why 2Mauler/1HVD instead of 1Mauler to 2HVD if need shield pressure. Can drop conquests and just add 4 Eradicators. 2)Why low flux capacity and heavy armor/solar of all things?? id try hardened shield+thrusters, max flux cap and put officer with skill for 15% hard flux vent for total -30% shield damage 3)Why not Gryphons for squalls? due to reload it should have more staying power. same 20DPfor 1squall.dont even need officer in there for more missiles 4)Have you tried other things like champion, eagles or even capitals for this line setup? results plz 5)Is PD effective against squall? i know a dumb question, but i never used one, speaking of dumb questions...\ dum)how to get ballistic rangefinder T_T and why front shield conversion is on your eradicators? enlighten me great 1
1) 1 HVD + 3 railguns is plenty of kinetic pressure esp once Accelerated Ammo Feed turns on. 1 mauler is not enough anti armor/damage - you need something to actually hurt the other ship once the kinetics do their work. Conquests add a lot of pressure and PD support that eradicators don't with large missiles/ballistic slots. Plus, there's not enough officers to go around with 4 extra eradicators. But fleet composition is more of a player choice. 2) Solar is required for any fleet vs redacted. It's cheap, it reduces energy dmg by 20% and redacted uses mostly energy weapons. I choose to tune eradicator (or any low tech) for armor tanking vs shield tanking. Low tech shields are only 1.0 efficiency to start with and then pair that with weak flux stats it's never going to compare to midline/high tech. I think spending OP on trying to save low tech shields just to make them less subpar is a trap. Polarized armor could be changed to something else tho. 3) Just player choice. Personally never tried, but I don't use conquests just for large missiles so it's not a 1:1 replacement for my taste. 4) Champions are pretty strong as well but at 25 DP it's just not as strong as eradicators which are overtuned for 20 DP in the current patch. I've never been able to make Eagles work, but SO eagles are great. 5) I'd say 90% of ships don't have enough PD to take down squalls with ECCM. Squall is pretty strong this patch and it's getting a slight nerf next patch. dum) ballistic rangefinder can be gotten with elite ballistics mastery or just found through exploring. I use front shield conversion because I play with mouse so it's just easier and more importantly it saves on flux dissipation. thanks for the questions!
@@understated1908 thanks for the answers! Yeah u right. Even ordinance expertise with field manipulation and hardened shield wont save eradicator's awful flux dissipation. Even helmsmanship and auxiliary thrusters wont allow it put some space between enemies to vent safely. I never understood the appeal of conquests man... other capitals like onslaught or paragon just outshine it, even damn legion XIV. AI just cant pilot it! and i never fly ships myself(i suck at it and hate it)
i'm still the type to just use all capital ship fleets XD and when I take losses I just send them to the front again. I enjoy some of the meat grinder fights. Especially when I don't have to micro anything for things to turn out ok.
Hey @underwhelming what's your conquest build? I loved the eradicator build and I was like sweet, I hope no one realises this thing is amazing and posts a vid on youtube... and then I saw your vid :(. :P guess you have a new sub :). Please I want the full build, especially the large and medium balistic slots, mods and vent/caps
imgur.com/LS0qWVD I didn't really put too much thought into the conquest - it's hard to go wrong with one and they just kinda work. I have elite ballistic mastery on the officer but now that I think about it, it probably doesn't help with mjolnirs being an energy weapon. Also the ECM doesn't fit in a fleet that doesn't care about it. Feel free to use it as a baseline and optimize it for your own needs!
I wonder if this would work even better with a D-mod based fleet. Could deploy twice as many with the reduced deployment cost and set up a massive firing line.
That's mostly because I (tried) to keep them on my left and right flanks to chase down any ships trying to wrap around the battle line. So they were out of the way for most of the battle. Their loadout is pretty flexible, you can mix and match with heavy mgs, light mgs and assault chain guns. I give them reckless officers with shield modulation and outfit the ships with heavy armor, hardened shields and solar shielding. For my fleet specifically I gave the officers elite gunnery implants for ECM bonus, but that's more for what this fleet is trying to accomplish than for the brawler itself.
So, I don't think ballistic range finder hull mod is doing anything for you? Cause if I am reading the description right it only increases your small, non-PD ballistic weapons since you don't have a large ballistic weapon on the eradicators. Am I right in how I am reading that hull mod? Cause if so, anyone have an actual use for it when there are no large ballistic weapons?
good question. yes, smalls only increase 100 but IMO it is still worth it as it pushes railguns to 800 base range which translates to 1320 after all bonuses. This means the "sweet spot" to push the 'F'un button is closer in range to HVDs and Maulers which start shooting from 1650. It also means the sweet spot is at a range where you can check enemies with just shield pressure before they can get close enough to bring dangerous weapons to bear, like autopulses or plasma cannons. Without ballistic range finder the railguns would only start firing at 1155, which moves the sweet spot too far.
Ahh! I definitely missed that there are rail guns in your build. I thought it was just vulcans which is why I was confused. But also, I didn't really realize the significance of the base range buff of ballistic range finder until you explained that, so thanks for the explanation!
How did you get enough story points for this whole fleet? I counted 39 in total. Do you use this fleet for everything, or just against remnants? If it's only used against remnants it would be an insane amount of resources used for only one purpose. Really nice build btw, perfectly demonstrates how awesome ballistic weapons are.
I saw your bounty hunting video right after I made this comment, so I guess that answers my second question. After watching it I also wondered if it would work well against a Hegemony fleet, since they typically use more heavily armored ships.
@@schz2589 general rule of thumb is if your fleet can take on redacted then core world fleets have no chance. except maybe tritach. edit: one or two of the bounties in the other video is hegemony.
hey im using very similar build (2HVD, 1Mauler, same hull mod) but my eradicator getting nowhere near the range your getting? Also, what's the build for your conquest and character?
The build is in the first minute of the video. I don't have the details for conquest off top of my head sorry, but it should be in the replies from other commenters
Definitely. Eradicator has poor shields and only its armor to count on to survive being focused by a radiant. The AI likes to wait till its flux is nearly full before armor tanking which means polarized armor is perfect. You can see the AI do this in the second radiant fight at around 8:40.