Starbound

Starbound

[FFS] Feast of Fire and Smoke: Dungeons and Encounters
 This topic has been pinned, so it's probably important
Rylasasin  [developer] 11 Aug, 2020 @ 12:01pm
Starting Tips
It has come to my attention that some people have a bit of trouble starting out with this mod. Some have called for nerfing.

Unfortunately, I will not be nerfing anything. What I will do however, is try to help those by giving a few tips to survive.

  1. Don't get hit. This seems obvious, but it seems to me that a lot of people expect that their iron armor set will stand up to a pirate or cultist's gun. You should not just stand there and try to tank their shots. First off, let's bring attention to the fact that FFS Guns and monsters typically ignore armor rating (vanilla FFS decision. The mission enemies are like this too). And let's be real here: If you were stranded in a forest with nothing but a bow and/or a broken sword and you saw a pirate with a M4 and tried to just run at them, what do you think would happen?
    Thing is, this is true of both FFS enemies and vanilla enemies.

    Instead what you'll want to do is find some cover (or make some with the Matter Manipulator. Yes, you have that option) to duck behind, or otherwise move around to try to avoid their shots.

    You are not a tank, especially at this point of the game. Don't act like one.

    Update: MOST enemies no longer pierce armor with their shots. Most. high level ones like pirate snipers still do though. So watch out.

  2. Fight on your terms, not theirs. As mentioned above, don't stand out in the open like a doofus and expect to walk away alive. Don't give pirate snipers time to lock onto you and shoot. Find or make a 2 block area to duck behind. If the current combat area is not in your favor, retreat until you do find a more defensible spot. Fight them from very long ranges.

    You aren't a turret. Don't act like one.

  3. There is no shame in cowardice. Pick your fights carefully. If you are facing an enemy that is way too strong for you, run away. Pirate Troopers are going to be way too strong for you to fight at this stage unless you found an AT Weapon or a grenade. Go under him, go past him, and hide using your matter manipulator. If you encounter a camp in a sub-biome, you will most likely not be able to take them on. They won't come out until you approach, so go under it and bypass it. Get them later when you have some proper weapons.

    Remember: this is not Katana Zero. You do NOT need to fight every enemy you come across, especially in your early stage.

  4. Use hit-and-run strategies. If you do face a multitude of opponents or stronger opponents, best thing to do is to hit and run them. It may take a while, but you will beat them. This is especially useful against summoners. if you beam back to your ship, the summoners pets and their spawn will vanish. They will however call them in battle again the next time you fight them. This can be very useful to prevent yourself from being overrun by glass cannon demonic spiders. injure the summoner, beam away, some back, ping him some more, beam away again, repeat until you beat him.

    Hit and run tactics can also come in handy for higher health enemies, such as Templars or Pirate Troopers.

  5. Remember the tenants of successful warfare
  6. : While the following mainly applies to tank operators, it could also be applied to just about any situation, including this one.
    1. Don't be detected. If you are detected...
    2. Don't be within range. If you are range...
    3. Don't be shot at. If you are shot at...
    4. Don't be hit. If you are hit...
    5. Don't be killed.

  7. Know your enemies. Knowing what specific type of enemy you are facing you can formulate a strategy to take them down.
    • Cultist Assaulter/Pirate Soldier: Not much to say here. Get behind cover, dodge their shots, use the lulls in their shots to fire back.
    • Cultist Redshirts (AKA Grenadiers, or suiciders): Engage at range. Do NOT let them get close to you. Not only do they have bleeding swords, they explode, then drop three more grenades that also explode. you will not survive if one goes off right in front of you If they get too close for comfort, run away or beam away. Their health is a bit lower than their comrades, so single them out first.
    • Pirate Armored Troopers: Use a grenade or molotov if you have them. Otherwise, either avoid them or ping them from cover. Shotguns work well against them if they're close to you.
    • Cultist Paras: They have shotguns. Engage them from range, and stay in cover. If you're feeling brave and you have one, use your own to gain the upper hand on them.
    • Pirate Sniper: He takes a very long time to line up a shot. Use this to your advantage to duck behind cover or dodge the bullet. do not ever try to tank a sniper's shot! you will be oneshotted!. Kill his friends first, unless it's a trooper.
    • Pirate psycho: Honestly, they shouldn't give you too much trouble. They can only attack with melee, and they aren't even particularly good at it. Beat them down with melee or however you wish.
    • Cultist Tanker: These guys can be a pain. If all you have is a melee weapon or a bow, don't bother trying to break their shields. WIth the bow, you might get lucky if you carefully aim your shots so they land on his head instead of his shield. You might be better off hit-and-running. Shooting them when their shields are down, then running when they come after you with the shields up.
    • Cultist Summoner: can be tricky to deal with. Ironically, the spiders are not very good at climbing, so you can use that to your advantage. Not to mention the spiders are extremely weak, so you can easily melee your way through them. Also, the spiders and eyeballs will disappear once you beam out, but the summoner can resummon them if you use this trick. As far as the summoner themselves go, they're just the same as assaulters.
    • Cultist Templar: ...Run. Just run. Don't even try to fight them at such an early stage. Lose him and go around him.
      ... If you're feeling particularly tricky, you can use the fact that he can only attack in melee to your advantage to trap him with the matter manipulator, then ping him from a small hole on top or on the side of the trap.
    • Cultist Sniper: You'll only encounter them in one encounter, and it is NOT one you'll see early on. Just like the pirate sniper, they shoot you from afar, but unlike the pirate version, they don't take as long to shoot at you.
    • Cultist Rocketeer: They only appear on the back of Cultist Ships, and even then, very rarely. They have one job: to shoot your mech down with an RPG-7v. Beyond this however, they are functionally the same as a Redshirt.
    • Penguin: They are small, and they have small guns. However, outside of Hardcore, they are the only enemy (Besides miniknog snipers) that can crit/headshot.
    • Miniknog Assaulter/Shotgunner: Much like the Cultist Assaulter, but they have better armor and better weapons. Namely, energy weapons that shoot projectiles that bounce around. Try to avoid fighting them in close quarters with a lot of walls. If you're lucky, there will be some rebels (or something else) to get their attention before you arrive.
    • Miniknog Scientist: Squshy, but their laser pistol shots will likewise bounce off walls, plus they can call in bots to support them. These bots can be harvested for scrap to build your own ones.
    • Miniknog Sniper Ambush them. They have powerful Plasma-Gauss rifles that can not only pierce enemies (but not terrain), but also bounce. These weapons are also very powerful.
Last edited by Rylasasin; 27 Nov, 2020 @ 1:50am
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Showing 1-2 of 2 comments
Cheese 12 Aug, 2020 @ 12:12am 
No,the problem is that I don’t have a chance to cover up on a high-level planet. I died as soon as I landed.
Rylasasin  [developer] 27 Nov, 2020 @ 1:33am 
6.0 Has now removed the possibility of encounters appearing on starting worlds. I will keep this up however.
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