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Valiant Pudding posted:How does the Fault Detector work when mining? I've been using it to shoot asteroids with autolock on in the red spots after pulsing, but i've never gotten more resources than the ones listed in the asteroid when I scanned them? Without shooting the weak spots, I got about one ress unit per asteroid. With it I get about 3. I guess your scanner takes that into account? Strangely, when I equipped the Fault Detector the first time, I didn't get the red marks and asteroids still gave only 1 ress. Later (docking/quiting &reloading) it started working. Otherwise very fun game
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# ? Oct 22, 2015 09:15 |
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# ? May 30, 2024 13:12 |
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I've only just started playing this so I'm not that far in. Silly questions. Is there any better way to see commodities prices across the galaxy than watching it automatically cycle between the In Stock and Out Of Stock when moused over on the stellar map? Is there a way to get trader data for places you are not currently at, or is it all "Last time you came here, these were the prices" listings? Usually I'm as law abiding as doesn't get me kill on sight because that's a hassle and pirating tends to be more "Well, you CAN I guess" in these sort of games. On the off chance I decide to go mad with power if I play this long enough to get a big ship it would be nice to pick out the one that has actual stations or practical value beyond "They are criminals and they like you too much to shoot at random". How exactly do smuggler holds work, do they give you a set amount of scan proof space on top of your normal capacity? Or do they switch you to a very tiny cargo hold? In either case, do larger ships get access to larger smuggler holds?
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# ? Oct 22, 2015 09:20 |
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What's the exclamation mark over stations on the map indicate? Is it just that there's some newsworthy special effect on them?
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# ? Oct 22, 2015 10:19 |
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Reminder that they achieved the mocap and lipsynch for the NPCs with a loving Kinect. It looks really drat good for such a small project and cost gently caress all. A certain other dev should take som notes. Also, pretty drat cool game. I'll probably buy it again on PS4 just for chilling on the couch.
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# ? Oct 22, 2015 10:20 |
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A Wizard of Goatse posted:what does this game have to offer other than the less good half of a really good minigame Unlike the other space sims you mentioned, the focus of Rebel Galaxy is on the ship to ship combat and clearing out the galaxy map of its point of interests, whether that's responding to distress calls, finding cargo to collect, or participating in small to huge capitol ship battles. All the econ and mining bloat has been effectively streamlined or cut out entirely. You can build up your trading rep and do a lot of merchant guild missions for cash, or you could very easily blow up some pirates for credits. You can spend a lot of time finding the best rates for all your commodities, or you can just sell them all at the nearest spaceport and be off exploring again. What I like about RG is that it's not overly ambitious, you have a very simple interface and menus and can just take off from there. Other space sims I feel like you need to read a novel about for all the janky idiosyncrasies, this game starts you off with the basics and within an hour you're off battling dudes and negotiating with frogmen instead of flipping through menus at a space port, deciding if you should buy the Temporal Emitters or the Phase Disruptor for your cargo hold. That's the appeal of it to me.
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# ? Oct 22, 2015 11:41 |
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Ciaphas posted:Is there a way to stop my ship from randomly slowing down during warp? Thought at first it was distance to nearby stellar objects but that doesn't seem to be it Alchenar posted:What's the exclamation mark over stations on the map indicate? Is it just that there's some newsworthy special effect on them?
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# ? Oct 22, 2015 12:13 |
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I'm still annoyed that Sunless Sea wasn't more like this game.Gamesguy posted:The cheap frigate(scarab?) With 7 turrets but only 3 broadsides is incredibly good. Load up with a mix of pulses, particle lasers, and one ion cannon and you won't even need to use the broadsides, the turrets auto target and murder everything. Soup du Journey fucked around with this message at 12:42 on Oct 22, 2015 |
# ? Oct 22, 2015 12:40 |
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I just ran into my first seiged station. Never try to blockade run through with a ship much smaller than their mines
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# ? Oct 22, 2015 12:44 |
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Between this and the amazing Starsector I have my EV:Nova itch scratched.
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# ? Oct 22, 2015 13:31 |
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Section Z posted:I've only just started playing this so I'm not that far in. Silly questions. So far I've only seen Red Cartel stations, and thinking about it, I think those are the only faction I've seen offering missions at outsider stations. Thinking about it more, most law abiding stations are citizen affiliated, I wonder if there are enough Red Cartel missions against militia to grind to get neutral while keeping visitor privileges at civilian stations. Who the hell sells smuggler holds. The way equipment shops work in this game are really cool and good at making you want to find what counts as different types to visit. Doctor Schnabel posted:I'm still annoyed that Sunless Sea wasn't more like this game. Daily reminder for everyone that ships and ship equipment buy and sell for 1:1 so you can experiment without losing net worth. zedprime fucked around with this message at 13:48 on Oct 22, 2015 |
# ? Oct 22, 2015 13:32 |
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zedprime posted:Daily reminder for everyone that ships and ship equipment buy and sell for 1:1 so you can experiment without losing net worth. this changes everything...
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# ? Oct 22, 2015 13:57 |
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Doctor Schnabel posted:Is it incredibly good in the first system, or the second as well? I've been wondering about that ship, but the thought of having to pay for seven individual turret upgrades was just way too spooky for me. You'll need ships with the bigger broadsides to punch through larger targets, but the 7 turret one with a good loadout will last you a while. I like the mercenary guild ships the most. They're decently heavy but faster than other hulls of the same size.
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# ? Oct 22, 2015 15:10 |
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Chiming in that this game owns and it's $18. I finally bought an Arcturus yesterday and got it decently outfitted. Now I think I have to advance the story because I can't find any more missions above high threat in any of the sectors.
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# ? Oct 22, 2015 15:32 |
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Only played for an hour so far but drat this is a fun game. I can't help but imagine my character piloting his ship with one arm leaning out the window with the soundtrack blaring as he cruises around or blows up ships. Obligatory music: https://www.youtube.com/watch?v=l6eSksEp27U
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# ? Oct 22, 2015 15:39 |
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Is there any way to jettison cargo? I 'accidentally' picked up some illegal space slaves from a kill but can't find any stations that will buy them, and I don't fancy any more contraband fines from the militia.
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# ? Oct 22, 2015 15:46 |
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Bad Parenting posted:Is there any way to jettison cargo? I 'accidentally' picked up some illegal space slaves from a kill but can't find any stations that will buy them, and I don't fancy any more contraband fines from the militia. "Sorry guys, slaves are illegal so I'm firing yall out the airlock."
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# ? Oct 22, 2015 15:54 |
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Bad Parenting posted:Is there any way to jettison cargo? I 'accidentally' picked up some illegal space slaves from a kill but can't find any stations that will buy them, and I don't fancy any more contraband fines from the militia. Pretty sure esc key -> scroll the menus at the top to cargo gives you that option.
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# ? Oct 22, 2015 15:55 |
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Is it possible to turn off the lens flare?
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# ? Oct 22, 2015 16:05 |
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Wrr posted:Does anyone know the difference between Ambient music and Idle music? Haven't been able to find anything on it with google. Think of ambient music as mood lighting for your ears. edit: Music -> https://www.youtube.com/watch?v=fjEMB4eK1Qs Incombibulator fucked around with this message at 16:08 on Oct 22, 2015 |
# ? Oct 22, 2015 16:05 |
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Sheep posted:Is it possible to turn off the lens flare? It's literally an option in the launcher.
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# ? Oct 22, 2015 16:15 |
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10 hours into the game it's entirely possible to own the cheapest dreadnought. Mercenary Guild missions have ridiculously ludicrous payouts.
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# ? Oct 22, 2015 16:41 |
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Binged like ~5 more hours last night, only complaint I really have is that it can be sorta hard to tell what shape your shields and hull plating are in. Yea if your shields are down then the segment vanishes entirely, but while you're taking fire it just seems like "They're totally good until they aren't. Hull plating seems to shade from full white to grey as it gets damaged, but any time you're actively taking fire both shields and hull just flash red on that quadrant so you can't even tell what shape it's in. They need an option to just show number values on top of each quadrant, or do like the old Starfleet battles style layers + color coding, etc.
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# ? Oct 22, 2015 16:45 |
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I am enjoying the game so far (partially through the second system storywise), but I have some questions for anyone who has beaten the game or is very far in: 1) Does the combat gameplay ever change besides "warp to the location, fight waves of enemies made up of a few big craft and lots of smaller craft, loot"? 2) Do the later ships play differently from each other or are all of them variations on "lots of turrets with a few broadsides" and "lots of broadsides with a few turrets"?
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# ? Oct 22, 2015 17:01 |
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Stevefin posted:I just ran into my first seiged station. Never try to blockade run through with a ship much smaller than their mines Is that what those loving mines are? Like a third of the places I got to in the starting system are surrounded by them, and I just thought I was hostile with whatever faction owned the station. Pretty fun game so far, but I think controlling the camera in combat is a pain. I keep getting it stuck behind my ship so I can't actually see if my missiles or broadsides are pointing at large ships, or I get it somewhere I can't track the faster fighters when I'm in turret mode. That'll probably go away as I play though. I've only done a few story missions and handful of side missions.
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# ? Oct 22, 2015 17:06 |
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Deadmeat5150 posted:10 hours into the game it's entirely possible to own the cheapest dreadnought. Mercenary Guild missions have ridiculously ludicrous payouts.
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# ? Oct 22, 2015 17:11 |
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Sheep posted:Is it possible to turn off the lens flare?
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# ? Oct 22, 2015 17:23 |
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Edit: nevermind, wrong station.
BabelFish fucked around with this message at 17:51 on Oct 22, 2015 |
# ? Oct 22, 2015 17:48 |
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Gwaihir posted:Binged like ~5 more hours last night, only complaint I really have is that it can be sorta hard to tell what shape your shields and hull plating are in. Yea if your shields are down then the segment vanishes entirely, but while you're taking fire it just seems like "They're totally good until they aren't. Hull plating seems to shade from full white to grey as it gets damaged, but any time you're actively taking fire both shields and hull just flash red on that quadrant so you can't even tell what shape it's in. The shield sections do fade out as they get depleted, it shows the fade on both the blue and red colors. I kinda agree that the fade is not as obvious as it could be -- with that segmented display why not have it shrink to the center as it gets damaged? -- but it's definitely there. What you're experiencing is that the starter shields suck and the mk1 shields are only ok, plus there are a decent number of weapons that can take them down so fast that you won't notice the in-between states. A missile barrage from a big ship or whatever missile that the bombers use will one-shot your shields. Gunships can also be nasty if they line up on you (they seem to have three or four turrets worth of guns). Your main "shield" is the deflector. It's not an emergency thing to save until you're taking armor damage, you need to be cycling it to absorb big hits. After that the shields should be able to keep up reasonably well between regen and switching quadrants.
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# ? Oct 22, 2015 18:11 |
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^^^^^^^^^^^^^^^^ Deflector Absorbers are goddamn amazing. Nothing like having paper thin shields after after a huge assault and letting badguy torpedoes refill them for you. RuckusRouser posted:I am enjoying the game so far (partially through the second system storywise), but I have some questions for anyone who has beaten the game or is very far in: 1) Not really so far, I keep hoping I'll somehow get fighters of my own or can hire more than one mercenary. 2) there's also "Lots of everything". Bigger ships are not necessarily better I have found. My Dreadnought takes takes a crapton more hits than my speedy frigate ever did. Sure I can dish out the firepower but if I'm indiscriminate with my broadside I end of killing allies. I also need to have a variety of turrets with a handful dedicated to anti-fighter. Lasers are good for one real thing, peeling turrets off big ships. A combo of mining and particle lasers can strip a fellow dread or a station of turrets real quick. Flak as a secondary is also great. Torpedoes will wreck your world very quick. Although you can get Ramming Deflectors. And getting rammed by a Dread serious fucks up smaller ships. Deadmeat5150 fucked around with this message at 18:19 on Oct 22, 2015 |
# ? Oct 22, 2015 18:17 |
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Any sense on whether flak turrets can stop missiles/torpedoes the way the flak secondary can? Or whether EMP flak does so also? Not sure if it's just using the small ships, but so far turrets > broadsides. Mostly using Neutron. Likewise, can't see a reason (except cost) not to go with beam weapons for most turrets. The increased damage seems to make them almost as good at stripping shields, and much better once you're down to hull.
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# ? Oct 22, 2015 18:51 |
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sizuka2 posted:Likewise, can't see a reason (except cost) not to go with beam weapons for most turrets. The increased damage seems to make them almost as good at stripping shields, and much better once you're down to hull. I think the real benefit to beam turrets is their perfect accuracy. Pulse turrets seem to have a > 50% miss rate on fighters beyond a SM or so.
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# ? Oct 22, 2015 18:54 |
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Got this game last night. Started it up, left the space station, flew to a distress beacon, and got blown to pieces by some ship with a few fighters. I'm already a fan.
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# ? Oct 22, 2015 18:59 |
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Klyith posted:The shield sections do fade out as they get depleted, it shows the fade on both the blue and red colors. I kinda agree that the fade is not as obvious as it could be -- with that segmented display why not have it shrink to the center as it gets damaged? -- but it's definitely there. I just hit the second area last night and I have the mk. 2 shields with extra strength but longer charge time (I think they're around 1k? absorb) so they rarely actually go down before I turn about and present a fresh side to whatever I'm fighting. I think the constant "I'm taking fire!" flash is the worst culprit really. Torps can be loving ridiculous though, especially taking the missions that mention torpedo boats being around. If you don't do a lot of camera spinning on the way in it's easy to miss them and then suddenly your hull plating is red on one quadrant. Taping the shift key down to always be spewing flak helps with that though. Also totally agree with beam laser turrets being all around amazing. Battering down shields isn't too hard on large ships, and their huge DPS compensates for the terrible shield damage percent. Aside from that they're super great at murdering anything small thanks to the accuracy.
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# ? Oct 22, 2015 19:02 |
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Think the broadsides get better dps if you don't fully charge them - that seems to be charging accuracy, not damage. Assuming you don't miss, which if you're alongside a big ship, you won't. Agreed that flak is great vs. torpedoes. And the full refund on anything you buy means that it's actually not that hard to try different builds...
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# ? Oct 22, 2015 19:36 |
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sizuka2 posted:Think the broadsides get better dps if you don't fully charge them - that seems to be charging accuracy, not damage. Assuming you don't miss, which if you're alongside a big ship, you won't. This is the big trade-off with the laser broadsides I just picked up in the second system. On the one-hand, when they're fully aligned, they can actually hit and kill fighters, which is awesome, but if you don't let them charge up you can miss a loving capital ship that's within half a space meter (I LOVE space meters as a measure of distance, it's great). I'm loving the random alien technology loot you can pick up from destroyed ships' cargo containers. I haven't found one of the apparently awesome viridian beams yet, but last night I picked up a missile turret with a 14 space meter range and an infinite ammo supply. poo poo's loving crazy.
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# ? Oct 22, 2015 19:55 |
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^^^^^^^^ This is one thing I have YET to find. I've gotten a bunch of random systems/weapons, but nothing better than what I've got. And I've taken down several Pirate Lords already.Gwaihir posted:Also totally agree with beam laser turrets being all around amazing. Battering down shields isn't too hard on large ships, and their huge DPS compensates for the terrible shield damage percent. Aside from that they're super great at murdering anything small thanks to the accuracy. A mix of turrets seem to be best. The long reload times for lasers sucks against the larger ships later on in the game. Their shield recharge speed is ridiculous and the pecking away from the pulse turrets makes the recharge pause.
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# ? Oct 22, 2015 20:24 |
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Rocketpriest posted:This is the big trade-off with the laser broadsides I just picked up in the second system. On the one-hand, when they're fully aligned, they can actually hit and kill fighters, which is awesome, but if you don't let them charge up you can miss a loving capital ship that's within half a space meter (I LOVE space meters as a measure of distance, it's great). I'm in second system and have yet to find anything but trade loot from drops wth
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# ? Oct 22, 2015 20:28 |
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Deadmeat5150 posted:^^^^^^^^ This is one thing I have YET to find. I've gotten a bunch of random systems/weapons, but nothing better than what I've got. And I've taken down several Pirate Lords already. That makes sense. I have the hammerhead looking ship with 6 broadside ports and 4 turrets, and I'm using two mk2 pulses and two of the beam turrets. The range on the pulses is nice for poking away non stop and battering shields a bit before the beams get in range. I just bought the beam weapon broadside to try out compared to the sniper type, and it is really funny watching beams go lancing off at right angles when you fire without letting it lock/charge for more than half the time needed.
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# ? Oct 22, 2015 20:33 |
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FrancoFish posted:I'm in second system and have yet to find anything but trade loot from drops wth Weapons only come out of cargo crates, rare weapons come out of special crates.
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# ? Oct 22, 2015 20:44 |
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# ? May 30, 2024 13:12 |
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wiegieman posted:Weapons only come out of cargo crates, rare weapons come out of special crates. Man I have never even seen a special crate.
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# ? Oct 22, 2015 20:47 |