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SpaceBanditos
Aug 29, 2006

Did you hear maracas?
I got a sweet mission to deliver 7 (or was it 11..) alien artifacts to some stations, trick is I have to procure them. I've been able to find 2 so far by flying around to random stations/systems and ckecking into the "...is frequently imported from X Station" and backtracking from there. 90% of the time this ends up telling me that I need to go to a cartel station (they hate me, naturally).

Any tips on where to dig these up with any more regularity? I want my 1.5 mil credits :mad:

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Gegil
Jun 22, 2012

Smoke'em if you Got'em

Section Z posted:

"Well, I may as well try this Escort mission since it's got a voiced NPC asking me to do it"


:suicide: Yes, we get it. The sun is between you and where you want to go, you gently caress.

This should be worth way more than +20 Merc guild

That exact chain of events happened to me last night too. The station was in an asteroid field so the escort would get 5sm from the base get confused and turn around. I finally boosted into dock and exited right away. Magically that completed the mission

chami
Mar 28, 2011

Keep it classy, boys~
Fun Shoe

SpaceBanditos posted:

I got a sweet mission to deliver 7 (or was it 11..) alien artifacts to some stations, trick is I have to procure them. I've been able to find 2 so far by flying around to random stations/systems and ckecking into the "...is frequently imported from X Station" and backtracking from there. 90% of the time this ends up telling me that I need to go to a cartel station (they hate me, naturally).

Any tips on where to dig these up with any more regularity? I want my 1.5 mil credits :mad:

Maybe fly around and hope you find and Archaeological Find station event? That usually gives them a few alien artifacts to sell.

Mokinokaro
Sep 11, 2001

At the end of everything, hold onto anything



Fun Shoe
Is there a way to switch to only my mining beam? I seem to only be able to select all laser turrets as a group

MadJackMcJack
Jun 10, 2009

Section Z posted:

"Well, I may as well try this Escort mission since it's got a voiced NPC asking me to do it"

*can't slave for a full minute after first ambush because I don't want to pick up contraband*

Well... uh.

*Escorted ship flies directly at sun ejecting us from warp* :doh:

uuuuuh...

*literaly over 3 minutes pass with ship slowly zigzagging before it enters warp*

FINALLY! *exits warp immediatly because they tilted towards sun*

:suicide: Yes, we get it. The sun is between you and where you want to go, you gently caress.

This should be worth way more than +20 Merc guild rep.

EDIT: "Smooth sailing so far, keep your fingers crossed" t:mad:

I think the whole point of that escort mission was to warn you off any other escort mission. Because they suck.

HiroProtagonist
May 7, 2007

Insert name here posted:

Flak doesn't seem to touch mines which is actually really annoying

No, but broadsides do (or turrets, if you find that too awkward). I usually just ignore mines unless there's no other threats around. They don't do much but slow you down a bit and a mediocre amount of damage (to shields), unless your shields are down or something.

5er
Jun 1, 2000


MadJackMcJack posted:

I think the whole point of that escort mission was to warn you off any other escort mission. Because they suck.

My big warn-off was showing up at an objective, and seeing my escort detonate three seconds after exiting warp.

I at least got a few gold nuggets off one of the three capital ships that were there.

edit:

HiroProtagonist posted:

No, but broadsides do (or turrets, if you find that too awkward). I usually just ignore mines unless there's no other threats around. They don't do much but slow you down a bit and a mediocre amount of damage (to shields), unless your shields are down or something.

Engines back online.
Engines impaired!
Engines impaired!
Enginse impaired!
Engines back online.
Engines impaired!

Etc... that is dogfighting through a minefield for you.

5er fucked around with this message at 15:29 on Oct 26, 2015

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

5er posted:

Engines back online.
Engines impaired!
Engines impaired!
Enginse impaired!
Engines back online.
Engines impaired!

Etc... that is dogfighting through a minefield for you.

That's dogfighting at basically any point in the higher level systems. It makes blockade running... fun. Sorta. Not really.

Never Not Ram.

grrarg
Feb 14, 2011

Don't lose your head over it.

Mokinokaro posted:

Is there a way to switch to only my mining beam? I seem to only be able to select all laser turrets as a group
Using a controller, you can switch to a specific type of turret with the d-pad. Up then left or right. Not sure how you do it with keyboard and mouse, but it should be possible.

Gwaihir
Dec 8, 2009
Hair Elf

grrarg posted:

Using a controller, you can switch to a specific type of turret with the d-pad. Up then left or right. Not sure how you do it with keyboard and mouse, but it should be possible.

You can do that with 1/2/3/4 in the default bindings, but it still groups mining lasers in with other beam lasers. It seems like the only options are missile turrets/projectile turrets/beam turrets.

One thing with mining lasers is that they have double range when shooting asteroids though, so you can sit just outside beam laser range, and only your mining beams will hit.

Vire
Nov 4, 2005

Like a Bosh

Gwaihir posted:

You can do that with 1/2/3/4 in the default bindings, but it still groups mining lasers in with other beam lasers. It seems like the only options are missile turrets/projectile turrets/beam turrets.

One thing with mining lasers is that they have double range when shooting asteroids though, so you can sit just outside beam laser range, and only your mining beams will hit.

also depending on where you put your beam turrets on the ships I like putting them on the sides and the mining laser near the nose and just pointing my ship towards the asteroid and typically the other ones won't fire that way. This works fine too because when you are actually fighting you will want to be doing broadside combat anyway.

I have found though in general mining kinda sucks money wise because almost all of the things you find seem to be metallic ore which is really cheap but I could just be doing it wrong too.

Thor-Stryker
Nov 11, 2005
Mining may suck, but Mining Lasers are the Bees knees for killing smaller craft. Get into firing range and they'll pop most equally leveled craft in a single salvo.

This is on top of them being good at bringing shields down for broadside attacks.

Plus, it's always a treat when you find the finger shaped asteroids that always have a rare trade good in them.

HiroProtagonist
May 7, 2007

Beer4TheBeerGod posted:

That's dogfighting at basically any point in the higher level systems. It makes blockade running... fun. Sorta. Not really.

Never Not Ram.

wait, i never thought about this, but does abusing the deflector while running full speed through a minefield prevent engines from getting impaired from mines, as well as the damage?

zedprime
Jun 9, 2007

yospos
Mining lasers are pretty great bang for your buck when you are flying a a frigate or smaller and your strategy is to park in destroyer and dreadnaught tailpipes. It was a little sad to trade them in for ions to better support the standoff combat that flying a destroyer or dreadnaught prefers.

e. I can't remember ever getting engines impaired from a mine, is it a shield down sort of thing or is some combination of the game or my memory busted?

Gwaihir
Dec 8, 2009
Hair Elf

zedprime posted:

Mining lasers are pretty great bang for your buck when you are flying a a frigate or smaller and your strategy is to park in destroyer and dreadnaught tailpipes. It was a little sad to trade them in for ions to better support the standoff combat that flying a destroyer or dreadnaught prefers.

e. I can't remember ever getting engines impaired from a mine, is it a shield down sort of thing or is some combination of the game or my memory busted?

Lots of times stations that are blockaded or under siege have huge minefields around them that impair your engines but do no damage. From what I could tell the deflector didn't stop the engine impaired effect, either.

Space Skeleton
Sep 28, 2004

I scavenged two amazing green alien lasers from debris fields. Combined with pulse turrets they just wreck stuff.

chami
Mar 28, 2011

Keep it classy, boys~
Fun Shoe

Wee Tinkle Wand posted:

I scavenged two amazing green alien lasers from debris fields. Combined with pulse turrets they just wreck stuff.

Those are super-great because of the lack of shield penalty and longer firing time. Too bad they're kind of hard to find - you need to farm Korian capital ships or pirate lords.

homerlaw
Sep 21, 2008

Plants are the best ergo Sylvari=Best
Has anyone put together a list of flyable ships, I've been looking around and there really isn't one elsewhere.

Largepotato
Jan 18, 2007

Spurd.

homerlaw posted:

Has anyone put together a list of flyable ships, I've been looking around and there really isn't one elsewhere.

An imgur album of them was posted earlier in the thread.

grrarg
Feb 14, 2011

Don't lose your head over it.

homerlaw posted:

Has anyone put together a list of flyable ships, I've been looking around and there really isn't one elsewhere.
Aforementioned imgur gallery. It does not show cost or faction affiliation.

Space Skeleton
Sep 28, 2004

I have not tried every single ship but the Minotaur seems pretty amazing to me. Once everything is up to Mk6 I think it could take on pretty much anything singlehanded. Just the right amount of guns, speed, turning, etc.. Trying to get good viridian lasers for those 4 front hardpoints sucks though so I am using mining lasers.

T1g4h
Aug 6, 2008

I AM THE SCALES OF JUSTICE, CONDUCTOR OF THE CHOIR OF DEATH!

I forget who suggested the Sturville earlier in the thread, but holy poo poo I switched to it after hating the Arcturus and it's the most amazingly fun little ship. I've got Mk5 Armor and Shields on mine, plus a mix of Mk4 and Mk5 weapons and components and the largest Merchant Guild cargo extender and it makes a fantastic little blockade runner. I've pretty much started ignoring all the ambushes and sieges in favor of just zipping through everything to deliver my cargo before blasting out again with Null Grav Boosters.

Lacermonia
May 15, 2002

Has anyone bought the component that turns explosions into shield regen? Is it actually as good as it sounds?

sizuka2
Mar 19, 2012
Lurking. Always lurking.
Yes, but remember it's a deflector augment. Didn't pulse your deflectors when those torpedoes hit? No benefit.

Tanith
Jul 17, 2005


Alpha, Beta, Gamma cores
Use them, lose them, salvage more
Kick off the next AI war
In the Persean Sector
Oh god the beam broadsides are amazing with the merc guild upgrades. :getin:

5er
Jun 1, 2000


sizuka2 posted:

Yes, but remember it's a deflector augment. Didn't pulse your deflectors when those torpedoes hit? No benefit.

But on the other hand if you save your deflectors for when missiles are about to hit, it just might be the thing for you.

Klyith
Aug 3, 2007

GBS Pledge Week
A good post from reddit:

quote:

I spent an hour with a stop watch yesterday. Didn't get through all the ships, but here's what I've discovered.

Each ship has a base speed, and the engines are added on top of that base speed. You can find that base speed by just pulling the engine and flying like that, and measuring how long it takes to go a certain distance. The games distance units, SM, corresponds exactly with a km.

In no particular order, here are the ships base speeds, and their turning speed in deg/s. Note: all values are approximations.

Hammerhead: 90 m/s, 45 deg/s
Icarus: 90 m/s, 45 deg/s
Mastadon: 75 m/s, 45 deg/s
Barracuda(fastest ship): 125 m/s, 60 deg/s
Tennhausen: 60 m/s, 40 deg/s
Dravius: 40 m/s, 40 deg/s
Scarab: 45 m/s, 48 deg/s
Vanguard: 40 m/s, 34 deg/s
Manticore: 15 m/s, 34 deg/s
Mckinley: 5 m/s, 24 deg/s
Radovich: 70 m/s, 34 deg/s
I stopped there, since it was tedious, and I had figured out the basics of performance.

Now. Thats the ships base speed, which is additive with the engine. I.e the Barracuda with the 220 m/s engine can go 125+220 = 345 m/s, while the McKinley with the same engine can go 5+220 = 225 m/s

The cruise drive, that 'accelerating to sublight' business where your speed bar turns gold, adds 1000% to your total speed. So the Barracuda would be traveling at 345+3450 = 3795 m/s, while the McKinley would be traveling at 225+2250 = 2475 m/s

Warp, I believe, does the same thing, but I didn't bother figuring out the multiplier. If you strip the engine off the McKinley or something similarly slow, you warp hilariously slow.

A note on turning speed: Turning at faster engine bells is slower.

At full stop, and 1/4 power, you turn at 100% speed. At 1/2 power, it takes 20% longer to turn. At 3/4 power, it takes 50% longer to turn, and at full power, it takes twice as long to turn. This is irrespective of the speed you are actually traveling, so you can turn the throttles down and turn, then throttle back up.

So:
Speed is mostly about your engine mods, especially as you move up to larger ships and high mk# equipment.
Warp speed is based on normal speed.
Hull HP is ship only.
Shields & armor are only about your equipment upgrades? (Maybe? If you remove your shield equipment you don't have any shields, and no armor gives you an armor bar that lasts for 1 hit. But possibly there are multipliers scaled to your ship size? It would be difficult to objectively test this.)
Broadsides get range bonuses from large ships.

5er
Jun 1, 2000


It may not be MarioKart, but hitting the brake for sharper turns works as intuitively as expected.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
I'm close to a Sturvile up from my Tennhousen and I'm really hoping the turret placements for the I can't see on the shipyard are not bullshit or something.

The Tennhousen is so loving good for a starter zone ship. The Sturvile looks sweet but you are also basically paying over twice as much for +1 turret and a speed upgrade compared to the Tennhousen.

Also, continuing to say "gently caress yeah, dumbfires" Taking down a Dread isn't a ballbusting slog, and I'm using MK3 weapons in a zone with MK4 parts (well okay, I got MK4 broadsides).

EDIT: :sigh: "A merc mission with +30 rep? cool!" *lowers Merc rank from -10 and -15 rep penalties because the enemeis are Merc ships and they keep chasing and spamming him with engine killers so he can't leave till he kills them*

Raising merc rank is loving hard because when it's not listing nothing but "easy" missions vs 19 thousand fighters thatn instantly kill me, or 1 jump "low" risk missions to Extreme rated systems, it's making me take a net loss or piss off the militia back to neutral status.

During the mission, and some ambushes it threw at me, I think it wasn't causing me any rep penalties from enemy mercs. But once the mission ended oh there goes all my rep gains and then some if I want to actually loving leave alive after doing the smart thing and beelining to my kill target the mission says those mercs were there to beat me to, so I gotta murder all the engine kill spammers if I want to leave.

Bonus: Today It seems to keep sucking up biowaste no matter how hard I try not to into my cargo hold ugh.

Section Z fucked around with this message at 00:21 on Oct 27, 2015

u fink u hard Percy
Sep 14, 2007

This game sure is pretty pew pew.







Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

zedprime posted:

e. I can't remember ever getting engines impaired from a mine, is it a shield down sort of thing or is some combination of the game or my memory busted?
There are different kinds of mines, one of which is an EMP mine that doesn't do any damage but is really annoying because it impairs your engines, usually while you're trying to leave a station after a fight is done. :argh:

Rabidredneck
Oct 30, 2010

Not pleasant when angered.
I'm not too far into the story (at the point where I have to find some Hexxite for a sensor boost) and a LOT of guild missions are drat frustrating. I'm in a Destroyer with full Mk 4 gear and even low rated delivery missions are drat near impossible. I'm on one with a 250k payout, almost made it to the target station when I'm dropped out of warp by fighters constantly launching engine impairing missles and several capital ships pounding away at me. I've got some mk 4 null-grav boosters and cannot get away from them, i've been killed three out of three attempts so far.

I've got neutron beam broadsides, homing missles, 4 pulse turrets, two mining beams and two ion turrets. I could switch from homing missles to flak to maybe deal with missles and fighters, but I don't know. Maybe replace some pulse turrets with flak? I have a merc guild turret accellerator also.

Dootman
Jun 15, 2000

fishbulb
The Merchant's Guild has a component that reduces the effect of engine impairment by 50%. It makes a huge difference when you are running a blockade. As far as dealing with fighters, I use the EMP Flak secondary which disables fighters and then a bunch of mining laser turrets to finish them off.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Rabidredneck posted:

I'm not too far into the story (at the point where I have to find some Hexxite for a sensor boost) and a LOT of guild missions are drat frustrating. I'm in a Destroyer with full Mk 4 gear and even low rated delivery missions are drat near impossible. I'm on one with a 250k payout, almost made it to the target station when I'm dropped out of warp by fighters constantly launching engine impairing missles and several capital ships pounding away at me. I've got some mk 4 null-grav boosters and cannot get away from them, i've been killed three out of three attempts so far.

I've got neutron beam broadsides, homing missles, 4 pulse turrets, two mining beams and two ion turrets. I could switch from homing missles to flak to maybe deal with missles and fighters, but I don't know. Maybe replace some pulse turrets with flak? I have a merc guild turret accellerator also.

I feel you there. I'm on that exact story mission. It's easier to kill a dreadnaught with my MK3 weapons (and MK4 defenses, I took a side trip to another sector to buy those) than it is to put up with disable spams.

I figure later in the game it's not as bad when more systems are on par with your setup, but right now it's super frustrating that so many missions are now "One jump to an EXTREME RISK sector. Risk Low we swear honest."

As for my own ship, I'm doing well on the actual combat end with a Tennhousen (Frigate from the Starting sector. 6 broadside, 4 turret), Pulse cannon broadside. Two Mk3 Particle beams (I have one set to 'aim at my target', not the locks only), a MK3 Scatter (pulse is great but it keeps barely missing smaller fighters), and a MK3 ion. Even when I'm taking missions in the MK4 gear sector.

Dumbfire secondaries have made a huge HUGE difference when the game decides "Your low risk mission inside this sector means please kill this dreadnaught before it reaches your protection target". Or just loving up destroyers extra fast.

I also try to land broadsides when I can on gunships, it helps. Mercenary gunships are beefy as hell on that note. So unless it's literally swarming you with a pile of light fighters I'd figure making a note to focus fighters to death when you can helps better than slapping on a flak turret and hoping for the best.... Then again, you have more turret mounts than I do.

EDIT: Oh, right. Have you hired any mercs? Early on they felt basically like paid for distractions. But once I picked up that $30k grey haired lady, she is able to actually kill fighters and even put notable dents into corvettes all by herself. It won't clear things out fast enough to save you if you are getting ripped up, but it does help in the long run.

Section Z fucked around with this message at 00:50 on Oct 27, 2015

Gwaihir
Dec 8, 2009
Hair Elf

Rabidredneck posted:

I'm not too far into the story (at the point where I have to find some Hexxite for a sensor boost) and a LOT of guild missions are drat frustrating. I'm in a Destroyer with full Mk 4 gear and even low rated delivery missions are drat near impossible. I'm on one with a 250k payout, almost made it to the target station when I'm dropped out of warp by fighters constantly launching engine impairing missles and several capital ships pounding away at me. I've got some mk 4 null-grav boosters and cannot get away from them, i've been killed three out of three attempts so far.

I've got neutron beam broadsides, homing missles, 4 pulse turrets, two mining beams and two ion turrets. I could switch from homing missles to flak to maybe deal with missles and fighters, but I don't know. Maybe replace some pulse turrets with flak? I have a merc guild turret accellerator also.

I just stuck with neutron beams, flak secondary, pulse turrets and particle laser turrets (Weighted more towards the particle lasers). Boosting away from the clump of enemy ships and using your broadsides to pick off fighters one by one works well, while the Flak keeps any enemy missiles from getting through. You have to do a good bit of turning to make sure the missiles get hit by the flak though.

Iridium
Apr 4, 2002

Wretched Harp
Earlier, after a particularly hairy pair of mission fights, I was having trouble with finding whatever triggered the mission complete on one. So I hit escape, and automatically went to hit 3 a few times to get to the mission log.

But my finger was on E, just below it. And what happens when you hit E 3 times? You exit to title. And because the save system only grabs you when you dock, i had 20 minutes and two missions to grind through again.




I want to like this game but poo poo like that just keeps pissing me off.

Lacermonia
May 15, 2002

Iridium posted:

Earlier, after a particularly hairy pair of mission fights, I was having trouble with finding whatever triggered the mission complete on one. So I hit escape, and automatically went to hit 3 a few times to get to the mission log.

But my finger was on E, just below it. And what happens when you hit E 3 times? You exit to title. And because the save system only grabs you when you dock, i had 20 minutes and two missions to grind through again.




I want to like this game but poo poo like that just keeps pissing me off.

User error pisses you off?

Sir DonkeyPunch
Mar 23, 2007

I didn't hear no bell

SNOT CORN posted:

User error pisses you off?

https://www.youtube.com/watch?v=OqjF7HKSaaI

zedprime
Jun 9, 2007

yospos

Rabidredneck posted:

I'm not too far into the story (at the point where I have to find some Hexxite for a sensor boost) and a LOT of guild missions are drat frustrating. I'm in a Destroyer with full Mk 4 gear and even low rated delivery missions are drat near impossible. I'm on one with a 250k payout, almost made it to the target station when I'm dropped out of warp by fighters constantly launching engine impairing missles and several capital ships pounding away at me. I've got some mk 4 null-grav boosters and cannot get away from them, i've been killed three out of three attempts so far.

I've got neutron beam broadsides, homing missles, 4 pulse turrets, two mining beams and two ion turrets. I could switch from homing missles to flak to maybe deal with missles and fighters, but I don't know. Maybe replace some pulse turrets with flak? I have a merc guild turret accellerator also.
Merchants guild missions are all paydays for ships with a decent hold size, a fast speed, and a small hitbox. I never had trouble with blockades or warp knockouts with a Sturville, without even null-grav boosters that everybody seems to like for blockade running. But swapped it for a Minotaur and those missions became impossible. If you want to do merchant's guild missions, trade in for a corvette or frigate. That destroyer is made for killing things from the outskirts of battle, not surrounded and disabled in a ring of poo poo.

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Iridium
Apr 4, 2002

Wretched Harp

SNOT CORN posted:

User error pisses you off?

poorly thought out design leading to easy user error, you bet

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