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Konig
Feb 24, 2012

This stink up's mega
bam-bam to the J-Stop

alphabettitouretti posted:

I'd really like hotkeys for different turret assignments. Sometimes I want to tell my guns to fire on the locked target but going into the menus and setting it is tedious. Be nice if you could just toggle it on or off with a key.

I would love the turret AI to be expanded, I wish that making turrets "Fighters Only" was instead a "Fighters First, Then Capitals" option, and vice-versa. Sort of like the whole game, it just needs a little more fleshing out to be amazing.

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mst4k
Apr 18, 2003

budlitemolaram

alphabettitouretti posted:

How does one go about joining or ranking up the merc guild? I'm out of the starter area but only seen the odd mission for increasing merc rep. Is it just luck of the draw?

I'd really like hotkeys for different turret assignments. Sometimes I want to tell my guns to fire on the locked target but going into the menus and setting it is tedious. Be nice if you could just toggle it on or off with a key.

I think you have to go to their station. It should have an icon on the map .. same with the merchants guild in the first sector.

Game is legit fun and with a bit more work could be really goddamn fun. I spent more time than I'll admit putting together my space soundtrack....

Also, gently caress escort missions in this and every other game for life. They're especially bad in this game though.

Keeshhound
Jan 14, 2010

Mad Duck Swagger

karma_coma posted:

Also, gently caress escort missions in this and every other game for life. They're especially bad in this game though.

Hey, at least in this game the escortee usually has the goddamned decency to get themselves vaporized as soon as you warp in so you don't have to do all the work only to have them die right next to the end station.

Daily Forecast
Dec 25, 2008

by R. Guyovich
If I hear "warp inhibited by stellar mass" one more goddamn time

doctorfrog
Mar 14, 2007

Great.

Still having fun with this game, but just this slight sadness that I was hoping it would be something I'd play for more than a couple weeks. Mid November I'll be about ready to retire. What is it about space games that they always feel like they should be something more.

Rookersh
Aug 19, 2010
So how do I add music to this. And how easy is it?

I want to add more tracks that fit whats already in game, so I'm hoping it doesn't overwrite whats already in.

Polyseme
Sep 6, 2009

GROUCH DIVISION

Rookersh posted:

So how do I add music to this. And how easy is it?

I want to add more tracks that fit whats already in game, so I'm hoping it doesn't overwrite whats already in.

Select Custom Music, then Set Custom Music Paths in the launcher. It can either play it instead of, or shuffled with the included tracks. Granted, I haven't tested this, but it's there and I assume it works as indicated.

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

Rookersh posted:

So how do I add music to this. And how easy is it?

I want to add more tracks that fit whats already in game, so I'm hoping it doesn't overwrite whats already in.


Polyseme posted:

Select Custom Music, then Set Custom Music Paths in the launcher. It can either play it instead of, or shuffled with the included tracks. Granted, I haven't tested this, but it's there and I assume it works as indicated.

It works exactly as intended. Although depending on how you set things up, it can get pretty funny. I set my battle music to read from a folder of random music I threw together ages ago. Last night while chasing down a Murath who didn't want to die Yakkity Sax came on and I laughed so hard the bastard got away.

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon
Just beat it. Running around in a murderdread made the end trivial. But I got 30 hours out of it so no complaints.

Thor-Stryker
Nov 11, 2005
I'm kinda sad there's no option for drop in-Co-Op. Even if it isn't a second capital ship, it would be a refreshing change to play a fighter-bomber escort for your friend.

The sequel neeeeeeeds internet.

RFC2324
Jun 7, 2012

http 418

Thor-Stryker posted:

I'm kinda sad there's no option for drop in-Co-Op. Even if it isn't a second capital ship, it would be a refreshing change to play a fighter-bomber escort for your friend.

The sequel neeeeeeeds internet.

I REALLY hope this sells well enough to fund a massive sequel.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Thor-Stryker posted:

I'm kinda sad there's no option for drop in-Co-Op. Even if it isn't a second capital ship, it would be a refreshing change to play a fighter-bomber escort for your friend.

The sequel neeeeeeeds internet.
Host flies ship, clients control turrets :getin:

Sextro
Aug 23, 2014

I somehow doubt we'll get a sequel. Double Damage went independent to get the chance to do everything that /isn't/ making sequels.

Xtanstic
Nov 23, 2007

Fuuuuck escort missions

Section Z
Oct 1, 2008

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

Pillbug
Vs Fighter turrets. A scatter turrert+Turret Extender so it can break 2m range has been working out surprisingly well as a Manticore tailgun set to fighters only.

I a tried a swarm missile turret. They were cool, but way too slow and inevitably run out of ammo with how many fighters show up now (on top of the ones that seemingly launch from bigger ships. Or when you kill a destroyer and a light frigate and some gunships pop out of the explosion).

I tried flak turrets, and they are just too slow acting. Most of the time miss gunships by a large margin. and the explosions happen too far to hurt them as well. As well as having a short range like scatter turrets.

A scatter turret meanwhile, is nonstop gunfire. So if I'm really lucky it sometimes pops missiles as bombers fire them too. So while nowhere near as strong on hit as dedicated "Anti fighter" turrets, it just keeps doing it's job forever and is good at sweeping up damaged fighters my better guns had already winged while I'm flying around.

Xtanstic posted:

Fuuuuck escort missions

Sounds about right. I only take defense missions if I'm feeling lucky with how often they suicide into torpedo barges or something.

Also, I finally headed off to a system that sells MK6 equipment even though I hadn't quite finished filling out my MK5 parts... For whatever reason, taking Normal or Hard missions there, spawns ships about twice as easy to kill with my MK5 guns than taking "Low" difficulty missions in earlier systems that only sell MK5, or MK4 tops :shepface: But that, along with more frequent 1 million credit jobs, meant I had a sudden fast inflow of cash by comparison to fighting a single dread for 7+ minutes for 500k.

I also haven't had anymore delivery missions spawning Dreads right on top of the station, like my last two "Low risk" delivery missions in the previous system did.

Now the only parts that are not MK6 yet on my Manticore are the engine stuff, Mines (took up the advice when I had some drop for free, they be sweet) pair of Particle beams, and single ion. (enemies love to just drop MK4, maybe mk5 tops, weaponry still... And Cried seeing an Electro bolt that was only mk3).

Sylphosaurus
Sep 6, 2007

doctorfrog posted:

Still having fun with this game, but just this slight sadness that I was hoping it would be something I'd play for more than a couple weeks. Mid November I'll be about ready to retire. What is it about space games that they always feel like they should be something more.
Well, I'm still waiting for a Privateer (or closest equivalent) that allows you to leave your ship and walk around Elder Scrolls style, complete with stats and equipment for your character.

mcjomar
Jun 11, 2012

Grimey Drawer

karma_coma posted:

I think you have to go to their station. It should have an icon on the map .. same with the merchants guild in the first sector.


This is correct.
Merchants guild costs 10k, mercs guild costs 30k.
Mercs are present in the second system (or should be).
Merchants should be present in the first.
Both pay ridiculous amounts for their missions, so you can make money hand over fist that way.

I got directed to this game by the Star Citizen thread. That thread still delivers, this is a great game, and is fun.
I'm debating the wisdom of the Arcturus (it looks pretty) but I think the consensus thus far has been "buy something else"?

mcjomar fucked around with this message at 12:18 on Oct 29, 2015

Section Z
Oct 1, 2008

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

Pillbug

mcjomar posted:

This is correct.
Merchants guild costs 10k, mercs guild costs 30k.
Mercs are present in the second system (or should be).
Merchants should be present in the first.
Both pay ridiculous amounts for their missions, so you can make money hand over fist that way.

I got directed to this game by the Star Citizen thread. That thread still delivers, this is a great game, and is fun.
I'm debating the wisdom of the Arcturus (it looks pretty) but I think the consensus thus has has been "buy something else"?

I skipped over the Arcturus for the Manticore, myself. Manticore costs 2 million more, and has less broadsides. But the Arcturus is Slow/Slow and a much bigger target on top.

The Manticore's handling of Slow/Average is still jarring after the Sturvile. But it's compact enough that all 8 of it's turrets can aim at a single gunship, or let you hang around the back of a dread while still being out of the line of fire of it's broadsides.

4 secondary slots and 5 Component slots are also surprisingly useful. More flak/mines/missiles per press, and you get to keep luxury components on top of your favorite combat bits.

Main downside of the Manticore is it only has 6 broadsides. But anything that has more than 6 broadsides (especially with 8+ turrets) is Destroyer or Dreadnaught sized.

Also, I skipped the Radovich when I realized it could only aim 5 turrets out of 8 at something when aiming your broadsides.

mcjomar
Jun 11, 2012

Grimey Drawer
I guess I'll just keep trucking in the tennhauser for now then.
Not a bad little ship, as they go - I'm still only marginally sure that flak secondary is useful though.
If I fly around in circles while holding down shift, and letting my pulse turrets (and new acquisition of a single mk3 viridian beam turret) shoot whatever they want, fighters and missiles seem to vanish. I guess it's working?

Klyith
Aug 3, 2007

GBS Pledge Week
You know what's an awesome ship in that gap between the big frigates and a Minotaur? The Damocles. It's a nice enough ship. It isn't a complete pig like the Arcturus. It's two million cheaper than the Manticore and it doesn't look like a heap of crap.

Pirate ships aren't the best ships in their class, but oh man they cannot be beat in the bang/buck department. I started a new game with the aim of being neutral with the cartel ASAP to get the hellion. That ship is fun on a bun, and outstanding value when you consider 5 broadsides & 4 center-line turrets with perfect visibility.


(I admit I'm biased against the Manticore, partly by the awful looks, but also because I really hate those turrets all set on top of the ship that's taller than most others in the game. Elevation issues become an issue if anything gets close, it's too all or nothing for my taste.)

mcjomar posted:

I guess I'll just keep trucking in the tennhauser for now then.
If you're still in the tennhausen, the easiest upgrade (combat-wise) is the sturville.

quote:

I'm still only marginally sure that flak secondary is useful though.
I think that flack is mostly good in the early game, when a swarm of bombers and gunships can really wreck your day. After a while your defenses out-tech the danger of fighters.

Flak also doesn't scale well with increasing number of secondaries -- 3 flack bursts per shot is a fairly pointless upgrade compared with 2.

HiroProtagonist
May 7, 2007
I'm in loving :swoon: with the Barracuda. I can take on much more powerful enemies with just how loving fast that thing can go (+10% engine speed from the AI, and the slow-burn boosters that I just mash on) and a Shieldbuster turret, which I set to target locked enemies only to keep from wasting ammo.

I just turn and burn through the entire battlespace, shooting off flak the whole time, while my 3 beams and 1 pulse turret handle all the light craft as I'm firing broadsides at the larger ones. I'm completely safe from missiles, since whichever ones can even catch me and make it past a spray of flak (generally only those fired from the front aspect) get soaked by my Field Grade Shields. If I'm misremembering the name, it's the high-cap ones with the slow recharge time. Slow recharge isn't a big deal since I never even get close to taking enough hits on a single facing to make it an issue. All I need to do is make another really fast turn and a fresh facing is taking hits instead.

This ship is straight up money, and I think i'm going to hold on to it for a while.

EVIL Gibson
Mar 23, 2001

Internet of Things is just someone else's computer that people can't help attaching cameras and door locks to!
:vapes:
Switchblade Switcharoo
I loving love they made it so you have reverse. That would have really helped me out last night jammed into the the wreck of that type of ship with the U-shape nose.

Rabidredneck
Oct 30, 2010

Not pleasant when angered.
Another patch, 1.06. Here's the changelist:

1) If you have throttle set to zero and pull back (brake) you will engage a slow reverse

2) Random escort missions now do a pre-check to cull out any flightpaths that lead through planets. (hooray!)

3) Fixed mouse hover crash in dx9 on tactical menu if hovering over the gold selected button

4) Mercs will now properly restore their tactics on load

5) Escortees in escort quests don't get engine impairment due to damage.

6) cargo that somehow gets positioned 'inside' your ship will still tractor properly

7) Bribes in high militia faction situations properly trigger the achievement

8) Additional save protections - additional checks for file locks, and an 'emergency' save dump if a file is locked as unreadable.

9) Escort failure distances are larger

WhiteHowler
Apr 3, 2001

I'M HUGE!

HiroProtagonist posted:

I'm in loving :swoon: with the Barracuda.

...

This ship is straight up money, and I think i'm going to hold on to it for a while.
The Barracuda is awesome, but try out the Sturville when you can. It's nearly as fast/maneuverable as the Barracuda, and it hits twice as hard.

Section Z
Oct 1, 2008

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

Pillbug

Klyith posted:

(I admit I'm biased against the Manticore, partly by the awful looks, but also because I really hate those turrets all set on top of the ship that's taller than most others in the game. Elevation issues become an issue if anything gets close, it's too all or nothing for my taste.)

If you're still in the tennhausen, the easiest upgrade (combat-wise) is the sturville.

I think that flack is mostly good in the early game, when a swarm of bombers and gunships can really wreck your day. After a while your defenses out-tech the danger of fighters.

Flak also doesn't scale well with increasing number of secondaries -- 3 flack bursts per shot is a fairly pointless upgrade compared with 2.
Stuvile is pretty amazing. I'd still be in it if I didn't want something with more firepower and durability than it had, once MK4 equipment zones rolled around.

As for the Manticore turrets, I was totally worried about all of them top mounted. But surprisingly it handles fighters and gunships pretty well unless they are literally underneath it (and at those angles, the fighters have issues shooting back) because anything properly to the sides gets all 8 turrets to the face. I have the rear center mount as a Scatter turret set to fighters, mostly so I always have something pew pewing at nearby fighters while I'm focused on other things.

But if you don't like it or it's style, can't blame you for avoiding it. I like it because it looks like the Sturvile's fat cousin, and I didn't want to leave "small" ship sizes even though it would have been cheaper and more practical to grab early Big Ships, like the Mckinley or Arcturus.

Also, don't be like me, Dumbfires aren't worth it. They might list more damage than mines, but the effort involved with them on top of their tiny ammo count compared to mines means they seriously under preform even if you are landing every single shot. Even if I have over a dozen mines floating unexploded after a fight, that's still plenty of mine ammo left. (Manticore having 4 secondary ports also means more mines per button press).

EDIT: I'm probably less beams heavy than most, which helps my sustained fighter swatting between deflectors. Beam turrets are loving sweet, but they have that charge up time and beam duration, which any used of the deflectors will gently caress up, so I've never had more than two.

Current turret setup is: 2 Particle beams. 4 Pulse turrets. 1 Ion (set to capitol). 1 Scatter (Set to fighter). I got a turret extender so the Scatter breaks 2M that gunships love to hover slightly past. It loving wrecks smaller ships and I use deflectors often enough that more beams would be less DPS.

I have one of the beams, and two of the particles set to "My target" (not locked) which helps skew my focus fire on what I'm looking at.

Section Z fucked around with this message at 22:54 on Oct 29, 2015

George Rouncewell
Jul 20, 2007

You think that's illegal? Heh, watch this.

HiroProtagonist posted:

I'm in loving :swoon: with the Barracuda. I can take on much more powerful enemies with just how loving fast that thing can go (+10% engine speed from the AI, and the slow-burn boosters that I just mash on) and a Shieldbuster turret, which I set to target locked enemies only to keep from wasting ammo.

I just turn and burn through the entire battlespace, shooting off flak the whole time, while my 3 beams and 1 pulse turret handle all the light craft as I'm firing broadsides at the larger ones. I'm completely safe from missiles, since whichever ones can even catch me and make it past a spray of flak (generally only those fired from the front aspect) get soaked by my Field Grade Shields. If I'm misremembering the name, it's the high-cap ones with the slow recharge time. Slow recharge isn't a big deal since I never even get close to taking enough hits on a single facing to make it an issue. All I need to do is make another really fast turn and a fresh facing is taking hits instead.

This ship is straight up money, and I think i'm going to hold on to it for a while.
This post is objectively right. I'm having great fun running risky trade missions WAY out of my depth in dangerous sectors. Sure, i can't even scratch those ships but good luck catching me, scrubs. I'm thinking of swapping my flak cannons for heatseekers just to check them out.

I wish merc contracts would say who the opposition is. I'm getting dangerously low on rep with the militia what with all the smuggling.


Also is there a way to eliminate the station music tracks from the game? I just wish it would continue the current idle track when i dock.

George Rouncewell fucked around with this message at 23:58 on Oct 29, 2015

void_serfer
Jan 13, 2012

Yeah the Sturville cannot get enough praise, and it deserves it. I beat the campaign last night with it and it's fun as gently caress just outrunning everything and zapping poo poo into bits. I have Mk6 everything on the thing, and I'm wondering if the Radovich is at all worth it? I like the strange look of it, and it has a heavier hull which could prove useful for more hairy runs.

Gwaihir
Dec 8, 2009
Hair Elf

Joe Gillian posted:

Yeah the Sturville cannot get enough praise, and it deserves it. I beat the campaign last night with it and it's fun as gently caress just outrunning everything and zapping poo poo into bits. I have Mk6 everything on the thing, and I'm wondering if the Radovich is at all worth it? I like the strange look of it, and it has a heavier hull which could prove useful for more hairy runs.

It works pretty well, but it is saddled with a few side turrets which means you have less effective coverage than you'd guess.

Section Z
Oct 1, 2008

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

Pillbug

Joe Gillian posted:

Yeah the Sturville cannot get enough praise, and it deserves it. I beat the campaign last night with it and it's fun as gently caress just outrunning everything and zapping poo poo into bits. I have Mk6 everything on the thing, and I'm wondering if the Radovich is at all worth it? I like the strange look of it, and it has a heavier hull which could prove useful for more hairy runs.

Yeah, seconding the fact the Radovich can only fire 5 out of 8 turrets at something when using broadsides.

I stand by my statement that the Manticore is the Sturvile's fat cousin. If you want more guns, but don't want something bigger than a Frigate, it's your best option.

But honestly, destroyers and dreads are more practical if your concern is firepower over speed. I just like having the toughest tiny ship in the galaxy :3: (Plus the Murath fly it, and the Murath have nothing but good taste).

void_serfer
Jan 13, 2012

That's a bummer. I guess I'll save up to just be a slow space rear end in a top hat for the endgame then.

Baller Time
Apr 22, 2014

by Azathoth

Sylphosaurus posted:

Well, I'm still waiting for a Privateer (or closest equivalent) that allows you to leave your ship and walk around Elder Scrolls style, complete with stats and equipment for your character.

I haven't played it yet, but this sounds like The Precursors.
https://www.youtube.com/watch?v=rg3pbirqz4Q

Trigger Warning: russian jank, community patches

it dont matter
Aug 29, 2008

Precursors sounds a lot more interesting than it actually is to play. Russian jank is about right.

I just got a Barracuda and it is fun times. So quick. What are your preferred turret layouts? Not found something I'm really happy with yet.

Section Z
Oct 1, 2008

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

Pillbug

alphabettitouretti posted:

Precursors sounds a lot more interesting than it actually is to play. Russian jank is about right.

I just got a Barracuda and it is fun times. So quick. What are your preferred turret layouts? Not found something I'm really happy with yet.

I'm probably an exception to the Beam Spam party. When I had 5 turrets I liked likes Two beam turrets tops, then Two pulse turrets (love the range on those). With the 5th one being whatever gimmick I felt like at the time.

Lots of beams are strong, but they gotta charge up before they fire and then deal their damage over the duration of the beam. So if you are frequently using the deflectors like I do, beams are constantly being turned off before they even get a chance to fire.

I tried both Flak turrets, and swarm missile turrets. They just under perform at their supposed job, compared to buying a scatter turret or pulse turret and leaving it set on "Fighters only".

Gwaihir
Dec 8, 2009
Hair Elf

alphabettitouretti posted:

Precursors sounds a lot more interesting than it actually is to play. Russian jank is about right.

I just got a Barracuda and it is fun times. So quick. What are your preferred turret layouts? Not found something I'm really happy with yet.

Particle lasers for slots that don't have ship geometry issues, Pulse cannons for any that do. (I don't think the Barracuda has turret placement problems though)

Goatse James Bond
Mar 28, 2010

If you see me posting please remind me that I have Charlie Work in the reports forum to do instead

Joe Gillian posted:

That's a bummer. I guess I'll save up to just be a slow space rear end in a top hat for the endgame then.

The Radovich / Space Phallus has plenty of guns, plenty of speed, and good hull scaling. It is my personal favorite ship despite the turret placement. For any big targets, broadside will pick up the slack, and if you can get a tier appropriate Murath missile turret, slap it on a flank immediately.

Also, note that you get 100% of ship value for a trade in.

Paradoxish
Dec 19, 2003

Will you stop going crazy in there?

Sylphosaurus posted:

Well, I'm still waiting for a Privateer (or closest equivalent) that allows you to leave your ship and walk around Elder Scrolls style, complete with stats and equipment for your character.

Friend, have you heard of Star Citiz- :lol:

Seriously, though, Elite: Dangerous will probably have the ability to get out of your ship and walk around at some point. Walking around inside of your ship is at least part of Frontier's long-term plans. Unfortunately there's not much actual meat to the game, but hopefully they'll figure out something to do about the depth issues if the game stays in active development for long enough.

Azhais
Feb 5, 2007
Switchblade Switcharoo

Paradoxish posted:

Friend, have you heard of Star Citiz- :lol:

Seriously, though, Elite: Dangerous will probably have the ability to get out of your ship and walk around at some point. Walking around inside of your ship is at least part of Frontier's long-term plans. Unfortunately there's not much actual meat to the game, but hopefully they'll figure out something to do about the depth issues if the game stays in active development for long enough.

There's always No Man's Sky

Metal Meltdown
Mar 27, 2010

Joe Gillian posted:

That's a bummer. I guess I'll save up to just be a slow space rear end in a top hat for the endgame then.

The Minotaur strikes the best balance between tons of guns while still being reasonably speedy. It's what I ended up flying after the sturville ran into trouble punching through dreadnought defenses.

Klyith
Aug 3, 2007

GBS Pledge Week

Section Z posted:

I stand by my statement that the Manticore is the Sturvile's fat cousin. If you want more guns, but don't want something bigger than a Frigate, it's your best option.
Man you wrote that elegant post about the Manticore and how you get the most from it, but then had to go and say something like that. The Minotaur is the Sturville's big brother. It's the same cut above the other destroyers that the Sturville is above the frigates. Accept no substitutes.

(It's just really freaking expensive.)



Illegal Username posted:

Also is there a way to eliminate the station music tracks from the game? I just wish it would continue the current idle track when i dock.
Yeah at first I thought it was neat that they had the extra category, but when you really get into the flow of the game it ends up being a bit detrimental because every song is cut off after 30 seconds.

Anyways I just tried using custom music with "station" pointed to an empty folder & combine turned off, and it still loaded the default tracks when docking. So no.

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Section Z
Oct 1, 2008

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

Pillbug

Klyith posted:

Man you wrote that elegant post about the Manticore and how you get the most from it, but then had to go and say something like that. The Minotaur is the Sturville's big brother. It's the same cut above the other destroyers that the Sturville is above the frigates. Accept no substitutes.

(It's just really freaking expensive.)

I meant visually :v: They have the same styled Engines and hole filled plates deal going as the Sturvile. Even if gameplay wise all they have in common is 6 Broadsides.

Though on that note, now that I have MK6 everything for the Manticore my next big spending goal is to grab the Minotaur and another beam turret (Which costs more than upgrading to the Minotaur).

EDIT: Honestly, one of the reasons I've held off on trying out the huge ships is paying for all the extra turrets.

Section Z fucked around with this message at 03:47 on Oct 30, 2015

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