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Section Z
Oct 1, 2008

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

Pillbug

Daimo posted:

Whoever thought these stations were a good idea?



That said I love missions for 1.5mil where I just park up and watch youtube vids while everything explodes.

All they would have to do to fix that is not have them be well above where you, the player, is allowed to target. Probably easier to fix than their attempts at unfucking escort missions. It does that to the missions where you have to shoot work in progress jump gates too. Though as those are smaller, actually level with you, and less finicky to circle around so you can shoot the edge with the targeting system.

poo poo like that is part of why I hate Grell dreads so much. "I see you brought Scatter turrets without a turret extender? gently caress you, your target is 'out of range' even though you are scraping the back of it's pylon struts tailing the thing." That and your dumbfires uselessly passing through 3/4 of them, unless you are positioned where it's broadsides can shoot back at you usually (yet another reason I'm glad I finally ditched them for mines).

I definitly got my money's worth from this game, but it's not without it's quirks.

Rhymenoserous posted:

I actually like the heatseakers. If I get into one of those dicey fleet fights where there are tons of small poo poo flitting about I'll just fire off all of my heatseakers and bore in on the big ships. By the time I'm lining up my first broadside most of the small poo poo is dead, and odds are I've crippled at least one capital ship with leftover missiles.

Heat seekers are my second favorite secondary. I tended to use smaller end ships or lighter end destroyers (I loved my Manticore, but it's still just 6 broadside), so Mines were more important for Mission Spawned Dread bashing. But when you already have broadside and turret firepower to spare, HS is just so satisfying.

I can understand how many people would get turned off from them in the early game though. Early game you only have 1 or 2 secondary ports, and you have to refill their ammo. Then you see Flak and think "Hey this is infinite ammo, cool!".

Later in the game once you got 3 or 4 secondary ports on nearly everything though, much, MUCH more impressive.

Section Z fucked around with this message at 00:42 on Nov 4, 2015

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ickna
May 19, 2004

I played the whole game without ever buying or using anything in my secondary ports.

WhiteHowler
Apr 3, 2001

I'M HUGE!

Section Z posted:

I can understand how many people would get turned off from them in the early game though. Early game you only have 1 or 2 secondary ports, and you have to refill their ammo. Then you see Flak and think "Hey this is infinite ammo, cool!".

Later in the game once you got 3 or 4 secondary ports on nearly everything though, much, MUCH more impressive.
EMP Flak took me through basically the entire game. Fighters were never once an issue.

I did try out the dumbfire rockets, and they were fun, but killing capitals isn't difficult until everything's a dread right before the end of the game. And even then, it's more attrition than danger, and the fighter/gunship escorts are a lot more of a threat without EMP Flak.

xiansi
Jan 26, 2012

im judjing all goons cause they have bad leader, so a noral member is associated whith thoose crasy one

Personaly i would quit the goons if i was in cause of thoose crasy ppl
Clapping Larry

5er posted:

Finally made it to the viridian laser club. Got one off a special cargo crate in the middle of nowhere, another off a bounty hunt on a capital ship for those talking honey badger guys. Sad thing is, they're just mk2, and I'm cracking into affording mk4 equipment. They still outshined the hell out of the mk3 pulse turrets they replaced.

I'm guessing it'll take a small miracle to find better versions of viridian turrets.

They are the best of the weapons, and so very green.

I'm rocking 1xMk6 (alpha turret, of course) and 2 Mk 5 Viridians. There is hope, just keep scanning & looting all the things with a [!] icon or a big blue square, and never not kill big fucker ships.



ickna posted:

I played the whole game without ever buying or using anything in my secondary ports.

You can do this, but that means you can't blow off a few missiles and therefore not be at full ammo, so you can hoover up the ordnance refill crates, which are identical to the good loot crates on the scanner.

Also, secondary missiles loving rock, especially for finishing off large enemy hulls quickly.

Some would go for ramming deflectors + mines as secondary, which will gently caress up capital ships too, though I prefer to keep my distance.

Klyith
Aug 3, 2007

GBS Pledge Week
The secondary weapons are a little bit of a let-down. The available options cover all the bases, but I wish there were a couple of weirder options mixed in with the fairly mundane stuff that's there.

The whole varying number of secondary ports kinda messes that their balance up. HS missiles are really good when you have 3 or 4 ports, not so much with 1 or 2. Flack doesn't get nearly as much improvement.

Section Z
Oct 1, 2008

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

Pillbug

Klyith posted:

The secondary weapons are a little bit of a let-down. The available options cover all the bases, but I wish there were a couple of weirder options mixed in with the fairly mundane stuff that's there.

The whole varying number of secondary ports kinda messes that their balance up. HS missiles are really good when you have 3 or 4 ports, not so much with 1 or 2. Flack doesn't get nearly as much improvement.

A low ammo count secondary weapon to pop out temporary attack drones would have been pretty sweet.

I saw enough enemy ships poop out gunships from them when I approached to figure it should be possible. Nevermind the times I killed a ship only to see a swarm or gunships or a light frigate emerge from the explosion like a violent pinata.

Rabidredneck
Oct 30, 2010

Not pleasant when angered.
I've tried "Fragment in Motion" several times now but something keeps screwing up. I clear out all the enemies in the area and the guy just sits there and nothing happens. I tried going after enemies further away since that sometimes works in other missions but I just get "mission failed, left mission area." What am I missing?

Rabidredneck fucked around with this message at 06:46 on Nov 4, 2015

ickna
May 19, 2004

Rabidredneck posted:

I've tried "Fragment in Motion" several times now but something keeps screwing up. I clear out all the enemies in the area and the guy just sits there and nothing happens. I tried going after enemies further awa sine that sometimes works in other missions but I just get "mission failed, left mission area." What am I missing?

Blow him up and take the goods.

Section Z
Oct 1, 2008

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

Pillbug
Hey if you like smaller ships and never get hit by enemy broadsides anyways, tryout the Organic hull plates sold by the Merchant's guild. Lower total hull for a % resistance to fighter damage.

The lower MKs are pretty terrible. But once they get higher, the damage resistance vs Fighters reaches 45% and 50% at MK5-MK6. Not like you can dodge fighter fire in your Barracuda.

Tanith
Jul 17, 2005


Alpha, Beta, Gamma cores
Use them, lose them, salvage more
Kick off the next AI war
In the Persean Sector

ickna posted:

Blow him up and take the goods.

Same thing happened to me, and this was my solution.

Insert name here
Nov 10, 2009

Oh.
Oh Dear.
:ohdear:

Section Z posted:

Hey if you like smaller ships and never get hit by enemy broadsides anyways, tryout the Organic hull plates sold by the Merchant's guild. Lower total hull for a % resistance to fighter damage.

The lower MKs are pretty terrible. But once they get higher, the damage resistance vs Fighters reaches 45% and 50% at MK5-MK6. Not like you can dodge fighter fire in your Barracuda.
I was actually considering picking those up even in my Cruiser because the majority of the time I get hosed up is when I get swarmed by fighters, whereas I think I can count on one hand the amount of times an enemy capital has truly threatened me.

The Lone Badger
Sep 24, 2007

Charon is the final system, right? Just some people have mentioned a 'second sector'.

Section Z
Oct 1, 2008

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

Pillbug

The Lone Badger posted:

Charon is the final system, right? Just some people have mentioned a 'second sector'.

We're basically just using System and Sector as synonyms. The story sends you to Charon near the end.

Whenever someone says second system/sector, they mean they just bought a jump drive and left the zone you started the game in.

Insert name here posted:

I was actually considering picking those up even in my Cruiser because the majority of the time I get hosed up is when I get swarmed by fighters, whereas I think I can count on one hand the amount of times an enemy capital has truly threatened me.

Yeah, the main issue with them is they take so long to become relevant. The drop in overall HP just. means it's probably a net loss when it's something like 25% or 30% resistance. But when you hit 45% and 50%, and most of the fighters that spawn are gunships, yeah it sounds much more convenient all of a sudden. You know, if it actually works.

EDIT: I dusted the game off. Took a peek at missions now that I've beaten the story. "Let's see. sells mk6 parts. Mission rewards are, 400k, 500k, 1mil im too lazy to jump 3 systems for.. 10k? what? Why is this here?" And then a distress signal had an enemy dreadnaught and multiple destroyers. sucks to be Distress signal victims post story I guess :v:

Section Z fucked around with this message at 11:09 on Nov 4, 2015

Last Transmission
Aug 10, 2011

Blow up viriax, they can drop armour that combines both damage reduction plates into one. I had the luck of getting a mk5 one when I was still on mk4 ceramic plates.

Moral_Hazard
Aug 21, 2012

Rich Kid of Insurancegram
I just finished the storyline in the starter system and got to the next system. Boy, did I need some upgrades. Thanks to goons, I made a beeline to the mercenary station and started accepting some missions. Makes me glad that I took Greedo's cash instead of killing him.

Rhymenoserous
May 23, 2008

MoraleHazard posted:

I just finished the storyline in the starter system and got to the next system. Boy, did I need some upgrades. Thanks to goons, I made a beeline to the mercenary station and started accepting some missions. Makes me glad that I took Greedo's cash instead of killing him.

Yeah but money is about to really start flowing now. You'll blast through several ship upgrades in short order.

EDIT: Avoid escort contracts like the plague. Most higher paying merc contracts take you into a system over (Usually a higher gear system than you currently are flying). So I got into wing warp with this idiot merchant and we're buzzing along and we pass right next to a convoy of pirate loving dreadnoughts. I'm like "No biggie we'll both boost and be on our way" then the craft I'm escorting goes out of it's way to turn and fight them. It died within 3 seconds of getting in range. I peaced out because gently caress that action.

Rhymenoserous fucked around with this message at 18:38 on Nov 4, 2015

SpacePig
Apr 4, 2007

Hold that pose.
I've gotta get something.
Am I just stupid, or are rescue missions just not worth bothering with without a larger ship? I tried 2 in a row, since they're very high paying for how early in the game I am, and both ended basically within seconds of me showing up.

it dont matter
Aug 29, 2008

SpacePig posted:

Am I just stupid, or are rescue missions just not worth bothering with without a larger ship? I tried 2 in a row, since they're very high paying for how early in the game I am, and both ended basically within seconds of me showing up.

Yeah. I skip them and escort missions. I like the war contracts where you have to shoot capital ships.

gently caress escort missions in any game.

Btw if anyone hasn't yet done that mission for the merc lady where you're meant to be blowing up a dread and looting containers, you can farm it for gear by just looting then warping out to fail it.

Klyith
Aug 3, 2007

GBS Pledge Week

MoraleHazard posted:

Makes me glad that I took Greedo's cash instead of killing him.

Can someone say if he show up again later in the story if you take his money? In my current game I took the money, but it's also the playthrough where I'm being nice with the Cartel. So while I was fighting him, some Cartel ships showed up and helped own all his friends. Then they killed him anyways even after he went blue to me. Guess he didn't bring enough bribe money for everyone. So I'm kinda curious what might happen there.



SpacePig posted:

Am I just stupid, or are rescue missions just not worth bothering with without a larger ship? I tried 2 in a row, since they're very high paying for how early in the game I am, and both ended basically within seconds of me showing up.
Ended in seconds because you got blown up, or because the ship you were supposed to rescue got blown up? If it's the second there's probably nothing you can do, probably the civilian ship is completely mismatched against the mission ships.

I'm pretty sure enemy ships from missions don't obey the normal equipment leveling for the system. So if you take a mission in a high difficulty system that sends you back to a lower difficulty system as the destination, you can get impossible results. (And in the other direction can make things really easy. Nothing like rescuing a ship that needs zero help.)

But they can be hard missions if you have a small ship, you need to kill stuff quickly rather than boat around playing tag.

SpacePig
Apr 4, 2007

Hold that pose.
I've gotta get something.

Klyith posted:

[spoiler]
Ended in seconds because you got blown up, or because the ship you were supposed to rescue got blown up? If it's the second there's probably nothing you can do, probably the civilian ship is completely mismatched against the mission ships.

I'm pretty sure enemy ships from missions don't obey the normal equipment leveling for the system. So if you take a mission in a high difficulty system that sends you back to a lower difficulty system as the destination, you can get impossible results. (And in the other direction can make things really easy. Nothing like rescuing a ship that needs zero help.)

But they can be hard missions if you have a small ship, you need to kill stuff quickly rather than boat around playing tag.

The latter. In the second one, the ship I was supposed to be protecting, which was one of those Militia Vanguards, I think, was already down to a small sliver of health. I managed to get the guys that were attacking her, but I don't think they were part of the mission, because more ships just warped in and wrecked her.

I guess I'll avoid them for now, or maybe try ones not sending me to the starting system if what you're saying is the case.

Thor-Stryker
Nov 11, 2005
For me, my Relief Contracts are always balanced, the target to protect usually is geared good enough not to get steam-rolled or even damaged when being attacked by 5+ fighters and capitals.

But escorts almost die everytime, even if it's just one fighter attacking them.

Azhais
Feb 5, 2007
Switchblade Switcharoo
Relief and escorts are both awful, especially later. It's all death drops and deadly guild hauling runs for my money. Just yolo past everything in a boosting barracuda

Section Z
Oct 1, 2008

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

Pillbug

SpacePig posted:

Am I just stupid, or are rescue missions just not worth bothering with without a larger ship? I tried 2 in a row, since they're very high paying for how early in the game I am, and both ended basically within seconds of me showing up.

Even if you brought a Dreadnaught, no stopping your rescue targets from kamikaze ramming an enemy dreadnaught.

Also, (on the 'to do' list to fix apparently), sometimes some of your defense targets will be flagged as hostile but you still lose when they die. This was when I stopped taking defense missions entirely.

"YES! I barely saved those idiots from a dreadnaught in time! Now to clean up-why is that trader hostile?" And then my own turrets blew up the hostile trader right as I realized this, failing the missions.

Escorts have actually had better luck surviving (though it's usually very close) for me. Escorts just have super garbage pathing and AI. They keep patching "we fixed it so they won't fly into planets or suns along the way!" but it keeps happening. So it's just not worth gambling with the AI if I'll spend literally 10 minutes with them slowly readjusting, then flying back towards a sun/planet/asteroid field to drop us out of warp as soon as it starts.

Then there is the story mission one where the common advice is "Just kill them" when he inevitably bugs out even if he survives.

u fink u hard Percy
Sep 14, 2007



same

Raged
Jul 21, 2003

A revolution of beats
I see people talking about setting weapons to fighters only. How to you do that?

The Lone Badger
Sep 24, 2007

Raged posted:

I see people talking about setting weapons to fighters only. How to you do that?

Go into the menu (esc) then use '2' and '3' to move to the tactics screen.

Devonaut
Jul 10, 2001

Devoted Astronaut

I had a lot of fun with this game. It took me back to my Privateer days some 20 years ago. It has some flaws, but it was still a good value. I hope that they consider adding new content or making a sequel.

Having the same buy and sell prices on ships and equipment was a genius move. So easy to experiment with different configurations.

Deadmeat5150
Nov 21, 2005

OLD MAN YELLS AT CLAN

Devonaut posted:

I had a lot of fun with this game. It took me back to my Privateer days some 20 years ago. It has some flaws, but it was still a good value. I hope that they consider adding new content or making a sequel.

Having the same buy and sell prices on ships and equipment was a genius move. So easy to experiment with different configurations.

Honestly it was their best move. Being able to play around with load outs was amazing. I only.hope some brave soul mods in the ability for us to have fighters.

The Lone Badger
Sep 24, 2007

How good are the particle lasers? I'm fitting my Blackgate out with antifighter lasers, and given my crap maneuverability the extra range appeals. But the 40% damage multiplier against shields doesn't.

RFC2324
Jun 7, 2012

http 418

The Lone Badger posted:

How good are the particle lasers? I'm fitting my Blackgate out with antifighter lasers, and given my crap maneuverability the extra range appeals. But the 40% damage multiplier against shields doesn't.

Use mining lasers.

I don't actually know how they hold up at higher levels, but they seem to be pretty kick rear end so far.

Cathair
Jan 7, 2008
Particle lasers are the best anti-fighter weapon aside from Viridian lasers, and they're generally just as good as mining lasers. Mining lasers shine when you're able to fit them on a fast, maneuverable ship and charge right into the blind spots of capitals, but for fighter duty, particle lasers are king on account of their range and fighters not having spit for shields. Particle lasers are also just as effective in a broadside battle as long as you have something else to take shields down first- which a Blackgate does, those massive broadsides.

Expense aside, I'd strongly recommend particle lasers over mining lasers for a pig like the Blackgate. The limited range of mining lasers becomes a serious issue when you don't have the speed or maneuverability to get in and out and your discretion, because you're guaranteed to eat anything enemy fighters have to throw at you before you can shoot them down.

Cathair fucked around with this message at 13:51 on Nov 6, 2015

Section Z
Oct 1, 2008

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

Pillbug

The Lone Badger posted:

How good are the particle lasers? I'm fitting my Blackgate out with antifighter lasers, and given my crap maneuverability the extra range appeals. But the 40% damage multiplier against shields doesn't.

Particle lasers worked out against fighters for me, and I only had 3 of them tops and a PULSE turret was what I set to anti fighter, on anything I flew. They cost more, but like you it was the extra range (and extra damage WHEN they bust through shields) that appealed to me.

Still, for the Blackgate? If you are slotting multiple turrets as anti fighter, just go with Mining Lasers. Then if you have extra cash, throw on particle lasers for fun. You're a goddamned blackgate though so lower shield penetration won't really be a problem you have to worry about with 16 turrets and 20 broadsides.

Also, consider HS missile secondaries if you want something to straight up murder gunships faster. 4 secondary slots means 8 missiles at a time. Sure, flakspam is probably more efficient, but HS missiles are more satisfying to watch :allears:

Section Z fucked around with this message at 13:44 on Nov 6, 2015

Last Transmission
Aug 10, 2011

I tried out the blackgate myself and because I am a boring man I use 16 pulse turrets with the rate of fire and projectile speed upgrades. All set to shoot whatever because I can't be arsed. Together with EMP-Flak I murder small poo poo up to those garbage corvettes reflexively while focusing the broadsides on the big stuff.

And if your dread handles too much like a pig try the manoeuvring thruster upgrade. It really makes a difference.

Moral_Hazard
Aug 21, 2012

Rich Kid of Insurancegram
I'm getting ready to upgrade my Tennhausen to a Sturville. Right now I'm running the following:

Broadside: Tachyon Beams
Turrets: 2 Particle Lasers, 1 Mining Laser, One Ion Cannon
Secondaries: DF missiles (will likely go back to mines)

Any suggestions for improvement? I'm thinking about ditching the ion cannon in favor of another mining laser and from the comments earlier in the thread mining lasers may make better sense for a fast ship like the Sturville.

Also, the 1:1 sell rate was a genius move on the part of the developers.

Thor-Stryker
Nov 11, 2005
Honestly the Mining lasers are the bees-knees because they have excellent tracking and you don't have to baby them. They're also good against caps because of their shield penetration.

And the Sturville as excellent mobility so all you really have to do is fly into things and then enjoy the laser-lightshow.

Klyith
Aug 3, 2007

GBS Pledge Week

Section Z posted:

Also, consider HS missile secondaries if you want something to straight up murder gunships faster. 4 secondary slots means 8 missiles at a time. Sure, flakspam is probably more efficient, but HS missiles are more satisfying to watch :allears:
Will they split up and kill multiple ships if you use them against fighters? I've never really tried HS missiles against fighters because I'd figured it would be a waste to kill them one at a time.

But at least at the moment gunships aren't much of a problem for me because I'm using neutron beam broadsides on a Damocles, and that kills off gunships in one shot. My worst foes are bombers and those beamcutter fighters.


Last Transmission posted:

I tried out the blackgate myself and because I am a boring man I use 16 pulse turrets with the rate of fire and projectile speed upgrades.
Pew pew motherfucker!

quote:

And if your dread handles too much like a pig try the manoeuvring thruster upgrade. It really makes a difference.
Yeah, it's a worthy investment for anything with low turn rate. That and the repair bot are essentials for the big ships. The first time I got a destroyer and had a repair bill that was higher than my mission reward and was like, oh, that's what the repair bot is for.

Danith
May 20, 2006
I've lurked here for years
I want a mod that puts the eve online spaceships into the game

Moral_Hazard
Aug 21, 2012

Rich Kid of Insurancegram

Danith posted:

I want a mod that puts the eve online spaceships into the game

That would be fun. Megathrons look sexy.

ickna
May 19, 2004

MoraleHazard posted:

I'm getting ready to upgrade my Tennhausen to a Sturville. Right now I'm running the following:

Broadside: Tachyon Beams
Turrets: 2 Particle Lasers, 1 Mining Laser, One Ion Cannon
Secondaries: DF missiles (will likely go back to mines)

Any suggestions for improvement? I'm thinking about ditching the ion cannon in favor of another mining laser and from the comments earlier in the thread mining lasers may make better sense for a fast ship like the Sturville.

Also, the 1:1 sell rate was a genius move on the part of the developers.

I'd keep the ion and set it to capital ships only. I kept one all the way to the end game because it helped pop shields for the lasers to get through.

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The Lone Badger
Sep 24, 2007

MoraleHazard posted:

I'm getting ready to upgrade my Tennhausen to a Sturville. Right now I'm running the following:

Broadside: Tachyon Beams
Turrets: 2 Particle Lasers, 1 Mining Laser, One Ion Cannon
Secondaries: DF missiles (will likely go back to mines)

Any suggestions for improvement? I'm thinking about ditching the ion cannon in favor of another mining laser and from the comments earlier in the thread mining lasers may make better sense for a fast ship like the Sturville.

I strongly recommend neutron beams (the laser-broadside). I found them way more effective than any of the others.

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