|
Use nothing but mk6 scatter guns. Go to an earlier system and look for trouble. Laugh.
|
# ? Nov 6, 2015 20:59 |
|
|
# ? Jun 5, 2024 04:18 |
|
ickna posted:I'd keep the ion and set it to capital ships only. The further I got in the game the less I liked ions. It feels like they don't keep pace with the HP and regen that shields have at higher mk levels, so to be effective you'd need multiple of them. Which might be ok on a ship with lots of turrets, but I like broadsides > turrets. I go with a shieldbuster set to locked only, shieldbuster takes a quadrant down as I close range then broadsides & particle beams finish them off fast. The Lone Badger posted:I strongly recommend neutron beams (the laser-broadside). I found them way more effective than any of the others.
|
# ? Nov 6, 2015 22:19 |
|
The Lone Badger posted:I strongly recommend neutron beams (the laser-broadside). I found them way more effective than any of the others. Seconded. And ^^^ thirded. These things are great. They are expensive for a reason. Also, frickin' lasers! And the Minotaur gets 10 of 'em...
|
# ? Nov 6, 2015 22:54 |
|
Klyith posted: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. HS missiles aim at whatever the hell they want, basically. So I've seen them efficiently assign missiles per fighter just as often as they ignore every fighter and hit nearby frigates and dreadnaughts instead I still like them though, when I'm flying anything with at least 8-10 broadsides. Flak doesn't do anything against capitol ships, mines don't track fighters, and even if you had godly aim dumbfires can only fire on a flat plane so can't possibly hit fighters 90% of the time. So if you want a secondary that able to target/hurt fighters AND capitol ships, HS are your only option. Plus it's cool watching all the missiles fly. EDIT: I agree HS missiles are super underwhelming if you are flying something with only 1 or 2 secondary slots. But trying them again at 3 or 4 slots was cool. Section Z fucked around with this message at 23:35 on Nov 6, 2015 |
# ? Nov 6, 2015 23:30 |
|
MoraleHazard posted:I'm getting ready to upgrade my Tennhausen to a Sturville. Right now I'm running the following: I'm running a sturville right now with 4 particle lasers, neutron beams and EMP flak. I pretty much kill everything. EDIT: I got one of those "Swarm" missions last night. I just spun in place while mashing my flak button and let my turrets do the talking Oh and neutron beams are the best, they are semi accurate even when spam firing at ranges up to a kilometer. I'll often strip shields from a few clicks out then death dive into a broadside blindspot and just start spamming. Rhymenoserous fucked around with this message at 23:42 on Nov 6, 2015 |
# ? Nov 6, 2015 23:37 |
|
Rhymenoserous posted:I'm running a sturville right now with 4 particle lasers, neutron beams and EMP flak. I pretty much kill everything. I only tried them for a short while in the midgame when I fell off the intended difficulty scaling, and gave up on them because a full 6 neutron beam broadside salvo would still leave a "low difficulty" gunship fighter with it's hull and shields intact. I grabbed them again at the end when I was filled out with all MK5 stuff and building up to MK6 and oh look, they DO murder the ever living gently caress out of everything after all
|
# ? Nov 6, 2015 23:46 |
|
Ok, I mistyped in my earlier post. I have Mk3 Neutrons for broadsides which I agree are really good. I switched over to all mining lasers for a bit. Plus EMP flak which I don't think works all that well. It's all Mk2 and Mk3 gear at the moment.
|
# ? Nov 7, 2015 00:45 |
|
Any news on the PS4 version?
|
# ? Nov 7, 2015 01:20 |
|
OxMan posted:Any news on the PS4 version? Section Z posted:HS missiles aim at whatever the hell they want, basically. So I've seen them efficiently assign missiles per fighter just as often as they ignore every fighter and hit nearby frigates and dreadnaughts instead Rhymenoserous posted:Oh and neutron beams are the best, they are semi accurate even when spam firing at ranges up to a kilometer. I'll often strip shields from a few clicks out then death dive into a broadside blindspot and just start spamming. So for getting right up in someone's grill and unloading they do less DPS than the projectile types even accounting for fewer shots going awry. I still like them a lot.
|
# ? Nov 7, 2015 03:36 |
|
Whoever said to just do Merchant Guild quests is right on the money. Once you reach T4-T5 shields/armor, you can boost over to the 1. Run a Barracuda with the Anti-Emp mod (Merchant Guild Unlock) and at least a Medium Guild Cargo Box. 2. Find the Trade Dispatch quest (The ones where you don't have to buy the goods.) work 700k-1-Mil that takes you 3 jumps, then select any Guild Drop mission that happens to be on the way back. 3. The Trade Dispatch Mission only spawns enemies about 1,000sm out, just repeatedly boost past them and re-engage warp. This happens at least two times, and then the final wave will EMP you 20sm out as well as spawn around the station, turn in quest and escape. 4. Fly to each Drop mission mission on the way back, you won't get EMPed until about 20sm out, just boost through, grab the package, and leave. 5. Return to the origianl Merchant hub with guild-drops in hand, make about 1.4mil-1.8mil every 10-15 minutes. 6. Repeat. Thor-Stryker fucked around with this message at 04:15 on Nov 7, 2015 |
# ? Nov 7, 2015 03:49 |
|
Thor-Stryker posted:you can boost over to the Makino system and then No you can't, the galaxy is randomly generated. There's no Makino system on most people's games, the only constant system is Charon for the endgame missions. The rest of the post is fine, but you can't make references to specific locations because it probably won't apply to anyone else.
|
# ? Nov 7, 2015 04:06 |
|
Washin Tong posted:No you can't, the galaxy is randomly generated. There's no Makino system on most people's games, the only constant system is Charon for the endgame missions. The rest of the post is fine, but you can't make references to specific locations because it probably won't apply to anyone else. Whoops, didn't know that. Is difficulty randomized too or is the System right next to Charon always the hardest?
|
# ? Nov 7, 2015 04:11 |
|
Washin Tong posted:No you can't, the galaxy is randomly generated. There's no Makino system on most people's games, the only constant system is Charon for the endgame missions. The rest of the post is fine, but you can't make references to specific locations because it probably won't apply to anyone else. There was in mine.. I'm pretty sure it's just the arrangement of things in each solar system that is random, and difficulty increases the closer you get to Charon.
|
# ? Nov 7, 2015 04:15 |
|
Klyith posted:Huh, I always just see them chase after whatever I'm shooting at. I guess I need to not be aiming when I launch them? Well my luck with this game has run towards the bizarre at times, so I wouldn't be surprised if it's supposed to favor targets you are looking at, even when there are over a dozen targets nearby. As for Neutron Beams, I see your point about spamming because I coulda sworn it felt like that at times (and my true love is Electro Bolt, even though I've yet to see anything higher than MK3 for it). But it's just so satisfying watching gunships explode on the first broadside salvo even if your turrets aren't shooting at them.
|
# ? Nov 7, 2015 04:32 |
|
I think it tends to get harder left to right and with increasing jumps from the starter system. But even that is a bit randomized. I have a high-difficulty mk4-5 system on the left side only 2 jumps from the start. Layout is also totally random, my current game doesn't have a very good mission "hub" but it does have a very profitable 3 system circuit of trade / arid / mining. I run missions in each of those systems, while also collecting goods that are boosted value in the next one.
|
# ? Nov 7, 2015 04:37 |
|
The Charon system being completely normal was kind of a disappointment for me, I was expecting that being cut off from the warp network or whatever would have had some consequence or created a bunch of spacefaring gibbering lunatics but it's just business as usual.
|
# ? Nov 7, 2015 04:46 |
|
One of the Viriax outposts was well hidden. Largepotato fucked around with this message at 11:27 on Nov 8, 2015 |
# ? Nov 7, 2015 17:07 |
|
Getting pirate crap is easiest by blowing up pirate lords? gently caress no. So far I've got mk6 viriax armour(35% damage reduction of fighter and explosive damage and hp is inbetween guild stuff and standard), electro bolt broadsides as well as only a mk5 antimatter drive(disappointing because it's apparently just the equivalent mk regular drive +12m/s. going from +10% to only ~+5.5% better) from container spawns. My problem is the low spawn rate of pirate bosses in my game. Instead I'm a truffle pig looking through all those junk- and minefields.
|
# ? Nov 7, 2015 20:47 |
|
Holy poo poo, you guys weren't kidding about how awful guard / escort missions are. Twenty minutes to earn 40k credits.
|
# ? Nov 9, 2015 12:54 |
|
MoraleHazard posted:Holy poo poo, you guys weren't kidding about how awful guard / escort missions are. Twenty minutes to earn 40k credits. Run merchant guild missions for money, do merc escort missions only for the rep to rank up for their ships. Pick the ones with +20 or more rep points, and you only need to do 4 or 5 to get the sturville. (And since you don't care about the money for those you can take the low-pay average difficulty ones, which are pretty hard to fail.) If you haven't figured it out yet, the merchant guild dead drop missions are the easiest to attempt with very high difficulty. All you need is a fast ship and a careful approach. Last Transmission posted:Getting pirate crap is easiest by blowing up pirate lords? gently caress no. So far I've got mk6 viriax armour(35% damage reduction of fighter and explosive damage and hp is inbetween guild stuff and standard), electro bolt broadsides as well as only a mk5 antimatter drive(disappointing because it's apparently just the equivalent mk regular drive +12m/s. going from +10% to only ~+5.5% better) from container spawns. People were looking at pirate lords a lot because pirate lords always have a piece of gear on them. So if you see one on the map it's always worth checking it out with the scanner to see what they're carrying. But you can't farm them, and they're tough to kill if they have high-level gear. I've gotten viridian lasers from the ships in a korian invasion, and those are farmable as long as you don't kill the invader leader. Kill the blockade ships, go to a different station, save/quit/load, they're back.
|
# ? Nov 9, 2015 17:11 |
|
One thing I've noticed: Yikyak meat is the inexplicable cave grapes/wall chicken/perfectly cooked turkey dinner sitting on the floor inside a nazi castle of this game. It's the odd found cargo container without at least one unit of space meat in it. And yeah, for subsequent playthroughs getting a jumpdrive and getting to a high level system is the best course of action. Even finding the regular purchasable high level gear means getting the equivalent value in cold hard cash. And thanks for the tip I'll try farming invasions for korian gear instead of intercepting just the lone invasion craft.
|
# ? Nov 9, 2015 18:05 |
|
Can the Merchant Guild dead drop missions be completed in a Sturville?
|
# ? Nov 9, 2015 20:49 |
|
MoraleHazard posted:Can the Merchant Guild dead drop missions be completed in a Sturville? Yes, they only take up one unit of cargo. and you can totally ignore all enemies that spawn and zoom past them. You should look into getting good shields/deflector, engine, booster and maybe the 50% leech duration upgrade from the merchant's guild. The higher level ones (mk5/mk6 systems) will hit you with unavoidable leech effect and pull you right out of warp. Plus the guild large cargo extender is ludicrously generous and turns every ship into a hauler.
|
# ? Nov 9, 2015 21:08 |
|
MoraleHazard posted:Can the Merchant Guild dead drop missions be completed in a Sturville? Totally, that and the Barracuda are both great options because all you care about are speed and defense. In dead drops you don't need to kill a single ship, all you care about is the pickup. Flog off guns to buy the best shields, deflector, and booster to get maximum survivability. As you're warping in to the pickup site, drop out of warp early and pulse at like ~60km away, use that to find the direction with fewest guard ships. Then zip in at full speed, tractor the cargo, and boost away. A sacrificial wingman can help to distract any chase.
|
# ? Nov 9, 2015 21:16 |
|
Thanks for the advice. Which booster is better: high max speed/slow acceleration or the big acceleration boost / short duration?
|
# ? Nov 9, 2015 21:21 |
|
MoraleHazard posted:Thanks for the advice. Which booster is better: high max speed/slow acceleration or the big acceleration boost / short duration? The nul grav booster will help a lot more for missions like dead drops, because you can still accelerate to a decent enough speed and escape the engine-impairing missiles and such after awhile.
|
# ? Nov 9, 2015 21:24 |
|
Both types are good, though I'd say you'll get more mileage out of null grav boosters in the early game. In the endgame I started using slamjets again and even on a destroyer the recharge is so quick and the boost so large that few things can catch me, but early slamjets are a little less of a force multiplier than early null-gravs in terms of covering distance.
|
# ? Nov 9, 2015 22:10 |
|
Just got this game last night and my "short test run" ended up being a 9 hour session. Game's simple but I don't mind, it's fun as hell and I assume it'll open up a little bit once I get out of the starting system. Sure I could've easily done that already, but I've had too much fun putzing around juggling goods that I haven't gotten around to it. Absolutely loving the soundtrack too, it's amazing how well it fits the atmosphere. And I love the customization feature, I'm in the process of adding in some custom tracks just now. Stuff like Blues Pills and Graveyard oughta fit perfectly, and they both have some more mellow songs too to use as non-combat tracks. Also this one is just plain mandatory.
|
# ? Nov 10, 2015 16:46 |
|
God this game rules. I live where I work so being able pick it up for only 25-35 minutes is pretty awesome for when I feel like playing a game a bit while I'm home for lunch.
|
# ? Nov 11, 2015 17:06 |
|
Klyith posted:As you're warping in to the pickup site, drop out of warp early and pulse at like ~60km away, use that to find the direction with fewest guard ships. Then zip in at full speed, tractor the cargo, and boost away. A sacrificial wingman can help to distract any chase. note: this is almost entirely unnecessary in a barracuda. Even impaired you outrun everything with mk5 boosters. I just plow in in a straight line spamming my deflectors
|
# ? Nov 11, 2015 17:13 |
|
Azhais posted:note: this is almost entirely unnecessary in a barracuda. Even impaired you outrun everything with mk5 boosters. I just plow in in a straight line spamming my deflectors Yeah, deflectors are key to just plow in and boost past. Also for those who haven't made it yet, once you unlock the final 'story' zone, do not complete the story or you won't be able to go back. Especially important if you want to farm certain mobs.
|
# ? Nov 11, 2015 19:52 |
|
Game patched again, nothing really new if you're done with the game by now (which most people probably are). But it's nice that they keep fixing the little things, and I'm sure these fixes will carry forward to the console version whenever that is finally out. For this update: * the interceptors on delivery missions are a bit easier to handle * ships with open spaces in the model have targeting centerpoints that actually intersect their geometry * (PC) Launcher can be skipped with SKIPLAUNCHER commandline option
|
# ? Nov 18, 2015 03:16 |
|
Just got this game, puttering around in the starter ship in the first system, combat mainly consists of flying around while my twin laser turrets murder small craft. Loving it Edit: how the gently caress do I get flak secondaries to do anything useful? They don't appear to follow my broadside aiming, or anything else I can see. They just fire at a sort of rearwards angle and explode in nothingness. GotLag fucked around with this message at 20:13 on Nov 22, 2015 |
# ? Nov 22, 2015 16:27 |
|
That's what they do. Keep your broadside pointed in the direction incoming missiles and the flak will destroy most of them.
|
# ? Nov 22, 2015 20:56 |
|
Flak seems wildly divisive on "Super great" and "loving useless" on your playstyle and positioning. Because if you are trailing behind the enemy enough to stay outside of their broadside range for example, that means their missiles will fire directly out of their rear and into your face. But if you are having a more up front slugfest you'd happen to be in a better position for flak, usually. (results may vary! ) Also, RE Secondaries. Stay away from dumbfire missiles. They might list a higher damage stat than mines, but I stubbornly used Dumbfires through mk5 (out of mk6 tops) and got to the point I would never miss with them... Not loving worth it, Mines are better. Oh my god they are just so much better. With a 4 secondary slot ships you will get 280 loving mines. You can spam literally 100 mines and still have almost 200 left. That's what I was missing most of the game. The downside of mines is they can't home in on fighters, but killing Mission Spawned Dreadnaughts faster was my main concern anyways. After a point, mission spawns become notably tougher than natural spawns.
|
# ? Nov 23, 2015 00:53 |
|
Do mines only home on enemy vessels, or do they home on any NPC? I remember mines being worthless in Freelancer because they'd more than likely end up going for a friendly and making them turn hostile to you.
|
# ? Nov 23, 2015 01:05 |
|
GotLag posted:Do mines only home on enemy vessels, or do they home on any NPC? I remember mines being worthless in Freelancer because they'd more than likely end up going for a friendly and making them turn hostile to you. Mines only home on enemies. They also have pretty crappy activation range, contrary to Section Z I found them pretty worthless because even dropping them right in front of a ship doesn't always get hits. Sure you get tons more of the mines per load, but you have to spam them out constantly and many are wasted. Plus you don't have much control over when or more importantly which quadrant they hit on. Maybe you poop a bunch in the path of a dreadnought but between possible turns and the somewhat lackadaisy mine speed they're probably not gonna hit the quad you've been shooting at. Finally running directly into your own mines blows them up and hurts you. I'll stick with heatseekers or dumbfires, weapons I can control are way more effective. A number of weapons seem to only damage enemies -- in particular flak both turreted & secondary seems to magically not harm friendlies which is good on an aoe weapon. The things to watch out for are mostly broadsides (if a friendly gets targeted right before you pull the trigger the broadside will happily seek on them) and beams (dumb AI will happily fly into active beams).
|
# ? Nov 23, 2015 02:03 |
|
You're only counted as having shot a friendly if you break their shields. If their shields take it, then well no harm no foul.
|
# ? Nov 23, 2015 02:08 |
|
Klyith posted:Mines only home on enemies. They also have pretty crappy activation range, contrary to Section Z I found them pretty worthless because even dropping them right in front of a ship doesn't always get hits. Sure you get tons more of the mines per load, but you have to spam them out constantly and many are wasted. Part of why I hate the dumbfires was how little they seemed to do for all my pro aiming and then running out of them before a (mission spawned) Dreadnaught died, compared to mindlessly mashing mines and still having more mines than god after I killed a Dread. Heatseekers are also cool, and my other favorite, I just spent most of my time in "smaller" ships (So far as a Manticore or Minotaur us smaller). Mines really did make a difference for me later in the game though. Early game they were not very impressive when you are fighting mostly frigates and the occasional destroyer, but later on it's pretty hard for mines to miss a Dreadnaught even if you are trading broadsides from 2m away. (Hey, everyone keeps telling me how easy it is to hit things with Flak and I can't for the life of me. Surely it can work the other way around for Mines) You will always have a lot of "wasted" mines though because it seems even when aiming broadsides it fires them out of both sides of your ship for me. But those came in handy when reinforcements warp in a pile of desteoyers on top of me and oh look there's 12 mines right there already Props to Heatseekers for actually going after gunship fighters though, even with their randomly selected targeting. When I'm flying something with more firepower than a Minotaur I can admit I prefer the Heatseekers. Never touching dumbfires ever again though. Mines won't harmlessly pass through 3/4 of a Grell Dreadnought either.
|
# ? Nov 23, 2015 02:58 |
|
|
# ? Jun 5, 2024 04:18 |
|
I have a problem. I can't bear to move on from my Icarus, and having only four turrets and two subsystems is starting to hurt when I get mobbed by those Greel swarms of gunships and the fighters with engine-crippling missiles. For a maneuverable ship like the Icarus I find that mining lasers are more useful than particle beams, because the shorter range means they are more likely to all be shooting at the closest enemy gunship than spreading uselessly over the whole swarm, which means I don't have to babysit them. They also have a faster cycle time for more efficient bug zapping. Edit: this is also a thing that happened GotLag fucked around with this message at 05:46 on Nov 27, 2015 |
# ? Nov 27, 2015 05:30 |