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We hunted the Buffalo II's to extinction so the early game is a lot harder.
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# ? Oct 31, 2015 04:28 |
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# ? Jun 10, 2024 16:30 |
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Tanith posted:We hunted the Buffalo II's to extinction so the early game is a lot harder. Good. Bloody things got real mean when Salamander MRMs started replenishing themselves.
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# ? Oct 31, 2015 05:33 |
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Anticheese posted:Good. Bloody things got real mean when Salamander MRMs started replenishing themselves. Who cares when you've got an afflictor?
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# ? Oct 31, 2015 05:39 |
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Avocados posted:How do I get started with this game? The only thing I can do is hunt pirate units with 1-2 ships. Are there any fetch quests or missions I can do for a faction? Every fleet I try talking to doesn't have much to say or offer. First, probably try some of the easy scenario missions to get used to ship controls and how the weapons act. The primary advantage you'll have over the AI to even the odds is your ship and shield handling. After that getting started in campaign can be a bit rough, yeah. As with Mount & Blade, you need to pick on targets weaker than you to make a few bucks so you can start recruiting friends. On the system map, the size of a triangle marks how big that fleet is, so try to either run down single-ship packets of your chosen antagonist faction, or tail a big faction fleet and wait for them to get into a fight with someone so you can pick off the few, weakened survivors. Once they're dead, gorge your cargoholds with loot and waddle back to the nearest station to sell it off. Or i guess you could try to take advantage of boring trade price fluctuations or something. Once you've got a few bucks in the bank, buy another ship, fill it with crew and cover it with guns, and repeat. Snowball into a lean, mean, mercenary machine. Oh, and since Corvus was the first star in the game, it's where the free storage depot is. Makes a decent home base to stash ships, guns, and gas you aren't using at the moment but might want later.
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# ? Oct 31, 2015 06:16 |
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Right now the difficulty curve is kinda skewed so that the start of the game can be very hard. You need to focus on reaching a stable point where you have some money saved up, a few decent ships, and the ability to take on small-medium fleets. I would play missions until you get a feel for how to fly ships, then go to the campaign and hunt some low-end bounties. Use the Intelligence tab to look for targets. Bounties can rapidly get you to a level where you are rolling in money once you start succeeding. Also, savescum a lot...
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# ? Oct 31, 2015 18:46 |
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Get Wolf-Class frigates (Lashers are good too but replace with Wolves ASAP) whenever you can. Lots of them. They handle well in fights even under AI control and are cheap and common enough to where losing one isn't the end of the world. Sic a pack of wolves on anything up to a Venture class cruiser and watch it die very, very quickly. Seriously, a Wolf Class is one of the best frigates in the vanilla game, the only Tri-Tach frigate I like more are Tempests...and those are super rare and expensive and you need to git gud to fly one properly, they're finicky and prone to oversteering if you spec them for speed and handling Dual phase beam tempests are seriously brutal if you can pilot one properly.
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# ? Oct 31, 2015 19:02 |
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Afflictors are probably the best frigates you can pilot but I doubt the AI can fly them worth a drat.
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# ? Oct 31, 2015 19:09 |
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dis astranagant posted:Afflictors are probably the best frigates you can pilot but I doubt the AI can fly them worth a drat. I never let the AI pilot Afflictors, letting them fly Tempests is bad enough I transferred flagships from my AM blaster specced Afflictor to an AM blaster Medusa I wanted to try out. Guess which ship got it's poo poo wrecked right off the bat? The AI is really good at defending/tanking with a phase cloak, but as far as pulling off some sick moves and blasting people out of nowhere it falls short.
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# ? Oct 31, 2015 19:17 |
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Minarchist posted:The AI is really good at defending/tanking with a phase cloak, but as far as pulling off some sick moves and blasting people out of nowhere it falls short. I'm actually rather thankful for that. I would HATE to fight an Afflictor the way I fight in them. Shame the dev removed the flux boost on energy weapons. You could play a really interesting game with the Afflictor with that depending on how close to the edge you were willing to run.
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# ? Oct 31, 2015 19:24 |
Don't neglect the utility an AI-flown Hound can have in.. well, hounding the enemy and keeping them out of the speed boost so you can catch em easily. Just be ready for them to die. All the time.
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# ? Oct 31, 2015 19:51 |
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Use some fast fighters instead. A condor with pliums and a couple wings of talons can pressure heavies and help clear chaff.
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# ? Oct 31, 2015 20:25 |
AirborneNinja posted:Use some fast fighters instead. A condor with pliums and a couple wings of talons can pressure heavies and help clear chaff. Once you get there, but I was thinking very early game. After you can buy your first carrier your options open up a lot.
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# ? Oct 31, 2015 20:30 |
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It's only recently that I've begun including fighters into my fleet. I guess it's just from fighting pirate hordes and other fleet fighters (where they die in droves and seem to do very little) that I didn't put much stock in them. But, they're extremely cheap and easy to maintain and given a few wings of them, I've seen them tear apart frigates and destroyers, which leaves the big guns to go after the other big guns. Also, gently caress Blackrock. I can't not buy every BRDY ship and weapon I can get my hands on. I'm also hording Scalaron Blasters and Shard Cannons every time I see one in a market or from debris fields.
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# ? Oct 31, 2015 21:57 |
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Fighters are an excellent addition to fleet actions because they fill a similar role to frigates while being much cheaper to field and much more disposable. Especially if you use some of the mod ones that don't require crew which I think means they don't lose crew when they die, they can be really useful to have around. It just costs you supplies after the fight. Additionally, specialist fighters carry much more firepower than a frigate does, dagger wings are hellish when deployed right. Fighters generally are the best kind of management-free weapon, because they can keep themselves alive in the most part and it doesn't matter if they die. Really good for battles where you don't want to look after fragile fast ships but need that kind of role in your composition.
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# ? Nov 1, 2015 00:05 |
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OwlFancier posted:Fighters are an excellent addition to fleet actions because they fill a similar role to frigates while being much cheaper to field and much more disposable. My only problem with fighters is they are a guaranteed source of crew loss, and its painful because you want your elite crew in them to maximise their potential, but every fighter wing is going to suffer some casualties every fight
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# ? Nov 1, 2015 00:17 |
Just accept that fighter wings will suffer casualties as a course of their duties and set up your fleet to account for it. Personally I give fighters veteran crews at most, I usually save my elites for my flagship, high tech frigates and destroyers. To go a step further, more paper-y fighters like Talons get normal crews, as a stepping stone to bigger and better things. 10 missions and you might get a berth in a frigate!
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# ? Nov 1, 2015 02:31 |
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Arrath posted:10 missions and you might get a berth in a frigate! No, you have to survive ten missions in an Afflictor with nothing but Atropos torpedoes before you're rotated out of active climber duty. Y'all should read this book.
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# ? Nov 1, 2015 06:51 |
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Ceebees posted:Or i guess you could try to take advantage of boring trade price fluctuations or something. A note on this - this is actually a super-viable way to play, as not only does the money scale up quickly, you still get XP and some faction relation for good trading so you're not abominably behind a more bounty-focused player if you focus on making money. It's not quite as exciting as hunting bounties, but you get to afford the good stuff once you decide to switch over without any problems. The important thing to note about trading is that in the current build you can't actually make any significant money doing standard trade runs because tariffs and cargo inspections will eat you alive - this is explained in-game as the big trading conglomerates signing cushy deals with the governments and influencing them to shut out the small trader (i.e. you). In order to make money trading, you need to keep an eye on the news and react to shortages - these drive the base prices of various goods into the stratosphere, and if you're quick enough you can get there before one of the larger relief fleets arrive, allowing you to offload your stuff for a high enough mark-up to survive the tariffs. Also note that smuggling (via the black market or pirate stations) is a thing and it allows you to bypass tariffs entirely, but it's not well-balanced in the current build - even a little bit of smuggling tanks the stability of markets and causes the host faction to loathe you, and trading with pirates is even worse for your relations. It's very profitable the first couple of times, but it isn't long before you find yourself shut out of markets and hunted by everyone.
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# ? Nov 1, 2015 07:23 |
Tanith posted:No, you have to survive ten missions in an Afflictor with nothing but Atropos torpedoes before you're rotated out of active climber duty. Great book. But I don't run phase ships because that's dishonorable.
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# ? Nov 2, 2015 05:33 |
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Zmej posted:same lol At the pace of the last 12 months?? I would say 2 more years.
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# ? Nov 2, 2015 15:36 |
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Turin Turambar posted:At the pace of the last 12 months?? I'd honestly say that's being optimistic too since nothing involving industry or politics has even begun to be implemented. Still, it doesn't really bother me since the game is fun as gently caress even now and I'm not really planning on dying in the next couple of years.
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# ? Nov 2, 2015 21:33 |
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I started playing Mount & Blade: Warband last night and it's pretty fun. I can see why people have made comparisons to it.
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# ? Nov 2, 2015 23:29 |
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The official forums are really doing their best to pinpoint the release date of the update, God bless them:quote:It's "pretty soon", actually. Which is not as good, that phrase has been used twice before, on September 10, 2013, 3 days before the 0.6a Release and on September 28, 2013, 4 days before the 0.6.1a Release.
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# ? Nov 5, 2015 00:21 |
just sit back and let the brilliant bastard work on his kickass game. The update will come out when it does regardless of how many times they hit f5.
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# ? Nov 5, 2015 00:25 |
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Meeseeeks usually don't have to wait for patches this long. It's gettin' weeeeeeeeeeeeeeeeird.
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# ? Nov 5, 2015 00:33 |
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I won't mock that post because of the self-awareness involved. Instead, I caught myself looking at it seriously for a moment to see whether he might actually be on to something. I don't enjoy being teased with those release notes for an unreleased patch.
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# ? Nov 5, 2015 00:39 |
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No update! Forsaken are we, the faithful!
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# ? Nov 11, 2015 02:03 |
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When the hell is this coming to Steam?
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# ? Nov 11, 2015 02:13 |
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Deakul posted:When the hell is this coming to Steam? Long time probably, I believe Alex has said in the past that he doesn't want to draw a huge amount of attention to SS until it's somewhat close to actual release. If you're waiting for SS to come to Steam before you buy then lol you gonna be waiting a minute
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# ? Nov 11, 2015 02:52 |
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Cait wait for SS' eternal september. That's gonna be loving weird after all this time with the small, tight-knit, hyper-productive community.
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# ? Nov 11, 2015 04:31 |
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Starsector is kind of an anomaly when it comes to indie games...I mean, it's not big with either games journalists or twitch streamers, it's not some sort of trade show darling, the dev doesn't have a hip, twitter persona, it's never been on Greenlight, Kickstarter, or Early Access, and while it is 2D, you can't really call the graphics "retro." Alex just sort of sells the game and works on it and it updates when it updates. Which is pretty cool, you know? Mordja fucked around with this message at 07:16 on Nov 11, 2015 |
# ? Nov 11, 2015 06:54 |
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Yep Alex owns, all he does is make the game he wants to make, make sure it's as good and bug-free as possible, and as easy to mod as possible. The ground-up polish approach also ensures that the game has always been a nice target for modding, and the mods help pad out his dev cycle. A good approach.
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# ? Nov 11, 2015 15:08 |
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Mordja posted:Starsector is kind of an anomaly when it comes to indie games...I mean, it's not big with either games journalists or twitch streamers, it's not some sort of trade show darling, the dev doesn't have a hip, twitter persona, it's never been on Greenlight, Kickstarter, or Early Access, and while it is 2D, you can't really call the graphics "retro." It's like Toady 2.0, and I mean that in a really good way.
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# ? Nov 11, 2015 15:39 |
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Gobblecoque posted:Long time probably, I believe Alex has said in the past that he doesn't want to draw a huge amount of attention to SS until it's somewhat close to actual release. Oh no, I bought it a long time ago. I'm just surprised it's still not on Steam, I haven't actually tried it again in like 2 years or so... how far has it come?
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# ? Nov 11, 2015 18:17 |
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Deakul posted:Oh no, I bought it a long time ago. Quite a long ways, but if you've held out this long, hold out another few weeks until this next version comes out. You're going to be pleasantly surprised.
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# ? Nov 11, 2015 18:38 |
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Mordja posted:Starsector is kind of an anomaly when it comes to indie games...I mean, it's not big with either games journalists or twitch streamers, it's not some sort of trade show darling, the dev doesn't have a hip, twitter persona, it's never been on Greenlight, Kickstarter, or Early Access, and while it is 2D, you can't really call the graphics "retro." And as it happens, unlike most games that fit the bill you're describing, Starsector is actually a good game with a lot of meat to it, instead of a lovely gimmick game destined to gather dust in Steam libraries. Coincidence?! Cathair fucked around with this message at 21:27 on Nov 11, 2015 |
# ? Nov 11, 2015 21:24 |
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Well, 0.7a RC1 seems to be being built as we speak. It'll probably drop tomorrow/the day after, after some QA time.
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# ? Nov 17, 2015 22:00 |
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MShadowy posted:Well, 0.7a RC1 seems to be being built as we speak. Time to rev up your , ladies and gentlemen. Changes as of November 17, 2015 Campaign Increased salvage from combat by 50% Reduced number of system bounty events Ongoing battles will autoresolve faster if they're lopsided; i.e. several patrols vs a lone pirate frigate will not take a day to autoresolve Added current "suspicion level" to black market tooltip Emergency Burn: Halved CR cost (and thus, supply cost) Now prevents CR recovery while active Player respawn: will now pick random friendly market to spawn near, favoring larger and friendlier markets Boarding: Requires and uses only marines Removed steps with picking boarding task force and number of marines/crew to use Always successful provided there are enough marines Faces more resistance from crew (more crew defending at better odds) Marine cost increased to 500 credits Reduced sell price of ships by half Successfully boarded ships are automatically mothballed Somewhat save-scum-proof Combined "trade disruption" updates into a single item under "Events" Added plus sign to icons of officers that can level up Removed easy/normal start choice from new game creation; added two difficulty choices: Normal Easy 50% more salvage (supplies, credits, etc) Level of AI officers reduced by half 10,000 extra starting credits "Trade disrupted" and "price update" reports only show up in the campaign-level message list if they're from the same system. Will still always show up in the intel screen. Price map in intel tab much more accurate Combat Damage taken is set to "full" by default "All" button in deployment dialog will now select as many ships as possible for deployment when there aren't enough points to select all of them, instead of being disabled Safety Overrides: Now prevents active venting instead of increasing overload duration Non-missile weapon ranges past 450 units drastically reduced by SO
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# ? Nov 17, 2015 22:04 |
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ALWAYS SUCCESSFUL PROVIDED THERE ARE ENOUGH MARINES
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# ? Nov 17, 2015 22:05 |
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# ? Jun 10, 2024 16:30 |
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But, but... I will have no time to toy with the game for weeks :-(
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# ? Nov 17, 2015 22:12 |