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Kenshin
Jan 10, 2007

Flesh Forge posted:

Friendly stations can offer you missions for factions that you're hostile with as far as I can tell, so I suppose you could repair whatever faction standings with a little work. The faction adjustment for completion is immediate and you don't have to go into hostile space or risk worsening it.
I have noticed that you can only accept those missions with certain rep levels or higher--I have beaten up on enough of Tri-Tach's enemies that nobody really likes me except them (with 100/100 or 98/100 if they've recently caught me with my transponder off)

So on the other side of things there are likely to eventually be missions that you can only accept from factions you have very high standings with (or a commission, possibly).


One thing I have noticed now that I have maxxed-out rep with Tri-Tach is that I've been seeing (and taking) >100k bounties, and they only show up from Tri-Tach in my game. All of the other factions are posting bounties but they are all sub-100k.

Kenshin fucked around with this message at 21:57 on Apr 24, 2017

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Platystemon
Feb 13, 2012

BREADS


Mjolnir, Augmented Drive Field, Hardened Shields, and Integrated Targeting unit at the same abandoned research station? :stare:

Yes, please.

(I already had Hardened Shields, but only because I got it literally seconds before from a Minor Equipment Cache orbiting the same gas giant.)

Baronjutter
Dec 31, 2007

"Tiny Trains"

Remnant seem super weak against fighter swarms (then again everything is). Fighting them has gone from a CR-destroying extremely long battle of cat and mouse all over the map to a wave of fighters washing over them like a tide. Farming these AI cores now. Do the remnant re-spawn? How does spawning even work in star sector? Like if I wipe out a hegemony patrol does the hegemony have to "pay" to replace it? Do those losses affect them? Do the ships just respawn after X time?

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

I don't think dormant Remnant fleets respawn, but I know that systems with a battlestation in them are periodically reinforced with smaller remnant fleets at least. I can't say for sure that it's the station spawning them, though, since they seem to come from random directions.

Baronjutter
Dec 31, 2007

"Tiny Trains"

Psycho Landlord posted:

I don't think dormant Remnant fleets respawn, but I know that systems with a battlestation in them are periodically reinforced with smaller remnant fleets at least. I can't say for sure that it's the station spawning them, though, since they seem to come from random directions.

I was "harvesting" dormant remnants and suddenly 3 moderately sized fleets were coming after me from different angles, as if they were responding to my disturbing their system. But still pretty small fleets, couple destroyers and some escorts rather than the typical 2-3 tiny ships they usually have. Do the fleets get bigger than that? Do they have battleships and cruisers?

I found their station but did not investigate.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
That's probably limited by the "threat level" of the system, i.e. the color of the warning beacon (yellow, orange, red).

FileNotFound
Jul 17, 2005


Baronjutter posted:

I was "harvesting" dormant remnants and suddenly 3 moderately sized fleets were coming after me from different angles, as if they were responding to my disturbing their system. But still pretty small fleets, couple destroyers and some escorts rather than the typical 2-3 tiny ships they usually have. Do the fleets get bigger than that? Do they have battleships and cruisers?

I found their station but did not investigate.

They have bigger fleets - I found a system where there are always 3-4 remnant fleets flying around and they are full of multiple cruisers/destroyers.

Kenshin
Jan 10, 2007
Thanks to whoever mentioned that Remnant cruisers drop Plasma Cannons. I went and farmed a few of the smaller fleets with 1-2 cruisers and was able to get a pair of them for my Odyssey.

With Plasma Cannons the Odyssey turns from a mediocre capital ship to :black101:

TheWetFish
Mar 30, 2006

by FactsAreUseless

Kenshin posted:

Thanks to whoever mentioned that Remnant cruisers drop Plasma Cannons. I went and farmed a few of the smaller fleets with 1-2 cruisers and was able to get a pair of them for my Odyssey.

With Plasma Cannons the Odyssey turns from a mediocre capital ship to :black101:

Out of curiosity what are you putting in the third large energy mount?

Kenshin
Jan 10, 2007

TheWetFish posted:

Out of curiosity what are you putting in the third large energy mount?

Right now I have an Autopulse Laser set to Auto, since it's still nasty against frigates and destroyers and doesn't impact the capacitor much.

I could stick another Plas Cannon there (it's how I used to do it in previous versions of the game where you could get huge amounts of +OP from skills) but now it's a bit hard to do without compromising other systems, and except for a very, very narrow bit of the front you can't hit with all three at once anyway.

I'm just using base-level PD lasers all over the ship to save on OP and cap.

Kenshin fucked around with this message at 02:35 on Apr 25, 2017

Baronjutter
Dec 31, 2007

"Tiny Trains"

Flesh Forge posted:

i.e. the color of the warning beacon (yellow, orange, red).

My eyes have betrayed me yet again.

Section Z
Oct 1, 2008

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

Pillbug

SHAOLIN FUCKFIEND posted:

The derelict drones specifically have AI that makes the ships dumber and more aggressive
Human enemies: Prefers to kite things with emotionless robotic precision.
AI enemies: Acts like you would expect a space pirate to.

The more you know :pseudo:

OwlFancier
Aug 22, 2013

Section Z posted:

Human enemies: Prefers to kite things with emotionless robotic precision.
AI enemies: Acts like you would expect a space pirate to.

The more you know :pseudo:

Unless space pirates have a very high turnover rate (player intervention notwithstanding) I would kind of expect them to be a bit cowardly.

Platystemon
Feb 13, 2012

BREADS


This is the ideal frigate. You may not like it, but this is what peak performance looks like.

Platystemon fucked around with this message at 01:32 on Apr 25, 2017

Baronjutter
Dec 31, 2007

"Tiny Trains"

The intel screen needs a lot of love. I've been going out and investigating domain survey ship locations that I've gotten off probes, the problem is they stay on your map even if you've finished them. Same with mineral rich, same with just about anything. Intel reports like that should go away like bounties do once you've completed them.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG

Baronjutter posted:

My eyes have betrayed me yet again.

I didn't notice that either, I read it in a forum posting from Alex :shrug:

Section Z
Oct 1, 2008

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

Pillbug

OwlFancier posted:

Unless space pirates have a very high turnover rate (player intervention notwithstanding) I would kind of expect them to be a bit cowardly.

I was thinking more in terms of apparent training to pull it off. "Realistic reactions" doesn't always mean realistic skill... Which I'm crushingly reminded of peeking at this again now that I figure enough days for hotfixes have gone by.

I always feel crazy whenever I'm trying to get back into this. Is there really still no toggle option for mouse strafe? Not finding it offhand is part of my ongoing jealousy of how easily the AI and Autopilot perfectly kite and steer ships a million times better than I do.

Oh yeah sure, just feather your main guns to nail in flight fight fighters before they even reach PD range after pulling a sick 90 degree turn then back again without losing momentum. I could do that if I tried-yeah who am I kidding.

New mission high score of 84% (because of survivors retreating). Sure beats constantly failing entirely because my attempts at manually flanking are hot garbage compared to just letting the Autopilot perfectly hover at exact maximum weapons range from the front of the enemy (Mission tactics suggest flanking? gently caress it just let the Autopilot full frontal) :sigh: This is such a cool game, but I always feel like I'm only holding my fleet back whether it's missions or swiftly botching it in the open world if i decide to take the wheel. :saddowns:

Section Z fucked around with this message at 01:31 on Apr 25, 2017

SHAOLIN FUCKFIEND
Jan 21, 2008

there's two ways to make strafing the default behavior, toggle the option to invert shift strafing, or rebind AD to QE and the other way around.

Section Z
Oct 1, 2008

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

Pillbug

SHAOLIN FUCKFIEND posted:

there's two ways to make strafing the default behavior, toggle the option to invert shift strafing, or rebind AD to QE and the other way around.

Yeah I saw that. That's not an in combat toggle button :sigh: I appreciate the advice, and confirmation I'm not just missing where they hid a QoL option anyways. I should probably at least experiment with reversing the defaults more.

Section Z fucked around with this message at 02:12 on Apr 25, 2017

Brainbread
Apr 7, 2008

Fighter Tests: how long an Astral full of fighters takes to kill an Eagle. (6 wings)

Talons: 52 seconds
Broadswords: 162 seconds
Warthogs: 44 seconds
Gladius: 102 seconds
Wasps: failed to kill target
Lux: 38 seconds
Spark Interceptors: 31 seconds
Claw Fighters: 165 seconds (but it never got a shot off or moved so that was fun)
Borer Drones: failed to kill target
Mining Aux: failed to kill target
Terminator Pods (for fun): 134 seconds

Spark > Lux > Warthogs > Talons. Don't use Wasps or mining Drones and Gladius and Broadswords are complete garbage.

Prav
Oct 29, 2011

broadswords probably do a lot better if you mix in even a tiny bit of something armor-stripping

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Back in the days when the Assault Chaingun had 700 range and pirates flew regular hulls, getting clowned on repeatedly by a single Hound was a rite of passage for new players.


...and sometimes old players.




If you're twitch-impaired, the game gets a lot easier once you get out of Frigates, since the larger ships are more about positioning and reading the battles correctly. I'd recommend the Hammerhead as a good newbie ship; it's not twitchy, but it's not toooo slow, the 300 degree front shield keeps you pretty safe while still forcing you to pay attention to getting out flanked, and it has a simple ship system of Push F to gently caress. I've been playing this game on-and-off for years and Medusas still get the better of me sometimes.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥
Broadswords aren't supposed to kill thing by themselves anymore. They traded their SRMs for flares, so now their job is to tee things up for bombers by pressuring shields and distracting PD. REDACTED fighters are pretty much overpowered by design, given how they have to be acquired.

EDIT: shameful double post

Brainbread
Apr 7, 2008

Voyager I posted:

Broadswords aren't supposed to kill thing by themselves anymore. They traded their SRMs for flares, so now their job is to tee things up for bombers by pressuring shields and distracting PD. REDACTED fighters are pretty much overpowered by design, given how they have to be acquired.

EDIT: shameful double post

I'll run some more mixed tests when I get home. So tmr. M

Bold Robot
Jan 6, 2009

Be brave.



Is there a way to give orders to your fighters when you're flying a carrier?

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Bold Robot posted:

Is there a way to give orders to your fighters when you're flying a carrier?

Z toggles between having them regroup around you (which also gives a bonus to the replenishment rate) and having them engage/escort your target.

Gobblecoque
Sep 6, 2011

Bold Robot posted:

Is there a way to give orders to your fighters when you're flying a carrier?

It seems you can press z to toggle your fighters between engaging enemies and regrouping.

OwlFancier
Aug 22, 2013

Brainbread posted:

Fighter Tests: how long an Astral full of fighters takes to kill an Eagle. (6 wings)

Talons: 52 seconds
Broadswords: 162 seconds
Warthogs: 44 seconds
Gladius: 102 seconds
Wasps: failed to kill target
Lux: 38 seconds
Spark Interceptors: 31 seconds
Claw Fighters: 165 seconds (but it never got a shot off or moved so that was fun)
Borer Drones: failed to kill target
Mining Aux: failed to kill target
Terminator Pods (for fun): 134 seconds

Spark > Lux > Warthogs > Talons. Don't use Wasps or mining Drones and Gladius and Broadswords are complete garbage.

The thing about wasps is they poo poo out fragmentation mines and they're half the OP cost of lux/sparks.

They're actually hideously effective against lighter craft because they fill the field with flak. They probably aren't as good against heavier craft with armour. They are generally inferior to more advanced AI fighters though as again, half the OP cost.

OwlFancier fucked around with this message at 03:26 on Apr 25, 2017

Prav
Oct 29, 2011

wasps just seem to disappear in a cloud of smoke as soon as any enemy brings a PD laser

OwlFancier
Aug 22, 2013

Prav posted:

wasps just seem to disappear in a cloud of smoke as soon as any enemy brings a PD laser

They do, but they have a 5s replacement speed, double that of lux/sparks, so that doesn't overly matter. As it stands they're the first long range strike drone you get, and they're pretty drat good for 5 op each.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
Tsk, where is the beautiful Piranha on that list smdh :nono:

Kimsemus
Dec 4, 2013

by Reene
Toilet Rascal
So question, I've been building myself up to a much larger fleet, is it normal to have a fuel ship, cargo ship, then one large carrier for support/repairs? How do people set up their logistics?

ErKeL
Jun 18, 2013
I have an absolute ton of cargo and fuel ships just so I don't have to venture home as frequently but my fleet logistics are always terribly mismanaged.

I think like 50% of my fleet is civilian support(fuel/cargo/survey) to military at any time.
Majority of my military fleet is carriers though.

OwlFancier
Aug 22, 2013

Kimsemus posted:

So question, I've been building myself up to a much larger fleet, is it normal to have a fuel ship, cargo ship, then one large carrier for support/repairs? How do people set up their logistics?

With the changes to how sensors work, you may be better off spending money on smaller support ships as with a large fleet, these will cease to factor into your sensor profile. It only counts the 5 most significant ships for both reach and stealth. Ships with the civvy hull designation have +50% profile and =50% detection however, so I recommend putting insulated engines on them to bring them back in line with their class signature.

Otherwise, larger ships tend to be more supply-efficient but slower, however you can put support mods on them like surveying equipment/nav relays/ecm systems and they can contribute to fights that way with their sheer bulk. It's up to you what you find most useful really. I quite like the new mega freighter because it can take a cruiser scale support mod and isn't counted as civilian so it can be given a comparatively low sensor profile.

TheWetFish
Mar 30, 2006

by FactsAreUseless
Very slowly updating the quite outdated wikia. If anyone feels like stabbing themselves in the eye joining in, please do so

Edit: Well hey now, a fun fact.

Brawlers are quite close to the head section of the rightly lauded Hammerhead destroyer but in a frigate package. Unfortunately stock & Hegemony variants use Damper Fields but the Luddic Path variant now uses Accelerated Ammo Feeder

TheWetFish fucked around with this message at 05:25 on Apr 25, 2017

Soup du Journey
Mar 20, 2006

by FactsAreUseless
I've been getting a lot of mileage out of my sunders today by sticking a converted hangar with a wing of drones (ai fighters if I find em, but even wasps put in some work) into each of them. The fighters do a great job of swatting down pissant frigates, incoming missiles, and enemy aircraft. They even do a decent job of making capital ships waste flux on PD. All of that makes it a lot easier for the sunders to close in to pulse/autopulse laser range so they can seal the deal. I keep a couple of those new tan destroyer carriers around too, each with two wings of daggers (no need for fighter cover since the sunders provide that), and those torpedo runs are no joke when they hit an enemy that's been stressing out over all my other bullshit

Baronjutter
Dec 31, 2007

"Tiny Trains"

My fleet is basically all carriers plus my personal medusa. All other ships have been killed in the never ending wars against the remnant. I also have a bunch of cargo and fuel ships to take in the never ending loot pinatas that are the remnant.

Also thanks to remnants dropping them frequently, carriers are all filled with LUX fighters.

TheWetFish
Mar 30, 2006

by FactsAreUseless

Soup du Journey posted:

I've been getting a lot of mileage out of my sunders today by sticking a converted hangar with a wing of drones (ai fighters if I find em, but even wasps put in some work) into each of them. The fighters do a great job of swatting down pissant frigates, incoming missiles, and enemy aircraft. They even do a decent job of making capital ships waste flux on PD. All of that makes it a lot easier for the sunders to close in to pulse/autopulse laser range so they can seal the deal. I keep a couple of those new tan destroyer carriers around too, each with two wings of daggers (no need for fighter cover since the sunders provide that), and those torpedo runs are no joke when they hit an enemy that's been stressing out over all my other bullshit

:ninja:
When did that happen? I did not see that in the 0.8 patch notes. A mod?

Baronjutter
Dec 31, 2007

"Tiny Trains"

lol what??


Remnant is angry at me for BREAKING THE LAW

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AirborneNinja
Jul 27, 2009

:stare:
That commander portrait

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