|
Conskill posted:Yeah, they significantly adjusted the AI to be more challenging. That was nothing to do with engineers/rolls, it was an issue with dangling pointers as explained here: https://forums.frontier.co.uk/showt...l=1#post4002121
|
# ? Aug 20, 2017 11:58 |
|
|
# ? May 25, 2024 08:03 |
|
chaosapiant posted:Finally got my rear end into the seat of a Python this evening. Got a ways to go fitting and engineering it, but it's the first ship since I started playing where I thought "that's it, THIS is my ship" and immediately jumped online to get all the bells and whistles I could find to spruce it up. I've tried the T9, I've tried the Anaconda, I've tried the iCutter, but I keep on going back to my Lady Hel. I love my Python, she's just big enough to feel like a proper big ship while being at least something resembling maneuverable (with some upgrades). Tough enough to do combat when fit for it - plus a solid weapon loadout - big enough to haul a comfortable amount of cargo or passengers, enough internal bays to function as a solid miner or explorer or the like.. it's just a great all-rounder ship. Now if you only could fit a fighter bay in there.. Plus it's just sexy as gently caress:
|
# ? Aug 20, 2017 13:18 |
|
Mu77ley posted:
|
# ? Aug 20, 2017 13:22 |
|
Nice meltdown
|
# ? Aug 20, 2017 13:31 |
|
There you go again, thinking about FDev's sexual organs. You really need to talk this through with your psychiatrist a bit more, it's becoming a bit of a sad obsession.
|
# ? Aug 20, 2017 14:20 |
|
maybe consider being less of a disgusting corporate shill? thread: that engineering bug was bananas and they handled it poorly you: it wasn’t a engineer bug- *fart noises with mouth* just gently caress off (USER WAS PUT ON PROBATION FOR THIS POST)
|
# ? Aug 20, 2017 14:24 |
|
you gargle frontiers balls like they’re paying you t- Ooooohhhh okay I get it now 😏
|
# ? Aug 20, 2017 14:25 |
|
Nostalgia4Infinity posted:maybe consider being less of a disgusting corporate shill? You seem to have some serious issues with people providing factual information for some reason, on top of your unhealthy obsession with a development team's bodily emissions. I'm sure if you don't actually understand the content of that post I linked a grown up could explain it for you...
|
# ? Aug 20, 2017 14:28 |
|
Nostalgia4Infinity posted:you gargle frontiers balls like they’re paying you t- Seek help
|
# ? Aug 20, 2017 14:29 |
|
It’s cool your secret is safe with me buddy 😏
|
# ? Aug 20, 2017 14:32 |
|
Nostalgia4Infinity posted:It’s cool your secret is safe with me buddy 😏 You really are a fuckwit, aren't you.
|
# ? Aug 20, 2017 14:40 |
|
Mu77ley posted:You really are a fuckwit, aren't you. I get it. Not wanting to bite the hand that feeds you.
|
# ? Aug 20, 2017 14:41 |
|
Conskill posted:Funny enough, while at the same time they introduced a bug that for a time gave NPC ships the possibility to roll with fantastical weaponry, like plasma accelerators with the firing rate of multicannons. For a few days FDev didn't believe it and were telling people to get gud in the face of instadeath hellcannons.
|
# ? Aug 20, 2017 14:52 |
|
How's the handling on a Python? Is it too slow for frag cannons to be useful?
|
# ? Aug 20, 2017 14:56 |
|
i got really stoned last night and shot a bunch of ships for pennies in the community goal system, sorry for turning the thread into a development fight
|
# ? Aug 20, 2017 15:24 |
|
|
# ? Aug 20, 2017 16:48 |
|
Ak Gara posted:How's the handling on a Python? Is it too slow for frag cannons to be useful? It really screams for some engine mods, but it's sufficient if you're going after medium-and-larger ships.
|
# ? Aug 20, 2017 16:51 |
|
Ak Gara posted:How's the handling on a Python? Is it too slow for frag cannons to be useful? Get some drives modded, and load up with frags for some hilarious damage. The fixed ones have ALOT more dps compared to the gimbal ones. For PVE i would recomment getting some multicannons too, for swatting smaller stuff. Note; if you have plans to do lots of bountyhunting or conflict zones, ammo is gonna be an issue after a few minutes..
|
# ? Aug 20, 2017 17:00 |
|
Has anyone got an example of a good free camera control key setup for sweet space pics (with flightstick/mouse/keyboard)? I'm struggling to get good screenshots due to the awkwardness of camera positioning.
|
# ? Aug 20, 2017 17:05 |
|
Cowcaster posted:thank you!! i will say flying it to where the community goal is going on made me remember how pitifully small the gas tank on the stupid thing is. how does transferring a ship to places scale, moneywise? it cost me about 200k and an hour of wait time to warp it a decent distance but i didn't think to measure how much https://eddp.co/u/ii2As8Yk https://eddp.co/u/pAdsARsc If you have a multicannon vulture and a pulse vulture and they shoot at each other, the pulse vulture dies first. Also the multicannon vulture is more power efficient. It's just better. edit: Once you get into engineering you can do some fun things: https://eddp.co/u/jP2sXxg3 DreadLlama fucked around with this message at 19:21 on Aug 20, 2017 |
# ? Aug 20, 2017 19:10 |
|
Frontier's new game is Jurassic World Evolution, apparently. http://www.eurogamer.net/articles/2017-08-20-jurassic-world-evolution-theme-park-sim-announced-by-planet-coaster-dev-frontier edit: official announcement made on Reddit. no need for spoilers anymore Mike the TV fucked around with this message at 20:46 on Aug 20, 2017 |
# ? Aug 20, 2017 20:39 |
|
Anyone play anything related to the thargoid beta yet? I am kind of leaving this off until that expansion comes out. Just wondering what it's going to be like?
|
# ? Aug 20, 2017 20:40 |
|
Mike the TV posted:Frontier's new game is Jurassic World Evolution, apparently. Should be cool actually as Planet Coaster is a stellar game.
|
# ? Aug 20, 2017 20:43 |
|
Mike the TV posted:Frontier's new game is Jurassic World Evolution, apparently. Speculations turn out to be true again. Shocking.
|
# ? Aug 20, 2017 20:44 |
|
Tippis posted:Speculations turn out to be true again. Shocking. It's a pretty obvious path from FDev's Planet Coaster and Zoo Tycoon.
|
# ? Aug 20, 2017 20:45 |
|
DatonKallandor posted:The AI flies around in super modded out ships and is generally better. If you played before your combat rank probably means you are fighting enemies way out of your league because your combat ship sucks. No mods for NPC's they just use FA-off, pip management and had their aggression turned up.
|
# ? Aug 20, 2017 21:05 |
|
Do turreted MCs work well for Pythons? I'm thinking of going two large gimballed beams for shields and switching to 3 turreted "target only" MCs to chew up armor. Is this a viable strat?
|
# ? Aug 20, 2017 21:12 |
|
Is it too late for:
|
# ? Aug 20, 2017 21:52 |
|
Morningwoodpecker posted:No mods for NPC's they just use FA-off, pip management and had their aggression turned up. i've definitely run into ships packing railguns, space shotguns, and plasma cannons in my recent plays which i don't remember them ever doing back when i was playing before but i don't know if that's different or i just wasn't paying attention
|
# ? Aug 20, 2017 22:11 |
|
Toxic Fart Syndrome posted:Is it too late for: It's never too late. Nor too early. It's always appropriate.
|
# ? Aug 20, 2017 22:12 |
|
Mike the TV posted:Frontier's new game is Jurassic World Evolution, apparently. Wow. Did you see how the building just spawned there? It should take months of real time to be constructed and staffed. Catering to casuals is killing this game.
|
# ? Aug 20, 2017 22:53 |
|
actually something that always puzzled me i figured i should ask about, since the only two powerplant states are "deployed/undeployed", what's the point of having more than two power priority groups? is it the theoretical situation where your powerplant gets hit and loses some of its juice?
|
# ? Aug 20, 2017 23:05 |
|
Cowcaster posted:actually something that always puzzled me i figured i should ask about, since the only two powerplant states are "deployed/undeployed", what's the point of having more than two power priority groups? is it the theoretical situation where your powerplant gets hit and loses some of its juice? When you deploy hard points and cross your maximum power threshold, other modules deactivate in order to save power, in order of module priority.
|
# ? Aug 20, 2017 23:07 |
|
chaosapiant posted:When you deploy hard points and cross your maximum power threshold, other modules deactivate in order to save power, in order of module priority. Well, yeah, but why does the game have more settings than "keep this on when deploying" (priority 1) and "disable this when deploying" (priority 2). Those are the only 2 levels of consumption you can ever be at, right?
|
# ? Aug 20, 2017 23:10 |
|
chaosapiant posted:When you deploy hard points and cross your maximum power threshold, other modules deactivate in order to save power, in order of module priority. but there's only two states, right? priority 2 is all the stuff that should shut off when you're deployed, priority 1 is all the stuff that needs to stay on. or is there some benefit to deactivating modules in a certain order?
|
# ? Aug 20, 2017 23:10 |
|
haveblue posted:Well, yeah, but why does the game have more settings than "keep this on when deployed" (priority 1) and "disable this when deployed" (priority 2). Those are the only 2 levels of consumption you can ever be at, right? You can have multiple fire groups. You could have one that's just a massive alpha strike, then a second group with a power sustainable hardpoint deployment, or another that just shoots chaff or counter measures/mines or reverse turrets while trying to escape. Different situations call for different profiles of what can/can't be shut down. Thinking about it: some of those things don't require hard points to be deployed.
|
# ? Aug 20, 2017 23:12 |
|
haveblue posted:Well, yeah, but why does the game have more settings than "keep this on when deploying" (priority 1) and "disable this when deploying" (priority 2). Those are the only 2 levels of consumption you can ever be at, right? well i'm at least glad i'm making sense
|
# ? Aug 20, 2017 23:12 |
|
chaosapiant posted:You can have multiple fire groups. You could have one that's just a massive alpha strike, then a second group with a power sustainable hardpoint deployment, or another that just shoots chaff or counter measures/mines or reverse turrets while trying to escape. Different situations call for different profiles of what can/can't be shut down. wait what aren't fire groups completely independent of power priority? or am i just learning now switching fire groups changes power consumption?
|
# ? Aug 20, 2017 23:14 |
|
Cowcaster posted:wait what aren't fire groups completely independent of power priority? or am i just learning now switching fire groups changes power consumption? If you don't have a weapon "chosen" in a fire group, it doesn't drain power when HPs are deployed.
|
# ? Aug 20, 2017 23:16 |
|
|
# ? May 25, 2024 08:03 |
Cowcaster posted:but there's only two states, right? priority 2 is all the stuff that should shut off when you're deployed, priority 1 is all the stuff that needs to stay on. or is there some benefit to deactivating modules in a certain order? If your PP gets damaged there's a chance it could drop you to 50% power. Having your essentials (thrusters, FSD, etc) operating under that 50% threshold through module priority is key to getting out of a sticky situation alive without the whole "spinning hopelessly in space" problem. chaosapiant posted:If you don't have a weapon "chosen" in a fire group, it doesn't drain power when HPs are deployed. Yes it does. You're confusing capacitor draw with power draw.
|
|
# ? Aug 20, 2017 23:18 |