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Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


TIL missiles don't disarm when they've lost tracking
https://i.imgur.com/B8YMvcZ.mp4
game of the fuckin year

Velius posted:

They seem to have added difficulties and ship classes to the shipbuilder/tester.

And a bunch of other QoL stuff like aim indicator options, to boot

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punishedkissinger
Sep 20, 2017
Probation
Can't post for 3 hours!
why are there no patch notes?

Popete
Oct 6, 2009

This will make sure you don't suggest to the KDz
That he should grow greens instead of crushing on MCs

Grimey Drawer

punishedkissinger posted:

why are there no patch notes?

There's a change log thread under Steam Discussions.

https://steamcommunity.com/app/1434950/discussions/0/3051737278924186211/

quote:

Version 1.1 - August 02, 2021

Fixed acceleration of the mouse in the game. Added a slider for mouse movement and wheel scroll sensitivity in the options.
Added three reticle settings on a slider in the options
Simple - The current crosshair
Adaptive - A crosshair that changes based on distance to target
Long Crosshair - A long crosshair
Added support for different resolutions while maintaining aspect ratio.
Added borderless window mode.
Added a slider for adjusting the amount of flashes and glitch effects.
Added selection of opponents for testing the ship in the editor.
Difficulty: Set the difficulty of the encounter from 1 - 10.
Enemy Type toggles: Small, Mid, Large, Carriers
Added a slider that turns off visual effects in order to increase performance
Fixed aircraft behavior in battle and on the global map.
Fixed several crashes on the global map.
Fixed an issue which would cause infinite money in the editor.
Added bonus points for passing the campaign.
Fixed an issue with the delete button in the ship roster.
Fixed a crash in the editor when installing guns.
Fixed issues when using the Esc key in different situations.
Fixed an issue at the end of the prologue.
Added the ability to twist radio dials by holding the left mouse button and dragging.

Perestroika
Apr 8, 2010

The borderless window mode is a godsend. That was really one of my main annoyances about this game. Adjustable glitches and improved crosshairs are just the cherry on top.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Perestroika posted:

The borderless window mode is a godsend. That was really one of my main annoyances about this game. Adjustable glitches and improved crosshairs are just the cherry on top.

Looks a bit silly on ultrawide monitors ATM, but a vast improvement over needing a 3rd party tool :v:

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Does anyone want to talk about what to do when ELINT lights up? i know ELINT tends to out-range radar, but i haven't been able to work out how to utilize that

- any way to get a sense of the enemy composition without committing to a fight? how about without even being seen, is that possible?
- how does one actually, like, get away? I had the sevastopol and an AWACS alone in the desert; ELINT1 lit up so I turned off radar and headed away, but they kept right on following until I had no choice for lack of fuel but to stop, and they caught up. I assume they either had intel or got lucky finding me in the first place, but how do you shake em?

ClothHat
Mar 2, 2005

ASK ME ABOUT MY LOVE OF THE LUMPEN-GOBLITARIAT
protip: trust no links I post

Ciaphas posted:

When a city goes Dangerous from hanging about too long (does anything else contribute to that?), does that status ever go away or is it stuck (and that city off limits from then on unless you want to get reported)?

Can anyone explain the mechanics behind cities reporting your position in a little more detail? It seems like such a crucial part of the game, but the documentation wasn't clear for me, and the feedback from your decisions is delayed.

My current best guess at understanding is:

1. If you attack a city quickly enough you can take it by surprise.
2. You can attack a city by surprise by sending a fast detachment before you get inside the city's detection radius. The city also has a yellow bar above it counting down the deadline for a surprise attack.
3. If you attack a city by surprise the enemy ships are grounded and it won't report your position.
4. The %s at the bottom right part of the map screen show the chance of a surprise attack working. I think this is more complicated though because I feel like I have 99% probability attacks that regularly don't make it in time.
5. Once the city is captured you have ??? time before the city reports your position? Is the amount of time fixed or based on other factors, is it related to whether or not you hit the city by surprise? Is that red countdown on the clock related?

punishedkissinger
Sep 20, 2017
Probation
Can't post for 3 hours!
that calculation doesn't seem to take into account radar or IR detection which vastly alter the odds. you can test those out manually by flipping the corresponding switches in the bottom right. It could use more documentation overall.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


do cities have their own radar/IR scopes (that red border??), or is it just whatever enemy ships happen to be docked?

punishedkissinger
Sep 20, 2017
Probation
Can't post for 3 hours!
they seems to have a 400km radius where they can detect you. whether or not they have actual radar seems to depend on the garrison though. again as far as i can tell none of this is clear.

lets hang out
Jan 10, 2015

I've never seen ELINT light up from a city garrison, I don't think they can have radar. Transport fleets might have IR, or just naturally have short alert timers, hard to tell. They always catch me but I've also been using Lightnings weighted down with extra armor.

MuffiTuffiWuffi
Jul 25, 2013

Ciaphas posted:

Does anyone want to talk about what to do when ELINT lights up? i know ELINT tends to out-range radar, but i haven't been able to work out how to utilize that

- any way to get a sense of the enemy composition without committing to a fight? how about without even being seen, is that possible?
- how does one actually, like, get away? I had the sevastopol and an AWACS alone in the desert; ELINT1 lit up so I turned off radar and headed away, but they kept right on following until I had no choice for lack of fuel but to stop, and they caught up. I assume they either had intel or got lucky finding me in the first place, but how do you shake em?

ELINT is good for early warning and triangulating enemy fleets. Before I built a brick and committed to going through enemy fleets instead of around them I'd usually have a passive Skylark out in front of my main fleet by some distance, which means that it would pick up their radar while being undetectable. If you only turn off your radar when you see the ELINT light up, then I think that means it's too late and their ELINT has already given them a bead on you. So if you caught ELINT on the Sevastapol maybe they got close enough by following that line to pick you up on radar, at which point you can't escape. Or maybe not, I tended to just never use radar unless I knew a transport was in the area.

As far as fleet compositions, you can't tell from radar, but you can throw a Lightning or another similarly zippy ship at a fleet and then immediately retreat out of battle. This is pretty safe but you can only do it at a short distance. However if you're picking a fleet up on ELINT that means you know that they're a strike fleet, since transports just don't have radar.

Gamerofthegame
Oct 28, 2010

Could at least flip one or two, maybe.
elint works by finding radar emissions and it does it from WAAAY far away. elint 1 is like twice? as far as the radar itself reaches. it's far. strike groups might be able to track you down by other means, or they might just be investigating you down there already and just so happen to come across you. or the AI cheats, who knows?

garrison detection is just the garrison doing it as far as I can tell, if you get a surprise attack you jump them. if you fail you still might be able to engage them before they get an alert out. then the people in the city might get upset if you stew around too long because there's like 400 buff russians hanging out and regaining morale, they're probably jerks.

Marzzle
Dec 1, 2004

Bursting with flavor

Ciaphas posted:

TIL missiles don't disarm when they've lost tracking
https://i.imgur.com/B8YMvcZ.mp4
game of the fuckin year

And a bunch of other QoL stuff like aim indicator options, to boot

one of my fav strats is just baiting missiles into enemies by using a fast ship that can out manuver them

skaianDestiny
Jan 13, 2017

beep boop
It's also amusing when the enemies shred their own escaping escape pods.

punishedkissinger
Sep 20, 2017
Probation
Can't post for 3 hours!
you are incentivized to destroy escape pods right? does having them go off make it more likely the "search for survivors" option triggers during looting?

skaianDestiny
Jan 13, 2017

beep boop
I'd think it's the opposite. The less people escape the more you'll have to search the wreckage.

Tim Pawlenty
Jun 3, 2006

punishedkissinger posted:

you are incentivized to destroy escape pods right? does having them go off make it more likely the "search for survivors" option triggers during looting?

Would be a great opportunity to increase the fear worldview based on certain amounts of escape pods shot down

deep dish peat moss
Jul 27, 2006

Patch owns.
As an interesting bit of powergaming you can save a lot of weight and space by not using Chassis on your ship - just take the landing gears off. This means you can't land without damaging the bottom of your ship, so your two options are either put a thin layer of armor across the bottom or do some fancy mid-air chassis installation before landing them in docks for any serious repairs/upgrades

punishedkissinger posted:

you are incentivized to destroy escape pods right? does having them go off make it more likely the "search for survivors" option triggers during looting?

I've never seen any effect from it (but to be fair this game obfuscates a lot of effects)

Marzzle
Dec 1, 2004

Bursting with flavor

can cities launch cruise missiles or is there just a mssile ship sitting on the city launching a missile? I tracked a merchant to a city but it seemed like it had an escort with a missile carrier and I got got.

How do people distinguish between easy pickings merchants and ones with heavy escorts? I wanna skypirate better

deep dish peat moss
Jul 27, 2006

Marzzle posted:

can cities launch cruise missiles or is there just a mssile ship sitting on the city launching a missile? I tracked a merchant to a city but it seemed like it had an escort with a missile carrier and I got got.

How do people distinguish between easy pickings merchants and ones with heavy escorts? I wanna skypirate better

There are a few roaming fleets that can launch missiles, and there are also ground-based missile sits that seem to be slightly outside of cities but I have only seen those myself after taking Khiva

I have never gone out of my way for merchants tbh, I just nab them when they happen to be where I'm at. I can never figure out how to catch them, unless they're landed they just reverse and fly away :sweatdrop:

ClothHat
Mar 2, 2005

ASK ME ABOUT MY LOVE OF THE LUMPEN-GOBLITARIAT
protip: trust no links I post

Ciaphas posted:

do cities have their own radar/IR scopes (that red border??), or is it just whatever enemy ships happen to be docked?

I'm pretty sure I've been burned and detected at least once because a strike force was trying to blitz a city and got spotted by a transport that was leaving the same way I was coming in. That seems fair and realistic in that it's just a bit of bad luck. I just have no idea if different cities are using different radar/IR detection or not, and how long I can stay if I was spotted/not spotted.

Marzzle posted:

How do people distinguish between easy pickings merchants and ones with heavy escorts? I wanna skypirate better

If you capture a city with a radar dish icon you will get three options of ships to detect. If you hit the last one it will ID trade vessels that are easy pickings. Intercepted radio transmissions also might say something like "Ships carrying grain bound for Kiva" and if you extrapolate their path you can intercept them. I THINK you can probably also ID them if you track something on the radar and measure its speed over time (I think merchants travel at different speeds than strike groups), but that is far beyond my feeble capabilities.

ClothHat fucked around with this message at 21:23 on Aug 2, 2021

Play
Apr 25, 2006

Strong stroll for a mangy stray
man it really is a task to fully understand every system in this game and know how and when to use things. the tutorial doesn't even come close to explaining everything you need to know

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


Ciaphas posted:

Does anyone want to talk about what to do when ELINT lights up? i know ELINT tends to out-range radar, but i haven't been able to work out how to utilize that

- any way to get a sense of the enemy composition without committing to a fight? how about without even being seen, is that possible?
- how does one actually, like, get away? I had the sevastopol and an AWACS alone in the desert; ELINT1 lit up so I turned off radar and headed away, but they kept right on following until I had no choice for lack of fuel but to stop, and they caught up. I assume they either had intel or got lucky finding me in the first place, but how do you shake em?

I tend to use aircraft to scout enemy fleets. It’s annoying that you can’t even get an estimate of number reliably, and it’s doubly infuriating that aircraft tends to cause unescorted transports to vanish.

Now, for ELINT, remember that it acts as a Radar Warning Receiver, which means it tells you the bearing and range to active radars. If you turn off your radar when you receive ELINT, it’s already too late - the enemy may send a force down that bearing.

Radar is not a tool to be used if you’re trying to maintain stealth. Once you think you’ve been detected by ELINT, immediately change your bearing. Away in a straight line will never work.

Assume the red radius of a city is an IR sight radius. In my experience, they don’t report contacts - or at least if they do it’s highly delayed - though I’ve never let them. Always send in Lightnings to take the city. Make sure your Sudden Strike chance is as high as possible each time.

Treat the game as if you’re playing a submarine sim. Every point of contact you allow your enemy, you let them tighten the noose around you.

I’ve found great success in reaching Khiva by setting up a series of sacrificial Skylarks with jammers attached. Decoys like that fundamentally shift the enemy defence infrastructure in a massive way, allowing for their lines to be pierced with ease. Just gotta get good at the combat itself to turn that strategy into a campaign win.

Play posted:

man it really is a task to fully understand every system in this game and know how and when to use things. the tutorial doesn't even come close to explaining everything you need to know

The tutorial and the manual do a good enough job, it’s mostly intuitive in that regard, the one thing I’m pretty sure both are notably missing is explaining what the red flag means (last known position, it turns out). The issue is it’s a simulationist game that borrows greatly from the language of that genre. It’s like playing your very first shooter if you’ve not played Silent Hunter or DCS before. It takes a certain amount of patience, study and experimentation - that’s the genre.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Never even occurred to me to just turn off my radar from the start - probably because it didn't sink in that the enemies have ELINT too. But with ELINT covering my rear end anyways, I don't even actually need radar; in fact I haven't hit a situation yet where I want to turn it back on!

(e)

HerpicleOmnicron5 posted:

I’ve found great success in reaching Khiva by setting up a series of sacrificial Skylarks with jammers attached. Decoys like that fundamentally shift the enemy defence infrastructure in a massive way, allowing for their lines to be pierced with ease. Just gotta get good at the combat itself to turn that strategy into a campaign win.
Part of me loves this genius idea, but part's balking at the idea of fully intentionally sacrificing videogame crews :v:

a fatguy baldspot
Aug 29, 2018

You’ll need to turn on your radar to find hidden cities I think. At least that’s how I found one recently.

skaianDestiny
Jan 13, 2017

beep boop

a fatguy baldspot posted:

You’ll need to turn on your radar to find hidden cities I think. At least that’s how I found one recently.

You don't need them actually. If you go to the visual view, you can see roads leading to various settlements in between the cities. Most of them won't be Hidden People, but just follow the roads and you'll be able to find them, they'll be highlighted once you see them. The best places to start looking are if you see a large open gap between cities.

Marzzle
Dec 1, 2004

Bursting with flavor

deep dish peat moss posted:

There are a few roaming fleets that can launch missiles, and there are also ground-based missile sits that seem to be slightly outside of cities but I have only seen those myself after taking Khiva

I have never gone out of my way for merchants tbh, I just nab them when they happen to be where I'm at. I can never figure out how to catch them, unless they're landed they just reverse and fly away :sweatdrop:

this one straight up had a missile carrier with it and decimated my fleet as they were approaching. the remnants could mop it up but my losses were so heavy I just restarted. it was really early game so I don't think any late game ground based missile launchers were in play. I'll assume it's ships doing the missiles until I hit khiva

ClothHat posted:

If you capture a city with a radar dish icon you will get three options of ships to detect. If you hit the last one it will ID trade vessels that are easy pickings. Intercepted radio transmissions also might say something like "Ships carrying grain bound for Kiva" and if you extrapolate their path you can intercept them. I THINK you can probably also ID them if you track something on the radar and measure its speed over time (I think merchants travel at different speeds than strike groups), but that is far beyond my feeble capabilities.

I try to cap the intel cities early but I guess I'm missing the 3 options dialogue. Next time I capture one I will keep an eye out for it better, I may just be overlooking it

rojay
Sep 2, 2000

This game looks fascinating and beautiful and I wish I had the capacity to actually play it, but I'm self-aware enough to recognize my limitations. Perhaps some day.

Having said that, I refresh this thread several times a day and you humans are good humans for allowing me to experience the game vicariously. Thank you, humans.

skaianDestiny
Jan 13, 2017

beep boop
Does anyone have any designs for cruiser killers that aren't cruisers themselves?

Larry Parrish
Jul 9, 2012

by Jeffrey of YOSPOS

rojay posted:

This game looks fascinating and beautiful and I wish I had the capacity to actually play it, but I'm self-aware enough to recognize my limitations. Perhaps some day.

Having said that, I refresh this thread several times a day and you humans are good humans for allowing me to experience the game vicariously. Thank you, humans.

It's really not a very complicated game. It just doesn't tell you outright what to do.

Nitevision
Oct 5, 2004

Your Friendly FYAD Helper
Ask Me For FYAD Help
Another Reason To Talk To Me Is To Hangout
Oh sick, I was holding off on this because of the issues people were having (and stuff like not having basic settings). Glad to see they whipped a patch out pretty fast

MagicBoots
Mar 29, 2010

How about we pump the atmosphere full of methane?
You put me on Cargo handling optimization?! I am the premier defense specialist in the entirety of the UN!
Don't you dare pull my funding!
You can't cut back on funding!
You will regret this!

skaianDestiny posted:

Does anyone have any designs for cruiser killers that aren't cruisers themselves?

A lightning with a dual 180mm cannon. The Thunder.



Move fast and use AP. The reinforced hull segments won't provide much protection but do a good job absorbing proxy fuse rounds and the hail of CIWS fire.

MagicBoots fucked around with this message at 02:40 on Aug 3, 2021

Larry Parrish
Jul 9, 2012

by Jeffrey of YOSPOS

MagicBoots posted:

A lightning with a dual 180mm cannon. The Thunder.



Move fast and use AP. The reinforced hull segments won't provide much protection but do a good job absorbing proxy fuse rounds and the hail of CIWS fire.

Lol. I used that exact name for a very similar modified Lightning.

deep dish peat moss
Jul 27, 2006

I made a version of the Lightning with 6 130mm cannons instead of 2 100mm cannons :pwn:



Missed opportunity not naming it Chainlightning. Not sure why it says I'm at 200% power, in the repair yard it said I was barely reaching 100%, I'll need to check into that later because I could drop some of the hull pieces if I don't need the generators
May as well take the armor off since fights are over so fast. Bonus points for... not many ships using 130mm guns by default? So it's not sharing its ammo much


e: I am also part of the has-a-lightning-with-180mm-cannons-named-Thunder crew :c00l:

deep dish peat moss fucked around with this message at 03:20 on Aug 3, 2021

skaianDestiny
Jan 13, 2017

beep boop
Same here lol. Mine is a single 180mm cannon with a 37mm CIWS for fleet AA.

Nitevision
Oct 5, 2004

Your Friendly FYAD Helper
Ask Me For FYAD Help
Another Reason To Talk To Me Is To Hangout
This game owns

Back Hack
Jan 17, 2010


skaianDestiny posted:

Does anyone have any designs for cruiser killers that aren't cruisers themselves?

I got three flavors for you.

Golem: heavy corvette armed with 6x130 cannons, 2xchain-guns, 2xMissiles. Is relatively slow, but extremely armored, so it can go toe to toe with most cruisers.

https://drive.google.com/drive/folders/1ugDA49A7PnprTm9A3gXsawZSZ0HgxbSZ?usp=sharing

Nutcracker Mk2: Equipped with4xAK-100s, 2xchain-guns, and 1xMK-2-180 cannon. Up-gunned version of my Nutcracker but loses the missiles

https://drive.google.com/drive/folders/1KlPK-5S3eXw5AUZTvra4yoVRVdSsNwoM?usp=sharing

Grendel: Uses 3x57 autocannons for AA and 2xMK-2-180 for everything else. Will tear apart most cruisers as long as you keep your distant.
https://drive.google.com/drive/folders/1LAeIycvh_a7EWs-bLCm92v2nxrVQOfTp?usp=sharing

Kenlon
Jun 27, 2003

Digitus Impudicus

Perestroika posted:

The borderless window mode is a godsend. That was really one of my main annoyances about this game. Adjustable glitches and improved crosshairs are just the cherry on top.

Borderless window mode? Time to re-buy it after my refund.

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Jerkface
May 21, 2001

HOW DOES IT FEEL TO BE DEAD, MOTHERFUCKER?

How do you get AP rounds, is it possible to buy? Also are you guys making these lightnings in the shipworks in the game or in the ship builder from the main menu and then they are available for purchase?

I am trying out the quick raiding party strat and its been pretty fun. I looted some cannons and modified a lightning to have the bigger guns and it definitely fucks but I dont have any AP rounds yet and also my thrust/weight is a lot lower/higher than your guys versions so im wondering if I need to get some better parts or strip more down ro what?

Jerkface fucked around with this message at 05:40 on Aug 3, 2021

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