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M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

cock hero flux posted:

as far as I can tell, nothing respawns except possibly trade convoys. if you just go around murdering everything you'll eventually hit a point where the Strike Group and Tactical options at captured signal stations become unclickable because there are no valid groups left for them to report on. I've never managed to get there with trade convoys but I can't tell if that's because they respawn or just because there are loads and loads of them.

edit: however I'm pretty sure that once you take Khiva the game spawns in an extra strike group in addition to the 2 missile carrier groups because I've cleared every city on the map and murdered every strike group I could find multiple times but there's still always one strike group that I have to deal with in the last stand

They will also become unclickable if none of their position have changed from where they are currently marked.

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cock hero flux
Apr 17, 2011



M_Gargantua posted:

They will also become unclickable if none of their position have changed from where they are currently marked.

that applies to Tac groups because tac groups like to just hang out but if you click the SG button and nothing happens then it's because all the Strike Groups are gone, strike groups move all the time, generally in your direction

Penitent
Jul 8, 2005

The Lemonade Man Can


Designed a new flagship that is cheaper than Sevastopol, twice as fast, four times the tactical missile capacity, but most importantly... is bristling with Sprints.



I also designed a cheaper Tanker/ELINT+IRST escort by swapping out for the smaller ELINT. I have been starting with two of these to support each of my strike groups.



I designed a cheaper and faster escort carrier as the default ships were all too slow. This is fast enough to move with my strike groups and if I find additional carriers along the way, I send them to the Flagship/Strategic group.



My hearty little Gnat; 2 x AK-100 give it a punch and it's lean enough to dance around most obstacles early on.



Finally, the Leopard is the heaviest hitter I start the game with. Armed with 5 x AK-100 and 2 x 37mm, this can take out early strike groups while confidently defending itself from missile fire. It's also compact enough to achieve that all important 300 km/h mark so it doesn't slow down the strike group it's with.

Tactical missiles and air strikes still pose a problem for me. I think my next design will be a cheap take on a dedicated anti-air/anti missile system platform that can tag along with each group.

I'm loving the ship design elements but the more I play, the more I realize what others have already said; many of the cool looking ships in the game are simply inefficient and specialization is king. I hope that the developers can tweak some of the ship rolls to make them more enticing or to give us a reason to want to build a fancy hybrid ship.

This game has a thick skin but once you do the work to peel it, the meat of the game is just fantastic. It's been a very long time since a game has been this engrossing.

Marzzle
Dec 1, 2004

Bursting with flavor

a fatguy baldspot posted:

I’ve had hidden cities be incredibly near normal ones which is funny and infuriating if you need to hide there

I had to clear an enemy aircraft carrier group out of a hidden city, pretty sure all the strike groups knew it was there but when they started coming in they were taken out with airstrike bombing runs. I think I got all 5 unless 1 got away.

If a single ship of a strike group makes it out can it get buddy ships back or will it stay stuck at the surviving ship and get repairs etc??

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

Marzzle posted:

If a single ship of a strike group makes it out can it get buddy ships back or will it stay stuck at the surviving ship and get repairs etc??

They definitely repair (and if you look at the last known position icon on the map, you'll see their estimated repair time), but I've never seen one get ships back.

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
Someone explain the different missiletypes like im five or something. I think I keep wasting them.

lets hang out
Jan 10, 2015

Affi posted:

Someone explain the different missiletypes like im five or something. I think I keep wasting them.

this video helped me

https://www.youtube.com/watch?v=j4O3etdR2Mo

Top Gun Reference
Oct 9, 2012
Pillbug
Also, A-100N's can intercept R-3N ballistic missiles. :science: Parking some triumphants in Khiva can save your campaign. Better have good radar coverage though cause those fuckers are fast.

Mr. Crow
May 22, 2008

Snap City mayor for life

This guy does a ton of really good focused tutorials, highly recommend checking his channel out. The missile, aircraft and radar ones in particular are good in explaining what the game fails to.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Affi posted:

Someone explain the different missiletypes like im five or something. I think I keep wasting them.



KH-15 - A long range cruise missile with a radar seeker. Range of 1600km, speed of 900km/hr with a slow launch and climb to full speed.

A-100 - A short range tactical missile with a radar seeker. Range of 400km, speed of 4320km and almost no delay to launch.

For radar guided missiles: The radar will arm somewhere between 75-100km away from the point on the map you targeted. Radar search cone is a 90 degree ark out to 75km ahead of it, unless jammed by ECM. The missile will then continue along straight until it sees anything in that cone at which point it will turn and engage.

KH-15P - A KH-15 with a anti-radiation seeker, the anti-radiation seeker is a bit like ELINT, with a 360 degree scan. About 75-100km away from the point on the map you targeted the seeker will arm, and any radar or ECM that it can detect will be targeted. The red circle is 130km, and the detection range for a large radar is 120km. A small radar will only be detected from 80km away. Its seeking can be much further than the red ring, for example ECM will be targeted from 800km away. If the radar/ECM goes away mid seeking it will miss even if its in visual range, unless it happens to intersect a flying fleet anyway. And yes if you set the arm range too close and the launch platform has its radar/ECM on it will gladly do a 180 and own-goal you. It goes for the strongest signal it can find. (e; Fire Control Radars for R-9 interceptor missiles don't get detected as far as I can tell from testing)

KH-15N, KH15PN, and A-100N are the same as above just with nuclear warheads. I don't think there is a difference between the warheads.

R-3's are ballistic missiles, they have no tracking ability at all, but with a 2000km range and a speed of 8280km/hr they are nearly unblockable. You can add them to your own ships in the editor but they are never available for purchase in the campaign. You can shoot them down with A-100N's if you see them coming on radar/thermal and are fast enough.

If you don't care about war crimes the R-3N will easily deal with missile/aircraft/strike groups parked at cities.

M_Gargantua fucked around with this message at 02:13 on Aug 11, 2021

Phrosphor
Feb 25, 2007

Urbanisation


Seconding that this guy's videos are good, to the point, and recorded with a calm, vaguely scandanavian accent.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Penitent posted:

Tactical missiles and air strikes still pose a problem for me. I think my next design will be a cheap take on a dedicated anti-air/anti missile system platform that can tag along with each group.

Here's the one i've been using. The armor makes it survivable against the very rare missiles and nukes that get through defense, but drop the fuel efficiency by an additional 150t/km


https://drive.google.com/drive/folders/11atqV0Ujehqk8M2h9VIG2Uy6RUHQDf_5?usp=sharing

e; No armor version with more fuel
https://drive.google.com/drive/folders/1b0ufNEMTAsYHd9loIAtMnXBmGZAY7x6v?usp=sharing

M_Gargantua fucked around with this message at 02:36 on Aug 11, 2021

Marzzle
Dec 1, 2004

Bursting with flavor

the cost of cruise missiles and the cost to install them is so crazy it seems sorta like 250kg bombs on a swarm of LA-29s is much cheaper/effective. what would you use cruise missiles for that jets can't do? it seems like they can't even penetrate armor half the time and they're so expensive I'm not sure what to use them for? They can take out unarmored ships just fine but so can a few lightnings and the lightnings don't cost anything to use

pretty sure I've taken out every strike group except for 1 group that limped out with a single cruiser. now I keep running into aircraft carriers but they seem easier to take out. hopefully there's only 5 of those too

Marzzle fucked around with this message at 04:09 on Aug 11, 2021

Larry Parrish
Jul 9, 2012

by Jeffrey of YOSPOS

Marzzle posted:

the cost of cruise missiles and the cost to install them is so crazy it seems sorta like 250kg bombs on a swarm of LA-29s is much cheaper/effective. what would you use cruise missiles for that jets can't do? it seems like they can't even penetrate armor half the time and they're so expensive I'm not sure what to use them for? They can take out unarmored ships just fine but so can a few lightnings and the lightnings don't cost anything to use

pretty sure I've taken out every strike group except for 1 group that limped out with a single cruiser. now I keep running into aircraft carriers but they seem easier to take out. hopefully there's only 5 of those too

I think you're intended to start with a missile carrier like the Triumphant, then raid fleet bases for missiles to actually use. As far as the TBMs go; I dunno, you can't even get them without a custom ship.

Marzzle
Dec 1, 2004

Bursting with flavor

Hidden cities give you a few conventional cruise missiles too. I'm mostly just complaining about the cost to replace them vs buying more planes and bombs. Also seems that the missiles are a lot faster so they've got that goin' for them.

I'm sure I'll see an important use for them at some point. They just sorta seem to suck at armor penetration while bombs always strike the tops of crusiers and they usually have a few holes in their armor there

Marzzle fucked around with this message at 04:27 on Aug 11, 2021

BrotherJayne
Nov 28, 2019

Cruise missiles arrive one at a time, and seem to attract more flak than planes for some reason

Penitent
Jul 8, 2005

The Lemonade Man Can

Marzzle posted:

Hidden cities give you a few conventional cruise missiles too. I'm mostly just complaining about the cost to replace them vs buying more planes and bombs. Also seems that the missiles are a lot faster so they've got that goin' for them.

I'm sure I'll see an important use for them at some point. They just sorta seem to suck at armor penetration while bombs always strike the tops of crusiers and they usually have a few holes in their armor there

I have found that a group of 4 or 5 planes with unguided rockets will main or outright kill ships in the enemy Strike Groups, even if they're in the air.

Levin
Jun 28, 2005


So I was steamrolling up the map pretty hard, had two squad of 130mm Lightnings with the Crybaby fuel/elint ship someone posted alongside a Sevastopol I slightly modified to have a little less fuel tanks, more guns and engines.

Hit a wall where I just got rinsed, had to consolidate with my flaghship and got pinned down in a city where I was constantly bombarded by missiles and planes, was not fun. It honestly got a bit tedious, survived 2 strike groups and a bunch of bombardments before being bombed to death eventually. I'm starting to under the advice about parking the Sevastopol elsewhere, had a real tough time finding hidden ciities through.

How do people address Tarkhan ships they pick up? Starting to think I should be selling em as they end up being deadweight at times just eating up fuel.

Larry Parrish
Jul 9, 2012

by Jeffrey of YOSPOS
I sell the bad ones but sometimes they have cruisers or heavy frigates like the Paladin and those are absolutely worth keeping, if only to soften up the enemy for Sevastopol. Also I had a tarkhan give me a Triumphant once.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


what makes a ship good or bad?

champagne posting
Apr 5, 2006

YOU ARE A BRAIN
IN A BUNKER


I found something fun: When adding planes to carriers if you hold shift and place them the first will be normal, and the rest will stand on their tails. I'm sure it's unintended but it was fun having triple the amount of birds in the air you should be able to use.

Larry Parrish
Jul 9, 2012

by Jeffrey of YOSPOS

Ciaphas posted:

what makes a ship good or bad?

Personally I dont like the small armored ships. They have their place, and theyre pretty good sluggers. But they tend to be under armed and not very fast, because they're intended to be bomb or missile ships first and foremost. I either like more speed or heavier guns. So I'll keep every Fenek but sell every Navarin. Of course you can always upgrade them, and it's not like more ships is ever bad as long as your fuel consumption with the main group isn't too high.

Penitent
Jul 8, 2005

The Lemonade Man Can

rage-saq posted:

Beat the game last night, was my second run getting to the end and I set up specifically for what the endgame scenario was going to be and it was STILL hard as hell. So much fun, this game is so great.

*edit*
Patch just dropped which fixed the missing aircraft bugs. This nearly caused me to fail the endgame last night. I lost like 30 craft in a go.

Is anyone having trouble with bonuses after this update? I just noticed that I lost the bonus on my third campaign which is a bummer because it was the biggest one I had.

cock hero flux
Apr 17, 2011



Levin posted:

How do people address Tarkhan ships they pick up? Starting to think I should be selling em as they end up being deadweight at times just eating up fuel.

if they have a carrier, an air defence ship or a strategic missile ship then send them to hang out with the Sevastopol. I've never seen one have like, a Kormoran or anything really impressive in combat. If they have like a Gladiator or something I guess you could keep it around as a backup in case you lose all your Lightnings or something.

I tend not to sell them just because money's never that tight and for the last stand you need as much raw metal as you can get to throw in the path of nuclear missiles.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


those of you who at least make it to Khiva, how long do your campaigns last? I find myself getting bored and puttering out long before Khiva's on the horizon

Marzzle
Dec 1, 2004

Bursting with flavor

Levin posted:

So I was steamrolling up the map pretty hard, had two squad of 130mm Lightnings with the Crybaby fuel/elint ship someone posted alongside a Sevastopol I slightly modified to have a little less fuel tanks, more guns and engines.

Hit a wall where I just got rinsed, had to consolidate with my flaghship and got pinned down in a city where I was constantly bombarded by missiles and planes, was not fun. It honestly got a bit tedious, survived 2 strike groups and a bunch of bombardments before being bombed to death eventually. I'm starting to under the advice about parking the Sevastopol elsewhere, had a real tough time finding hidden ciities through.

How do people address Tarkhan ships they pick up? Starting to think I should be selling em as they end up being deadweight at times just eating up fuel.

Never stay in cities except to repair/refuel and make sure you don't stay too long. Even just setting down just outside the city landing radius is better. Cities are death traps unless they're the hidden ones

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Stay in cities with a fast aux fleet as bait if you want to draw a strike group off.

cock hero flux
Apr 17, 2011



Ciaphas posted:

those of you who at least make it to Khiva, how long do your campaigns last? I find myself getting bored and puttering out long before Khiva's on the horizon

It's one of the game's flaws that, at least on Normal, it's actually not that difficult for a decent player to take down a strike group with a reasonably sturdy brawling ship. The game's attempt at discouraging this is the Sevastopol: the Sevastopol can take down a strike group but will inevitably take a load of damage in the process which will take ages to repair, so when the second strike group shows up the next day it'll just die. But that only works because the Sevastopol is loaded with expensive equipment and uses 57mm secondaries. If you use something like a Kormoran instead, which is a brick with 37mm secondaries, then you actually don't take a ton of damage. If you use the ship designer to make an even thicker brick(hot tip, if you're too lazy to custom design your own brick you can just strip all the electronics and missiles off the Kormoran and replace them with armour and an extra chaingun in about 30 seconds and have something good enough) then you take virtually no damage, and the damage that you do take is all to armour which is dirt cheap to replace and quick to repair. Once you have a ship that can take on 3 or 4 strike groups in a row, the game is trivially easy until Khiva, because all the strike groups will lemming into you and die within the first week of the game and you'll be left to mop up cities with impunity.

I think a lot of the problem stems from the fact that the dev didn't realize how effective massed chainguns would be at shooting down artillery. The AI doesn't really try to do it, but with 4 chainguns you can reliably delete an entire barrage from the biggest gun. And it's not hard to mount 4 chainguns on something, they're the cheapest gun available. The only thing that chainguns don't really work on are bombs, but bombs aren't used that often and are pretty easy for even a big slow ship to just move away from.

I haven't really tried Hard, so I don't know if it addresses any of this, but if I were to fix this I'd make it so that every Strike group has an associated fleet HQ that they're tied to that will eventually rebuild them if they're destroyed and the Fleet HQ hasn't been capped. And I'd probably make them a bit tougher, they tend to just be a Nomad and a couple of light cruisers on Normal and they're just not that threatening to a Brick. Beefing up city defences would be good, too. Maybe have it so that certain types of cities(fuel depots, intel centers, etc.) have tougher defences so that you can still have a few lightnings go around snapping up the easy cities.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

cock hero flux posted:


I think a lot of the problem stems from the fact that the dev didn't realize how effective massed chainguns would be at shooting down artillery. The AI doesn't really try to do it, but with 4 chainguns you can reliably delete an entire barrage from the biggest gun. And it's not hard to mount 4 chainguns on something, they're the cheapest gun available. The only thing that chainguns don't really work on are bombs, but bombs aren't used that often and are pretty easy for even a big slow ship to just move away from.

2A37's aren't the cheepest actually :science:

pre:
Weapon   Ammo   Cost Weight with minimum frame
2A37     37mm   3000  77t
AK725    57mm   1500  77t
AK100    100mm  2000  77t
D80      130mm  4000  77t
A220     Rocket 4000  77t
MK-1-180 180mm  4000  107t
MK-2-180 180mm  6000  107t
MK-6-180 180mm  24000 984t
You'd think the jump from the double 180 to the six pack isn't worth it from the numbers alone, but it is on large ships.

cock hero flux
Apr 17, 2011



M_Gargantua posted:

2A37's aren't the cheepest actually :science:

not in terms of money, I suppose, but they only require 1 small magazine to supply them and they don't add much weight

Mr. Crow
May 22, 2008

Snap City mayor for life
Anybody know what the IR/ED Sign stat is and the CHANCE next to it?

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Mr. Crow posted:

Anybody know what the IR/ED Sign stat is and the CHANCE next to it?

That is the maximum detection range against you, and below those will appear the maximum detection range of your own sensors. the range shown by SIGN is vs a thermal sensor and a large radar, and ELINT SIGN isn't shown at all. ELINT range shown is the range for your ELINT vs an enemy large radar. Radar and IR and Jammer are straight forward maximum ranges outward from your ship. You'll notice they go down by the fraction of the sensor cone that is blocked.

An example:


Chance is chance you'll get a sudden strike due to that detection range.

At the bottom right of the main map is a calculator that will show you your sudden strike chance with the currently selected ships given their access to IR or radar, so for a lightning, which has IR SIGN 317 and Chance 59 that means that even if the enemy has an IR sensor in their fleet there is a base 59% chance of getting a sudden strike, although on the map it shows as 64% so I don't know which calculation is right, maybe there is a minimum 5% that gets added on? Sudden strike is based on the largest of each value.

Mr. Crow
May 22, 2008

Snap City mayor for life
Excellent info thanks. Out of curiosity is there someplace y'all are getting some of this more obscure information (like missile ranges, wasted 3 A-100s till I figured out there were meant to be short range) I've combed through the manual but nothing, is this just accrued testing knowledge or is there a wiki somewhere?

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


Ciaphas posted:

those of you who at least make it to Khiva, how long do your campaigns last? I find myself getting bored and puttering out long before Khiva's on the horizon

cock hero flux posted:

It's one of the game's flaws that, at least on Normal, it's actually not that difficult for a decent player to take down a strike group with a reasonably sturdy brawling ship. The game's attempt at discouraging this is the Sevastopol: the Sevastopol can take down a strike group but will inevitably take a load of damage in the process which will take ages to repair, so when the second strike group shows up the next day it'll just die. But that only works because the Sevastopol is loaded with expensive equipment and uses 57mm secondaries. If you use something like a Kormoran instead, which is a brick with 37mm secondaries, then you actually don't take a ton of damage. If you use the ship designer to make an even thicker brick(hot tip, if you're too lazy to custom design your own brick you can just strip all the electronics and missiles off the Kormoran and replace them with armour and an extra chaingun in about 30 seconds and have something good enough) then you take virtually no damage, and the damage that you do take is all to armour which is dirt cheap to replace and quick to repair. Once you have a ship that can take on 3 or 4 strike groups in a row, the game is trivially easy until Khiva, because all the strike groups will lemming into you and die within the first week of the game and you'll be left to mop up cities with impunity.

I think a lot of the problem stems from the fact that the dev didn't realize how effective massed chainguns would be at shooting down artillery. The AI doesn't really try to do it, but with 4 chainguns you can reliably delete an entire barrage from the biggest gun. And it's not hard to mount 4 chainguns on something, they're the cheapest gun available. The only thing that chainguns don't really work on are bombs, but bombs aren't used that often and are pretty easy for even a big slow ship to just move away from.

I haven't really tried Hard, so I don't know if it addresses any of this, but if I were to fix this I'd make it so that every Strike group has an associated fleet HQ that they're tied to that will eventually rebuild them if they're destroyed and the Fleet HQ hasn't been capped. And I'd probably make them a bit tougher, they tend to just be a Nomad and a couple of light cruisers on Normal and they're just not that threatening to a Brick. Beefing up city defences would be good, too. Maybe have it so that certain types of cities(fuel depots, intel centers, etc.) have tougher defences so that you can still have a few lightnings go around snapping up the easy cities.

soooo.... it's a 5 hour campaign? 10? :v:

(interesting info, that said. i've tried taking on SGs with a stock Kormorant, and didn't succeed, but saw where I could have with better piloting, so it does seem reasonable for the rest of campaign part 1 to become that reductive, especially with a Kormorant evolved into a Brick. Sucks, tho)

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Mr. Crow posted:

Excellent info thanks. Out of curiosity is there someplace y'all are getting some of this more obscure information (like missile ranges, wasted 3 A-100s till I figured out there were meant to be short range) I've combed through the manual but nothing, is this just accrued testing knowledge or is there a wiki somewhere?

I’ve just been measuring and writing things down, I’m sure eventually there will be a wiki.

cock hero flux
Apr 17, 2011



Ciaphas posted:

soooo.... it's a 5 hour campaign? 10? :v:

I have 35 hours in the game, and I've beaten it twice. Subtract however much time for the tutorial, a few abortive attempts before I figured things out, and puttering around in Shipworks, and 10 hours seems reasonable. Although that can go way down if you just try to speedrun it and plow through everything as fast as possible.

As for taking on strike group with a Kormoran: the key is shooting down the heavy artillery shells with your chainguns. If the Nomad fires its big guns at you and hits you even a brick will take substantial damage, and you're a little too slow to be dodging them reliably. But if you have your chainguns loaded and fire at the artillery, you'll take out most if not all of the incoming shells. The smattering of smaller calibre shells that you take will do negligible damage. Stop the heavy shells and missiles and you're golden. If you pick up some 180mm AP shells you can really trivialize things with some careful aiming but even if you can't find or afford them you'll be alright.

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


yeah my biggest problem when I tried was getting mad greedy and using the CIWS to murder e.g. exposed modules at close range, instead of shooting down shells, I think. that's probably enough on its own for me to win against at least one

I wonder if the dev'll change that at all

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

Mr. Crow posted:

Out of curiosity is there someplace y'all are getting some of this more obscure information (like missile ranges, wasted 3 A-100s till I figured out there were meant to be short range)

If you hit the button to launch pretty much anything launchable, it'll put a maximum range circle on the map while you're aiming it. Missiles, planes, your own strike groups; game's big on range circles.

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
I've been experience a lot more crashes when I've been playing with my custom flagship. I loving hate it. When is he going to update so you can make your own?

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BrotherJayne
Nov 28, 2019

Welp, got the strike groups cleaned up, and most of the tactical groups.

... the capital is way far away though, tryna work up the gumption to go for the end game

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