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Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

I think it's specifically meant to be a sequel hook since it ends on 'to be continued'.

That said, I would play the poo poo out of a sequel or a DLC campaign because this game has grabbed me in a way games haven't in a long time. Also if they do do an expansion or something, for god's sake lets' have some 12 inch guns, that 300mm ammo in the shops is taunting me with the desire to make a flying Predread.

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my dad
Oct 17, 2012

this shall be humorous
I've listened to an interview with the game's author. My Russian is really rusty, and the interviewer was a motormouth, but I picked up on a few things. He finished the main game mode mere hours before release, and he intends to return and continue working on the campaign. If the game feels unfinished, that's because it is.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Being fair the actual gameplay sections feel very finished. The last bits feel like a really appropriate finale, though they're not actually that hard. I mean, it's not like you're hunting a sky SSBN: You know where they're coming from, roughly, and where they need to get to, and you suddenly get a big influx of fleet to try to hunt them with AND they keep their radar on so precious, precious ELINT works. It's not that difficult, but it's tense as hell and really feels like the appropriate 'final boss' of the game the way fighting the Governor (if you fight him) doesn't. Also every playthrough of the final mission I've seen or done ends cinematic as hell, from my half-dead Gladiator charging out of the nuked ruins of his fleet group to waste Typhoon 1 to a friend's refitted Sevastapole barely managing to catch Typhoon 2 in time and slaughtering it and its escorts after a big fleet battle, so mission accomplished on making a hell of a finale.

Night10194 fucked around with this message at 13:48 on Sep 8, 2021

Captain Gordon
Jul 22, 2004

:10bux::10bux::10bux::10bux::10bux:

Ceebees posted:

Does the missing detail in the ending change if you beat it on Hard mode?

Unfortunately no :(

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k
I've been experimenting with planes and they seem very good at intercepting missiles and eliminating garrisons without you making any money, but the strike groups on hard are very good at dodging bombs and rockets and shooting down planes.

It costs more to replace a plane than a cruiser's worth of shredded armor but it's certainly quicker (if you can find them for sale).

Top Gun Reference
Oct 9, 2012
Pillbug
Planes attack in groups of 3. If you send them in a big blob you will take more casualties as the enemy ships "wake up" after the initial attack and start targeting the planes running in for follow-up attacks. The trick is to only send them in groups of 3 or less one after the other. You will rarely lose planes this way.

However, for intercepting enemy planes or missiles you absolutely want as big a blob as you can get. Dogfighting in this game is a matter of numbers and attrition.

Top Gun Reference fucked around with this message at 01:25 on Sep 10, 2021

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Top Gun Reference posted:

Planes attack in groups of 3. If you send them in a big blob you will take more casualties as the enemy ships "wake up" after the initial attack and start targeting the planes running in for follow-up attacks. The trick is to only send them in groups of 3 or less one after the other. You will rarely lose planes this way.

However, for intercepting enemy planes or missiles you absolutely want as big a blob as you can get. Dogfighting in this game is a matter of numbers and attrition.

Or missiles. If you have missiles and they don't dogfighting becomes a matter of lol.

Mind I learned this by, uh, not having missiles when the two interceptors intercepting my planes did so that was a bad day for Mark Sayadi's Summer Vacation and made sure I would going forward always keep a stock of A2A missiles.

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k

Top Gun Reference posted:

Planes attack in groups of 3. If you send them in a big blob you will take more casualties as the enemy ships "wake up" after the initial attack and start targeting the planes running in for follow-up attacks. The trick is to only send them in groups of 3 or less one after the other. You will rarely lose planes this way.

However, for intercepting enemy planes or missiles you absolutely want as big a blob as you can get. Dogfighting in this game is a matter of numbers and attrition.

I've been sending them in groups of 2 which I'm pretty sure someone in this thread recommended. It worked well on normal - In the endgame I got a lot of free carriers and used planes against the newly spanwed strike group and the two missle groups it worked really well.

On hard the strike groups have a lot of anti-air missiles, I suspect they arm their guns faster, and seem to shoot down my planes at a faster rate than on normal. Planes I think are an important component on hard because there's not much better missile defence, but I've found them useless at softening up strike groups, the strike groups seem much better at dodging bombs and rockets.

Roumba
Jun 29, 2005
Buglord
I found myself reading and thinking about this game more this week than playing it. This might have something to do with me being choice-paralyzed between attacking one or the other of these two SGs just one city away, running away, or trying to thread the needle between their radar coverages to take a different city.

I think I'm going to premtively pull off all the fragile expensive electronic bits of the ol' Sevastopol and try to run the gauntlet, because all I've got to fight with is 2 tricked out gladiators, maybe a dozen planes and the flagship.

Affi
Dec 18, 2005

Break bread wit the enemy

X GON GIVE IT TO YA
What you just described can take two strike groups if they're approaching from different sides. Easy peasy.

Sextro
Aug 23, 2014

Does this game have rubberbanding/scaling? Trying it out and I thought I had a great start with finding a prize ship asap and buying a bunch of fancy ammo, but then the next town I hit (no alerts) has a gladiator and two armored corvettes I can’t do anything to with my 100mm guns on my lightnings.

Scut
Aug 26, 2008

Please remind me to draw more often.
Soiled Meat
To my understanding the enemy fleets are generated at game start but the garrisons may not be.

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k
I think the garrisons are just randomised. I've moved upward through towns and faced 2x courages after previously defeating 1x Gladiator, 1x Flower, 1x Courage.

As an aside, I do love the ship class names.

Jamsque
May 31, 2009
I do think the garrisons get stronger as you progress north

Polyakov
Mar 22, 2012


I believe the strength of the garrison is indicated somewhat by the size of the circle of the settlement. Theres a significant degree of randomness within that.

Vizuyos
Jun 17, 2020

Thank U for reading

If you hated it...
FUCK U and never come back
I don't think there's any stock ship that doesn't have gaps in the armor somewhere for you to fire through. It's just that the Lightning spends so much of its time dodging that it usually can't really line up precision shots like that. If you upgun it to 130mm, it at least does a little better at punching through the armor, but that's still generally one of the Lightning's big weaknesses.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

It's also one reason the Gladiator does so well among stock ships. It's tough enough to tank a few shots if you need to hold still and line up, but it has enough guns to punch through armor or really punish the enemy's weakpoint, too. While still being agile enough to dodge and having the Palash system.

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
Picked up this game after reading the LP, currently learning the ropes. On my latest attempt I just took down a strike group of 3 cruisers with a vastly inferior force by first alpha striking two of the cruisers with zenith missiles and then plinking away at the last one after I found an angle it literally could not hit me from.

This game owns.

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
So I reached the start of nuclear winter and uh, were all the strike groups on the map supposed to be gunning for me at the same time? Because it sure felt like it. Rip that run

Chopstick Dystopia
Jun 16, 2010


lowest high and highest low loser of: WEED WEE
k
I think they are all gunning for you all of the time. The best thing to do seems to be to split your fleet so that you can be detected in multiple places at once and hope to split strike groups that way.

My successful runs usually have me creating distractions with my own strike groups while my group killer fleet repairs. Ideally in a hidden city but it's not always an option.

Edit: It's almost never an option but nice when it happens.

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
Ah, I see, I was just hanging around in the same area for too long.

Psycho Society
Oct 21, 2010
Besides speed, is there any way to check a fleet's composition? IRST maybe? And does the red circle around cities mean anything?

TheGreatEvilKing
Mar 28, 2016





So, this semi-successful run has killed 2 out of 3 strike groups. I ended up missing with 4 K-15s like a moron, sending out a badly damaged lightning and skylark to the SG's destination town dodging missiles on the way, grabbed a Navarin merc, hit the last Griffin with the strike fleet, realized in horror that the bombs hadn't blown off enough armor, lost the Navarin, and killed it somehow with the lightning firing prox fuse.

Game good, RIP Navarin. If only I hadn't left the gladiator and the paladin on the other side of the map...

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
I took Khiva for the first time! Imagine my surprise when I found out that was not the end. After a few unsuccessful attempts at the endgame I decided to start anew and make sure I have a better position before the assault. Also been spending some time in the ship maker to help those odds.

Vizuyos
Jun 17, 2020

Thank U for reading

If you hated it...
FUCK U and never come back
A new update has gone live. Here's the update notice:

quote:

- Easy mode with free saves.
- Large rebalancing of armor.
- Numerous fixes related to missile interception and logic.

- Fixed crash during ship repair, after evacuation.
- Fixed a bug with the disappearance of transport in the player's squadron when meeting a missile / aircraft and the disappearance of transport after the death of an escort from missile strikes.
- Fixed a bug where missiles / planes did not attack single transport.
- Fixed a bug with explosions of objects on the map (for example, the explosion of an anti-missile and ballistic missile).
- Fixed the logic of aircraft returning to aircraft carriers: correct direction, correct position on the deck.
- The game no longer minimizes on ALT-TAB.
- An exploit in the editor has been fixed: when a module is attached to 2 hull parts, one could be removed and the module remained in place.
- The entire ship can no longer be rotated in the editor.
- Removing antennas by RMB.
- Fixed an error of incorrect operation of modules when connecting two large parts of the ship.
- Fixed an error occurred when attaching a ship to an object in the editor if it was rotated.
- Fixed entries in error.log when logging into Shipworks.
- The possibility of starting the landing of a non-flying ship has been excluded.
- Fixed a bug due to which when the last ship (flagship) hard landing, the game ended in defeat even if the flagship survived.
- Added one more, the lowest, level of graphics.
- Fixed a bug with calculating the time until the end of the repair in the presence of spare parts.
- Fixed a bug with instant repair of squadrons when they were connected.
- Fixed a bug in Yehuda's quest.
- Fixed a bug in the dialogue with admiral Wan.
- Fixed bugs in the Alsahir's Revenge event.
- Fixed a bug in the quest Matter of Honor.
- Fixed exploit with the final battle.
- Fixed a bug in the final briefing.
- Fixed a bug in the dialogue with the Steward.
- Fixed bug with buttons on the GAME OVER screen.
- Fixed a bug with the spawn of the Varyag in Khiva.
- The game cannot be unpaused in menues.

In my testing, the "large re-balance of armor" seems to be a considerable nerf. My formerly-industructible tanky armor bricks can't even hold up against the mid-size ships in the shipworks anymore.

The armor plating itself seems only slightly weaker. But the bigger difference is that it apparently no longer blocks as much damage on whatever's under the armor. Even if the armor blocks heavy shells, the explosion will still chew up the inside of your ship. And the blasts seem to reach pretty deep, too.

My bricks are blowing up before their first layer of armor is even breached now. I think that even though the armor itself is holding up, the damage is going straight through a couple layers of armor and a couple layers of reinforced hull to shred the modules underneath. That massively reduces the amount of punishment they can take (especially in campaign, where you have to pay to replace those damaged modules), and sooner or later an ammo loader pops and the whole thing goes up in smoke.

I haven't tried spaced armor yet, since I never needed it before the update, so I dunno if it helps.

Vizuyos fucked around with this message at 02:57 on Sep 24, 2021

Sherbert Hoover
Dec 12, 2019

Working hard, thank you!
Why would they make it so ALT-TAB doesn't minimize the game?

Capntastic
Jan 13, 2005

A dog begins eating a dusty old coil of rope but there's a nail in it.

Well, I guess now there's a use for the Lightning

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
Enemies will now use special ammo like proximity fuse and armor piercing on you. I think that may be why you're taking damage through the armor.

Vizuyos
Jun 17, 2020

Thank U for reading

If you hated it...
FUCK U and never come back
Actually, I might have been exaggerating the nerf? I just noticed that the damage-under-armor doesn't seem to be coming in consistently. I'll weather a full assault from a couple ships with no module damage, then a new ship comes in and suddenly my ship pops like a balloon.

I think the Shipworks gauntlet is also giving some ships armor-piercing ammo now. :ghost:

skaianDestiny
Jan 13, 2017

beep boop

Capntastic posted:

Well, I guess now there's a use for the Lightning

There's always been a use for the Lightning. I've taken down Strike Groups with 3 (modified) Lightnings.

Capntastic
Jan 13, 2005

A dog begins eating a dusty old coil of rope but there's a nail in it.

skaianDestiny posted:

There's always been a use for the Lightning. I've taken down Strike Groups with 3 (modified) Lightnings.

I'm jokin'. The Lightning is great and with armor being made less absurdly tough, speed is more valuable than ever.

I'm just glad that boring "brick of armor and guns and no strategic value" designs might stop flooding the reddit.

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

Capntastic posted:

I'm jokin'. The Lightning is great and with armor being made less absurdly tough, speed is more valuable than ever.

I'm just glad that boring "brick of armor and guns and no strategic value" designs might stop flooding the reddit.

As a joke I started a new campaign with a fleet of nothing but Lightnings, and whenever one would get damaged instead of repairing it I'd scrap it and weld whatever leftover engines/guns into the Sevastopol to make it The Biggest Lightning Ever (as well as katamari-ing any recoverable wreckage into the mix.)

Ended up with a TWR around 8 and 70(?) turrets and at least one of every weapon (except 220mm rockets) and it was basically the stupidest thing ever. Lots of fun to have a heavy cruiser that can dodge most attacks, delete any incoming projectiles with the help of a dozen miniguns, even though the damage could still be tanked with armor. Especially when firing the main guns annihilates strikegroups so hard that there's no salvage afterward.


Dunno why it's so amusing to build ships wrong on purpose, like putting landing gear on the end of a massive cruiser to park it sideways in a frigate-sized landing bay. Would recommend if you need the 1600% repair speed to turn a silly gimmick into a ludicrous deafeningly-loud overkill machine.


edit: is there some bug that hitting the "enter town" button, while landed at a cleared crashsite in the desert (circle on the map with a 'fuel' number) the game somehow decides that I just entered a new Hidden People city (600km from the nearest hidden city) even though it doesn't actually add the city to the map? And I get the morale and free missiles and can start repairs, until the ship finishes loading fuel and the wreckage mapmarker is removed and the repair job gets interrupted.

silentsnack fucked around with this message at 09:23 on Sep 24, 2021

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
Is there any way to use planes without setting off the alarm? If I, say, attached a pocket carrier to a lightning group and then launched them very close to the city could I get the Lightning in right after the airstrike? Or does the alarm go out the moment the planes withdraw from their hit?

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
Getting hit by an airstrike starts the alarm timer same as them spotting your lightning on approach, so if you time it right you can slap them with an airstrike and then hit them with a strike group before the alarm can go off

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

This game led me to go play Hammerfight since it's free on Steam and it's a huge winner of a game, too.

I think I just really enjoy these designers and their weird sky world vibe.

Psycho Society
Oct 21, 2010
So easy mode lets you create a checkpoint any time, but also makes combat easier. Is there documentation on what exactly it does?

Pervis
Jan 12, 2001

YOSPOS
This game is nuts. I picked it up while habitually watching Phosphor's LP videos and while daunting overall it just has a certain something that makes it great. If a SG loses it's main ships, will it's remaining aux ships (if any) just despawn? If the SG last known position goes away suddenly - with or without some audio, is it just dead?

The first strike group I found was parked in a city a bit less than KH15 range from the first hidden city I found, and while my longbow's planes dropped one of the main ships the two KH15's I fired from the YARS possibly killed the other on the ground but the change in perspective on missiles vs plane attacks may have hidden that my cruise missiles were hitting the SG on the ground repairing when I thought that it was the garrison. After that, I tried to use intel centers to reacquire so I could hunt it down and took the nearby fleet HQ and other cities around the city where I found the SG but haven't seen anything of the SG since then.

The third SG I took out did something similar, the first large ship got killed by planes, a solo run by my only supersonic jet had the second large ship had a very big explosion and pods but didn't say kill confirmed, and so I ran my big blob of a fleet at it from 500km away or so and while my single narrow search radar beam generated a radio message from the SG announcing my presence, a bit later as I got closer I got a "kill confirmed" audio and the SG's last known position went away, much like the first one.


For the second SG which I most definitely killed, it was 4 similar size ships that I whittled down via planes and the 2 KH-15's from the YARS again, but I was in a not great spot with fuel/ammo/morale overall. The 3rd SG was closing in to support it after it dropped a cruise missile on to my lightning 2000km elsewhere, so I ended up using a skylark and Paladin mk2 that some Tarkhan brought to run at the hostile fleet figuring I was going to be losing this run soon. I had 8 cruise missiles get fired at me on the way in with 2 hitting, ripping the top off the skylark and armor/missiles off the right side of the Paladin, but pressed on in the direction the Sevastapol's ELINT was highlighting.

It turns out I had salvaged 180mm laser guided ammo, which for the first time using 1) 180mm guns 2) laser guided ammo 3) attacking a SG directly it was a really different experience from everything until that point. 3 shots in to the left side of the main SG ship killed it and while I was reloading I put the sinking wreck from the first ship between myself and the last ship's volley and then 3 180mm shots later it too blew up. I wasn't expecting that outcome.

Meanwhile my lightning with 3 morale and no skylark (I was tracking the 2nd SG with this lightning/skylark parked in a desert and eventually sent the skylark over solo to tanker the Paladin at the SG) was sitting in a city that I had excess fuel from salvaging and a trade ship showed up, helping my finances. Then I sent it to a city one hop north to refuel and use the intel, and while sitting there a second trade ship showed up, while all this SG stuff was going on.


Also is there some way of tracking the hidden city hints that happen in city events? I had some caravan event where I asked about a hidden city, but didn't write it down and am now staring at two gaps in the map, one Northeast and one Northwest and can't remember which it pointed to, nor have I been able to see obvious roads going out on either place. There's no hidden city text in the upper right corner of the map to refer to either.

Eason the Fifth
Apr 9, 2020
I want to love this game but I suck at it and the UI is less than helpful in a lot of respects. I didn't see anything in the OP or on beforeiplay, anyone have some beginners pointers?

Roumba
Jun 29, 2005
Buglord
There's a setting in the options menu that gives you a longer aiming arrow. It's helpful for seeing where my ship is amongst the chaos almost as much as it is at improving my accuracy. In the same menu you can also turn off dithering because I disliked that visual texture more than I thought I would.

I'll think of some more soon.

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Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
Big beginner tips:

Turn your radar off! Strike groups can detect it and start hunting you down.

The Sevastopol should be avoiding direct combat and moving as little as you can manage while still advancing north. Park it out in the desert or in a Hidden Peoples town while smaller, more mobile strike forces do the dirty work.

Buy some special ammo and bring it for tough fights. Armor Piercing rounds for example will do good work against strike group cruisers. Similarly, buy up air to air missiles in towns that sell them so you can rearm.

Cruise missiles and carriers are very useful for softening up strike groups before you drop the hammer on them. Aircraft munitions are bought in the same screen where you buy special ammo (scroll right from the fuel purchasing screen)

Don't use nuclear missiles unless you are prepared for the consequences.

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