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double nine
Aug 8, 2013

Isit possible this will become available on Gog? I just know I'm to lose an embarrassing amount of time to this game

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Vanilla Bison
Mar 27, 2010




Esoteric lore speculation question: what's up with Imlan-Harish's name?

Prince Elaou-Fazil is generally called Fazil or Prince Fazil, and he's a descendant of the Elaou dynasty. So it seems like the hyphenated Elaim naming order convention is Family-Personal, with the Prince being "Fazil of the Elaou." But Imlan-Harish is a former Harishid Guard. Is that "Imlan of the Harish" with a reversed order? Was he named after the service he took up, like finding someone named Mounty in the Canadian Mounties??

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.

Vanilla Bison posted:

Esoteric lore speculation question: what's up with Imlan-Harish's name?

Prince Elaou-Fazil is generally called Fazil or Prince Fazil, and he's a descendant of the Elaou dynasty. So it seems like the hyphenated Elaim naming order convention is Family-Personal, with the Prince being "Fazil of the Elaou." But Imlan-Harish is a former Harishid Guard. Is that "Imlan of the Harish" with a reversed order? Was he named after the service he took up, like finding someone named Mounty in the Canadian Mounties??

Different cultures/languages/histories maybe?

Aside from a Conveniently Selective Apocalypse scenario, it seems unlikely that the entirety of human civilization could be accurately depicted or even summarized within the scope/timescale of a grogboat explosion sim.

Top Gun Reference
Oct 9, 2012
Pillbug
mods please change my name to grogboat explosion sim, tia

e: just started a new hard mode playthrough after not touching this game for months and the lightning feels completely outclassed here. Even the early towns have garrisons with paladins and poo poo with proxy ammo flying everywhere. My poor little lightning + skylark task force got smoked by like the 4th or 5th fight. Meanwhile, my main fleet of heavy hitters is going around setting off alarms on purpose and murdering strike groups without even slowing down. Made it to the first checkpoint with minimal damage. Custom ships are still very strong.

anyway, thank u for reading my blog

Top Gun Reference fucked around with this message at 01:05 on Feb 10, 2022

ughhhh
Oct 17, 2012

Other than the flagship which seems to be meant for modifying, are there other stock ships in the campaign people like to mod to extend it's usefulness?

Lightning seems to be perfect as it is and any changes I make seem to ruin it's best qualities...

ughhhh fucked around with this message at 14:39 on Feb 14, 2022

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

ughhhh posted:

Other than the flagship which seems to be meant for modifying, are there other stock ships in the campaign people like to mod to extend it's usefulness?

Lightning seems to be perfect as it is and any changes I make seem to make ruins it's best qualities...

Lightning but give it the next size up guns works pretty well, 130 molot stonk.

Skylark to improve its recon capabilities.

Sextro
Aug 23, 2014

With the 1.15 changes I’m a big fan of sticking a handful of Palash on my upgunned lightnings.

Bug Squash
Mar 18, 2009

Gepards turns very easily from a massively overengineered anti air boondoggle into a solid Gladiator stand-in.

Longbows really shine if you strip off the armour and guns.

Vizuyos
Jun 17, 2020

Thank U for reading

If you hated it...
FUCK U and never come back

ughhhh posted:

Other than the flagship which seems to be meant for modifying, are there other stock ships in the campaign people like to mod to extend it's usefulness?

Lightning seems to be perfect as it is and any changes I make seem to ruin it's best qualities...

Most (if not all) of the stock ships can benefit well from a few modifications. I usually don't get a chance, though - typically by the time I'm buying stock ships it's because I've screwed something up and desperately need to replenish my forces to keep things moving. The only mod I've done much of is putting a plane or two on my recon/tanker ships.

ughhhh
Oct 17, 2012

AtomikKrab posted:

Lightning but give it the next size up guns works pretty well, 130 molot stonk.

Skylark to improve its recon capabilities.

Is the 130 molots that good that going from 4 barrels to 2 barrels worth to?

Vizuyos posted:

The only mod I've done much of is putting a plane or two on my recon/tanker ships.

That's brilliant.

Bug Squash
Mar 18, 2009

ughhhh posted:

Is the 130 molots that good that going from 4 barrels to 2 barrels worth to?
The 130 shells travel further and fly faster, making then better for sniping, especially against heavier targets. 100mm I find more forgiving especially against light targets.

The really big upgrade is that they can load up laser targeted shells in molots, which obliterate ships as you can unload a whole salvo on the same point of a ship.

Vizuyos
Jun 17, 2020

Thank U for reading

If you hated it...
FUCK U and never come back

ughhhh posted:

Is the 130 molots that good that going from 4 barrels to 2 barrels worth to?

That's brilliant.

The 130mm Molot has the same ammo requirement as the 100 does, it's just more expensive and has a slower reload. You can replace a 100mm with a 130mm without really having to change anything.

It's not a bad strategy in general - start with cheap 100mms for the weak ships in the early campaign, and as the campaign progresses and you start to face off against tougher stuff, you'll be able to start swapping the 100mm guns out for 130mm guns to bring more firepower against larger and better-armored ships.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

I mean my best strategy has just been a big old box with ALL of the 57mm guns on it and just DAKKA

Tetraptous
Nov 11, 2004

Dynamic instability during transition.
I picked this game up a couple of weeks ago, and it’s totally my jam. Interesting to read some of the reviews of it, since most of the complaints seem to really be about very intentional design decisions. The universe is so cool lots of people want to play it, but probably not too many people were looking for a weird mashup of twin-stick shooter Lunar Lander meets Harpoon. Turns out I am the target audience!

Anyway, I feel like I’m finally at the point where the gameplay loop clicks for me (and I figured out where to buy bombs for my airplanes). Still haven’t arrived at Khiva yet, but seems like I’m on the right track. Likewise, just at the point where I am exploring modifications to my ships. A couple of questions here:

1. Sevastopol comes with multiple IRST and FCR units. I understand that the effective range is reduced when you block the sensor cones, so it makes sense to put a sensor on each side of the ship. But is there any point to having both the large and small versions of each sensor? I stripped it down to just one large unobstructed FCR and two large IRST pods. I ditched the search radar, and feel like I don’t miss it.

2. It looks like carriers need a special flight deck hull part to mount aircraft. Where do I find these? Since I’ve been looking (a couple of games), I don’t think I’ve seen one, even at shops that have lots of aircraft to buy. Am I doing something wrong or just unlucky?

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.

Tetraptous posted:

I picked this game up a couple of weeks ago, and it’s totally my jam. Interesting to read some of the reviews of it, since most of the complaints seem to really be about very intentional design decisions. The universe is so cool lots of people want to play it, but probably not too many people were looking for a weird mashup of twin-stick shooter Lunar Lander meets Harpoon. Turns out I am the target audience!

Anyway, I feel like I’m finally at the point where the gameplay loop clicks for me (and I figured out where to buy bombs for my airplanes). Still haven’t arrived at Khiva yet, but seems like I’m on the right track. Likewise, just at the point where I am exploring modifications to my ships. A couple of questions here:

1. Sevastopol comes with multiple IRST and FCR units. I understand that the effective range is reduced when you block the sensor cones, so it makes sense to put a sensor on each side of the ship. But is there any point to having both the large and small versions of each sensor? I stripped it down to just one large unobstructed FCR and two large IRST pods. I ditched the search radar, and feel like I don’t miss it.

2. It looks like carriers need a special flight deck hull part to mount aircraft. Where do I find these? Since I’ve been looking (a couple of games), I don’t think I’ve seen one, even at shops that have lots of aircraft to buy. Am I doing something wrong or just unlucky?

1: Except in the case of stacking 'guiding' stat from having multiple FCR letting you fire more R9-Sprint missiles (only relevant for facetanking a carrier's airstrike) the only reason to have redundancy is if you're expecting your sensor ship to be getting shot, which is generally suboptimal since they shouldn't be in combat at all.

2: flight deck is made of regular hull components (which is also how you select to add deck instead of reinforced triangles or whatev)

Tetraptous
Nov 11, 2004

Dynamic instability during transition.
Thanks! I'll play around with the editor when I get home. I was probably trying to stick my airplanes onto armor or maybe the wrong shaped hull bits. I guess they get "relabeled" as flight deck when an airplane is attached, which was confusing me when I looked at the default carriers.

Vanilla Bison
Mar 27, 2010




The flight deck is a specific config of hull part, you can only mount aircraft on flight decks and not general hull, but the flight deck is "made from" the general stock of hull pieces and so in the shipworks you need to click on the hull parts button and see all the hull part config options to find flight decks and add them.

Tetraptous
Nov 11, 2004

Dynamic instability during transition.
Aha! That makes sense!

Roumba
Jun 29, 2005
Buglord
You can always knock a skylark over on its side and spread the sensors to the top and bottom for maximum vision while also upping the speed to just slightly slower than a Lightning's with a 10% mileage improvment to boot. I think it only takes 7 or 8 hours in a repair town to do it.

Stock Skylark vs. Skylunk


Yeah, maybe the bridge is a little exposed, but we all knew the risks when we signed on.

ughhhh
Oct 17, 2012

Is there a better way to scout out a garrison other than to send an aircraft into town an setting off the 6 hour alarm?

Also, does the 6 hour notify SG and TG towards your position, or is that only when you see the red flag icon on your map?

Feels bad to see my level 8 lightning crew get mauled by a cruise missile from nowhere. All this time surviving unbeatable odds and spending most battles in complete balckouts due to g force, just to be destroyed by that scud that slipped through everything during the chaos of cornering and killing a SG.

Edit: wish there was a combat log or casualty log of some sort both for gameplay reasons and story telling purposes.

ughhhh fucked around with this message at 01:55 on Feb 15, 2022

Vanilla Bison
Mar 27, 2010




ughhhh posted:

Is there a better way to scout out a garrison other than to send an aircraft into town an setting off the 6 hour alarm?

Also, does the 6 hour notify SG and TG towards your position, or is that only when you see the red flag icon on your map?

Cruise missiles don't trigger alarms. You can scout a garrison (in daylight anyway) with them instead.

You don't give away any position information from air strikes. In general it IS possible for the enemy to become aware of your position without putting a red flag on the map to warn you. Usually when you're spotted by radar or ELINT, you can see an "unidentified ship" radio message pop up, but no flag.

Stairmaster
Jun 8, 2012

i got a problem all my skylarks are dead and I only have one lightning left. am I hosed?


also is there a quick way to switch out nuclear missiles for conventional ones?

Bug Squash
Mar 18, 2009

Stairmaster posted:

i got a problem all my skylarks are dead and I only have one lightning left. am I hosed?


also is there a quick way to switch out nuclear missiles for conventional ones?

Buy small ships and slap some fuel tanks on them. Boom, instant Skylark.

Lightnings get less relevant as the game goes on. They will still be good to run down trade ships, but you will want to be hitting garrisons with something heavier if they are big/armoured.

Just swap the missiles in the rebuild menu. Takes a few hours, but that gets the usual rebuild bonuses if your landed.

ughhhh
Oct 17, 2012

Stairmaster posted:

i got a problem all my skylarks are dead and I only have one lightning left. am I hosed?


also is there a quick way to switch out nuclear missiles for conventional ones?

You mean the knob up in the top right corner? If you have all the missiles equiped, you can switch between them. I just end up slapping all the missiles onto sides of my auxiliary ships like tankers just so I have options.

I do wish different fleets had inventory management. My assault fleet takes out a HQ and ends up with the nukes, but it also carries missile for combat that I don't want to send to the main fleet.

Nea
Feb 28, 2014

Funny Little Guy Aficionado.

ughhhh posted:

Is there a better way to scout out a garrison other than to send an aircraft into town an setting off the 6 hour alarm?

Also, does the 6 hour notify SG and TG towards your position, or is that only when you see the red flag icon on your map?

Feels bad to see my level 8 lightning crew get mauled by a cruise missile from nowhere. All this time surviving unbeatable odds and spending most battles in complete balckouts due to g force, just to be destroyed by that scud that slipped through everything during the chaos of cornering and killing a SG.

Edit: wish there was a combat log or casualty log of some sort both for gameplay reasons and story telling purposes.

I believe they won't be alerted at all if you immediately retreat the planes.

Phrosphor
Feb 25, 2007

Urbanisation

Tetraptous posted:

1. Sevastopol comes with multiple IRST and FCR units. I understand that the effective range is reduced when you block the sensor cones, so it makes sense to put a sensor on each side of the ship. But is there any point to having both the large and small versions of each sensor? I stripped it down to just one large unobstructed FCR and two large IRST pods. I ditched the search radar, and feel like I don’t miss it.

I am pretty late to this but the Sevastopol is like a weird tutorial/sanity check of a ship for new players. It features so many 'bad' design decisions. Huge gun blocked by elevation, multiple redundant sensors blocked by hull, scarily exposed bridge, incredibly slow speed.. the list goes on.

It used to be fairly easy to rebuild it so that it was useful but I haven't gone back and looked at it since 1.13. I am curious how big cruises like it work now that you can mount static thrusters horizontally. That opens up some cool options.

I was able to rebuild my Sevastopol into a monster in my vanilla/normal campaign. But taking something that slow and poorly designed into hard mode feels like a challenge tax rather than a flagship.

Roumba
Jun 29, 2005
Buglord
It's less a flagship than a result of the guys in the capital shipyards having 30 minutes to slap on every part they could before they dusted off and away from the nuclear ruin. We'll figure it out later, they said.

Kind of like one of those madly-fill-your-grocery-cart gameshows.

Saul Kain
Dec 5, 2018

Lately it occurs to me,

what a long, strange trip it's been.


Roumba posted:

It's less a flagship than a result of the guys in the capital shipyards having 30 minutes to slap on every part they could before they dusted off and away from the nuclear ruin. We'll figure it out later, they said.

Kind of like one of those madly-fill-your-grocery-cart gameshows.

I like this.

search engine
Jun 16, 2020

This is a cool game but it is really kicking my rear end, and I don't think it's a matter of degree like I just need to do the same things I'm doing a little better. I feel like I'm missing some fundamental mechanic(s). I do completely fine for the first 10-15 cities because it's mostly thrashing little fleets of relatively weak ships, but as soon as the bigger engagements start happening I inevitably start on a death spiral. Places where I get the impression I'm doing something wrong:

- Even sending just one fast (300+ km/s) ship in ahead of the fleet is a 50/50 on whether the city I'm attacking gets off an emergency signal and starts the tactical group gangbang.

- Apart from sending a jet ahead and then immediately retreating it, I can't figure out how to predict a defending fleet's size and composition, so doing anything but lumbering in with my entire fleet turns into a huge gamble where I can pilot really well but still lose due to running out of fuel before I can shoot down all 12 defenders with my 2-3 attackers.

- Carriers and jets seem bad for anything but intercepting missiles and scouting. Jets do negligible damage to fleets and get shot down regularly even attacking grounded ships.

- Jamming doesn't seem to do much of anything. It doesn't appear to stop city or trader emergency signals, and I still regularly get hit by jammed missiles.

- Fielding big ships against big ships results in slugfests where I can't avoid taking tons of hits and end up so far in the hole on repair costs/time that even winning feels like losing

- Fielding smaller ships against big ships kinda works except if the retreat point is in the wrong corner I'm basically guaranteed to die or be severely damaged getting over there even dodging 95% of hits.

- Long range conventional missiles just hit random targets in the enemy fleet if they even make it through, which seems pretty low value for the cost of the missile and the ship to lug it around.

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!

Carriers and jets with 250lbs bombs are the way to murder strike groups. And if you're careful with them just about anything else. Generally you should be pro-actively tracking down and bushwhacking strike groups and tac groups with aircraft and missiles.

Jamming doesn't do what you think it does, its like shining a blinding light in the opponents face, everyone knows roughly what direction the jammer is in but can't tell how far. Best used on ships to distract or re-direct the enemy away from your important ships.

Also, are you splitting your fleet? Most folks will be running 2-3 separate groups (Lightning + Skylark being the common go to at the beginning) with the Sevastopol+Carrier Group only entering cities to refuel.

MagicBoots fucked around with this message at 04:31 on May 2, 2022

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.

MagicBoots posted:

Jamming doesn't do what you think it does, its like shining a blinding light in the opponents face, everyone knows roughly what direction the jammer is in but can't tell how far. Best used on ships to distract or re-direct the enemy away from your important ships.

so was it just a funny bug when I turned on my jammer one time and immediately got an implausibly precise "ALERT. UNIDENTIFIED CONTACT RANGE 7483KM" or somesuch?

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!

silentsnack posted:

so was it just a funny bug when I turned on my jammer one time and immediately got an implausibly precise "ALERT. UNIDENTIFIED CONTACT RANGE 7483KM" or somesuch?

:shrug: It's supposed to make you easily detected by ELINT and difficult to nail down with radar.

Vizuyos
Jun 17, 2020

Thank U for reading

If you hated it...
FUCK U and never come back

search engine posted:

This is a cool game but it is really kicking my rear end, and I don't think it's a matter of degree like I just need to do the same things I'm doing a little better. I feel like I'm missing some fundamental mechanic(s). I do completely fine for the first 10-15 cities because it's mostly thrashing little fleets of relatively weak ships, but as soon as the bigger engagements start happening I inevitably start on a death spiral. Places where I get the impression I'm doing something wrong:

- Even sending just one fast (300+ km/s) ship in ahead of the fleet is a 50/50 on whether the city I'm attacking gets off an emergency signal and starts the tactical group gangbang.

- Apart from sending a jet ahead and then immediately retreating it, I can't figure out how to predict a defending fleet's size and composition, so doing anything but lumbering in with my entire fleet turns into a huge gamble where I can pilot really well but still lose due to running out of fuel before I can shoot down all 12 defenders with my 2-3 attackers.

- Carriers and jets seem bad for anything but intercepting missiles and scouting. Jets do negligible damage to fleets and get shot down regularly even attacking grounded ships.

- Jamming doesn't seem to do much of anything. It doesn't appear to stop city or trader emergency signals, and I still regularly get hit by jammed missiles.

- Fielding big ships against big ships results in slugfests where I can't avoid taking tons of hits and end up so far in the hole on repair costs/time that even winning feels like losing

- Fielding smaller ships against big ships kinda works except if the retreat point is in the wrong corner I'm basically guaranteed to die or be severely damaged getting over there even dodging 95% of hits.

- Long range conventional missiles just hit random targets in the enemy fleet if they even make it through, which seems pretty low value for the cost of the missile and the ship to lug it around.

First thing first, are you keeping your radar turned off all the time except when you're actively using it? And are you keeping your slower ships outside the red circle around the city? The indicator in the bottom right shows the chance that your active fleet will be able to get a sudden strike under various conditions, but in general, a speedy ship should usually be able to get them against cities unless there's a strike group parked there with radar running. I think it's more likely that you're getting spotted separately, rather than failing the Sudden Strike.

Planes do hefty damage to enemy ships, with bombs doing more damage than missiles but being harder to hit with. But the biggest advantage to planes is that there's almost no risk to using them unless the enemy fleet has anti-air missiles. They're reusable, don't use any noticeable fuel, don't reveal your position to the enemy, and aren't that expensive to equip.

Long-range missiles are best suited to targets that would be able to shoot down planes, such as aircraft carriers or strike groups that haven't used up their anti-air. A missile strike or two will use up an enemy strike group's anti-air missiles, so you can follow up with regular airstrikes without having to worry about getting your expensive planes shot down. And against a strike group, taking out one ship should be good regardless of which ship it is.

The only beneficial thing the jammer does is make conventionally-guided long-range missiles more difficult to hit with, by reducing the missile's ability to lock-on to you when it gets close. However, it also acts like a very powerful radar emitter itself, making it much easier for anti-radiation missiles to hit you and lighting up ELINTs from really far away. Because of that, it's pretty risky to use and hard to get that much benefit from, since it tends to be a magnet for trouble. It's safer to put it on detached fleets (ideally cheap and unimportant ships you won't miss too much), but I'd rather have the decent chunk of cash from selling it.

The best way to deal with big ships is to soften them up from afar with planes and missiles. But when you really must get into a brawl with something big, armor is a lifesaver since it's relatively cheap and quick to repair (though relying too much on armor wastes tons of fuel and tempts the enemy to use armor-piercing ammo). Special ammo can be quite effective against big armored ships, depending on what gun caliber you prefer and what range your slugger fights at. Armor-piercing is of course the standout if you can get close enough, but prox fuse and incendiary can both be surprisingly effective against stock bigships if you have enough of them. And if you can reliably fight strike groups, you don't have to worry TOO much about repair time - the only punishment for spending too long repairing is that more strike groups will come your way.

silentsnack posted:

so was it just a funny bug when I turned on my jammer one time and immediately got an implausibly precise "ALERT. UNIDENTIFIED CONTACT RANGE 7483KM" or somesuch?

7483km is way out of the range of any radar in the game, but the strongest ELINT in the game will detect a jammer up to 8000km away. So that's an ELINT reading, for sure.

Top Gun Reference
Oct 9, 2012
Pillbug
I would add that sending fighters in 2 or 3 at a time greatly increases their survivability compared to sending them all in as a big blob.

Rynoto
Apr 27, 2009
It doesn't help that I'm fat as fuck, so my face shouldn't be shown off in the first place.
EM Jamming is just flooding everything around you with radiation to disrupt signals. It's incredibly easy to triangulate where a jammer is because it's like a giant screaming beacon with "LOOK AT ME" in neon letters.

Basically never use jamming in your main fleet, instead you want to use it like an EWAR plane and have it flittering about at long range disrupting and overwhelming radar from picking up your main fleet.

It'll also draw in every single ARM so be prepared for that.

Rynoto fucked around with this message at 07:23 on May 2, 2022

HerpicleOmnicron5
May 31, 2013

How did this smug dummkopf ever make general?


If you pick up too many ships and don't know what to do with them, they make for very good chaff. Send them out in front with jammers and radar on and they can deflect most missiles from your fleet, hopefully in time for your jets and missiles to reach the enemy task group.

Top Gun Reference posted:

I would add that sending fighters in 2 or 3 at a time greatly increases their survivability compared to sending them all in as a big blob.

It also ensures they split their targeting, so your jets live more and kill more!

Bug Squash
Mar 18, 2009

Also, make sure you are using special ammunition against the larger garrisons, as it helps you punch up by a large amount. In case you've missed the shops, it's the same as the fuel shop, but you need to move your mouse over to the right a bit to reveal it.

100mm guns can load up proximity fuse, which makes mince meat out of anything without armour and knocks missiles out of the sky, and armour piercing which can penetrate armour and internals when fired close enough.

130mm guns can load up both, as well as the godly laser guided ammo which (with a little practice in the simulator) lets you nail a specific part of the enemy ship with near on 100% of your shots letting you core out larger ships with ease. A Gladiator converted to use 130mm guns should be capable of obliterating a heavy garrison by itself.

Regarding all the alerts you are getting, you might not have noticed the "global alert" system. This is triggered by some of your hostile actions, and means that all the garrisons are in the air and able to spot you near instantly. You can see if it's up because there is a red blinking band present on the in game clock. If you want to stay quite, you need to wait it out.

search engine
Jun 16, 2020

Thanks for the responses. I definitely was missing some major stuff. Sounds like the biggest one was never noticing any shops other than fuel and shipworks. I knew jets and guns could have other ammo having been on the receiving end a lot but I didn't know where to get them. I've experimented a bit with splitting fleets but I've never gotten to a big enough size to field more than a couple of effective groups.

I think next up will be figuring out how to more effectively hunt down valuable targets, since I mostly tread water right now on the economic side between repair + resupply costs.

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

Honestly just watch this LP to learn how to play well.

https://forums.somethingawful.com/showthread.php?threadid=3977149

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Phrosphor
Feb 25, 2007

Urbanisation

Saros posted:

Honestly just watch this LP to learn how to play well.

https://forums.somethingawful.com/showthread.php?threadid=3977149

Appreciate it Saros, thank you. The LP is a bit out of date now, but the fundamentals in the first video still hold true.

Radar off unless needed
Rely on Passive ELINT and IRST sensors
Fight on multiple fronts with small strike groups to rapidly claim territory and loot resources
Always airplanes
Lightings4Lyfe

The Sevastapol is a boondoggle hangerqueen, don't get it into fights until you have refit it.

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