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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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# ? Feb 6, 2022 13:33 |
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# ? Jun 6, 2024 13:58 |
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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??
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# ? Feb 9, 2022 23:17 |
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Vanilla Bison posted:Esoteric lore speculation question: what's up with Imlan-Harish's name? 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.
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# ? Feb 10, 2022 00:22 |
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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 |
# ? Feb 10, 2022 00:34 |
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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 |
# ? Feb 14, 2022 14:34 |
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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 but give it the next size up guns works pretty well, 130 molot stonk. Skylark to improve its recon capabilities.
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# ? Feb 14, 2022 14:37 |
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With the 1.15 changes I’m a big fan of sticking a handful of Palash on my upgunned lightnings.
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# ? Feb 14, 2022 14:38 |
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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.
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# ? Feb 14, 2022 14:43 |
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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? 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.
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# ? Feb 14, 2022 15:08 |
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AtomikKrab posted:Lightning but give it the next size up guns works pretty well, 130 molot stonk. 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.
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# ? Feb 14, 2022 16:05 |
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ughhhh posted:Is the 130 molots that good that going from 4 barrels to 2 barrels worth to? 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.
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# ? Feb 14, 2022 16:18 |
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ughhhh posted:Is the 130 molots that good that going from 4 barrels to 2 barrels worth to? 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.
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# ? Feb 14, 2022 16:29 |
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I mean my best strategy has just been a big old box with ALL of the 57mm guns on it and just DAKKA
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# ? Feb 14, 2022 18:00 |
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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?
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# ? Feb 14, 2022 19:01 |
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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! 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)
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# ? Feb 14, 2022 19:11 |
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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.
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# ? Feb 14, 2022 19:59 |
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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.
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# ? Feb 14, 2022 20:45 |
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Aha! That makes sense!
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# ? Feb 14, 2022 21:11 |
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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.
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# ? Feb 15, 2022 00:05 |
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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 |
# ? Feb 15, 2022 01:38 |
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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? 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.
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# ? Feb 15, 2022 05:58 |
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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?
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# ? Feb 15, 2022 21:58 |
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Stairmaster posted:i got a problem all my skylarks are dead and I only have one lightning left. am I hosed? 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.
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# ? Feb 15, 2022 22:08 |
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Stairmaster posted:i got a problem all my skylarks are dead and I only have one lightning left. am I hosed? 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.
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# ? Feb 15, 2022 22:23 |
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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? I believe they won't be alerted at all if you immediately retreat the planes.
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# ? Feb 15, 2022 23:28 |
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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.
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# ? Apr 1, 2022 00:49 |
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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.
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# ? Apr 1, 2022 04:01 |
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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. I like this.
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# ? Apr 2, 2022 03:26 |
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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.
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# ? May 2, 2022 04:11 |
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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 |
# ? May 2, 2022 04:27 |
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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?
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# ? May 2, 2022 05:05 |
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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? It's supposed to make you easily detected by ELINT and difficult to nail down with radar.
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# ? May 2, 2022 05:18 |
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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: 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.
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# ? May 2, 2022 05:38 |
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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.
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# ? May 2, 2022 06:02 |
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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 |
# ? May 2, 2022 07:20 |
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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!
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# ? May 2, 2022 08:41 |
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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.
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# ? May 2, 2022 08:56 |
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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.
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# ? May 2, 2022 13:45 |
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Honestly just watch this LP to learn how to play well. https://forums.somethingawful.com/showthread.php?threadid=3977149
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# ? May 3, 2022 05:02 |
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# ? Jun 6, 2024 13:58 |
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Saros posted:Honestly just watch this LP to learn how to play well. 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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# ? May 3, 2022 23:56 |