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FooF
Mar 26, 2010
Just snagged this on a whim because of this thread but I am woefully getting my rear end kicked. Even with the whole "sell the Marines, get a Lasher, etc." start, I can't keep my supplies and CR up enough to get very far. What should I be avoiding early, what should I be gunning for, etc.? Also, with the whole RPG-system early on, I have no idea what I should be focusing on early (Combat, Leadership, etc.)

Also, should I get the hang of the vanilla game before moving to mods (just grabbed Blackrock Drive Yards)?

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FooF
Mar 26, 2010

feedtheid posted:

I've been playing this a while, and as long as you don't let your fleet get out of control supplies haven't been an issue at all for me. They are worth tons of money, though.

Also for the guy two posts up, fight very small fleets to begin with, basically don't let yourself get flanked, try to make every fight you engage in a winnable one by default. If you can find lone buffaloes to fight, that's great. Hounds actually suck to fight against because they dance around at max range and are impossible to kill. I guess the real question is when/how are you dying - picking fights against people with better stuff than you, etc?

Well, having never played before, "Hound" didn't mean anything to me until your description of the little frigate bastards that were faster than me and would kite me endlessly seemed to fit. Yes, I have engaged them and shouldn't. My first few times outside of the Hegemony (?) area had some fairly large pirate fleets and I couldn't find anything my two frigates could engage. I have won a few engagements but didn't couldn't salvage anything at the end (no transports/barges or whatever?) and didn't get credits for it either.

I'll keep playing by trial and error but it's just not fun getting thrashed when you don't know what you're doing. Same thing goes for refitting a ship: I'm guessing as to what seems like a good idea.

FooF
Mar 26, 2010
Just came back with all your suggestions and yep, I think I'm getting the hang of it. Selling supplies does give you a ton of cash. I still get ganked by large pirate fleets, though.

And where can I get better guns? Some of the Destroyer weapons are meh right now.

FooF
Mar 26, 2010
While I'm still asking noob questions: is there a way to generate income (early in the game) that doesn't involve hoping and praying a lone Buffalo or two flies by? I mean, I love generating 10k credits in selling supplies but that seems rather luck-of-the-draw and I end up running out of supplies and having to restart.

FooF
Mar 26, 2010
Yeah, I kept exploring hyperspace and never found anything, though I only went to the upper right quadrant.

Now that I have a decent fleet under me, can I get some advice on weapons? Are there some that are absolutely broken (good or bad) that I can avoid?

Also, I found a Tech Destroyer that has a Large Energy mount that is absolutely crushing everything with the Plasma Cannon + [Special that makes you do 50% more Energy damage at the expense of taking 100% more Energy/Engine damage]. It Overloads just about every Destroyer it comes across in the opening volley. It will get whacked against anything larger but I'm liking it way over my Medusa.

Anyway, I think I've got an idea of what I'm doing now so thanks everyone for the beginner advice. Now I just wish there was more to do besides pick fights with Hegemony battle fleets.

FooF
Mar 26, 2010

SHAOLIN FUCKFIEND posted:



Put it in the OP.

The best post.

Haven't tried it but I love Homeworld so...

FooF
Mar 26, 2010
I keep getting fatal errors when weapons are loaded for just about every mod I load. It happens whenever I try to equip a mod weapon or randomly on during the campaign (which causes me to lose all progress). I have LazyLib, Blackrock, Kadur and Restock 2.6.

Any help?

FooF
Mar 26, 2010

SHAOLIN FUCKFIEND posted:

Everything in the gif except for the Lasher is from my mod.

Why is every single gif we have of this game so far about some poor frigate getting hypermurdered? :smith:

Now make it a Hyperion and we'll be set. :thumbsup:

Frigates in the path of Capital Ship firepower have a lifespan measured in .gif size. I believe that is "working as intended."

Btw, this game is awesome and more people should play it.

FooF
Mar 26, 2010

SHAOLIN FUCKFIEND posted:



Here's a Hyperion showcasing the AMAZING correlation between wallet size and brains for Tri-Tachyon junior officers

The best post.

Looking forward to seeing Blackrock work with 0.6a. I've enjoyed what little I've seen of it (before the game crashes randomly).

FooF
Mar 26, 2010

SHAOLIN FUCKFIEND posted:

Something awesome.

So how does it work? If you had 20 plasma cannons firing on you, would you absorb them all and then one-shot a battleship? Is there an upper limit? Or does it go off of how many shots are absorbed (rather than the power of each projectile)?

FooF
Mar 26, 2010

SHAOLIN FUCKFIEND posted:

The damage is based on a base number that then gets modified by incoming projectiles' damage values. There is also a multiplier for each damage type, frag is weighed less than energy for instance.

I'm pondering diff approaches to limit its power right now. What I think I'll do is make each absorbed shot build flux based on the damage you absorb. This does two things: if you get too greedy, you will not have low enough flux to teleport away right after, fire a weapon or anything, or if you get REALLY greedy you might just overload and get hosed.

It also lets you make builds where you spend OP on extra capacitors, maybe even the expensive capacitor hullmods, to be able to absorb and return more fire. However the AI will be completely unaware of this, which bothers me a bit. It would be more simple to give diminishing returns on damage returned once you get above a fairly big number.

But right now, if you were to absorb like 20 plasma cannon shots, you would indeed cause a retaliatory explosion that could murder a screen full of battleships.

Also thinking about making away with the Asura phase cloak and giving it a shorter-cooldown version of this instead, since this is roughly 200 times more fun than a phase cloak.

I like your first idea, with the caveat that "getting too greedy" doesn't result in overload. Maybe it's always (Max flux - 1) when you release the energy (though if you're being fired upon, that would cause overload). I say that because you don't always have control over what the enemy ship shoots at you. Would the damage released/flux generated ratio be 1:1? I noticed your frig in the video had somewhere between 4500-5000 flux capacity, which would cripple frigates at max flux but that's assuming you're not carrying much flux to begin with. Something like 2:1 would allow 6-8k damage and still allow for firing afterwards or having some flux before absorbing. Maybe you want bigger numbers, I don't know.

On the Asura...holy hell.

FooF
Mar 26, 2010
This has probably been answered before but is there a reason why every time I try to hit "load game" it crashes to desktop? I can't save anything. :(

FooF
Mar 26, 2010

Taerkar posted:

Have you A) modified the .bat file to increase the memory allocation and optionally B) configured it to use a 64-bit java executable?

No to both. Why isn't this done by default?

FooF
Mar 26, 2010

Unreal_One posted:

Do you have old saves in there? Anything before .65.2 uses a different save system.

Welp, that fixed it. Cleaned out the old saves and no crashes. Thanks.

FooF
Mar 26, 2010
Yeah, now that I can save I've been a semi-legit trader unloading huge amounts of food during Templar Crusades and such. After getting about 200k in the bank, I started bolstering the trade fleet with frigates/destroyers and attack pirates when there were system-wide bounties. I've bitten off more than I could chew multiple times but replacing ships isn't that hard when you can make 80k per supply run. I still can't pass up huge paydays on recreational drugs, though. Blackrock doesn't care to sell them and I don't mind selling them to pirates for 400% profit. Unfortunately, I'm a bit too greedy because I just became inhospitable to Hegemony but only by a few points.

Playing the economy game and exploiting trade disruptions and famines has been kind of fun but it's simply funding my inevitable dip into bounty hunting and pissing off some of the major factions.

FooF
Mar 26, 2010
I experienced, for the first time, an absolutely MASSIVE Luddite armada that traveled to the Templar home world and laid waste to all the of Templar planetary defenses. Something like 4 Onslaughts, 10 Cruisers, a dozen destroyers and another half dozen frigates with a bunch carriers and fighters to boot. The circle for the fleet took up half the screen.

Of course, after three or four sorties, the giant fleet got whittled down and limped out of the system but I'd never seen any of the factions take the fight to Ascalon. I was actually pretty impressed.

FooF
Mar 26, 2010
Finally managed to capture a Crusader. I've had Jesuits before and love them but Crusaders have waaay more firepower. On an unrelated note, it's taken me a billion years to actually mouse over the Templar Core icon and I just realized that Templar ships cut all weapon flux costs in half. For the longest time I couldn't figure out how the hell they ran all their tremendously flux heavy weapons, lattice shields, etc. and still didn't seem to generate that much flux. God drat they're overpowered but I love it. Once I grabbed the Crusader, I gutted the rest of my fleet and cannibalized all the random Templar weaponry I had to put it on one ship. With one Crusader, I can take on entire armadas.

The only thing that I wish the Templar fleet had was some kind of transport. Having Domain-era ships tagging along feels wrong but I can't keep enough supplies and fuel to keep myself going very long. A Templar fuel/cargo carrier (sort of like the Blackrock one) would be nice, just to keep it themed and so there was another option to keep Templar fighters outside of owning the impossible to get Archbishop.

FooF
Mar 26, 2010
I'm pretty much convinced that the Sunder is the best pound-for-pound ship I can fly. Autopulse Laser (Expanded Mags), 2x Phase Lance (or Scalaraon Blasters), Railguns in the small ballistic slots, and some kind of PD in the back, with whatever Missiles (I prefer salamanders on auto). High Energy Focus right as I get into range means that the alpha-strike potential is absurd. Most Destroyers (and even some Cruisers) go down immediately or are left reeling and EMP'd. SS+'s Sunder (U) is better yet but I have a few issues with SS+ and don't play it all the time. Unlike say, Enforcers, who have incredible firepower but no ability to sustain it, the Sunder can handle the weapon load it has.

I've currently got a fleet of a Nevermore, 2x Sunders, 2x Wolf's and a few freighters/fuel tankers and I'm cleaning up nicely. I only bring in the Nevermore against multiple Cruisers but I it's great when I can justify the supply cost to deploy it.

FooF
Mar 26, 2010

dis astranagant posted:

The small slots are energy instead of ballistic. That's the only difference.

Which means that every weapon on it benefits from High Energy Focus. It's a small change but noticeable if you throw Antimatter Blasters on the two forward small slots. :getin: I also find that the Micro Argus PD is better than a Vulcan cannon for PD, which is what I want on the tail section of a Sunder.

I haven't tried the Mining Blaster Sunder yet...I'll give it a try soon.

FooF
Mar 26, 2010
I am currently enamored with the Scalaron Repeater and desperately want both a small mount and large mount version of it. I am aware the Linear Pulse Gun is essentially what a small version of the Repeater would be but would love the idea of a small, ammo-fed weapon (with slightly better range than the LPG) that could create bullet-hell scenarios at the Frigate level. On the large end of the scale, a double or triple-barreled version with about 800 range would be awesome. As with the medium-mount version, it would be on the high-end of ordinance point cost relative to its large energy mount cousins but have extremely impressive raw damage output if you get close enough. I would hope on a longer-range version there would be slightly faster projectile speed to compensate: the accuracy would still be low but you wouldn't have to lead the target by 3 ship-lengths.

FooF
Mar 26, 2010

RentACop posted:

Right now as soon as one fleet bumps into another one a bunch of ships instantly blow up and then they move on. All these travel map changes are coming down the pipe, but nothings been said about the instant fleet combat. Which is making me think he's going to stick with that, since to me it seems like combat would need to be adjusted before these other map changes

I guess I don't see another way to represent the battles when a day takes like 10 seconds while traveling? Is instant fleet combat considered a bad thing? I guess I'm out of the loop on this issue.

FooF
Mar 26, 2010
Ok, I kind of get what the issue is about.

With the new sensors mechanic, I think a battle should have some huge sensor signatures, even if you can't tell what fleets are engaged. The aforementioned idea of a "battle" ping would make sense. Larger battles (some combination of # of ships involved and ship sizes) would give off larger pings, though it wouldn't necessarily be due to ships exploding.

Let's say a battle takes 5 "traveling" seconds. During that time, the ping goes off and even if you're on the opposite end of the system, you know the size of the battle is occurring. If you're at a more reasonable distance, the ship types engaged are revealed (though not the factions). A little closer yet and you'd see who was involved in addition to the victorious fleet being revealed for a bit afterwards. It would be interesting if certain factions (i.e. Templars, Imperium, Luddites, and Hegemony) intentionally broadcast their victorious fleets in sectors that they more or less control. The more clandestine corporations and pirates, however, try to go dark as soon as possible.

FooF
Mar 26, 2010
So hype.

That's one of the features I've been pining for for some time now. Especially early game. Even if you can't contribute much, having a small frigate fleet dart in and join the fray of a large battle makes you feel more useful early.

I also can't wait to see Knights Templar get gang-tackled by multiple fleets defending a world rather than going through defense fleets piecemeal. :black101:

FooF
Mar 26, 2010

Kraven Moorhed posted:

These Wolf changes are pretty :monocle:

I've never seen a Wolf run rings around a Lasher like that.

FooF
Mar 26, 2010
It's only recently that I've begun including fighters into my fleet. I guess it's just from fighting pirate hordes and other fleet fighters (where they die in droves and seem to do very little) that I didn't put much stock in them. But, they're extremely cheap and easy to maintain and given a few wings of them, I've seen them tear apart frigates and destroyers, which leaves the big guns to go after the other big guns.

Also, gently caress Blackrock. I can't not buy every BRDY ship and weapon I can get my hands on. I'm also hording Scalaron Blasters and Shard Cannons every time I see one in a market or from debris fields.

FooF
Mar 26, 2010
Well, this should be fun. This feels like an expansion is dropping more than a patch. Lots of new content and mechanics. Lots of QoL improvements, too.

It won't be "today," but maybe this week or next?

FooF
Mar 26, 2010
One of the new mechanics that I'm most intrigued in is how factions work in .7. If I have heard it correctly, you can only essentially be friendly with one faction because the more you boost relationship with one, the more you piss off the others. I don't know how "friendly" is friendly (i.e. Cooperative, Friendly, Welcoming, Favorable, etc.) but I still try to maintain at least decent relations in a system so that I can resupply/repair. That way of playing might be noticeably more difficult now. On the other hand, it gives me an excuse to hunt down faction fleets more frequently, which I have been loath to do for the most part until the end game.

As for the new boarding mechanics: so. nice. Marines costing so much now offsets this somewhat but the new system doesn't punish you nearly as bad with RNG and whatnot. Thing is, you'll have to carry marines around if you actually want to capture now, which gets expensive beyond the initial cost (supply hit, too).

Also, hybrid slots are going to be awesome and open up a whole new way of playing a few hull types. Has Alex said what hulls these hybrid slots will apply to? I imagine most of the Mid-Line ships but I haven't heard.

FooF
Mar 26, 2010
Patch is out!

:toot:

FooF
Mar 26, 2010

SHAOLIN FUCKFIEND posted:

Only played 30 mins so far, the new campaign poo poo adds so much immersion :vince:

Indeed. The coolest "hidden" feature is the little information bar above the hotbar while zipping around. If you go through a planet's ring, it names the ring. Also, the transponder effects (i.e. when you're in range) are so subtle but give so much info.

I've had to restart about 5x though. I keep running out of supplies/credits because I barely break even when killing pirates, even on easy.

FooF
Mar 26, 2010
I think it would behoove Alex to give Corvus some missions at start. I've been playing around with transponder ping and while it does reveal those little bastards hiding in the rings, the only way to make a profit is to have them chase me into patrols. Some missions are quite simple and give decent payouts. Just got a "deliver 10 luxury goods in 10 days" for something like 28k credits. That would be a huge boon in the early game.

I've died and gone to a couple other systems. Man, there are some cool areas now. Solar arrays, derelict jump gates, shadow arrays, warp storms, asteroid fields...there's simply a lot more "in" the universe now.

FooF
Mar 26, 2010
I'm still only an hour in but I'm wondering if any of you have encountered missions that weren't just fetch quests.

Are there any escort, delivery, or other various types of missions out there that you've been doing?

FooF
Mar 26, 2010
Got pretty lucky with some missions and was able to snag an Eagle, two Sunders, two Mules, a Lasher, and a Vigilant. Still floating around with about 80k in the bank but I'm only like Level 4. Missions not giving any kind of experience is somewhat underwhelming.

I'm also finding that my reputation never strays too far from neutral. I haven't even gotten a "favorable" yet. Fighting pirates is fine but in the process of completing missions, I'm trading with about everyone so I gain/lose rep constantly. The other side of this coin is that it feels like there are so few world/stations that even offer faction-only stuff.

Finally, because of the sensor system, I find myself not fighting nearly as much. One, I don't know where my enemies are. Two, I've reached a fleet size where pirates no longer ambush me and I'm loath to engage major factions yet because it seems the only way to sustain my fleet is to be opportunistic with missions. If I piss off a major faction too much, I end up shooting my own income in the foot.

I'm loving 99% of the changes but it just seems slower and more lonely now because of the fog of war. Maybe that's the intent. On the other hand, it is far more engaging than before and the sheer amount of goodness that will come from the mod community will be absurd.

FooF
Mar 26, 2010

Jinx posted:

This is because space is mostly empty, and even when it's condensed in a game like this, many of the objects that are useful for subterfuge are background objects: planets, moons, etc. Also passive sensors have a terribly short range, and as far as I can tell sensor strength is based on ship size. On top of that, activating active sensors makes you a sitting duck with no way to pre-emptively turn them off. And it gets better, the player is punished heavily for turning off their transponder while in system. This is really annoying, especially at the start of the game, where you can get easily ambushed by a larger pirate fleet which can detect you from several screens away. This all effectively means that if you can see them, they can see you; so it's usually too late to run.

Finally, navigation got a big nerf, since it only helps reduce modifiers in terrain, and as mentioned there isn't really enough terrain around.

Having said that, the system is great but the numbers need a little work I think, perhaps add some mods related to sensors and more information about sensor ranges on the overmap would be great. Although sometimes I get the feeling that once an enemy fleet has located you, it's very difficult to lose them (even by hiding in a nebula).

Honestly, I think a lot of the complaints about sensor range could be alleviated with a larger "there's something there" range, even if you don't know if it's hostile, neutral, or friendly. Too often, pirates comes streaking at emergency burn speeds and you have about 1 second to react. While I agree that pirates hiding in planetary rings, asteroid belts, etc. should be hard to spot (because I would want to be too!) they're currently all but invisible currently when it matters most: when you're just starting out with a tiny frigate.

I also think a sensor hullmod should be available early under Navigation. It would cost OP but if you really are afraid of getting ganked by pirates, the mod would increase passive sensor range by 50% or something. Also, there should be utility/non-combat ships that boost sensor range and/or allow you to ping without slowdown. There's a lot of features that are begging to be teased out of this system, which is one of way of saying that the system is robust and pretty drat cool.

FooF
Mar 26, 2010
I've found that carrying contraband is a non-issue as long as you keep your transponder on. Turning it off gives any faction reason to search you so as long as they don't have that reason, they don't. Now, it is harder to deliver contraband with your transponder on and that's why you have to kill it just before arriving at your destination. As long as you unload it and do some open market dealings, I've found no one gets too suspicious.

Also, my favorite trick now is to get barely out of range of patrols, kill my transponder, let them chase me and bring them to Barad A and B. I then turn on my transponder, let the pirates come to me and the patrols always chase pirates over me and/or join any battles the pirates start on my side. I've been able to clean up nicely to start and get a few levels under my belt.

@ Tomn

Yeah, I saw your post about going all psycho on your former allies in order to preserve rep on the official forums. I agree with you: it seems a little too game-y for my tastes. I can understand other factions not wanting you to get too close to their enemies but "friendly" is too low of a threshold. I can get behind only being "cooperative" with one faction and having a very hard time maintaining "welcoming" with more than one faction but it should still be doable.

Also, the investigation mechanic is pretty arbitrary and should only come when you're already entrenched in one faction and they begin to doubt your loyalty. Perhaps the factions are that petty and jealous but it's not terribly fun to play.

FooF fucked around with this message at 01:50 on Nov 21, 2015

FooF
Mar 26, 2010

Kenshin posted:

It doesn't cost you any CR if you're docked in a station.

There's even in-game text that tells you that swapping weapons (and especially hullmods) will reduce CR if you do so outside of a station. I have no problem with this mechanic.

Yay for BRDY! Funnily enough, Gneiss already had that solar mirror in it, so you were ahead of the curve on that one.

tangential but I still want to see a shattered planet somewhere. We've seen glassed ones and a one possibly exploded into space dust (and is now a ring...?) but not one where a horrible science experiment blew a chunk out of planet and nearly cracked it in half. :science:

FooF
Mar 26, 2010

Tomn posted:

It took me a while to figure it out, but the radio waves are basically a small part of the outer edge of a large circle with the other fleet right in the middle of it.

I'm pretty sure the radio waves only show up if the other fleet is using its transponder, though, so it's not that handy for chasing pirates.

Correct. However, it's still quite useful because if you're not using your transponder and you see, for example, orange radio waves, you know a patrol or something is around and you can either avoid them or turn your transponder on and they'll be none the wiser.

Trip report: Just had a mission for $74k for delivering 100 supplies in less than 60 days to a planet in the system. These kind of missions basically make your early game if you can get one. On the other hand, I found the Atzlan(?) system to be teeming with pirates stalking the trade lanes between Coatl and Ch....(long-rear end name). It's a great hunting ground to grind out early levels. It also helps that there are Hegemony patrols fairly frequently that join you or at least give you some breathing room.

FooF
Mar 26, 2010
Someone asked about Sabots earlier:

Perhaps I've been playing SS+ too much because I remember Sabots splitting into sub-munitions and overloading PD but the current version has Sabots hanging out for a bit before traveling at like 1,000 m/s toward the target. I've been putting them on my Wolf at the beginning (with a Heavy blaster) because a pair of them tend to overload (or nearly so) just about any frigate with shields. They rarely miss, too, though they tend to lazily drift toward targets at first and that's when they get shot down.

Sometimes the delay between firing them and them taking off like rockets is infuriating because I want the damage "NAOW" but sometimes their lingering in space ends up being the difference between an overload and just hitting the shield. Personally, I do like them when I don't have much kinetic damage otherwise.

FooF
Mar 26, 2010

SovietPotatoe posted:

Speaking of cruisers, do any of them make for good player ships? I just got to the point where the hegemony will sell them to me but after running some simulations I'm really unimpressed. So far I've been running with a Sunder and three Wolf and had no trouble scoring perfect victories against 80k bounties with multiple cruisers and from what I've seen cruisers just don't bring enough firepower to the table to be worth it.

I got an Eagle in one of my first playthroughs and was thoroughly unimpressed. Not necessarily because of the hull itself but because of how hard it was to outfit it with the weapons I actually wanted. Right now the markets (even military markets) don't support the best weapons and if you're not a high enough level, the larger ships' lack of maneuverability kill any player advantage they might otherwise have. If you get 10 in Combat, though, those bigger ships see huge bonuses.

The other, often overlooked, issue with the cruisers and capitals is that your burn level drops to the point that you can't reliably chase down anything. Once you drop below 8 or so, all destroyer or below fleets outrun you and you start bleeding supplies trying to maintain your bigger ships (not to mention fuel for E-Burns and/or hypserspace). Basically, I avoid the larger ships until my character level can support them and honestly, the jump from destroyer to cruiser really isn't all that big in some cases. I'll take a Sunder over Eagle or Falcon just about any day and even Enforcers can put out as much damage as either of those two.

I haven't played enough with Auroras, Dooms, or Apogees to judge them.

FooF
Mar 26, 2010

Zudgemud posted:

Black markets in Tri Tach space.

Also, safety override ships with ammo feed are the poo poo. What we need are an eagle like ship with this system.

Anyone know if there is a bug with boarding? Ever since I bought marines I have yet to be able to board things, as in, for +10 battles destroying almost a hundred ships, I have yet to get the prompt for boarding, which is strange as I got it a lot before getting the marines and the big fleet.

A.) Alex considerably nerfed the probability for the option of a ship to get boarded from previous versions
B.) Boarding is guaranteed if you have enough marines (though marines are expensive)
C.) There is currently a bug that guarantees you lose at least 1/3 of all your marines not matter how many crew (even none!) are leftover on the ship being boarded

Moral of the story: boarding ships is not worth it at the moment.

Alex found the bug and fixed it but we have to wait for .7b. Just my own anecdotal evidence: I've probably had less than a dozen ships come up as being board-able in the 5-6 hours I've played. Most of them Kites and Lashers (from hunting pirates) but I've yet to see a destroyer up for grabs. Also anecdotal, the ships that looked board-able had mostly engine damage. I have no idea if board-ability has something to do with where the hull gets hit, though that would actually be kind of cool if it did. I rarely carry marines anyway so it doesn't matter. To lose 10 marines (~5000 credits) to recover a ship I can sell for 1200 makes no sense and there are reports of people losing 20 marines boarding ships with 1 crew member left due to the bug. :stare:

FooF fucked around with this message at 15:42 on Nov 23, 2015

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FooF
Mar 26, 2010

Gobblecoque posted:

Yeah but on the other hand:


(not mine, was posted by someone on the official forums)

That's the new Gryphon. The problem is that even though it can do that trick, that ability costs something 1/3 or CR each time and after that initial volley, it starts to malfunction and cripple itself. Likewise, if it survives, it costs about 200 supplies to get it back up to full CR. It's a one-trick pony and Alex is looking at it. In the hands of the AI, it performs...poorly.

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