|
Its Free-Black Flag-Lancer with a decent blues rock sound track. Factions are basically what everyone thought factions in Freelancer were going to be and the story seems smart enough to stay out of your meticulous faction grinding, unlike Freelancer. Although I'm not very far so no promises. The trading isn't as rail roaded as Freelancer, but it seems largely anchored on events and station "economy" categories with a little bit of rival AI traders throwing noise at the prices, so it isn't dynamic evolving poo poo like X or Patrician. A pretty normal space game economy that wouldn't be out of place in the me-toos that came after Freelancer. Basically its exactly as advertised in the leadup. Black Flag ship combat in a Freelancer universe is going to be exactly as compelling as you think it is, so anyone on the fence should have an easy decision.
|
# ¿ Oct 20, 2015 20:30 |
|
|
# ¿ May 14, 2024 16:11 |
|
Wafflz posted:They need to sell the soundtrack to this. They've got the list on their website: BabelFish posted:Something that bears mention is the soundtrack, some great space twang going on here:
|
# ¿ Oct 20, 2015 23:42 |
|
Bernardo Orel posted:How do you mine? I get the part where you shoot asteroid with mining laser until asteroid goes boom, but then what? Do I need to scan or switch view somehow or how do I see if I mined something or not? Make sure you have a tractor beam too, if that wasn't obvious.
|
# ¿ Oct 20, 2015 23:48 |
|
Doctor Schnabel posted:Is it just me or is trading ridiculously profitable? I've made well over a quarter million space dollars in just a couple hours by buying low and selling high. You can make like 30k in the starting system just by going from point a to point b, which is a little nuts when a typical mission usually involves twice the work for a tenth of the pay zedprime fucked around with this message at 00:22 on Oct 21, 2015 |
# ¿ Oct 21, 2015 00:18 |
|
I keep getting distracted from the main story and now those missions are all specified as low difficulty because I have funneled all that side quest and trading into becoming a laser god. Mining lasers are uncharacteristically good, and I got laser broadsides from a drop from the main story that outclass anything that I could normally buy for that slot, even with its weakness against shields.
|
# ¿ Oct 21, 2015 02:36 |
|
Brackhar posted:So somehow super early on I angered the Miltia, and things kept getting worse withg my turrets automatically firing on their fighters. Now they're completely surrounding a station I need to get to to move the mainline quest along, making it not possible for me to progress. Are there any options available to me to make the militia simmer down early on, or do I need to restart? If its a blockade, wait it out, or dive in if you think you can. If they are truly angry and you can't survive dives in to stations, you can salvage it by going to an outsider affiliated station (seems to be permanent neutral ground and unrelated to Korian Outsiders?) and pick up militia contracts for standing boosts. Galaga Galaxian posted:Any suggestions for dealing with the little fighters? I'm still in the starter corvette and they're doing surprising amounts of damage. I tried the flak guns, but apparently they just fire to the sides without aiming. My turrets do a decent job I guess, but I'm starting to get hit with bunches at a time and it hurts. In general, bait them away from capital ships and try to get them grouped up on a vector, and use that to serpentine to spread damage between your sides and back/front. Broadsides have pretty deft auto aiming when in range and charged up, so don't neglect those when the serpentine lines you up. Specifically, missile fighters are murder against even the Mk1 shields. Torpedo fighters are murder against Mk2 shields. I stuck cluster missiles in the third slot of the next cheapest hull set to lock-on only and use scan mode as a tactical targetting mode to murder stuff like that. In the meantime, deflectors are pretty great as a oh god torpedo button. You can also take manual control of a turret if your balls are made of brass. zedprime fucked around with this message at 13:56 on Oct 21, 2015 |
# ¿ Oct 21, 2015 13:53 |
|
Isn't there a super pricey subsystem for that?
|
# ¿ Oct 21, 2015 14:54 |
|
I am almost 100% sure used equipment trades for its original purchase price, so don't feel like you need to skip upgrades, and definitely feel free to experiment with alternate loadouts. Although in the first system I am pretty sure just upgrading all your base equipment to at least Mk1 stuff of any sort makes you feel pretty awesome, and Mk2 stuff makes you outclass everything but the larger capital ships around.
|
# ¿ Oct 21, 2015 15:06 |
|
Valiant Pudding posted:How does the Fault Detector work when mining? I've been using it to shoot asteroids with autolock on in the red spots after pulsing, but i've never gotten more resources than the ones listed in the asteroid when I scanned them? Beer4TheBeerGod posted:Is there a reason to ever not just hold down the secondary button and fire constantly?
|
# ¿ Oct 21, 2015 15:24 |
|
Pierson posted:Does this space game fall into the same trap as Elite Dangerous where the mechanics are great but there's no reason to do anything except to get bigger numbers, or are there goals the game wants you to achieve? Thinking about a jokey response to this made me realize the biggest omission is vanity upgrades. I really want to buy space rims for my space Caddy now
|
# ¿ Oct 21, 2015 15:36 |
|
5er posted:I switched out flak cannons for pulse cannons, and fighters just pop like zits around me while I focus on the larger ships for broadside activity. I just made it to the second system and it seems like trading is a bit of a fools errand in the first, because there are like 2 or 3 times the number of stations here so good events should be overlapping that much more. e. and someone mentioned it earlier, but if you run into an ice belt and have a mining laser, its pretty great. There are less minable ice chunks, but the ones that are there usually give commodities worth 5-15k per. zedprime fucked around with this message at 18:16 on Oct 21, 2015 |
# ¿ Oct 21, 2015 18:13 |
|
Insert name here posted:What's the biggest size ships you can captain? I saw a destroyer in the starter station but I assume there's bigger. TastyLemonDrops posted:For you guys starting out who just want to get money early on, find the merchant's guild hub in the first area and just grind out missions for them. Getting higher merchant's guild ranks gives you better missions for more money. Their two purchasable ships are also pretty drat good. It's probably best to rush through to the next area since the starting one is basically a tutorial, but their first purchasable ship is loads cheaper than the Tennhauser and about as effective in combat. They've got great armor on sale, and also ion cannons to make up for laser's lovely shield penetration.
|
# ¿ Oct 21, 2015 23:44 |
|
OxMan posted:So the OP says the PS4 version was supposed to be out already, whats going on there?
|
# ¿ Oct 22, 2015 02:30 |
|
Section Z posted:I've only just started playing this so I'm not that far in. Silly questions. So far I've only seen Red Cartel stations, and thinking about it, I think those are the only faction I've seen offering missions at outsider stations. Thinking about it more, most law abiding stations are citizen affiliated, I wonder if there are enough Red Cartel missions against militia to grind to get neutral while keeping visitor privileges at civilian stations. Who the hell sells smuggler holds. The way equipment shops work in this game are really cool and good at making you want to find what counts as different types to visit. Doctor Schnabel posted:I'm still annoyed that Sunless Sea wasn't more like this game. Daily reminder for everyone that ships and ship equipment buy and sell for 1:1 so you can experiment without losing net worth. zedprime fucked around with this message at 13:48 on Oct 22, 2015 |
# ¿ Oct 22, 2015 13:32 |
|
Best non-mission pay day: noticed a treasure convoy on my map coming from an archaelogical find. They transferred their cargo in comms without a fight, and I hawked the 7 alien artifacts for 270k to a trader at a distress signal. Totally worth the small merchant guild ranking hit for pirating.
|
# ¿ Oct 22, 2015 20:48 |
|
Jimbot posted:I hope they work on optimizing the escort mission's warp pair's pathing, it takes forever to get into pixel perfect formation then warp. They're well-paying contracts but that's one major snafu with taking them. You can go do your taxes then go out to eat after in the time it takes for your ship to get into position. vandalism posted:How do I turn in sourcing munitions for the trade guild? I had 12 in my hold and had a mission to get 12. Just bought them and nothing. Tried to go back to their station and nothing. Even abandoned the mission and got a similar one but for less payout had the 12 munitions in hold and then took a mission to source 9 and it still didn't complete the mission. Wtf. Klyith posted:Use the scanner, not the pulse. It shows you info on the ships, their cargo, and bounty. You have to be within about 6 or 7 space meters to scan, but the game pauses in scan mode so it's no biggie. (Don't forget to lock the one with the bounty while in scan.) Stevefin posted:I am not sure if it used the current system average, or the average that it has gathered from your so out of date trade info. I am however likely to swing for the first one as I had the same thing eailer where the average was lying by each station, until I found one that was buying the item for three times its worth, probably making the average inflat from it.
|
# ¿ Oct 23, 2015 01:16 |
|
In combat, every ship (including yours) has shield, hull plating, and hull. Shield and plating are per quadrant. You need to do enough damage to knock out the regenerating shield, then destroy the plating, and then all your damage applies to the hull which is the big health bar (just a percentage for your ship), I don't remember leach mines, but if they are doing the thing that makes your ship all lightning-crackley, the merchants guild sell an add on that reduces the time that effect sicks. You can shoot mines and missiles if you are cool enough.
|
# ¿ Oct 23, 2015 14:58 |
|
Magnus Venator posted:I noticed that the price for one merc was higher than the one I originally hired. Do mercs have different stats? If so, how do I know which one is better? I've started to find "pro" versions for 200k where its the same people but better and they all seem to have converged around that same price point.
|
# ¿ Oct 23, 2015 15:25 |
|
Rabidredneck posted:
|
# ¿ Oct 24, 2015 01:03 |
|
Section Z posted:So uh... I took a delivery mission. It turned out to be the same destination as the next story mission to talk to researcher (still first sector). Xtanstic posted:Is that an intended feature?
|
# ¿ Oct 24, 2015 14:02 |
|
Beat it, bought a dreadnaught in celebration. Looking at my played time, I spent more than half of it in the first system. The veneer of space gameplay sort of rubs off after that first system high, as you figure out missions pay out better than any sort of self driven gameplay like trading or bounty hunting. Which is still a pretty space gamey thing, come to think of it. Also destroyers seem like a trap class because it doesn't get enough firepower to back up its slowness relative to frigates. Dreadnaught firepower is hilarious but not really compelling enough to want to grind out Mk6 everything.
|
# ¿ Oct 24, 2015 21:05 |
|
FaintlyQuaint posted:I dunno, the Arcturus never felt like it was lacking in ability to kill things.
|
# ¿ Oct 24, 2015 22:42 |
|
I knew there was something missing, more than any space game features or hull rebalancing, and I finally figured it out. Even through we're on the same game plane throughout, its really missing some dynamic tilting and bouncing like the ships are being controlled by some incorporeal 8 year old. I do a lot of silly jackknife maneuvers and I want my ship to look like its about to spin off into a just unseen blackhole at any moment, even if its gameplay tracked entity is still on the same track as it is now.
|
# ¿ Oct 26, 2015 00:43 |
|
Mining lasers are pretty great bang for your buck when you are flying a a frigate or smaller and your strategy is to park in destroyer and dreadnaught tailpipes. It was a little sad to trade them in for ions to better support the standoff combat that flying a destroyer or dreadnaught prefers. e. I can't remember ever getting engines impaired from a mine, is it a shield down sort of thing or is some combination of the game or my memory busted?
|
# ¿ Oct 26, 2015 16:51 |
|
Rabidredneck posted:I'm not too far into the story (at the point where I have to find some Hexxite for a sensor boost) and a LOT of guild missions are drat frustrating. I'm in a Destroyer with full Mk 4 gear and even low rated delivery missions are drat near impossible. I'm on one with a 250k payout, almost made it to the target station when I'm dropped out of warp by fighters constantly launching engine impairing missles and several capital ships pounding away at me. I've got some mk 4 null-grav boosters and cannot get away from them, i've been killed three out of three attempts so far.
|
# ¿ Oct 27, 2015 01:17 |
|
Gwaihir posted:How fast you can kill NPC ships doesn't really tell anything about the hull in player hands.
|
# ¿ Oct 27, 2015 01:37 |
|
I spent more time in the first system than the rest of the game combined.
|
# ¿ Oct 28, 2015 15:26 |
|
Its probably less useful for people sticking to smaller ships, but Grell dreadnaughts are what taught me the alternative to straight up running up someone's tailpipe. Basically if you come at a large ship on their 150 or 210 degree headings, you can get them locked into an endless turn where you can target their juicy side flank with your broadsides while staying in their broadside blindspot.
|
# ¿ Oct 28, 2015 23:10 |
|
H13 posted:So I just got bored of Elite Dangerous. Is this a good game?
|
# ¿ Oct 31, 2015 05:11 |
|
BigRoman posted:So I just got my Minotaur, and still have to upgrade my defenses, turrets and components to mk5, and I figured I do so running missions while I haul trade in Gilgamesh.
|
# ¿ Nov 2, 2015 01:11 |
|
Cathair posted:You or someone else said this before and I still have no idea what you're talking about. First, a 'ship for killing things from a controlled angle in combat missions' describes literally every ship, your shield and armor values are independent of your chassis and nothing can survive fighting smack-dab in the middle of a swarm, unless your poo poo is so OP for that system that you can just laugh off anything. Unless I just picked all the unlucky ones even after farming them with the Sturville slightly out of depth for a couple hours to pay for the Minotaur to begin with. I don''t pretend to understand how the difficulty math and mission generation works. e. TLDR I kind of disliked my time in a Minotaur compared to the Sturville and Blackgate. "Fastest destroyer" is kind of a weird combination.
|
# ¿ Nov 2, 2015 02:20 |
|
Fanzay posted:Excuse me?!
|
# ¿ Nov 2, 2015 13:50 |
|
Ravenfood posted:Got this game in the steam sale and having a blast. The problem I generally have now, though, is that I'm missing out on some sweet broadside action. I just made it out of the starter system in the Hammerhead with MkII Mining Lasers, Tachyon broadsides, Null-G boosters, and ramming shields. So far, it feels like I'm playing more of a fighter game and the optimal play is to get my mining lasers into range of the target and let them core out the shields for me while I spam tachyon shots at them, but the mining lasers are still doing most of the work. While it works great for killing other capital ships quick, adv. gunship swarms are rough and taping down the flak button seems to do gently caress-all. With turret hardpoints coming at a premium on something like the Tennhausen compared to other more turret loaded hulls at a similar cost, I found a generalist loadout of a couple mining lasers with balance pulse turrets to be a decent loadout, and at a certain point of upgrades your pulse turrets will autonomously swat fighters while you work on jockeying around up capital ship tail pipes. You can swap in particle lasers (or found viridian lasers if you are so lucky) in for as many pulse turrets as you feel comfortable with but going the specialist damage type route with so few turret hardpoints is more of a gamble, and usually based on something like a shieldbuster on manual control.
|
# ¿ Jan 4, 2016 00:49 |
|
mp5 posted:Just picked this up on the Steam Sale.
|
# ¿ Jan 5, 2016 02:35 |
|
Kesper North posted:They have to be at least 2km away, though, and you can't be moving at full speed even in an Arcturus. The closer they are, the harder they are to hit, because transversal.
|
# ¿ Jan 6, 2016 02:09 |
|
Kesper North posted:Yes, I'm playing right now and I miss consistently with broadsides under 1.5km, and most of the time up to 2km.
|
# ¿ Jan 6, 2016 02:44 |
|
Spend all your equipment money all the time, there's no depreciation on anything so if you don't like it you can go trade in to what you had, or quickly move to better things. But also make sure you have money left over to fill all the turret slots after an upgrade, or you will just end up with a worse ship overall. Also keep in mind that in general higher Mk. gear is more important than bigger hulls. Better gear is a straight numerical advantage, while different hulls are more akin to a strategy shift, hopefully to something you prefer over the last one.
|
# ¿ Jan 11, 2016 22:53 |
|
No matter what loadout, its always good to remember that you can ultimately define the engagement distance with smart booster use, honestly no matter your ship class. I found early on that it isn't really fighters tearing me apart as much as torpedo fighters and gun boats with missiles, so you can snipe them with a medium-long range broadside, then wade in to the fighter swarm and/or capital ships where your mining lasers can take things apart faster than any pulse cannon will. With a mining laser prioritized loadout, pulse still finds a use to keep pressure on downed shields when they leave the range of mining lasers. As capital ship enemies get bigger, you can start doing things like parking lateral in their tail pipe while your broadsides and mining lasers carve them up and they can't bring 75% of their firepower to bear against you.
|
# ¿ Jan 15, 2016 21:14 |
|
I think the Minotaur is the popular next step for getting bigger, and the one I went with. If you don't like the prospect of going bigger and slower, you can punch up to nearly anything in the storyline with a Sturville with some smart equipping and playing. Its got a good amount of hardpoints for being competitive in taking out shields with a balanced loadout, or gearing for hull damage with a manual shield buster missile if you want to get fiddly.
|
# ¿ Jan 20, 2016 17:13 |
|
|
# ¿ May 14, 2024 16:11 |
|
Haledjian posted:I just got this game! I'm still in the starting ship. I really like the game so far.
|
# ¿ Jan 22, 2016 23:33 |