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I have a DS4 controller and the native PS4 button icons are a welcome option. But it doesn't actually do native DS4 input so you need to keep using DS4windows, not ideal but I'll take it.OSheaman posted:Ummm wow I think I'm stuck in windowed mode. How do you toggle full screen?
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# ¿ Oct 21, 2015 21:25 |
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# ¿ May 14, 2024 03:32 |
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Dusty Lens posted:How's the important stuff, UI, ease of play, actually not being terrible/etc? Dusty Lens posted:meat and potatoes UI is plain but totally functional and doesn't hitch anywhere that I've seen. The inventory management stuff is built for consoles, the list style of scrolling through options ala skyrim. Ease of play: do you have a gamepad hooked to your PC? If so it's great. If not, there's some kinda off stuff with keyboard and mouse. Playable but you're gonna have to adapt to the weirdness of some elements. (The weapon cycling adaptation is particularly bad and I feel like that will become kinda detrimental when you scale up to bigger ships with more guns.) Meat and potatoes: too early to really tell but the basic loop of combat vs doing other things is good. Broadside combat is fun, and there seem to be many different options for tactics plus building your loadout to support your style. It's very much a Privateer / Freelancer type game so the whole point is kinda building better gear on bigger ships.
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# ¿ Oct 22, 2015 00:43 |
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zedprime posted:Xbone and PS4 version are pre-cert in the hands of a cert contractor, so no date has been announced for the console version until they get back to the devs on where they stand in being able to pass. Also the console ports are being done by a separate contractor, so anyone waiting for PS4 or Xbone releases should also wait long enough to get independent confirmation that the ports aren't messed up. It'll probably be fine but this has been the year of hosed ports... Malcolm posted:OK then, having never played Freelancer nor watched Firefly (well, except the movie) I'm struggling to place the genre. In games of this style you fly around in space doing space jobs in your spaceship. Said jobs can include space-trucking, space-trading, space-mining, and space-shootin'-stuff. There are RPG elements: just imagine credits, equipment, and new spaceships are standing in for experience points, skills, and levels. It can be a pretty formulaic style of game; the good modern ones do things to set themselves apart like great graphics & controls (Elite: Dangerous), incredible quantities of sperg detail (X3), or an interesting gimmick like the broadside capital ship combat here.
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# ¿ Oct 22, 2015 06:54 |
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Gwaihir posted:Binged like ~5 more hours last night, only complaint I really have is that it can be sorta hard to tell what shape your shields and hull plating are in. Yea if your shields are down then the segment vanishes entirely, but while you're taking fire it just seems like "They're totally good until they aren't. Hull plating seems to shade from full white to grey as it gets damaged, but any time you're actively taking fire both shields and hull just flash red on that quadrant so you can't even tell what shape it's in. The shield sections do fade out as they get depleted, it shows the fade on both the blue and red colors. I kinda agree that the fade is not as obvious as it could be -- with that segmented display why not have it shrink to the center as it gets damaged? -- but it's definitely there. What you're experiencing is that the starter shields suck and the mk1 shields are only ok, plus there are a decent number of weapons that can take them down so fast that you won't notice the in-between states. A missile barrage from a big ship or whatever missile that the bombers use will one-shot your shields. Gunships can also be nasty if they line up on you (they seem to have three or four turrets worth of guns). Your main "shield" is the deflector. It's not an emergency thing to save until you're taking armor damage, you need to be cycling it to absorb big hits. After that the shields should be able to keep up reasonably well between regen and switching quadrants.
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# ¿ Oct 22, 2015 18:11 |
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FrancoFish posted:I'm in an Icarus with a Slamjet booster, and I can run into VERY HIGH ranked poo poo and come out untouched because of my sheer speed. I want to experiment with a Blaze of Glory setup using the long range anti-shield broadsides and then 3 close range beams. Strip shields off the weakest direction from a safe distance, then suicide charge in to knife fight range with the beams. Stupid but potentially very fun. Section Z posted:More dumb idiot questions. When you use a scan and it tells you there is a bounty detected, how the hell do you tell which of the dozen red enemy markers is the Bounty? Mousing over on the map doesn't say, for example. quote:I didn't see an option to set turrets to missile defense. Is that covered under Target Fighters? Have them set to 'shoot at everything' and hope for the best? Or do you have to take control of them manually and try to shoot down the missiles from capitol ships? quote:Do hope there are more than 6 ships and the rest are for sale in later systems though.
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# ¿ Oct 23, 2015 00:20 |
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Alchenar posted:If you look at your game extras (it's a separate download for Gog and I have no idea wrt Steam) there's a folder full of jpegs of each ship chart. Looks like about 21 Yup, also someone from reddit just posted a ship pictorial index with the base data from the ship purchasing screen. (Spoilers if you care about being spoiled on the list of ships available.) grrarg posted:Is the framerate uncapped in menus? I had to go afk while docked in a station and came back to my card's fans sounding like a leafblower. Undocked and it quickly returned to normal. Heh it's not unlocked, but you're not imagining things. I just put my video driver control panel in the second monitor and the GPU activity is about 50% to 60% in space, versus 75% while docked. And it reliably goes up with more menus, I guess they're drawing the overlay with some high-effort shaders? (40% in the map screen, so that's what you should use to pause while taking a crap.)
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# ¿ Oct 23, 2015 01:27 |
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Good news re: escort quests:Upcoming patch 1.04 posted:Tons of escort mission improvements. Escorted ships will blow the crud out of any asteroids in their way. Your ship also won't noodle off into the distance if they react to damage from other ships. Also, escort missions are always to outposts - not stations just on the other side of an annoying planet. Deadmeat5150 posted:It increases accuracy, and damage in the more shots connect. Even close up and spamming away you will still miss shots. Jimbot posted:Does anyone actually use missiles? My entire loadout has been beam and pulse weapons. My fights around where I am last a bit and there are a ton of monsters and swarms in the engagements so I feel like I'd run out of ammo half-way through, ordinance crates and all. I do feel like ordnance crates should only refill half your ammo and drop like 2.5x more often.
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# ¿ Oct 23, 2015 05:45 |
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Gwaihir posted:those missions tend to be really lucrative but gently caress the trade UI for just having no good whole system overview :| I haven't yet found one of the hackable beacons that give you an immediate view of the market on all stations, but I feel like you could nab a few of those type of missions at the same time and then just fly around looking for a beacon. Does anyone know exactly how those work? Are they a temporary deal or are you like unlocking the full view of that system ever after? I don't bother with beacons very much so far. Tinkle posted:Besides the gripes that everyone seems to have with the trade UI I'm bummed there is no storage you can purchase at stations or maybe at the Merchant Guild. What I'd really like is the ability to store a ship for later rather than having to trade in every time.
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# ¿ Oct 23, 2015 21:01 |
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Cialis Railman posted:This game is super fun. The only problem I have right now is that space is far too...bright, I guess. It takes me out of it a little bit. I'm used to Elite: Dangerous and its pitch-black vacuum. I love it. I'm all in favor of bright 70s art space full of day-glo nebulae and pastel planets. Especially this time of year, helps ward off seasonal depression. If I want to stare at an infinite black void I can look out my window.
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# ¿ Oct 24, 2015 19:02 |
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The one obvious thing I wish they'd done is make the cargo extenders so they don't just make ship cargo holds trivial. Basically do two tiers of items, some with flat bonuses (in a range up to +12 or maybe +15) and then a second line with % boosts based on your ship's cargo space, like +50% up to +100%.warcake posted:Uhh before i turned the game off earlier I had 2 main story missions available, just got back on and now I have no main missions and none have appeared. Is my game broken now? Try docking in a station and looking at the mission log to see if it shows up there? If you can't get them back you should post on the steam forums and attach your savegame file, I'm sure the devs would want to know about anything that blocks storyline progress. zedprime posted:Maybe more of a testament to the Sturville and the quick boost than a detriment to destroyers in general. Otherwise I mostly agree that destroyers aren't great: the arcturus is slow, the manticore is under-gunned and dumb looking. I haven't used the Damocles, but the statline is only average and when fighting against pirates using those I've noticed they're quite large.
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# ¿ Oct 24, 2015 23:24 |
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exquisite tea posted:The general vibe I'm getting from this game is "always buy a new ship first before boosting your weapons/defense systems," does that seem right? No, good equipment is better than a bigger ship, within reason. Defenses -> broadsides -> hull -> turrets & secondaries is probably the easiest way to min/max your effectiveness, but there are a lot of exceptions. For one thing, that style of upgrades also pushes you into playing a more methodical style. You have good shields and legs, but not enough firepower to just wade in and finish stuff off quickly -- so it behooves you to pick guys off and not get swarmed. You can do harder missions for more pay, if that's your thing. It's smart but a bit dull IMHO. But I like glass cannons and blow up frequently, which isn't to everyone's taste. Despite the fairly limited selection of weapon types, what I like about this game is there are a lot of viable ways to go in combat. Goon A doesn't like flack, Goon B thinks he's crazy because flack is great for him. Neither is wrong. You can play "front towards enemy" in which case flack isn't very good, compared to heavy missiles & the using the deflector to absorb missiles. Versus a standoff broadside style where flack takes care of the missiles and fighters much better, and you use deflectors for staying power because you have less burst damage. There's zero penalty for changing your ship & loadout around, and near-zero penalty for blowing up. Try poo poo out, find new combos you like playing.
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# ¿ Oct 25, 2015 12:00 |
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Moartoast posted:This really is a flawed gem, I'm personally loving it but I totally get why a lot of people can get soured on its structure during their time in the first system. I've never seen so many people call a game with this much depth "shallow", but it makes sense if you focus too much on the repetitive slow-moving low-payout side stuff at the beginning, which the game actively encourages you to do. I wouldn't call Rebel Galaxy a flawed gem. To me that kinda implies that the flaws are large but the experience is amazing. The bad parts here are pretty minor -- you can get nitpicky about a bunch of stuff but none of it is terrible. On the other side it's just a basic good game, not a revelation. I do think the progression structure is a bit busted. It almost feels like the game was paced much slower for the whole thing, but they figured out that the game doesn't hold up for that long. So they jacked up the mission rewards in the second system and after. It feels a bit uneven. The ramp to getting a better ship and a jump drive is very slow.
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# ¿ Oct 25, 2015 23:36 |
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Jimbot posted:I'd love for them to take a better look at turret placement for some of the ships. The Sorcerer suffers terribly from this. It's not even a case of finding what kind of turret fits where (though some ship configurations that seem busted can be solved by smart placement), the slots just flat out blow. Beams suffer the most from bad turret placement, missiles the least. Missiles get some free clipping through your own ship geometry (though they still have to have the target in their hemisphere of view). If you are married to the all beams rave party style you have much more limited selection of really good ships. Roshambo posted:Are any of the factions that start out as hostile worth grinding rep with? If you're careful about missions it's not hard to go neutral with the Cartel in the early game. If you've been playing for a while and blowing them up it may not be worth it.
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# ¿ Oct 26, 2015 03:55 |
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Leucos posted:I disable myself all the time using autofired leech missiles on the Blackgate. As long as I'm not moving too rapidly they'll go through just fine but if I'm spinning on the spot or using boosters they tend to just detonate while passing through my midsection. Ended up removing Shieldbusters for this reason. Anyways I think with experimentation even some of the more awkward ships like the sorcerer can have a mostly-effective turret layout, you just can't focus fire with all of them against one target. Yaos posted:There's an easy way to fix the escort missions;
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# ¿ Oct 26, 2015 07:38 |
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A good post from reddit:quote:I spent an hour with a stop watch yesterday. Didn't get through all the ships, but here's what I've discovered. So: Speed is mostly about your engine mods, especially as you move up to larger ships and high mk# equipment. Warp speed is based on normal speed. Hull HP is ship only. Shields & armor are only about your equipment upgrades? (Maybe? If you remove your shield equipment you don't have any shields, and no armor gives you an armor bar that lasts for 1 hit. But possibly there are multipliers scaled to your ship size? It would be difficult to objectively test this.) Broadsides get range bonuses from large ships.
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# ¿ Oct 26, 2015 22:34 |
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Iridium posted:poorly thought out design leading to easy user error, you bet I don't know why this guy is getting poo poo on so much. I mean his direct example of fatfingering the wrong button wasn't great, but I have to agree that using 1-4 to mimic the d-pad directional layout is super dumb. I can think of ways to make it *slightly* better by just having better key bindings. But what they really needed to do was change the UI depending on whether you selected gamepad or M&K -- have the weapon selector in M&K be a mousewheel dial etc. OTOH just get a gamepad. They're cheap, and even if you're the most PC Gamer ever (which I pretty much am as well) it's nice to have one for certain games. Gwaihir posted:How fast you can kill NPC ships doesn't really tell anything about the hull in player hands. VVVV edit: That's the other thing, the NPCs have equipment loadouts as well. So being able to kill a ship super easy might mean that guy had mk1 shields or some poo poo. Klyith fucked around with this message at 03:24 on Oct 27, 2015 |
# ¿ Oct 27, 2015 02:36 |
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Rygar201 posted:What's the on the Barracuda? Worth giving up my Tannhausen's six beam broadside for? I think they're kinda side-grades actually. Barracuda is definitely better in the not-getting-killed department, because speed is life. But it feels a little too fast sometimes -- you may end up just doing doughies while your turrets slowly kill poo poo, because the second you focus on broadsides your range & aspect control goes to poo poo. OTOH if things ever get bad you just boost out in a cloud of smoke while flipping the bird. Tennhausen is by comparison very vanilla, broadside focused ship. It can get dog-piled easily, but aside from that you can focus on shooting the cannons and kill poo poo faster. BigRoman posted:So I upgraded from the sturville to the vanguard, and I couldn't trade ships back fast enough...going from very fast to average (speed and turning) is totally not worth 1 extra broadside, secondary and turret...I'll wait for a beefier ship before I downgrade speed and maneuverability. I want to like the Vanguard because it looks cool, but the layout is just terrible on that. 7 boardsides & 6 turrets sounds great but they're all focused up front, meanwhile you have a big fat rear end with no coverage. It's the mullet of spaceships, fighter up front and hauler behind. Just doesn't work.
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# ¿ Oct 28, 2015 06:46 |
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Illegal Username posted:Stupid question, but how do i save ingame? I just got an Icarus which goes fast as balls but what happens if and when it blows up? Had a few close calls already The only penalty for blowing up is going back to your last save point. Everything is set up for being very generous with keeping progress even if you are just dicking around with an experimental new ship loadout or whatever.
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# ¿ Oct 28, 2015 08:05 |
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You know what's an awesome ship in that gap between the big frigates and a Minotaur? The Damocles. It's a nice enough ship. It isn't a complete pig like the Arcturus. It's two million cheaper than the Manticore and it doesn't look like a heap of crap. Pirate ships aren't the best ships in their class, but oh man they cannot be beat in the bang/buck department. I started a new game with the aim of being neutral with the cartel ASAP to get the hellion. That ship is fun on a bun, and outstanding value when you consider 5 broadsides & 4 center-line turrets with perfect visibility. (I admit I'm biased against the Manticore, partly by the awful looks, but also because I really hate those turrets all set on top of the ship that's taller than most others in the game. Elevation issues become an issue if anything gets close, it's too all or nothing for my taste.) mcjomar posted:I guess I'll just keep trucking in the tennhauser for now then. quote:I'm still only marginally sure that flak secondary is useful though. Flak also doesn't scale well with increasing number of secondaries -- 3 flack bursts per shot is a fairly pointless upgrade compared with 2.
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# ¿ Oct 29, 2015 19:21 |
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Section Z posted:I stand by my statement that the Manticore is the Sturvile's fat cousin. If you want more guns, but don't want something bigger than a Frigate, it's your best option. (It's just really freaking expensive.) Illegal Username posted:Also is there a way to eliminate the station music tracks from the game? I just wish it would continue the current idle track when i dock. Anyways I just tried using custom music with "station" pointed to an empty folder & combine turned off, and it still loaded the default tracks when docking. So no.
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# ¿ Oct 30, 2015 03:33 |
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RFC2324 posted:Put a single clip of silence in that folder? Section Z posted:I meant visually I think the reason I dislike the Manticore's looks so much is that to me it looks like a 40k Ork ship that accidentally ended up in the wrong universe. But lacking the details like the giant sharkmouth made from riveted armor plates, broadsides modeled as giant cannons sticking out the side, or a big exhaust pipe that belches black smoke when you hit the boosters. I'd like it more if it was 20% more orky.
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# ¿ Oct 30, 2015 04:04 |
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alphabettitouretti posted:Ion turrets. Yay or nay? If you're going whole hog on particle beams they're a nice complement -- if you can afford the mounting space. Without some kind of anti-shield weapon the beams just tickle things forever. But you can also get the same result with a single shieldbuster launcher. So use ions if you are one of the people that hates ordnance. I do feel like ions should be priced about the same range as pulse turrets rather than up with the more expensive guns. Tanith posted:I'd really like something a bit more informative about just what you get when you hire a mercenary, like showing the ship and listing it's weapons instead of just some meaningless bit of dialog. more money = better than?
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# ¿ Oct 30, 2015 12:40 |
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Tanith posted:So hop to an earlier system and fill it out with the secondary weapons you can afford? More turrets are better than higher level ones anyway. Yeah maxing out on level 6 gear is only needed if you want to do silly things like use a low-level ship in the endgame. Putting all top-level stuff on a big ship like the minotaur or the dreads turns combat into a cakewalk. But he might just be grinding out a fully upgraded ship as a way to "finish" the game. Cathair posted:Starsector is the game you're looking for. The individual ship combat alone beats the pants off of every other 2d spacegame out there I really, really wanted to like Starsector. I loved playing through the tutorials... The 2-level ship piloting plus tactical fleet command is great. But the game feels balanced around being fun & challenging for the people who play it obsessively. It has a difficulty curve like a brick wall. And unfortunately for me, the direction the developer has gone seems to be more detail rather than more approachable. Rebel Galaxy is maybe a little too easy. The game doesn't get ruthless with throwing overwhelming odds at the player and the AI doesn't press its numerical superiority very well. You can make it harder for yourself intentionally by jumping ahead early or being hostile to more factions, but the path of least resistance is very gentle. For anyone who finished the game and said "this is for babies", I second checking out Starsector -- even though I'm not that big a fan of it. It's got great AI and zero qualms about crushing your balls.
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# ¿ Oct 31, 2015 07:57 |
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Sammus posted:Get a Wolf from the Hegemony. Toss some tactical lasers on the turrets, a pulse laser for your main weapon, and your choice of missile. By yourself you can take out small fleets. With a team of wolves you're pretty much unstoppable. I know where the thread is. I did the things it says to do (get a wolf, pick this start, go after those guys at first) and it improved things a bit, but not enough to make things at all enjoyable. That advice is on page 1, and yet every second page has people asking how to get started. That might, just miiiight, be a sign. Anyways it's a WIP game, and I had enough fun playing around with the one-off instant battles that the campaign being an unfinished dud didn't make me angry or anything. But it's a game I can't 100% recommend because not only is that a problem for now, it's also something that I'm not sure will ever be fixed. Accessibility matters and I've not seen much progress on that front. Tanith posted:If you actually bought it instead of just doodling around in the demo Klyith fucked around with this message at 09:48 on Oct 31, 2015 |
# ¿ Oct 31, 2015 09:44 |
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WhiteHowler posted:After playing 40+ hours of this game, I have concluded that the "system average" is usually complete bullshit. The other day I was looking to sell a bunch of gold & meteor diamonds in a system with a high average, but could not find a station with a price any better than what I paid for them. Was about to give up and start jumping gates to look for better systems when I happened across a transponder hack that gave me all markets. Wouldn't you know, there was one lonely station offering green money for those and pretty much everywhere else was red. I don't think game really has a true economy -- quantities of goods aren't saved* and there isn't an active production / consumption system like in X3 (where factory stations had inputs and outputs). OTOH price swings definitely "contaminate" other stations somehow. Setting up a trade route just seems tedious because the limiting factor is stock, not price spread. *you could exploit this by quit, load, buy stuff, repeat to fill up on cheap high-value goods, but you could also just use cheat engine Definitely the best strategy is to do trade in the background while running missions, and concentrate only on the high-value goods like diamonds & pure water. Maybe pick up gold or nanofiber if there's an event so you can get a bunch at once. Any other stuff I sell as soon as I can. Don't care if the price is red, get that cheap poo poo out of my hold. Keep doing that until you have a big stock and liquidate it for big money. Also live organs are an excellent thing to make a ton of money on with this method, if you can dock at cartel stations and use a ship with decent built-in cargo space (to make up for the smaller smuggler's holds). Deadmeat5150 posted:Traders insystem will give crazy - good prices for the rare stuff. Some antimatter and a trader purchased my mk6 warp drive
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# ¿ Nov 1, 2015 11:19 |
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Pimpmust posted:How do you get in a good mood with the red-pirate factions anyhow? Killing people only gets on that factions bad side, doesn't seem to give any positive rep with their foes and the starting pirates that are hostile to you are kinda hard to avoid not zapping one or two off every now and then. Now that I've done this, I'd say it's actually the easy-mode, at least for the early game. The Hellion is amazing as your first ship upgrade -- cheap, fast, four midline turrets. Secondly you have another faction that will occasionally help you out in missions where you're killing stuff, or at least not fight you. And third you have access to more markets. The downside: it's really hard to advance in the mercenary guild while staying positive with the cartel. Plus the militia is at risk too if you take the merchant guild blockade deliveries that pay so well. It starts becoming a pain to balance neutrality with everyone later on because the mission rep is more even-handed.
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# ¿ Nov 1, 2015 12:33 |
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Antti posted:The aliens in this seem to speak North European languages that have been google translated and then read out loud by a VA who has no idea how the languages are really pronounced. That is in fact exactly what they're speaking, and exactly how the alien dialogue was written. It must be weird for the Swedes & Finns playing the game. I can see why they did a thing like that, it's fast & easy, but I can't imagine it would have taken more than a few hours of work to mix it up just a little bit. Use a composite of two languages (like google translate and then use 50/50), or choose something further afield than scandinavian ones. Joe Gillian posted:Greyjoy is still right. The graph does not represent market value over time. It's simply an average of all the markets within the system, and the highest recorded value price vs. its lowest. Nothing about that graph states anything other than recency of the values given. "NUH UH" -- a dumb goon
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# ¿ Nov 2, 2015 13:43 |
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The secondary weapons are a little bit of a let-down. The available options cover all the bases, but I wish there were a couple of weirder options mixed in with the fairly mundane stuff that's there. The whole varying number of secondary ports kinda messes that their balance up. HS missiles are really good when you have 3 or 4 ports, not so much with 1 or 2. Flack doesn't get nearly as much improvement.
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# ¿ Nov 4, 2015 01:53 |
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MoraleHazard posted:Makes me glad that I took Greedo's cash instead of killing him. Can someone say if he show up again later in the story if you take his money? In my current game I took the money, but it's also the playthrough where I'm being nice with the Cartel. So while I was fighting him, some Cartel ships showed up and helped own all his friends. Then they killed him anyways even after he went blue to me. Guess he didn't bring enough bribe money for everyone. So I'm kinda curious what might happen there. SpacePig posted:Am I just stupid, or are rescue missions just not worth bothering with without a larger ship? I tried 2 in a row, since they're very high paying for how early in the game I am, and both ended basically within seconds of me showing up. I'm pretty sure enemy ships from missions don't obey the normal equipment leveling for the system. So if you take a mission in a high difficulty system that sends you back to a lower difficulty system as the destination, you can get impossible results. (And in the other direction can make things really easy. Nothing like rescuing a ship that needs zero help.) But they can be hard missions if you have a small ship, you need to kill stuff quickly rather than boat around playing tag.
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# ¿ Nov 4, 2015 19:26 |
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Section Z posted:Also, consider HS missile secondaries if you want something to straight up murder gunships faster. 4 secondary slots means 8 missiles at a time. Sure, flakspam is probably more efficient, but HS missiles are more satisfying to watch But at least at the moment gunships aren't much of a problem for me because I'm using neutron beam broadsides on a Damocles, and that kills off gunships in one shot. My worst foes are bombers and those beamcutter fighters. Last Transmission posted:I tried out the blackgate myself and because I am a boring man I use 16 pulse turrets with the rate of fire and projectile speed upgrades. quote:And if your dread handles too much like a pig try the manoeuvring thruster upgrade. It really makes a difference.
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# ¿ Nov 6, 2015 18:06 |
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ickna posted:I'd keep the ion and set it to capital ships only. The further I got in the game the less I liked ions. It feels like they don't keep pace with the HP and regen that shields have at higher mk levels, so to be effective you'd need multiple of them. Which might be ok on a ship with lots of turrets, but I like broadsides > turrets. I go with a shieldbuster set to locked only, shieldbuster takes a quadrant down as I close range then broadsides & particle beams finish them off fast. The Lone Badger posted:I strongly recommend neutron beams (the laser-broadside). I found them way more effective than any of the others.
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# ¿ Nov 6, 2015 22:19 |
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OxMan posted:Any news on the PS4 version? Section Z posted:HS missiles aim at whatever the hell they want, basically. So I've seen them efficiently assign missiles per fighter just as often as they ignore every fighter and hit nearby frigates and dreadnaughts instead Rhymenoserous posted:Oh and neutron beams are the best, they are semi accurate even when spam firing at ranges up to a kilometer. I'll often strip shields from a few clicks out then death dive into a broadside blindspot and just start spamming. So for getting right up in someone's grill and unloading they do less DPS than the projectile types even accounting for fewer shots going awry. I still like them a lot.
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# ¿ Nov 7, 2015 03:36 |
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I think it tends to get harder left to right and with increasing jumps from the starter system. But even that is a bit randomized. I have a high-difficulty mk4-5 system on the left side only 2 jumps from the start. Layout is also totally random, my current game doesn't have a very good mission "hub" but it does have a very profitable 3 system circuit of trade / arid / mining. I run missions in each of those systems, while also collecting goods that are boosted value in the next one.
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# ¿ Nov 7, 2015 04:37 |
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MoraleHazard posted:Holy poo poo, you guys weren't kidding about how awful guard / escort missions are. Twenty minutes to earn 40k credits. Run merchant guild missions for money, do merc escort missions only for the rep to rank up for their ships. Pick the ones with +20 or more rep points, and you only need to do 4 or 5 to get the sturville. (And since you don't care about the money for those you can take the low-pay average difficulty ones, which are pretty hard to fail.) If you haven't figured it out yet, the merchant guild dead drop missions are the easiest to attempt with very high difficulty. All you need is a fast ship and a careful approach. Last Transmission posted:Getting pirate crap is easiest by blowing up pirate lords? gently caress no. So far I've got mk6 viriax armour(35% damage reduction of fighter and explosive damage and hp is inbetween guild stuff and standard), electro bolt broadsides as well as only a mk5 antimatter drive(disappointing because it's apparently just the equivalent mk regular drive +12m/s. going from +10% to only ~+5.5% better) from container spawns. People were looking at pirate lords a lot because pirate lords always have a piece of gear on them. So if you see one on the map it's always worth checking it out with the scanner to see what they're carrying. But you can't farm them, and they're tough to kill if they have high-level gear. I've gotten viridian lasers from the ships in a korian invasion, and those are farmable as long as you don't kill the invader leader. Kill the blockade ships, go to a different station, save/quit/load, they're back.
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# ¿ Nov 9, 2015 17:11 |
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MoraleHazard posted:Can the Merchant Guild dead drop missions be completed in a Sturville? Totally, that and the Barracuda are both great options because all you care about are speed and defense. In dead drops you don't need to kill a single ship, all you care about is the pickup. Flog off guns to buy the best shields, deflector, and booster to get maximum survivability. As you're warping in to the pickup site, drop out of warp early and pulse at like ~60km away, use that to find the direction with fewest guard ships. Then zip in at full speed, tractor the cargo, and boost away. A sacrificial wingman can help to distract any chase.
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# ¿ Nov 9, 2015 21:16 |
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Game patched again, nothing really new if you're done with the game by now (which most people probably are). But it's nice that they keep fixing the little things, and I'm sure these fixes will carry forward to the console version whenever that is finally out. For this update: * the interceptors on delivery missions are a bit easier to handle * ships with open spaces in the model have targeting centerpoints that actually intersect their geometry * (PC) Launcher can be skipped with SKIPLAUNCHER commandline option
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# ¿ Nov 18, 2015 03:16 |
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GotLag posted:Do mines only home on enemy vessels, or do they home on any NPC? I remember mines being worthless in Freelancer because they'd more than likely end up going for a friendly and making them turn hostile to you. Mines only home on enemies. They also have pretty crappy activation range, contrary to Section Z I found them pretty worthless because even dropping them right in front of a ship doesn't always get hits. Sure you get tons more of the mines per load, but you have to spam them out constantly and many are wasted. Plus you don't have much control over when or more importantly which quadrant they hit on. Maybe you poop a bunch in the path of a dreadnought but between possible turns and the somewhat lackadaisy mine speed they're probably not gonna hit the quad you've been shooting at. Finally running directly into your own mines blows them up and hurts you. I'll stick with heatseekers or dumbfires, weapons I can control are way more effective. A number of weapons seem to only damage enemies -- in particular flak both turreted & secondary seems to magically not harm friendlies which is good on an aoe weapon. The things to watch out for are mostly broadsides (if a friendly gets targeted right before you pull the trigger the broadside will happily seek on them) and beams (dumb AI will happily fly into active beams).
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# ¿ Nov 23, 2015 02:03 |
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WarLocke posted:Do broadsides ever get more varied? So far my only options are 'normal broadside', 'short-range, high-ROF' and 'long-range, slow firing' but they otherwise feel really samey. quote:maybe I'll try heat seekers even though the ammo counts on everything else I've tried felt really low. quote:Does it matter much which upgrade I chose from Specter? I went with the Deflector boost.
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# ¿ Dec 11, 2015 23:07 |
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Feenix posted:*come back to Reliquary piece mission with better hull, shields, better weapons, MORE weapons, and a better understanding of gameplay.* Section Z posted:I am 100% certain mission spawns are a higher quality than random spawns, and 99% certain they skew based on your best stuff and/or net worth. And yes mission difficulty adjusts to quality of gear and ship you have, I think combined with the system mk level you are in, but AFAIK not from net worth. I have a suspicion that merc & merchant seem to have more variability than the rest -- I've gotten super-hard missions missions with 100k payouts from them in a system where the norm was still 20-30k.
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# ¿ Jan 13, 2016 09:24 |
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# ¿ May 14, 2024 03:32 |
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akulanization posted:The trap ship is the Scarab, slow and expensive to meaningfully upgrade. My call out for "trap ship" is the vanguard: it looks cool and the stat line seems good on paper, but has some big liabilities that make it a pain to use. It needed to be way less expensive, down near 1m rather than the almost 1.4m it costs. It's not that much cheaper than the low-end destroyers, but it doesn't get the range bonus that makes big ships so much better. Section Z posted:My leading cause of dead mercs was trying to ignore ambushes. "Aw poo poo guys, our free automatic EMP wore off. Better kill his 'Pro' mercenary in the few seconds it takes before it proclaims him allowed to warp away". The rest are when fights are large that the AI decides to spare some firepower.
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# ¿ Jan 15, 2016 03:30 |