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Klyith
Aug 3, 2007

GBS Pledge Week
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?
In the launcher settings, there's resolution and windowed / fullscreen / fullscreen windowed (when you use fullscreen windowed it ignores the resolution dropdown and uses your desktop resolution).

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Klyith
Aug 3, 2007

GBS Pledge Week

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.

Klyith
Aug 3, 2007

GBS Pledge Week

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.
The genre is non-linear space sim, aka Privateer (though Elite was first). These days you might add a reference to "open world" but nobody oldschool would say that because the concept goes back to the days when almost all games were open world and nobody thought that was special.

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.

Klyith
Aug 3, 2007

GBS Pledge Week

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.

They need an option to just show number values on top of each quadrant, or do like the old Starfleet battles style layers + color coding, etc.

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.

Klyith
Aug 3, 2007

GBS Pledge Week

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 haven't seen late game stuff but so far the Icarus gets my vote as the ship for true ballers.

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.
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.)

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?
I think they prioritize missiles automatically, but maybe only if you're looking in the direction of the incoming missiles? They don't work well vs the swarm type missiles, only the nasty torpedoes.

quote:

Do hope there are more than 6 ships and the rest are for sale in later systems though.
I've seen people say 21 total ships. You can't get every ship without joining factions or manipulating your standings to for example be allowed to dock at pirate bases.

Klyith
Aug 3, 2007

GBS Pledge Week

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.)

Klyith
Aug 3, 2007

GBS Pledge Week
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.
plus other small fixes.

Deadmeat5150 posted:

It increases accuracy, and damage in the more shots connect. Even close up and spamming away you will still miss shots.
Evidently when fully charged the shots aren't just grouped tightly, they're actually guided a bit.

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.
The shieldbusters and secondary missiles do poo poo-tons of damage, so when looking to punch above your weight class they're an easy way to get some oomph. And I imagine that when you have one of the big gently caress-off ships they're a good option for some spare turret slots.

I do feel like ordnance crates should only refill half your ammo and drop like 2.5x more often.

Klyith
Aug 3, 2007

GBS Pledge Week

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.
I kinda agree but on the other hand that would definitely make the whole boom / shortage mechanic too easy. But once you get a jump drive you can exploit that kind of event by hauling the entire lot to a different system.

What I'd really like is the ability to store a ship for later rather than having to trade in every time.

Klyith
Aug 3, 2007

GBS Pledge Week

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.

Klyith
Aug 3, 2007

GBS Pledge Week
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.
The Sturville is hella good, but then again if your comparison is the Sturville you should be looking at the Minotaur which is better than the other destroyers, in the same way that the Sturville is better than all the other frigates. Mercs OP.

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.

Klyith
Aug 3, 2007

GBS Pledge Week

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.

Klyith
Aug 3, 2007

GBS Pledge Week

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 think the comparisons some people might be thinking of are X3 (where you can own fleets of ships & entire stations) or the Escape Velocity series (which had more interesting / dynamic factions and multiple storylines). I can see how some :spergin: types would call it shallow: it's not like this game has a huge amount of complexity to any of its systems. It has tactical depth, it's got some interesting event-based trading, and it has a storyline. It's not a super deep everything-simulator. Some people like complexity for complexity's sake, and some people just like to play a fun game and move on.

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.

Klyith
Aug 3, 2007

GBS Pledge Week

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.
When I saw that ship model I figured the four arms would have turrets on the ends, which would be pretty fantastic for coverage and look loving sweet. Unfortunately no. Sorcerer still looks cool and has 5 of the bonus slots, probably would work with a broadsides & missiles long range build.

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?
Cartel are AFAIK the only ones you can get anything from becoming neutral with. The pirate ships are good, not as good as merc guild ships but much cheaper. The Hellion in particular is a great bargain and has a pretty ideal layout for an early game combat ship.

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.

Klyith
Aug 3, 2007

GBS Pledge Week

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.
Huh, interesting. I haven't spent enough time in the dreadnought class ships to really see that. (Also I tend to use swarmers in big ships and shieldbusters only in the smaller classes, and a swarmer self-hit is harder to notice.)

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;
every time a game developer thinks "escort missions would be a fun thing to put in my game", a special device installed on their computer detects it and uses a robot arm to punch them in the balls.

Klyith
Aug 3, 2007

GBS Pledge Week
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.

Each ship has a base speed, and the engines are added on top of that base speed. You can find that base speed by just pulling the engine and flying like that, and measuring how long it takes to go a certain distance. The games distance units, SM, corresponds exactly with a km.

In no particular order, here are the ships base speeds, and their turning speed in deg/s. Note: all values are approximations.

Hammerhead: 90 m/s, 45 deg/s
Icarus: 90 m/s, 45 deg/s
Mastadon: 75 m/s, 45 deg/s
Barracuda(fastest ship): 125 m/s, 60 deg/s
Tennhausen: 60 m/s, 40 deg/s
Dravius: 40 m/s, 40 deg/s
Scarab: 45 m/s, 48 deg/s
Vanguard: 40 m/s, 34 deg/s
Manticore: 15 m/s, 34 deg/s
Mckinley: 5 m/s, 24 deg/s
Radovich: 70 m/s, 34 deg/s
I stopped there, since it was tedious, and I had figured out the basics of performance.

Now. Thats the ships base speed, which is additive with the engine. I.e the Barracuda with the 220 m/s engine can go 125+220 = 345 m/s, while the McKinley with the same engine can go 5+220 = 225 m/s

The cruise drive, that 'accelerating to sublight' business where your speed bar turns gold, adds 1000% to your total speed. So the Barracuda would be traveling at 345+3450 = 3795 m/s, while the McKinley would be traveling at 225+2250 = 2475 m/s

Warp, I believe, does the same thing, but I didn't bother figuring out the multiplier. If you strip the engine off the McKinley or something similarly slow, you warp hilariously slow.

A note on turning speed: Turning at faster engine bells is slower.

At full stop, and 1/4 power, you turn at 100% speed. At 1/2 power, it takes 20% longer to turn. At 3/4 power, it takes 50% longer to turn, and at full power, it takes twice as long to turn. This is irrespective of the speed you are actually traveling, so you can turn the throttles down and turn, then throttle back up.

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.

Klyith
Aug 3, 2007

GBS Pledge Week

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.
Yup. The NPC ai doesn't take advantage of speed or maneuverability in any particular way, and is pretty abysmal in any 1v1 fight.


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

Klyith
Aug 3, 2007

GBS Pledge Week

Rygar201 posted:

What's the :goonsay: on the Barracuda? Worth giving up my Tannhausen's six beam broadside for?
Do you like going fast? Like, sanic fast? So fast you can ignore missiles by just outrunning them?

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.
Yeah that's a downgrade IMHO. Sturville is the best small ship in the game, the Vanguard is an in-betweener that has some major practical flaws.

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.

Klyith
Aug 3, 2007

GBS Pledge Week

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
You save by: docking, undocking, and any time you exit back to the title screen. You can in fact exit to title in the middle of a fight if you want and the game is pretty accurate about re-creating everything exactly the same when you load.

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.

Klyith
Aug 3, 2007

GBS Pledge Week
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.
If you're still in the tennhausen, the easiest upgrade (combat-wise) is the sturville.

quote:

I'm still only marginally sure that flak secondary is useful though.
I think that flack is mostly good in the early game, when a swarm of bombers and gunships can really wreck your day. After a while your defenses out-tech the danger of fighters.

Flak also doesn't scale well with increasing number of secondaries -- 3 flack bursts per shot is a fairly pointless upgrade compared with 2.

Klyith
Aug 3, 2007

GBS Pledge Week

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.
Man you wrote that elegant post about the Manticore and how you get the most from it, but then had to go and say something like that. The Minotaur is the Sturville's big brother. It's the same cut above the other destroyers that the Sturville is above the frigates. Accept no substitutes.

(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.
Yeah at first I thought it was neat that they had the extra category, but when you really get into the flow of the game it ends up being a bit detrimental because every song is cut off after 30 seconds.

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.

Klyith
Aug 3, 2007

GBS Pledge Week

RFC2324 posted:

Put a single clip of silence in that folder?
That would work for having no station music at all, but the goal was to not interrupt the track that's playing outside the station.


Section Z posted:

I meant visually :v:
I guess, maybe. I don't feel it so much because while some of the details are similar, the overall outline & style is not.


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 :orks101: 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.

Klyith
Aug 3, 2007

GBS Pledge Week

alphabettitouretti posted:

Ion turrets. Yay or nay?
Eh. *tilts hand back and forth*

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?

Klyith
Aug 3, 2007

GBS Pledge Week

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.

Klyith
Aug 3, 2007

GBS Pledge Week

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
Yes, I bought it. In 2013. I am a very patient person.

Klyith fucked around with this message at 09:48 on Oct 31, 2015

Klyith
Aug 3, 2007

GBS Pledge Week

WhiteHowler posted:

After playing 40+ hours of this game, I have concluded that the "system average" is usually complete bullshit.
I think system average could be the median between high and low price in the system, not the average of all stations put together. Possibly some additional factor like high + low + the game's default value?

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
Huh, I didn't know they'd buy ship parts. Never had that offered and I'm often carrying some spare weapons. For more money than the buy/sell price in stations?

Klyith
Aug 3, 2007

GBS Pledge Week

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.
Their quests are pretty rare too and I find like 3 "kill these Red Devil fuckers" quests for every one of theirs that pop up. How much rep do I need to have them not hostile to me?
It's easiest in a new game, because you start out just a little bit negative with the Red Devil Cartel. You can pick up missions that give +rep for them in Outsider stations (the green 4-swirl logo). Many are +cartel rep in exchange for -militia, but if you shop around you can find +cartel for -thugs missions. I burned a bit of my initial militia rep and got neutral with both. This is cartel only: you can't ever ally with the alien pirates.


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.

Klyith
Aug 3, 2007

GBS Pledge Week

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.

I'm 100% sure the Murath are speaking Finnish (the lines are close enough but grammatically bizarre sometimes), and the collector alien who asks you to raid the monastery in the second system is speaking Norwegian or Swedish after a similar mangling.

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.
"It works like this" -- the game developers

"NUH UH" -- a dumb goon

Klyith
Aug 3, 2007

GBS Pledge Week
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.

Klyith
Aug 3, 2007

GBS Pledge Week

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.
Ended in seconds because you got blown up, or because the ship you were supposed to rescue got blown up? If it's the second there's probably nothing you can do, probably the civilian ship is completely mismatched against the mission ships.

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.

Klyith
Aug 3, 2007

GBS Pledge Week

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 :allears:
Will they split up and kill multiple ships if you use them against fighters? I've never really tried HS missiles against fighters because I'd figured it would be a waste to kill them one at a time.

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.
Pew pew motherfucker!

quote:

And if your dread handles too much like a pig try the manoeuvring thruster upgrade. It really makes a difference.
Yeah, it's a worthy investment for anything with low turn rate. That and the repair bot are essentials for the big ships. The first time I got a destroyer and had a repair bill that was higher than my mission reward and was like, oh, that's what the repair bot is for.

Klyith
Aug 3, 2007

GBS Pledge Week

ickna posted:

I'd keep the ion and set it to capital ships only.
Better setting for ions is targeted only (ie, shoot the thing you're looking at). That way it's still useful against smaller stuff like gunships, but also stays focused on whatever you're trying to kill.


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.
Neutrons are boss. When I had a good viridian laser that was an unstoppable combo, but sadly my mk2 viridian isn't really cutting the mustard anymore. My recent missions have been nothing but murath and their special drops suck.

Klyith
Aug 3, 2007

GBS Pledge Week

OxMan posted:

Any news on the PS4 version?
It has been done for a while but still going through certification. There's a reason indies avoid this time of year, and it's not only the competition for coverage & wallets. Indies are also last in line for cert behind all the AAA titles (plus all the patches that AAA games have now).


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 :v:
...
EDIT: I agree HS missiles are super underwhelming if you are flying something with only 1 or 2 secondary slots. But trying them again at 3 or 4 slots was cool.
Huh, I always just see them chase after whatever I'm shooting at. I guess I need to not be aiming when I launch them?

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.
The downside is they don't spam nearly as fast as the normal broadsides, the 1s beam duration + 1s reload means one shot every 2 seconds, compared to non-beams that can fire much faster. (Keep that in mind when looking at the neutron beam DPS number which is totally wrong. To compare with the others on a somewhat even basis you have to divide by 2.)

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.

Klyith
Aug 3, 2007

GBS Pledge Week
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.

Klyith
Aug 3, 2007

GBS Pledge Week

MoraleHazard posted:

Holy poo poo, you guys weren't kidding about how awful guard / escort missions are. Twenty minutes to earn 40k credits. :smith:

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.

My problem is the low spawn rate of pirate bosses in my game. Instead I'm a truffle pig looking through all those junk- and minefields.
Oh god it sounds dull, but you could do it as soon as you get a jump drive! Most of the junk fields don't have guards. So it might actually be a good way to make money & gear up.

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.

Klyith
Aug 3, 2007

GBS Pledge Week

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.

Klyith
Aug 3, 2007

GBS Pledge Week
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

Klyith
Aug 3, 2007

GBS Pledge Week

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).

Klyith
Aug 3, 2007

GBS Pledge Week

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.
After you break out of the starting system you can get neutron beam broadsides which are awesome. And there's a fifth type that's yet more particle balls which only comes from loot drops. But it's not so hot.

quote:

maybe I'll try heat seekers even though the ammo counts on everything else I've tried felt really low.

I was really disappointed that Swarm Turrets had so little ammo.
Ammo goes up as MK level goes up (and with more secondary ports for the HS missiles, but then you fire more at a time). For turrets you can get more manual control by using the targeting options -- lock on only means full manual control. But yes ammo is a thing. The flip side is that the ammo weapons have great burst damage.

quote:

Does it matter much which upgrade I chose from Specter? I went with the Deflector boost. :ohdear:
They're a small bonus so it's not critical, but I think that upgrading speed is the best option from her. Ships mostly get slower as you progress so every speed upgrade helps. Gotta go fast.

Klyith
Aug 3, 2007

GBS Pledge Week

Feenix posted:

*come back to Reliquary piece mission with better hull, shields, better weapons, MORE weapons, and a better understanding of gameplay.*
*gets absolutely STOMPED by a huge dog pile.*
That mission I found to be one of the more challenging ones on the main plot. I ducked away for a quick upgrade and still had to play it pretty conservatively.


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.
Mission spawns can totally be a higher quality than the system they're spawning into, that's for sure. If you take a hard mission in the 5-6 system that takes you to a much easier 3-4 system to fight stuff, the mission ships are gonna be the 5-6 level. I very much doubt mission npcs are statistically better than the equivalent random spawns. There are just more enemies in a combat mission than anything but the biggest random encounter (particularly the quantity of fighters).

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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Klyith
Aug 3, 2007

GBS Pledge Week

akulanization posted:

The trap ship is the Scarab, slow and expensive to meaningfully upgrade.
I don't like the scarab much, but all those 2nd level ships (tennhausen, scarab, dravius) are flawed in some way. Load a scarab up with mining beams and it makes an ok bridge to the barracuda or sturville. I personally like the dravius a lot more, but that one can result in a mission difficulty spike cause it's a heavy hull.

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.
Yeah I had the same thing as soon as I was running around in the late-game sectors, where even the best merc dies pretty fast if they attract too much attention. But if you switch your merc to "ignore all" when running from the random trash fights you'll have no problems. They'll stick with you rather than get whacked by multiple beam turrets, which is what's happening when they go from 100 to 0 in two seconds.

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