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Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
I've only just started playing this so I'm not that far in. Silly questions.

Is there any better way to see commodities prices across the galaxy than watching it automatically cycle between the In Stock and Out Of Stock when moused over on the stellar map? Is there a way to get trader data for places you are not currently at, or is it all "Last time you came here, these were the prices" listings?

Usually I'm as law abiding as doesn't get me kill on sight because that's a hassle and pirating tends to be more "Well, you CAN I guess" in these sort of games. On the off chance I decide to go mad with power if I play this long enough to get a big ship it would be nice to pick out the one that has actual stations or practical value beyond "They are criminals and they like you too much to shoot at random".

How exactly do smuggler holds work, do they give you a set amount of scan proof space on top of your normal capacity? Or do they switch you to a very tiny cargo hold? In either case, do larger ships get access to larger smuggler holds?

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Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

zedprime posted:

Unless there's some late game trader item to buy that gets you up to date info, you've found the long and the short of it. The trading interface is probably the worst part, which is sad because I think it's deeper than its letting on. Or maybe that's the point of obfuscating it. As it is, its hard to recommend anything other than guild missions if you want to be a trader.

So far I've only seen Red Cartel stations, and thinking about it, I think those are the only faction I've seen offering missions at outsider stations. Thinking about it more, most law abiding stations are citizen affiliated, I wonder if there are enough Red Cartel missions against militia to grind to get neutral while keeping visitor privileges at civilian stations.

Who the hell sells smuggler holds. The way equipment shops work in this game are really cool and good at making you want to find what counts as different types to visit.
Well you can pretty easily do the personal math to see if you'll end up ahead in damage per second, I am pretty sure broadside stats are listed per shot, so you lose however many of those for several turrets. The guiding light for ship purchases should be feel and strategy though so if you find yourself neglecting broadsides or really digging turrets, it should be an easier decision.

Daily reminder for everyone that ships and ship equipment buy and sell for 1:1 so you can experiment without losing net worth.

Honestly it's less the "we only have info form your last vist" and more the fact the only way to look at it is watching two lists cycle back and forth during mouse over. Like, oh my god how the gently caress are you supposed to make any practical use of that without taking a pair of screenshots and looking at those instead?

As for smugglers holds, I've seen them basically everywhere in the starter sector. I've not gotten any because I'm still very early, and have been spending my early game money on getting "+1 better than default" equipment, and the small cargo extended just in case. But with that 1:1 refunds detail, later on at least I can buy one to see if that shrinks my cargo hold down to 4 from 10, or if I will have 4 out of 10 of my default ship cargo space be shielded, what.

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.

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?

UI questions aside, can't complain about this game. It's what I expected and the pricetag was reasonable for that. KB+Mouse controls are not an issue at all, and honestly with you bolted to a 2D plane I can't see why this game is listed as "Controller recommended", even if it is set up in a way that a Controller isn't a bad thing either unless you want to click through menus faster.

This is a Nice Game. I burnt out on the mentioned earlier in the thread Void Expanse, because after a certain point the fact it felt like Paid For Newgrounds Game and mining astroids was still faster cash than any missions even when I was flying the biggest ships possible.

On that note, Pro Tip for anyone who checks out Void Expanse. Take the start that gives you mining bonuses.

Back to this game, I look forward to ramming deflectors. Oh yeah. I also like how there is a variety of booster types. I'm eyeing the slow burn to +250% speed ones for later. I'll gladly take a small variety of part types that are all something you might want over a large variety of parts where only a few are worth a drat.

Do hope there are more than 6 ships and the rest are for sale in later systems though.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Klyith posted:

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.

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.)

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.

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.

I keep forgetting the hold CTRL button options are different than the push F options :downs: Thanks.

The first capitol ship missiles I saw were in fact, swarm types. So I guess that had a hand in my outlook on the matter. Lots of fully drained deflector moments, but I didn't take any hull damage during that fight (was the closest ship around when I got "bounty detected" from pings). Not bad for the default deflector and slightly better than default shields, but then I AM in the starting zone and that ship was the only enemy.

21 ships is plenty even if some are faction specific, so that's nice to hear.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Bruteman posted:

Speaking of which, I added this to my custom music: https://www.youtube.com/watch?v=7rOMGIbY-9s

The first time it came on, I happened to engage the warp drive just at this part and all seemed right with the world.

The hyperdrive sounds from Star Voyager are forever burned into my mind.

Woom. woom. woom woom woom woomwoomwoomwoomw Vweep!
ALARMS AND THE SCREAMS OF SATAN! :unsmigghh:
Bloop.

https://youtu.be/wZwRD3zqR1E?t=6m25s

This game, Elite Dangerous, anything you charge up your warp drive. My mind turns to desperatly trying to keep from veering off course into a black hole as my ship clearly powered by Space Satan's hunger for my eternal soul does it's thing.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
I have only played a short while, but yeah sometimes a fully charged shot of my default set of broadside guns on baby's first ship will veer downwards to explode a fighter below the targeting indicator.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
So yeah, I loving love the Null Gravity or whatever you call them boosters. The ones with slow acceleration but a top speed multiplier of %250 with the cheapest ones.

Pulled out of warp by pirates? Later shitlords.
Pirate trying to escape from my newbie ship? Nope, I'm going to inevitably catch up with you forever.

I expect it will probably be harder to escape in later sectors where enemies can probably slow me down or something, but for the moment it's just so great.

Also, everybody should follow the advice of the threat and get at LEAST one laser turret ASAP. Worth the investment even just starting out when 11,000 sounds like a lot.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Berious posted:

How can I tell my relation with various factions? Been doing a lot of missions that give + and - but I don't see my overall ranking anywhere.

The "Push CTRL" screen will show reputation bars as well. No numbers but at least it's something. It also will show your rank in things like the Merchants Guild (I just joined and now it shows my Rank 1 status in the upper left).

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
So uh... I took a delivery mission. It turned out to be the same destination as the next story mission to talk to researcher (still first sector).

A zillion loving capitol ships are around the loving place now. I was ducking in and out of the station for repairs while wittling them down until the largest one was basically camping where I'd spawn out of. Then it made me pick up nuts and bolt instead of dock, then it let me dock barely before I die. I repair, leave.... and I explode instantly.

Hell of a way to have your first death, yeeeesh. What the gently caress happened? I never got intercepted on the delivery trip itself, what the gently caress did it do spawn every single enemy capitol ship it forgot to send after me along the way in front of the place?

EDIT: The real hell of it was I was winning (if incurring multiple repair bills) despite being just in the second light ship vs at least 7 enemy ships plus fighters, until they resorted to spawn camping :v:

Edit Two: Oh the merchant guild has a crime wave status and now trying to leave is basically suicide because I got a dozen fighters and a few missile corvettes 10 feet from where it spits you out without refilling your deflectors or boosters welp :v:

Section Z fucked around with this message at 08:02 on Oct 24, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

zedprime posted:

Delivery missions spawn blockades as you may have noticed, culminating in surrounding the station with hostiles you aren't necessarily meant to deal with beyond blowing past on your way in and out. Like the whole appeal of corvettes and frigates is you can decide "nope, don't care" and just ignore stuff.

Oh yeah, I was always able to get INTO them. Regardless of why there are a bunch of ships around it.

Then I get a bit stupid and try to clear them out as a courtesy, which goes well up until enough remaining ships gather close enough to spawncamp the gently caress out of me. Which gets compounded by spitting be back out with an empty deflector and empty booster bar most of the time (you'd think paying for repairs would top those off as a courtesy :v:)

At the very least, I know it's my own fault for not just saying gently caress it and leaving in the first place :downs: But never fun getting a death by NPC spawncamping, even if your own idiocy lead to that situation.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
No wonder it took so long to find this story target guy.

He's loving invisible.



Aiming my broadsides during that fight was... It was a thing. So I just said gently caress it and kamikaze close ranged the bigger than me (at least, so far as the scan and speech could tell) ship to death point blank broadside spam wise. Off to the bug forums I go.

EDIT: On a lighter note, I am enjoying the Tennhausen (The Cheaper than Scarab Frigate). I also got lucky and found a Mk 2 Electrobolt broadside so I'm not exactly OP starting zone guns wise (Mk2 Protons do more damage), but it feels nice having something that shoots well with some extras (+50% deflector damage).

Flak has felt completely useless so far though. Even when trying to make sure they fire off into the path of fighters and missiles, nothing happens but wasting ammo really. Time to see what the cheaop fire and forget missiles are like.

Section Z fucked around with this message at 08:22 on Oct 25, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

TastyLemonDrops posted:

Flak doesn't use ammo, and if you just hold down the flak button instead of trying to time it, missiles will never reach you.

Doesn't help so much when 90% of the missiles I have to worry about are headed towards my front end, and flak fires out to the sides and blows up behind where I'm going so the missiles don't give any fucks :shepface: (Oh good I'm behind the destroyer/missile boat ship... Oh that's right they can fire their swarm missiles at me from literally any direction).

Okay so spamming the gently caress out of them has dealt with a few small fighters, but they feel like they haven't been pulling their weight despite me getting them for free.

Though that does explain why I never had to pay for reloads and all those ordinance crates didn't do much until I switched to missiles. But at least I notice fighters, and even beam turrets around stations dying when I pop out some secondary slot missiles.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
So, I got some questions about statistics.

How much of an effect does the size of your ship have on your health and shield strength? Considering hull plates, shields, and deflectors all list flat amounts, but it's always harder to kill bigger NPC ships than smaller ones.

What is the relation between listed thruster speeds, and ship statistics? Ship speeds ranged from "very fast" to "Slow", but again your parts show flat amounts (I'd kill for a space speedometer).

Also, Does anybody know Who/Where you buy Electropulse Broadsides from? I got a MK2 drop early in the game and I really like their style, but I haven't seen them for sale anywhere yet (Not at the Merc or merchant guilds either so far, but I'm only just out of the starter zone).


sizuka2 posted:

Bigger ships have longer range broadsides.

See, stuff like this is cool to know.

sizuka2 posted:

The turret arcs are a real issue for large ships. Small ships, you can usually get all of them to bear if you want that.

When you're installing them, you can rotate the ship and see where the selected turret is on your ship.

Of course, for large ships, you've got broadside batteries that go forever and one or two-shot most foes.

How do you do that? I've been trying to figure out how to rotate the ship but no luck so far. At least you get a little square indicating where the turrets are, even if that can be out of sight.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
So taking a closer look, it seems the Electro-Bolt Broadside guns I liked are Murath Scavenger equipment (MK2 Murath Electro-Bolt Cannon "Captured Murath Technology") . Looks like it's going to be down to luck if I ever get better ones? Considering only the Red Cartel has any stations it seems, criminal wise.

Ah well, guess I'll just get some generic MK3 Pulse Cannons in the meantime :sigh:

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
"Well, I may as well try this Escort mission since it's got a voiced NPC asking me to do it"

*can't slave for a full minute after first ambush because I don't want to pick up contraband*

Well... uh.

*Escorted ship flies directly at sun ejecting us from warp* :doh:

uuuuuh...

*literaly over 3 minutes pass with ship slowly zigzagging before it enters warp*

FINALLY! *exits warp immediatly because they tilted towards sun*

:suicide: Yes, we get it. The sun is between you and where you want to go, you gently caress.

This should be worth way more than +20 Merc guild rep.

EDIT: "Smooth sailing so far, keep your fingers crossed" t:mad:

Section Z fucked around with this message at 06:01 on Oct 26, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
Oh dumbfires, where have you been all my life? Completely loving up a destroyer with my Starting Zone purchased Tennhousen Frigate :allears:

MK1 and MK2 missiles had pretty dire ammo counts, but running crying into the arms of MK3 dumbfires has been SO GOOD for murdering bigger ships. I can see how people would try them out then be turned off from them in the starter zones where not only is the ammo count and your secondary ports smaller, but you are hardly fighting anything you'd be able to reasonably hit with them. I'm taking a side trip to a Zone that sells MK4 gear while the story is still in MK3 tops land, and MK3 dumbfires are punching through shields and 1/5 the hull of destroyers on the first hit (and then my pair of MK3 beams turrets and my broadsides can get right to work), it's great.

So satisfying after bringing my MK3 flak launchers to a "Kill the minelayers" mission and watching all my spammed flak launchers projectiles and explosions just harmlessly clip through the near literal walls of mines slowly trailing after me :sigh: I am the literal worst at flak.

EDIT: Also, holy poo poo such a difference in results once I splurged on a Mercenary lady that cost 30k. compared to the 17k or so guy in the first sector. "So, what kind of hardware do you have?" "Oh, I have capitol ship weapons on my gunship".

Edit Two, Revenge of the dumbfires: Starting Sector Frigate Vs Dreadnaught. Sure I spammed out all of my dumbfires to soften them up, but get hosed Dred whooooo baby's first dread kill! (This mission is rated "Low" Difficulty and it's throwing a Dread at me).

Section Z fucked around with this message at 09:34 on Oct 26, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
I'm close to a Sturvile up from my Tennhousen and I'm really hoping the turret placements for the I can't see on the shipyard are not bullshit or something.

The Tennhousen is so loving good for a starter zone ship. The Sturvile looks sweet but you are also basically paying over twice as much for +1 turret and a speed upgrade compared to the Tennhousen.

Also, continuing to say "gently caress yeah, dumbfires" Taking down a Dread isn't a ballbusting slog, and I'm using MK3 weapons in a zone with MK4 parts (well okay, I got MK4 broadsides).

EDIT: :sigh: "A merc mission with +30 rep? cool!" *lowers Merc rank from -10 and -15 rep penalties because the enemeis are Merc ships and they keep chasing and spamming him with engine killers so he can't leave till he kills them*

Raising merc rank is loving hard because when it's not listing nothing but "easy" missions vs 19 thousand fighters thatn instantly kill me, or 1 jump "low" risk missions to Extreme rated systems, it's making me take a net loss or piss off the militia back to neutral status.

During the mission, and some ambushes it threw at me, I think it wasn't causing me any rep penalties from enemy mercs. But once the mission ended oh there goes all my rep gains and then some if I want to actually loving leave alive after doing the smart thing and beelining to my kill target the mission says those mercs were there to beat me to, so I gotta murder all the engine kill spammers if I want to leave.

Bonus: Today It seems to keep sucking up biowaste no matter how hard I try not to into my cargo hold ugh.

Section Z fucked around with this message at 00:21 on Oct 27, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Rabidredneck posted:

I'm not too far into the story (at the point where I have to find some Hexxite for a sensor boost) and a LOT of guild missions are drat frustrating. I'm in a Destroyer with full Mk 4 gear and even low rated delivery missions are drat near impossible. I'm on one with a 250k payout, almost made it to the target station when I'm dropped out of warp by fighters constantly launching engine impairing missles and several capital ships pounding away at me. I've got some mk 4 null-grav boosters and cannot get away from them, i've been killed three out of three attempts so far.

I've got neutron beam broadsides, homing missles, 4 pulse turrets, two mining beams and two ion turrets. I could switch from homing missles to flak to maybe deal with missles and fighters, but I don't know. Maybe replace some pulse turrets with flak? I have a merc guild turret accellerator also.

I feel you there. I'm on that exact story mission. It's easier to kill a dreadnaught with my MK3 weapons (and MK4 defenses, I took a side trip to another sector to buy those) than it is to put up with disable spams.

I figure later in the game it's not as bad when more systems are on par with your setup, but right now it's super frustrating that so many missions are now "One jump to an EXTREME RISK sector. Risk Low we swear honest."

As for my own ship, I'm doing well on the actual combat end with a Tennhousen (Frigate from the Starting sector. 6 broadside, 4 turret), Pulse cannon broadside. Two Mk3 Particle beams (I have one set to 'aim at my target', not the locks only), a MK3 Scatter (pulse is great but it keeps barely missing smaller fighters), and a MK3 ion. Even when I'm taking missions in the MK4 gear sector.

Dumbfire secondaries have made a huge HUGE difference when the game decides "Your low risk mission inside this sector means please kill this dreadnaught before it reaches your protection target". Or just loving up destroyers extra fast.

I also try to land broadsides when I can on gunships, it helps. Mercenary gunships are beefy as hell on that note. So unless it's literally swarming you with a pile of light fighters I'd figure making a note to focus fighters to death when you can helps better than slapping on a flak turret and hoping for the best.... Then again, you have more turret mounts than I do.

EDIT: Oh, right. Have you hired any mercs? Early on they felt basically like paid for distractions. But once I picked up that $30k grey haired lady, she is able to actually kill fighters and even put notable dents into corvettes all by herself. It won't clear things out fast enough to save you if you are getting ripped up, but it does help in the long run.

Section Z fucked around with this message at 00:50 on Oct 27, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

zedprime posted:

Merchants guild missions are all paydays for ships with a decent hold size, a fast speed, and a small hitbox. I never had trouble with blockades or warp knockouts with a Sturville, without even null-grav boosters that everybody seems to like for blockade running. But swapped it for a Minotaur and those missions became impossible. If you want to do merchant's guild missions, trade in for a corvette or frigate. That destroyer is made for killing things from the outskirts of battle, not surrounded and disabled in a ring of poo poo.

Yeah, the Minotaur is the only Big Ship I'm interested in because I don't want anything with the word "Slow" on it.

But considering how goddamned fast I can murder NPC Minotaurs with my starter zone ship, I figure the Sturvile I'm about to hop into will be what I use forever until half or more of what you fight are Destroyers and up or something.

Fake Edit: Oh my loving god this turn speed :allears:

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Klyith posted:

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

There is that, but I was considering my smaller ship blowing up bigger ships. Still, I just got reminded that ship size doesn't equal power in the other direction.

HOLY loving poo poo. I got complacent taking "Hard" missions and beating them anyways. For some reason these Frigate sized trader ships were nearly immortal and kicking my poo poo in what the fuuuuck.

Took a mission to scan traders for a bio sample and retrieve it, worth Militia cred. The mercenary ships AND the militia gunships all flip to hostile after I scan (goodbye, 30k merc). But those were just beefy gunships. the real horrorshow were the tiny traders kicking my rear end. I swung by to grab MK5 shields and deflectors to make my life easier but nope these trader ships ripped right through em.

Okay time for dumbfires... Oh I fired literally evevery single dumbfire I have into the targe trader and he's still got a full health bar. I'm wedged on top of him hammering my M1 button and he's got a full health bar.

*literally three minutes later* oh my god his healthbar is starting to move holy poo poo he's dead. Now to flee the other two super turbo murder trader ships, again, of frigate baby size.

And then I refilled my ordinance and blew up a random Dreadnaught in about 30 seconds out of spite and to check to see if my guns hadn't suddenly become nerf darts or something. Those small trader ships for some random mission were literally the most difficult things I have fought all game so far.

Section Z fucked around with this message at 03:20 on Oct 27, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

LibbyM posted:

Am I missing a way to select the cargo I want to tractor? I have limited cargo space, and there's a really good cargo directly beside poo poo that barely sells. Right now I'm doing this dance of picking up the bad cargo that is the only one it wants to lock onto anymore, flying aways away, jettisoning it, and turning around. There must be an easier way? I'm using controller.

I don't know if it's just lucky confirmation bias or not, but I've been using the Target Scan mode (Tab on keyboard, dunno what button on controller) that freezes time and lets you cycle through targets. Pick out the one you want, push the lock on button (it's a different button in the targeting freeze frame than open combat), and hope that lets you do it.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Xtanstic posted:

Urgh I'm stuck on the ID Chip story mission. I blew up all the ships but haven't seen the quest drop. I've backtracked all the locations and looked again and couldn't find any missing ships or drops. I looked around the Steam forums and saw a couple other people having this issue. Apparently a pulse fails to highlight the drop. :(

Missed this earlier. I was lucky and the first greyed out one I went to, floating around was an ID chip that I could have sworn to god wasn't there after I had gone on my initial rampage.

I think it was a yellow marker too, so it blended the hell in with other markers. You are not alone with "Okay so I killed literally everyone at all the locations but no ID chip what?" thoughts.

So the best "advice" I can think of is to visit each area, then zoom in real close on the map screen while you are there for any yellow "This is your objective thingy" indicators, if I'm even remembering that part right (there have been various missions where the objective grab indicator blurred with the mission location indicator).

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

LibbyM posted:

Where do I see my merchant guild faction standing? When I bring up the command menu it only shows 5 factions (the 2 pirates, korlians, militia, citizenry). In the top let it says "Merchant guild rank 1" but no meter or any sign of how close I am to ranking up.

Yup, that's how it works! Though it feels like there is much less reputation points needed to earn/lose ranks with Merchant guild than it is to move your bar with normal factions.

Today I just found out that I am now apparently "Citizen 2", after getting a bit of a ways into friendly status. It only shows this in stations owned by citizenry on the bottom of th screen.

Section Z fucked around with this message at 02:43 on Oct 28, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
Oh my gently caress, the enemy always having an infinite supply of missiles they can fire in any direction is really busting my balls. I've been awkwardly trying to kill this greel Dread for 5 minutes because he can't quite bust through my defenses completly, but because 90% of his structur is struts above and below the broadside line I'm basically having to ram myself INSIDE them to gey my targets to shoot at it's "rear" from under 2 space meters away.

It also meant most of my dumfire missiles just harmlessly passed straight "through" it.

all while it barfs out missiles and torpedoes for infinity.



Then I tilt for broadsides and slowly scrape out of it and have to slowly catch up to it while the computer constantly repeats comments about the state of my engines. It can of course, fire it's missiles inside itself to hit me just fine, because why the gently caress does the enemy have to worry about aim or ammo for missiles right?

This is the second enemy I've fought on an "Average" difficulty mission (the first was a minelayer ship).

EDIT: Like, even if I scraped up the millions of dollars for the "Missiles refill deflector" part, that still wouldn't help me with being in a near permanent state of engine impairment, and I already have the EMP shield from the merchant's guild as it is. And With how often they spam missiles, if I wanted to block every single one of them I'd never get a full beam turret salvo to fire.

Delacroix posted:

I'm not sure if they could implement the mechanic of warp pairing worse than it is now. The introduction to the mercenary guild should not be with a escort mission. :cripes: The AI override takes forever to put all the ships into formation (it'd be better if it was a loose circle like the AI convoys) and pulls out of warp to engage enemies from nearby distress signals like a suicidal cavalier.

It's been a really solid experience so far but AI could use a dedicated person if the devs ever expand to Quad Damage. Being able to mark the nearest station without changing the custom waypoint would be nice too.


Try facing it and using pulse so you can target it with freelook. I haven't issues trying to pick out the good loot from the awful contraband pirates drop. Even in death they're annoying, littering space with single units of cargo.

Basically all of my deaths on blockade runs are form a combination of "haha, infinite engine imparement spam" plus a being hailed overriding my dock button plus scattered cargo from blown up fighters overriding the dok buton. And the previously mentioned infinite disable spam means puttering an inch at a time even with EMP shielding from the traders so you can't ram the station to dock in time.

Section Z fucked around with this message at 03:00 on Oct 28, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
Oh my loving god.

So I'm chasing a bounty target.

He's able to fire his missiles at me WHILE TRAVELING AT WARP!



I've chasing him mostly on principle now, I'm gaining .01 on him every few seconds. I have no idea if I'm gonna catch this guy, and since im In an earlier system for some missions he'll probably be worth 10k tops.

Enemy missiles having infinite ammo and being able to fire in any directions and any circumstances is my least favorite part of the game.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
Quote is not edit :downs: but I lost em the third time it dropped me out of warp by absolutely nothing.


EDIT: vvv

Rygar201 posted:

What's the :goonsay: on the Barracuda? Worth giving up my Tannhausen's six beam broadside for?

Save up for the Sturvile (sold by the Mercenary guild for... 700kish?). Which is basically a Super Tannhousen (And I loved my Tannhousen).

Still 6 broadsides, 5 Turrets, and it's turn speed is super fast. Though I can barely tell it's top speed is faster with all the disable missiles and being pulled automatically out of warp going on :downs:

Section Z fucked around with this message at 05:47 on Oct 28, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Klyith posted:

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.

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.

I mostly left the Tennhousen because I wanted the extra turret and the others had too many tradeoffs. The Sturvile being "Very Fast" compared to "Fast" does not properly convey the difference in Turn speed though holy poo poo. The Sturvile is a Very, VERY good fast ship.

I also feel that on the Vanguard. I never tried it because of the "all turrets on the front" thing. Plus the broadsides are on the rear end which feels awkward seeing the enemies fire those.

On the subject of iffy feeling turret mounts. The Mantitore has all of them on the topside, nothing undernear to catch fighters floating below you... But I finally scraped up enough to try one after getting most of my stuff to MK5 and so far, I so good.

ANY loss of turnspeed is jarring after the Sturvile. But this thing handles reasonably and I expect, the 2 million credits more than the "Slow/Slow" Arcturus costs, even if that did come with two more broadsides. Plus I just realized the Manticore has Five component slots :swoon: And the Secondary ports have a better firing arc for dumbfires. Tennhousen/Stuvile fired them at a backwards slant. Manticore fires them at a smaller forward slant so I'm not missing ships I'm practically on top of because I didn't tilt my ship away from the enemy at a 45 degree angle. It is also compact enough that I can still dodge some broadside salvos on approach.

I really, REALLY wish there was an ammo counter for your turret weapons though. I got lucky with a MK5 swarm drop and I put that on the back. I know Flak is infinite ammo, but it has less than 2k range (like scatter turrets) and most of my big problem fighters are bombing me with missiles and torpedos from outside of 2m range.

TL;DR: I have high hopes for the Manticore, and if it works out in the long run then it is just another reminder that the Murath have the best taste in everything.

Illegal Username posted:

Game owns, Soundtrack owns hard

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

It auto saves when you board stations. It is also supposed to save when you properly exit to the main menu. I admit I bitched out and force closed to get back the 600k mission I accidentally dropped from my own fault fat fingering a macro key near the escape key.

Section Z fucked around with this message at 07:59 on Oct 28, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Gwaihir posted:

If you just ram the station it will automatically dock you!

If you're having trouble killing dreads, it's probably a sign to upgrade to a ship with more turrets and broadside slots. The NPC ones are just too large a bag of HP for the small ships to reasonably kill quickly enough even with high tier equipment.

They only last that long if they are mission spawned. If it's a naturally occurring Dreadnaught where I'm taking missions from, then I Can kill them in literally 30 seconds or less even with a Tennhousen. Frigates die within a long moment of getting into weapons range. Gunships die to the first proper full turret salvo. I have up to date weaponry (mk5 everything, system I've been spending the most time in sells mk5 tops, and the map rates it as "threat low").

But if I take an Average, or Low difficulty mission? Gunships are tanking multiple aimed broadsides along with the turrets. Corvettes take longer to kill than out in the wild bounty on it dreads. The actual dreads become WTF beef walls.

Things were fine through MK3 gear being what the story and systems expected of you. But Somewhere after it starts expecting MK4 gear of you, poo poo goes off the rails with mission spawned ships. "Oh cool, this is a low difficulty delivery mission.... Oh, I've been intercepted by a ring of a dozen gonships that can instantly strip off my MK5 deflectors and shields, and they have a dread. Oh, there is ANOTHER Dread parked outside the station itself, on this Low Difficulty Mission". I switched to the Manticore so I'd be able to survive "haha gently caress you we're spawning ships to surround you, and they brought imparement missiles!" moments, on top of the bigger turret count to fend off Mission Tough Gunships faster.

PS: gently caress the design of Grell Dreads. You have a game where you are stuck on one plane and design a ship where most of it's body is empty space where your broadsides and dumbfire missiles fire ugh. If I'm trying to be smart and attack them from behind so they can't broadside me, that means my shots travel over 1m to hit the back of the main body on the end of those long struts.

Section Z fucked around with this message at 22:46 on Oct 28, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
Vs Fighter turrets. A scatter turrert+Turret Extender so it can break 2m range has been working out surprisingly well as a Manticore tailgun set to fighters only.

I a tried a swarm missile turret. They were cool, but way too slow and inevitably run out of ammo with how many fighters show up now (on top of the ones that seemingly launch from bigger ships. Or when you kill a destroyer and a light frigate and some gunships pop out of the explosion).

I tried flak turrets, and they are just too slow acting. Most of the time miss gunships by a large margin. and the explosions happen too far to hurt them as well. As well as having a short range like scatter turrets.

A scatter turret meanwhile, is nonstop gunfire. So if I'm really lucky it sometimes pops missiles as bombers fire them too. So while nowhere near as strong on hit as dedicated "Anti fighter" turrets, it just keeps doing it's job forever and is good at sweeping up damaged fighters my better guns had already winged while I'm flying around.

Xtanstic posted:

Fuuuuck escort missions

Sounds about right. I only take defense missions if I'm feeling lucky with how often they suicide into torpedo barges or something.

Also, I finally headed off to a system that sells MK6 equipment even though I hadn't quite finished filling out my MK5 parts... For whatever reason, taking Normal or Hard missions there, spawns ships about twice as easy to kill with my MK5 guns than taking "Low" difficulty missions in earlier systems that only sell MK5, or MK4 tops :shepface: But that, along with more frequent 1 million credit jobs, meant I had a sudden fast inflow of cash by comparison to fighting a single dread for 7+ minutes for 500k.

I also haven't had anymore delivery missions spawning Dreads right on top of the station, like my last two "Low risk" delivery missions in the previous system did.

Now the only parts that are not MK6 yet on my Manticore are the engine stuff, Mines (took up the advice when I had some drop for free, they be sweet) pair of Particle beams, and single ion. (enemies love to just drop MK4, maybe mk5 tops, weaponry still... And Cried seeing an Electro bolt that was only mk3).

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

mcjomar posted:

This is correct.
Merchants guild costs 10k, mercs guild costs 30k.
Mercs are present in the second system (or should be).
Merchants should be present in the first.
Both pay ridiculous amounts for their missions, so you can make money hand over fist that way.

I got directed to this game by the Star Citizen thread. That thread still delivers, this is a great game, and is fun.
I'm debating the wisdom of the Arcturus (it looks pretty) but I think the consensus thus has has been "buy something else"?

I skipped over the Arcturus for the Manticore, myself. Manticore costs 2 million more, and has less broadsides. But the Arcturus is Slow/Slow and a much bigger target on top.

The Manticore's handling of Slow/Average is still jarring after the Sturvile. But it's compact enough that all 8 of it's turrets can aim at a single gunship, or let you hang around the back of a dread while still being out of the line of fire of it's broadsides.

4 secondary slots and 5 Component slots are also surprisingly useful. More flak/mines/missiles per press, and you get to keep luxury components on top of your favorite combat bits.

Main downside of the Manticore is it only has 6 broadsides. But anything that has more than 6 broadsides (especially with 8+ turrets) is Destroyer or Dreadnaught sized.

Also, I skipped the Radovich when I realized it could only aim 5 turrets out of 8 at something when aiming your broadsides.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Klyith posted:

(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.)

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

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.
Stuvile is pretty amazing. I'd still be in it if I didn't want something with more firepower and durability than it had, once MK4 equipment zones rolled around.

As for the Manticore turrets, I was totally worried about all of them top mounted. But surprisingly it handles fighters and gunships pretty well unless they are literally underneath it (and at those angles, the fighters have issues shooting back) because anything properly to the sides gets all 8 turrets to the face. I have the rear center mount as a Scatter turret set to fighters, mostly so I always have something pew pewing at nearby fighters while I'm focused on other things.

But if you don't like it or it's style, can't blame you for avoiding it. I like it because it looks like the Sturvile's fat cousin, and I didn't want to leave "small" ship sizes even though it would have been cheaper and more practical to grab early Big Ships, like the Mckinley or Arcturus.

Also, don't be like me, Dumbfires aren't worth it. They might list more damage than mines, but the effort involved with them on top of their tiny ammo count compared to mines means they seriously under preform even if you are landing every single shot. Even if I have over a dozen mines floating unexploded after a fight, that's still plenty of mine ammo left. (Manticore having 4 secondary ports also means more mines per button press).

EDIT: I'm probably less beams heavy than most, which helps my sustained fighter swatting between deflectors. Beam turrets are loving sweet, but they have that charge up time and beam duration, which any used of the deflectors will gently caress up, so I've never had more than two.

Current turret setup is: 2 Particle beams. 4 Pulse turrets. 1 Ion (set to capitol). 1 Scatter (Set to fighter). I got a turret extender so the Scatter breaks 2M that gunships love to hover slightly past. It loving wrecks smaller ships and I use deflectors often enough that more beams would be less DPS.

I have one of the beams, and two of the particles set to "My target" (not locked) which helps skew my focus fire on what I'm looking at.

Section Z fucked around with this message at 22:54 on Oct 29, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Joe Gillian posted:

Yeah the Sturville cannot get enough praise, and it deserves it. I beat the campaign last night with it and it's fun as gently caress just outrunning everything and zapping poo poo into bits. I have Mk6 everything on the thing, and I'm wondering if the Radovich is at all worth it? I like the strange look of it, and it has a heavier hull which could prove useful for more hairy runs.

Yeah, seconding the fact the Radovich can only fire 5 out of 8 turrets at something when using broadsides.

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.

But honestly, destroyers and dreads are more practical if your concern is firepower over speed. I just like having the toughest tiny ship in the galaxy :3: (Plus the Murath fly it, and the Murath have nothing but good taste).

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

alphabettitouretti posted:

Precursors sounds a lot more interesting than it actually is to play. Russian jank is about right.

I just got a Barracuda and it is fun times. So quick. What are your preferred turret layouts? Not found something I'm really happy with yet.

I'm probably an exception to the Beam Spam party. When I had 5 turrets I liked likes Two beam turrets tops, then Two pulse turrets (love the range on those). With the 5th one being whatever gimmick I felt like at the time.

Lots of beams are strong, but they gotta charge up before they fire and then deal their damage over the duration of the beam. So if you are frequently using the deflectors like I do, beams are constantly being turned off before they even get a chance to fire.

I tried both Flak turrets, and swarm missile turrets. They just under perform at their supposed job, compared to buying a scatter turret or pulse turret and leaving it set on "Fighters only".

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Klyith posted:

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.)

I meant visually :v: They have the same styled Engines and hole filled plates deal going as the Sturvile. Even if gameplay wise all they have in common is 6 Broadsides.

Though on that note, now that I have MK6 everything for the Manticore my next big spending goal is to grab the Minotaur and another beam turret (Which costs more than upgrading to the Minotaur).

EDIT: Honestly, one of the reasons I've held off on trying out the huge ships is paying for all the extra turrets.

Section Z fucked around with this message at 03:47 on Oct 30, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
"Well... They wouldn't mark that ship as hostile if I didn't need to kill it right? I've already had plenty of missions where I had to kill traders fighting other traders"
*boom*
"mission failed."

:sigh:

And I actually had some traders who survived the enemy dreanaught too. I guess that one flew into some of my mines and decided that meant it should be flagged as hostile despite being, you know, one of the protection targets?

Klyith posted:

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.
Well, that would be an improvement to any ship. So can't blame you there.

Also, remember those patch notes about better escort mission pathing? :shepicide: "But why don't you just skip escort missions then?" It's a main story mission. And then after he stopped pathing into unrelated planets, they flew to the station... past it to get in a ramming match with an enemy ship, and proceeded to fly 7m away from the station. Just milling about slowly chasing after anything with a gun. Until finally, with a pixel of health bar left, all enemies were dead. No longer able to commit suicide, it flew 10 times faster than ever before towards the station for mission completion.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
So I just got the Minotaur and- :gizz:

Oh my god it's everything I had hoped for. That chin turret is a bit iffy, but the thing swivels so well at half throttle that it is only an issue if a gunship flies past it's arc... Which usually means it's now in front of a fully aimed broadside salvo.

Having the top rear turret as a Scatter or Pulse set to Fighters Only remains the most effective set and forget anti-fighter weapon. Which you can actually stop to flip to open combat if you are fighting a dreadnought or something unlike Flak or Swarm turrets.

I got 3 Particle beams (top middle, and chin). An Ion on the bottom, and everything else is Pulse turrets.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

doctorfrog posted:

This is exactly what I was playing before Rebel Galaxy, and exactly what I'll be starting right up. In another week or so, after I grind a bit more in this game...

The real killer is filling out all those turret slots.

When I upgraded my Manticore to the Minotaur, it cost 4.1 million for the ship, 4.7 million for the single MK6 Particle beam.

A Blackgate Dread would cost me about 9 million. A Blackgate has 7 more turret slots than the Minotaur, but if I stuck with scatter turrets those are only 2.1 million each :shepspends:

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Tanith posted:

I think the religious nutjob dreadnoughts drop them, among other things. Just do the story and I'm pretty sure you'll encounter all the rare commodities.

Religious nuts love to have jammers you see an error message on the Tab Target mode. But the component upgrade that puts little icons on ships from the pulse will still show the Icon that lets you know they have SOMETHING.

If not, at least they tend to carry gold or alien artifacts more often than other targets.

Rabidredneck posted:

I killed one pirate lord and got a 250k bounty and some decent sellable loot. The next one I found, I could not catch with a mk5 warp drive.
He kept pulling away from me and I eventually gave up.

I gave up because literally any enemy at warp, even if I come at them from an angle, and they are alone, as soon as I get close enough it drops me out of warp because I'm too close to hostile craft, while they get to keep warping away.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
At this point I am convinced the toughness of mission spawned ships is tied more to your overall net worth/best equipment, than the difficulty ratings on the job board.

It would basically explain everything, for that insane "Why are these hellion frigate traders vastly more powerful than that Random bounty Dreadnaught I killed in literally 30 seconds with my Tennhousen?" mission difficulty spike once I started taking jobs in systems with MK4 parts for sale. On top of my habit of saving up to buy the next grade of defense parts, before going back to fill out my guns. (I have MK5 shields/deflector/hull! Time to finish replacing those last two MK3 turrets with MK4, in this "Low thread" system that sells MK4 tops).

I got two mk6 weapon drops from enemy ships, when running low difficulty missions in a sector that sold MK4 stuff tops. That's more MK6 weapon drops than what I saw finishing off the storyline in MK6 sales sectors. So I wouldn't be surprised if mission spawned enemies were in fact packing loving MK5-MK6 defenses on my "low difficulty" missions in sectors that didn't even sell them was the cause of my insane mission difficulty spike experience.

Even where I ended with MK6 everything and a Minotaur, mission spawned ships are always tougher than naturally spawning ships. It's just less noticable when you are running at top of the line Destroyer compared to "Oh my god, I can literally kill Dreadnaughts in 30 seconds with my Sturvile... Unless it's a Low difficulty mission then HOLY gently caress".

Section Z fucked around with this message at 02:04 on Nov 2, 2015

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

zedprime posted:

Its probably me. It might be more my proclivity for the short but slow boost over the null-grav which might be more important for the blockade running missions. But I went from no braining them in the Sturville to getting wrecked in the Minotaur. My description is meant to imply that the Sturville can get out of an ambush (or the middle of the pack in combat missions) that much faster (even if its only several percent) that it makes all the difference in blockade runs. The way shield and armor (and maybe hit boxes? a big ship puts you in range of that many extra ships) work, anything bigger than a frigate is very disincentivized from getting in the middle of things, to the effect that they even get intrinsic broadside range boosts.

Unless I just picked all the unlucky ones even after farming them with the Sturville slightly out of depth for a couple hours to pay for the Minotaur to begin with. I don''t pretend to understand how the difficulty math and mission generation works.

e. TLDR I kind of disliked my time in a Minotaur compared to the Sturville and Blackgate. "Fastest destroyer" is kind of a weird combination.

I can understand that. I LOVED the Minotaur when I finally grabbed it, but if not for the wonky difficulty spikes situation in the MK4-MK5 systems range I was getting I'd have stuck with the Sturvile forever. Well, that and "Being a fast small ship isn't very satisfying, when I spend 90% of the time engines disbabled thanks to enemies having infinite ammo." EMP shield making it 50% less of a debuff is still annoying when you are debuffed most of the time.

Hitbox sizes is why I jumped into a Manticore from the Sturvile, instead of grabbing the cheaper and overall more heavily ramed Arcturus. Manticore is still small enough to dodge some broadside salvos when moving in on a dreadnaught, but still only had as much broadsides firepower as a Sturvile. Thinning out gunship swarms goes a lot faster with 10 Broadsides than 6, and you get as much practice nailing gunships with multiple broadside salvos as I had.

The final story missions were actually easier than average, because the Virax actually use a lot of smaller fighters. Compared to everyone else using 90% gunships by then.

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Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Voyager I posted:

The inverse difficulty curve is one of the game's noted flaws and I believe it's something on the designer's docket once the game is a bit more developed.

The upcoming update may make a significant step in that direction by allowing you to join battles in progress. It means instead of having to hunt down individual Hounds or whatever for grueling, mechanically demanding frigate duels, you can just pile in while a Hegemony fleet is stomping on pirates for some starter money.

I found the start of the game fairly easy myself.

MK1 - MK3, No problems while flying ships sold from the starter sector. Even if my guns were lower MK.

MK6. enemies can't have better equipment than you anymore, which takes the edge off potentially wonky enemy spawning.

That mk4-mk5 range was like playing an entirely different game though, Jesus."Low" difficulty missions in that range were harder than taking "Very hard" missions earlier in the game. Especially if you are in a smaller ship or a less heavily armed destroyer like the Manticore (8 turrets, sure. but only 6 broadsides).

So loving convinced it was spawning ships with equipment MK higher than what was sold in the systems I was playing. Likely compounded by the fact I'd go and grab an extra high MK defense parts early, then go back to fill out my guns. I'd grab MK5 shields/deflectors/hull, when I still had to finish buying a few MK4 turrets and mk4 engine parts, for example.

If mission spawns are more based off your best gear/net worth than what it says on the job board, it would basically explain everything I was seeing.

EDIT: "Oh hey, the mission target dreadnaught that took me forever to kill dropped a mk6 pulse turret!... Don't they sell only MK4 parts here? Oh well, free MK6 gun nothing suspicious here!"

Section Z fucked around with this message at 03:48 on Nov 2, 2015

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