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Grognan
Jan 23, 2007

by Fluffdaddy
I figure they would be drop deployables

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M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
And location defenses

Alchenar
Apr 9, 2008

Yeah I'm presuming it's a FOB.

Flipswitch
Mar 30, 2010


I'm assuming it's going to be awesome

temple
Jul 29, 2006

I have actual skeletons in my closet
Is this thread dead?

Just got the game. Wondering about prize ships. I intercepted one and killed the escorts. I don't recalling killing it and it didn't surrender or follow me. Is it still out there?

Bug Squash
Mar 18, 2009

temple posted:

Is this thread dead?

Just got the game. Wondering about prize ships. I intercepted one and killed the escorts. I don't recalling killing it and it didn't surrender or follow me. Is it still out there?

When you kill all the escorts the prize ship automatically joins your fleet, and you slowboat it to a friendly city to cash it in.

Sounds like something has gone wrong though. Either you were attacked by a fleet intercepting you, or you accidentally shot down the prize ship. Did you see the prize ship in the battle? It would be about 10x the size of the escorts and have a big yellow arrow pointing it out.

temple
Jul 29, 2006

I have actual skeletons in my closet

Bug Squash posted:

When you kill all the escorts the prize ship automatically joins your fleet, and you slowboat it to a friendly city to cash it in.

Sounds like something has gone wrong though. Either you were attacked by a fleet intercepting you, or you accidentally shot down the prize ship. Did you see the prize ship in the battle? It would be about 10x the size of the escorts and have a big yellow arrow pointing it out.

I played on easy and reloaded the save. I managed to intercept it again and got it. I must have missed the sell pop up. However, I don't remember the capture popup like the first time I captured a ship. Thanks.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
If you didn't accidentally destroy it then it should be "captured" and you need to bring it to a city to get your payout.

Phrosphor
Feb 25, 2007

Urbanisation

temple posted:

I played on easy and reloaded the save. I managed to intercept it again and got it. I must have missed the sell pop up. However, I don't remember the capture popup like the first time I captured a ship. Thanks.

If you get in a fight with anyone else, including a garrison, while you are transporting the ship it will switch sides again and you need to 'recapture' it. That could have been what happened?

double nine
Aug 8, 2013

when you land in a city with a prize ship, you'll get a [sold ship $$$$] graphic.

personally I try to attack merchant fleets when they're landed in cities, so you instantly get the reward (and they're hopefully landed on the ground so you get free potshots on the escorts)

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Giving the game another go; it runs like total rear end in proton but it's playable with everything turned down in windowed mode. I've not even made it through the tutorial; when the part about decoding radio transmissions comes in I see that someone is heading to the right-handed branch, so i go left and have an easy fight. On my way to the next node (northwards always, right?) I decode another transmission mid-flight that all the world reads like "I'm in the right-hand node still", except when I get to the north node there's like eight guys waiting for me and that's not a fight I can win. I'm pretty stupid; was I supposed to alter course to somewhere (the take a sharp turn and go to the right-hand node?), park my butt in the desert and wait, or am I supposed to git gud and win the 1-4 vs 8 fight? I'm also bleeding cash like crazy buying fuel, but I assume there'll be some way to make money soon enough.

Too stupid to beat the tutorial, god help me -_-

TheDemon
Dec 11, 2006

...on the plus side I'm feeling much more angry now than I expected so this totally helps me get in character.
The tutorial strike group is a single cruiser (it's actually easy enough to beat with the Navarins the game gives you). If you are up against 8 guys that is the regular garrison probably, unless there's a big fat ship there too. Just bring in all of your ships and fire all your missiles then yes, you'll have to win the fight with at least one ship alive.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Thanks for that, got through it in the end. In the campaign now, I absolutely love the intel war stuff (even if jamming seems to not work the way I'd expect - I seem to be spending 100% of my time in high alert).

I don't think I 'get' aircraft carriers - I launch a bunch of planes, they show up and all die without scratching anyone with their pea shooters. Bought a bunch of missiles (expensive!!) and likewise they just blew all their rockets and did nothing. Am trying to scrape together enough parts to build a big fat combat cruiser since I don't really have any answer to any midsize guys with armour.

I really with there was stronger 'blueprint' support in the game; I enjoy having to 'wing it', but like after I upgraded one tanker with basic parts I'd like to just press a button and have the other mimic the design.

Bug Squash
Mar 18, 2009

Aircraft are completely OP in the game, but you need to use them carefully. Their default guns are useless, and you need to buy bombs for them, bigger is better. Their natural prey are larger ships, as smaller cruisers can dodge those bombs. If enemy ships have anti-air missiles, those will knock your planes out of the sky. Fire a few cruise missiles at your target, and they will eat the anti-air missiles, leaving the enemy fleet vulnerable. If your not above cheese, just launch planes and flee a battle the second missiles launch. Oh, and if for some reason your planes don't drop all their bombs on one pass, escape, otherwise the enemy aa guns will rip them to shreds when they try for a second pass. It's safest to launch your planes in small groups so they can dodge aa fire better and avoid overkill. The big planes are objectively superior to the small planes, and can also mount aa missiles to knock enemy planes and missiles out the air.

In terms of actually fightin enemy cruisers, what you want is something like a gladiator (fours guns, good engines, some armour). Make sure you use anti armour and proximity ammo effectively. If you upgrade the guns to molots and learn to use the laser guided ammo, you become an aim bot that drills a hole through the enemy directly to their core.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Cool, I think I'm gonna scrap this campaign and start again; strip the Sevastapol of all its guns, and start with an actual brawler in addition to all of the interceptors. Anything I should do tomorrow before I restart, e.g. suicide the Sevastapol into a "HQ" city for plot reasons // or unlock new ships?

Bug Squash
Mar 18, 2009

Serephina posted:

Cool, I think I'm gonna scrap this campaign and start again; strip the Sevastapol of all its guns, and start with an actual brawler in addition to all of the interceptors. Anything I should do tomorrow before I restart, e.g. suicide the Sevastapol into a "HQ" city for plot reasons // or unlock new ships?

Start Thermonuclear war, and cap a few more cities.

Stripping the Sevastopol of guns and armour is good advice for veterans, but if your still getting the hang of things it's useful as a fall back that can solo a Cruiser fleet. Make sure you get rid of the ammo store next to the bridge though! That thing is the number 1 ender of runs.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.

Serephina posted:

Cool, I think I'm gonna scrap this campaign and start again; strip the Sevastapol of all its guns, and start with an actual brawler in addition to all of the interceptors. Anything I should do tomorrow before I restart, e.g. suicide the Sevastapol into a "HQ" city for plot reasons // or unlock new ships?

Your score at the end of each run is added to your starting cash next game, so it can be worthwhile to make an effort even if your game is obviously doomed. Take as many cities and prize ships as you can!

concise
Aug 31, 2004

Ain't much to do
'round here.

Ceebees posted:

Your score at the end of each run is added to your starting cash next game, so it can be worthwhile to make an effort even if your game is obviously doomed. Take as many cities and prize ships as you can!

Lol I quit playing this game when they patched this out, I should try it out again. Cheers!

E: unless you mean it isn’t a running total and is just the most recent previous run

concise fucked around with this message at 16:24 on Jul 22, 2023

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

concise posted:

E: unless you mean it isn’t a running total and is just the most recent previous run

Yeah it's just most recent. The running total bug was the only reason I was able to win my first few games and design some massive ships.

concise
Aug 31, 2004

Ain't much to do
'round here.

M_Gargantua posted:

Yeah it's just most recent. The running total bug was the only reason I was able to win my first few games and design some massive ships.

Boo, oh well. Maybe I'll try my hand at modding that back in. I enjoyed starting with larger and larger fleets with a more chill progression.

Vizuyos
Jun 17, 2020

Thank U for reading

If you hated it...
FUCK U and never come back

Serephina posted:

Thanks for that, got through it in the end. In the campaign now, I absolutely love the intel war stuff (even if jamming seems to not work the way I'd expect - I seem to be spending 100% of my time in high alert).

I don't think I 'get' aircraft carriers - I launch a bunch of planes, they show up and all die without scratching anyone with their pea shooters. Bought a bunch of missiles (expensive!!) and likewise they just blew all their rockets and did nothing. Am trying to scrape together enough parts to build a big fat combat cruiser since I don't really have any answer to any midsize guys with armour.

I really with there was stronger 'blueprint' support in the game; I enjoy having to 'wing it', but like after I upgraded one tanker with basic parts I'd like to just press a button and have the other mimic the design.

You really need to spend some money to get any use out of planes. The default machineguns on planes are essentially useless, they're not really capable of anything except a desperate last-ditch defense against enemy planes (and maybe, if you're really really lucky, enemy missiles). You need to buy actual weapons for your planes if you want them to be useful for anything. And since you don't control the attack runs, it's always possible the planes might target the wrong ship, attack heavily armored parts, or even miss the enemies entirely. Which all adds up to a pricey method of attack, but still cheaper and easier than firing off cruise missiles or burning a bunch of fuel and repair money on a close-range fight.

Also, it's best to send planes in groups of no more than 3 at a time. Regardless of how many you send at once, once the battle screen opens up they'll attack in waves of 3 at a time. But since the first wave is by far the safest (since they can get in and out before the enemy ships get their anti-aircraft defenses running), it's better to split up your groups so each group of 3 starts a new battle encounter where they can be the first and only wave in that encounter.

As plane weapons go, bombs are powerful but slow, so they tend to miss moving targets. I like to save them for encounters with bigger, slower, heavily-armored ships, especially if they're likely to be landed. Bombs will have a decent chance of hitting those, and they'll blow big holes in the armor that leave these ships vulnerable to further attack.

Plane rockets are weaker than bombs, but faster and more accurate (though they still have some spread to them). I like to use them on faster mid-size ships that might dodge bombs but are more vulnerable to damage.

Plane missiles are basically the same as the anti-air missiles you mount on your ships. They're useless for fighting enemy ships, but their high speed and accuracy makes them extremely effective at shooting down enemy planes and missiles. They're defensive tools designed basically exclusively for intercepting enemy long-range attacks before they get to your ships.

Also, just in case you're unclear, jamming does not hide you from the enemies. It blasts out high-powered radar signals, so while they will blind enemy radars, half the enemies on the map will see their radar detectors light up with your approximate location and start heading your way to check it out (or, if you're really unlucky, they'll start firing radar-detecting missiles your way). It's the equivalent of yelling really loudly to block out the sound of you rifling through someone's desk - they might have a hard time using sound to tell exactly where you are or what you're doing, but they sure as heck will know which room you're in. As a result, jamming is a very situational tool, mostly good for helping you evade radar-guided missiles.

Bug Squash
Mar 18, 2009

Vizuyos posted:

As a result, jamming is a very situational tool, mostly good for helping you evade radar-guided missiles.

I'm not sure if it's considered cheese or not, but a common tactic is to slap a jammer on a tiny, very fast ship with lots of range. Head well away from the main fleet and switch it on. Half the problems in the game will now be chasing a decoy.

Crazy Achmed
Mar 13, 2001

Does the ai have perfect aiming? i.e. if you aren't constantly changing your speed and heading, will every shot they take land on target? Aside from natural gun spread, that is.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Doesn't that just generate infinite alarm? I'm not sure if I should be resigned to be at full alarm state 100% of the time or not.

I tried a bombing run with actual bombs and they actually did well vs the strike group, will remember that thanks! I unlocked a second start location so I'm just gonna go design some fast ships and maybe a hulking heavy cruiser and see if I can do the second game with a main fleet that's not got atrocious fuel efficiency. Yes, I know not to send my flagship on milk runs, but by golly is the fuel per km a joke regardless.

Trying to build my own stuff in the designer is really tedious work, however. So much jank, hah.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Two things that I always found useful
One was making two little ships that were just the absolute minimum viable craft with 6k range to just zip north and south to previously captured cities to buy ammo or spend Intel points. I called them drones

The other was to have a second pair of slightly larger, faster ship with a fuel tank and jammer that could dart around blinking on and off, and drawing enemy cruise missiles and planes to it. Its quick to get the timing down you just dodge the missiles and outrun the planes. I called them screamers.

silentsnack
Mar 19, 2009

Donald John Trump (born June 14, 1946) is the 45th and current President of the United States. Before entering politics, he was a businessman and television personality.

Serephina posted:

Doesn't that just generate infinite alarm? I'm not sure if I should be resigned to be at full alarm state 100% of the time or not.

If you turn on a jammer enemies with ELINT sensors (strikegroups and cruiser-escorted traders) can detect there's "something" in the area, and strikegroups will move to investigate the signal if they aren't already busy chasing your flagship, but it's not the same as when you get visually spotted and every guard ship within 1500(?)km immediately lifts off and actively patrols for 16 hours.

PerniciousKnid
Sep 13, 2006

Serephina posted:

I don't think I 'get' aircraft carriers - I launch a bunch of planes, they show up and all die without scratching anyone with their pea shooters. Bought a bunch of missiles (expensive!!) and likewise they just blew all their rockets and did nothing. Am trying to scrape together enough parts to build a big fat combat cruiser since I don't really have any answer to any midsize guys with armour.

Phrosphor's vanilla youtube playthrough might help you, especially episode 6 when he uses planes and missiles to hit a strike group.

https://www.youtube.com/watch?v=Z5HZ5wKMT08

Watching the whole thing might be spoilery but maybe a sample will help clarify things. It is from a few patches ago, if you're noticing details. I think you can watch the first 7 episodes without spoiling anything too badly beyond getting general directions for what to do.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー
Oh wow I'm going through the back pages of this thread (and stuff I can find on the internet) and like all of the super broken builds are based around previous patches, like 6x D-30S engines on a tanker and the total cost is 1650. Yea, they kinda cost a bit more than that! I guess it now makes more sense to shove on the actual utility parts and make a complete ship instead of those itty bitty cheesy things.

my dad
Oct 17, 2012

this shall be humorous

M_Gargantua posted:

Two things that I always found useful
One was making two little ships that were just the absolute minimum viable craft with 6k range to just zip north and south to previously captured cities to buy ammo or spend Intel points. I called them drones

The other was to have a second pair of slightly larger, faster ship with a fuel tank and jammer that could dart around blinking on and off, and drawing enemy cruise missiles and planes to it. Its quick to get the timing down you just dodge the missiles and outrun the planes. I called them screamers.

high five doctrine buddy

i even named the screamers the same way

e: well, i named them "drekavac" which is basically that

my dad fucked around with this message at 10:19 on Jul 24, 2023

temple
Jul 29, 2006

I have actual skeletons in my closet
What's the equivalent to a destroyer? Something more dangerous than frigate but smaller than cruiser. It might be euro->us navy classification difference.

Bug Squash
Mar 18, 2009

In my mind, the ship classes group like this

Lightning sized
Gladiator sized
Archangel sized
Nomad/Sevastopol sized

Which I guess I would map to real life classes as:
Frigate
Destroyer
Cruiser
Capital

Obviously there's a wide range of potential overlap between Archangels and Nomads, but there both in the too big to be practical camp anyway

cock hero flux
Apr 17, 2011



fun because fast
boring
cool because big

cock hero flux
Apr 17, 2011



Also, and this might be a bad take, but does anyone else feel like the game would be a bit better if the ship designer wasn't as convenient? There's a lot of cool preset ship designs which you can unlock, they usually have interesting names or descriptions and the ships you buy in game are gonna draw from this pool. But they're also all inefficient in some way, usually for the sake of making them feel like real designs, so the best play is to use the ship designer to make a Death Brick and a couple of min-maxed tankers and support ships with no guns on them, then buy those. And because the ship designer just slots everything you make directly into the game start list, this feels like a core, fair part of the game, but it also results in you flying around in a steel cube with infinity guns on it. Which, for a game that puts so much effort into feeling immersive, does not feel immersive at all. If it were kind of separated and instead billed more like it was a modding tool, I think people would be a lot more inclined to mainly play with stock ships, with the monstrous Murder Cubes being things that you would have to kludge together in the middle of an actual campaign with whatever parts you could scrounge up as opposed to just starting with them, and then the ship designer would still be there when you got bored and wanted to gently caress around with it(and could also come with the benefit of not having to be balanced, so you wouldn't end up having to min-max designs as hard in order to make sure you could actually afford to buy them).

Bug Squash
Mar 18, 2009

I think you're right in theory, but in practice the game is easy enough that I've never really been tempted to minmax like that. Anything small gets annialated by lightning's or a gladiator, anything big gets annialated by 20 250kg kg bombs landing on their head. Taking a doom brick to victory just feels like a optional gimmick you can do.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Or you just make cool ship designs and don't give into your need to min max.

Ash1138
Sep 29, 2001

Get up, chief. We're just gettin' started.

cock hero flux posted:

fun because fast
boring
cool because big
yup. if it's not nimble enough to dodge everything, then it better be a flying slab of armor that sounds like it'll crack the planet in half with each salvo

cock hero flux
Apr 17, 2011



M_Gargantua posted:

Or you just make cool ship designs and don't give into your need to min max.

Honestly you kind of have to deliberately try to make a ship that isn't more optimal than the standard ones. It's more about the fact that every stock ship has a bunch of extra parts on it that don't contribute to its in-game role, but would logically exist in-universe. If you don't go out of your way to add those then you have, in comparison to the stock ships, already somewhat min-maxed your builds. I didn't personally make death cubes that could solo the game, but I also didn't add radars to combat ships or guns to tankers, so anything I added was very obviously Different.

Xenoborg
Mar 10, 2007

I enjoyed doing a challenge run on hard using just the stock ships. I did allow refits in game, which generally consisted of striping off the fluff and adding an engine or two.

Vizuyos
Jun 17, 2020

Thank U for reading

If you hated it...
FUCK U and never come back
The stock ships being flawed means that it's usually pretty easy to tweak them in ways that make them a lot better, working with nothing more than the extra poo poo on your other ships and whatever you find in the nearest city.

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temple
Jul 29, 2006

I have actual skeletons in my closet
If you capture a garrison and land inside the warning circle but not in the city, does that increase the danger level of the city?
If you dock a ship in an increase repair city without manually landing, does that increase repair speed?

Bug Squash posted:

In my mind, the ship classes group like this

Lightning sized
Gladiator sized
Archangel sized
Nomad/Sevastopol sized

Which I guess I would map to real life classes as:
Frigate
Destroyer
Cruiser
Capital

Obviously there's a wide range of potential overlap between Archangels and Nomads, but there both in the too big to be practical camp anyway
Thanks.

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