Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Really hoping Nukes are apocalyptical with consequences rather than just nerfy with some soapy dialog about unleashing the genie.

Adbot
ADBOT LOVES YOU

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
There have been a bunch of twitch streamers playing it so that seems like a good sign that its coming out.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Also this is kinda a roguelike and roguelikes are hard for your first dozen failures.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
I think i'm going into this well prepared because I know how to do passive ranging and Eukland ranging and target motion analysis out of the gate. Still expect it to be devastatingly hard. Much like the occupations it seems to be an allegory for.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

verbal enema posted:

you have to land EACH craft in your fleet fyi

You can refuel everything without landing. Andyou can repair everything also without landing, you just get a 0%.

I think i'm going to see if I can selectively repair thrusters at 0% bonus while in air, and then land later for the rest.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Yes, your cruiser mauls everything early game right now, but is an incredible beast for repairs and cost of operation. Its electronic and standoff capabilities are far more important than its raw firepower, and I think as soon as I have options i'm going to strip off the heavy armaments' and turn it into a fully standoff platform w/ PD entirely.

Much like reality specialization is the way to go. I'm going to strip and convert two of my starting Navarin's to scout craft only, and see how it goes.

I also keep turning on my ground scan radar and then investigating the random returns in the distance. I think they've all been mountains so far but i'm hoping to find something. Would be nice to have a operation area topographical map so I could cross reference random ground returns for where I expect mountain peaks to be, for now i'm just marking them on the map.

M_Gargantua fucked around with this message at 22:54 on Jul 27, 2021

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Also just found my first big complaint? You can hit the main menu button and it won't warn you that you'll lose progress.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Windows 7 is also a plague

Patrat posted:

I started with a Skylark which seems to do an excellent job there, it is fast, has good sensors and has a disgustingly absurd range. I think over six thousand kilometers?

Along with zero weaponry and less cost than a Navarin.


See but I wasn't smart enough to start with scouts thinking i'd be hard pressed to make progress early with insufficient firepower.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Starting campaign #3. #2 ended when I was stomping my way across the map with Lightening's, and used my excellent range to just skip to a fuel depot on the other side of the wasteland. Went up against a Fleet base with insufficient intel and my lightening's got decimated by their mediocre armor'd frigates because I figured with how good I was doing a 3v4 would be a fair fight. I was very wrong, should have used my tac nukes ahead of time. The nukes won the battle but that stumbled had snowballed for the next city to not having enough money for both repairs and fuel. Sold off some parts. Now down to two ships, and got wrecked.

Lesson learned - The base loadouts do not include a tanker, despite what the autogenerated classes inform you of.

So I present the $4400 solution: "The Chunk"



3200 tons of fuel in a cheap and efficient package. I also Immediately created a Chunk II class that was the same frame with some added PD, R9 Sprints, and Flares in case it ever needs to shoot at incoming nukes, but that version costs $18000

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Larry Parrish posted:

OTOH I wonder how ship building works. Can you just straight up build a new ship from scratch? Because it might be pretty effective to just make something like a Lightning that just carries 6-8 ABIRs, fly in from outside of radar range and try to splat the enemy while they're still on the ground, and also to intercept trade ships or other curious dumbasses while your main squadron fills its bigass tanks.

Yes, its been easy for me to build stuff at least.

I added a tanker, cheap scout, and missile hauler already.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Play posted:

How do you add armor at the shipyard? For that matter do you need to make new ships in the editor first or can you design them directly from a shipyard?

In the main menu editor you can design anything you want, and it will be available to choose from the start. However once you're in a run you can only choose parts that shipyards have in stock. So when you look at their inventory (bottom of the repair screen) you can see what they have and what you have, and you can start bolting on whatever you want however you want.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
I haven't found good use for strike bombers. I can consistently get surprise attacks with good scouting and IR, but at that point i've always found it easier to just toss a bunch of HE toward the deck rather than try to score a hit with a bomb.

There needs to be a balance patch that gives you unlimited 250lb HE bombs like regular ammo, instead of just having to buy the 1000lb ones. Missiles right now work pretty good as a rare resource at least, since they track and I can reliably get hits.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Gaj posted:

Plus every ship class you buy/recruit get added to your starting roster picks. Im just getting the hang of running more than 2 strike groups at once. But I still have no idea wtf about hidden cities even with directions.

Turn on ground scan radar and look for roads, then follow the roads. Once you're close enough to follow them visually its pretty easy.

Not every settlement in the desert is a Hidden City though.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Gaj posted:

....

You mean what I thought were farms and suburbs are actual things? OK so now what do I do, land near em?

If you can roughly find it on radar, get close enough for it to be in your visual detection circle, and a little white circle will pop up and give you the landing prompt. Again not every one gets to be one.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
So I decided to see what kind of ship I would build if I put every single one of my current starting points into one ship. No nukes or cruise missiles as they eat up points really fast (not that I wasn't wasteful with the big guns anyway)

270k points
6 MK-6-180's as the main armament - and with that much 180mm volley fire its hard to miss which just melts enemy frigates and the small cruisers.
16 AK-175 57mm twin cannons - Which erase anything small from the map
22 R-9 Spring interceptor missiles & 4 fire control radars - because the only thing that can harm you is antiship missiles and nukes
I can bulk up the armor to be nuke proof for another few thousand points, and the TWR will still be fine.
Its got nearly 4000km of range at a ecological 3100 tons / 1000km
You can't really land it well at most places either.



https://i.imgur.com/1UO6jFU.png

Its just outright silly but since this is still new I feel like sharing.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Anime Store Adventure posted:

Anyone have an inkling what makes a “flagship?” I tried to make an expensive cruiser that I thought might qualify but it still forced me to take the Sevastopol in a new campaign. I built a cruiser with no missiles (tactical or strategic), lots of guns, lots of fuel, and all of the sensors. It cost over 100k, but only just (I suspected maybe 100k cost meant flagship.)

The Sevastopol is great don’t get me wrong, but I was trying to downsize the flagship as much as I could. Given the way combat works, I’m inclined to never want to mix roles in the sense of having a ship that has cruise missiles but also guns and things. Since I can only ever field one ship I don’t care to bring along strategic weapons with them.

The Sevastopol is the only unlocked flagship you start with unlocked, the Varyag Battleship, the Novorossiysk aircraft carrier, and Typhoon missile ship are also Flagships. And I think its a hardcoded flag for story purposes. Probably to prevent you from min-maxing without having a flagship of your own to defend for a gameover state.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Spy_Guy posted:

Uh oh. :ohdear:

Is that time until it's reported or showing me that I need to get out of dodge asap?

Its how long the alert has been out. You've got no idea whats coming your way and when it will arrive without additional intel. The depends on where all the groups were, they do have to pathfind to you and refuel along the way

So it could be 72 hours, or you can have surprise incoming nukes after 4 hours if they were next door. Scouting and intel is important!

punishedkissinger posted:

I was able to just brute force my way to the endgame with this rig



No need for a strike force when you can just wreck any enemy fleet and shoot down any missiles with 4xCIWS

Did you name it "Brick"?

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

punishedkissinger posted:

I think the trick here might be to just have two or three and only repair them while you are refueling.

i really wish they broke down what the different radars do. what is the point of an FCS exactly? Cruise missile control?

Fire control radar's are cheaper and weaker radars than search radars, but what they are functionally for is for the R-9 interception missile. Incredible against incoming nukes, cruise missiles, and planes, overkill against incoming tactical heat seakers in comment but works all the same. The big one can track two R-9's at once and the small one can track 1.

Sipher posted:

I don't understand the save points in this game. I lost a campaign, clicked game over, quit the game, but that campaign is still available to load, and bring me back to right before the big battle I lost. When does it actually save/count as failed?

If I've bought and installed a missile launcher, does it restock or do I have to buy an entirely new unit at a new shipyard? Same with bombs.

For right now, might be a bug, until you actually start a new game you have the option to restore from the previous save point. Whatever points you earned are locked in once the ship select screen pops up and the old save is gone for good.

Missile's and bombs are single use, but if they hit they pack a punch.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

TescoBag posted:

So, my first run is coming to an end. I've managed to smash through multiple strike groups with just my sevastapol, however I've now run out of fuel and landed.

Anyone know what my options are? Any way to get fuel when you're grounded? How do I actually end a run so that the stars I've earnt go towards the next run?

Either die, or hit restart on the main menu.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

deep dish peat moss posted:

I ended up buying this game again and getting into a better rhythm this time :kiddo:

Huge thing I just learned: You do not need to land any of your ships at settlements in order to repair them - they can be repaired, rearmed and refueled even if they're not landed, they just don't get the repair speed bonus from landing.

e: Oh, it literally says that on the landing screen


What can i do to make my Lightning's crew stop blacking out every time it moves even slightly? At the start of the game it only did this when gaining altitude but now it's any movement. Is it bcause I took the +20% combat maneuverability skill on it?

Lightnings have so much thrust that they can pull enough G's to black out the pilot. There is no perk that stops blacking out, but you might be able to replace the effect by blanking the sprite if its done the same way as bulletholes.

Atlanton posted:

I've found lightnings + skylark to be an effective starting loadout. I love aircraft, but at the moment, you don't get to loot the wrecks of fleets you kill with planes, which makes them pretty unusable.

I've been playing with modifications to the ship designs and I'm trying to figure out the sensor package on the Skylark. It comes with an ELINT and a partially obstructed IR radar. I'm considering replacing the ELINT with a large search radar, relying on the Sevastopol's ELINT to pick up enemy radar.

This game is hard, but I love it

The skylark is designed to be a passive scout. You can move long distances with a low thermal signature and radar cross section, so you can plop it 50km off of a supply line and snoop traffic while your fleet moves elsewhere. If you can get a bearing with the RWR or thermal, then scoot, then get another bearing, you'll have a fix on whatever it is.

A radar paints a giant blinking light on you for your electronic signature, its a giant "COME HERE AND SHOOT ME" sign. Which is fine until you run into enemy anti-radiation cruise missiles and nukes, which they'll just lob at you from afar and your scout will die instantly. Hence why your radar ship generally sticks with a bigger fleet, or is a big ship itself.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Voyager I posted:

Some foibles I've noticed:

The shipwork can be very fiddly and does not have a memory, such that it liable treat removing and reattaching a component as if you had replaced it wholesale and charge you appropriately. Rather annoying when misclicking on a Bomber can cost $2000.

Ramming, even accidentally, causes an event with a colossal fleetwide morale debuff. I triggered this erroneously in my last campaign (I did bump an enemy by accident, but it did not destroy the ship in question) off the back of a difficult fight and it ended the run by putting my entire fleet into mutiny.

Ship components and ammo are fixed price buying or selling, anything you accidentally buy and don’t use will be in inventory and can be sold for full refund.

It will also show you the cost of things you’re adding from your own inventory, but those aren’t actually charged to you as you already own them.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

deep dish peat moss posted:

This game is fun, but I don't understand all the advanced radar stuff and I really have no desire to dive super deep into grognard radar mechanisms, and the campaign just goes to poo poo eventually if you're not tracking the strike forces carefully :( I've restarted a few times because I find myself getting swarmed by strike forces - and the annoying part is they're actually pretty easy to beat in combat, but the campaign becomes impossible because once they know where you are you can never stop to repair/refuel without getting swarmed by more and more missiles and fleets.

If you're being hunted turn off your Radar, and if you can transit across a big desert to break their tail. Just like you have RWR so do they, and active radars can be detected from ~900+ km away long before you'll see anything on it. It lets them come right toward you, and the only thing saving you is that strike groups are slow and need to stop and refuel often.

If you can't ever find time to refuel your fleet is probably too fuel inefficient, and you'll bleed out funds too fast, don't be afraid to sell ships. I often buy Yars or Yars MkIIs if I see them at mercenary shops, use the cruise missiles within a town or two (which make up the bulk of the cost) and then immediately sell them.

Voyager I posted:

Right, that's the intended behavior.

However, removing a craft from my carrier deck, then changing my mind and putting it back costs $2,000 in repair bills even though it's just transferring from my hold and I haven't actually changed the layout of the ship or advanced time.

I've never seen it charge you for stuff in inventory, it shows a number yeah, but the funds shouldn't go down? Again probably a bug.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Perestroika posted:

Wow, y'all weren't kidding about the Lightning. That thing is murder on thrusters, even if it leads to me spending half the battle in black screen :allears:.

Also, is there a good/reliable way of gauging a city's defenses before you commit a task force to attack it? I just kinda keep throwing ships in there hoping for the best, but it's slightly unnerving to not know whether you'll face a couple aux corvettes or a several cruisers with escorts.

Have your passive scout (RWR + Thermal) fly ~200km out and if it picks up anything on the RWR you know there is a frigate or cruiser parked there. I then park them near the next city while I assault the one I just scouted to listen for southbound strike groups. So I can decide if I need to fuel and move or if I can get in a few extra hours of repair and morale.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Sipher posted:

Bumping my question. I immediately sold some of the bigger ships so I could refuel enough in a couple hours to fly out of Kiva, but I keep immediately getting 10 nukes thrown at me, with some inevitably hitting the city and causing an immediate game over.

You can use a lightning in individual fleets to cause missiles to acquire and turn, then juke to send the missile continuing off into the desert. If you don’t juke right and the missile still gets you all you’ve lost is the lightning.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Turn off your own radar (because that’s what the anti radiation missiles lock onto) and turn on jammers, and that can give a good chance at the middle steering to the side and missing. Also you can use a lone lightning out in front to cause the missiles to acquire and turn, and you can get it right where the lightning dodges it in the map view and you never go into combat, the missile just keeps flying off into the desert.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

a fatguy baldspot posted:

Yeah, even though my computer is comfortably over the minimum specs, this is completely unplayable, especially when I get close to the ground (for some reason?) It just slows down unbearably. Lovely game otherwise, would love to play, just not sure how to fix it. I'll wait until they've ironed out the little lovely stuff I guess.

What do you have and what driver version are you on? That seems hardware specific

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Ciaphas posted:

how fast do you all move generally northward, 'cause the answer seems to be "never fast enough" for me so far if the fuel/credit clock is any indicator

Will the game save where I'm at if I need to close down for the night, or do I have to leave it open? Save system's a little unclear atm

The game saves progress every time you fight, and I think there are a few other triggers that I haven't really paid enough attention too to know. You can exit and it will return to where you were, roguelike fashion.

The Fleet HQ "Saves" are just additional checkpoints if you die and don't want to restart from Ur.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Finally beat the campaign. Didn't find the ballistic missile Typhoons difficult, as I just had 3 skylarks spread out, find them, then nuked there fleets. Other than that it was just a wait for the strike groups to show up, as I had used a skylark and lightening to bait them far south by staying in a city for like 5 days. Easy to spot them on ELINT and have your heavies ready to take care of them when they march back north.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Back Hack posted:

The problem is scale, for every three small thrusters you should be switching to one of the large thrusters, because it provides the same thrust for a faction of the fuel cost. This also applies to fuel tanks except the conversion works out for every 6 small tank should be switched for a large tank, because it weigh almost the same amount but has almost a third more fuel.

Just toss both files for each ship in your ship folder (which is in the Highfleet folder wherever you install the game) and BAM! You're done. They'll be available for you to edit and use in the campaign.

Yes they provide the same amount of thrust but they weigh 9x more, so its not a fixed decision.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Quick Table for engines:
Weight includes the minimum frame weight

pre:
Name: Weight:   Thrust:  Fuel Economy  Econ/weight
D30S   94 tons   32MN    8MN/kg/s      0.085
D30    117 tons  25MN    8.3MN/kg/s    0.071
Mk25   149 tons  36MN    6MN/kg/s      0.040
RD59   924 tons  90MN    12.8MN/kg/s   0.014
RD51   838 tons  110MN   15.7MN/kg/s   0.018

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Bonus points are never lost, and you gain them with each game over (or restart). You gain nothing from reloading a Fleet HQ checkpoint though, just the chance to continue earning more points and making progress in that same run. Once you begin a fresh run in Ur you have access to them.

I think beating the game gave me an absurd amount, and i'm now up to like $320,000 bonus after only ~9 runs.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Agreed that the detail on the explosion and fire effects are beautiful. The sound design is also good and hardy.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
I've taken out strike group Kastor & Borey class ships with a single lucky 180mm AP on more than one occasion. Especially some of the ships with holes in their armor, if you nail the gap with AP, and it goes through and causes an ammo explosion, you just killed them. I'm sure 100mm AP can do this too, i've just never seen it one shot yet.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
I haven’t figured out the precise rules but it seems like the parts inventory sticks with whatever the highest tonnage ship in a fleet is when you split and combine them. But they do have to merge fleets at some point for the transfer to occur, it’s not like ammo that teleports

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Ciaphas posted:

Are the ELINT range indicators supposed to mean 1200-1500km at one light, 900-1200km at two, etc. down to 0-300km at 5 lights/Danger Close?

Little radar, big radar, and ECM all have different detection ranges. As well as the little vs big RWR unit having different ranges. ECM will show up as dangerous from halfway across the map (which is the point, think of it like a air raid siren to your sensor's metaphorical eardrums). I haven't taken the time to quantify the difference though, but its the same for the enemies as it is for you. I made a craft I call the "Shout" with a small radar, small RWR, and two ECM pods. Its got a 5000km range and it can just dart around everywhere with its ECM on as a giant beacon to attract attention.

deep dish peat moss posted:

Or you can make your radar/sensor ships tiny little probe droids with almost no radar profile of their own that go insanely fast, use virtually no fuel, and can fly over 2000km on a single tank of 40t of fuel.


I too made a tiny scout, but with the cheaper 1x1 RWR rather than the 2x2, because you don't need the extra detection range when your flight range & speed are so exceptional. The A100 missile is the only thing that can catch you and most of the time you can dodge it on the map if not in the tactical screen. Its a perfect scout.

The Droid:


They're so fast that you can just fly into visual range of a city and see whats landed there. And so cheap that you can start with four of them and have no surprises for the rest of the game. I also found it worth it to use these and take the RWR and thermal off the skylark (to return it to just a tanker) because thats all i've been using them for with my lightning strike groups, so why waste the money?

Red flags and yellow/red dangerous tags aren't a bad thing if you know where the strike groups/carrier groups/missile groups are. If you fly a skylark or a Droid south to a city you've marked Dangerous and just park it there a strike group or two should immediately pull off and go investigate (as long as they don't have a bead on your actual forces nearby). Easy to draw them south along one side while you advance up the other, and ambush them on their way back north once you've separated them.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
Go up and watch the missile fly by under you. Really you should just never end up in combat with it at all.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Back Hack posted:

[...]you probably need another fire control system, only having guidance 2 mean your AA missiles are very likely to miss.

I haven't ever noticed that an R-9 is more or less accurate with more FCRs, but they do allow more R-9's to be in the air at the same time, which really improves the chances of intercepting incoming nukes. Thats what the guidance number means, and it does seem to be directional.


My most successful flagship design yet:
The Ohio Class Missile Cruiser. Expensive and its not very fuel efficient at 2700/1000, but the cost can be reduced if you remove some of the initial missile loadout. The thing is an absolute tank, well armored and with 19x2A37's for point defense as well as 16 R-9's for interception, has easily handled multiple nukes without a sweat. The PD cannons also melt anything smaller than a strike group frigate if it ever does end up in combat, and I've wound up using it to solo cities while my actual fleet was handling real threats as the volume of fire is to vast that even without a sudden strike the enemy garrison barely ever gets more than a shot off. The three planes on the tail give it the ability to also intercept incoming planes with AA missiles and scout.



https://drive.google.com/drive/folders/1fCyAtENLeX1v-W4EkEKPhkW8ok0eLBZ_?usp=sharing

Honestly would probably benefit from having only 8 missiles instead of 16 just to improve its fuel economy but its a solid bus.

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

TescoBag posted:

APS is pretty effective. It'll stop large artillery shells from hitting you and sometimes that one missile you can't dodge, but probably not worth fitting as many as I have on there as they are quite expensive, so the lightning loses it's cheap and cheerful gimmick. Maybe one APS each side would do it.

So on this design, the Brutus, I put 12 APS, and it really does massively improve the survivability against large caliber shells, they do burn out over the course of the fight but as long as they aren't destroyed they reload free similar to flares. They're what allow this ship to handle difficulty 10 large ship fleets in the editor. I've found difficulty 10 mixed small and mediums generally the most difficult of all test environments though, as the missile spam and fast targets extend your fight long enough to wear you down to the point where your engines finally can't keep an otherwise sound ship in the air. APS is very very expensive though.

Quad 6x180's with 360 degree coverage and lots of 37mm


https://drive.google.com/drive/folders/17vKegHc24OB_2-bdYf_rZsUuzuUFD9gh?usp=sharing

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon
I tested an alternative 150k version that has 18x130mm's instead and no APS or missiles, its not as good overall but against medium craft like archangels its far better.

I also tried alternative is having ~34 of the 57mm and again with the 100mms, and without the punch of the bigger guns anything with moderate armor and a few missiles like gladiators or archangels can do too much damage to you before finally dying.

The big motivator on cost are things like both the big engines and the little engines costing 200, and the medium guns and little guns all costing 2000-4000, which makes ships with so many cost ineffective vs just putting a 6-180 and eating the upfront.

Adbot
ADBOT LOVES YOU

M_Gargantua
Oct 16, 2006

STOMP'N ON INTO THE POWERLINES

Exciting Lemon

Capntastic posted:

Is there a breakdown of what all of the sensors do/are good for/etc? The signal intelligence side of things is where my knowledge is lacking.

For example, I assume the antennas are for basic radio intercepts but I dunno if you need more than one or what.

HF Antenna: Interception of Radio communications which can give you important information about enemy movement. Accurate bearing, No range but I think always from a city so if you draw a line down the bearing you'll get range, Passive detection and can not be blocked but they do start encrypting them and its a minigame. Maximum range seems to be about ~2,000km and I don't know if more antenna's extend that.

Visual: 100% accurate, Passive Detection, cannot be intercepted or blocked, 100km range at midday, 75km at night, range doesn't appear to change flying vs landed

Thermal: Accurate bearing, very rough range. Passive Detection, cannot be intercepted or blocked, range depends on the target thermal signature (number of engines), Most prize ships show up at about 300km. Range doesn't appear to change based on flying vs landed. Useful for detecting prize ships, as well as incoming missiles and fighters, without giving away your own position. Turn the dial until the line is on the bearing of detected signal. The waterfall chart will show you bearing rate. Bearing rate mostly gives you direction of travel. As it sweeps to the left or right that lets you know what side of you its going to pass on, if the rate is 0 (vertical trace) its heading directly toward or away from you. With bearing rate and speed you can get current position, or with an initial position you can calculate speed from bearing rate.

ELINT: Detects radar emissions. Bearing accurate to +/- 15 degrees, very rough range. Passive Detection, cannot be intercepted, ECM will spoof it to make range appear much much closer than reality, but bearing will still be valid. Detection range depends on the target Electronic Signature (ECM > Big Radar > Small Radar). Reduced range when landed. ELINT (Or a "Radar Warning Receiver, RWR) will pick up radar generally about 2-4x the distance that the radar will detect anything back. -P and -NP missiles use ELINT to home in on their targets.

Radar: Bearing roughly accurate, the closer the better, Accurate range. Active Detection and will get detected by enemy ELINT from much further away than you can see them. The risk of counter-detection is the price for the accuracy of it. Detection range depends on the target ship Radar Cross Section (RCS), up to the maximum range of the radar itself. The bigger the ship the bigger the RCS and the further out it can be seen. Radar range is reduced by being landed. ECM will fuzz out entire sectors of radar, so you'll know that there is something there similar to ELINT, but with no info on range or exact bearing. Great for situational intelligence especially on ships that can move quickly to stay out of retaliation range by missiles and fighters.

I have yet to see any enemy cheat these rules, and as far as I can tell the AI only makes decisions based on the intel it has from sensors.

If you think radar/thermals pick up incoming missiles, Turn off your radar if its on. you can use a single pulse radar to range it. Juke 90 degrees from its path and try to haul rear end out of its search cone. If it turns on you anyway turn on ECM and juke again. -P missiles will home in on radar and ECM, while a regular missile will have its search cone substantially reduced by ECM. You can also use a fast ECM ship of your own in between an enemy radar and your strike group to jam their radar and divert any -P missiles to it instead of your main fleet for a getaway.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply