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Bug Squash
Mar 18, 2009

7c Nickel posted:

...from the devs of Hammerfight!

I was expecting this to be another game that looks promising but ultimately not actually a good game.

This one line has made me do a 180.

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Bug Squash
Mar 18, 2009

ArmchairTitan posted:

I love how all of the battlefield footage looks like it's captured by incidental cameras or intelligence drones. Makes it feel like you're an armchair general watching all the action unfold, rather than it all being filmed by Lakitu on his magical floating cloud.

I've seen water droplets on game cameras before, but for some reason these ones look really really nice.

Bug Squash
Mar 18, 2009

Reckon I'll give this a few months to stew and hopefully they fix the inconsistent control scheme. Still looks pretty good. I think there'll be a few good LP's out of this.

Bug Squash
Mar 18, 2009

This kind of thing is super common with groggy games, especially with small teams. You're working and playing it for years, and tune the difficulty to suit yourself who is the most expert player in the entire world and become completely blind to rear end backward UI decisions because you've become so completely used to them.

Bug Squash
Mar 18, 2009

I think I'm getting the hang of this game now, and I've just walloped my first strike fleet with aircraft. Got a good feeling this run is going to succeed, and evidently the game agrees because it gifted me a free Vega in my second city. :psyduck:

Never seen one before, but it's ridiculous. Seven molots mean it's putting out 130mm shells like flak, but the top armour is stripped off to mount 6 nuclear missiles and a massive central fuel tank blocks half your guns at any one time. It's a nuclear brawler. Stripping out the missiles and moving the guns has turned this thing into a beast that can probably solo a strike fleet. It's fuel consumption is terrifying, sadly, but once I find a hidden city to really get to work on this beauty we're really going to be cooking with gas.

Bug Squash
Mar 18, 2009

In order of importance:
1) Turn off your radar (click on the infinity button under it). Enemy Fleets pick you up on their elint, and fire off cruise missiles in that direction
2) Rebuild the Sevastopol. You need to get the speed up ASAP, and remove the ammo cache next to the bridge. Large scale changes should be done in repair cities or hidden cities, but in general you should retool it to focus on either strategic capabilites (planes, missiles, radar, fuel), or tactical (guns, armour). Strategic is about an order of magnitude more powerful.
3) You can buy special ammo in the supply shops. Just scroll to the right. You load this up at the start of the tactical combat. Prox ammo shreds, armour piercing pierces (at closish range), laser guided can be guided to all hit the same spot. All of these can trivialise tough fights. Aircraft can get long range rockets, 100 and 250 kg bombs, and anti air missiles. Only T7s can fire aa missiles, but they swat other planes and missiles out of the air
4) Airplanes eat strike groups. Strip all the armour off your carriers for speed. If you spot a strike group, send in a few planes with rockets. If they launch a SPRINT missile at the plane, immediately retreat and you'll save the plane. One they run out of sprints, send in the bombs. Never send planes in groups larger than 3. Ideally just 1 or 2 at a time.
5) Elint spots enemy radar and gives a direction. This is always a strike group. You can use two Elints on different groups to triangulate it's position.
6) Use your own strike groups liberally to take towns at start. Standard starting fleets always include at least two Lightnings and Skylarks for this.

Bug Squash
Mar 18, 2009

Just to add, cruise missiles are generally pretty weak compared to the all conquering beasts that are aircraft. In contrast to cruise missiles, those bombs drop directly onto the top of cruisers, where a lot of them keep their most vital components including the bridge.

Nuclear missiles are another matter. An armoured ship can survive a blast, but it will take hideous damage and so will it's friends. But once you fire a nuclear missile, every enemy missile automatically become nuclear so make sure that you know how to stop them, or at least nuke them first.

Edit: talking myself into a nuclear run. Those booms are just so juicy.

Bug Squash fucked around with this message at 16:30 on Feb 1, 2022

Bug Squash
Mar 18, 2009

I think the ammo change, when it actually happens, will be really good for giving enemy ships more character (assuming it's chassis specific). So, maybe Gladiator always loads up the prox fuse, so it's more of a specialist anti-Lightning unit rather than the generalist beast it is now.

Bug Squash
Mar 18, 2009

Those morale loses weren't too big a deal unless you were already running low, I would have said to keep riding and burn any morale boosting loyalty calls you can but never mind now.

The game definitely rewards you having +2 or +3 in Worldviews once you hit mid-game. By and large the specifics don't matter, but you get some interesting results from Faith, and you should ask yourself if the world of nuclear missile totting flying tanks is a natural match for Kindness.

Edit: while it's very tempting to haul cruisers around, ask yourself if they're actually doing anything for you other than burning megatons of fuel. If not, scrap 'em.

Bug Squash fucked around with this message at 21:12 on Feb 2, 2022

Bug Squash
Mar 18, 2009

The basic principles for dealing with enemy cruise missiles:
1) turn off your radar! Never turn it on again unless you absolutely have to.
2) do not be within Strike group radar range
3) do not leave the Sevastopol where the enemy has radioed in a sighting
4) don't hang about within range of a tactical missile group if an alarm has gone off.

If you have an incoming missile (thermal signature detected) the best ways to survive are:
1) T7 armed with AA missile
2) Seriously, send in a T7. Always keep some in reserve for defence.
3) A ship with decent Fire Control Radar and multiple SPRINTS detaches to intercept. SPRINTS are great, 37mm guns are a last resort. You'll probably need to rebuild the stock ships to bring their speed up. I find Gepards are overbuild and shoot out their own radar dishes, and Fenixs are underbuilt and much too slow.
4) A100 missiles are a competent but expensive anti air solution.

Once I have a decent amount of T7s for missile shielding aa ships are a waste and Gepards get rebuilt into makeshift Gladiators and Fenixes become fast sensor ships or A100 carriers.

Bug Squash fucked around with this message at 23:12 on Feb 2, 2022

Bug Squash
Mar 18, 2009

In this game there is a very strict split between the Strategic and Tactical layers. Components that are useful on one are nearly useless on the other. So in a tactical fight all a radar does is get shot off and cost a bomb to repair. If you expect a ship to see tactical combat, the first thing you should do is pull off the sensors.

Conversely, a strategic asset should never see tactical combat (ie, a carrier, a cruise missile ship, a sensor ship and tankers). You should immediately strip them of armour and guns heavier than 57mm. You'll notice that a stripped dow Longbow can go significantly faster and farther, making it very useful for sneaking into the desert by itself to support your Lightnings strike groups. While we're the topic, it's vital to make changes to the Sevastopol. It's crushingly slow and that radar is just a big shoot missiles at me sign.

Do not add armour above you flight decks. If anything is hitting your carriers, you've made a catastrophic mistake somewhere (you aren't keeping all these ships in one big blob are you?). Fix that mistake rather than making carriers worse at their job.

It sounds like your doing something basic wrong to be eating so many missile strikes. Watch Phrosphur's playthrough for how you should play, at least up the first Strike Group elimination. https://youtube.com/playlist?list=PLRY6EVZy1IhrPd772pySUF0mB7m06uFyf

Tactical missiles get slotted onto 2x1 blocks in the ship editor, and are launched by pressing space in combat. They are a good way of punching above your weight when Gladiators start showing up.

You should be using Lightnings paired with Skylarks as your initial strike groups. A Lighting can easily solo an early game garrison or convoy. Most player will take two or three pairs and capture most of the lower map with them in just a few days.

Bug Squash fucked around with this message at 08:56 on Feb 3, 2022

Bug Squash
Mar 18, 2009

DeliciousPatriotism posted:

Are they reloaded with manual part installation in the shipyard? Or only when the module is destroyed in combat? I'm still a little confused by how their rearm works.

Missiles are manually added in the ship builder. Once they are gone you need to reinstall them manually, and you need to have a missile in your inventory or in the shop to do it. The Sevastopol is plastered in excess missiles, so it's a good source of both sprints and zeniths.

Sprints can go into any 1x1 frame, and Zeniths go into a 1x2 space. For cruise missiles you need to place two 2x2 frames on top of each other, then slot a missile into that. This converts the whole thing into a silo (AFAIK, this is purely a visual change).

Also, lol at your fleet of 5 carriers. That should trivialise the rest of the game. Walk that nonsense to Khiva.

Bug Squash fucked around with this message at 12:52 on Feb 4, 2022

Bug Squash
Mar 18, 2009

Gepards turns very easily from a massively overengineered anti air boondoggle into a solid Gladiator stand-in.

Longbows really shine if you strip off the armour and guns.

Bug Squash
Mar 18, 2009

ughhhh posted:

Is the 130 molots that good that going from 4 barrels to 2 barrels worth to?
The 130 shells travel further and fly faster, making then better for sniping, especially against heavier targets. 100mm I find more forgiving especially against light targets.

The really big upgrade is that they can load up laser targeted shells in molots, which obliterate ships as you can unload a whole salvo on the same point of a ship.

Bug Squash
Mar 18, 2009

Stairmaster posted:

i got a problem all my skylarks are dead and I only have one lightning left. am I hosed?


also is there a quick way to switch out nuclear missiles for conventional ones?

Buy small ships and slap some fuel tanks on them. Boom, instant Skylark.

Lightnings get less relevant as the game goes on. They will still be good to run down trade ships, but you will want to be hitting garrisons with something heavier if they are big/armoured.

Just swap the missiles in the rebuild menu. Takes a few hours, but that gets the usual rebuild bonuses if your landed.

Bug Squash
Mar 18, 2009

Also, make sure you are using special ammunition against the larger garrisons, as it helps you punch up by a large amount. In case you've missed the shops, it's the same as the fuel shop, but you need to move your mouse over to the right a bit to reveal it.

100mm guns can load up proximity fuse, which makes mince meat out of anything without armour and knocks missiles out of the sky, and armour piercing which can penetrate armour and internals when fired close enough.

130mm guns can load up both, as well as the godly laser guided ammo which (with a little practice in the simulator) lets you nail a specific part of the enemy ship with near on 100% of your shots letting you core out larger ships with ease. A Gladiator converted to use 130mm guns should be capable of obliterating a heavy garrison by itself.

Regarding all the alerts you are getting, you might not have noticed the "global alert" system. This is triggered by some of your hostile actions, and means that all the garrisons are in the air and able to spot you near instantly. You can see if it's up because there is a red blinking band present on the in game clock. If you want to stay quite, you need to wait it out.

Bug Squash
Mar 18, 2009

Selecting weapons is done by clicking on the plane, then clicking on the weapon, then clicking on the target.

You buy aircraft weapons by scrolling right in the refuelin shop.

You can dodge 95% of sprints by retreating the instant you see them launch.

T7s are generally better on every way to LA29s so if you have a choice buy them up.

Aircraft are OP so buy every Longbow and Wasp you see. Maybe slap some runways on the Sevastopol too. Strip the armour off your carriers. If they see combat you deserve to lose them.

Bug Squash
Mar 18, 2009

I find it a bit if a faff doing one at a time, so I do two at a time instead. I'm confident that one at a time is optimal though, if you want to power game.

Bug Squash
Mar 18, 2009

A lightning and a skylark have relatively little engines so I wouldn't expect to pick them up from very far away. It's big hot engines, especially missiles, that you can detect from far away on IR sensors.

Bug Squash
Mar 18, 2009

A Russian troll farm posted:

Al'Ashir was shot dead by my guards. I asked that he strike me down in the Governor's stead - it seemed the prophetly thing to do - and he totally did it. Cut my jaw half off. Then a guard blew him away. The Governor is unharmed.

The prophecy goes at length to call you unlovely, so this is basically it's fulfillment.

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.

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.

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.

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.

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

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.

Bug Squash
Mar 18, 2009

Strike groups don't have aircraft, that's a carrier group (or possibly a missile carrier group). They're based at certain cities and are able to wander a limited distance out when you're detected. They are pretty darn dangerous. Best handled by sneaking a lightning into close combat and blitzing them. Or just go around them.

You might have a nightmare situation where a Strike Group has landed in a Carrier Group city. You'll wanna give that a wide berth until they split up.

Bug Squash
Mar 18, 2009

cock hero flux posted:

they actually can spawn with Longbows in them

Oh yeah.

Still, I'd recommend knocking them out with your own planes. Just remember to bring a few missile planes to defend your own.

Bug Squash
Mar 18, 2009

A new campaign, new map, new ships, and rebalanced? I'll definitely give it a go, but that's an ambitious mod to say the least.

Bug Squash
Mar 18, 2009

Wow my anti-virus does not like that mod at all. I think I'll wait until a few more people have given it the all clear before letting it out of quarantine.

Bug Squash
Mar 18, 2009

by.a.teammate posted:

Okay found a hidden city! an tips on best things to do mid game? is the only way to make money really just trade ships and selling stuff? I tried the ship builder and just made things that spin, I've been watching phros's play along but still not really sure how i should be playing mid game.

You should be rationalising your fleet now. The hidden city is a great place to do any extensive rebuilds you need, so get those started and have a couple of light groups sally out and grab the surrounding cities.

You make money by selling trade ships, selling things (Sevastopol is a gold mine of equipment), and selling ships (sometimes you get given a white elephant, sell it rather than burning gas to keep it aloft).

By now you should have a decent capacity for strategic warfare. That's your cruise missiles and aircraft. Those are going to punch through the heavy ships that would cause you to bleed out into the desert trying to brawl. Make sure you buy the bombs and missiles you need to use them. You should also have a solid ship or two designed to punch through heavy resistance as well. My usual is a Gladiator kitted out with Molots and a couple of 37mm, firing laser guided shells. It can take out most mid-late game threats that aircraft can't just handle.

Work on getting a head on where the enemy strategic assets are. A cruise missile can end a run if it comes in at a bad time!

If you missed any trade ships, don't be afraid to have a lighting/skylark pair chase them down. You need the money!

Bug Squash
Mar 18, 2009

by.a.teammate posted:

amazing thanks, ouch didn't realise money was finite too! I've probably wasted a lot on special ammo, was using prox as a crutch a lot til lost all my lightnings

If using proximity ammo saves you cash on repairs, it's a good investment. I like to keep a stockpile incase I accidentally slam a lightning into more than it can handle. Special ammo is honestly one of the best things you can buy.

Oh I forgot to mention missile defense! There's a whole game to evading missiles and mitigating their damage (and removing the goddamn ammo crate next to the Sevastopol bridge), but the big thing is to keep a few T7 planes (the big ones) and a cache of AA missiles at the ready. They will save your rear end in a pinch.

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Bug Squash
Mar 18, 2009

by.a.teammate posted:

should i just take all the armour and stuff off the sevestapool? I feel like its a crutch and prob better to find some more skylarks to buy and have little fleets heading off? (well thats what the internet says i should do)
That's the pro-strat, as the Sevastopol should ideally never see combat and all that armour turns it into a slow gas guzzler. Some people like to turn it into a missile+aircraft carrier, but I just turn it into a giant unarmoured tanker bristling with sensors and antiair equipment.

For new players, the Sevastopol is great to knock out a Strike Fleet that you couldn't handle otherwise. It may be a inefficient dinosaur, but a trex is still going to obliterate almost anything else. Until you have a something like an upgunned gladiator or archangel to handle heavy threats, you should probably keep it gunned.

Definitely get rid of the ammo cache next to the bridge before it kills you, and move the giant gun that has a really crap firing arc. And definitely use mini fleets of lightings and skylarks to actually capture cities. They can take a city before the alarm goes off, with generally little damage, and you'll do twice as many captures, and at many times the speed of doing it with the main fleet.

Bug Squash fucked around with this message at 15:38 on Nov 21, 2023

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