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Man, I should've started using Xyphos fighters so much earlier. Hell, I should've realized they'd be killer when I figured out that even Pikes were solid as hell and that escort fighters were truly what I was looking for when I wanted a good PD solution for my line ships. They're even a nice cool blue that matches ARS ships; no way to offend my idiot aesthetic sensibilities! As a bonus, the Bombardiers from the High-tech Expansion mod pairs with them real well, since those fighters will also hang back with their host ship and just fire off swarms of kinetic missiles for more PD saturation.
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# ? May 14, 2021 08:16 |
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# ? Apr 28, 2024 03:27 |
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Im a big fan of wasp drone fighters as a later alternative to my early shepherd drone tenders.
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# ? May 14, 2021 08:31 |
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Dabir posted:How feasible is it to bomb a faction completely out of the game? The Diktat starts with only a couple of planets, right? Diktat starts with 3 planets. But they also have tripple high command effectively with sindra still alive. You can easily bomb factions out of the game, but doing so will make almost everyone angry. Putting colonies to -10 stability or below 0 stability for a year and a half straight will decivilize the planet. Leaving ruins and everyone else doesn't care. Also easier to do because it doesn't require vast amounts of fuel.
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# ? May 14, 2021 08:32 |
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Become the pirate king and remove/destroy all other sources of fuel on the market, it owns The Legio Infernalis start is great for this, their ships are a lot of fun. I like the RP element
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# ? May 15, 2021 11:59 |
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I’m really digging the Infernal Machine custom start, super powered infernus owns
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# ? May 15, 2021 12:30 |
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Does anybody have any recommendations for the story mission that requires you to plant a bug on the hegemony comm relay? I'm trying to do it by stealth: single harbinger, phase corps skill, insulated engine assembly running dark. The patrol never gets out of detector range of the relay unless I pull it away, but once I alert it the area (around coatl) is too full of other hegemony patrols for me to be able to get away and get back cleanly and I end up either running to the edge of the system or getting tagged by some little ship.
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# ? May 15, 2021 16:18 |
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andrew smash posted:Does anybody have any recommendations for the story mission that requires you to plant a bug on the hegemony comm relay? I'm trying to do it by stealth: single harbinger, phase corps skill, insulated engine assembly running dark. The patrol never gets out of detector range of the relay unless I pull it away, but once I alert it the area (around coatl) is too full of other hegemony patrols for me to be able to get away and get back cleanly and I end up either running to the edge of the system or getting tagged by some little ship. overwhelming force enemy fleets can't detect you if they're all dead
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# ? May 15, 2021 16:20 |
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There's a couple of options short of fragging all the patrols; pure phase ship approach can work but you'll want to disable the sensor relay in the system before going for the hack 'cause it gives the Hegemony patrols a big flat sensor range boost. It's also possible to wait till there's a patrol shift change, the comm relay will be unguarded for a while before replacement patrols show up.
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# ? May 15, 2021 16:24 |
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Yeah, after a few failures, my 'wait a couple of weeks' strategy worked just fine.
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# ? May 15, 2021 16:38 |
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Cascade Failure posted:There's a couple of options short of fragging all the patrols; pure phase ship approach can work but you'll want to disable the sensor relay in the system before going for the hack 'cause it gives the Hegemony patrols a big flat sensor range boost. It's also possible to wait till there's a patrol shift change, the comm relay will be unguarded for a while before replacement patrols show up. Maybe I'll try sitting then. I did try blasting the sensor relay but there's no option to do it in a way that doesn't immediately provoke war and I don't want to go to war with the hegemony yet. Edit: same thing. There are a couple of patrols that come and go, and when they are around their status is "guarding comm relay" or something. But there's another, larger patrol that just orbits the comm relay endlessly and its status is always set to patrolling. I sat there for like an in-game month. Very frustrating. andrew smash fucked around with this message at 17:33 on May 15, 2021 |
# ? May 15, 2021 16:44 |
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You should be able to out run them
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# ? May 15, 2021 17:59 |
andrew smash posted:Does anybody have any recommendations for the story mission that requires you to plant a bug on the hegemony comm relay? I'm trying to do it by stealth: single harbinger, phase corps skill, insulated engine assembly running dark. The patrol never gets out of detector range of the relay unless I pull it away, but once I alert it the area (around coatl) is too full of other hegemony patrols for me to be able to get away and get back cleanly and I end up either running to the edge of the system or getting tagged by some little ship. more phase ships lower your sensor profile further than a single phase ship. there's good advice here already, but if you want to be truly sneaky beaky, take the appropriate skills and grab like 3-5 phase frigates. lure them off the beacon with a sensor burst, then immediately go dark inside of say, an asteroid belt or storm, then sneak to the point while they go investigate the origin of your sensor burst. it's finnicky but possible.
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# ? May 15, 2021 18:05 |
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If they're not sure of your identity (i.e. transponder off) then the relation loss for just blasting the patrol in question is pretty minimal. I think somewhere between 5 to 10 points.
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# ? May 15, 2021 18:09 |
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I’ve done that mission with a single non phase ship every time and it wasn’t a thing. Maybe I should make a video or something, seems like people have a lot of trouble with it
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# ? May 15, 2021 18:15 |
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I'm currently wiping out the hegemony after they tried to take my AI's away from me, and it might be because the first thing I did was steal their pristine nanoforge but they are not exactly putting up a fight.
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# ? May 15, 2021 19:49 |
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The 2 times I've tried that mission there were multiple patrols around the relay even after waiting a week. The first time there were 3 patrols near constantly, the second time was worse and the orbital cycle had the relay sitting right next to one of the Hegemony colonies so there was constant traffic. Also doing anything to the sensor relay is out of the question if you've established your own colonies, messing with one is an instant jump to -50 relations and war transponder off or not. It's a flawed mission in that random chance and circumstances outside the storyline can make it much more difficult to impossible to do without completely tanking your rep and personally I just used the console mod to frag the patrols instead of sitting there for weeks or months for patrols and the orbital cycle to change.
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# ? May 15, 2021 20:27 |
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This is so silly but the Industrial Evolution template stuff works on the big Z. I can make my own Fleet of them! Also found a literal hell system in my current game, black hole with a neutron star orbiting.
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# ? May 15, 2021 20:33 |
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Sandweed posted:I'm currently wiping out the hegemony after they tried to take my AI's away from me, and it might be because the first thing I did was steal their pristine nanoforge but they are not exactly putting up a fight. It’s this. Even in the lore, the pristine Nanoforge is mostly what separates the Hegemony/Persean League apart from the other factions. Take that away and their ships revert to D-modded pieces of crap like everyone else. There should probably be a more gradual decline in quality to represent older pristine ships being slowly damaged/destroyed, and replaced with newer, crappier versions. But that’s currently not modeled.
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# ? May 15, 2021 21:07 |
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Started a new game, built up a nice fun wolfpack of hightech frigates..lean and mean, small, fast, deadly ...then I found 3 Legion XIV carriers within 15 minutes i think the game had different plans for me
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# ? May 15, 2021 23:06 |
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14th fleet legions and onslaughts are way too common. I always run into like 3 of the things before I'm out of frigates and destroyers.
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# ? May 15, 2021 23:22 |
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Vengarr posted:It’s this. Even in the lore, the pristine Nanoforge is mostly what separates the Hegemony/Persean League apart from the other factions. Take that away and their ships revert to D-modded pieces of crap like everyone else. The biggest fleet I've seen during my raiding is a Eagle supported by hounds and kites, and they have one station left. Carcer posted:14th fleet legions and onslaughts are way too common. I always run into like 3 of the things before I'm out of frigates and destroyers. I have literally never found a XIV Onslaught as salvage, and the legion is fine because it's among the weakest cap ships. It's essentially a Dominator with hangar bays. Sandweed fucked around with this message at 00:32 on May 16, 2021 |
# ? May 16, 2021 00:29 |
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Are you playing vanilla? Haven't really messed around without destroying colonies, but that sounds cool.
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# ? May 16, 2021 09:01 |
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It's kinda underwhelming, you kill the station, tac bomb the defenses, then you raid once every day for a while til you get a good hefty stability malus. Then you gently caress of and do other things while waiting for it to decivilize.
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# ? May 16, 2021 12:08 |
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You know how all the SCY missile weapons mention in their description that "Like all SCY missiles, these benefit a lot from ECCM hullmods," does that actually mean something specific compared to how every other missile benefits from it? Like is there something in their code that gives them a bigger bonus from it, or are their missiles nerfed in some way and that nerf goes away with ECCM?
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# ? May 16, 2021 14:25 |
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Sandweed posted:the legion is fine because it's among the weakest cap ships. It's essentially a Dominator with hangar bays. The Legions’ biggest weakness is a lack of OP, so it benefits a lot from built-in hullmods. Reinforced Bulkheads and Heavy Armor make it a really tough nut to crack, excellent for anchoring the battle line.
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# ? May 16, 2021 14:47 |
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I like the spire a lot after finding one too, since it’s basically a high tech legion. Still prefer Scalartech’s capitals though
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# ? May 16, 2021 14:54 |
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Shyrka posted:You know how all the SCY missile weapons mention in their description that "Like all SCY missiles, these benefit a lot from ECCM hullmods," does that actually mean something specific compared to how every other missile benefits from it? Like is there something in their code that gives them a bigger bonus from it, or are their missiles nerfed in some way and that nerf goes away with ECCM? I don't know about the specifics but I think their missiles by default are often just slightly less maneuverable than they could do with being to land reliable hits, so just a slight improvement makes them noticeably better at hitting their targets.
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# ? May 16, 2021 15:11 |
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I slap eccm on anything that isn’t dumb fire anyway
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# ? May 16, 2021 15:13 |
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I just launch enough missiles that ECCM doesn't matter
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# ? May 16, 2021 16:08 |
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our missiles will blot out the neutron stars
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# ? May 16, 2021 16:11 |
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Shyrka posted:You know how all the SCY missile weapons mention in their description that "Like all SCY missiles, these benefit a lot from ECCM hullmods," does that actually mean something specific compared to how every other missile benefits from it? Like is there something in their code that gives them a bigger bonus from it, or are their missiles nerfed in some way and that nerf goes away with ECCM? By default ECCM just improves the stats in the engineSpec field of the .proj file of the missile, and whatever improvements to guidance it grants are dependent on a hook to the default missile AI. So, many mods that have custom missile AI will code a check for ECCM and make appropriate improvements to the behavior. For instance if the missile has hardcoded inaccuracy (homing in on a random point within the ship's collision radius or something) you could reduce that if ECCM is installed.
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# ? May 16, 2021 16:57 |
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ECCM makes a big difference just from the extra top speed and acceleration. A lot more missiles will strike home. The flare avoidance is just icing on the cake.
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# ? May 16, 2021 17:02 |
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Don't forget that it halves any negative effects of enemy ECM. This is why I really like combining kinetic snipers with missile weapons.
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# ? May 16, 2021 17:09 |
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andrew smash posted:Maybe I'll try sitting then. I did try blasting the sensor relay but there's no option to do it in a way that doesn't immediately provoke war and I don't want to go to war with the hegemony yet. There’s another story mission (iirc not too long after that one) which sets your hegemony relations back to positive again so it’s not really a big deal if you have to blow them up
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# ? May 17, 2021 09:26 |
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Sandweed posted:I have literally never found a XIV Onslaught as salvage, and the legion is fine because it's among the weakest cap ships. It's essentially a Dominator with hangar bays.
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# ? May 17, 2021 15:07 |
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Helluva page boys now I want to completely restart and do a missile run.
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# ? May 17, 2021 21:16 |
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Contemplating making vanilla-balanced versions of the Pilum for small and large weapon mounts. It'll never be the monster it was pre-nerf, but Pilum-spam may yet rise again.
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# ? May 18, 2021 02:59 |
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Atopian posted:Contemplating making vanilla-balanced versions of the Pilum for small and large weapon mounts. Missing II just for their Pilum variant that had this so please do, gib missl
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# ? May 18, 2021 03:03 |
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Atopian posted:Contemplating making vanilla-balanced versions of the Pilum for small and large weapon mounts. What were they like? I've never known anything but the pilums of the present.
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# ? May 18, 2021 03:43 |
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# ? Apr 28, 2024 03:27 |
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The Mudskipper Mk. II is just about the funniest design I've seen in this game, but I've only ever got my hands on one, by story-recovering it after a battle out in deep space. If I get into the colony admin side of things, can I mass-produce them?
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# ? May 18, 2021 03:56 |