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Just a few hours in on the prologue learning how everything works and this game is great. Do the R-5 zenith missiles need to be purchased as supplies? seemed like nothing sold missiles to fill the slot in the prologue
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# ? Aug 1, 2021 02:14 |
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# ? Apr 24, 2024 21:44 |
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Antiship missiles and the 1000lbs iron bombs are modules that need to be re purchased or re installed from your inventory in the ship works screen.
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# ? Aug 1, 2021 02:51 |
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deep dish peat moss posted:I just took Khiva. I managed to eliminate every Fleet HQ and all but two strike groups first so all I have to do is take out the two carriers and the remaining two strike groups and I have a fleet big enough to easily split into 4-8 smaller fleets, mopping up should be easy I got every Tarkhan on my side and they all agreed to stick with me. Presuming you manage this you might end up being the first person on the internet I can find to have actually beaten the game
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# ? Aug 1, 2021 02:57 |
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atelier morgan posted:Presuming you manage this you might end up being the first person on the internet I can find to have actually beaten the game You know what you must do. NOW DO IT, DEEP DISH PEAT MOSS.
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# ? Aug 1, 2021 03:27 |
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whats our plan to win? kill every carrier and strike group before entering the city?
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# ? Aug 1, 2021 04:00 |
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The problem is I never learned how radars work and I took out strike groups by making them come to me I have no clue how to triangluate and find the next two targets Also I'm sure this game has another something terrible up its sleeve for me after this e: I think the key to success (in combat) is to just constantly fly parabolic arcs around everything, there's nothing in the game that can hit a quick ship moving at an arc to where it was fired from. Something that was never explained in-game (I think) is that afterburners on shift work during combat too, once I realized that it got super easy to juke missiles and proxy shots. deep dish peat moss fucked around with this message at 04:11 on Aug 1, 2021 |
# ? Aug 1, 2021 04:09 |
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also flares are 100% bugged and sometimes have no ammo for no reason
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# ? Aug 1, 2021 04:11 |
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punishedkissinger posted:whats our plan to win? kill every carrier and strike group before entering the city? As far as I'm aware these are the "targets" but I'm not 100% sure on how/if they affect the end-game: 1) Fleet HQs - there are 5 of them and strike groups/carrier groups/etc often hang out there, but it's totally possible to catch them defenseless - I just moved near them any time I was passing by and went in for the kill when there was no ELINT warning, one still had a strike group but the others didn't. I'm not sure if these affect you if you don't take them out but taking them out does give you nukes and screw with the strike groups (makes it harder for them to refuel/repair I guess?) 2) Strike Groups - there are I think 5 of these too? They're actually not that hard if you have a bunch of AP ammo and your fleet can survive cruise missiles. This is another case where a Solo lightning comes in handy - they can't Cruise Missile it because you can easily dodge everything they throw at you. TBH by the time I was approaching Khiva I had been flying around blind with an ECM jammer enabled and no radar for half the game, I have no idea where the strike groups were through most of the game but it seems like destroying all the Fleet HQs made them all move towards Khiva. By that point in the game they weren't too scary even though I fought 3 of them back to back, if you can handle ~4-8 cruise missiles from each one then you just have 3-4 high-armor enemies to take down for each strike group. The most threatening part was running out of fuel mid-fight once I ran out of AP ammo, I had to retreat two Lightnings just purely due to running out of fuel against the last one I fought. Any of these that you do not kill will be active in the next phase of the game, and defeating them is a victory condition. 3) Carrier groups - Not sure how many there are, I faced off with two as I was stomping around the north end before going to Khiva. If you don't have viable AA (quick firing spammy guns, or anti-ship missiles, or proxy fuze ammo) they will gently caress you up with long range strikes - which is also probably how to use carriers best yourself. The ships just fly in ~3-4 at a time and shoot at you, spam lots of bombs on you, etc. Any amount of AA completely pacifies them. I assume they are also active in the next phase. 4) There are... 11(?) Tarkhans - for spoiler reasons I can't check right now. Spoiler territory... 5) Event that was (I think) triggered from allying with all of the tarkhans (or at least the last one, who comes with the Jaguar Mk. 2): (Story spoilers)At some point the enemy general invites you to meet with him in private, he makes you bring a lone ship with no escort. Somewhat surprisingly for a videogame, this was a trap and right when you show up he goes "wait, you actually came? Are you stupid?" and then you fight his gigantic mega-carrier. I was in a lone Lightning and assumed I was hosed but it seriously only took a few magazines of AP ammo shot into his bottom left corner to blow him up I have no idea what I hit or if it was just a lucky shot but the fight was over in seconds Or the version of that without story spoilers: There's an optional boss you can fight before Khiva. I don't know what exactly killing them affects but based on the related dialog that appeared when I went to Khiva, it definitely did something. After doing that I took Khiva and here's what happened: The enemy goes "haha you thought we wouldn't just nuke you into oblivion?" and all-out nuclear war starts. There are two mega-carriers carrying 10 ultra-nukes each, the nukes have 2,000km range so you have to basically track them/split up and cover all of the cities within a 2000km range. All money costs go away for everything, and to win it sounds like I just need to defeat both carriers and all remaining strike groups, which are also closing in on Khiva to cruise missile it Another important thing, until you capture Khiva there are no clocks running against you other than fuel (as far as I could tell) so when you get an event around mid-game offering you a choice between never being able to land (which means always spending fuel at all times) or taking a big morale hit, you should take the morale hit, because then you can be as leisurely as you want. As long as you don't stay in a town long enough for it to be labeled "Dangerous" you can always re-visit it later for more resting/fueling/repairing. Then you can keep your flagship parked in the desert and start sending out all your little solo strike forces, like Skylarks or whatever that radar/ecm ship with a 7000 cruise range is I read a post on reddit by someone who claimed to have been a naval submarine officer and they were discussing the game in terms of guerilla submarine warfare - staying 'submerged' in the desert, turning off all of your radar stuff except when sending out little strike force probes so you don't give away your location, sending little groups of 1-2 ships out around the map to e.g. fill up tanker ships and bring them back to the flagship or get 6-8 hours of repairing/upgrading done. It all kinda clicked with me after that, my biggest problem before that was feeling like I needed to be in a hurry, constantly dragging that super heavy flagship (and the entire fleet) around with me, and flying in straight lines between cities. deep dish peat moss fucked around with this message at 05:59 on Aug 1, 2021 |
# ? Aug 1, 2021 04:27 |
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punishedkissinger posted:also flares are 100% bugged and sometimes have no ammo for no reason It could be the case that all your flare launchers were shot off. They don't exist at every city so they won't usually be replaced if they're lost.
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# ? Aug 1, 2021 04:47 |
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ive accidentally ambushed one of the carrier groups when it was parked at some town once. Seems totally doable to take the rest out.
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# ? Aug 1, 2021 05:56 |
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deep dish peat moss posted:
It's really good until you accidentally catch a rocket or a 130mm proximity round and suddenly your engines are on fire and overheated lol. But yeah I like it a lot. My go to move is to get a 130mm single cannon and a 37mm CIWS on it, and load AP rounds for hard targets. That'll pretty much let me handle anything. The Fenek is growing on me, too. They're expensive but the radar is nice for your lightning strike groups, and if the fleet your attacking has only lightly armored or unarmored ships the double CIWS is more than enough to take them out. It's also only slightly slower and less manuervabale than the Lightning. The AA missiles and CIWS obviously comes in handy when you're being hit with fighter and missile strikes, too.
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# ? Aug 1, 2021 05:57 |
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I looted this from a very late game unique enemy ship skaianDestiny posted:It could be the case that all your flare launchers were shot off. They don't exist at every city so they won't usually be replaced if they're lost. Maybe this explains the whole repairing/not fully repairing thing. Perhaps if the city doesn't have enough spare parts it can't replace them, and replacing them is what repairs them to 100%.
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# ? Aug 1, 2021 06:07 |
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deep dish peat moss posted:I looted this from a very late game unique enemy ship ... ooohhhh. I was wondering where the hell my missiles went and why they weren't rearming!
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# ? Aug 1, 2021 06:15 |
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destroyed or consumed parts have to be replaced which costs money, damaged parts take spare parts which you can only loot for some reason and usually doesn't cost money. it seems like an oversight that you can't just pay extra at a shipyard for the same service
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# ? Aug 1, 2021 06:15 |
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Okay I lost my campaign, the end was getting pretty dumb. First, every city that was a potential nuke launch site has a significantly increased garrison, like 3-4x as many ships as normal - I'm not sure if clearing them out before taking Khiva would help, because I didn't. Then there are ground-based nuke launch sites that may or may not be related to the objective, but it doesn't seem like you can do anything about them unless you have a ship with cruise missiles in range and they're outside of your cruise missile strike range from Khiva. They start nuking all the cities you have even a single ship at, but I'm not sure if those missiles were going to head to khiva or not if I didn't have ships there. At that point I just gave up in frustration My fleet was not at all prepared for this and I spread thin at this point, with my strike fleets consisting of just 1-2 ships, mostly a combat ship and a tanker Lesson learned: After taking Khiva you probably need multiple independent strike fleets that each include: 1) A tanker to facilitate ~2000km travel without refueling 2) Cruise missiles or carriers with bombers to take out ground-based sites (Not sure if they have AA or not) 3) Enough combat ships to defeat a garrison of ~8+ medium class ships and then possibly do that 2-3 more times (you have unlimited AP ammo now at least) 4) Enough anti-air to shoot down nukes 5) And take down the main two target ships, which I didn't get a chance to see I did not try using nukes which may have made parts of this easy deep dish peat moss fucked around with this message at 06:45 on Aug 1, 2021 |
# ? Aug 1, 2021 06:32 |
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I still haven't reached Khiva, although I think I'm close on my current save, but Im thinking there's probably a good chance you're expected to have hit a few fleet bases on your way, and use the purloined nuclear missiles to solve this problem, or at least help it.
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# ? Aug 1, 2021 07:27 |
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is elint range the range for intercepting radio intel? what do folks do to try and chase down merchants when you get an intercept? I figure using elint range and making a circle with the compass thing would be a good idea but they don't seem to be on the lines sometimes. will the merchants run? EDIT: ok elint is actually your ability to detect the coverage of enemy radar and it's really bad when it lights up Marzzle fucked around with this message at 08:52 on Aug 1, 2021 |
# ? Aug 1, 2021 08:24 |
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So a few people on the Microprose discord have managed to finish the game so its definitely possible to do. Unfortunately I've barely had chance to play it, but I'm enjoying what I have seen so far even though the game is pretty tough.
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# ? Aug 1, 2021 09:00 |
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Marzzle posted:is elint range the range for intercepting radio intel? what do folks do to try and chase down merchants when you get an intercept? I figure using elint range and making a circle with the compass thing would be a good idea but they don't seem to be on the lines sometimes. will the merchants run? lol i went through the same thought process and mounting horror Something I just realized: why the hell am I dragging my heavy flagship with me everywhere instead of parking it in bumfuck nowhere and sending strike groups?
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# ? Aug 1, 2021 14:08 |
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The ELINT station works like a Radar Warning Receiver - it tells you radar is on around you, showing bearing (circles) and proximity (bars). I'm not sure if anything affects radio signal interception range. I tend to park the Sevastopol and an aircraft carrier in between a whole bunch of cities. The more aircraft, the merrier - while they focus fire too much, they're good at intercepting cruise missiles (sometimes with their own bodies ) and make for decent first strikes. I just wish that they didn't cause transports to disappear though. If you start leaving the main body of your fleet stationary and hidden, you'll find yourself saving so much more money in terms of fuel. My suggestion to everyone struggling is just use Lightnings and Skylarks. They make for perfect raiders when working in concert. Not so great when it comes to strike group decapitation - you need higher calibre for that - but nothing beats them for looting and searching for Tarkhans. Lightnings are very quick to rearm, and Skylarks are at the sweet spot of just enough fuel to get your raiding parties wherever they need to go, and small enough that refuelling never takes too long. For later-game stuff, I think what you really need are massive bricks that can barely move and are stupidly heavily armoured with the heaviest guns possible.
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# ? Aug 1, 2021 14:53 |
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do ships use up fuel while landed? doesn't look like it offhand. in theory it could be detected by a strike group passing by in their radar range, right, so I better park well off track?
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# ? Aug 1, 2021 15:22 |
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Ciaphas posted:do ships use up fuel while landed? doesn't look like it offhand. in theory it could be detected by a strike group passing by in their radar range, right, so I better park well off track? There's a choice later on in the game that gives you the option of burning fuel when parked. Best not to take it. I've been having fun making lovely barebones ships that do only one thing for very cheap and then using those. Unarmed tankers and aircraft carriers are the name of the game.
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# ? Aug 1, 2021 16:06 |
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When you park somewhere in the desert with emissions dark you’re fully invisible right? Radar won’t pick you up?
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# ? Aug 1, 2021 16:14 |
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# ? Aug 1, 2021 16:29 |
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Pirate Radar posted:When you park somewhere in the desert with emissions dark you’re fully invisible right? Radar won’t pick you up? It should make it much harder to spot you. I’ve been detected before while landed in the desert. Consider the fact that you yourself have ground radar, as well as non-radar detection options - IR and the Mk.1 Eyeball. Assume your enemies have that too.
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# ? Aug 1, 2021 17:20 |
Radar shouldn't outside of extremely close range, but they can still stumble across you visually.deep dish peat moss posted:Okay I lost my campaign, the end was getting pretty dumb. ending chat, mostly reposting from elsewhere: the final act removes all costs and you get free ships when you visit cities. the name of the game is to flail and go ham, while dealing with the twenty nukes coming your way.
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# ? Aug 1, 2021 18:37 |
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Do jammers stop radar based cruise missiles, nuclear or otherwise, from locking on the fleet?
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# ? Aug 1, 2021 18:51 |
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.
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# ? Aug 1, 2021 19:03 |
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Back Hack posted:Do jammers stop radar based cruise missiles, nuclear or otherwise, from locking on the fleet? Yes (presumably only if the targeting radar is within jamming range, but it would be very weird for it not to be), which is their primary use. Will only help ARM missiles and R3 srbms don't care
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# ? Aug 1, 2021 19:04 |
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Back Hack posted:Do jammers stop radar based cruise missiles, nuclear or otherwise, from locking on the fleet? Yes and no. It’ll drastically reduce the accuracy of some, but it’s basically a massive beacon of light. Think of it like Operation Metro on Battlefield 3 - the bastard with the flashlight will blind you, but enough bullets down range will still do the trick. Jammers are not for stealth. They’re not truly effective countermeasures. Consider a jammer as like one layer of armour.
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# ? Aug 1, 2021 19:05 |
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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.
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# ? Aug 1, 2021 19:26 |
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Ciaphas posted:lol i went through the same thought process and mounting horror
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# ? Aug 1, 2021 19:29 |
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# ? Aug 1, 2021 19:35 |
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Nektu posted:How do I even land in bumfuck nowhere? I didnt fin the button to set down, the usual lever was not working. I have to load the game again to check, but you either just right click to move somewhere as normal and it'll land; that, or you have to right click on your position once you've stopped. One of those HerpicleOmnicron5 posted:Yes and no. It’ll drastically reduce the accuracy of some, but it’s basically a massive beacon of light. Think of it like Operation Metro on Battlefield 3 - the bastard with the flashlight will blind you, but enough bullets down range will still do the trick. to rephrase for my own benefit: jammers are more the "poo poo, we're busted, blind em and scarper" emergency button for incoming missiles, more or less? I gather jamming throws missiles of just enough, but ship radars aren't terribly bothered, right? (operators inferring your location from the center of the jamming maybe?)
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# ? Aug 1, 2021 19:40 |
it's pretty obvious where a jammer is, but everything behind the jammer is ?!
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# ? Aug 1, 2021 19:56 |
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definitely recommend putting jammers on all skylarks
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# ? Aug 1, 2021 20:00 |
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
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# ? Aug 1, 2021 20:03 |
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Ciaphas posted:I have to load the game again to check, but you either just right click to move somewhere as normal and it'll land; that, or you have to right click on your position once you've stopped. One of those In reality, a jammer will give information on bearing, but it spoofs range. Missiles can use Home on Jam functionality to go in that direction, but the launch platform won’t know if the target is even within range. That, and if the target makes manoeuvres, it really struggles to intercept. Both ship radars and missile radars should behave similarly if it matches reality - take a look at a DCS video about Home on Jam for a demonstration of what jamming looks like when you’re firing on someone. Assuming the same principles hold, jamming is for making the enemy waste ordnance at/beyond maximum range and increasing odds of evasion with light manoeuvres. If the missiles are already en route, it might be a little late to employ jammer use, but it may impede further launches. My ideal defence would consist of jamming using the primary task group, behind an advance pair of groups - one as a counter-offensive vanguard (carrier launched bombers perhaps as a first wave if available) and a second layer of jamming with Skylarks. The Skylarks are there to allow the primary task group to successfully evade further assault - the signature difference shouldn’t be terribly noticeable with jammers on, and so far the AI’s actions have held with that assumption in mind. Jamming is disabled on the Sevastopol’s group after it has successfully disengaged, and it must keep zigzagging. TLDR, you’re kinda right, though it’s better as a preemptive tool, and ship radars should be as effected as missiles if the game is modelled on reality. The fact that a preemptive tool guarantees discovery is pretty funny.
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# ? Aug 1, 2021 20:20 |
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Hey guys just a heads up, the song that plays when a strike group catches you is amazing
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# ? Aug 1, 2021 20:22 |
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# ? Apr 24, 2024 21:44 |
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Any idea how long a campaign might be? I know it's kind of a roguelite but I'm wondering how long a full campaign might take.
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# ? Aug 1, 2021 21:00 |