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
Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Those numbers are for each ship class, starting with fighters, then frigates, then destoyers, then cruisers, then cap ships. So a level one of that skill, all frigates get plus one to maximum burn. As you put more points in, larger ships will start to be effected, and smaller ships will get a larger bonus.

Edit: in reply to Fewd's question at the bottom of the last page.

Psycho Landlord fucked around with this message at 06:36 on Sep 18, 2013

Adbot
ADBOT LOVES YOU

Fewd
Mar 22, 2007

#vmp #opsec #kolmiloikka #happoo

Psycho Landlord posted:

Those numbers are for each ship class, starting with frigates. So a level one of that skill, all frigates get plus one to maximum burn. As you put more points in, larger ships will start to be effected, and smaller ships will get a larger bonus.

Edit: in reply to Fewd's question at the bottom of the last page.

Ahh, okay. I'm a stupid.

Bold Robot
Jan 6, 2009

Be brave.



Fewd posted:

I don't understand what the burn increasing skill does.

I can't remember the name but it's the rightmost skill in the aptitude list that has the ordnance point bonuses and such. First point in it gives you some sort of vague 1/1/0/0/0 burn bonus or something. I didn't notice any difference in my travel speed after taking it though. Had two cruisers (Dominator and the silly one with one frontal medium energy) and one destroyer (Enforcer) at the time.

The multiple numbers shown for the burn speed bonus refer to what type of ship. It goes Frigate/Destroyer/Cruiser/Battleship or something like that. So, if you didn't notice any difference, it's because at that level it was only adding more burn speed to destroyers.

Once you get a few points in that skill, it starts adding burn speed to the larger ships. It's a pretty useful skill.

Pornographic Memory
Dec 17, 2008
re: ramming the Nevermore owns for ramming because of the thruster ability and lots of powerful, frontally mounted armament. Playing with Uomoz's Corvus in the last mod I was rolling around with needlers of medium and small sizes in the ballistic mounts and some sort of plasma missile things in the energy mounts, with some rear facing point defenses because what else could possibly be useful from the rear? There were probably some missiles somewhere too. The needlers overwhelmed pretty much anything's shields so you could boost into overloaded ships with impunity and finish them off with the lance.

SHAOLIN FUCKFIEND posted:

I'll make something like that when I resurrect this mod :getin: http://fractalsoftworks.com/forum/index.php?topic=5812.0

You guys need to play Thule Legacy. There is a loving missile weapon in it that is an asteroid with big rocket engines, and makes up 50% of the length of the ship that mounts it.

Last patch I was rolling around with a Nevermore as my flagship and a MASSIVE fleet of disposable fighters and frigates with whatever I salvaged slapped on them, and those asteroids would wipe out multiple ships at a time. They're loving brutal.

ErKeL
Jun 18, 2013

Fewd posted:

I don't understand what the burn increasing skill does.

I can't remember the name but it's the rightmost skill in the aptitude list that has the ordnance point bonuses and such. First point in it gives you some sort of vague 1/1/0/0/0 burn bonus or something. I didn't notice any difference in my travel speed after taking it though. Had two cruisers (Dominator and the silly one with one frontal medium energy) and one destroyer (Enforcer) at the time.

Personally I think tugs are a great way to increase burn for the larger ships rather than investing in that skill at the moment.
Most of my supply are currently going to tugs to keep my paragon and atlas moving.
...Though the two do work great together.

ErKeL fucked around with this message at 07:01 on Sep 18, 2013

Sighence
Aug 26, 2009

Right, got my key and everything, but I'm having trouble getting started. It's impossible to not get slapped around like a little bitch; every fleet has three ships to my one. I can't get off the ground at all. Do I just suck?

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Possibly. Play a few of the pre-generated missions to get a feel for the game - the campaign assumes you have working knowledge of all the game mechanics and reasonable piloting skill on top of that, so it pays to run through a few of those, as the early ones are structured like a tutorial.

Talkie Toaster
Jan 23, 2006
May contain carcinogens
E: opps

12 rats tied together
Sep 7, 2006

ErKeL posted:

Personally I think tugs are a great way to increase burn for the larger ships rather than investing in that skill at the moment.
Most of my supply are currently going to tugs to keep my paragon and atlas moving.
...Though the two do work great together.

I feel like you need a pretty large amount of fleet points or max logistics or whatever it's called this patch to be able to do that. I had 5 tugs, had to switch down to 3 tugs because I couldn't keep that many tugs + freighter, cruiser, and enough frigates to be able to comfortably handle any fight. CR/Logistics is a pretty well thought out and balanced system all things considered, the more tugs you run the less you end up needing them.

I think it's probably "best" to invest heavily in the Navigation skill (+burn) as it shares a skill tree with the rest of the really, really awesome skills in Technology compared to having to split your category points between Leadership/Technology to run a lot of tugs without hemorrhaging supply or cutting into your combat ships, but it's certainly up in the air and I'm glad there is an actual choice involved.

quote:

Right, got my key and everything, but I'm having trouble getting started. It's impossible to not get slapped around like a little bitch; every fleet has three ships to my one. I can't get off the ground at all. Do I just suck?
It's okay, I suck too. You can force your ship to autopilot with U or tab -> select ship -> autopilot button in the lower right. Watching what the AI does with your ship/loadout for a few minutes should give you an idea of what to do. You can also run sims with your current ship in the campaign from the fleet menu, which lets you try out ships or loadouts without having to reroll the campaign every time you lose your starter.

Geburan
Nov 4, 2010
I'm a little lost in the campaign. I have my little wolf and can either kill or run from most battles. I almost have enough credits to buy the massive battleship hull, but every time I buy a ship it gets blown up. They all slow me down too much without adding enough firepower. I haven't found any upgrades for the weapons on my wolf either. I guess I'm not really sure how to take the next step to more/bigger ships.

ErKeL
Jun 18, 2013

Reiz posted:

I feel like you need a pretty large amount of fleet points or max logistics or whatever it's called this patch to be able to do that. I had 5 tugs, had to switch down to 3 tugs because I couldn't keep that many tugs + freighter, cruiser, and enough frigates to be able to comfortably handle any fight. CR/Logistics is a pretty well thought out and balanced system all things considered, the more tugs you run the less you end up needing them.
Yeah that's definitely a valid point. Most of my fleet's logistics are made up of freighters and tugs for support and I am starting to suspect I should probably adjust that.

It's definitely a skill worth investing in now I guess. Most of the skills under technology are worth it really.
I don't actually think I've invested points in the other trees (except leadership) before almost maxing technology.

Protagorean
May 19, 2013

by Azathoth
Uomoz mod looks pretty kickin' rad, of course it doesn't work with the latest version of the game yet. :saddowns: Any idea when it'll be back up?

Kenshin
Jan 10, 2007

Protagorean posted:

Uomoz mod looks pretty kickin' rad, of course it doesn't work with the latest version of the game yet. :saddowns: Any idea when it'll be back up?

It's going to take a few weeks. Uomoz is pretty detailed about things, and he won't update his mod until the individual mod-makers have updated the mods that are part of Uomoz's mod.

Drone_Fragger
May 9, 2007


Tempest frigates with unstable injectors are a bad idea by the way guys, if they ever take a single hit to the engine it'll just instantly get disabled and spin out, which is bad since tempests rely on their mobility to avoid dying since their shield is not huge.

ugh its Troika
May 2, 2009

by FactsAreUseless
Man, once you get to a high level, any ship you pilot is basically almost unkillable.

Scikar
Nov 20, 2005

5? Seriously?

Protagorean posted:

The Venture-class cruisers you might run into leading small pirate carrier groups can eat a loving dick. The furthest I've ever gotten with a character, flying a Hammerhead, gets spit out of a wormhole right after I finally remember to save right between two pirate carrier fleets which I'd be able to beat with room to spare (because my Mule makes a great tank, and the AI with a Wolf wrecks all kind of poo poo) if it weren't for those loving Ventures, which just laugh off my railguns, the heaviest things short of the two Reaper torps I can throw at them.

I know it doesn't help if you're already in space and can't refit, but did you mean hypervelocity drivers rather than railguns? To get the most out of a Hammerhead you want as much firepower as possible at your preferred range in the forward ballistic mounts because that synergises with the active ability. I run mine with a pair of heavy ACs, although it's backed up by a Sunder with a tachyon beam and 2 phase beams and a phase frigate with 2 railguns and 2 AM blasters.

Ventures have poor flux dissipation so to get the most out of your torps keep the pressure on with kinetics until it overloads and then hit it when it has no PD or shields to mitigate them.

Warheart525
Jun 22, 2008

Ab-so-lutely!
Does anyone else crash to desktop upon losing a battle? I get back to the menu where it informs me that I got away in an escape pod, I hit 'OK' or whatever, and then boom: Java exception.

Vayra
Aug 3, 2007
I wanted a big red title but I'm getting a small white one instead.
All this talk of ships built for ramming, etc. inspired me, so I uh, I made a thing.



My mod also now integrates with the Gedune and Shadowyard Heavy Industries for a bit of a livelier sector if you have those installed alongside it, as they've both updated for 0.6a.

Gobblecoque
Sep 6, 2011

Geburan posted:

I'm a little lost in the campaign. I have my little wolf and can either kill or run from most battles. I almost have enough credits to buy the massive battleship hull, but every time I buy a ship it gets blown up. They all slow me down too much without adding enough firepower. I haven't found any upgrades for the weapons on my wolf either. I guess I'm not really sure how to take the next step to more/bigger ships.

First off, don't buy a Battleship type ship as they're such a big resource hog that if you don't know the ins and outs of the game then they'll just be more of a burden then they're worth. What's the current composition of you're fleet? If it is just your Wolf frigate, then I recommend getting a Mule or Gemini freighter (or you can just get both, that's what I'm doing right now). The Mule has plenty of ability to hold its own in a fight while the Gemini has a flight deck for fighters and with its interceptor drones and available hardpoints/turrets has potential to make a great point defense ship. From there you can start building your fleet. If you went with the Mule then try to get some additional frigates (Lashers are a good all-round choice, I also like to have a few phase ships) or if you got the Gemini then get some fighter wings (Broadswords and Thunders are quite good).

You might also think about upgrading your flagship to a destroyer, in which case you can't go wrong with a Medusa. Concerning weapon set-ups, just try to experiment with different weapons and configurations as weapons aren't really a matter of straight upgrades.

Benagain
Oct 10, 2007

Can you see that I am serious?
Fun Shoe
Hey where's that mod someone mentioned that adds more layouts to existing vanilla ships?

chami
Mar 28, 2011

Keep it classy, boys~
Fun Shoe

Gobblecoque posted:

First off, don't buy a Battleship type ship as they're such a big resource hog that if you don't know the ins and outs of the game then they'll just be more of a burden then they're worth. What's the current composition of you're fleet? If it is just your Wolf frigate, then I recommend getting a Mule or Gemini freighter (or you can just get both, that's what I'm doing right now). The Mule has plenty of ability to hold its own in a fight while the Gemini has a flight deck for fighters and with its interceptor drones and available hardpoints/turrets has potential to make a great point defense ship. From there you can start building your fleet. If you went with the Mule then try to get some additional frigates (Lashers are a good all-round choice, I also like to have a few phase ships) or if you got the Gemini then get some fighter wings (Broadswords and Thunders are quite good).

You might also think about upgrading your flagship to a destroyer, in which case you can't go wrong with a Medusa. Concerning weapon set-ups, just try to experiment with different weapons and configurations as weapons aren't really a matter of straight upgrades.

This is good advice, though at lower logistics levels I wouldn't go with a Medusa. It's a great ship, but the 40% combat readiness hit it takes every deployment means you can't use it all that often. I would suggest getting used to piloting an Enforcer or a Hammerhead as your main ship until you get your crew experienced enough and you build up some logistics.

The best purchase you can make at the start of the game is a second frigate, I think. This lets you flank Lashers and gives the enemy something else to shoot at. The second would be a Mule, as previously suggested.

Geburan
Nov 4, 2010

chami posted:

This is good advice, though at lower logistics levels I wouldn't go with a Medusa. It's a great ship, but the 40% combat readiness hit it takes every deployment means you can't use it all that often. I would suggest getting used to piloting an Enforcer or a Hammerhead as your main ship until you get your crew experienced enough and you build up some logistics.

The best purchase you can make at the start of the game is a second frigate, I think. This lets you flank Lashers and gives the enemy something else to shoot at. The second would be a Mule, as previously suggested.

Thanks for all the advice. I haven't even seen a Medusa yet so that's not an issue. Whenever I tried to add a Mule or Hammerhead, it tanks my Burn so I can't catch things I can kill, and I can't run from the bigger blobs. I also can't seem to find any better weapons. Does the inventory in the store ever get more advanced? The Graviton Beam on my Wolf doesn't seem to help much, but I've never seen any other medium mount energy weapons besides a mining laser. Maybe I just need more practice.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Sighence posted:

Right, got my key and everything, but I'm having trouble getting started. It's impossible to not get slapped around like a little bitch; every fleet has three ships to my one. I can't get off the ground at all. Do I just suck?

That is probably part of the problem. The AI is actually quite competent at the game, so when you're just starting out playing it's entirely possible to just lose fights that are evenly matched or even slightly in your favor. The game will never be harder than the first time you boot up the campaign. Fortunately, it gets easier very quickly once you get some help on your side, and with the new prices on everything you can do that right out the gate.

As soon as the game begins, dock with the nearby Hegemony Station and sell all your Marines, all your Fuel, and as many of your supplies as you need to buy and outfit a Lasher frigate. Use green crew to man it; they are very cheap and you are still quite poor. Now you have a nice, competent AI buddy to fly alongside you while you learn the game.

As for the campaign map, it plays a bit like one of those fish pond flash games; eat the fish that are smaller than you while avoiding the fish that are bigger than you. The good news is that if a big fish does catch you now you can just run the gently caress away, and in a pair of frigates you should be alright.

Geburan posted:

Thanks for all the advice. I haven't even seen a Medusa yet so that's not an issue. Whenever I tried to add a Mule or Hammerhead, it tanks my Burn so I can't catch things I can kill, and I can't run from the bigger blobs. I also can't seem to find any better weapons. Does the inventory in the store ever get more advanced? The Graviton Beam on my Wolf doesn't seem to help much, but I've never seen any other medium mount energy weapons besides a mining laser. Maybe I just need more practice.

Putting a few points in Navigation will give your Destroyers a +1 bonus to their burn speed. As long as you're at 5, you're fast enough to catch up to Pirate destroyer fleets and harvest their sweet, sweet supplies. By the time you start buying bigger ships, you should try to have a few more points in Navigation to give your cruisers a +1 and maybe handful of tugs to make up the difference. Keeping your burn speed at 5 or higher is very important unless you're hunting Defense Fleets and the like.

The Hegemony Station has a very poor selection of energy weapons and high-tech gear in general. You will generally have to go to Tri-Tachyon station for those things, though you can also get lucky at the Pirate base and the Sindrains (with the latter two being pretty good about advanced ballistics as well).

Gobblecoque
Sep 6, 2011

Geburan posted:

Thanks for all the advice. I haven't even seen a Medusa yet so that's not an issue. Whenever I tried to add a Mule or Hammerhead, it tanks my Burn so I can't catch things I can kill, and I can't run from the bigger blobs. I also can't seem to find any better weapons. Does the inventory in the store ever get more advanced? The Graviton Beam on my Wolf doesn't seem to help much, but I've never seen any other medium mount energy weapons besides a mining laser. Maybe I just need more practice.

In addition to what Voyager I said, I like to put unstable injectors on my ships. It adds 1 to the ships burn and the extra combat speed allows you to dictate the flow of battle.

The Chad Jihad
Feb 24, 2007


Before I would just throw everything in on every fight, now I've got an elite team of tricked-out high-tech frigates solely for pursuing defeated fleets and/or emergency backup if poo poo Gets Too Real. I was gonna give them special names but that would be more roleplaying than I'm prepared to handle

Demiurge4
Aug 10, 2011

RentACop posted:

Before I would just throw everything in on every fight, now I've got an elite team of tricked-out high-tech frigates solely for pursuing defeated fleets and/or emergency backup if poo poo Gets Too Real. I was gonna give them special names but that would be more roleplaying than I'm prepared to handle

I really like that teleporting tech frigate. I put a pair of torpedoes on it, a ton of vents and some anti-matter blasters. Teleport straight behind a capships engines and fire off a crippling volley, I love it. It's fragile as all hell but it gets the job done in my hands (the AI is poo poo at it though).

I also like the Tempest just because two of the green laser guns are so strong on it with the amount of mobility it has. It's been nerfed quite a lot though so the flux fills up fast and drains slow but it's still a solid boat.

Pecked To Death
Jun 27, 2004

:shepface:God I fucking love Diablo 3 gold, it even paid for this shitty title:shepface:
Don't forget the terminator drone, that thing is rad.

Arrath
Apr 14, 2011


Right now I'm flying a Sunder like a poor man's Nevermore, with a big old plasma cannon in the forward slot that I use to gently caress things up.

It's pretty awesome. Except for the lack of the burst drive.

...I miss my SS Ramming Speed.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Gobblecoque posted:

In addition to what Voyager I said, I like to put unstable injectors on my ships. It adds 1 to the ships burn and the extra combat speed allows you to dictate the flow of battle.

Unstable Injectors are probably the best of the early game upgrades. Hounds stop being a pain in the rear end and fold over if you get a ship that can actually stay in their faces, and the extra speed really helps you avoid getting flanked by pairs of hostile frigates or fighters in smaller dog fights. It also makes it a bit easier to avoid getting hit by Salamanders, but you have to be really careful because just one is going to knock out your engines.

The only trouble is that for a new player, actually controlling a ship that goes that fast while trying to hit another ship going nearly as fast with fixed-forward weapons is a struggle. Remember, if you're still learning the game there's no shame in just hitting U and letting the autopilot handle some of the pain in the rear end fights for you. These early-game frigate dogfights are some of the most mechanically-demanding parts of the game and things will get much easier as soon as you get into a Destroyer, so you really don't have to feel bad if the game's inverted difficulty curve gives you trouble.


The Hammerhead is a great ship for beginners that you can get into pretty easily. You have a front shield with a 300 degree arc that takes basically no micromanagement (turn it on when you start fighting, don't let things get directly behind you), you're still reasonably maneuverable without being so fast as to be difficult to control like the frigates, you have some nice energy slots to fill up with Tactical Lasers or LR PD Lasers that will automatically fry any nimble, fast-moving targets for you, and your gunnery concerns are basically just shooting things that are in front of you. Your ship system is just a button you push to shoot things in front of you even harder for a little bit.

It's a hell of a lot easier than trying to controls something like a Wolf or a Medusa.

Voyager I fucked around with this message at 19:31 on Sep 18, 2013

chami
Mar 28, 2011

Keep it classy, boys~
Fun Shoe
Everything Voyager I said is good advice, and I would like to add that if you're new, one thing that would help is to pause frequently, the hotkey is spacebar. It helps you get your bearings and pick out the most immediate threat to you. It's especially important when a lot of firepower is getting thrown around, because if you miss that Salamander heading for your engines or the Buffalo II in range to sucker-punch you with its AM Blaster you're going to be in a tough spot very quickly.

scuba school sucks
Aug 30, 2012

The brilliance of my posting illuminates the forums like a jar of shining gold when all around is dark
A lot of people recommend the Lasher, but I'm leaning toward the Omen as the best beginner's frigate. They're Tri-Tach, but they're the cheapest of those and you can often find them at the Hegemony station. The Omen's EMP special ability is just godly at the start of the game especially against the unshielded Hounds, Buffalos, and fighters that you'll face in the early game, and it's fast enough that you can catch most of the small fleets. Despite being nerfed in this new version (it now actually produces some flux and doesn't let you fire your other weapons while it's going off), the EMP still ruins anything unshielded. The Lasher is straight-up better, but it takes skill to pilot effectively. With the Omen, you just make sure that your EMP is either in use or charging while you concentrate on maneuvering.

Unrelated to the Omen, I and the two other people I've introduced to this game all prefer to swap our turn and strafe keys. A and D should control lateral movement and Q and E should control turning.

Protagorean
May 19, 2013

by Azathoth
The AI is really loving good with phase shields. Every run, I have to pick up Shades, because the little buggers just popping up everywhere nigh-invincible and making GBS threads lightning is just hilarious, even mesmerizing. That, and they tear poo poo up in the early game with pirates (though I have three or four extra factions running around to fill things out, holy poo poo are those dudes with the drones pains in the rear end).

How do I raise my logistics cap? It's really hard to build a fleet when I can have maybe three destroyers and two frigates before I'm over my logistics cap because of the ships/crew together, but running lean comes with its own set of problems, namely bleeding supplies ferrying five times my cargo weight every time I kick in some pirate's teeth. At least I'm at the point where I can hotrod my Mules to be faster than my Destroyers with mods, so if I want to carry anything, I don't have to drag along at 3/4 burn like some bottomfeeder and hope a fleet is dumb enough to fall into my mouth; but then I'm typically over cap again, and then I'm losing CR :supaburn:

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Protagorean posted:

The AI is really loving good with phase shields. Every run, I have to pick up Shades, because the little buggers just popping up everywhere nigh-invincible and making GBS threads lightning is just hilarious, even mesmerizing. That, and they tear poo poo up in the early game with pirates (though I have three or four extra factions running around to fill things out, holy poo poo are those dudes with the drones pains in the rear end).

How do I raise my logistics cap? It's really hard to build a fleet when I can have maybe three destroyers and two frigates before I'm over my logistics cap because of the ships/crew together, but running lean comes with its own set of problems, namely bleeding supplies ferrying five times my cargo weight every time I kick in some pirate's teeth. At least I'm at the point where I can hotrod my Mules to be faster than my Destroyers with mods, so if I want to carry anything, I don't have to drag along at 3/4 burn like some bottomfeeder and hope a fleet is dumb enough to fall into my mouth; but then I'm typically over cap again, and then I'm losing CR :supaburn:

Only way to raise logistics is to put aptitude into leadership, and buying the leadership logistics skill.

chami
Mar 28, 2011

Keep it classy, boys~
Fun Shoe
Each attribute point in Leadership will raise the logistics cap, and the rightmost skill in Leadership itself raises it even more.

E: f;b

Tomn
Aug 23, 2007

And the angel said unto him
"Stop hitting yourself. Stop hitting yourself."
But lo he could not. For the angel was hitting him with his own hands

Voyager I posted:

The only trouble is that for a new player, actually controlling a ship that goes that fast while trying to hit another ship going nearly as fast with fixed-forward weapons is a struggle. Remember, if you're still learning the game there's no shame in just hitting U and letting the autopilot handle some of the pain in the rear end fights for you. These early-game frigate dogfights are some of the most mechanically-demanding parts of the game and things will get much easier as soon as you get into a Destroyer, so you really don't have to feel bad if the game's inverted difficulty curve gives you trouble.

Is it still possible to set everything except missiles on autofire so that all you need to do is to make sure your ship is pointed where it should? I gotta admit, I kept doing this even after I started rolling around in a battlecruiser - my attention span is limited and my aim is poor, and in hectic situations sometimes it's easier just to focus on movement, shields, and flux.

Cirofren
Jun 13, 2005


Pillbug
Yeah, I auto-fire everything except for low ammo or high flux weapons.

chami
Mar 28, 2011

Keep it classy, boys~
Fun Shoe
You can actually set everything to auto fire by selecting a weapon group that doesn't actually exist while having the rest on auto fire. For example, select weapon group 5 when you only have groups 1-4 populated.

It's great for ships that don't have either low ammo weapons, high flux weapons, or missiles that aren't the Pilium LRMs.

Voyager I
Jun 29, 2012

This is how your posting feels.
🐥🐥🐥🐥🐥

Tomn posted:

Is it still possible to set everything except missiles on autofire so that all you need to do is to make sure your ship is pointed where it should? I gotta admit, I kept doing this even after I started rolling around in a battlecruiser - my attention span is limited and my aim is poor, and in hectic situations sometimes it's easier just to focus on movement, shields, and flux.

You can, but in the case of high-speed frigate dogfights it doesn't necessarily make things much easier. The Lasher, and to a lesser extent the Wolf, have their primary weapons in fixed-forward mounts, so most of the problem with aiming is actually the difficulty of piloting the ship in the first place. Frigates have a combination of acceleration and inertia that makes it very easy to overcompensate when trying to aim them via turning while also maintaining a specific distance to the target / avoid Salamanders; firing your gunsd once you have a shot isn't necessarily the hard part. The autofire AI also isn't flawless at leading targets and can't predict what you're going to do, so your ability to cooperate with it can be somewhat challenged.


On larger ships that have lots of different weapons all facing different directions I will typically set almost everything to autofire, with the possible exception of any main frontal batteries it might have, but I'm not sure how much easier it will make it to have a Lasher autofire its front guns when the main problem is getting them pointed at the target anyways.


If you're in a Wolf, you should have Tactical Lasers or LR PD Lasers in your small energy mounts and put them on autofire. Throw on an Unstable Injector and you automatically win against Hounds.

chami
Mar 28, 2011

Keep it classy, boys~
Fun Shoe


So guess what showed up in the Askonia station. :getin:

Adbot
ADBOT LOVES YOU

Hermetian
Dec 9, 2007
Am I the only one who just leaves the missile slots empty on big ships? Maybe it's just me, but the burst damage just doesn't seem that useful compared to more flux vents or hullmods.

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