Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Author Topic: Piloting Captial Ships  (Read 6007 times)

Nixzilla

  • Ensign
  • *
  • Posts: 6
    • View Profile
Piloting Captial Ships
« on: February 20, 2012, 06:57:59 PM »

Im having problems piloting Captial ships due to there slow speed and guns. One ship had a gun with a range beyond the amount i can zoom[paragon i belive is the name of the ship]. The only captial ship i have managed to pilot with any success is the Energy based Carrier dont remeber its name. Any tips on how to pilot these Behemoths would be nice thank you. :)
Logged

Iscariot

  • Admiral
  • *****
  • Posts: 852
    • View Profile
Re: Piloting Captial Ships
« Reply #1 on: February 20, 2012, 07:01:57 PM »

If you go to the tactical screen and select a faraway target, you can hit 'R' and set it as your target. Then, when you go back to the combat view, you can hit 'Z' and view from the enemy target's perspective. Your targeting arcs should show up on screen if you're in range (it's what I do with the Paragon).

Also, don't rely on maneuvering. Never push out alone or else you'll just get shot so much that you burn out. Automate as many weapon systems as possible, and remember-- BE CAREFUL WITH THOSE TACHYON LANCES. I killed an Odyssey because I was watching my target and not what was right in front of my ship :(
Logged

The idea is that the various tech levels represent different - not "better" - ways to do things.

Kaitol

  • Lieutenant
  • **
  • Posts: 69
    • View Profile
Re: Piloting Captial Ships
« Reply #2 on: February 20, 2012, 08:02:42 PM »

Assign a few frigates or destroyers to escort you. Otherwise you'll get mobbed.
Logged

MidnightSun

  • Commander
  • ***
  • Posts: 203
    • View Profile
    • About Me
Re: Piloting Captial Ships
« Reply #3 on: February 20, 2012, 08:22:07 PM »

I assume you're playing through the missions? If so, here are some tips for Forlorn Hope. The mission is only really difficult if you don't have the half-damage setting on. If you have that on, you can pretty much turn autofire on for everything and sit back and watch the fireworks.

If not, though, here are some pointers:
  • Given your slow speed, you're essentially immobile, so you'll a sitting duck. You'll need to rely on your armor and super-thick shields. This is true for any capital ship, really, but even more so here (where you're the only target).
  • That said, you need every benefit you can. At the very beginning, manuever yourself so you have a nebula between you and the enemies, so as to slow them down and give you time to react. This is again important for any capital ship, really.
  • You have to learn what damage your armor can and can't absorb, and what targets to go for with your Lances. The Talon wings won't be worth your time, so let your PD handle that (have groups 3-4 on autofire). Use your Lances initially on the Hound + Lasher group, and later on the Enforcers.
  • With so many guns firing, you need to make sure you manage flux well. You do NOT want to vent flux or overload on this mission, though, since you'll be ripped to shreds. Instead, when your flux is getting high, just hold fire (X). Your flux will decrease quickly.
  • Hold fire before any huge missile volleys arrive, so you have enough flux buffer to absorb the ones your PD can't take care of. Then, when the volley arrives roughly within range of your PD, stop holding fire so your PD can destroy as many missiles as possible, without overloading.
  • To fully clear away your flux, though, you'll need to bring down your shields. If there's just one or two Hounds around, bring down your shields and vent quickly if you're relatively low already. Bring up your shields when ships that have missiles/torpedos get close.
  • Specific to the Paragon: use Tachyeon Lances to select what craft you do not want to fight against at close range. Target Enforcers and Lashers that have missiles/torpedos to either destroy them or force them to hang back. Your ship can handle each one at a time, but not all at once.
  • Watch for bomber and torpedo wings. You need to keep an eye out for them as a capital ship. If you do notice one or more wings headed your way, make some preparations. Assign a nearby frigate or interceptor wing to intercept them if possible. If not, then prepare a flux buffer as described above, and turn your ship so that as much of your PD is pointed at the wing as possible.
That should cover most of the major points about managing capital ships, I think... as you can see, managing flux and proper positioning of your ship are basically the two major keys.
« Last Edit: February 20, 2012, 08:26:47 PM by MidnightSun »
Logged

intothewildblueyonder

  • Captain
  • ****
  • Posts: 278
    • View Profile
Re: Piloting Captial Ships
« Reply #4 on: February 20, 2012, 08:59:36 PM »

... you can hit 'Z' and view from the enemy target's perspective. Your targeting arcs should show up on screen if you're in range...


(I don't think it was intended but )you can track the enemies into the fog-of-war, even after they die, and hit other enemy ships that you cannot see on the command screen.
Logged

Sc0tch

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: Piloting Captial Ships
« Reply #5 on: February 20, 2012, 09:18:02 PM »

@Midnightsun

Thank you for that advice, it was very helpful.  :D
Logged
"I'm surprised how much fun I'm having playing a game that isn't even done yet."
My thoughts 30 minutes I started playing Starfarer

Steven Shi

  • Commander
  • ***
  • Posts: 223
    • View Profile
Re: Piloting Captial Ships
« Reply #6 on: February 20, 2012, 09:24:32 PM »

A lot of people have issues with the short range of the heavier weapons at the moment. If you prefer, you can edit the weapon_data.csv file (excel works fine) and simply change the numbers under range.

I find range for heavier projectile weapons around 1000 and some damage reduction makes captial ship combat much less of a close-in brawl.  ;D
Logged

Gaizokubanou

  • Captain
  • ****
  • Posts: 347
    • View Profile
Re: Piloting Captial Ships
« Reply #7 on: February 20, 2012, 10:34:23 PM »

Treat the capital ships like a mobile pillbox.  Once you get somewhere in mid battles, chances are, that's where you will be for majority of the fight.  This is why I hate having fixed directional weapons on slower ship because the design is bit contradictory.  To get most out of your ship, either load it up with heavy long range weapons, or equip those turrets with nice weapons, put them on auto fire, and maximize the ship's defense so it can take a beating while dishing out tons of firepower.
Logged

icepick37

  • Admiral
  • *****
  • Posts: 1788
  • Go.
    • View Profile
Re: Piloting Captial Ships
« Reply #8 on: February 21, 2012, 09:03:29 AM »

For ships like the conquest you need to force a fight, but on your terms, so you want to make sure ALL the enemies are on one side of you so you don't get flanked.
Logged
“I [may] not agree with a word that you say, but I will defend to the death your right to say it”
- Voltaire

Iscariot

  • Admiral
  • *****
  • Posts: 852
    • View Profile
Re: Piloting Captial Ships
« Reply #9 on: February 21, 2012, 09:04:49 AM »

For ships like the conquest you need to force a fight, but on your terms, so you want to make sure ALL the enemies are on one side of you so you don't get flanked.

I dunno man, there are times when the spinal torpedoes are VERY important to have. But yeah, I agree that in general you should try to use the broadside to your advantage.
Logged

The idea is that the various tech levels represent different - not "better" - ways to do things.

Avan

  • Admiral
  • *****
  • Posts: 1399
  • Pioneer of Starfarer Modding
    • View Profile
    • DevDB forums
Re: Piloting Captial Ships
« Reply #10 on: February 21, 2012, 09:07:39 AM »

some ships like the Odyssey rely quite a bit more on speed, even the conquest is over twice as fast as an onslaught.

MidnightSun

  • Commander
  • ***
  • Posts: 203
    • View Profile
    • About Me
Re: Piloting Captial Ships
« Reply #11 on: February 21, 2012, 06:14:58 PM »

For ships like the conquest you need to force a fight, but on your terms, so you want to make sure ALL the enemies are on one side of you so you don't get flanked.

I dunno man, there are times when the spinal torpedoes are VERY important to have. But yeah, I agree that in general you should try to use the broadside to your advantage.

The rule I've used with the Conquest, to pretty good effect, is that if the enemies are comparatively weak but fast, to attempt a broadside. But for other capital ships and cruisers, the hardpoint Reapers are very useful. And, you probably want to minimize the area of your ship that the enemy can hit.
Logged

Iscariot

  • Admiral
  • *****
  • Posts: 852
    • View Profile
Re: Piloting Captial Ships
« Reply #12 on: February 21, 2012, 06:19:39 PM »

I do an approach with the reapers and then yaw off to once side to slam them with my broadside afterward. The absolute wrong thing to do with the Conquest, in my opinion, would be to try and back out after a torpedo strike. That leaves you with minimal firepower going out, and the Conquest's speed doesn't matter at all if you're spending three or so seconds stopping your forward progress to back out.

But yeah, I agree completely.
Logged

The idea is that the various tech levels represent different - not "better" - ways to do things.