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Author Topic: Casual Gameplay Videos  (Read 80218 times)

Kohlenstoff

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Re: Casual Gameplay Videos
« Reply #30 on: July 19, 2017, 09:30:00 AM »

The trading is normal market run. I buy only less than 5 % of goods from black market. Mostly rare things like luxury and lobster and ships + equipment which is not or too rarely available legally.

Actually the PD seems not to pay off very well. It draws way too often much more flux than it saves and the OP it costs don't make it better in any way. When i actually need the PD like when torpedoes are coming, it does usually not do its job.

Here you can see how and why the PD fails, when i need it. It fires on any ship and draws flux without doing any effect. But when the torpedoes come while my ship is venting, the PD is as offline as everything else. In this battle i could have performed way better without the PD, which took continously about 200 flux per second (about 20% - 30% of the amount i don't use on weapons!!!).
https://www.youtube.com/watch?v=0xme8OiTMME

I would use PD only to secure undefended backs of ships. There should be an option to let the PD shoot only on rockets and fighters!
« Last Edit: July 19, 2017, 10:10:08 AM by Kohlenstoff »
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Igncom1

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Re: Casual Gameplay Videos
« Reply #31 on: July 20, 2017, 08:13:56 AM »

How do you make money from normal trading? I know in an older version you could go for the market shortages to make a ridiculous amount of money, how I don't really understand how you make money through the tariffs these days?
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Kohlenstoff

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Re: Casual Gameplay Videos
« Reply #32 on: July 20, 2017, 11:09:58 AM »

I buy when its cheap. I get anything i buy as investment to a central planet. Nortia is a good choice. When i see an interesting procurement contract, i know where to get the stuff and how much there is. It requires a bit of patience until the stock amount grows in diversity and volume to pay off so well but when it does it does pay off really good!

Igncom1

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Re: Casual Gameplay Videos
« Reply #33 on: November 22, 2017, 02:06:21 PM »

https://www.youtube.com/playlist?list=PLfCXdPLbIEIPrVOy9gBOqWnLv8LHk1utL

I've been playing as a Persean League Commissioner for a while, so I'd like to share where my campaign has taken me.
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Igncom1

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Re: Casual Gameplay Videos
« Reply #34 on: December 13, 2017, 12:57:51 PM »

https://youtu.be/p0EGI6G1JcU

The last video of the campaign, I hope you enjoy!
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Re: Casual Gameplay Videos
« Reply #35 on: December 27, 2017, 06:19:16 AM »

https://youtu.be/CV4-dfzLXv0

I don't usually like to show battles that I am going to save scum out of existence but this is a perfect examples of how the games AI acts currently.

Even with orders they won't always engage.
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xenoargh

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Re: Casual Gameplay Videos
« Reply #36 on: December 29, 2017, 12:26:53 AM »

I actually thought you did pretty well there, considering the disparity of your forces.

Spoiler
In this case, your fleet was getting pushed back because of local inferiority of forces.  It's important to understand how that works.  Alex's current AI and mine operate pretty similarly; essentially, they're doing a weighted threat-analysis and then individual ships try to move out of major threat areas as their primary concern, attacking only if they're not in danger of getting swiftly annihilated.

Your Ventures, which are, perhaps, the weakest combat Cruisers in Vanilla for their costs right now, and have the CIVILIAN AI flag (which makes them rated more poorly offensively and less-inclined to attack), weren't powerful enough to get your fleet to attack the Legion with multiple Cruisers (the Moras) and Destroyers in support.  So, everybody moved back and away, to avoid getting killed. 

Ventures are pretty poor combatants right now, so this wasn't even unfair cheesing by the AI.  They have poor shield coverage, relatively-weak flux stats and are simply unable to go toe-to-toe with most combat ships in their price range, or combinations of lighter ships.  I was really surprised they even survived the engagement, frankly.

They aren't ideal Mauler platforms, either.  The Mauler, for all of its relatively-OP glory, is a pretty poor choice for the Venture, which has so few direct-fire weapons slots; they generally need to avoid getting slowly torn up by fighters while (hopefully) Flux-locking the primary target so that the Pilums have a chance of getting through.  I get that the Maulers look great when you're trashing early Pirate fleets full of shieldless trash Frigates, but against this opponent, you were going to have problems with Flux-trading, and it was mainly luck that the Legion turned and didn't manage to put Reapers into your Ventures at several points in the fight.

And the Maulers did something else that was noticeable; because your Captains didn't have the right stats, they were missing quite a lot against the fighters, wasting thousands of points of Flux throughout the fight.

Given how bad Pilums are right now, they're pretty weak support ships, too, unfortunately.  If you review your fight, you'll see how few of the Pilums ever hit anything worthwhile; they were generally worse for you than using the 28 OPs you used on missiles to make your Ventures stronger defensively.

You'd have been better-off using Ventures equipped to kill fighters with Dual Flak and Pulse Lasers for (relatively) efficient Flux-trading at range and (relatively) strong local defenses against all those fighters and rockets, with Frontal Shield Conversion to make your shield coverage 100% more effective at covering their flanks against incidental attacks by fighters. 

Against the Legion / Mora combo, this probably would have worked quite nicely; the Venture's not utterly terrible as a fighter-killing platform if it doesn't run out of Mining Drones to keep the enemy fighters busy, and that would have let your Condor and frigate swarm do better at killing the Moras and Legion, too; any fighters the Ventures killed couldn't do damage to anything else.  Remember, against carrier fleets like that, hard counters really will help free up resources.  Moreover, it would've given your Ventures an answer against those Reapers, which you just got lucky against; if the Legion had used them appropriately, you'd have lost one of the Ventures quickly when it Vented, and the second would've gone down after the Legion used its Burn Drive to close.  As it was, one Venture came within a single Reaper strike of getting annihilated.

So, given your relatively-weak forces, where you were mainly relying on a Frigate swarm to deal DPS, the results were pretty natural; the enemy was concentrated, heavier than you, and the current AI is smart enough to know that pushing into that would've been a deathtrap where they'd have been defeated in detail leading to a loss.  Try to understand that the AI's trying to not commit suicide; it wants to kill targets you've put Engage / Eliminate onto, but it doesn't want to die, either.

What you needed to get a better win here, all of the detailed fleet-optimization comments aside, was split your fleet to cause the enemy "commander" AI to also split their forces, and give you a chance to flank them.  This actually happened during the course of the fight, but that wasn't your doing; I felt like you could've given a couple of Defend orders at the start and manual assignments to get this going at the start of the fight, taking full advantage of the AI's tendency to push forces in at what it thinks will be a weak threat while exposing a flank for an attack.

Ideally, you'd take a hero ship like a Medusa in on their flank, under your personal control, to peel the enemy out of formation or kill their weaker ships as opportunity permitted, while maneuvering your fleet to engage when the enemy weakened itself by splitting up.  Given that you don't have a hero ship and you want to do this RTS-style, I'd suggest that perhaps taking on a fleet that large without a combat cruiser capable of successful engagement, with supporting elements and anti-fighter builds, was a serious tactical mistake. 

That said, while this was a Pyrrhic victory on the surface, surely this was a named-bounty fleet, correct?  So you could've taken that Legion, put it in Mothballs, carried it to somewhere and fixed it up, giving you a stronger carrier element than what you started the fight with, especially if you farm Remnants; that doesn't seem like a total loss to me; it's more of a situation where you traded in some elements.

For what it's worth, fights like this are actually interesting to watch, because this could've gone a lot of different ways, most of them worse than how it actually went.  You got lucky several times there, when the Moras didn't focus to take out your Ventures, the Legion never used its Burn Drive to decisively cut your forces in half and never used its Reapers effectively (I laughed when it Overloaded your Venture but then didn't finish it off), etc.

A few other things I saw here that might prove useful.

1.  Shepherds are awesome, so long as they never get engaged.  You weren't looking at it a lot, but they were clearly helping your Frigates out quite a bit by absorbing enemy fighters with their drones.  Tac Lasers in the Universal and no secondary weapon will generally keep them at arms-length from enemies.

2.  The decisive moment in the victory was around 5:25, when the Legion turns away from the Venture, your frigate swarm has finished off the enemy trash-fleet and you've gotten the Moras to separate from the pack.  You were going to win, then, it was just a matter of how much it would cost.

If you'd gotten the Moras to split off earlier, you might have made this into a pretty decisive victory, if your frigate swarm was able to take them out cheaply after the trash.

3.  Really consider getting more Railguns and Light Needlers for your Destroyers, so that they have a range and Flux-trading advantage.   You lost that Copernic largely because it neither had the firepower to defend itself, nor the alpha to whittle down the Legion's Flux, and it got out of position; it really should've been given an Escort order, I think.  If the Ventures had been defensive and supportive, it might have been able to survive; as it was, it died rather than contributing to the destruction of the enemy trash ships and then helping to take down the Moras, which I think would have been a good call.  We missed the specific series of events that killed it, but it looks to me that it was wasting Flux trying to do damage with that Heavy Autocannon (which was missing quite a lot) and movement by the Legion suddenly put it into a no-win where it got hit by a Reaper.

4.  That "target leading accuracy" perk actually matters; I was kind of appalled by how much Flux your Ventures were wasting, mainly by shooting expensive Heavy AC and Mauler shots at fighters.  Flaks would've been an entirely different ball game.  I get that you were trying for a poor-mans-cruiser with the Ventures, but they're just poorly designed for that job.  It's unfortunate that the Pilum nerf pretty much lamed them out of any really good role right now; I like the Venture's design and I like the idea behind them, fluff-wise, but they're just so sub-optimal right now that I can't be bothered to use them.
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Igncom1

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Re: Casual Gameplay Videos
« Reply #37 on: December 29, 2017, 12:28:56 PM »

I figured there was something off with the venture AI as they why they tend to lazily drift about. They are quite defensible however with fantastic armour, and that's before I put heavy armour mods onto them. Probably not the best thing to be doing, but I am going full heavy armour mods across the fleet and it seems to be working out rather nicely all things considered.
I like the maulers as long range artillery, they pair well with the HVD? or whatever they are called for long range bombardment. But I don't have any HVD's yet so I was stuck pairing them with a heavy autocannon which while nice has poor accuracy. I have been on and off on relying on the Pilums for my HE damage and just going pure kinetic damage on my turrets.

And yeah, it really bugs me when the AI uses non-pd medium weapons to shoot at fighters, I kinda wish they didn't do that!  ;D

Yeah I know the Pilums aren't the greatest right now but I do have a soft spot for them due to area denial and that they never run out of ammo. The Enemy AI (and mine) gets jammed up by their presence so even if they don't hit they can find it harder to engage me. But when they do hit they do substantial amounts of HE damage. Which is nice.

Going full PD on the ventures is an interesting idea, especially if I am relying on frigates or whatever else to do all the damage. And yeah, I'm always lucky against those reapers, if the AI was smarter with them then i'd have been utterly annihilated.

While I understand that the AI doesn't want to get it's self killed following my orders, it can be a little frustrating when they seem to neither follow the order or keep themselves alive. Quite often I'll catch ships simply sitting in front of an enemy and feeding themselves to them without engaging nor retreating to save themselves which can be very frustrating.

I'll usually prefer to keep my own fleet collected for the most part rather then spilling them up, or otherwise letting the fleet split up themselves across the map to engage at will but I get what you are saying. Flanking the main body would be a successful tactic, hammer and anvil and all that. I would just doubt the AI to actually follow such planning and orders without getting caught chasing errant enemy frigates rather then closing on the main threats.

I don't generally like to trade my fleet so willingly, as to why I didn't continue after the battle was won. But I would also say that I tend to stay away from permanently damaged ships when I could possibly have access to non-damaged ones. It's a flaw in the way I play that I so undervalue the use of such ships when they would give me a powerful asset to use myself. I just can't seem to break it, as early in this save file I could have had access to an onslaught, but I decided to scarp in instead because I didn't want one with permanent damage. I will have to do a full scap fleet run at some point, as that could be fun running around with whatever I can rip off of other peoples hands, a hodge podge fleet.

"I laughed when it Overloaded your Venture but then didn't finish it off"

You might be amazed at how lucky I get in some of these battles due to stuff like that.  ;D

1. I do like the shepherds, I was also surprised at how well they survived the engagement. A Tac laser sounds like a good choice, as I'm not sure how effective they were with their current auto cannons.

2. Yep that's always the tricky part. Finishing these heavily armoured carriers and getting them to split up. If I was commanding a ship myself I suppose I could have manually driven them apart but oh well.

3. You know before I gave them the heavy auto cannons I did have them with the few rail guns I managed to collect, as they are very rare, needlers even more so. But yeah now that you mention it, I'll switch them back to the railguns. They are mostly for fun/show then as actual warships so might as well keep them on the defensive.

4. Yeah I wish I could tell them not to fire their medium as fighters, especially with their anti-fighter missile launchers that I gave them! But yeah they are not military ships that's for sure, I'll keep using them however as it's been a long while since I have. I'm mostly trying to run with a civilian fleet for a while, except the frigates like the Lasher as they are so dependable. I'm not sure what skills I have for the officers in command for them but even then I can't order them to ignore fighters, they'll continue to get jammed up by their presence.

I suppose giving them some dedicated escorts would be in order to at least deal with the fighters for them.
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xenoargh

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Re: Casual Gameplay Videos
« Reply #38 on: December 29, 2017, 05:18:27 PM »

Quote
I don't generally like to trade my fleet so willingly, as to why I didn't continue after the battle was won. But I would also say that I tend to stay away from permanently damaged ships when I could possibly have access to non-damaged ones. It's a flaw in the way I play that I so undervalue the use of such ships when they would give me a powerful asset to use myself. I just can't seem to break it, as early in this save file I could have had access to an onslaught, but I decided to scarp in instead because I didn't want one with permanent damage. I will have to do a full scap fleet run at some point, as that could be fun running around with whatever I can rip off of other peoples hands, a hodge podge fleet.
First off, the cost to fix up the Legion via Restore would probably be reasonable.  Paying $150K to repair a ship like that is nothing, when you're starting to make that much every time you do a Bounty. 

Second off, unless it has damaged Sensors (which is, frankly, crippling) it might be still worth deploying.  The other major (D) mods are not nearly as scary. 

Third off: if you cannot afford to fix it now, no problem: Mothball it after taking it, then put it into Storage somewhere.  With something like an Onslaught, if you think it'd be a good part of your end-game fleet, 5K credits is nothing, vs. not being able to buy it due to RNG issues (or joining a Faction) later in a game.

I'm actually with you on not wanting to fly (D) ships; usually I just Restore them.  By the time I actually get (D) ships I want (i.e., stuff I can't just buy wherever I want) I have enough Credits to simply fix them, and the difference in combat power matters at the high end.

On the issues of getting your fleet to do "hammer and anvil" well... usually what I do is to set up two or more Defend / Rally locations.  When it's time to hit a flank, I usually send all the ships at A to B, rather than giving them Engage / Eliminate.  Usually, that results in better behavior for that purpose; when given a definite, "move here" order, ships tend to ignore enemies a bit better, keeping the pack together and aimed at the right point. 

The main thing is to get the enemy's trash Frigates and so forth to get engaged efficiently before their heavies are a major problem.  There I think you did well with you had, actually; your losses weren't zero, but they certainly weren't catastrophic, given what you were fighting.  While zero losses is ideal, I never cry if a few Frigates get blown away (well, so long as they aren't anything virtually irreplaceable, that is).  At the point you're earning more than 100K per Bounty, replacing a few Frigates is just part of doing business. 

But usually, it's better to transition to Destroyers, because of how ITU works so heavily in the favor of larger ship types. 

If you're going to keep that "civilian" theme, perhaps you could go Hammerhead / Mule. 

The Mule, like the Venture, isn't what it once was (a tough Destroyer with limited weaponry but otherwise not too bad); it got hurt pretty badly by the Skills changes, especially the ECM rules, which made its best variant (a Pulse Laser, two LAGs and a rear LMG) much less efficient.  It's not going to work in late-game terribly well, when they're heavily out-ranged.  But it's still relevant as a trash-killer with leveled Captains, so long as it stays away from enemy capitals and cruisers.

On the "defensive Venture"; it really helps if it's paired up with one or more ships that have a Medium Ballistic for things like those Maulers that are better-suited for the support role.  For example, an Enforcer makes a good escort or sidekick; it can deal damage while the Venture distracts things and kills things that would kill the Enforcer, like Thunder / Warthog swarms and the occasional Harpoon strike.  A "defensive Venture" is, essentially, a meat-shield that delays enemies long enough to be Flux-locked and killed; it's fairly effective in that role.  One option there that I've tried and it works is to give it a Tac Laser in the Energy turret; this causes the Venture to keep a little longer range between itself and major enemies.  But it won't focus-kill very well then.

Needlers / Railguns are reasonably easy to pick up from Sindria and the Perseans.  Look for "desertion" Bounties from those Factions, if you don't want to go to war with them.  My experience has generally been that if I target the Factions that have the <insert OP thing> I want, it's actually pretty trivial to get them over time, and each new one adds to your fleet's strength, which means you're less-likely to lose ships, and so the next battle's even more efficient, and so forth.
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Igncom1

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Re: Casual Gameplay Videos
« Reply #39 on: December 30, 2017, 01:00:41 AM »

https://youtu.be/ogr_lFsIUno

This time I've tried using some kind of actual tactical planning.
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Re: Casual Gameplay Videos
« Reply #40 on: December 31, 2017, 12:42:49 PM »

https://youtu.be/9Y6B8CGbnUw

My plans don't always go completely to plan, but at least it managed to break them apart.
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xenoargh

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Re: Casual Gameplay Videos
« Reply #41 on: December 31, 2017, 11:13:36 PM »

On Hammer and Anvil:  Now, that's what I'm talking about; it was a bit less than totally perfect, but it was a waaaaaay more efficient battle and you did split the enemy and destroy their lines very well. 

For the loss of a single Frigate (and that was largely a fluke) and serious damage to a Destroyer (not a fluke, read further down) you took out a force that had you outweighed in Cruisers and Destroyers.  Excellent.

A couple of things I want to note, because if you review, you'll see them too.

1.  Note how your Venture with the Railguns was as effective, if not better, than the Venture with the Heavy ACs, because it's quite a bit more efficient (it and the Light Needler are quite OP). 

I'm still not certain that's a great loadout for Ventures, but it was massively more effective to use them to Flux-lock for missile kills than using them with Heavy Maulers; I think you'll agree if you watch what they did closely.

2.  It's unclear what killed that Frigate, but chances are, it was killed by a chance lucky missile strike.  You cannot always prevent such losses, but it certainly didn't die in vain.  However, that might mean that a bit more anti-missile support might be warranted, if you want to take on late-game Pirates or Deserter fleets successfully.  I feel like you rely on missiles a lot, and that works well up until you start meeting things that counter them well-enough that it's a waste of your OPs.  More on that below when I talk about the Copernic.

3.  I have no idea what mod-weapon that Mule is carrying, but that's a winner; it looks like a HE version of a Phase Lance, but with enough range to be actually useful.  If you ever choose to get a Falcon, that might be a good choice.  I wouldn't mount it on the Ventures, though, because I'm afraid it'd out-range the Railguns / Needlers / Heavy ACs, and cause the Ventures to waste Flux with pointless Beam damage, rather than opportunistically sniping Armor like the Mule did.



On Chaotic Conditions:  I thought that actually went rather nicely, personally.  Your frigate swarm efficiently cleared the trash and your anvil maneuver mid-fight worked well. 

Note how effective that group of Shepherds was, too- that bit where they helped Flux-lock and kill that marauding Sunder made them worth every penny spent outfitting them well, and none of them got seriously injured.

How could this have gone better?  Perhaps the biggest answer is that if you'd had strike-craft on your Condor (and, preferably, two of them) then you could've waited to deploy them until the Legion had made its presence felt and was largely Flux-locked (i.e., the moment the Ventures got into engagement range).  This is a tricky waiting-game, but it would've paid off; four Wings of bombers would've put so much pressure on its shields that it would've been taken down a bit more rapidly, which might have gotten things wrapped up quickly.

Overall though, your grasp of tactics is obviously improving and your ship designs are a bit better.  A few minor things:

1.  I don't play with the Copernic or any other modded stuff in my private build, lately, but it appears that the build your deploying has shield efficiency so low and its Flux Capacity is so poor that it cannot take a single Gauss hit; the AI repeatedly lowered shields rather than Overload when the Legion's Gauss fired. 

That's less-than-ideal; it's also so poorly armored that it couldn't take more than one hit without taking Hull damage.

I'd strongly recommend that you put ITU on them, strip the missile launchers to pay for that, and give them Captains with the extended-range perk.  I'd also recommend putting a LAG on the other Small Ballistic slot forward, so that they can kill trash and other Destroyers once they've Flux-locked them with their Needler / Railgun.  They should never have Flux stats so weak that they cannot take an Eagle using three Gravitons for more than a moment, if possible; perhaps they need Hard Shields.  I'm guessing that the Copernic is badly-balanced and simply doesn't have enough OPs to make it really optimal, but in general, if it cannot take shield hits against heavies, then it needs to stay out of range and have weapons that can clear Enforcers and Hammerheads with the help of the frigate swarm. 

Overall, without seeing their stats, I'm not sold on them in your fleet; they stand out as weak ships that need 10-20 more OPs to be really decent at their job.  But perhaps that's just Hull Mod choices or other things I can't see. Just bear in mind that a ship that can't shield is 100% going to take damage in serious battles, and the only way to avoid that is by having superior range and speed, not more weapons or stuff like Heavy Armor that will just slow it down (if using that, btw, I'd vote for Flux Conduits instead; cheaper, and your late-game problem with a ship like that is EMP swarms like Lightnings killing it long before it loses a point of hull).

2.  The one big mistake I saw you make was in the issuing of some specific orders that ate your Command Points. 

Keep in mind that, if a point is labeled to Defend, and you manually assign ships to it (using 1 CP), if they're then given an order to Engage / Eliminate, they will return to the Defend point when they're done killing whatever you want focused down.  This is a feature of the RTS controls that I think is poorly understood; essentially, Engage / Eliminate gets first priority, but if there's another task to return to afterwards, then ships will return to it.

Secondly, unless you need something focus-killed to break a pack or change the dynamic, use movement orders to break a line with a concentration of your forces, rather than focusing.  Focusing is extremely useful when you can be assured that you'll get local superiority of forces and the target is too slow to get away (e.g., what happened to that Legion).  It's not so great when you want your small ships to successfully clear the enemy's trash.

3.  You called whether or not to fight out the end correctly, but that was probably the biggest nail-biter of that fight.  I was afraid that Enforcer would get lucky and kill a Kite or two.  Usually, if I'm in any doubt, I choose to Pursue and take the enemy down during the chase.  I realize that you had an exhausted fleet with poor CR; perhaps as you keep playing, you'll have some "chaser" force, with a couple of leveled Captains, that has fast Frigates or Destroyers capable of winning most Pursuit scenarios after your main fleet has finished.  I usually get ahold of a couple of Tempests that are only used this way (because of their speed and the terrifying mess Terminator drones make of engines on fleeing enemies).

4.  Given that you're pretty much using the same two groups for Hammer and Anvil tactics each time, you might want to consider using the Control Group command. 

This is a lamentably undocumented, unexplained feature of SS that only a few of us vets appear to know about; you can shift-click on ships, then hit CTRL + a number on your keyboard, and those ships are forever assigned to that control group.  They will keep that assignment battle after battle and you can simply hit, for example, the 1 key and grab all your "big ships with Venture" group to give it orders.  Saves a ton of fiddling-around time.

5.  I know that this may be immersion-breaking, but by hitting the space bar, you can pause while in the Tactical Display.  I do so constantly in serious fights, so that I can check my ships' status and the enemy's status before deciding whether to spend a CP.  I think you wasted at least one CP in that fight (near the end, when issuing the Assault command or simply canceling your waypoints would've been more efficient) but mainly, I felt like you were occasionally losing focus due to not pausing to take a look.

All that critique aside, though, you're getting a lot better!

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Igncom1

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Re: Casual Gameplay Videos
« Reply #42 on: December 31, 2017, 11:55:32 PM »

On the first:

1. Yeah it seemed like a working strategy to me!

2. I lost a frigate?

3. It's one of the NGO's energy beams. I saw them for sale at one of the neutral markets and snapped them up as I knew what you could do. They performed above and beyond my expectations.

On the second:

1. Yeah the Copernics are not particularly effective as warships, as they are civilian ships that I stuck heavy armour mods on just for fun. That Legion was deadly however with those cannons and is way out of the league of any single one of my ships to deal with. I might end up switching them out for Mules when I can actually find some more for sale. And ITU when I can find it, although it does only give a 20%? range bonus for destroyers sized ships, so it's not always that worth using in my opinion, especially if I ever use short range weapons on the smaller ships.

2. So give a kind of 'attack move' order rather then a single target order? That sounds about right.

3. Usually when the AI get a retreat order into it's head it stops capitalizing on attempts to kill ships like it does in the actual battle. My nail biting experience was revolving around just how many of them I would successfully catch more then what I could lose. Although faster ships are greater at finishing a routing enemy, I'm always hesitant to keep reserves for a tough battle when they could potentially turn the tables by deploying them sooner.

4. True, although I have always been terrible with hotkeys in games. Besides, you can pause the battle so it's not much of an issue.

5. Hah yeah the fireworks do cloud my focus when commanding. They're just so pretty!

I do have another video to post later today that I recorded in the same session of these, and that one features a Copernic miracle. They learn how to delete shells in mid flight with physic powers. I wish I was joking.

EDIT: https://youtu.be/5G5uiH31XWA
« Last Edit: January 02, 2018, 01:01:06 AM by Igncom1 »
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Igncom1

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Re: Casual Gameplay Videos
« Reply #43 on: January 02, 2018, 01:10:46 AM »

https://youtu.be/W-EEyRirt1M

I get a carrier fleet on the go with a wide selection of different destroyer sized carriers. Most fitted with a wider assortment of strikecraft from bombers to mobile suits to fighters. But focusing mostly on bombers and strike fighters to give my fleet some deadly ability to kill cruisers and capitals.

I picked up some enforcers to add to my fleet and are my first real warships, beyond the lashers that is, and I wasn't really sure what to put on them. So I went with a two flak and three heavy mortar build to give them some escorting and heavy punch ability. No frigate can survive the onslaught of their mortars for long and anything larger isn't worth risking a high flux weapon on. They should pair nicely with my ventures with their railguns.

And once again, I really love the shepherds, they pair so well with the rest of my frigates, if I can just find two more auxiliary kites my 15 squad of shepherds/lashers/kites(A) will be complete! Then I can focus on what I am going to do with the rest of my 15 fleet cap.

At some point I might also want to investigate other frigate combos, although that will require me being able to buy them. Fortunately I haven't taken a commission with anyone yet, so my options are open but I'll be wanting to make a choice at some point.

My ultimate goal is to get a war going against the NGO, the only mod faction I have in my current play through, and really give them a beating while slowly salvaging their weapons for myself.
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Igncom1

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Re: Casual Gameplay Videos
« Reply #44 on: January 03, 2018, 08:20:21 PM »

https://www.youtube.com/edit?o=U&video_id=7di-A4JRTb8

Time to try out some new cruisers! Not the best loadout but still fun!

Moving forward I'm finding that my frigates are becoming more and more of a liability. I'm still going to try many of them, but whether it'll be effective is unknown.
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