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Messages - Jo Jo

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166
General Discussion / Re: Jump in now or wait for skill changes?
« on: August 16, 2021, 02:10:01 PM »
Thank you. Super helpful! I'm watching a tutorial on combat now and I learned that the transfer command doesn't do what I thought it would. "u" will will well for me. ;)
You definitely should try fighting in combat. It's a lot of fun. If you haven't, you should check out combat tutorials in the main menu.

Thank you. I'm in health care, so I'm all for games that don't have high stress levels these days. RTS are pretty good at that. Covid wont' be forever and I'll have some time to wind down in the future and manually pilot if I like. I have been watching some of the different combat videos from various tubers. Seems there are more people streaming the game since the last update.

167
General Discussion / Re: Jump in now or wait for skill changes?
« on: August 16, 2021, 02:07:37 PM »
I want to try and find some time to play this coming week, though I have quite a bit on my schedule and I don't want the additional stress of trying to learn how to manually pilot a ship. I was watching one of FenMuir's videos and I caught a glimpse of him doing something to "transfer command" and thus not pilot any one ship, but use the overview as more of a strategy game - directing ships by selecting groups and giving them orders, then watching individual ships to see how the AI handles them. What's the procedure if I want my first playthough on easy mode to be more strategic with the AI handling all ships? Thanks!
In combat you can press TAB to go to the Command Screen.
You can then press U to toggle the AI on and off for a ship you're currently commanding.
Don't worry about losing ships. You can recover most, if not all of them, after combat if you put the Reinforced Bulkheads hull mod on them.

For easy fleets to use will employ ships you don't need to micromanage. Ideally, you'd be able to just hit full assault and not do anything else to win. Unfortunately, this means having a degree of system mastery with the game to understand what will and won't work.
I recommend the following ship builds:
  • Afflictor, Pirate:
    Spoiler
    [close]
  • Cerberus, Unending Barrage:
    Spoiler
    [close]
  • Enforcer, Unending Barrage:
    Spoiler
    [close]
  • Medusa, Laser:
    Spoiler
    [close]
  • Medusa, Unending Barrage Pulse:
    Spoiler
    [close]
  • Mora, Warthog:
    Spoiler
    [close]
  • Tempest, Phase Lance:
    Spoiler
    [close]
  • Wolf, Laser:
    Spoiler
    [close]
Good luck! Also, think of these as your reliable ships. Use different ships and just experiment with whatever you find.

Ok. Great! I think I've probably watched all those fitting videos, though I'll gladly go back when I have some of those ships. Thanks for the tips and the correct procedure regarding the use of "U".

168
Hello fellow space-enthusiasts  :D

First of all, HI - it is my first post so i would like to greet You all and thank You for allowing me to post here.
Now, let's cut to the chase, as a topic says, i have a problem with my new set-up colony.
Basically, i am fresh player, maybe 6-7 days of playing, which - by the way - are awesome, even though harsh beginning. I am still clueless why 1 remnant ship is killing my fleet, then again - I don't know s@#$! about fighting in this game(i mostly run with brn lvl of 13/20 xD ). But, as i said earlier, colony :

Hence, my question - how do "meet the requirements" to actually provide those 5 items needed : food, drugs, oprganics, goods and supplies? I mean TECHNICALLY, is there a container for me to put exact amount of goods demanded by the colony? Because i have them in thousands in the "market" and storage......and it does not depletes them in order to meet the demand. I had growth at level 0,67 before but i added a spool, yet nothing really changed.



Before You say "use search button!" and ban-hammer me, please consider i actually used - many times and could not find a single hint why it is happening. Does this mean i actually need to create ANOTHER colonies to self-provide and sustain those demands?

Hello and welcome to the game. I am also a new player with zero hours, and I'm currently learning the game through tips and tricks / tutorial videos I'm able to find on YT. Here's one that might be helpful for you, as it's an overview of colonies in general. The video seems relatively good, though the comments section sure adds to the info available and is provided by more experienced players. Good luck.


169
General Discussion / Re: Jump in now or wait for skill changes?
« on: August 15, 2021, 04:42:45 PM »
Thank you. Super helpful! I'm watching a tutorial on combat now and I learned that the transfer command doesn't do what I thought it would. "u" will will well for me. ;)

170
General Discussion / Re: Jump in now or wait for skill changes?
« on: August 15, 2021, 03:05:06 PM »
I want to try and find some time to play this coming week, though I have quite a bit on my schedule and I don't want the additional stress of trying to learn how to manually pilot a ship. I was watching one of FenMuir's videos and I caught a glimpse of him doing something to "transfer command" and thus not pilot any one ship, but use the overview as more of a strategy game - directing ships by selecting groups and giving them orders, then watching individual ships to see how the AI handles them. What's the procedure if I want my first playthough on easy mode to be more strategic with the AI handling all ships? Thanks!

171
General Discussion / Re: Jump in now or wait for skill changes?
« on: August 15, 2021, 09:58:09 AM »
Hahah! I loved all the excellent responses, and I'll surely have to come back to this thread many times in order to review once I have time to play the game. Thank you all for taking the time to provide such detailed responses, especially FenMuir. I'm watching his playthrough and reading everyone's responses during mealtime or when I have a couple minutes. Sounds like my gaming experience is going to be fun today and better as the months roll on. :)

172
General Discussion / Re: Jump in now or wait for skill changes?
« on: August 14, 2021, 06:53:50 PM »
If a ship breaks apart or not when it blows up doesn't mean much tbh. Just means it is certain to get the Compromised Hull d-mod I think, if recovered.

Ships with Reinforced Bulkheads are always recoverable, even if they get completely blown apart.

Ahh. Very helpful. Thank you!

173
General Discussion / Re: Jump in now or wait for skill changes?
« on: August 14, 2021, 06:07:13 PM »
Thanks FenMuir! I am thoroughly enjoying your ship build videos, and I will likely start your playthrough series tomorrow. Very fascinating that you have to build your ships with an understanding of how the AI might use them or the weapons they carry, along with managing flux.

Yes, I have seen some ships in your fitting simulations break apart while others simply resemble a smouldering mess, and I've also noticed the reinforced hull module, though it doesn't appear you use it often. I'm guessing that you don't lose ships very frequently, or you gain more ships from salvage than you lose.

I'm looking for some carrier fit videos now that I have read more about how the AI uses carrier fleets, calling all of them back at the same time. Good stuff!

Oh, will gladly take a look at the tutorials next. Thanks!

174
General Discussion / Re: Jump in now or wait for skill changes?
« on: August 14, 2021, 02:54:03 PM »
now

Thank you. From the number of posts, it appears as though you've been playing this game for a while and likely know quite a bit about it. I'll watch a few more videos and take your advice as time and schedule allows. :)

175
General Discussion / Re: Jump in now or wait for skill changes?
« on: August 14, 2021, 02:52:38 PM »
Jump in now.

Skill changes will likely take a very long time to be implemented. Updates to this game are glacial in their release schedule.

The Galatia questline has been implemented. I follow it in this playthrough:
https://youtube.com/playlist?list=PLDjE6j_BlALgg6qIFYopsKgnRLgmluxfx

The majority of the game has been implemented.

Colonies lack the ability to order their fleets, but that is really about it. Think of them as money printing presses that you should start founding around mid-game.

The End Game has been alluded to with something that hangs out near two mega structures at the edges of the sector.
Hint: Your regular fleet is screwed the moment you run into them, but they'll let you run away.

The game's core system has always been its in-game combat. Pretty much everything is secondary to that.
You generally make money either through:
  • Bounties
  • Colonies
  • Smuggling
  • Transport missions
For colonies, you need to build Heavy Industry and upgrade it into an Orbital Starworks, which makes starships.

For guides on how to loadout ships, I have some builds you can try out here:
https://fractalsoftworks.com/forum/index.php?topic=22491.msg338392#msg338392

There are also multiple ways to play the game.
  • Want to be a brawler? Low-Tech ships!
  • Want to kill everything with overwhelming firepower? Mid-Line Ships!
  • Want to use fancy ships with the best special abilities? High-Tech!
  • Want to be a Sneaky Boi? Phase ships!
  • Want to be a religious terrorist? Pather commission!
  • Want to be a bloody pirate and have everyone hate you? Pirate commission!
  • Want to be a corporate douchebag? Tri-Tachyon has your commission papers at HR.
  • Want to be part of the organization that is doing its damnedest to keep humanity from falling apart and dying in the sector? The Hegemony wants YOU! COMMISSION TODAY!
You're looking to spend 60-100 hours to hit end game depending on what you do before that.

Since you can respec your skills and basically pivot into whatever you want, you don't have to start a new playthrough to do something different.

The downside to jumping in now is that after 100 or so hours, you probably won't have much else to do in-game beyond farming Alpha Cores and founding new colonies with them. You'll probably have the entire sector mapped by the 200 hour point, if not far earlier.

Thanks for all the info. I can't say I understand much of it at this point, though I have bookmarked your playthrough and will start watching and learning today. Thanks for all the tips! They will all make more sense once I have a better understanding of the game. :) I assume there's a decent tutorial to help someone new get started?

Oh, I have your ship builds bookmarked as well. That will give me a good start. Thanks!

Two more questions...

In the videos I've seen so far, the enemy ships explode when destroyed. Do yours explode and are lost forever as well, or do you get them back is an extremely damaged, but repairable state?

Is there a way to slow combat as it appears you can slow the game when traveling around? When I watch combat on YouTube I find there is so much going on that it's very hard to keep up. At those speeds I feel I wouldn't know if my ships performed well or not or what tweaks I would need to make. Thanks!

176
General Discussion / Jump in now or wait for skill changes?
« on: August 14, 2021, 12:48:51 PM »
I've been watching this game for the past 6-7 years, occasionally reading the dev blogs and learning about the continued growth. It looks like it's getting a lot closer to what I enjoyed in Eve, which is the industry side along with the missions. I'm a tinkerer and technology geek who was never much one for PVP or someone who had the schedule to wake up at 3:00 AM to assemble for a fleet fight in another time zone. Family and work come first. 

The last blog was on the 15th of July, and I assume that would mean that something new regarding the skills rework is coming this month or next month. When's a good time to jump in? I do see the dev is going out of his way to ensure that save games are compatible.

I watched a good review of the game, though is was from Jan of this year, and they talked about a lack of end game activity and no real story line.

What are the upsides or downsides of jumping in now?

What's it like to play a game that's still in development? Do you reach the end game and then stat over with a new career or with "lessons learned?" If so, how long or how many hours until endgame?

How's the industrial side of things. I enjoy making money, and building things. Founding and improving colonies would be fine, as long as I have to do some work, make some development choices and as long as it makes me some money or allows me to buy ships? Thanks!

177
General Discussion / Re: Combat Questions
« on: December 18, 2015, 08:41:49 PM »
Hmmm. Lots to consider. Thank you for the help. I'll experiment a bit and see what works best.

178
General Discussion / Re: Combat Questions
« on: December 18, 2015, 07:08:50 PM »
Thank you both. What about flying a ship that has fighters or a carrier? Are either of these good choices, considering I don't like "twitch" play as much as I do strategic engagements. In World of Warships, I like carriers and battleships, both require more thinking and planning ahead than great coordination. Thank you.

Hi! One thing to note here is that the "twitch" factor goes down a lot once you go up to destroyer-sized ships and above, with larger ships requiring more forethought. If you get into a bad situation in a cruiser or a battleship, for example, chances are you're not going to get out of it without at best taking a lot of damage.

So, if you're basing your assessment on what small-ship combat looks like, fair enough, but it doesn't represent the entire picture.

I understand what you mean, now. I found a good video of some larger ships in combat. Seems much slower play, involving more strategy. Good video (below). Thanks for pointing me in the right direction.


179
General Discussion / Re: Combat Questions
« on: December 18, 2015, 06:43:48 PM »
Most people go for Nav buoy first and even the AI seems to be more interested for it, rather than the rest. I thought sensor array though was only because it opens a large part of the map around the point you capture.. well then.. 10% damage sounds nice..

Although I have to say one thing. Sure you can sit back and command your ship to do the work and if the commands are good, you will win. But I have a feeling you will be talking to your screen eventually, telling to your ships they are doing it wrong and you will tell them how they should execute your commands, but sadly no one will reply.

Also since you are watching Nemo, realize that it is his first contact too. Reading the comments under the video might help along with the video itself.

Yes, you're right. I should go back and read the comments. Surely they will be helpful. Great forum, BTW. Appreciate the help.

180
General Discussion / Re: Combat Questions
« on: December 18, 2015, 06:04:06 PM »
Gives a command point you can use to issue an order to your fleet.
Also they have some bonuses depending on thetypes:
*Sensor array gives 10% weapon damage bonus.
*Nav buoy gives 25 top speed and maneuverability bonus IIRC.
*Comm relay gives 3 command points instead of 1.

That makes sense. Thanks.

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