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MoronicCinamun

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  1. Yea but It seems not worth it, the amount of material it costs to make it count as "strong" without any weapons on it is probably better spent on an escort ship which with guns (and I have plenty to go around) for a fraction of the cost.
  2. Let me just start by saying I'm really enjoying the Persecutors and feel they add some challenge to the game that was needed, overall. Their just are some strange kinks that need to be worked out, maybe. I notice persecutors WILL attack a ship that is not in your sector, which I did not expect. Really made me go and set up escorts for my miners and salvers, which is cool. But when I show up, I tend to find my targeted ship at a very very low percentage of hp, but subsequent hits from torpedoes seem to do almost nothing. Is this intended to give the player a window to save the ship, or is it a bug? Secondly, I had a funny accident: I left a fighter behind when I jumped a bit prematurely in a friendly sector (it was a salv beam fighter). While setting up my next jump, I get the message that I have a ship under attack in the previous sector, not yet aware I left a fighter behind. I go back, the persecutors are attacking that sole fighter XD Even better, their torpedoes did nothing to the fighters, but still were damaging me as the fighters were trying to climb into my hangar; since the torpedoes weren't targeting me, my PDCs didn't target them nor did I get any warning. It wasn't a lot of damage as they weren't direct hits on me, but it still seems odd. Maybe defensive mode turrets should target any missile that's flying towards a friendly target, rather than just you? But yea, overall it's great fun, even if these little weird things happen :p
  3. Yea I've found this too, it's not Exodus related. In my case there was a wrecked ship and a "traveler's stash" right next to it, I figured the beacon was just a little "flavor" for the wreck. Maybe your generation was bugged or something, but who knows? I've only found this once.
  4. I noticed more torp types as I got closer to galactic center. I've also found Tandem warheads which simultaneously damage BOTH hull and shield, although they take up a much more storage space. Oh, and I found "kinetic torpedoes" which do low shield damage, but hull damage is based on how fast it is going on impact, hitting for insane damage at top speed XD. I do agree with how cool they are, and it feels bloody cool facing them down, gives a real sense of urgency and I'd say helps with the balance, because before these it was so incredibly easy to outrange and skirt around foes, now I actually often have a reason to rush in and take out those key ships first rather than take it slow. I'm sure we'll see more cool stuff with them as the version progresses; the thing that bugs me most currently is you have to buy them, and patch notes say they are planning to add ability to loot them which would be sweet. Although being able to build them like fighters might be a tad OP. Also, it sounds like you are actually like making torpedoes, creating combos of base and warhead? How so, is that a sandbox only thing?
  5. Okay you do have a point, I thought I found more but it appears I actually found only 1 gun and somehow thought I had more whoops. And it is indeed an independent tracking, but still is way worse than any IT gun I have otherwise, even worse rarity worse material ones.
  6. So let me preface this by saying I am on the beta branch so maybe something was changed, but the patch notes says pulse cannons are unchanged: Pulse Cannons just are bad, Even with the shield penetration. At the tier of weapons I'm at (Naonite), a chain gun is doing ~8 damage a shot with dps ranging from 100 to 200, while a RARE pulse cannon has a damage of 2, dps of 25. This doesn't even scratch the hull of the ships it hits. I can get why they are weak, "you're supposed to use them to precision shoot important parts of the ship before the shields are down etc.", but this is TOO weak to do that. Much better off just using weapons that strip the shields or even just a bunch of chainguns, at least then you get more versatility and synergy between your weapons.
  7. I'm not entirely sure if this is a beta-specific bug, but I'm on the beta so we'll see. I was going to sell off my iron at the station. While I was typing in a number, it just so happens by PURE LUCK to make a request for iron. When it did that, I couldn't do anything, all controls were pretty much unresponsive: I could move the mouse and it would bring up tool tips, but clicking did nothing, escape did nothing, no button press did anything. However the game was not frozen, I could still see my resource counter going up from my remote mining ship. https://steamuserimages-a.akamaihd.net/ugc/931555591998790128/379571055FCC80932CDE79CE1ABD0E2F1D919B18/ I wasn't able to properly quit, I had to alt+tab out and just close it from the taskbar. So hopefully I don't lose too much progress due to that :/
  8. Yes I had the same issue, all lasers afterwards work perfectly. The same occurs with salv lasers too. It appears you can use them in a research lab without issue if you find that's better than just selling them off.
  9. Well it looks like you're right and it is all solved, thanks!
  10. Wait I just read your response to my post in other thread, sorry about that I don't get notifications here.
  11. so you're saying new ones I find *should* work fine? Will they also be back to Civ turrets, or is changing them to combat an intended change (not sure why such a thing would be done.)
  12. So I don't know why, but for some reason after switching to the Beta branch my mining and salv turrets count as combat, and mining turrets do only 1 damage a tick against all rocks, regardless of material, so it's insufferably slow to get just one usable unit. No clue why this is happening, if it's because I switched a save mid game I'm just going to give up, I'm not starting again anytime soon.
  13. While we're at it, more sorting in general would be great. We have DPS, but being able to also sort by damage, accuracy, and especially range would help a ton.
  14. Not sure if this is the place to post it because I'm not sure if it's a bug or not: I just switched over my old save to the beta branch, apparently mining and salvaging lasers are now "armed", not unarmed turrets, and are taking up all my slots. Is this intended?
  15. Okay I'll try that when I get the chance. The 5min rule is also new to me, pretty sure I have more than enough time left on the quest. (should help with my only known research station which had it's docks blown off in an attack ;D) I did fly around to make sure but maybe I wasn't vigorous enough.
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