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game is still in early access and it's showing. so save before warpjumps/onto planets, before going down dungeons, after you've achieved a milestone/mission goal/victory, after you've filled your ship with loot/mining/trading stuff and so on. just get used to it. F6 is our friend!
in addition to that:
if something doesnt work or seems bugged, try F6 & F8 (save & reload) - it might fix 50% of the issues :)
here are some more: https://unofficial-spacebourne-2.fandom.com/wiki/Tips_%26_Tricks
we can adjust ships' 3rd person view angles with ctrl+NUMPAD (4/6 = left/right, 8/2 = forward/back, 5 = centered)
The rest is very nice, I did not know about the autosave and auto stargate warp! Thanks, definitely making life a lot easier.
I'm having trouble with speed sometimes - when arriving at the stargate sometimes my ship does not speed up as it should with max energy set to engines. My solution: hit Tab to bring up the weps, then Tab again to store them - speed will be at max.
When you are on the Galaxy Map, move your mouse pointer to a system you want to go and press Q - it becomes a target and you can now travel to it (no need to click into the menu in the left side to manually target it)
On the Galatic Map if you zoom out via mouse wheel, the only visible systems are the main systems - that way you can find out easier which one is the main for an area. Also they have numbers under their names, like
Mirith
G1
L13-23
L13-23 is the level of the security ships you can expect when raiding. It does not really work for me, seems to be sometimes a lot lower and little bit higher, but generally right, that is with Mirith above I can be sure with my level 50 army I can win easily and won't run into any meaningful resistance.
- during long(er) playsessions, sometimes the whole screen goes dark for a sec after we exit a jumpgate. mouse feels laggy and controls dont seem to work for that first sec as well.
if that happens, game creates a "GC" (GameCrash) savepoint instead of the standard "entered new system" savepoint we usually get with jumpgates. but we are able to play along anyway => first sign that its a good time to restart the game and reload
- also during longer playsessions, its possible to encounter other stations spawning/glitching directly into the jumpgate structure. or the stargate structure itself seems to be out of symmetry in a glitchy way while we want to enter => desync issue; restart & reload as well
while doing operations, let your squads attack the shields first while you are going straight to the main building. you kill all enemy ships there on your own (+your wingmen) while your squads take down the shields on their own. as soon as shields are down, we're able to access & capture the main building. ignore all other enemy structures like turrets/drones/docks/etc. - no further operation steps needed!
in fact, setting up another step and executing it would only lead to enemy ships changing their position on the field to reinforce with that step. we dont want that after we've cleared shields and main structure area. let them sit where they are. they won't hurt us over there while we're already at their base :)
so leave operation constantly at step 1 with your squads still sitting at the captured shields. warp to the main structure, kill all ships there on your own, exit your ship & hoverpack down onto the platform, snipe enemy soldiers on landing pad with headshots
=> ez win battle in like 5 mins
(srsly, setting up the operation & flying there takes longer than such a speedrun battle itself)
but make sure that you + your squads are trained/equipped to the max and their ships are upgraded appropriatley for this kind of action.
if speedrunning operations sounds interesting, here is how to increase your force's efficiency with this strategy.
think about mentally splitting up your 9 squads into 2 groups:
one group solely for attacks/operations and the other group on permanent hold for upcoming defense battles. (for raids, we'll use them all together)
this way, you can do both defense battles and operations at the same time:
while you're taking over a station in system X with group 1, your group 2 will be available for potentially needed defense and hold back attackers in system Y.
4 squads (1 dropship + 3 fighters as decribed in tutorial) in group 1 are more than enough to capture just that one shield structure we need in order to take over enemy's main building in operations. that leaves us with at least 5 squads available for upcoming defense battles with group 2.
you could split up the groups differently if you'd like to do most things on your own. basically, we'd only need 1 dropship & 1 fighter to set up & execute an operation process.
so, even in case those 5 squads in group 2 wouldn't win a defense battle against, lets say 10 enemy squads attacking, they surely hold off and slow down that attack in system Y long enough for group 1 (and you) to finish the operation in system X in the meantime.
as soon as the structure in system X is yours and group 1 is available again, send them to the defense battle in system Y as well to reinforce group 2 and to fasten up the process there. in a "worst" case scenario, we'd have to jump over and help out there as well.
dont forget to upgrade the new station's modules you've just taken over in system X & also raid system X when all squads are available again after the defense battle. when you own system X, set system's security lvl to max affordable (depending on that specific system's income).
rinse & repeat :)
obviously, having all upgrades on your faction structures' modules (barracks, turrets, shields, drones etc.) helps immensely to slow down enemies' attacks as well. so if affordable, get used to upgrade every captured station immediately after a takeover - just set it & forget it.
if ressources are still scarce, do at least the shields upgrades (and maybe the turrets for more pew pew) on every structure you own! we've just learned how important shields are when it comes to takeovers. we can basically defend any attack by just sitting at our shields waiting for the enemies to come. they must & they will come to shields sooner or later since it's needed to get access to the main building.
which group should have the one cap ship we have?
i'd recommend to use the command ship in the attacking group 1 since its' bonus on the battelfield is needed/helpful more often during our constantly ongoing operations than in randomly appearing defense battles from time to time.
we want that bonus available to our troops as often as possible. there is no benefit if command ship is in idle mode while no defense battle happens. so cap ship -> attacking group, IMHO
- if you have multiple monitors, pressing H allows you go over the game frame and do whatever you like outside
although i think thats probably how it's meant to work, i can't confirm myself since it's hard to tell when you're speedrunning systems and all security is set the same to at least 3. but i dont think enemies would stop attacking us when all security is set to max either.
this is what devblog said when security was introduced:
"• Added the ability to assign security to player-owned systems, allowing for balancing of ship traffic coming in or transpassing through the system."
atm, traffic numbers dont seem to change if we increase system taxes and/or security. so i doubt that it's already working as intended.
idk why but i basically start it and book it super far away 300-500 away then either they just stand there and do nothing or they run towards me if i didnt go to far. if you do go to far were they just stand there they wont do anything and it just counts down and thats it
after that you have to hold down the right mouse button to get the circle to start comin up by following the fighter
That's what I thought, but I'll have to get into some more fights to try again. It didn't seem to be working on my last fight, but maybe I was just not following the fighter enough, even though I kept him in my sights while I was doing it.