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For shuttles give them some ablative fighters/gunships to take hits in the rare occasion that they get attacked. Put them on secondary burn
For miners you are probably going to want at least 2 frigates, I use 5.
Ships auto repair on dock, if you check the checkbox for that in the hangar screen in a base. Roaches etc keep ships that never return to a base alive.
You aren't the only one to notice that overworld combat can be counterintuitive. Imagine my shock when I found out shields dont factor into it at all.
Rare? you can get two spawns in the time a hercules / pluto fill eight pods.
Mining is worthwhile, but only if you use the Tug from the MU faction.
Also farming the pirates by doing loops with your cargo ship is not goona work. If you beat them back they will become neutral and won't attack you for a long while. They only become hostile once every couple of minutes
For predominately overworld bound ships like trade ship escorts all you need is engine optimization, and only if the ship isn't as fast as the engine optimized trade ship. The fleet leader, usually the trade ship, should have fuel capacity and gate refuel. Unless it has been changed already, sensor shield won't stop pirates locking onto it, and they don't need gate hack to use locked down gates.
This is why I don't suggest an escort that is there to ward off any attack, you'll only get hit by fighters, those corvette and frigate teams are almost always left in the dust, Hermes goes 'meep! meep!' and flies off to make you more money.
They actually visit bases so frequently that they remain one of my best money makers throughout
https://steamcommunity.com/sharedfiles/filedetails/?id=2012867480
The word for this is broken, not unbalanced, and thats not just for the mining, the combat is oversimplified. A 1.1 million apollo loss for maybe 400k ore return is plain broken. Strategies should never be balanced against any other. Each vessel has to be balanced in its singularity to allow standalone performance, IE player AND wingman, to then function the hive mind that is a fleet.
This game is in 'full release' state and has glaring issues. This to me is still in alpha. So all I can glean from this is dont even dare touch cargo / freight until frigates are secured which is 10+ million per craft. This defeats the whole concept of using mining / trading as an alternative to combat, because my god hours of combat only in a light corvette is retarded. The only way to accelerate combat is as ive said to fly backwards and annihilate smaller craft in succession to just kite the bigger stuff. If this is how combat logic works then there is no point having a fleet ever fight in overworld, and as I suspected as is the exact same with x series, you have to have the superior number of capital class ships with full tech to ever feel 'safe'. Games that are only for the masochistic that are not by design need to be remedied.
I'd say some aspects are unpolished and buggy, but at least not totally broken.
Trading works great right now, you just get some basic freighters and set them as waypoint traders, pick up goods where they and produced and deliver to where they are consumed. Income is pretty decent, maybe 1 million per ship every 10 minutes. I never assign any escorts and I've only ever lost maybe 3 freighters.
Mining is great too, but you have to do MU missions to get to the good miner. I never had a problem with losing ships.
Before I killed off the beggars and reborn, they were paying for themselves, literally. I had a fleet of 5 ronins with 10 roaches and 10 swordfish as ablative armor in each ore field, the pirates would send over some frigates, corvettes, and filler fighters. One meets the fleet in a field and suddenly I get spammed with kill messages. The 8 million those frigates in that screenshot are eating per cycle was covered every cycle by bounties alone! Then I went and took over the bases like an idiot. Still making a profit though.
FYI that is for a heavy frigate, light frigates cost 2 million, about 600k if you build it at an owned base. Before that point I just use smaller, cheaper, faster traders guarded by crap fighters and set to primary burn. Still got some caterpillars I set up early on running around, escorted by gremlins. Mining, though? Always sucks, but you can use 2 Anubis corvettes to safeguard miners for a little while in the early game. Once the killjoys and Racers come out you want 2 light frigates at least.
Mining outpaced transport in income for me. Hint Tugs are better than Pluto’s. I gave them each two Anubis corvettes and took no losses for hours and hours and hours in overworld.
Hermès shuttles don’t really need an escort, on secondary boost and proper upgrades for overworld travel make them faster than most things, the costs of escorts and hassle of replacing any cost efficient escort for them don’t work out.
Catapillar mk2’s also basically do not need an escort for your first trader fleet (sub 100 mil liquid cash on hand) I would just build as many cat mk2’s as you can after maxing out in hermès shuttles for the easier money. You can upgrade to hurculeses from there giving each two anubis for escort. You don’t have to wait for frigates at all.
When you are about to go to war with a significant faction, You’ll want to upgrade your escort, and frigates and corvettes are probably a good idea, at nearly all other times it’s a waste. Have had only 1 loss in 24 hours of afk farming with dual anubis escorts. Frigates just seems to be complete overkill.
I do get your point, the engagement range being “litterally on top of each other” is pretty annoying sometimes.
So for now you can indeed go with the Anubis which has decent all long and mid range dmg even without upgrades. Also do not upgrade you ships you use for pure overworld escorts as at this time only a few upgrades do work on overworld and none of them helps with combat. So you can save the costs to use for yourself or in other spots.
As for miningships I mostly send them to belts where I have a small warfleet patrolling it, so that even lowers the risk of losing them smaller as that is only when they are in transit, and for mining ships that mine far away from their destination station, I assign a few mining support traders to them so those mining ships do not have to leave the belt ever and are protected by the small warfleet patrolling the belt which is also generating a small income due to independent miners paying for the patrol.