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Biggest help is to find the rear half of the wrecked Titan(I think its titan.. the CV you find) and salvage the Large Thrusters. That will get you parts you need to make the Advanced Constructer without having to leave the starter planet.
The Advanced contructor should be the first thing you strive for, as the automated building is the biggest help there is. (craft a thruster, and it automatically crafts all the parts you need for the thurster first!)
Also, the rail gun on the SV is great for sniping turrents on alien bases well before you get in range. Take them out without any danger to your ship.
Carry spare cores when exploring. After taking out the enemy core on a base, place yours for a free pre-constructed base!
Not as much time in as others, but those are what I've found so far :)
Pulling the core also does not help. The second time not only was I in very deep water, I also pulled my core (after crafting a new one).
Your character is still safe in fairly shallow water, as long as your head is covered, your ship however, is not safe any where.
Went and raided a base, came back to a drone hovering over my ship and my ship beat the hell. Lost my cockpit and mobile constructor. Oddly that's all I lost, basically that meant my ship was farked and so was I because I was on the other side of the planet from my base.
1. I like to locate my initial base near an iron deposit. On the front end, I use a fair amount of iron to put my base together.
2. On a mining run, I leave at daybreak and go to a node that has a mineral/resource I need. I mine until I have enough time to make it back in the light. For the sake of efficiency, I forage on the way to and from the node.
3. Carry extra drill power packs.
4. One of my goals in base development is self sustaining farming. I like to have at least five "units" of each plant. During the night, I harvest plants and fabricate food for storage. I personally like canned vegetables and canned meat.
5. Harvest what you need for healing packs and carry extra.
6. Having tried numerous base locations, I like building on water, specifically, an inlet on a major water body. The major water body is essentially a "road."
7. Ignore the hovercraft and build a small vessel. Until developers fix the hovercraft, it's easier just to fly.
8. Spend some time airborne on each planet as a scouting missions to locate nodes.
9. Until drones are tougher, think of them as free pizza delivery units, bringing you supplies you need.
10. Stuff a cargo unit with foraged food and let it spoil to make nutrients.
All really good, except 7. HV's are much better since yesterday their minigun turret isn't very good, at least at range but it can be usable up close and seems ok against drones cause they hover. We should compile a huge list eventually. I think this thread is a great idea.
In my current game, I have every resource but haven't started a capital ship build. I'll go ahead and build a few HCs, but for rapid travel to and from nodes... it's tough to beat the SV. Of course, if drones start swarming and getting tough to kill, that changes everything.
Disagree. HV is useless to me. Nothing you can do on a HV you can't do on a SV. HV is waste of resources since eventual goal is to get off planet and only SV makes that possible. As mentioned Rail Gun lets you outgun any base defenses at safe distances. Once you build a SV you'll never use the HV again... Mount all 4 (or just 3) guns across the front of your SV and you will rule the planet in no time.
My tips:
1. Ideal location to build is where IRON and PROMETHEUM are in close travel distance (ideally short walk) as you'll need lots of both eventually. Third on list is Magnesium since then you can make massive ammo to level up quickly by shooting everything that walks or crawls...
2. Before going gonzo on a base (unless you just want to craft your dream...) simply push leveling up so you can use a ranged weapon to take out a bases defenses (sniper rifle, then laser rifle), then clean it out and punch out it's Core and stick in your own, whala, you have a huge base. The Epsilon Factory is IDEAL because it has a hangar to fly your ship into, power and a constructor to set you on your way. Simply add a Medic STation and a Food Processor and a Fridge and you're good to go.
3. Use the BACKUP GAME and keep a backup before doing anything dicey. That way if you fail (e.g. blow up your perty ship...) you can just exit, delete the game, copy the Backup to be the primary game file and try again.
4. Once you have a SV (which again should be asap) then recon the entire planet, just steer clear of enemy bases for now, but locate all the resources for the entire planet. Check map and fly the way the sunlight will travel, zigzaggin up and down to scout entire planet under daylight. In a one day cycle you'll cirle the planet and be home knowing where EVERYTHING is.
5. I now land right near resources I'm mining and just check on my ship every 10 seconds or so by popping my head out. Always dig into a mine from the uphill side and Mine a gradual slope into the area so that you can run right out to check on ship.
In summary, Minimal base, level up ASAP, Ranged Weapon, Take over a base, scout planet, RULE IT ALL!
It should only take about 4 game "days" to be master of your planet, tho you'll have to level hard sometimes to be that quick...
HVs have Turrets. If you place them while mining, you get at least a base defense. SVs will be shot to pieces as they can not defend themselves ;-)
1. When having placed the starter block, put your cockpit right over the core block (with the hover engine sitting below the core block) -> the hover engine needs to be as forefront as possible to avoid problems while climbing a hills
2. Build your front like a shovel. Dont add a lot of cube blocks on the lower front of the cockpit.
3. The heavier your HV is, the more hover engines are needed NOT for the flight level, but for the suspension
4. HV now has a max 3m flight level. This should be enough to climb even steep terrain
5. SPACE = rise the flight level gradually
6. C = lower the flight level gradually
7. If you tipped over, hit SHIFT and your HV will roll back to standard position (you need a RCS equipped to use this feature!)
8. Hit SHIFT+Space to do a quite HIGH jump. This will help with big obstacles and hills.
9. Any vessel, be it HV or SV, should look like a "pyramid" when looked from behind/from the front. If you are building "boxes" or "pencils", tipping over will be more frequent...like in the real world.. ;-)
10. Finally: for moving a HV, you only need 4 thrusters (6 are needed for SVs): Front, back, left, right. You may also use Directional Thrusters instead of Normal Thrusters (but thats up to personal preference)
I built a "pencil" SV prototype called "The Needle." I haven't had any problems with flipping over. I'm at about 1 RCS per 2.5 tons of mass and have good maneuverability. I try to park on relatively flat ground. Occasionally, the SV will slide around a bit but if necessary, I drill out a niche so the ship will drift into a "wall" and stay still.