Empyrion - Galactic Survival

Empyrion - Galactic Survival

Duniac Aug 24, 2015 @ 4:31am
Making a Stronger SV?
I just spent 2 hours building a SV and upon my first flight I decided to attack a tower. Unfortunatley I was one shot killed.
Does anyone have any suggestions on how to make a stronger craft?
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Showing 1-9 of 9 comments
Atlana Aug 24, 2015 @ 5:00am 
make it small - so it bekomes nimble and difficult to hit...stay on the move...best way is zig-zagging

because you'll neeed it in space like that (nimble)

My approach was to SNIPE DOWN the turrets on them towers (takes a while though) as being on foot, you're not that much "threat"...unless you go closer than about 150 meters. the assault rifle has a range of either 170 or 180 meters..which blows them away fast too..but OCCASIONALLY they start firing at you at that range
Scrogdog Aug 24, 2015 @ 5:13am 
Rocket launchers are great for picking off the turrets at range without taking return fire.

Make sure you armor up the cockpit around the sides. Also, cockpit 04 has a low profile as it is the only one that has a height of only 2. Protect your fuel tank so there is only one open block space to access it.
Last edited by Scrogdog; Aug 24, 2015 @ 5:24am
krezivan Aug 24, 2015 @ 5:52am 
I made a large armored fighter (from the escape pod), made an entrance at the back and all the vital equipment is inside, the weapons are also deep inside the craft and can only be hit from the front, reducing the chance of losing weapons. (a slight tilt and enemy weapons hit other blocks instead of weapons) Also use only armored trusters, yes they consume more but the other trusters get destroyed too fast. (unles u put them inside, but that's a bit unrealistic). The cockpit is tucked in armor and has a sort of shield in front of it, reducing visibility a little.

And as other said rocket launcher are great. Fire, move a little, fire again, and u pick of the defenses one by one, without taking damage (or taking very little damage), after an engagement land and repair all damaged blocks, before moving on to the next.
Miffy Jupiter Aug 24, 2015 @ 6:58am 
i just walked to get closed the tower , using ship to get close is too risky , i have so many time just run into the tower / base and take out the core ....
Jackie Daytona Aug 24, 2015 @ 7:44am 
Hmmm... all good advice. I don't have much to add.

Turrets can easily take out a cockpit in just a few hits. So you need to be careful of that.

You can completely encase your cockpit in armor. (Just leave one spot open.) Once inside, you can't see. No problem. Press V for 3rd person view.
Shreddersteve Aug 24, 2015 @ 8:37am 
I found that just loading up with a few plasma cannons on the ship and shooting from range works well. infinite ammo on SV for now!
ZENdog Aug 24, 2015 @ 8:55am 
There are some things to take into consideration when building GV/SV.
Like mass/size, weapons/type, thrusters, extra equipment and energy consupmtion.

To make it a bit more simple, you have to balance this:
*(not adding cockpit/core/generator/RCS/landing gear)

Ship Part
Increase
Also adds
Thrusters
D. Thrusters
>>>
Mobility
>>>
Mass / Energy Consumption
Weapon
>>>
Combat Capability
>>>
Mass / Energy Consumption
Energy Tanks
>>>
Energy storage
>>>
Mass
Blocks
>>>
Structure / Defence
>>>
Mass

So as you can see, some parts balance eachother out like; Thrusters <---> Energy Tanks.
But all of the vital parts adds Mass. and the only way to balance mass and mobility is the RCS unit.
On my stream we roughly calculated 1x RCS / 1.6t. So if you have a ship that is roughly 7t-9t, then 5-6 RCS units would make it agile and pleasant to fly.
(RCS units is currently not affecting the Roll of your ship, might be something they correct in the future)

If you have a ship with a mass of +9 ton, i recommend to switch out half your directional thrusters for normal thrusters and give it a try, it should increase your strafing considerably.
(consumes a bit more energy, but its well worth it)

For weapon types, the best long range (imo) is the Railgun, its sort of the "sniper rifle" of the game, and the Plasma for its splash damage. Both good at long range.
Laser is sort of mid range and the gatling gun is pretty much close combat.

I personally prefeer a combination of Railgun and Plasma at the moment, simply because it gets most jobs done very well. :)





Ship Build 03, Viper-X
Toast Aug 25, 2015 @ 5:54pm 
I haven't had much of a problem with towers on my SV, I usually use rockets or snipe them from a distance with my Quad plasma cannons.

Most damage I've recieved with during a fight with some space drones where they knocked out a thruster and destroyed some armor plates.

My tip is to always be aware of your surroundings, oftentimes you can spot and snipe drones and towers from a distance before they fire at you.
Sillls Aug 25, 2015 @ 6:21pm 
Use the cot pit that you can build with the small constructor. That has a lower profile meaning it is harder to hit.

Ring the cot pit with armor but make sure you can see. You can use whatever shapes you want.

Tactics: Very important. Even more important than what I listed above. As you close in on a tower. Look for the guns. Normally one on top and four at the bottom ringing the tower. Come strait at it and line up with a shot and fire once in range.

STRAITH (move side to side and up and down) keep changing your direction while facing the tower. Never move in one direction for more than a few seconds. The towers weapons will (lead there shots) and you will run right into them if you do.

Keep lining up your shots and take out the guns one by one. You will have to stop sweeping side to side to do this or your shots will go wild. Once stopped shoot and move quickly.
Repeat until done.

It gets easier with practice.
I have gotten to the point were I can land by one and run up and knock out the turrets with my repair gun. Sorry but there (is no loot) for trying this for now.

Anymore questions? Please ask.
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Date Posted: Aug 24, 2015 @ 4:31am
Posts: 9