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You are provided an NPC escort fleet and told to sacrifice them if you have to in order to complete your mission.
So... run, don't get hit by the nukes. This isn't intended to be a fight, and it sure as hell isn't intended to be winnable by a lone dreadnaught. You are supposed to run from them.
1: you leave the planet
2: you get attacked in ~2-4 seconds
3: you jump because the attack is a near endless wave of enemies
4: you arrive with your fleet, no nukes yet
5: you enter a nuke system, the previous 2 systems have disorganised your fleet resulting in you arriving first, or you arriving in front of your fleet, you can try and stay longer in the previous systems but oh no wait you cant, if you do that the enemy starts firing guns with large knockback,
essentially stunlocking you from jumping out until you die, and again the enemies are endless so you can't just clear them to get a save jump, i've often been "stunlocked" and i can tell you its not fun.
additionally the nukes target solely you
the only possible strategy i can think of to beat this mission which imo is still kinda cheesey is rip out your engines and get the worst ones possible, that way your entry velocity is so low you can olmost instantaniously jump trough systems
One of the best solutions is that you can hold J to ready the escort fleets to jump with you as well.
Scram drives are also incredibly useful when doing so.
And yea ripping out your engines and replacing them with slow thrust+high turning is also very viable. But i agree that you shouldn't have to cheese the system like that.
There were some changes to how missiles worked in (0.)9.9 which did marginally increase the difficulty of this mission if i recall correctly. So this feedback is good for us to hear, especially as we rarely touch on or revise any of MZ's free worlds campaign
reduce optics tracking to 80% because if im correct thats what most missiles have, no reason imo to have a missile have 1350% total tracking power when 130% is defenitely enough
a pre-mission suggestion to go in with a small agile ship instead
-slow the missiles down because they are absurdly fast, and iirc nukes have to be pretty large to do the blowey up part, and i'd also enjoy actually seeing what 2 shots my ship instead of randomly seeing 2 large explosion appear on my ship followed by my ship itself exploding.
-slow the reload time down, it's a nuclear missile not a rocket-pod
-this is a big one, decrease the attack fleet size, the nukes are half the issue in the mission, the other half is the fleet making it impossible to jump away at a reasonable pace ESPECIALLY the tiny ships with high-knockback guns, heck i'd dare say the knockback guns are 90% of the issue.
The nukes stats weren't changed at all in the latest update, only the other human missiles. The only thing that was changed was a fix to how nukes fire; it use to be that a ship would fire every nuke it has at once, meaning that if you can tank one but not two and the enemy has two nukes, you're done for. Now nukes will fire one at a time based off of the reload time.
Yall going to tell me that isn't a change to the missile that directly marginally increases the difficulty by making it harder to dodge the nukes in question as they are being stream fired rather than volly fired?
Do a double kickflip, right now.
Another change with v0.9.9 is that blast radius weapons will have their damage taper off with distance, so if you use your fleet as a nuke shield you'll be able to dodge a good portion of the damage if you're still caught inside the blast.
132 pixels isn't all that large of a wingspan. The missiles very quickly optimize to the same path and stack atop each other when volly fired rather than stream fired.
I do not think this is all that big of a deal, it's just another excuse to revise and rebalance some of the free worlds stories.