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A bit awkward that my 31 kt rift ship has 7 slots, 120k shield and 800 cargo. Trinium CPU blocks increase processing power dramatically for the mass. Cargo capacity can get reached by using one of the rift cargo subsystems. Shield gets a decent boost from the the flat boosters.
I will admit, I'm still working my way up but the outer rifts seem to stay roughly the same difficulty range. From what I've noticed the only real downside of going through the lower areas and using a hunter as a captain is useless turrets that will probably get tossed into the disassembler.
Just going to put an edit, I think its fairly on point with your feedback, but it seems a bit exagerated from frustration.
And to achieve this you need to build your ship from the ground up specifically for the rift and kit it out with red+ very good systems. Meaning you're already clearing high level rifts for a long time. I also talked about all the other stats of the ships, and the thing is, when you start increasing one of them, like shield, all your other stats (energy, crew, engines, thrusters etc) need an increase too, which is why kt scaling starts to go out of control pretty fast. The stats you mentioned are not even your ship stats, it's a couple of mods, but in the rifts near the barrier you need both very good red+ mods and a very high base stats on a ship.
I already explained the problems with progression and collecting mods. Now about ships, because a lot of people want to fly around in cool ships from workshop, not some ugly brick made by themselves. And making a second option mandatory is not a very good design decision. Also don't forget wild limits fluctuations for kt even on the same Rift Station. That's why i want this system rewamped and limits are far more normilised.
As I said, resizing or rebuilding your ship for every single 10 min rift is not fun, it's a chore.
I'm talking mainly about rifts near The Barrier. Difficulty here ramps up a lot, whil limits stay roughly the same. I'm flying on my 10 slot with 2mil shield (some systems swap for better stats for the rift) + rechrger with 14 crafted yellow 1.5-1 size turrets and it's not always enough. Completing some mission with 400kt ship (mine is 600kt) that not perfectly minmaxed for the rift seems like suicide.
I've spent nearly 30 minutes trying to activate the gate and get out of the rift with my buttcheecks bending uranium rails in the process from the effort, iwas a bit pent-up to say the least, duh. But after good nights sleep i still stay by everything i said, despite maybe exxagerating some moments.
Because if it was, I'm sure modders could easily fix most problems.
Eh, relying on modders to fix the game is pretty poor idea. Like I always say: "Modders should create new content, not fix the base game". As it works in Starsector, where most mods add new factions, ships, weapons or a whole new gameplay systems, instead of fixing broken stuff in the base game.
. . . I came across a task " 20kt mass and 17 RR "
Like I seen some make some crazy good rift stuff, then others like "why I can no make a ship with iron and titanium any good?" Uh isn't this more of end game content? "I want it now its best stuff sooner I get it the better!" Every thing I saw on this said buy this later when your near endgame, because its endgame content. And then I read its people making monster ships or making smalls out of early, or mid game mats going "why it no work on late game zones!"
What language is this? Google translate gave up .. I also gave up.
You also made no mention about overcharge: have you noticed that? You can overcharge the teleporter up to 200%, that can make the odd 250kt mass mission up to 750kt limit, and that means you can enter the mission undamaged.
About the RR, i did some mission with 2/13 protection and still my hp stayed the same during the mission, so it doesn't seem to mean a lot. Playing at Expert if that does some difference. The description ingame tell the ship will take damage but it doesn't tell how much, I have the impression that it does low damage per level, so you don't really need full protection.
About the mission type "Applied xenology", you can do that without combat at all. Don't bring the Xsotan Hunter captain (I think the enemies spawned by that are aggroed by default) and you can place the beacons, wait 3 mins, and go out. I also did that by combat and I still won, because the enemies were not spawning unlimited, so I managed to kill them all and repair the probes. However I saw another one that complained about the whach-a-mole game, so maybe in some cases they spawn more. Not sure about their spawn mechanics.
I agree with you on performance, something should be done, they can get to unplayable levels, contrary to other parts of the game. Either despawn wrecks (tell that the rift eats dead xsotans or something) or less enemies but more damage per enemy, or less turrets per enemy but with more damage per turret, or something else.
They were actually mostly Exceptional tier with a few Exotics at the time and I mentioned about using the hunter captain and being able to get higher tier subsystems in even depth 1 rifts. After this post you made, I decided to give the higher tier stuff a try and yeah, I do understand what you mean, but that was from trying to take a now 40 kt ship into a 50 depth rift then dying. I do understand the mistake I made and I think its possible for me to have done that, I just tried to take on far more then I could. I'm now looking at getting a more optimized weapon loadout for my ship instead of the haphazard whatever has the highest dps with good range.
If your refering to having trinium and going back to lower areas, then yeah, I can understand that being thought as an issue. I mostly did that so I could basically speed through to kill what the hunter captain brought in since the mods that drop are really good for things other then rift. My first excursions into the rifts was using a full titanium ship, which I will say that I do somewhat agree on the acid fog being dumb since it stops inertia dampener from being used all the way until the end of the game, since they are twice as effective as directional thrusters at deceleration, which is kind of important to be able to stop in the rift.
This DLC is going to make a new set of ships appear on the workshop that both looks good and has somewhat standardize amount of mass. Something like 20 kT, 60 kT, 200 kT and 500 kT is going to be my guess as the standards for weight limits on how much mass in each rift tier.
I'm not about to self-censor myself days after posting and even now, when I no longer affected by the incident, I would've wrote it in roughly similar manner. That's just how I talk, when I'm criticizing something and believe that I'm right. Game design decisions made by devs caused me all this frustration by their incompetence and I see nothing wrong with throwing a few jabs in return. If said devs are too fragile to take feedback in this form and make it into something useful and productive, it's not my problem. I'm not a monk and also not being paid to alpha test the game, on the contrary it's me who pays in money, time and effort to test the game for devs, because they can't afford to test run new content themselves.
That was the whole point of my example. Mass is a very poor indicator of a ship powerlevel. Also makes some modules like armour insanely ineffective and 99% of the ships in workshop are fundamentally not viable in rifts simply because the most effective ship in the rift is purely utalitarian The Brick. And rifts/kt limits were balanced around this super minmaxed, ugly The Brick. That's not fun.
I said about 7-8 slots, because i tried a bunch of various ship designs that i subbed to and a lot of them were around 400kt and 8 slots.
Again, the point was that KT limits are completely arbitrary, when we have much more reliable slots system, which is even used in progression of the main game itself. You're limited by a number of slots you can have on a certain material level. Then why suddenly kt?
First of all, because of how wildly kt limits on the same station fluctuate, I always find myself either ~20% over the limit of overcharged teleporter or ~30-40% over the base limit. Overcharging in any of those situations is a pure waste, so i need to rebuild my entire ship just for a single 15 min mission, it's bs.
Second, I have no idea what "Xsotan strenght +1/2" means. There's 0 information about it in game. Is there just more Xsotan around the starting point? Then why even bother with limits, just steamroll with 15 slots drednought. There's more Xsotan spawning? Also mnageable, but why bother with limits when you can steamroll? Xsotan are of a higher tier? Now that's dangerous, and by overcharging i'm just suiciding into Ogonite lvl Xsotan with tech 40+ when I some distance away from barrier yet.
The same thing I said about overcharge and xsotan strenght. If it's so irrelevant that passive healing from crew takes care of it, then why even bother with all this progression system and constant warnings? Make it actually scary, but fix the progression first.
it doesn't work like this, during scanning process (after you place all 3 beacons) Xsotan aggroing not on you, but on beacons. Even if you placed all the beacons without disturbing any Xsotan (which I also did), then Xsotan spawned by those active beacons will target one of the beacons either way.
The most annoying part is how fast and painfully easy this mission is when you have 3 capable ships to put near beacons or playing in coop and at the same time this mission is a literal torture for solo players.
Which is just hunter captain being broken and letting you to completely bypass progression system. Hard to have any problems in low lvl (not RR lvl, i mean material level or general powerlevel of enemies) rifts when you ship is filled with yellow/red which you're not supposed to have access to yet.
I wasn't talking about deeper rifts with higher RR requirement, I was talking about rifts near xanion or The Barrier. The closer you are to the center, the stronger enemies get. Until xanion, they're mostly pushovers. You can go by on some small ship with a mish-mash of random turrets looted from pirates and secret caches. But at xanion enemies stats suddenly skyrocket. Having at least 400kt+ 8+ slots ship fully kitted (30 combat turret slots) with yellow crafted high roll turrets becomes a neccesity just to do combat stuff you'll been doing before. And all of this applies to rifts too. But not to rifts limits, they're largely the same as at trinium level, just enemies have x5 the stats (HP, shield and obv dmg, a LOT of dmg) and you expected to defeat them on the same trinium lvl ship.
Make it when? A year after? What am I going to do now, when I want to complete rifts? And what if I don't like how those few ships look? Sit there until someone makes a ship that i like? It's silly making a system and then relying entirely on someone in community to create tools to play this system.
Also it's a pure speculation, but cool ships having a LOT of mass in decorative elements (which btw make them cool looking) is not. Good looking ships just fundamentally not suited for rifts, compared to The Brick. For the rift you want to use every single shred of mass on functional blocks, not some garbage armor or blank hull. That creates insane restriction on you ship design.
No. It's not fun. Make it around system slots instead.
The loudest voices about this are people who play with mods that make those giant capital ships look like pittance against Xsotan.
This DLC entirely broke compatability with any mod that made the game into an actual challenge, it has nothing to do with the pathetic vanilla things you currently find in rifts.
I was google on what to do with Ancient Cargo found in rift missions (mission relevant cargo I guess??? in game it says) Anyways, likely its useless or just sale for credits forget it.
First, I have played for years now, with all DLC's, I play with mods but I hate all the ones that add too much power to the player.
(at most double turrets guyson the subs, anything more is just a sad desire for power.)
Anyways onto Rift ranting!
First what is likely the purpose and/or intent of Rifts with this DLC.
---Give specialty challenges (they sort of achieved this...but yes poorly, more so at release.)
---Put limits on ways to achieve more diverse creations or solutions.
(limits they used were double edge swords, which was bad, will explain later.)
--promote more co-op sitiuations......see mass limit issue to know why this did not fair well.
--- Offer new end game?....I mean content to entice people to play the DLC
(same content of game design, just different flavor of showing it. really they were trying to kill a meta in a way, but really only doubled down on two flaws in the games current mechanical design.
Note: New hybrid systems when used in 3 or more combinations are in many ways TOO good compared to base vanilla game, but this does make it worth buying, so that is why they did it.
---New missions with new goals are great....why didnt the base game get new missions, trust me a few modders have EASILY fixed this. (yes several of the missions the first author played have had updates to minor issues and fixes for minor designs....not all of them.)
That covers most of the DLC goal/design (if didnt mention it, its likely cause if failed to do anything towards that, or matters not due to the issues the base game has.)
Current game issues related to Rifts---
Big ships are better period, even if the NEW Mass max is limited by mission Restriction maxing that gain out for every Kilo-Ton is simply too good and/or too necessary.
RESULT--mass limit bad by being too restrictive, and mass limits did vary too much.
-Solution Standardize mass limits based on mission depth with SLIGHT variance to amounts.
(Devs here that? SLIGHT change to Mass Ranges. Dam turret RNG stat drop ranges)
CO-OP into RIFTS
Mass limits is a double edge sword here, -- So you want Co-op a rift? you both have a ship designed for the mission? That is cool, but wait, the mass limit is 300 Kt, and BOTH of your ships are 300 KT...sure you can double the limit by overcharging.....but its going to be harder......wait your ships are designed to solo this mission at 300Kt? and going harder would make it less efficient then playing solo?......
Yeah mass limit really killed CO-OP enticement and prevented more casual friends from joining more serious ones.
(aka this likely put more of a 'Rift' between fellow players playing together....yeah I punned I will see myself out.)
Solution-- Slight fix but one that would encourage more varied game-play on default Rift constant mass values. Mass limit sure, but more on SHIP total counts allowed.1
Instead have Mass limit as a "MAX" size of ship to safely launch into the Rift Location, BUT this is not a MASS limit overall to the "NUMBER" of ships you can take. aka add a SHIP Number LIMIT 2 or 3 set as the lower limit with up to 5 or 7 total ships.
(they can Choose to take only 1 ship, give mass constraint bonus to allowed SINGLE ship)
This change encourages some limits to ship size, allows co-op to be easier to access when the Mass limits are more consistent and standardized.
The idea here is to encourage ships of smaller design, and possible ship variations to compliment each other. aka, ship SIZE is still limited but over all play is kept focused on offering different solutions to achieve a common goal.
SO the base game subsystem slot mechanic is too....simple, which promotes limited Effective play, trying to force different subsystem usage wont change this, and hybrid systems just bandied fixed slot issue in a good way sure, but never addresses the big ship meta play issue as a result.
Solutions----There are a few, and sadly NONE are easy to put into the game. its likely so hard coded in the game those 15 slots that trying to change that may result in alot of work or entire game change.
(At that point Just build a new game based on this one right?)
But two main things to focus to fix it are, Easier fix is to introduce UTILITY sub slots that only specifc TYPE of subsystems can go in there. (Basically category based slots.)
Second, make ship size matter more (ship core specialty idea.)
I would go even further with a CORE slot that you can put specialty ship core to get bonuses to your ship if it meets certain limits. (aka an example way to encourage ship size limits) This specialty Core may even add in utility slots, or special sub slots that only very specific subs are allowed into (which give increased benefits while doing so)
This can not only be designed to support ship sizes but also ship roles or focuses.
(now we just need AI ship formation flying to make that even more useful.)
Short version fix- increase game setting of Rift mass limit in multiplier to 200% or higher
(my friends do 250%) to play Co-op on harder difficulties for Rifts.
Focus on ship designs around 120 Kt, 200 Kt, 300 Kt, and 450 Kt these will be 6-10 slot style ships most likely. Builders skill may vary. *weapon Variety helps actually.
(anything more then 450Kt just use more then one ship, dont get all focused on one ship playing.) Any RR past 70 you may need bigger ships.
I usually use heavily edited workshop ships, which is not all that hard to do to make rift worthy. Yes I have designed from scratch a couple myself, but that is usually for smaller Kt rifts for a challenge, the Kt of 200 or more workshops are usually more then enough and easier to edit the build from scratch.
Want a super EASY way to FARM Hybrid Subsystems? warning its cheesy and actually in the base game. MERCHANT Captain needed, Procure mission type "Buy" Rift Research DATA (scroll all way down to *item list), using a fleet of 2-8 escorts depending on how much you want at one time. Costs ALOT of money....(just afk earn it from station economy setup you should have done so already.) It will take some time, but its all just point click gain Rift Research Data Passively. 24,000 gained in 2 hours afk with enough ships to make sure it was safe. Then use a High jump range ship to just hop to each Gift center to spend your RRD that you bought. Congratz you now have hybrid systems without doing RIFTS actually. Each station has one RED always, every 20 minutes.