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Couldn't agree with you more here. Welcome to Hellion. You've accumulated quite a bit of knowledge and have highlighted many important ideas for new players. Nice work. There are some other ideas that would be critical if you would ever choose to play multiplayer.
-It is important to move your starter outpost to a high orbit once you get started. This not only gets you out of the debris field, but it also prevents others from paying you a visit.
-Suits equal lives. You must alway, ALWAYS keep at least one spare suit in the module set as your spawn point.
-Big bases are nice and can look rather impressive. They just aren't necessary for playing solo. I would say you need an outpost, cbm, and fm. The outpost gives you basic power, the cbm gives you storage, and the fm allows you to build parts. Dock the fm and cbm to your outpost. Just don't forget to open one of the doors to the cbm first; otherwise, you cannot get in. You can always make a bigger base, but start with this first. Add more as you find the power to support it.
-As tempting as it may be, there is no advantage to connecting the airlock and carrying around the complete starter base of the outpost, cqm, and airlock. It just wastes your precious one full warp cell. Ditch the cqm and don't worry about the airlock. Just get your starter outpost out of their and drop it in high orbit. You can use the home station button to return later.
-Don't store a ton of items on your ship. Make sure you offload these items onto your station. It is safe there. If you lose your ship, you lose everything you've collected.
-You have a ton of free storage in extra suits. Load each suit up with as many items as it will take. You can then take it off and put it on the rack. Not only is this an effective way to store items. Others don't know it's full unless they equip it themselves. It is an effective way to hide items.
ah I forgot to put this one down, it was one of the first thing I worked out
did not think about this one, I guess I had it in mind I would restart if I died roleplaying reasons and all that
hmm, I disagree well at least at the moment, I think having a full function big base is a nice objective to work towards. though if you are only exploring I completly agree
as for power I am learning that right now :) , I have the default outpost + 3 way and cbm, I have turn off parts of the station just to power up the cbm. I am now searching for a power module
quite true, it is what I am going to do next time, I would only carry the airlock for ease of use nothing else and only then if I wanted too
quite true, again something I learned early on but forgot to mention. though I must ask if you die and lose your ship respawn how do you get another ? is it only an online thing as in steal one ? because I cant think of a way unless the game spawns one
did not know that, might be something I will do, maybe load each suit up some basic supply hmm... I have a new objective to add to the list !
Regarding power modules, get a Solar Power Module (SPM), rather than a PSM. Solar power is free where-as a PSM will cost you in fuel, especially if it's not optimized with higher tier parts.
Welcome to Hellion. :)
actually planning both, a little while ago I saw a power module. figure I would get it as it would allow the starting ship to go further if needbe otherwise, planing on solar since my custom orbit
should always face the sun. I think ? :)
There is a button on your outpost that calls for a rescue ship. If you ever lose your ship, press the button and a new one will appear in 10 minutes.
It is an accomplishment to build a base. I’m just making the point that aside from the challenge and accomplishment, it isn’t necessary to help further you in the game. A cbm and fm become necessary. Everything else is icing on the cake. Build from there. An authorized CM becomes necessary to invite others to your base. Make sure you attach modules to the cm and never attach the cm to other modules. It will mess with authorization if you do not attach to the cm.
Here's one of my own:
Hover over the Start and Arrival Times in the warp panel and use the mouse wheel to adjust the times up or down by 10 secs per wheel tick.
Better make it a full one. You never known what you may find. Warp 3 has efficiency to keep 5% cell usable for approx 10 warps around one sector (parent planet and its moons.)
Welder yes, fire extinguisher is redundant. You can patch up burn holes with the welder, just make sure you don’t stand too close to fire. Alternative is to depressurize. In any case welder you should always keep in your inventory.
Depressurization is great for many things. In ship when you’re looting away, it’s best to go airless. If you’re operating in a debris field while piloting, great idea is to shut off the bridge - close he door. The canopy usually cracks very easily and there is no warning so if it happens provided that you sealed off the bridge, you can simply repair the crack and only air loss will be the bridge section. When you are building a hefty station it’s also best to depressurize the whole base before you start docking and undocking. One other thing, there are specific sections of modules that can be permanently depresurized if you’re not using specific rooms. I for example always keep my CM lift shaft depressurized since I’m not using the tower much and lift shaft is prone to often breaches.
Yes, first thing new players should do when docking is align properly and then just use wasd, space, and ctrl (or c) while holding shift all the way.
Careful planing and thinking ahead goes for the simplest of actions like stepping outside your base for the first time.
Ah yes, the UI systems in this game can be a bit overwhelming for beginners. Also I would advise that unless you absolutely need air, do not make any before getting at least a T1 resource injector but I personally don’t do it until I have a T4. So much savings can be made on resources this way and if you did the starting sequence properly you shouldn’t need air almost never until you acquire more modules.
Like I wrote that one myself. Yes the outpost is he only thing that matters, and it’s the most useful and irreplaceable module. Don’t let it go unless you are playing with a group in which case it’s actually preferred that purpose do. (It’s because in case of death all your stuff that’s connected to the OP will blow up after you fresh start.
EDIT: more tips
Yes. Steropes can definitely pull its weight for a while in no sun zones but you have to be very very careful and well organized. For such places like Ia it’s best to set up a forward base in a form of a reactor or two so you can always recharge when you’re in the area. (Leave a claimed ship attached to it so you can always find it)
That’s priority #1. If you failed to prepare, prepare to fail.
That was updated with last patch. Piloting and docking UI is much more intuitive now.
All objects have designations that start with their description - (AM airlock module, CM command module, CQM crew quarters module etc). So you know exactly what you’ve just scanned. Also the first number begins the name stands for the date the module was spawned. So that’s something you can use to judge if a particular derelict or module is worth visiting.
And to add my own; first thing you should look to acquire after moving your base to a safe orbit is the defibrillator module..sry the fabricator module. You’re going to be looting a lot of derelicts and they are a source of crafting materials so think of a FM (fabricator module) as your joker card - if you have enough materials stashed in your base, you can craft whatever you need - suits, jetpack a, welders, so basically anything you would normally have to loot manually and stash in your base so you secure your longevity.
Tip: not sure if latest patch fixed it but FM had a broken anchor and you needed another module in order to haul the FM.
This madness has come to an end.
fair enough good to hear both perspectives as I have not idea what the multi would be like, I think the closent I could get is a LAN with friends
I have not died yet but I will keep it in mind but I can see how frustrating that would be, I guess another reason to have a fab module then ? I am assuming here since I have not found one yet but I assume it can make suits ?
did not know restarting would mean your outpost exploding, I assume it would turn into a abandonded station or something like that
I thought that button was like the distress button, just gave out a different signal or soemthing thus useless, thanks ! I was scared to loot the military outpost since I thought I could get in a postition of having no ship if a turret was there
thats pretty fair, I will keep the CM problem in mind
ah another one I forgot to add, I picked up on this as I was playing with the warp screen. Still very little idea what they do except help you warp to a specific location
actually I would agree, I find solo makes it kinda a chill game just working towards a simple objective, I will keep it in mind if I play co-op with someone
hmm I might if I find one, mostly been finding 20-27 hp ones, I found 20 is minimum to go from the furthest moon(has a storage base) to burner where my base is the minimum so I based it on that
I guess but I know there is storage on the ship they are also nearly everywhere, also I swear I had module on fire even when depressurized, might been a bug
I actually just worked that out last time I played, also worked out the undocking thing quite well when I was connecting a 3 way to I could attach my airlock and cargo module just as I could say when moving modules around having more then one airlock attached is vary handy
I know about shift and short bursts, as well as when docking modules aiming at the window always keeps on target
*raises hand* I only recently worked out that keep spare ones on the ship and swaping out is really handy
I think that was one of the first things I fixed, at the moment I tried pressurizing a CBM that takes a lot of air...I dont actually have enough at the moment I used all my oxygen and nitrogen still not enough
I will keep it in mind, once I have found a reactor and an extra ship
ah ok, from my perspective it looks it changed months ago and the guide were a year or two out of date, espcially when it seem so much was different to the info I was finding
I knew what the names of the module were, I was just trying not to give too much away discoverying stuff in the game is fun :) just some of stuff just does not make much sense at first look
did not know what the number were that kinda cool, hmm I am searching for a fabricator right now not sure where to look
now a question from me where are good places to look for modules? I have been searching around the starter planet but I have only found 2-3 at most and mostly around the outer moons is there a better place to look for modules as well as ships ?
Let's see... You will find LSM, airlocks, and cqm in civilian zones. You will find CBMs and FMs in Industrial zones. You will find CMs, SPMs, and CTMs in military zones.
I can't remember the zones for the curved and straight corridors off the top of my head. There is also a map floating around as to where are all these zones are around hellion. In Bethyr itself, Burner is civilian, Broken Marble is military, and Everest is industrial.
hmm would going out of the starting area Bethyr help ? I was thinking of trying to goto Eridil thinking it might improve my chances of finding stuff I also recently got the tier 2 warp detonator (cant remember name off the top of my head) if that helps
finally one other question is there a good way of dealing with turrets ? I grabed stuff in the surounding area but could not get in the military base the turret would kill me everytime. I managed to get an AP grenade but I doubt that would do much also got a rifle as well
You will find better loot outside of Bethyr yes. It really depends on what you are looking for. I would suggest heading to Hirath Refinery. It tends to give you a lot of t2 and t3 parts. It also has a lot of resources and burned pdu's which yield a lot of scrap.
You may also want to head out to Ia and get yourself an arges. Just make sure you are outfitted to travel somewhere without solar exposure. You cannot charge your ship out there.
The key to turrets is shooting them before they see you. Stay at least 75 meters away from external turrets. Zoom in with a standard rifle set to power shot. You can hit the turrets from outside of their range. 10 shots will do it.
It really depends on what turret we are talking about on the stations. The key is to peak around corners until you have a clear shot before it sees you and starts shooting. There is usually a point your can do this for nearly all the turrets. I like to peek out from the vents on modules. Again. There is a point where you can see them and they can't see you.
10 shots on powershot will disable any turret.
Guess since now I have an excess of warp cells mostly (20 hp range) I might go for an explore
funny you should say that, I just recently brought back a PSM I could undock it and use to power my ship
both of them are basically on the other side of an airlock the moment the door opens I get shot one is in a PSM other is in a 4 way so i pressume the CM, I might try the vents then
thanks :)
All modules are available in Bethyr sector. I usually first go to Broken marble to find a singularity cell detonator. Once you have that you become much more mobile and efficient.
Then if you want to snag a CM you can scan around Broken marble. Next I’d go to Everestation and search for a FM. You can make your own cells and fabricated cells will be at 100%. While at Everest I always check the prefab station for capacitor upgrades and resources (Helium and Hydrogen primarily at this point). CBMs can also be found around Everestation so that’s what I’ll be looking out for too.
With warp 3 capability hauling 2-3 modules to your base from any point in Beth sector will be very cheap on the cell consumption.
After I get a FM, and CMB I’m basically all set for mid game objectives.
Alloys and carbons are abundant. You should always take time to collect scrap from outside derelicts. This will quickly increase your crafting materials but finding circuits will be much slower paced. Regardless, you don’t need circuits to craft some basic stuff that you’d otherwise have to loot and hoard in your base like suits or jetpacks and cells while quite resource costly, they can be made too right there in your base and at 100% so that’s very helpful. So you see having a FM is quite an advantage.
Once I have a few cells and basic base layout (CM/OP/FM/CBM or OP/FM/CBM/) I will look for a PSM around Everestation. When I find it I will warp to Bethyr orbit to find another ship (I’ll craft or loot a couple of hacking tools before that). Once I find a ship and claim it, I’ll send it home and then follow it. Then I’ll dock the new ship to PSM, leave some Helium in the reactor, prep the ship for an unmanned and one way trip, and once everything is set, I’ll make a custom orbit around Ia and send the ship with the reactor there to act as Ia recharge station. Drone ship can make it there with cca 60% cell. You should have at least all 3 x T1 CFGs or better and fully charged capacitor. But ultimately you can also just calculate how much Helium you need to make the trip and leave just that amount in a working rector so you don’t have to worry about power at all.
After I secure my assets and maybe expand the base a little more, I can go for Ia doom hunting like a boss. Fully pimped Steropes will do around 8-9 jumps around Ia before it’s last jump at which point probably even a 1% cell will save you since you have a charging station right there in high orbit. However you also need to always keep cells in mind. Ia probably won’t leave you stranded in that regard but some other planets might.
hmm, I have been to everest several times now, I have yet to find a FM maybe I am just unlucky, I don't think I have found anything at broken mable at least not yet
I guess I will explore some more, hope to find some more modules I can use :) thanks
my intention was to connect my PSM and a FM to my current base just to recycle stuff like old warp cells and resource containers