Nexus: The Jupiter Incident

Nexus: The Jupiter Incident

BellatorMonk Jun 25, 2016 @ 11:51am
Enemy Ships Hidden Weapons
I am trying to run the mission where you have to rescue someone off the AI ship Razor. There are 3 AI ships at the start. Two running lasers and one with 4 missile launchers. For one I launch fighters and the ship with only the missile launchers seems to have Laser Flaks even though my device scanner doesn't show any such loadout.
So not only can I not launch fighters, I can never launch the Spec Ops boat to the Razor or the AI missile boat shoots it down.
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Showing 1-4 of 4 comments
DrewUniverse Jun 25, 2016 @ 12:30pm 
Hey there, I can help. Basically, you can just use hull weapons on those ships to easily win the battle. This counts for the Razor too, so just work it down last so the other ships are not pestering you. When the Razor is the only ship left you can safely execute your datascanner with F10, your hull will be fine. Once scanning is complete the AI alert system will tell you, and all devices on the target ship will be revealed, period.

Long story short: The closer you are to the target, the more quickly you detect devices and the sooner you get a complete scan.

The reason you can't see certain systems like Flak cannons right away is because of how combat works in Nexus: The Jupiter Incident. If a ship is very far away, you will only get an Unknown Object alert, with a location marker in physical space. Soon after that the target ship or other object will be identified (Oftentimes this is an enemy ship). From there you will get a current HP and Shield indication on the target, with no device listings.

Device detection with any non-datascanner item (ST, Standard, Advanced, and Palantir sensors) is generally based on your distance away from the target. If you are in long-range combat at say 15,000, you won't detect much. Brawling up close will however result in more data. You can also use the F10 behaviour and any ship with a sensor, but not a datascanner, will get in close and maintain a close orbit until scanning is complete.

So, in your case, kill the other two ships, wound and get close to the Razor, and deploy fighters to eliminate the flak cannon. If this proves to take too long, disable engines first so the fighters have less repositioning to do when targeting the flak cannon. When an enemy ship is moving, shooting devices is harder but engines are much easier to hit in general.

Hope this helps!

- Drew
BellatorMonk Jun 25, 2016 @ 1:29pm 
Understood. Ran the mission again and sure enough this time my scanners picked up the additional weapons.
Now if only the Raptor Genocide mission would work correctly. I destroyed the Leaking Generator..and the mission did not end. I blew the base up..and the mission failed because somehow I did not survive?
Bugged or do some of these missions get very picky on how primary and secondary missions are completed in some certain order?
Hudenagyon Jun 26, 2016 @ 3:32am 
No bugs there. You are just too close when the colony explodes, so it gets Angelwing too. The mission triggers are very picky too, the order isnt a big deal, but the exect method or position is very precise, if you dont do exactly as expected by the mission, it wont trigger.
Gummiel Jun 29, 2016 @ 4:18am 
Also to add onto what Drew said, if the enemy got a ECM (Eletronic Counter Measure), this also makes it harder for you to detect the ship and its devices, but likewise if you run a ECCM (Eletronic Counter Counter Measure), it can well counter that a bit to make it not as hard anyway
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Date Posted: Jun 25, 2016 @ 11:51am
Posts: 4