Nexus: The Jupiter Incident

Nexus: The Jupiter Incident

mattig Apr 16, 2013 @ 5:25pm
Question about lazers
Simple question (I hope). I'm the passive aggressive type who likes to render ships in-operable rather then kill them. Are lasers good for this?

The description says they can punch through sheilds, has anyone found them good for that?
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Showing 16-21 of 21 comments
mattig Mar 10, 2014 @ 5:44pm 
yea, I was going to do that. but as I cleared out the 3 ships, the battleship jumped in and ended the mission.

I'm struggling to get through the mission 2 after that. they seem to concentrate fire on my 3 ships in there, and ignore everyone else. thats great if they don't hit me, but its like 7 or a shells against my personal sheild.

Edit: oh, and i'm not watching any videos on this game. mainly because, its more fun to find stuff out on your (or mine) own.

But its frustraiting as all get out to fail over and over again.

2nd edit: is that why the 2 gunboats that you first get are equiped purley with lasers?
Last edited by mattig; Mar 10, 2014 @ 5:59pm
mattig Mar 11, 2014 @ 9:04pm 
oh another question, there is a magma gun that is supposed to be good against sheilds and hull.

Is it really that effective against sheilds and hull?
Mazryonh Mar 12, 2014 @ 4:05pm 
Originally posted by mattig89ch:
oh another question, there is a magma gun that is supposed to be good against sheilds and hull.

Is it really that effective against sheilds and hull?

What you're referring to are Plasma Guns. They are mainly for doing heavy (but inaccurate and somewhat slow-firing) damage against hulls, but can deal minor damage to shields as well (they can't penetrate shields, though). They have longer range (up to artillery distance, according to the "target distance" settings in the right-hand-side of the manual control panel) than the similarly hull-damaging railguns/gatling guns, but this isn't really helped by their low accuracy and fire-rate. I like to use them as a supplement to railguns/gatling guns, but they shouldn't replace them due to the aforementioned disadvantages. They are useful as long-ranged anti-hull support, and it's a good idea to mount one each on your tactical destroyers (they don't have much in the way of weaponry slots, so you might as well make each one count without going into the problems of ammunition-limited weaponry). Battleships also make good use of them because their larger size means they are easier targets up close, so staying at a distance with a few long-ranged anti-hull weapons (2 basic plasma guns with 2 torpedo launchers) can really pound hulls to bits quickly while keeping the Battleship relatively safe.

Originally posted by mattig89ch:
I'm struggling to get through the mission 2 after that. they seem to concentrate fire on my 3 ships in there, and ignore everyone else. thats great if they don't hit me, but its like 7 or a shells against my personal sheild.

Are you talking about the "Raptor Genocide" mission? Tell me the name of the mission you need help with first so I know which one you're talking about.

Originally posted by mattig89ch:
2nd edit: is that why the 2 gunboats that you first get are equiped purley with lasers?

Those aren't gunboats, those are fighters. Gemini, Spark, and Lightning fighters only carry lasers to stop other small craft (like Gunboats and Bombers), but they can also do anti-device damage against ships without shields. Unfortunately this damage isn't very high compared with gunboats, and by the time you get a ship's shields down, you can normally just blast its hull to bits instead.

Still, there are a number of missions where fighters are extremely necessary to the success of a mission.
mattig Mar 12, 2014 @ 9:21pm 
yea, I was talking about the Sparta and...the other one, can't remember the name. I took the lasers off of them and put 2 E shells and some gatling guns on them. one of them still had a whitelight on it, and the other one has that data scanner. I can't take them off unfortunetly, otherwise I'd put a new E shell in that spot instead, turn them into real threats.

I actually managed to beat the mission, but I lost one of my ships in the process. So i'm replaying it. I'm talking about the one where you get control of 3 more ships for the one mission (I like that heavy cruiser you get, shame you can't keep it) and you have to protect a cargo ship against the big captial ship and its 4 escorts. I think my game might be bugged cause I can't leave that sheild once i'm inside. All the ships go right up to the edge of it, and don't cross the threshold. So I have to start from the very beginning and rush the captial ship with everything I have. If that doesn't go just right I loose the angel wing. no joke, for every 10 times I try that tactic, one works. And for that one, I lost one of my other ships (I think it was the one with the data scanner on it).

I actually played this game a while ago, but stopped for slightly more graphical games, and lost my saves. thats the mission I stopped on last time. but that last time I was able to figure out how to set waypoints manually, does anyone know how to do that? I imagine that would be very helpfull. Put a waypoint just outside the sheild, and have my ships fly to that one instead of having to fall back inside the sheild when that plan-o-mine fails.
Mazryonh Mar 13, 2014 @ 1:43am 
Originally posted by mattig89ch:
yea, I was talking about the Sparta and...the other one, can't remember the name. I took the lasers off of them and put 2 E shells and some gatling guns on them. one of them still had a whitelight on it, and the other one has that data scanner. I can't take them off unfortunetly, otherwise I'd put a new E shell in that spot instead, turn them into real threats.

Those are the Sparta and Brutus. The permanently-mounted Datascanner on the Brutus is what makes it a "Recon Destroyer" while the permanently-mounted Whitelight Heavy Laser on the Sparta is what makes it a "Tactical Destroyer" (frankly that should have been a "Burningfist" HL instead for a more "future-proof" weapon). Two E-shells are the minimum to wear down most capital ship's shields, but you're best off with a Plasma Gun for the third weapon, because getting close to use just a single a railgun/gatling gun isn't a good payoff-to-damage-ratio. At least with a Plasma Gun the destroyers can sling harder-hitting plasma projectiles at distant targets while harassing others with their other weaponry.

My personal weapons loadout for the Brutus and Sparta are two light lasers (Crystalpin or stronger) for the Brutus, and two heavy lasers for the Sparta (both carry Plasma Guns for the third weapon slot). This way the Sparta can fire all three long-range lasers when it has the weapon power at a target, and the Brutus can use its short-range lasers to make up for its Captain's poor stats. Besides, since weapons on enemy ships reveal themselves soon after they fire, they can easily defang ships by focusing on one target at a time with this loadout.

Originally posted by mattig89ch:
I actually managed to beat the mission, but I lost one of my ships in the process. So i'm replaying it.


Good idea. "Respawned" ships get only their stock equipment back, which is an enormous waste of Resource Points since stock equipment is pretty terrible.

Originally posted by mattig89ch:
I'm talking about the one where you get control of 3 more ships for the one mission (I like that heavy cruiser you get, shame you can't keep it) and you have to protect a cargo ship against the big captial ship and its 4 escorts.

Sounds like the "First Blood" mission. Don't worry; your own fleet will grow once you complete enough missions.

Originally posted by mattig89ch:
I think my game might be bugged cause I can't leave that sheild once i'm inside. All the ships go right up to the edge of it, and don't cross the threshold. So I have to start from the very beginning and rush the captial ship with everything I have. If that doesn't go just right I loose the angel wing. no joke, for every 10 times I try that tactic, one works. And for that one, I lost one of my other ships (I think it was the one with the data scanner on it).

This is something the game sadly doesn't tell you. Ships set to Defensive stance won't leave the area covered by a Fortress Shield. The solution is simple; just set your ships to Aggressive or Focused stance, and they'll be able to leave the area of a Fortress Shield normally. Generally, Defensive Stance is a good all-round stance, though, because it keeps your shields up (Aggressive Stance is prone to letting your ships' shields down if no enemy ships are within the vicinity) and keeps defensive systems like ECM on.

Originally posted by mattig89ch:
but that last time I was able to figure out how to set waypoints manually, does anyone know how to do that? I imagine that would be very helpfull. Put a waypoint just outside the sheild, and have my ships fly to that one instead of having to fall back inside the sheild when that plan-o-mine fails.

Pause the game (not necessary, but makes it easier) and hold down the "n" key on your keyboard while holding the mouse over the point in space you want to place your own waypoint. Then move the mouse up or down to put your custom waypoint closer or farther away from the camera's position. Other objects are noted by their own waypoint symbols and will flash when your custom waypoint is the same distance from the screen as the object in question.
Avalanche Apr 26, 2014 @ 6:02am 
I personally have a nifty edit of the missions and the tactictypes file to have everything available from the moment i get to noah. :-) call it cheating, but i love it.

I do wish that the ships settings would remember what i activate and only deactivate it when power is limited, i mean i always have alot of power, but even though i always turn on the ECM, it always turns it off, it annoys me beyond belief.

The funny thing is, if i turn the 2 destroyers you get into laser ships, i tend to fail missions, i will stick to my own strategy, which is take down shields with anti-shield weaponry and then blow them to pieces with anti-hull weaponry.

Using lasers are so unreliable and only a good thing when an objective requires it and then you have gunboats to handle it and those objectives are rare, unless they never show themselves until i find them and those tend to be not worthwhile enough to look for.

I would honestly prefer the lasers having 3 modes, anti-shield, anti-hull and anti-device, when i think of space travel, i imagine beam weapons, not freaking physical projectiles or energy balls.
Last edited by Avalanche; Apr 29, 2014 @ 4:38am
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Date Posted: Apr 16, 2013 @ 5:25pm
Posts: 21