Search found 172 matches
- Wed Mar 11, 2020 11:51 pm
- Forum: Commonwealth
- Topic: Kairyu missiles are OP?
- Replies: 6
- Views: 3000
Re: Kairyu missiles are OP?
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- Wed Mar 11, 2020 11:50 pm
- Forum: Commonwealth
- Topic: Kairyu missiles are OP?
- Replies: 6
- Views: 3000
Re: Kairyu missiles are OP?
Yes, this is SotP with the connector. I expect that an EP run would have even more trouble, because you're unlikely to be able to disarm all of your opponents and you have no other defensive hacks to help you stay alive. I haven't played EP in awhile though because the early game is just such a marg...
- Wed Mar 11, 2020 7:52 pm
- Forum: Commonwealth
- Topic: Kairyu missiles are OP?
- Replies: 6
- Views: 3000
Re: Kairyu missiles are OP?
This mission occurred near the middle of the Outer Realm. My ship had 2x Dvalin armor and 2x Light Iocrym armor. I was doing no shield for a challenge run, but at best the shield would've absorbed maybe 2 salvos' worth of missiles before falling. Honestly if I'd stuck with the Dvalin armor on all 4 ...
- Wed Mar 11, 2020 3:06 am
- Forum: Beginner's Luck
- Topic: Kourtious' Equipment and Ship Guide
- Replies: 15
- Views: 6795
Re: Kourtious' Equipment and Ship Guide
For what it's worth, here's my typical upgrade path: SmartCannon + Cannon Accelerator and either NAMI or Burak launcher (whichever I start with or find first): see me through to St. Kat's. Homing, fast-firing, cheap ammo, pretty good damage, and it's a guaranteed drop in the first system. Mk.3 howit...
- Wed Mar 11, 2020 2:32 am
- Forum: Commonwealth
- Topic: Kairyu missiles are OP?
- Replies: 6
- Views: 3000
Kairyu missiles are OP?
This missile splits into 12 homing missiles that deal a moderate amount of thermo damage. The description states that they're meant to be used to engage swarms of enemy craft. However, when the player is faced with an enemy launching Kairyus, they can be a nigh-insurmountable foe. The missiles are e...
- Mon May 13, 2019 12:57 am
- Forum: Ideas & Suggestions
- Topic: Couple of simple Suggestions.
- Replies: 6
- Views: 2815
Re: Couple of simple Suggestions.
There should always be a tinker at Rigel Aurelius, I'm pretty sure.
For mining, my advice is to get your ore by killing Borers, and forget about the ore in the rocks.
For mining, my advice is to get your ore by killing Borers, and forget about the ore in the rocks.
- Wed Apr 17, 2019 3:48 am
- Forum: Stable (v1.7) Bug Reports
- Topic: armor resists ( laser ) no longer apply
- Replies: 2
- Views: 1883
Re: armor resists ( laser ) no longer apply
If I recall correctly, weapons actually do a range of damage values, and the listing in the item details is just the average roll. A listing of 7.5 damage/shot could be given by a 3d4 weapon or a 1d14, for example. That said, I don't think that can fully explain what you saw -- even if they rolled a...
- Thu Apr 04, 2019 5:53 pm
- Forum: Commonwealth
- Topic: What's up with loot in 1.8?
- Replies: 8
- Views: 3503
Re: What's up with loot in 1.8?
It's possible that the Gaian issue was from mods I was running. Elemental Shift significantly expands the plasma weapon line. But it's hard to know.
- Fri Mar 22, 2019 7:31 pm
- Forum: Stable (v1.7) Bug Reports
- Topic: armor bug, advanced cerraloy
- Replies: 4
- Views: 2175
Re: armor bug, advanced cerraloy
Ah, sorry, I misread your post. Thanks for clarifying.
- Fri Mar 22, 2019 3:15 pm
- Forum: Stable (v1.7) Bug Reports
- Topic: armor bug, advanced cerraloy
- Replies: 4
- Views: 2175
Re: armor bug, advanced cerraloy
The "radiation vulnerable" is to indicate that, unlike other level-7 armors, this one still lets you be irradiated. I grant that it's confusingly-displayed currently. If there were some kind of armor augmentation that granted the radiation-immune flag (barrel of rad-hardening paste?), and you used i...
- Tue Mar 19, 2019 7:48 pm
- Forum: Ideas & Suggestions
- Topic: Tweaking the Minotaur (+ more player ships)
- Replies: 11
- Views: 3628
Re: Tweaking the Minotaur (+ more player ships)
The problem isn't just that the Minotaur is stronger than the other options, it's also that the game was balanced around the starters, so introducing ships that are significant upgrades to the starters makes the game easier. I mean, it's already possible to more-or-less trivialize the game even with...
- Sat Mar 16, 2019 6:12 pm
- Forum: Commonwealth
- Topic: What's up with loot in 1.8?
- Replies: 8
- Views: 3503
Re: What's up with loot in 1.8?
It's a known issue, though I can't find a Ministry record for it offhand, so it's possible that George isn't aware of it. I once found 326 plasma cannons in a Gaian Processor wreck.
- Tue Mar 05, 2019 12:47 am
- Forum: Ideas & Suggestions
- Topic: Fuel efficiency for starting ships
- Replies: 11
- Views: 3597
Re: Fuel efficiency for starting ships
yes i am aware of the heliotrobe enhancment, not usfull for 1gw's tho, they cant use heliotrope's. as for the push button comment... I -> 7 domina power... Yep, I'm also not a fan of Inspiration. :) And Heliotrope fuel not being usable by the Hyperion is fine IMO, that reactor is already way more t...
- Mon Mar 04, 2019 8:04 pm
- Forum: Ideas & Suggestions
- Topic: Fuel efficiency for starting ships
- Replies: 11
- Views: 3597
Re: Fuel efficiency for starting ships
Are you aware that Heliotrope fuel has a chance to make your reactor more efficient when used? It boosts output by 20% and increases efficiency by IIRC 50%. I have to say I'm not thrilled by the idea of being able to apply a generic enhancement to any kind of equipment. It feels less special to me t...
- Tue Feb 26, 2019 2:19 pm
- Forum: The Drawing Board
- Topic: galactic map probe ideas please
- Replies: 2
- Views: 1816
Re: galactic map probe ideas please
Rather than making a new auton, why not add rumors at Commonwealth stations that let the player learn more about the current or upcoming systems? There's a few rumors that grant knowledge about local stations; I don't see why they couldn't grant knowledge about stargates or systems further out as we...