Did a revision of my new exploration CV without the heavy damage soaks and missile screen (that bit needs more work to be useful vs dreadnoughts and not needed if shields are up). End result seems to be a useful new CV for me to use. I guess it fits somewhere between my old Dragon CV (which it effectively replaces) and the Orion Cruiser CV. About half the mass of the Orion, and perhaps more functional with similar power and thrust (so very agile) and much better weapons layout. Also released to workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=2277324602) for anyone else who wants to try it.
Mind if I ask how long it took for your kill or attempt? I am no ship builder, but I made a max turret ship, and I got blown out of the water... or when I was playing smart, and within my shields, it would have taken at least 2hrs to kill it. I find the dreadnought is able to put out almost the same damage... but its redundancy is through the roof!! I doubt it would ever be worth it to fight one of these bad boys for real... but if I did get to that point in my game, I would like to have a ship that could do it. How would someone build to protect their weapons to be effective at taking on a dreadnought? Btw, I play solo, and with CPU/weight and the components limited (forget the setting name) Oh, and beautiful ship I will be trying it out tonight... no more flying cube for this pilot!
The only purpose the turrets serve in that fight if going for a quick kill is to get the shields down ASAP with the help of your pulse lasers and fend off some drones. TBH having max turrets may actually be a hindrance through limiting your design choices as lots of turrets dont matter if you cant have line of sight and so hit with all of them. At the same time you need to evade enough to give you a significant shield advantage (ie you have a some shield still and it doesnt). If you get to that position, close into knife fighting range and make a quick kill. If you dont get your self a significant shield advantage, I would back off. Eventually you need to kill it and it will move (flop over), so the ship needs to agile enough to follow those moves and still get precise shots to core it quickly - that basically means placing 4 quad rocket salvo on exactly the same spot and firing line to punch through its hull in a neat hole to the core. Think thermal exhaust port on the death star type of thing - only a precise shot will do As for preserving your weapons - well just make sure some other juicy looking target on your ship is closer to it than you weapons and make sure there is enough armor around it to ensure they remain intact for long enough. I pursued a specific design for a quick kill because I dont have the patience to fly around in circles for however long. Something to consider however - whatever you do and whatever approach you take, expect it to cost you an hour or more. Either due to flying around in circles tickling it, or a quick kill in knife fighting range and spending the remainder of the time on the repair bay patching up your armor (or worse) afterwards and then going mining to replace the resources lost which may be considerable. To kill it, it generally take me under a minute with no more than 45 secs being the ideal. Any longer and I'm taking too much damage for the ship design to cope with TBH and so it will start to find much softer and more costly targets on my ship - including me
Finished and released the latest version of Reforged Galaxy. There's probably a few bugs in the new story missions, but nothing serious that my tests uncovered. Since I can get back to actually doing stuff instead of the 3 weeks I spent working on entirely new systems for RG I figured i'd update some of my older starter-ish HVs to Reforged specs. The FA-045 Series: FA-045A Tachikoma, FA-045B Uchikoma, FA-045C Logikoma. The Tachikoma is the general-use starter HV. Fast, cheap, maneuverable with suit locker, constructor and a decent amount of storage. The Uchikoma is the tank. Armored, decently fast with hardpoints for turrets on the top and sides. The Logikoma is a cheap logistics unit. Made almost entirely of cargo extenders with wifi, it's used for moving loot around earlygame (I doubt i'll ever actually use it). I also released the FA-067B Invader. A zirax-style fast attack CV for early-mid game. Shielded, warp-capable and all the comforts of home. It's built for speed and accuracy against Interceptors and is cheap enough that it doesn't require more than a single Improved Extender.
I'm in the middle of building my own personal scenario. Stealing the parts and configs from other scenarios that I like for my playstyle. I love that this game can be customized to your personal liking. Now if I could only find some nice new quest lines to plug in, it would be great. I am building a custom scenario for my son as well, with mostly delivery and building type quest (he is young and not into heavy combat), but when you build the quest line/missions, they are not as fun to play through since you know all the "tricks".
Playing through the storyline missions today. Now I know that @Hummel-o-War said that the trigger for the core room had been fixed, but is this the correct place for it? The box checked itself when I entered this room, but I thought that the core room was the one with the switch to turn on the teleporter.
That particular room is one room away from the Teleporter to the Mainframe. The switch to the TP is on the wall in the upper portion of the same room as the TP. The switch to activate power to the TP is on the other side of the base, past the serpent statue/shrine room.
Which is why I am questioning it, the next room you have to enter is literally on the other side of the BA. So you have to come to this room, run all the way to the other side of the BA and flip the switch, then run back to the room that is next door to this location so you can use the teleporter.
I typically do it the other way around. I get the switch to activate the TP first, then go to the TP room.
Wow, I am playing sooo wrong lol. Maybe it's due to me testing in vanilla currently. I tried a couple different ships against the dreadnought, and I was attempting to punch through its "armpit" to the core... but man oh man.. I just could not get through. The turrets obviously shot whatever they felt like, but I went lasers for the shield, then rockets to dig through. I was persistent in trying to see if that was a reasonable location, so I didnt flop around too much. I used 2 ships back to back focusing there before I hit the core. ♂️ I decided to just never fight one in a real game. I did, however, get to see/use some pretty awesome ships
This was my earlier post of a somewhat clumsy test run against it... There is a video in the post. https://empyriononline.com/threads/what-did-you-do-in-empyrion-today.2826/page-1134#post-421495
Quick kill.. I can tell you for sure that through the top is better then the side, just behind the wing!
Finished the outer shell of the Polaris Dreadnought equivalent and started on blocking in the colors and textures.
Looks nice, but I shudder when I think of the the resource costs. Today's activity, I wanted to add a shield generator and turret to an old build and got a little carried away. (original is on the right)
Today I drooled over all the recent creations here. Them talented people never cease to amaze. Therefore I feel shy to share my little adventure. Successful mining operation with a psychedelic view. If there's a god in this universe he must have felt very inspired. Because if a human eye is able to capture a tiny fraction of the spectrum, I can only imagine how a Polarii will visualize this.
During my current play through, where I used my own personal builds to get me up to CV level, I have started going on a Zirax hunt. Havent been able to take down the Tovera, but have actively been seeking every other ship and space POI they have. The Gas Refinery is pretty darn awesome, if not extremely time consuming and difficult. But it sure does offer a bunch of juicy loot to make up for it. I was, again, disheartened that I started bumping into the weird ghost container bug when I would take out a ship. Just today I took out two Imerat cruisers. One came while I was finishing off the first. I was able to core the newcomer and when I went to loot it, I couldnt even get aboard. I figured I would restart, but when I came back in, the whole ship was gone. Just a marker on the map where it used to be. Then, later I noticed yet another Imerat on the map, but its marker was white, moving about. I went to investigate, and it was the first one I destroyed, just sitting there. When I approached it, a small ! popped up on its marker, but it had already been cored and looted. So this really left me scratching my head.
Bud...I really wonder how, exactly, you find the time/energy for all of this. "Chumsickle...what did you do in Empyrion today?" "Well, I spent two hours trying to clear out the Zirax Gas Refinery..." "Vermillion...what did you do in Empyrion today?" "I designed a dreadnought twice the size of the Zirax Gas refinery, adjusted the flight mechanic in my massive modded universe, implemented 4 different possible designs to replace the motorbike, answered a bunch of questions about the mod, ran a marathon, saved a baby whale, punched a kitten, ate dinner, and then read War and Peace..."