Hmm, those damage numbers seem very low when comparing it to how rapidly this single Zirax broke through the blocks. This POI is Concrete and Regular Steel in that area IIRC, and several blocks were destroyed in just a few seconds. If one or maybe two blocks had been destroyed before I got there - took me less than ten seconds - then maybe the numbers would add up, but at least eight blocks were destroyed, plus a Sentry Turret. Whatever this weapon is, it appears to be doing higher DPS than advertised plus totally ignores shields. I might ask about this on the main forum, I would pop on discord, but it seems to have become read-only with only announcements available.
The volume above CV Rapid Fire Torps collide with ground and interfere with landing if you add them to the bottom of a ship. I know that was brought up on the Anvil discord already a while back, but without a definite conclusion. So just wanted to ask whether it will stay that way or is that something you guys can and want to fix?
The alien laser sentries seem to do a lot damage against cv shields; with the numbers they are deployed on some poi (and not being destroyed by player turrets) they are a bit too powerfull imho.
Ah! Thank you. I'd not seen it as it was scrolled off the top of the screen when opening the welcome channel. Never seen this before is Discord. Edit: It's also amusing how the announcement telling us this is only visible after doing it... lol. Got to agree. I've approached a POI at just the wrong angle and had up to four Sentries shooting me, it's shocking how quickly 10k+ of shields can drop to guns that my turrets cannot attack and aren't even rendered due to draw distances. It's rather irksome to have to stop my behemoth CV, back away a bit and either manually control a turret or pop outside with a Sniper Rifle to deal with them. Let sentries target other Sentries at least...if that's at all possible.
Alien Sentry guns deal 7 shield damage per shot to CVs at 240 RPM. Reduced in next update to half that.
Thank you, that will certainly help. It's quite shocking how much damage they can deal to both vessels (shield damage most notably) as well as the player on foot.
Hello again, Is it intended that the Zirax "Damaged Convoy Vessel" is fitted with Base turrets and not CV ones? I just found this vessel, captured it and parked it on my own CV to tow it away. However, upon inspection the Alien Turret I recover on it are translating to regular "Laser Turrets" and "Heavy Laser Turrets" which is great but they're the Base version. As an aside, I don't need this CV, but it'll be a personal challenge to restore it for my future "Captured / Recovered CV Museum" on my starting (jungle) Planet. Had many a CV hulk littering my main bases massive landing area in a prior RE play through... was cool, cos stuff! Edit: Sorry, another question... The plot POI "Crashed Transport Front" from the Dark Rogue start... I've found it after starting RE with a different (Jungle) game start, and I wanted to explore the POI that gave me likely the toughest RE starts I've ever had...I all want to kill all the Zirax with my CV's guns lol. So, in the game start from this POI I think the POI its self is technically "Admin" and cannot be damaged. I've just landed outside it now - about to log off for the night - and I wonder if, as I didn't start here, I can break in and capture this POI? I'd find immense satisfaction doing so, but I suspect it's not possible. Oh, as an aside, I'm glad to see the insane spawn rate around this POI - which must have been a bug - appears to have been sorted. Though there are still lots of bad guys around, they're not popping back in 30 seconds after killing them as far as I can tell... not left my CV yet though lol. Edit 2: I just tested myself (just one more go syndrome) and I cannot break in...darn it lol. I sooo want to destroy this POI... I don't know if there are any console commands that can help my role-play?
Just started playing RE, and have a question about class abilities. How much does picking a class help? I still haven't picked one because I don't want to waste a pick on something that doesn't really do much since you can't change your pick later on. I don't need to min/max my class and subclass, I'd rather pick something I find fun. Mostly I'm wondering how much recoil is reduced. I've thought about using a mini-gun, but in vanilla I've found this to be so inaccurate as to not be worth it, not sure about RE. I've thought about using a sub-machine gun as well since it is new to me and running around with one seems like it might be fun. But playing around with a T1 sub-machine gun shows how much the recoil affects this weapon and with the limited magazine size I'm wondering if choosing the class for it is worth it. Thanks,
At max level, recoil is reduced almost to zero for most class weapons. Minigun really sucks in vanilla, but in RE it's one of the best weapons for mid-close range combat against multiple enemies. It will burn through stamina while you're firing it, so it does have it's downsides (you won't be able to fire if your stamina hits 0). It's particularly good against sentry guns and legacy creatures. SMG is part of the agent class, which includes Pistols, Heavy Pistols and Laser Pistols. Which are all pretty good on their own, but are best for accurate players that can get headshots as pistols have high headshot multipliers.
Random question regarding weapons. Is it at all possible to increase the number of pellets (but not overall damage) of the shotguns? Currently, I can be fairly close to a target but as there are very few pellets, little damage is done. Even near point-blank I can see pellet impacts wide of the target. Consider what this weapon's purpose is, a solid chance of hitting hard at relatively close range. The limited number of pellets and spread defeat this purpose. Take a simple (and annoying) leaf cutter insects, I can have one at my feet, not even a metre away, look down and shoot it yet I see several of the pellets hitting the ground, totally missing the target despite me being perfectly centred on it. The odd pellet missing would be fine, if there were more (but lower individual damage) pellets. On paper, certainly in the early-game, a shotgun seems like the perfect companion weapon to the basic Assault Rifle. However, it appears to have lost effectiveness quite severely. I've always started with a Shotgun / AR combo and tend to stick with that - albeit with upgraded versions - throughout the game. However, I'm finding myself replacing shotguns with simple pistols early game - and staying with the Pistol theme as I gain upgraded ones - as they prove much more effective. Of course, there could well be some other factor why the shotguns I'm using aren't the one-shot wonders they used to be vs. lower-level foes. However, I do see the limited number of pellets expelled by the gun and I do see many of them not impacting the target, even at very close range. I'd suggest that within five metres even the basic shotgun should be pretty good, but it's not. Too much spread or not enough pellets?
Oh, it's actually bug? I feel silly regarding all my "observations" re: number of pellets now lol. Thanks for clarifying.
@ravien_ff & @Vermillion How hard would it be to increase turret/fixed weapon damage to make it possible to have warships with just a handful of guns? I've re-watched Expanse again these past few weeks and I'd love warships to have purpose without a hundred hardpoints We play with mass and volume disabled but I'm wondering if it would be possible to add an upgrade tier to weapons like you have done with shields/warp? I'd much rather have 8-12 turrets on a ship than the maxed loadout that takes up way too much space. I'm glad you took the idea of torps and rapid CIWS onboard but I'm still finding the size of ship far too large for the output if you get me? Tracking transverse, ROF, Range, Reload, DPS... I did ask for 'invisible' hardpoints a long time ago and that could be a consideration but I wonder if adding 20 or even more 'upgrade' levels to turrets might kill lag problems while giving us real technical advantage at huge cost is possible? I'm not asking you to do this yourselves lol, I'm asking if it's possible and I'll do the work and share it but I'd have to know it's achievable before wasting a few weeks if not
Potentially possible. The 1.7 update already increased turret damage, reduced turret caps, and increased CPU on them to bring the count of guns down. Anything further would require a complete replacement of the combat system and CPU.
ok the bastion eats pent. i think i used like 30k pent just fighting drones in one day....and my shield is 70k....seriously come on! lol. steep cpu requirement, power....and it melts pent, pent which is only abundant in drone territory. theres no where to get enough pent to run that shield outside of drone territory. lucky enough here has clusters of pent. but suppose youre fighting in another territory with this shield .whats the draw on it? takes me 278 pent to charge 76k shields.
Hi, I don't know if this is a vanilla bug or not, but I've only seen it in Reforged Eden... Basically, my weapons keep unloading themselves. This is NOT where I've not let the reload sequence complete, I want to be clear on that. Rather, I'll have a fully loaded weapon and suddenly it's just got two rounds left. This is happening time and time again, I literally manually reload, see the ammo counter on my AR at 38. I might (or might not) then switch to use another weapon and tool before returning to the AR. The AR still says it has 38 rounds, but it's run out again after a couple of shots. Basically it says it has the full 38 rounds, I'll fire a couple of times and the clip is at zero, thus triggering the automatic reload. I ALWAYS ensure my weapons are loaded and ready for action. ALWAYS. However, I keep getting this issue. I'm seeing this too on my HV's Gatlings. They have 250 rounds but appear to randomly deplete and need reloading prematurely. I'm not swapping weapons in this case. This keeps catching me out. For example, I had over 200 rounds loaded in the Gatlings, turned to shoot some Sentry Turrets on the outside of a PV and, suddenly, I'm stuck in a reload for them, getting shot up. I can't really explain what's happening outside of my description. Wondering if anyone else has noticed this though.
There's nothing in the configs that would cause that. However... in the case of fixed weapons, the magazine has a shared display between all guns of the same type: A gatling gun has a magazine of 100 and if yours displays 250, then I assume you have at least 4 guns. That means that you burn through 40+ rounds per second. So that's about 6 seconds of firing on that remaining magazine.