Living to fight
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- Insys Pilot
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Living to fight
While playing the game I've made some enemies and I have some pretty good ships of my own. With my fighter I can usually kill 10 to 20 other fighters (at least the ones I've run into so far, assuming they don't gang up on me too much) before absolutely having to land somewhere for repairs. With one of my larger ships I can usually even take down two or three of those Aera battleship things (I forget the name of them, but they're big and mean).
I can fight and hold my own pretty well, but, eventually my ship will take damage (I don't rely on missiles, so that's a nonissue), so, what do you guys do to land somewhere for repairs assuming you are somewhere where enemies are hunting you down but where there are also friendly and/or neutral NPCs.
What do you do when you go to a completely hostile area and need to land or run to another sector?
I haven't really made any progress on this, and if I get in either situation I usually end up dying.
I can fight and hold my own pretty well, but, eventually my ship will take damage (I don't rely on missiles, so that's a nonissue), so, what do you guys do to land somewhere for repairs assuming you are somewhere where enemies are hunting you down but where there are also friendly and/or neutral NPCs.
What do you do when you go to a completely hostile area and need to land or run to another sector?
I haven't really made any progress on this, and if I get in either situation I usually end up dying.
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- The Shepherd
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Re: Living to fight
Welcome lenish sometimes you can land on the capital ship that is attacking you and do repairs there and re-arm yeah it's a bug but have fun And landing on the planets is just as easy it's surviving till the docking clamps take hold that can be tricky.
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- Insys Pilot
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Re: Living to fight
Yeah, its the surviving until you can dock I have trouble with. Planets are just far enough away when you get out of SPEC that its hard to get to them and avoid getting hit by everything the enemy throws at you without temporarily giving up on heading toward the planet in my experience.
Landing on capital ships or stations though is another issue, as its easy to accidentally shoot them or run into them if you are coming in with people shooting at you. X_X
Landing on capital ships or stations though is another issue, as its easy to accidentally shoot them or run into them if you are coming in with people shooting at you. X_X
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- Hunter
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Re: Living to fight
if you are using a fairly fast moving (i.e. not bogged down by heavy cargo) starship, I prefer to land on planets, especially oceanic, bio (any), or trantor (although ice, frozen ammonia, and tropical work well too). My technique is to run towards the planet and as the spec drive is slowing down I switch from autopilot to manual spec and punch the thrusters key (`) until the spec drive multiplier drops to 1 at that point it is usually just a matter of a couple of km before you are close enough to dock. Remember to manually deactivate the spec drive as you cannot dock with it active. The faster the ship the faster this works .. for instance using a gawain or derivative which have excellent speed it is almost instant when dropping out of the manual spec but with the LLama, Pacifier, or Admonisher I usually have to wait a couple of km before I can dock. While I am waiting to be able to dock I am punching the overdrive .. putting the ship in travel mode helps to keep speed up until you can dock.
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- Bounty Hunter
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Re: Living to fight
I'll second the advice on planets, and if you really got it coming in bad from all directions, here's another pointer or two:
Use the Shelton Slide. Get your ship running full tilt for the planet, then turn off the directional compensators (backquote (`) key). That way, you'll stay on that vector, hitting 'd' now and again until you finally land/dock. Meanwhile, you can turn and shoot at your attackers wherever they are, and if you have autotracking mounts, you don't even have to aim too much. Just make sure you lock in your target. (If you DON'T have autotracking, what the hell do you think you're doing??? Find the nearest CommCen, and buy some NOW!)
Also, if you haven't been into Rlaan space, you should consider a little trip. Their fighter bases and star fortresses have a couple of VERY nice toys you might enjoy. I'm partial to the Ktek beam, myself, especially after making short work of a few pirate Plowshares. The phrase "hot knife through butter" comes to mind...
Use the Shelton Slide. Get your ship running full tilt for the planet, then turn off the directional compensators (backquote (`) key). That way, you'll stay on that vector, hitting 'd' now and again until you finally land/dock. Meanwhile, you can turn and shoot at your attackers wherever they are, and if you have autotracking mounts, you don't even have to aim too much. Just make sure you lock in your target. (If you DON'T have autotracking, what the hell do you think you're doing??? Find the nearest CommCen, and buy some NOW!)
Also, if you haven't been into Rlaan space, you should consider a little trip. Their fighter bases and star fortresses have a couple of VERY nice toys you might enjoy. I'm partial to the Ktek beam, myself, especially after making short work of a few pirate Plowshares. The phrase "hot knife through butter" comes to mind...
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- Trader
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Re: Living to fight
I just tap the 'a' key when spec ends, can usually get really close before nothing happens. Only works when you are loaded though.
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- Bounty Hunter
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Re: Living to fight
One of my tricks is to leave spec early, far away from other ships, then switch to TRAVEL mode "y" and accelerate to faster than 1500-2000 m/s. Now I'm traveling at the planet FAST with shields up. This has worked out good for approaching planets and traversing Jump-Gates (on the jump gates you exit at the same speed as entry). However it can be an expensive maneuver in fuel.
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- Venturer
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Re: Living to fight
Try that with an OxJsnMtth wrote:One of my tricks is to leave spec early, far away from other ships, then switch to TRAVEL mode "y" and accelerate to faster than 1500-2000 m/s.
Now seriously, that can be good if the enemy is waiting at the place... but what if you got a buncha enemies in your tail?
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- Bounty Hunter
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Re: Living to fight
Then, you might want to add a Shelton Slide to the mix. That way, you can keep plunging planetward as you turn to face your pursuers and "persuade" them to reconsider. Just remember to keep tapping that 'd' key until it takes.MC707 wrote:Try that with an OxJsnMtth wrote:One of my tricks is to leave spec early, far away from other ships, then switch to TRAVEL mode "y" and accelerate to faster than 1500-2000 m/s.
Now seriously, that can be good if the enemy is waiting at the place... but what if you got a buncha enemies in your tail?
And be ready to fight your way off when you relaunch.
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- Bounty Hunter
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Re: Living to fight
Code: Select all
but what if you got a buncha enemies in your tail? :shock:
By stopping spec further away from the jump-gate I can leave spec (decelerating from FTL to combat speed) and bring shields up as fast as they charge. Even if I have enemies on my tail, its better than letting them shoot me while my shields are down and I'm in autopilot. Since I can't maneuver well anyway, why not set course and accelerate to a speed THEY can't maneuver well at either?
It works for planets too, but with a Jump-Gate I get the extra bonus of exiting at high speed and clearing it's gravity well. There really is no point with a small station because docking is a more delicate procedure and you typically can SPEC in pretty fast.
EDIT: Never been brave enough to fly an OX, I'll have to check it out.
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- Venturer
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Re: Living to fight
While reading that, I imagined doing that with a Mule. And by thinking that, I just thought if it will ever be possible to maneuver a big ship with turrets, with multi players. For instance, I pilot a mule, my second brother mans the top turret and my third brother mans the lower turret . Awesomeness.JsnMtth wrote:In a Llama I SPEC into a jump gate at less than 1000 m/s for quite a while (shields down). During that "in spec" slow deceleration process, fighters can easily attack me because they can fly in normal combat at that speed . So I'm a sitting duck (getting shot at) with no shields .Code: Select all
but what if you got a buncha enemies in your tail? :shock:
By stopping spec further away from the jump-gate I can leave spec (decelerating from FTL to combat speed) and bring shields up as fast as they charge. Even if I have enemies on my tail, its better than letting them shoot me while my shields are down and I'm in autopilot. Since I can't maneuver well anyway, why not set course and accelerate to a speed THEY can't maneuver well at either?
It works for planets too, but with a Jump-Gate I get the extra bonus of exiting at high speed and clearing it's gravity well. There really is no point with a small station because docking is a more delicate procedure and you typically can SPEC in pretty fast.
You'll be surprised. Its very different from flying any other ship.JsnMtth wrote:EDIT: Never been brave enough to fly an OX, I'll have to check it out.
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- Hunter
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Re: Living to fight
one fine day, i decided to try to hack my save file.. XD
changed my llama to goddard.milspec.
worked quite well... but the only drawback about tat is the maneuverability.
you turn. yea.. it doesn't respond so much.. like you turn (let's say) 30 degrees and u wanna stop.
it does not.
turns for another 5 to 10 degrees before it stops.
you already missed your target.
so.. now im finding a very upgradable (yes.. i mean very.. something close to 10,000 upgrade range = ok), fast and reliable in terms of maneuverability...
any suggestions? i tried out pacifier before... pacifier.milspec.. (i luv milspecs =O) didn't like it so much.. would like more point, click (LMB) and kaboom. not too many missiles - if yes i prefer locking on...
changed my llama to goddard.milspec.
worked quite well... but the only drawback about tat is the maneuverability.
you turn. yea.. it doesn't respond so much.. like you turn (let's say) 30 degrees and u wanna stop.
it does not.
turns for another 5 to 10 degrees before it stops.
you already missed your target.
so.. now im finding a very upgradable (yes.. i mean very.. something close to 10,000 upgrade range = ok), fast and reliable in terms of maneuverability...
any suggestions? i tried out pacifier before... pacifier.milspec.. (i luv milspecs =O) didn't like it so much.. would like more point, click (LMB) and kaboom. not too many missiles - if yes i prefer locking on...
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- Venturer
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Re: Living to fight
I actually LOVE the Pacifier. It is an extremely efficient ship in terms of butt kicking. Its firepower is just... glorious. Hell, I once got pissed off and blew four Yeoman freighters in a single place and battle. On the other hand, I love piloting the Goddard BUT not to fight with it. Its repair costs are just ridiculous, so I prefer to have my good 'ol Pacifier.parkel wrote:one fine day, i decided to try to hack my save file.. XD
changed my llama to goddard.milspec.
worked quite well... but the only drawback about tat is the maneuverability.
you turn. yea.. it doesn't respond so much.. like you turn (let's say) 30 degrees and u wanna stop.
it does not.
turns for another 5 to 10 degrees before it stops.
you already missed your target.
so.. now im finding a very upgradable (yes.. i mean very.. something close to 10,000 upgrade range = ok), fast and reliable in terms of maneuverability...
any suggestions? i tried out pacifier before... pacifier.milspec.. (i luv milspecs =O) didn't like it so much.. would like more point, click (LMB) and kaboom. not too many missiles - if yes i prefer locking on...
I have heard the Franklin to be a lovely ship, though I prefer the firepower of the Pacifier. So yeah, you could try the Franklin, since you say you want more response to pilot your ship, the Franklin should do a good job.
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- Hunter
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Re: Living to fight
franklin.. is a... andolian ship...
VSWiki doesnt provide much info - how many weapon slots, handling or anything.. i think ill create a save game and hack it out to see. =P
thx. =D
VSWiki doesnt provide much info - how many weapon slots, handling or anything.. i think ill create a save game and hack it out to see. =P
thx. =D
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- Venturer
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Re: Living to fight
Yeah the wiki is pretty outdated in certain areas. For instance, the Franklin is (like many other ships,) still marked as open and no progress done in the development:3D models wiki pageparkel wrote:VSWiki doesnt provide much info - how many weapon slots, handling or anything..
Yeah that seems to be a nice ideaparkel wrote:i think ill create a save game and hack it out to see. =P
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- Bounty Hunter
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Re: Living to fight
You could also browse the units.csv file and look at the in-game ship stats.