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Messages - Shooer

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151
Other Games / Re: Star Citizen: The Old Thread Was Dead
« on: May 06, 2020, 02:06:04 pm »
I'm glad I've backed this masterpiece back in 2012 (I think) with several ships.

Then a few laters I realized how this vaporware turd was evolving and sold my ships with life-time insurance, including a Constellation, for a profit of around 250€.

Best money I've ever spent on a kickstarter.

Wait, what? For somebody that hasn't really been following this debacle, how did that work? Was there actually a third party market for KS keys or something already?
If you got in early enough the rewards were... better.  When they stopped offering it the people who had it get grandfathered in and keep their old (broken by some peoples point of view (of a unfinished game so who knows(I have no opinion on the 'balance' of a game that isn't done))) bonuses, which are permanent for the thing they bought.  So, thing in short supply, wanted by people, not sold by original creator; all adds up to a grey market for accounts with old bonuses.

152
Other Games / Re: SALES Thread
« on: May 05, 2020, 12:09:49 pm »
They fired him??? Sorry, I kinda been living uner a rock the last years. Konami was a good thing in my days.
After trying to silence him, removing him from his own projects the canceling the projects, and forbidding him from going to an award ceremony his game and himself were up for multiple awards (I think he won some, and the host even pointed out his absence).  Just the main public things that went on before he left to start his own studio.

I mean just look up PT.  The guy who makes Metal Gear didn't make the last Metal Gear game and it turned out to be a micro-transaction and buzzword laden mess(Survival, co-op, always online, crafting, yadayada). The guy who made Castelvania went off to make Castelvania under a different title because Konami didn't want to make more actual Castlevania games, that weren't gambling machines.

Konami has been a punching bag in the gaming community for awhile.

153
Other Games / Re: SALES Thread
« on: May 05, 2020, 10:13:56 am »
Lately?  You mean the past 5 some years.  After they stopped making good games and just threw their IPs on gambling machines.  Shut down developers making decent games and just churned out shovelware with shitty microtransactions.

We are talking about Konami, the company that fired Kojima.  People kind of liked him and his games.

154
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: May 03, 2020, 02:15:34 pm »
I usually stick with lasers or gauss as my beam PD.  Missiles is my usual defense from missiles.  Stick with them on average because that's what I'm going for in most of my games.  Have done meson turrets and a few other things.  It's easy to stick with lasers since they are great for PD and offence.

At low tech I keep my beams set to final defense fire.  Unless my beams can get more than 2 guaranteed shots against my own or known enemy missiles I stick with final deference to ensure max hit chance, and a chance to even get a shot off against all salvos.

I see engaging missiles at a longer range with beams as a way to lose both accuracy and a chance to actually shoot them down.  Just feels like giving into the advantage of missiles (range).  I build my AMMs to have a chance at multiple engagement chances though.

155
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: May 03, 2020, 09:52:26 am »
I turn on shields before entering a known occupied system, they just take to long to charge if you turn them on after getting shot at.  I'd rather enter a system and let the enemy come to me.  If you stand on the JP and your enemy comes to you, you gain a great advantage in that you can use the JP to escape or set up an ambush if you can get them to follow you through.

I also will use my active ships as bait.  To either force the enemy to engage away from bases over their planets or to distract for my stealth ships if I have any.  It's worked well to use them to divert enemy ships far enough away that I can sneak stealth siege ships in to deliver a massive flood of extreme range mirvs after sneaking around the system. 

Again, I use passives when I'm not fighting.  But if we are talking combat I'd rather know more sooner.  Actives just give more information.  Rather just spend the tonnage on an active than dividing it up in passives in my ships that are going to get shot at.

156
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: May 03, 2020, 09:14:36 am »
Thought we were talking combat ships.  I always run as if my main combat ships are going to be seen.  Unless I'm specifically making stealth combat ships with cloaks and masked drives..  I'd rather have a solid lock on enemy ships with actives.

My sensor platforms use passives.

Especially now with the shield changes I'm running a lot more fleets with shields and those glow to EM sensors as well.

I also run with redundancy actives in my fleet.  I don't turn on all the actives in a fleet.  Just turn one of each sensor on until one of the ships that was active loses it's sensor.

157
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: May 02, 2020, 09:05:45 pm »
I build large range actives because even at low tech level a large active sensor can see further than passives, and more accurately.

Also provide more information.  Much more useful information.

158
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: April 29, 2020, 10:19:40 am »
You also get no information it's doing anything until they are done.  Thankfully you are told what bodies to put them on and can ignore the rest.

159
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: April 29, 2020, 10:12:18 am »
How does it work with the survey ground units now? Do you have to build them on site, or is there a way to transport them?

I used to enjoy the old way of having teams and being able to have the option where you were required to move teams and officers around in space ships, as opposed to the other option where you could have instantaneous officer movement.
You design your Geo survey a Xenoarcheology teams as ground forces now.  By unit and formation.  Geo survey and Xenoarcheology are gear you need to research and then design a unit equipped with it.  Then design a formation with those units and anything else you feel appropriate.  Build them like any other ground force and then move them with troop transports.

My geo survey and xeno unit usually has 2 surveyors and then some infantry and supply vehicles as guards.  I keep these formations under 1000 weight so they are easier to move around.

EDIT: Also just noticed that my geo survey ships are red in the fleet window. Looking at the reports, their MSP's are 0% and 11%, which is odd because I have a conditional order set to resupply at colony is their supply points get below 20%, and they don't seem to be listening to it. Anyone know what's up?
The resupply standing orders don't work.  The overhaul and refuel do though.  I've begun just setting my survey ships to have a 7-10 year maint life over their 3 year run time.

Known Bugs:http://aurora2.pentarch.org/index.php?topic=10637.0

160
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: April 27, 2020, 02:44:47 pm »
Faster to get to cost 0 on Luna than Mars in C#.  Thanks to the changes to how fast you can change gases based on the body.

You can use it to make cash pretty quickly from civilian shipping.  Though it won't be able to hold as many people as larger bodies. 

161
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: April 27, 2020, 10:09:30 am »
What amount did you set to reserve the fuel.  I thought it was a percentage at first but it isn't.  It's a specific amount of fuel.  So 10 gives you 10 liters of fuel not 10%.

162
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: April 26, 2020, 04:41:09 pm »
Earth's colony cost should be 0.

Anything over zero is a multiplier on how much infrastructure you need.

163
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: April 26, 2020, 04:16:57 pm »
Cost 6 is pretty killer to try and use in C# Aurora.  Not without a plan for terraforming it pretty hard to get it closer to 3 or so.

Population living in orbital habs treat the body as a colony cost 0.  If you bring in orbital habs those would work best to get the place up and running more efficiently.

164
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: April 26, 2020, 04:06:17 pm »
Why are they all working in service industries?
Higher populations trend towards a 70% service and 5% agriculture with the rest going to industry.

Inhospitable colony maybe?
Definitely.  For over 100 mil you should be needing 5% on agriculture unless the planets colony cost is high. 

All of da_nang's colonists are busy keeping their habitat together and everyone fed.

165
Other Games / Re: Aurora - The Dwarf Fortress of 4X Games
« on: April 18, 2020, 06:40:35 pm »
I just assign classes as I feel appropriate for the game of Aurora I'm in.  For example my average game I have a Destroyer Escort that's 8k, a Cruiser that brings the fleet of the days offensive weapons at 10k and a command ship that brings the main sensors and JD that's usually 15k.

Have also done games where my smallest military ship was a frigate at 20k tons.

Aurora really let's YOU decide what a lot of things mean.  Like my current game my ground forces are light vehicle focused with almost no infantry.  Playing as if we use a army of car sized combat drones and HQs are the controllers.  Another my ground forces were named after and designed from tanks and mechs from Battletech.  Nearly the exact same in function and use, but thematically very different and the same game.

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