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When it comes to overall gameplay its the usual Base VS. Carrier decision. If you only run with the Eclipse, you probably at some point still want a Base to store your stuff in. Or a really big Carrier. But The Eclipse can work quite a while without that.
If you go with the Monolith you will want that Carrier very soon, because it is so limited in what it can do outside of combat.
That said, I am currently working on a MKII Version of the Eclipse, which should be available soon.
Your right about the npc's and yes it would be nice if they were more active. Also would be nice if there was more of a variety. Gets weird when you have too many clones. lol We have the same view with the RP aspect which is cool.
I look forward to your next ship should you build one. You have a good eye for detail and design features!
Concerning the RP, well you can place crew. And hiring crew from Stations is absolutely a RP-friendly thing imho. That you can't do much with them is sad, but you can still RP them.
I too would find it hard to imagine any single person flying something that even remotely deserves to be called a "Capital Ship". Thats something that just doesn't match with my RP-view on the thing. But the solution for me is to add crew, not to try and turn a Capital Vessel into a Small Vessel.
The RP-building of big ships, well that breaks down to what technology a survivor would have. With the wondrous magic-like construction-devices in Empyrion? Sure, absolutely possible.
I am aware the magic-technology could be argued for the crew-thing as well, but even then you would probably at least have robots on big ships, which we can't place in player ships.
If you fight drones, start looking for M2 systems. The planets there will typically be easier than the asteroid fields. The most dangerous (and the thing with the best loot) are Nullifiers. Those have very high shield damage, but only very few anti-Armor weapons. You can tank those quite a while on the eclipses bow armor, but be vary not to let them flank you.
There will typically be 3 nullifiers in each drone playfield. Unless you killed those, be very careful if you get out of the ship to loot.
Also be careful with the scanner, there is a bug where ships sometimes don't show on the scanner the first time you warp into a drone playfield (on servers not sure about single player). Best always warp out and back in again once.
Thats at least the reason why I didn't add more thruster spaces. I still don't see it as a good idea to use more, but I understand some people just want to move fast.
I am a bit curious why you want more thrusters? Do you play without cpu limits or without the quantim core limit?
@Mikayl: I usually park them in the hangar.
Again... I mean no disrespect. You are a great builder, Sir :-)
I do have other ships (like my Achilles MK2) that are armor based and may be more what you are looking for.
That said, you may also want to think about how you fight drones if you struggle against them, having the right tactic for your enemy is incredibly important in Empyrion CV fights. If you sit there and wait until they are cored ... well there is your issue. Shield ships are often built to be agile. You need to use this agility.
Also note that weapons have hidden modifiers that modify how much damage they do against shield/armor/devices. From what I learned from listening to other guys:
Missiles are terrible against shields, but have bonus damage against armor and devices, iirc. Positrons are okish against both. Heavy Laser Turrets reign supreme when it comes to anti-shield dps.
If you already have those, do not let your shield run out. Under absolutely no circumstances. Which shouldn't be too hard really, since those do provide a lot of shield strength.
It would basically require the situation I already mentioned in the description: "be mindful not to get flanked by a CV in shieldless situations".