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and it had a perfect size for this type of ship. so many blueprints out there which are either waaaay too big for what most players need. or they are too small and can not even fit proper SVs/HVs. dont need a full fleet but usually you may want a small harvesting HV, a small drill SV and a mid to large combat HV or SV.
the Eclipse covered everything
(and yes, with 2 CPU upgrades you can make it work in RE2 but thats not the same. too many things changed in the scenario and this ship deserves a full rework from a professional ship builder!)
@SilentCatFox: Again, thanks for the nice words! :)
Room for Miners/Fighters or Tanks, Enough Weapon + Shield-Possibilties, while still being able to land on none-high-g planets to look for POIs, Traders and Autominers.
And all that in a neat shell that looks amazing without being to cramped inside.
May be a large and slow boat... But it carries you all around the galaxy.
The REST of this CV is amazing. but running on 20% shields wont help me a lot :P Ever see this bug? I havent. It just stops at 20% and i cant seem to make it charge more.
Danke euch!
Es ist immer wieder schön deine Arbeiten anzusehen @Ente
@WolF: Was SilentCatFox bereits sagte, einfach hochkant stellen.
Gibt es da einen Trick? Die passen aber definitiv nicht dort rein wo sie hin sollten...
LCD´s wurde natürlich entfernt.
Alles weitere werde ich dann testen ;)
Eine frohe Weihnachtszeit wünsche ich :)
@Have a nice play!: Danke und hui, ne Menge Fragen. Die Railgun ist praktisch ne Scharfschützenwaffe. Viel schaden gegen einzelne Blöcke, aber musst schon sehr nah ran um damit halbwegs was treffen zu können. Hat halt keinen Zoom. Artillerie ist im zweifel stärker.
Die Torpedos sind ne zielsuchende Explosivwaffe. Weniger Bumms als Artillerie, aber sie folgen dem Block der beim Feuern unter dem Zielkreuz war.
Wenn du net schon am Ende vom Aufrüsten bist, reicht Artillerie. Die anderen beiden sind eher nur für bestimmte Situationen nützlich.
Türme, Reaktoren & Schilde aufrüsten ist das wichtigste. Schwere Lasertürme sind besonders stark, EMP Cruise Missiles sind sehr gut gegen Schilde (aber nutzlos sobald die down sind). Nen paar EMPs lohnen sich aber immer.
Großartige Leistung, sowohl Design als auch Funktionabilität =)
Habe etwas gebraucht, um herauszufinden, was drive thruster und co in meinem (deutschen) game eig. sind >.<
Ich bin ehrlich gesagt etwas unsicher, wie ich weiter verfahren soll, nachdem ich die Thruster aufgpeppelt habe, ob ich die Waffen aufwerten sollte oder mehr davon installieren!? Finde die T2 Versionen haben schon einen ordentlichen Boost (DMG, AOE, Reichweite, etc). Habe auf Youtube einige mit Artillerien spielen sehen, um die Blöcke wegzuhauen, macht die UCH Railgun das besser? Wozu genau dienen die Torpedowerfer?
Sorry für die vielen Fragen, aber es ist schwer, Inhalte auf deutsch zu finden und mein englisch ist eher durchwachsen!
Danke und auf jeden Fall weiter so (Daumen hoch)
Until you have the CPU for that, it is basically up to you to tune shield charge VS. shield capacity by choosing between chargers and capacitors.
If you are unsure, running a 1:1 ratio between them isn't a bad start.
The medium sized banks (like capacitor bank), go into the very tips right beside the bigger ones, opposite of the advanced generator-rooms on each side :3
What doesnt fit there, is located in the "roof" right above the hangar ( so the missing mediums and the little ones between, you will see when you go there with Upgrade Markers on ;3
So if you want to use lasers, also use some missile turrets to be able to get through armor if you want to destroy stuff behind said armor..
Plasma might be a good alternative in single player, but on multiplayer it has a lot of trouble to actually hit stuff.
This isnt really a specific question about this ship, but the amount of Laser-Turrets and the mentioning of even upgrading them, made it come back to mind, while im preparing to build this one on survival.
Are Laser-Turrets even effective right now?
Due to me and my friend preparing for leaving drone space soon and targeting legacy for quantums next, im wondering about that.
In Theory the Lasers should be amazing against Legacy, due to their Ships being basically being build of little more than Alien-Blocks which should be vulnerable against Laser, but...
Laser-Turrets and Adv Lasers seem so very weak in every battle, against drones as well as the legacy (later which i had a try with in singleplayer spawning ships with console, to get a feeling for them)
My Oppinion right now is stuck with thinking of plasma to be the better choice above lasers...
Can you help me out, with some intel i seem to miss?
Other than that everything seems fine.
To compensate, either aim a bit above your target, or use the first person view.
if I am aiming the hard-points and on target, then by line of sight (and range) they should all be firing, but they are not and I have no clue why. I've re-logged, restarted game, verified files, so I am at a loss
-The reactors aren't even remotely heavy enough to shift the center of gravity so far that you would notice it under empyrions rather basic flight model. If you believe you still notice it, just compensate with placement of the shield parts. Those are heavier anyways. Or shift your cargo around.
-The "combat bridge" is really only intended for the start if you want to tank on armor. At that point you shouldn't use a railgun anyways. Lateron, after you added enough shield, the main bridge is the intended place for combat.
-1-2kt only matter at the start. Even then, probably not as much as you seem to think. Each shield array upgrade weights in at around 1.4kt and the ship supports up to 8 of them. The other components aren't lightweight either. If you want to loose meaningful amounts of weight you would have to reduce the armor in the front or change the hull to carbon. Can do that, but you will also loose the associated features and safety.
-The turrets do have a limited firing area by design. That is actually a feature to keep them from firing at the wrong target, in case you are fighting multiple ships. Gives a bit more options to position yourself. In any case, if you end up in a position where most your turrets can't fire, you are cleary not pointing the ship at your enemy. Thats down to your own flying then.
-"Non-essential spaces" or RP Stuff as we usually call it, is a main point of all of my builds. I wouldn't fly a ship without it and therefore wouldn't build one without it. Sorry. I would point out however that the impact on the ships performance isn't nearly as much as some people seem to think. I also do have ships that have only very little of that, like my Monolith.
-I have a couple CV miners that are small enough to fit inside the hangar. Use those.
many people like myself arent into lots extra non-essential spaces like crew quarters, captains quarters, lounge/mess halls. more area for H or make it able to be sized down?
a section along the back for a small (preferably matched) low profile CV 6-8 laser drill miner made to dock.
inline the reactors, would be easier to upgrade one w/o the center of grav being off, and make roll snappier (less un-sprung weight effects)
over head rail gun as it is hard to snipe from the "combat bridge" being so far over the bore. (I end up in the normal bridge for combat for this reason. or can double the glass and remove the old combat bridge. (I also lowered the platform one block to aim better)
it would make it about 1-2Kt lighter. same fire power potential, be more responsive
I don't take "requests", but feel free to throw ideas at me. I am susceptible to good ideas. Sometimes. :D
What you can do is open the control panel of the ship with the hangar (e.g. via the registry) and use a signal to open the hangar door. The Eclipse has the "Hangar" signal (iirc) which does that.
@ZeroCool: to the left and right in the main corridor that connects the front of the hangar.