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@Mushroom-R: yep just leave it at follow. The toggle setting will toggle on/off each time you enter the sensor, instead of keeping it on while you are in the sensor, as follow does. If there is a www custom signal, thats probably a typo that does nothing. Probably.
So placing a teleporter the upgrade says to put teleporters signal to teleporter im guesing that means i just set on/off to teleporter and then follow?
Also what does the www custom signal toggle do? THANKS!
so as soon as i turn on the engine I hear an insanely loud engine noise while my friend does not. I rebooted the server even and still can hear the same noise volume.
It may be necessary to do some mid combat repairs on weapons though, depending on what you are fighting, so keep an eye on weapon/turret health.
And thanks for the nice words! :)
Now I'm wondering, what would you recommend for upgrading thrusters? There are some S size thrusters on the sides and of course there are the rocket thrusters of those I do not know how to upgrade them if it's necessary at all. Is there a special reason you decided to use rocket thrusters (instead of plasma or antimatter). Is it an optical aspect or do you see any technical pros?
For an imerat you can also just stay there and not retreat at all once your shields are down. The ship has enough armor to tank incoming fire for quite some time, and you can disarm the imerat really quickly with the railguns. Be sure to priorize anti-armor turrets (plasma and artillery) over laser turrets and keep to one side of it.
If you want to avoid going armor, it might be better to switch the weapon layout to something with better anti-shield firepower. The fight will take a lot longer when only fighting on shield though.
BUT in my opinion it is nearly unusable without any upgrades in the state of delivery. This is because of the lack of manouverability in fight. At least in my opinion of couse.
I had a fight with simple Kuivera-Class-Cutter. Ok, the shields of it went down quickly but also mine. It was a pain in the a$$ to set the core shots. Even after disabeling the thrusters of it.
After that I had a fight with two Cutters at the same time. I won this one too. But I was not able to retread once my shields were down to ~30%. Because the backward speed is only about 75 m/s.
I do have no clue how one should take out an Imerat with that manouverability? Its just like a 'sitting duck'. If you know what I mean ^^
Sorry for my honest words and many thanks anyways for that otherwise great ship. ;D
Secondly, my endgame in RE1 was the Nightfall and Monolith docked at the rear, do you still have plans to update the Monolith?
Thank you again for your hard work and commitment to this community.
Please describe your process? :)
@Atriace: Holy Batman wall of text. In Order:
- Embrace the greeble! You know you want to!
- Light is set up to be sufficient on Planets, which sadly means it is too strong in space. Nothing I can do there. If I tuned it to be right in space, it would be too dark on planets. Say game issue - Eleon please improve!
- Yep nose space is to slap armor in there, as the LCD indicates. If you want to, ofc. Having it armored at stock would make it too heavy for the stock thrust, it would need to be a full armor tank in that case. As I wanted to keep it open to people that prefer shield tanks, I left much of the armor as spare space and set it up for heavy shields at the stock layout.
Excellent work! This is one of those occasions where it'd be nice if the game could tell you exactly how much time we spent editing a blueprint; you can tell from the geometry work, to the color and texture detailing that you were quite meticulous.
- It always feels (to me) a struggle to include diagonal ramp blocks, as well as the `Corner C` or `Notched C` blocks into a build, but you used them quite well. You sidestepped the issue of pyramid stepping diagonal-ism so many long ships encounter (e.g., Tomcat's "Anaconda").
- Your greable-game is strong... perhaps *too* strong. :o
- I like your large triple-ramp bay door design.
- I'd been playing with a number of tucked forward engine designs, and was surprised to see them here. They look great!
- I hadn't thought of putting armored glass in front of my (oh so weak) spotlights, but I think I will from now on!
- I had NO idea that a reversed cannon wouldn't show up on the action-bar. I like it! Doesn't clutter the UI.
- I feel like most of the ship has too much light (needs more shadows), leaving a number of spaces washed out. The game has auto-exposure eye adaptation, but you do have to contend with the range of brightness afforded by the skybox. Using the gray color and boosting it to 3? Considering the large number of emissive textures, I think you can get by with fewer lights. Bright on against dark pops more than bright on bright.
- I love the work you did with "clamped" force-field emitters of the module bay.
- I was shocked to find the nose so empty. I'd expected it to be filled with armor. I saw your "Armor Upgrade Space" sign; I'm assuming this is to (1) save on mass-to-thrust & build cost/time, (2) allow for commensurate upgrades as thrust increases, or (3) provides space for additional cannons on the nose? The latter seems least likely.
Just be warned that this is a very different build then what Art typically does. You won't find the same level of optimisation and performance here. A lot more space though.