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As far I know, you're a second person that did so. Thank you, very much, for your time, and willingness to share.
It's good to know that Rifts work at all - Xavorion started even before Black Market,
DLCs were a potential issue I couldn't do anything about.
Also, glad that weapons are actually fun.
Really, really glad you've shared your loadout. You've picked the ultimate defensive combination of upgrades, which I tend to use.
Also, RBEs and a gatling Big Bang - which were supposed to annihilate anything.
Just curious - was there any encounter that could be a threat to that single ship?
( I expected ships like this to be M8 Capitals, on the heavy side ;D )
What has been published is a toned down version, I'm still considering an optional difficulty tweak.
connecting with other economies around, also specialised station upgrades. But any change to current "system" would take a lot of time.
Forcing automated notes seems to be the only way. This may be added in future patches.
The second thing is, some overlapping events and really unexpected encounters were intended to some extent.
What's worse is that Avorion can be both RTS and TPP game. Switching between those does affect difficulty and overall experience.
The hard part was to include all playstyles - and it always ends up with some issues. I tend to play both, adapting to situation.
At this point, I don't think this can be fixed by me - whole spawn system has been rewritten just to fix that. one. issue.
and it seems that lags can appear for even a single ship, just queued up 10+ times...
Also speeds... I think Rifts would need a general overhaul too, but as Xsotan and Station building did not make it, that's a third thing in that list.
Thank you, beginnings seem to be difficult for all players. I'm always curious how that works.
Starting is not that hard as it feels initially, but figuring that out was meant to be a part of intended fun and replayability.
(Yeah, easy for me to say)
Not really. 700 m HP takes a long time for most NPCs to shew through and anything that is within the 23 km range gets vaporized by the RBEs. In a Xsotan invasion, all Xsotan spawn close to the center of the sector and they just melt the moment they are targetable. The bigger problem is that there are so many large wrecks that, after some time, I have to move around them to hit the Xsotan on the other side. I can do the corrupted AI completely AFK. 12 crafted PDLs with a 16 km range do a pretty nice job shooting down the torpedoes. I couldn't try the Stick of Doom since there aren't any lightning turrets to complete the research. Behemoths are a joke, too. But I think they don't scale correctly with your mod (70 m shield + 70 m hull).
Bugged Rifts are the biggest threat. "Into the Swam" can be very dangerous since there is a bug that spawns 8 waves at the beginning, so you're facing 30+ Xsotan, which you need to kill very fast, because in that state, new Xsotant spawn continuously and if you're not fast enough, they will overwhelm you. I had an extreme case once, and at that moment only 275 m shield (thought I could leave out the shield converter), but I'm not sure 700 m would have saved me. The Problem was that not only did the Xsotan spawn very quickly, but they were massive, too. The initial spawn died pretty quickly, but not the respawn. One Cultivator mini-boss had 150 m hull HP. After it died, something hit me very hard and I couldn't find the source (it could have been Auto-Cannons). There were fighters around me, so I suspected they were doing the damage. I tried to burn away, just to run into a new Xsotan spawn. The fighters slowly took down my remaining hull, and there was nothing I could do against it (at that time, my anti-fighter turrets couldn't hit anything behind me). In another "Into the Swarm" a Xsotan with Tesla-like turrets surprised me. He had 2+ m Omicron and sapped my shields from a 40+ km distance. By the time I finally killed him (old Auto-Cannons, with poor tracking, facing a different direction), my shield was down to 26% (at 25% it is penetrable), and that was very dangerous. Having only 1 m hull HP and so many sources that can penetrate shields, I was afraid to die again, but fortunately I was close to the end of the encounter.
A normal "Into the Swarm" is easy. I can sit at the starting spot, while targeting Xsotan in the tactical view, which spawn at 100+ km. The Auto-Cannons are pretty awesome xD To collect the loot, I use 4 wings of fast salvaging fighters.
Might be possible. Perhaps switching quickly building mode between a station and a ship + some other unknown influence?
I had it only once. Switching sectors didn't help. I had to reload the game to fix it. Not game-breaking and very rare, so not that important. :D
Those unknown damage sources were most likely other types of experimental weapons. So at least that part still works as a threat.
Anyway, thank you again - that's a lot of valuable information.
Games have to end at some point, but I'm still working on minor tweaks.
There were many little rust colored explosions around me (like the colour for physical damage types). Since I was a little bit stressed, I forgot to zoom out to check, if there any visible projectiles.
Happy to give you usefull feedback.
Those were present before "Class Upgrades" update, which came out around month after this feedback. ( Discussions like this helped in shaping current state of the mod )
As a single upgrade, yeah, but shielding works different now.
Support system is, well, a support system to existing shielding/upgrades
It's usually better to pick Shielding Modules, Feedback engine and Shielding framework before packing up support systems.
Flat KJ upgrades were supposed to be primary source of shields.
Oh, okay wow. I guess for someone like me I guess I started playing your mod at the "wrong time".
I do have some comments about this whole class-system as I'm actually almost finishing up a 2nd playthrough on Insane difficulty using your mod. Err... expect a whole thing and a bit just like this thread by Snopzet.
"usually better to pick Shielding Modules, Feedback engine and Shielding framework before packing up support systems.
Flat KJ upgrades were supposed to be primary source of shields."
Errr, okay. That's an interesting combo of subsystems to use.
As clarified already... old game :D
A more recent loadout looks like this (same ship, with some modifications): https://steamhost.cn/steamcommunity_com/profiles/76561197993549941/screenshot/2449475694174204748/
Some of these systems are very hard to upgrade... :( Most rift systems are "downgrades" and only the distortion protection is important (if you go into rifts at all). In my version I'm still missing one, to get the 75+ protection, but if you can stay inside the starter bubble, you can ignore it, too.
Thanks, that is an interesting subsystem setup. Wow your shields got nerfed hard.
Errr just like a vanilla playthrough you don't need to specifically get subspace protection to 75 for Into The Swarm. Less subspace protection just means greater hull chip damage over time. As long as you always have mechanics with 150%+, from anecdotal experience you're fine with max of 15 less protection than the required mission.
ie. Rift mission requires subspace protection of 48 you can get away with only around 33.