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Post by Officer Genious on Dec 6, 2015 11:23:05 GMT -5
What do you think would improve the Neutiquem Erro enough to make it playable for you? I'm not sure. It might also be because I'm playing on Crazy. Heck, I had trouble with the Aeternum Vale too for a while, so I might be approaching it wrong. The reason I wanted to post my problems up was to get some feedback and ideas from everyone else-- I probably am using it wrong, and I figure crowd sourcing a solution and encouraging others to take up my challenge would be good for everyone. In other words, I think its my fault more than anything. It probably just isn't well suited for Crazy without a Fast or Quick in SOMETHING for immediate money making purposes. I'm sure it would work well for Explorers and Merchants on a lower difficulty, just not on Crazy (where everyone will try to kill you within a year or so).
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Post by Officer Genious on Dec 6, 2015 22:41:41 GMT -5
NeutErro Test 3 ended in disaster as Pirate Shurikens easily (and constantly) chased my ship down despite my +6 sail upgrade. Finally lost health to mutinies as Clans (freaking Thulun!!!) sent hordes of Shurikens to rob and kill off my passengers and other contracts.
On to Test 4, but I'm having a truly radical inspiration flash (one of the reasons I call myself a Genious, the slightly off-kilter genius) I wanna share before I dive in.
I think I know why I'm failing.
On the forums, there are generally three accepted forms of play: Torpers, gun bunnies and boarders. Torpers need at least a Fast ship and torps; Gun Bunnies Quick with Guns and Boarders a mix of Both with Warrior. Its essentially accepted dogma that these are the only way to win an encounter in Star Traders-- you torp, you shoot or you board until the other guy dies.
End of story.
But there's a fourth way of power, so to speak-- the Rammers. Everyone's had the AI Ram into them at least once, when things started looking grim for the computer, or tried it themselves and likely mourned the loss of a good ship and avoided that button ever since. But that Ram button isn't simply a Nuclear Optional its a valid tactic for ships that otherwise would not win. In Aeternum Vale Test 3, I boosted my Armor over my Hull, giving me an incredible defense I could use despite my low Pilot, and watched an enemy shuttle hull itself on my prow thanks to my upgrade, which I would have never won otherwise due to being incredibly slow up close.
What if I applied that concept to the Neutiquem Erro and made it an aggressive siege ram when hunters inevitably got too close? The Hull is 10 and my Armor set at 5 or 6 all ready, making an upgrade for a super-armor easy and entirely doable.
Could I make the equivilant of a space tank?
I'm about to find out.
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Post by xdesperado on Dec 6, 2015 23:34:57 GMT -5
NeutErro Test 3 ended in disaster as Pirate Shurikens easily (and constantly) chased my ship down despite my +6 sail upgrade. Finally lost health to mutinies as Clans (freaking Thulun!!!) sent hordes of Shurikens to rob and kill off my passengers and other contracts. On to Test 4, but I'm having a truly radical inspiration flash (one of the reasons I call myself a Genious, the slightly off-kilter genius) I wanna share before I dive in. I think I know why I'm failing. On the forums, there are generally three accepted forms of play: Torpers, gun bunnies and boarders. Torpers need at least a Fast ship and torps; Gun Bunnies Quick with Guns and Boarders a mix of Both with Warrior. Its essentially accepted dogma that these are the only way to win an encounter in Star Traders-- you torp, you shoot or you board until the other guy dies. End of story. But there's a fourth way of power, so to speak-- the Rammers. Everyone's had the AI Ram into them at least once, when things started looking grim for the computer, or tried it themselves and likely mourned the loss of a good ship and avoided that button ever since. But that Ram button isn't simply a Nuclear Optional its a valid tactic for ships that otherwise would not win. In Aeternum Vale Test 3, I boosted my Armor over my Hull, giving me an incredible defense I could use despite my low Pilot, and watched an enemy shuttle hull itself on my prow thanks to my upgrade, which I would have never won otherwise due to being incredibly slow up close. What if I applied that concept to the Neutiquem Erro and made it an aggressive siege ram when hunters inevitably got too close? The Hull is 10 and my Armor set at 5 or 6 all ready, making an upgrade for a super-armor easy and entirely doable. Could I make the equivilant of a space tank? I'm about to find out. Ramming even with larger hull ships with all the best upgrades for Ramming/extra armor is still essentially playing Russian Roulette. Every time you ram you run a pretty good chance of damaging your own ship. Essentially your talking about taking the ST equivalent of a yugo and welding steel plates to it, yes your yugo will take a bit more punishment than a normal one, but in a demolition derby that weak frame is going to get crushed. A number of the starter ships seem to be there to give players added challenge and not because they are great ships. For most of them your likely looking at only keeping them long enough to acquire a better ship. Painful as it may be for you, learn to surrender early and often, try making friends with as many factions as possible as soon as possible to get trade permits and pay off negative RP as fast as possible till you've gotten more experience with your captain and a better ship. Stay in green sectors as much as possible, learn trade routes like hauling spice and electronics from Javat Prime to Ursae Thulun (3 sectors all green) to build up cash and XP. As I said not all starter ships are meant to be long term options so best to try making a fairly quick 100-150k and buy a better one. In meantime play it as safe as possible. After your captain gains some experience and you've got a better ship then go looking to make those factions that have annoyed you the most pay for their crimes against you.
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Post by Officer Genious on Dec 6, 2015 23:35:14 GMT -5
Here's my game plan when I make the money for it: Structural: +2 Armor and +3 Engines via Ultra Privateer Unlock Combat: +2 Armor, helps against people ramming me (figured why not?) Interior: Advanced Bridge System for that lovely Pilot Bonus Propulsion: Reactor Cores' +5 Engines Armament: +5 Armor With these bonuses I should have the Engines and Armor to Ram things and keep on rolling through the neighborhood like nothing happened. Theoretically. Not sure about in practice just yet.
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Post by Officer Genious on Dec 6, 2015 23:40:35 GMT -5
NeutErro Test 3 ended in disaster as Pirate Shurikens easily (and constantly) chased my ship down despite my +6 sail upgrade. Finally lost health to mutinies as Clans (freaking Thulun!!!) sent hordes of Shurikens to rob and kill off my passengers and other contracts. On to Test 4, but I'm having a truly radical inspiration flash (one of the reasons I call myself a Genious, the slightly off-kilter genius) I wanna share before I dive in. I think I know why I'm failing. On the forums, there are generally three accepted forms of play: Torpers, gun bunnies and boarders. Torpers need at least a Fast ship and torps; Gun Bunnies Quick with Guns and Boarders a mix of Both with Warrior. Its essentially accepted dogma that these are the only way to win an encounter in Star Traders-- you torp, you shoot or you board until the other guy dies. End of story. But there's a fourth way of power, so to speak-- the Rammers. Everyone's had the AI Ram into them at least once, when things started looking grim for the computer, or tried it themselves and likely mourned the loss of a good ship and avoided that button ever since. But that Ram button isn't simply a Nuclear Optional its a valid tactic for ships that otherwise would not win. In Aeternum Vale Test 3, I boosted my Armor over my Hull, giving me an incredible defense I could use despite my low Pilot, and watched an enemy shuttle hull itself on my prow thanks to my upgrade, which I would have never won otherwise due to being incredibly slow up close. What if I applied that concept to the Neutiquem Erro and made it an aggressive siege ram when hunters inevitably got too close? The Hull is 10 and my Armor set at 5 or 6 all ready, making an upgrade for a super-armor easy and entirely doable. Could I make the equivilant of a space tank? I'm about to find out. Ramming even with larger hull ships with all the best upgrades for Ramming/extra armor is still essentially playing Russian Roulette. Every time you ram you run a pretty good chance of damaging your own ship. Essentially your talking about taking the ST equivalent of a yugo and welding steel plates to it, yes your yugo will take a bit more punishment than a normal one, but in a demolition derby that weak frame is going to get crushed. A number of the starter ships seem to be there to give players added challenge and not because they are great ships. For most of them your likely looking at only keeping them long enough to acquire a better ship. Painful as it may be for you, learn to surrender early and often, try making friends with as many factions as possible as soon as possible to get trade permits and pay off negative RP as fast as possible till you've gotten more experience with your captain and a better ship. Stay in green sectors as much as possible, learn trade routes like hauling spice and electronics from Javat Prime to Ursae Thulun (3 sectors all green) to build up cash and XP. As I said not all starter ships are meant to be long term options so best to try making a fairly quick 100-150k and buy a better one. In meantime play it as safe as possible. After your captain gains some experience and you've got a better ship then go looking to make those factions that have annoyed you the most pay for their crimes against you. Oh, I'm not aiming to reach level 20 or anything, just to see how these ships can be played and used most effectively. Sure Ramming is Russian Roulette, but stacking on Armor and Hull is roughly like taking out most of the bullets-- you're rigging it to your best advantage. I wouldn't suggest trying to take all the starters to Dagger Dragon pirates and ramming them (lol, the fails), but for an otherwise defenseless ship, this could be its sole playing card against a Fast/Quick ship above a Military Shuttle.
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Post by Officer Genious on Jan 13, 2016 14:19:34 GMT -5
Lost another NeqErro ship on Crazy to an Indy pirate while delivering messages. This ship is HARD.
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Post by Officer Genious on Jan 15, 2016 14:39:07 GMT -5
This project is going to be on hold for a while as I got a serious phone upgrade as an early birthday gift and with it, decided to simply unlock everything again rather than use the computer and back up method. I also bought Elite from Google this time for $3 even though I could just use my Amazon version as I believe this game has definitely earned my money yet again. So I'll be playing Crazy with nothing unlocked. Yes, I'm crazy. AND PROUD.
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Post by ntsheep on Jan 15, 2016 17:07:02 GMT -5
ST on Crazy, or as we of questionable mental stability call it, Normal.
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