26:00 You might know that by now, but "Excess" is indeed only ressources, which dont have an allocated storage-space for it. So if you have a storage room and allocate the cells inside to a specific type - the ressource that is stored there, will not count as excess /shift-click to allocate the entire room to one ressource). Crew also will try to prioritize dedicated storage space, when ressources are salvaged, bought or produced. 31:00 ION-Beam damage has a damage-threshold, based on distance - so it does less damage on long distance, which is also visualized by the beams "thickness". You can see the exact numbers in the extended tooltip of the ION-beam, but i think the threshold is roughly at half of the max-distance. 35:00 EMP-Missiles - a quite effective counter-measure against especially EMP- but also missiles in general are these armor-"spikes". Armor has the innate ability to sort of negate EMP-damage, which is also mentioned in the tooltip. For such a small ship it is probably not very relevant yet, since the EMP-missiles have quite a big explosion-radius. But it will generally become more efficient to put some long spikes on the ship, with which you can more easily "catch" any missile, before it explodes on your hull and does more damage. Basically following the logic of a "cope cage". This becomes more and more relevant on higher levels, since you will encounter enemies, which can be very hard to hit or penetrate, which spam you with all kinds of missiles.
You absolutely can go harder. I picked up this game myself after watching it here and I am running a twin large laser cannon ship and I am taking on the level 6 missions where you have to destroy the pirate bases
If to sell something, for then later need it to build stuff, then you waste roughly 1/3 currency. So the more expensive materials better keep, like Processors, Enriched Uranium and Diamonds. Also consider factories so can make stuff from ore instead of selling it, can save a lot of currencies that way. Some make a second ship for mining and production. I have one for storing stuff for later when got the machinery for handling it, along upgrading main ship. Having a second fighter often helps too, by either be the tank, or attack from a better angle. I'm still in the starter area and clear out stuff, while "leveling" up and unlock blueprints.
A lot of good advice in here. Another point to make is that your most energy intensive systems are the lasers and the shields - if possible, having the reactors next to them can help them stay charged and reduce the number of crew you need. Perhaps 2 in the front and 1 in the back, rather than the opposite?
Ion beams are fine weapons, but as a rule of thumb you want the actual weapons buried deep in your ship, and the crystals not close to anything too important. They tend to blow up pretty big when they're destroyed. Reactors as well should have layers of armor between them and any outer hull portions. If you can draw a line between a reactor and space, and not cross armor (rooms, weapons, systems, etc do not count for this purpose) then find a way to get some armor in there. Shields will fail. They're important and necessary, but they WILL fail. Plan for that. Honestly, your ship there has the beginnings of a decentish design. You just need a bit more time familiarizing yourself with how the combat and weapons work. Also, I heartily recommend reading or watching some kind of guide about crew roles. You're hitting the point in the difficulty curve where your crew efficiency is going to start having a more and more dramatic effect on your ship's performance. Having everyone crammed into a single do-it-all role like you have is just asking for frustration as you get out of the beginner's zone.
As someone who has never played this game I believe you need to fully insulate the reactors in armour having a one-wide in and out paths with powered floors and then use localised power storage rooms (not sure their name but they store rods) near the guns and engines. One group of dudes just runs rods to the storage’s. Then local teams of dudes run from storage to equipment. The insulated and shielded reactor room that only has one way in and one way out then becomes the ships decoy. You control where they shoot! Or at least what theyre shooting at.
hey quill18 just a fyi , targeting the reactor will make it blow up (and the whole ship with it) , reducing the total loot you get ( target the cockpit or control room for more resources) you get more resourses by salvaging an incomplete ship than a cloud of debreies
20:15 was unfortunate, but you can mostly avoid these things in the future: your sensors can't pick up anything inside white clouds while you are outside of the white clouds. So if you see a question mark, at least go inside the cloud away from it, and then slowly approach it while inside the cloud yourself. It was quite unlucky that it was a pirate station, and that it had to be just on the edge of the cloud.
Another issue is you've got a wide profile for the amount of armor and shields you have. Basically you have the form of a tank without the tankiness, which just makes you an easy to hit glass cannon.
Gotta slow down and watch the battles and not just target reactor and fast forward. That battle at 15min, you're slowly carving through all that multiple layers of armor (as his reactor is behind it) while his main gun is firing at you. Things are going to get tactical, like maybe having a side of point defense that you'll rotate to take out the initial salvo of missiles. But you gotta watch and see how things work. Well, hope you get far enough for rail guns and the rocking technique. :)
You can set a maximum amount for each resource you want to have. And they will not pick up or produce more than is allowed. In the resource management screen push the button that is in front of the resource management title and select "set resource limits... "
The "more HP" you're sensing is just more shields and better designs. Also, if possible, you should avoid targeting the reactor since you blow up a lot of valuable parts that way, you should also actually look at the ships and target the parts which isn't heavily shielded. In a lot of your engagements you were unnecessarily blassting right through masssive shielding to get to the reactor
The problem was that you had gone to a 8-10 system. That's a huge leap from the 2-4 which you were previously in. I'd recommend an only slightly more difficult system, like the 4-6 one which is also adjacent.
Shields are OP when starting out but they very quickly become a liability if you focus too hard on them. The heavy shield only uses power it actually needs so if its field of view gets clipped it uses less power, so its common for it to protect a central "chute" of firepower and have little shields helping to protect armor plating.
You could make a second ship and then maybe you wouldn't feel like you NEED to be making safety saves all the time. The second ship will at least give you a starting point again to build a new combat ship and go back out there. Could build it as a miner/production ship and just mine up all the asteroids in the lower areas. Also seems like you want to build up some more armor on your current ship. Corridors don't offer much protection at all, and then your reactors are right there. And with the reactors being so close to each other, once one goes, they all go and your entire ship is dead. Add some more armor on the outside so they have to work at getting through that first if it's going to be unshielded. Same with the front, add some more armor between the shield block and the reactor if you can.
I much rather watch spam quick save and fight higher level things than fighting low level things. They are both low risk things but higher level is way more exciting
I want to like this game but i'd enjoy it much more if there was any kind of progression other than building a bigger ship. Had 20 hours of fun before running out of stuff to research.
Your combat style is a bit too static, tip use the weapon ranges and more side thrust. You may want to consider two idea's, 1st expanding your fleet to add a few cheep to repair fast moveing combat ships, while makeing your main ship into a long range Dreadnaught. 2nd saveing a station and turning it into a factory
Quill ... youre design had a FATAL flaw that I bet you did not figure out on those countles time you went kaboom ... enemy distrupts huge shild + big guns take down shild unit and --- 2 more big guns BLOW UP ya ENERGY CORE !!! AND SHIP GOES CABOOM === honestly cores and cockpit s NEED frontal armour THEY CAN NOT BE PROTECTEB by you plnating a gun or a shild in front ... those are squisy bits !!!
It's never a bad idea to look at the ship library in creative. The built-in ships are actually very well made
26:00 You might know that by now, but "Excess" is indeed only ressources, which dont have an allocated storage-space for it. So if you have a storage room and allocate the cells inside to a specific type - the ressource that is stored there, will not count as excess /shift-click to allocate the entire room to one ressource). Crew also will try to prioritize dedicated storage space, when ressources are salvaged, bought or produced.
31:00 ION-Beam damage has a damage-threshold, based on distance - so it does less damage on long distance, which is also visualized by the beams "thickness". You can see the exact numbers in the extended tooltip of the ION-beam, but i think the threshold is roughly at half of the max-distance.
35:00 EMP-Missiles - a quite effective counter-measure against especially EMP- but also missiles in general are these armor-"spikes". Armor has the innate ability to sort of negate EMP-damage, which is also mentioned in the tooltip. For such a small ship it is probably not very relevant yet, since the EMP-missiles have quite a big explosion-radius. But it will generally become more efficient to put some long spikes on the ship, with which you can more easily "catch" any missile, before it explodes on your hull and does more damage. Basically following the logic of a "cope cage". This becomes more and more relevant on higher levels, since you will encounter enemies, which can be very hard to hit or penetrate, which spam you with all kinds of missiles.
Less than 4 minutes in and a crew member is lost to the cold vacuum of space…
He was weak..
he just made it back at the third wreck. you can see him speeding towards the ship
You absolutely can go harder. I picked up this game myself after watching it here and I am running a twin large laser cannon ship and I am taking on the level 6 missions where you have to destroy the pirate bases
You made me buy this game! So good. Thanks Quill
If to sell something, for then later need it to build stuff, then you waste roughly 1/3 currency. So the more expensive materials better keep, like Processors, Enriched Uranium and Diamonds. Also consider factories so can make stuff from ore instead of selling it, can save a lot of currencies that way. Some make a second ship for mining and production. I have one for storing stuff for later when got the machinery for handling it, along upgrading main ship. Having a second fighter often helps too, by either be the tank, or attack from a better angle. I'm still in the starter area and clear out stuff, while "leveling" up and unlock blueprints.
Ships in other systems don't take less damage they just get way more and way bigger
Im just hoping he finally realises that the beam combiner crystals are explosive when charged so should be deeper in the ship
A lot of good advice in here.
Another point to make is that your most energy intensive systems are the lasers and the shields - if possible, having the reactors next to them can help them stay charged and reduce the number of crew you need. Perhaps 2 in the front and 1 in the back, rather than the opposite?
Ion beams are fine weapons, but as a rule of thumb you want the actual weapons buried deep in your ship, and the crystals not close to anything too important. They tend to blow up pretty big when they're destroyed. Reactors as well should have layers of armor between them and any outer hull portions. If you can draw a line between a reactor and space, and not cross armor (rooms, weapons, systems, etc do not count for this purpose) then find a way to get some armor in there. Shields will fail. They're important and necessary, but they WILL fail. Plan for that.
Honestly, your ship there has the beginnings of a decentish design. You just need a bit more time familiarizing yourself with how the combat and weapons work.
Also, I heartily recommend reading or watching some kind of guide about crew roles. You're hitting the point in the difficulty curve where your crew efficiency is going to start having a more and more dramatic effect on your ship's performance. Having everyone crammed into a single do-it-all role like you have is just asking for frustration as you get out of the beginner's zone.
As someone who has never played this game I believe you need to fully insulate the reactors in armour having a one-wide in and out paths with powered floors and then use localised power storage rooms (not sure their name but they store rods) near the guns and engines. One group of dudes just runs rods to the storage’s. Then local teams of dudes run from storage to equipment.
The insulated and shielded reactor room that only has one way in and one way out then becomes the ships decoy.
You control where they shoot! Or at least what theyre shooting at.
hey quill18 just a fyi , targeting the reactor will make it blow up (and the whole ship with it) , reducing the total loot you get ( target the cockpit or control room for more resources) you get more resourses by salvaging an incomplete ship than a cloud of debreies
20:15 was unfortunate, but you can mostly avoid these things in the future: your sensors can't pick up anything inside white clouds while you are outside of the white clouds. So if you see a question mark, at least go inside the cloud away from it, and then slowly approach it while inside the cloud yourself.
It was quite unlucky that it was a pirate station, and that it had to be just on the edge of the cloud.
Another issue is you've got a wide profile for the amount of armor and shields you have. Basically you have the form of a tank without the tankiness, which just makes you an easy to hit glass cannon.
Gotta slow down and watch the battles and not just target reactor and fast forward. That battle at 15min, you're slowly carving through all that multiple layers of armor (as his reactor is behind it) while his main gun is firing at you. Things are going to get tactical, like maybe having a side of point defense that you'll rotate to take out the initial salvo of missiles. But you gotta watch and see how things work.
Well, hope you get far enough for rail guns and the rocking technique. :)
Star system level doesn't control fame, just the level of the mission itself.
You can set a maximum amount for each resource you want to have. And they will not pick up or produce more than is allowed. In the resource management screen push the button that is in front of the resource management title and select "set resource limits... "
The "more HP" you're sensing is just more shields and better designs. Also, if possible, you should avoid targeting the reactor since you blow up a lot of valuable parts that way, you should also actually look at the ships and target the parts which isn't heavily shielded. In a lot of your engagements you were unnecessarily blassting right through masssive shielding to get to the reactor
"The AI targets reactors"
_proceeds to act like AI_
Oh, Quill...
YES! Another episode!
High speed is important to not get flanked. Either that or massive dps.
Keep them coming Quill! 😁
You should seriously look into having multiple ships, including a miner/production
The problem was that you had gone to a 8-10 system. That's a huge leap from the 2-4 which you were previously in. I'd recommend an only slightly more difficult system, like the 4-6 one which is also adjacent.
Shields are OP when starting out but they very quickly become a liability if you focus too hard on them.
The heavy shield only uses power it actually needs so if its field of view gets clipped it uses less power, so its common for it to protect a central "chute" of firepower and have little shields helping to protect armor plating.
WOW, i hope we can get to episode 10!
You could make a second ship and then maybe you wouldn't feel like you NEED to be making safety saves all the time. The second ship will at least give you a starting point again to build a new combat ship and go back out there. Could build it as a miner/production ship and just mine up all the asteroids in the lower areas.
Also seems like you want to build up some more armor on your current ship. Corridors don't offer much protection at all, and then your reactors are right there. And with the reactors being so close to each other, once one goes, they all go and your entire ship is dead. Add some more armor on the outside so they have to work at getting through that first if it's going to be unshielded. Same with the front, add some more armor between the shield block and the reactor if you can.
More of this please!
Enjoyed the video
You might wanna think about running two ships. one can be a long term storage and manufacturing or run two fighters.
Ok fine. I've been really enjoying your let's plays of this. Just bought the game on Steam.
Right clicking the gather icon in the lower left corner does do stuff.
I think you can either enbigen one ship or make fleet in this game. maybe make more than one ship and specialize them for various roles.
I played with 2-3 ships. 1 combat and one freighter with a light escort.
I much rather watch spam quick save and fight higher level things than fighting low level things. They are both low risk things but higher level is way more exciting
going from 2-4 sector straight to 8-10 lol
gutsy
Cool, another episode.
EMP rockets work like disruptors
the fact that you still have not made more ship roles for your crew is distressing for me 😂
the inefficiency is making my ocd do backflips in my head
Maybe make a large core ship and have some fast attack destroyers to fight?
20:20 🤣
Was indeed fezzick
It would be cool to see the railgun but that might be further im tp the game. A missile ship could be cool too.
Played the game a while back. Railgun is a beast. Most combats were 1 shot kills.
I want to like this game but i'd enjoy it much more if there was any kind of progression other than building a bigger ship. Had 20 hours of fun before running out of stuff to research.
Your combat style is a bit too static, tip use the weapon ranges and more side thrust. You may want to consider two idea's, 1st expanding your fleet to add a few cheep to repair fast moveing combat ships, while makeing your main ship into a long range Dreadnaught. 2nd saveing a station and turning it into a factory
Factory?
@@grimmlinn See the previous episodes where he was manufacturing coils and hypercoils from copper ore on the mining ship.
Quill ... youre design had a FATAL flaw that I bet you did not figure out on those countles time you went kaboom ... enemy distrupts huge shild + big guns take down shild unit and --- 2 more big guns BLOW UP ya ENERGY CORE !!! AND SHIP GOES CABOOM === honestly cores and cockpit s NEED frontal armour THEY CAN NOT BE PROTECTEB by you plnating a gun or a shild in front ... those are squisy bits !!!
The music is too loud, please turn it down or off