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Post by smithy on Jun 7, 2011 9:36:45 GMT 10
I know there were a lot of nits about cruise in 0.1, but 0.2 completely broke cruise for me. Depending on the mix of structures I find, I sometimes build my ship such that I move backwards - that is, "down" is forwards for me, not "up". Unfortunately, by hardwiring cruise mode to keep "up" pressed, I can no longer cruise backwards.
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Post by Vaconcovat on Jun 7, 2011 15:31:17 GMT 10
What? Why would you see the need to build your ship backwards?
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Post by moth on Jun 7, 2011 20:05:08 GMT 10
It can make sense: if you build a ship that is very good at getting out of range of enemies in combat then it can make sense to have different definitions of 'forwards' for combat and cruising, and as combat is the more critical, you might want to align your command module with the combat definition not to confuse your fingers when you don't have time to think about it.
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Post by smithy on Jun 8, 2011 3:28:21 GMT 10
It can make sense: if you build a ship that is very good at getting out of range of enemies in combat then it can make sense to have different definitions of 'forwards' for combat and cruising, and as combat is the more critical, you might want to align your command module with the combat definition not to confuse your fingers when you don't have time to think about it. This. I found it was extremely valuable in Successor when you get to Kilo enemies...
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Post by kingoftaurus on Jun 8, 2011 10:56:05 GMT 10
ive found that head on with a ton of shields and blurst in the front eliminates any need to run from a battle.
the way you are thinking is that you need to run. the way i think is, make them run.
seriously, how do you think ive lived so long in my mapping process? i build my ship to destroy FAST and the only time i worry about sniping the command module to get parts is after ive disarmed them.
go in blazing and salvage later.
i have a TON of weapons to the front and side, and only a single snipe launcher to the rear for getting valuables
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Post by smithy on Jun 8, 2011 12:43:43 GMT 10
ive found that head on with a ton of shields and blurst in the front eliminates any need to run from a battle. the way you are thinking is that you need to run. the way i think is, make them run. I guess I misrepresented motivations by agreeing with moth. I never run. Me too. Let me expand on why I do this, and why it was super-useful in Successor. Enemy ships align themselves so they are pointing their fronts towards your command module. No matter if their weapons are on the front, side, or back, they try to point forward towards you while they shoot. Now imagine all you did in the front was put tons of strong bubble shields. Then you loaded up the back of your ship with massive weapons. Then you attached all your thrusters such that moving backwards is your "normal" mode of travel. In Successor, when you get to Kilo ships that clone your ship, you have a whole bunch of Kilo ships that are pointing an empty front towards you. Of course they are firing wildly with Kilo class lasers but those lasers are pointing away from you. In the meantime, you're pointing your back towards them, unleashing hell. You wear through their bubble shields then destroy them. It makes confronting Kilo clones a non-event, and makes it trivial to rebuild with Kilo parts. (I know you could do the "laser pointing back on yourself" trick also, but setting that one up wasn't necessarily as easy as the reverse ship!) I don't know if it is useful in Jameson, or ever will be useful in Jameson. I don't think we've seen what Kilo looks like, yet. But because of the hours I spent running around invincible to Kilo's in Successor, it's an old habit that won't soon be broken.
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Post by kingoftaurus on Jun 8, 2011 13:57:18 GMT 10
there arent kilos.
at least i dont think so and i have a highly educated guess as to why.
juliet factories produce juliet items.
thats my story and im stickin to it.
(and if there was one, my suicide mission off into the far reaches of unexplored space would have found one by the time i ran out of oxy)
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