
Squiddy McSquids possibly short life - {Possible spoilers inside}
Moderators: TheElf, Moderators for English X Forum
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It's pretty scary, especially if you don't have a sh*tload of nukes/swarms at hand.
In my game the two discoverer hauler scouts( about the only easily obtainable ships with 300+ speed and cargo space for 60 jumpdrive fuel, I've found it out the hard way ) finally found one of the shipyards in Aldrin.
I was eager two replace my trusty Mamba Raider Spitfire( 8xPBG, 1 IRE at back ) with a springblossom.
What I didn't notice until that time is that the springblossom can only use the standard terran missiles with <10 Km effective range. No fast swarm missiles against light fighters, no AoE capital hitting power, can't even use mosquitos for missile defense. AND starburst shockwave acts like a sniper rifle, it's direct hit or explosion at 2km. An explosion that doesn't do area damage against a target that's 1990 meters away and was missed by ~0.5°.
It's still overpowered, but flying the mamba was more fun. I would still use it if had more cargo space and could take down 5GJ shielding in a reasonable amount of time.
So when I get swarmed like that, it's RSLG.
PS. Did I overlook something, or the SSC is really a single-target non-AoE weapon that needs a direct hit?
In my game the two discoverer hauler scouts( about the only easily obtainable ships with 300+ speed and cargo space for 60 jumpdrive fuel, I've found it out the hard way ) finally found one of the shipyards in Aldrin.
I was eager two replace my trusty Mamba Raider Spitfire( 8xPBG, 1 IRE at back ) with a springblossom.
What I didn't notice until that time is that the springblossom can only use the standard terran missiles with <10 Km effective range. No fast swarm missiles against light fighters, no AoE capital hitting power, can't even use mosquitos for missile defense. AND starburst shockwave acts like a sniper rifle, it's direct hit or explosion at 2km. An explosion that doesn't do area damage against a target that's 1990 meters away and was missed by ~0.5°.
It's still overpowered, but flying the mamba was more fun. I would still use it if had more cargo space and could take down 5GJ shielding in a reasonable amount of time.
So when I get swarmed like that, it's RSLG.
PS. Did I overlook something, or the SSC is really a single-target non-AoE weapon that needs a direct hit?
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Problems, problems, problems...
With the capture of the Hermes and the press-ganging of it's passengers into the Squiddy Space Corps. I'm pretty sorted for meatshields for a while, I just need to get them trained up some. Unfortunately being civvies they're all completely inept at anything involving ship boarding which means I'm having to train them right up from practically nothing.. this is both spamming my messagebox with a colossal amount of crud and costing me a small fortune as the little suckers bleed me dry.
'Hub Loop' is busy whining about lack of energy cells partly because I screwed up my resource allocations but mostly because I'm trying to get a single XL-SPP to power far more than it's physically capable because I built too big an Ore and Teladianium complex. I'm going to have to supplement it externally somehow. Just to be extra difficult it turns out that Mahi Ma is being a pain in the arse and won't accept any Ore until he's got all the Teladianium he needs. This is a problem as I had originally planned to run the two loops together and do both at once, however it seems that isn't going to work so my ore complex is busy cranking out Ore that I'm going to have to find someplace to store. I worked it out, I need 450,000 units of the stuff and at 8x storage per unit that works out at a cool 3,600,000 storage units needed.. or 60 Mammoths worth.. Urk..
I'm also running low on specialist armaments (which is admittedly my fault as I keep firing them at people) and I'ld quite like to build a supply complex to keep myself in Hornets. I've decided Hornets are my most favouritist missile to date. Aside from a slightly poor turn rate they have it all, good speed, good range and 200Mj of KABOOM!!! that does quite cheerfully obliterate whatever you aim it at. I like that in a missile. I also of course need something to feed my poor M7M's which are feeling a little emasculated at present.
I've also got two HCP's in need of equipping so they can do something more useful than dangling off a docking clamp and then there's the small issue of my fleet running around on about 65% hull. Sadly all these things require money, lots of it, I'm probably looking at about 40mill purely for repairs..
On the plus side it turns out the couple TS captures I made shortly before getting jumped by Xenon the other day included a couple Mercuries so I'll be delivering them to them mad Goners soon. I'm hoping they wont ask too many questions about the scorch marks..
Plan for the day tho is track down and capture another bomber, I've got a fair mass of Tomahawks I've accumulated to date but no platform to launch them from since I managed to blow up my previous Hades. I'm not sure if they'll bail outside of defence missions but I'll be finding out..
With the capture of the Hermes and the press-ganging of it's passengers into the Squiddy Space Corps. I'm pretty sorted for meatshields for a while, I just need to get them trained up some. Unfortunately being civvies they're all completely inept at anything involving ship boarding which means I'm having to train them right up from practically nothing.. this is both spamming my messagebox with a colossal amount of crud and costing me a small fortune as the little suckers bleed me dry.
'Hub Loop' is busy whining about lack of energy cells partly because I screwed up my resource allocations but mostly because I'm trying to get a single XL-SPP to power far more than it's physically capable because I built too big an Ore and Teladianium complex. I'm going to have to supplement it externally somehow. Just to be extra difficult it turns out that Mahi Ma is being a pain in the arse and won't accept any Ore until he's got all the Teladianium he needs. This is a problem as I had originally planned to run the two loops together and do both at once, however it seems that isn't going to work so my ore complex is busy cranking out Ore that I'm going to have to find someplace to store. I worked it out, I need 450,000 units of the stuff and at 8x storage per unit that works out at a cool 3,600,000 storage units needed.. or 60 Mammoths worth.. Urk..
I'm also running low on specialist armaments (which is admittedly my fault as I keep firing them at people) and I'ld quite like to build a supply complex to keep myself in Hornets. I've decided Hornets are my most favouritist missile to date. Aside from a slightly poor turn rate they have it all, good speed, good range and 200Mj of KABOOM!!! that does quite cheerfully obliterate whatever you aim it at. I like that in a missile. I also of course need something to feed my poor M7M's which are feeling a little emasculated at present.
I've also got two HCP's in need of equipping so they can do something more useful than dangling off a docking clamp and then there's the small issue of my fleet running around on about 65% hull. Sadly all these things require money, lots of it, I'm probably looking at about 40mill purely for repairs..
On the plus side it turns out the couple TS captures I made shortly before getting jumped by Xenon the other day included a couple Mercuries so I'll be delivering them to them mad Goners soon. I'm hoping they wont ask too many questions about the scorch marks..
Plan for the day tho is track down and capture another bomber, I've got a fair mass of Tomahawks I've accumulated to date but no platform to launch them from since I managed to blow up my previous Hades. I'm not sure if they'll bail outside of defence missions but I'll be finding out..
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You may want to check he's still there & hasn't escaped - just been offered a job to follow Ho t'Sht back to his base. Apparently he's now a smuggler...Spygo wrote: Ho t'Sht must not have died (), I found him as a pilot of a pirate ship I capped and he's being held in my Express (the Councileer) now.
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Well got home after climbing up mountains in the snow, actually managed to remove squiddy from my mind...(snow lots of snow)...
Then got home for xmas and i was NOT let down. Oh rapture. Excellent story and internet access till the 10th Jan when i head back out...
Slug. If i blow all my savings on an i7 setup just so i can play TC i will be blaming your blatant marketiing attempt for egosoft and selling me the 'dream.'
Long Live Squiddy
Then got home for xmas and i was NOT let down. Oh rapture. Excellent story and internet access till the 10th Jan when i head back out...
Slug. If i blow all my savings on an i7 setup just so i can play TC i will be blaming your blatant marketiing attempt for egosoft and selling me the 'dream.'
Long Live Squiddy
What happens when your ion drives are fragged and your FTL drive have spun to zero?
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Good work squiddy!
A person is smart, people are dumb, stupid panicky animals, and you know it.
X2 and TC the best of the X games!
My X2 M6 Uses guide
X2 and TC the best of the X games!
My X2 M6 Uses guide
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Think I might have found a way of doing this - if you realign a set of Hub gates to one of the gates inside the Hub it seems to break one of the links but preserves the other. Just started doing the Hub missions (for the second timeNUKLEAR-SLUG wrote:I'm wondering if I can use it to annex off a chunk of the galaxy, say the pirate sectors from Split Fire -> Hatikvahs and split those sectors off from the rest of the gate network.

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Well, that's essentaiiy it's purpose - creating shortcuts across the universe to cut down on journey times (when flying through gates) or jumpdrive e-cell usage if jumping directly between sectorsTiedyeguy wrote:While we are on the subject of Hub Gate Realignment, does it effect JD energy usage? Could one make a 200 ECell jump into a 10 ECell jump?
Still working that out. Isolating sectors is very much an 'undocumented feature' of the Hub. This is what my tests have determined so far:How are isolated sectors handled in terms of EC costs of jumping?
1. A completely isolated Hub (by connecting Hub gates to broken gates elsewhere in the universe) results in a flat-rate jump to/from everywhere (e.g. 120 e-cells for an M6) & works the same as it does for Aldrin - ships emerge in the centre of the destination sector rather than using the gates.
2. The isolated Hub-X023-X695 mini-universe I'm currently testing also has a flat-rate 120 e-cell jump to everywhere outside it, but jump costs within the isolated mini-universe are standard (i.e. jumping between Hub & X023 costs 20 for an M6 & 30 to jump between Hub & X695). Don't yet have enough working gates in my current game to test further.