AP2.0 obtaining jump beacons
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AP2.0 obtaining jump beacons
I have been collecting Valhallas since 1.1, and am wondering about jump beacons as they can only jump via beacons, with the change in 2.0, how does anyone obtain beacons? I currently have a few, but say if I were to start a new game, would that not make the Valhalla useless to players? Especially if I am using it to make war with a race?
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Re: AP2.0 obtaining jump beacons
you really need to think of the Valhalla as a defencive vessel, if you can fully kit out a Valhalla and put it on gate defence somewhere it should chew any enemy's up... obviously the jump beacons will be needed to get it there all the same... but in a way your right, with its limited jump ability it is almost useless as an Offencive ship (unless we get purchasable JB's)Reliku wrote:would that not make the Valhalla useless to players? Especially if I am using it to make war with a race?
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well that way you could position a few about in key area's, such as your own home sectors, close to major installations of your own, that way you dont need to worry about getting the JB there before jumping the Valhalla in... i have 2 myself, but i want more, a lot more, but to be honest i havn't been trying for them since the 2.0 update so couldn't comment if they are still being dropped. id imagine they are since you now kind of need them for the sake of the Valhallakurush wrote:Why would you need JB for purchase?
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As I've heard, there seems to only be two around at any given time (if at all).
Keep an eye on Circle of Labor. Thrice now I've seen both of them sitting there in the middle - with a hefty escort, but both were there.
I freaking hate how long Marines take to train though. All three times, both Valhallas had none of the annoying upgrades - easy pickin's! But alas, my marines are still in training. Pretty high fight, but need to get the others up.
Keep an eye on Circle of Labor. Thrice now I've seen both of them sitting there in the middle - with a hefty escort, but both were there.
I freaking hate how long Marines take to train though. All three times, both Valhallas had none of the annoying upgrades - easy pickin's! But alas, my marines are still in training. Pretty high fight, but need to get the others up.
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I read a couple of posts on other threads, one from CBJ and one from LV, that lead me to believe 2.0 RRF no longer drops jump beacon, which was the reason for the question, because if I were to restart(as I am already "end game" for this particular start), and the jump beacon's wont drop, then the incentive for me to collect valhallas are deminished. I am well aware that one beacon is all you would need, but if I understood correctly, 2.0 = 0 player own beacon, so back to the question, has anyone able able to obtain jump beacons since 2.0(without the art of scripting)
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That's one of the most annoying and frustrating things with the game tbh, I can have a galaxy spanning empire, billions of dollars, fleets of M2s but still waiting on marines to train, the amount of time they take to train is ridiculous for a single player gameTerrachova wrote: I freaking hate how long Marines take to train though. All three times, both Valhallas had none of the annoying upgrades - easy pickin's! But alas, my marines are still in training. Pretty high fight, but need to get the others up.

For the beacons, I started a new game straight after 2.0, it's hard enough finding RRF in general, let alone one with a beacon....
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I've been scanning all the CW RRF I've come across in 2.0, and seen no beacons. I didn't think much of it, since they were already relatively rare, but if they're actually gone ....
(I've also yet to see RRF actually *respond* in 2.0, whereas they were jumping in anytime a hostile ship looked at an asset funny in 1.1 .... but I haven't harassed Terran space yet in 2.0 aside from Aldrin, so they might be more responsive in their core sectors ... I hope ...)
As for the marines, I agree it's annoying. It winds up leading to needing a couple hundred marines, so you can have the bulk in training, while keeping out 8/9/20/21/~40 marines (depending on your targets and style) so you've got an available troupe should a target present itself. The large pool is so you can periodically swap out your 'active' marines for better-trained ones from the training pool, though you have to constantly balance Fight levels. It also accounts for losses, if you're willing to accept less-than-perfect boarding runs. I'm starting to wonder just how many credits I wind up pouring into marines - from some cursory number crunching, it looks to be on par with complex construction, far outstripping anything spend on ships, heh.
(I've also yet to see RRF actually *respond* in 2.0, whereas they were jumping in anytime a hostile ship looked at an asset funny in 1.1 .... but I haven't harassed Terran space yet in 2.0 aside from Aldrin, so they might be more responsive in their core sectors ... I hope ...)
As for the marines, I agree it's annoying. It winds up leading to needing a couple hundred marines, so you can have the bulk in training, while keeping out 8/9/20/21/~40 marines (depending on your targets and style) so you've got an available troupe should a target present itself. The large pool is so you can periodically swap out your 'active' marines for better-trained ones from the training pool, though you have to constantly balance Fight levels. It also accounts for losses, if you're willing to accept less-than-perfect boarding runs. I'm starting to wonder just how many credits I wind up pouring into marines - from some cursory number crunching, it looks to be on par with complex construction, far outstripping anything spend on ships, heh.
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ive seen plenty Terran RRF but strangly, they aint been jumping about after me, its more like they are on patrols like the standard Terran Forces.
im going to need to have a bash tonight see if i can get one of these now even more elusive JB's. got 2 sitting in an UnkSec but i want as many of them as i can find.
means i can also try out my new PBC's whilst im at it!!!
im going to need to have a bash tonight see if i can get one of these now even more elusive JB's. got 2 sitting in an UnkSec but i want as many of them as i can find.
means i can also try out my new PBC's whilst im at it!!!
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jump beacons are not gone, just rare, you can still find them on some RRF ships
however, the RRF long range scanners seem to have broken, so they only detect ships in short ranges right now
also, destroying the ship will no longer drop the jump beacons.
also with marines, remember you dont need to train all your marines fully, so you can save alot of time.
you can also recall your marines from training if you need to use them
however, the RRF long range scanners seem to have broken, so they only detect ships in short ranges right now
also, destroying the ship will no longer drop the jump beacons.
also with marines, remember you dont need to train all your marines fully, so you can save alot of time.
you can also recall your marines from training if you need to use them
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But they will loose their training gained untill point you recall them (meaning they`ll learn nothing),right?Cycrow wrote: also with marines, remember you dont need to train all your marines fully, so you can save alot of time.
you can also recall your marines from training if you need to use them
I woke up this morning, got myself a gun; mom always said I`ll be the chosen one. One in a million, I believe I`m gonna burn to shine, I was born under bad sign with a blue moon in my eye.
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Oi ... In 1.1, I kept trying to cap a RRF Split Raptor with a Jumpbeacon onboard, and every time it would jump away while the pods were enroute. Many reloads, four sectors, and about two hours later, I just gave upkurush wrote:So, do we need to board them now? Do they still perform that jump trick at the worst possible moment?Cycrow wrote: also, destroying the ship will no longer drop the jump beacons.

(that particular Raptor was jump-happy, so I doubt this is the general behavior, and more just singular-wonky-ship)
I've got one JB from a huge brawl in Jupiter (got an Orbital Laser too), which I just barely picked up before the crate decayed. If they no longer ever drop, I've got a feeling it's gonna stay my only one.
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no they keep thier training, or at least most of itmimeo wrote:But they will loose their training gained untill point you recall them (meaning they`ll learn nothing),right?Cycrow wrote: also with marines, remember you dont need to train all your marines fully, so you can save alot of time.
you can also recall your marines from training if you need to use them
if you recall them at 50% through there training, they will gain rougly 50% of the skills they would have gain.
you do lose the money you spent on the training, so you wont get a refund back