Astro Galaxy - a realistic space exploration game

General Talk => News & Strategy => Topic started by: Raptor on September 12, 2014, 12:12:53 PM



Title: Yippiekayee MF!
Post by: Raptor on September 12, 2014, 12:12:53 PM
My first real battle.  L:) *proud*



Zeta IKS 6192
 
Attacker opened fire!

Wave 1 - Primary forces (Weapons & Boarding)

Wave 2 - Primary forces (Weapons flyby)

Wave 3 - Protected forces (Weapons & Boarding)

Raptor Vs. Hijacked ship
Weapons assault
Raptor maneuvers into fire range and attacks first.
Raptor attacks with Viper Squadron MK V using standard formation.
Excellent hit on target, doing 5134 damage!
Hijacked ship attacks with Laser Cannon MK IV using standard mode.
Target dodged the incoming attack!

Raptor maneuvers into fire range and attacks first.
Raptor attacks with Viper Squadron MK IV using standard formation.
Target dodged the incoming attack!
Hijacked ship attacks with Laser Cannon MK IV using standard mode.
Target dodged the incoming attack!

Raptor attacks with Viper Squadron MK IV using standard formation.
Direct hit on target, doing 3805 damage!

Raptor maneuvers into fire range and attacks first.
Raptor attacks with Viper Squadron MK IV using wedge formation.
Target dodged the incoming attack!

Boarding assault
Raptor sending Marines Assault Unit MK I to find a boarding spot.
The boarding party found an area and sabotaged it, doing 4304 damage!

Raptor sending Marines Assault Unit MK I to find a weakness.
The boarding party failed to find a weak spot and missed the opportunity to do any damage.

Raptor sending Marines Assault Unit MK I to find a boarding spot.
The boarding party found an area and sabotaged it, doing 3579 damage!

Hijacked ship maneuvers into boarding range first.
Hijacked ship sending trained personnel to find a boarding spot.
The boarding party found an area and sabotaged it, doing 423 damage!
Raptor sending trained personnel to find a boarding spot.
The boarding party found an area and sabotaged it, doing 11082 damage!
Target armor penetrated!
EMERGENCY JUMP!
Hijacked ship has retreated from the battlefield due to heavy damage!
Raptor captured a group of 14 enemy personnel during the fight.

Objective: Make the ship named Hijacked ship enter emergency jump.
 
Attacker victory!


Title: Re: Yippiekayee MF!
Post by: Rostin on September 12, 2014, 12:42:31 PM
Bravo sir! :)

Your trained personnel did the most damage... I find this amusing, but also to be expected.. Hahaha!


Title: Re: Yippiekayee MF!
Post by: Raptor on September 12, 2014, 04:03:09 PM
Mk IV and Mk V Vipers aren't gonna scare a lot of ships right?

I'm a 1 hr countdown from finding out how a 54k v 63k  1 on 5 plus station attack goes. Odds against, but probably not downrigbt suicide I think (hope)?


Title: Re: Yippiekayee MF!
Post by: Rostin on September 12, 2014, 04:05:28 PM
As long as your shields are good you might have a chance. Take this time now to put research into the combat tactics tree. That will aid you immensely.


Title: Re: Yippiekayee MF!
Post by: Raptor on September 12, 2014, 04:39:16 PM
Been putting almost all of my RPs into that since you first gave me that advice :)  S7A5D4 now. How far does that tree go? 70k+ pts for each step now and I'm making 6500/hr atm.


Title: Re: Yippiekayee MF!
Post by: Raptor on September 12, 2014, 05:06:31 PM
Zeta LJD 1732
 
Attacker opened fire!

Wave 1 - Primary forces (Weapons & Boarding)

Raptor Vs. Vagabond Plant Berserker
Weapons assault
Vagabond Plant Berserker maneuvers into fire range and attacks first.
Vagabond Plant Berserker attacks with Viper Squadron MK I using standard formation.
Critical hit on target, doing 2060 damage!
Raptor attacks with Viper Squadron MK V using standard formation.
Direct hit on target, doing 4470 damage!

Raptor maneuvers into fire range and attacks first.
Raptor attacks with Viper Squadron MK IV using wall formation.
Light hit on target, doing 2141 damage!
Vagabond Plant Berserker attacks with Viper Squadron MK I using standard formation.
Direct hit on target, doing 1440 damage!

Raptor maneuvers into fire range and attacks first.
Raptor attacks with Viper Squadron MK IV using wedge formation.
Minor hit on target, doing 1712 damage!

Raptor attacks with Viper Squadron MK IV using wedge formation.
Light hit on target, doing 3210 damage!

Boarding assault
Raptor maneuvers into boarding range first.
Raptor sending Marines Assault Unit MK I to find a boarding spot.
The boarding party found an area and sabotaged it, doing 4666 damage!

Raptor sending Marines Assault Unit MK I to find a weakness.
The boarding party failed to find a weak spot and missed the opportunity to do any damage.

Raptor maneuvers into boarding range first.
Raptor sending Marines Assault Unit MK I to find a boarding spot.
The boarding party found an area and sabotaged it, doing 4938 damage!
Target armor penetrated!

Vagabond Plant Berserker maneuvers into boarding range first.
Vagabond Plant Berserker sending trained personnel to find a boarding spot.
The boarding party found an area and sabotaged it, doing 2646 damage!
Raptor sending trained personnel to find a boarding spot.
The boarding party found an area and sabotaged it, doing 9682 damage!
EMERGENCY JUMP!
Vagabond Plant Berserker has retreated from the battlefield due to heavy damage!
Raptor captured a group of 15 enemy personnel during the fight.

Raptor Vs. Faror
Weapons assault
Faror maneuvers into fire range and attacks first.
Faror attacks with Viper Squadron MK I using standard formation.
Direct hit on target, doing 1360 damage!

Faror attacks with Viper Squadron MK I using standard formation.
Critical hit on target, doing 2500 damage!
Target shield is down!

Boarding assault
Raptor sending 10% fatigued Marines Assault Unit MK I to find a boarding spot.
The boarding party found an area and sabotaged it, doing 4240 damage!

Raptor sending 10% fatigued Marines Assault Unit MK I to find a weakness.
The boarding party found a critical area and sabotaged it, doing 12231 damage!
Target armor penetrated!
EMERGENCY JUMP!
Faror has retreated from the battlefield due to heavy damage!
Raptor captured a group of 25 enemy personnel during the fight.

Raptor Vs. Singersteel Ghoul
Weapons assault
Singersteel Ghoul maneuvers into fire range and attacks first.
Singersteel Ghoul attacks with Viper Squadron MK I using standard formation.
The attack missed the target completely!

Boarding assault
Raptor sending 20% fatigued Marines Assault Unit MK I to find a boarding spot.
The boarding party found an area and sabotaged it, doing 3443 damage!

Raptor maneuvers into boarding range first.
Raptor sending 20% fatigued Marines Assault Unit MK I to find a weakness.
The boarding party failed to find a weak spot and missed the opportunity to do any damage.

Raptor sending 10% fatigued Marines Assault Unit MK I to find a boarding spot.
The boarding party found an area and sabotaged it, doing 4770 damage!

Singersteel Ghoul maneuvers into boarding range first.
Singersteel Ghoul sending trained personnel to find a boarding spot.
The boarding party found an area and sabotaged it, doing 1881 damage!
Raptor sending 10% fatigued trained personnel to find a boarding spot.
The boarding party found an area and sabotaged it, doing 9344 damage!
Target armor penetrated!
EMERGENCY JUMP!
Singersteel Ghoul has retreated from the battlefield due to heavy damage!
Raptor captured a group of 27 enemy personnel during the fight.

Wave 2 - Primary forces (Weapons flyby)

Wave 3 - Protected forces (Weapons & Boarding)

Raptor Vs. Pirate station
Boarding assault
Raptor sending 30% fatigued Marines Assault Unit MK I to find a boarding spot.
The boarding party found an area and sabotaged it, doing 3076 damage!

Raptor maneuvers into boarding range first.
Raptor sending 30% fatigued Marines Assault Unit MK I to find a weakness.
The boarding party failed to find a weak spot and missed the opportunity to do any damage.

Raptor maneuvers into boarding range first.
Raptor sending 20% fatigued Marines Assault Unit MK I to find a boarding spot.
The boarding party found an area and sabotaged it, doing 3262 damage!

Raptor maneuvers into boarding range first.
Raptor sending 20% fatigued trained personnel to find a boarding spot.
The boarding party found an area and sabotaged it, doing 8678 damage!


Raptor Vs. Pirate station
Boarding assault
Raptor sending 40% fatigued Marines Assault Unit MK I to find a boarding spot.
The boarding party found an area and sabotaged it, doing 2908 damage!

Raptor sending 40% fatigued Marines Assault Unit MK I to find a weakness.
The boarding party failed to find a weak spot and missed the opportunity to do any damage.

Raptor sending 30% fatigued Marines Assault Unit MK I to find a boarding spot.
The boarding party found an area and sabotaged it, doing 3932 damage!

Raptor sending 30% fatigued trained personnel to find a boarding spot.
The boarding party found an area and sabotaged it, doing 9391 damage!
Target armor penetrated!
OVERLOAD IMMINENT!
Pirate station exploded in a ball of fire!

Raptor is inspecting the station wreckage...
69 m3 Taenite, 20 m3 Cabriite, 27 m3 Mercury, 10 m3 Titanium, 32 m3 Chromium, 22 m3 Eugenite scooped into cargo bay.
Target cargo bay was empty.

Objective: Destroy the Pirate station.
 
Attacker victory!


Title: Re: Yippiekayee MF!
Post by: Raptor on September 12, 2014, 05:11:26 PM
That amounts to a 41/92% loss report. Probably wouldn't want to do that too often, but any of youse combat veterans with an opinion on these battle settings and tools? Should I do more research and manufacturing first, or is a ship of just over 50k properly equipped for most COM missions?


Title: Re: Yippiekayee MF!
Post by: sargas on September 12, 2014, 05:28:32 PM
you did fine.

Don't worry about the 'out-numbered by 5-1' stat, proper shielding will allow you to take out one ship after the other. You almost have to take these odds just to gain the solars needed to upgrade to higher rewards (we all do).

I recommend immediate VIP status for yourself + as many officers as you can afford (please contact your own leaders - Rostin comes to mind - via PM for proper instruction.


Title: Re: Yippiekayee MF!
Post by: Rostin on September 12, 2014, 06:41:51 PM

Raptor sending Marines Assault Unit MK I to find a weakness.
The boarding party failed to find a weak spot and missed the opportunity to do any damage.

Raptor sending 10% fatigued Marines Assault Unit MK I to find a weakness.
The boarding party found a critical area and sabotaged it, doing 12231 damage!

Raptor sending 20% fatigued Marines Assault Unit MK I to find a weakness.
The boarding party failed to find a weak spot and missed the opportunity to do any damage.

Raptor sending 30% fatigued Marines Assault Unit MK I to find a weakness.
The boarding party failed to find a weak spot and missed the opportunity to do any damage.

Raptor sending 40% fatigued Marines Assault Unit MK I to find a weakness.
The boarding party failed to find a weak spot and missed the opportunity to do any damage.


Notice that only 1/5 of your "find weakness" attacks actually did damage. Unless you are finding yourself constantly in a stalemate with a pirate force (it happened to me a lot in the past...) I would recommend keeping MAUs on standard. As for other weapons, always go for accuracy settings against pirate ships. It is infuriating to see attacks miss or get dodged and waste all that attack...

If you ARE in a stalemate with a pirate it might be beneficial to try to find weaknesses with your MAUs, as that could be the deciding factor if the attack actually lands a hit.


Title: Re: Yippiekayee MF!
Post by: raphael on September 12, 2014, 08:55:07 PM
Good job on your first fights.  :cheers:

You got a bit lucky there on the pirate station battle since your shields were down and you were still able to partially finish it. Did you attack again to finish the first station off?

When attacking pirate looters, it's better to attack twice. Use the loot option for the first attack, and then the capture/destroy for the second. Doing this will increase your profit and take less time.  :)


Title: Re: Yippiekayee MF!
Post by: JamJulLison on September 12, 2014, 10:34:47 PM
For my COMs I just keep it at the default.  Why? When I am doing nest I have to usually at the very least power down my weapons. It is quicker to do it from the actual weapons screen. Then when your done just select them all and click reset to default.  It is much quicker and easier.  Before we could disable stuff though I used to set it for accuracy.  So it isn't a bad idea. But for the sake of just making things easier on myself with powering up and down I prefer default.


Title: Re: Yippiekayee MF!
Post by: Raptor on September 12, 2014, 10:48:06 PM
Lol Raphael, my daughter (1 yo) just woke up in the middle of the night and am using the opportunity for a nighttime SITREP, realising I didn't actually go back to finish them off yet. Tracker stillin cargo bay, turning around (12 ly away) to take care of them bastards now :D

Double attack (r1 loot, r2 for the kill) sounds great, thanks for that!

Rostin: 2/3 MAUs were on standard. I wasn't sure what "find weakness" would do, and figured 35%×250% < 100%x100% anyway, but hoped a proper hit would do major damage. Seeing them achieve a 20% success rate is disappointing however. Standard it is henceforth!


Title: Re: Yippiekayee MF!
Post by: Raptor on September 12, 2014, 10:50:33 PM
For my COMs I just keep it at the default.  Why? When I am doing nest I have to usually at the very least power down my weapons. It is quicker to do it from the actual weapons screen. Then when your done just select them all and click reset to default.  It is much quicker and easier.  Before we could disable stuff though I used to set it for accuracy.  So it isn't a bad idea. But for the sake of just making things easier on myself with powering up and down I prefer default.

You power things down to get a quicker timer I think?


Title: Re: Yippiekayee MF!
Post by: Raptor on September 12, 2014, 10:57:00 PM
you did fine.

Don't worry about the 'out-numbered by 5-1' stat, proper shielding will allow you to take out one ship after the other. You almost have to take these odds just to gain the solars needed to upgrade to higher rewards (we all do).

I recommend immediate VIP status for yourself + as many officers as you can afford (please contact your own leaders - Rostin comes to mind - via PM for proper instruction.

I had 47k weapons and around 8k shields + 5k armor. Thought it might have been on the light side defensively, and as Raphael pointed out, shields were down eventually. How would you balance your A/D when module space/RP/$ wasn't an issue?

Btw: am already on VIP with science officer + engines specialist for effectively increasing my ships' range. :)


Title: Re: Yippiekayee MF!
Post by: JamJulLison on September 12, 2014, 10:58:04 PM
For my COMs I just keep it at the default.  Why? When I am doing nest I have to usually at the very least power down my weapons. It is quicker to do it from the actual weapons screen. Then when your done just select them all and click reset to default.  It is much quicker and easier.  Before we could disable stuff though I used to set it for accuracy.  So it isn't a bad idea. But for the sake of just making things easier on myself with powering up and down I prefer default.

You power things down to get a quicker timer I think?


Of course.  I do it on the looting run.  I just want to keep everything as hassle free as I can when I do this.  It is bad enough we gotta power down shields one at a time like we do. lol. I am glad weapons we got better options at least.


Title: Re: Yippiekayee MF!
Post by: Raptor on September 12, 2014, 10:59:43 PM
Hmm... 5 a.m., let's try to get some kip. Pirates for breakfast after around 2 hours  :19:


Title: Re: Yippiekayee MF!
Post by: Matamaure001 on September 13, 2014, 01:09:15 AM
Raptor: my power ratio between Att and DEF is about 50/50. Once the attack is started, I lower my attack to be able to beat ship by ship plus a contingency of about 20%. I also lower my shields when needed. I have Vipers but I never use then in the attack because you are not sure to hit with them and also they have only one use. I use MAU for the attacks because they never misses and they fire up to 10 times (with 10% less power each time).


Title: Re: Yippiekayee MF!
Post by: Raptor on September 13, 2014, 03:46:05 AM
Hmm... just returned to the crime scene, activated the tracking device in my cargo bay, and got a message along the lines of "thanks for eliminating them, here's 24k". Originally, I was meant to make over 70k from this mission. Is it because I didn't take all of them out in one go? There's nothing left there now.


Title: Re: Yippiekayee MF!
Post by: sargas on September 13, 2014, 11:36:38 AM
no, you should get what you were promised. I have never been gypped by the game concerning NPC pirates.


Title: Re: Yippiekayee MF!
Post by: Raptor on September 13, 2014, 01:17:44 PM
In that case, I must've mis-read 24 for 74. :)


Title: Re: Yippiekayee MF!
Post by: JoolzVern on September 14, 2014, 12:49:53 AM
And maybe I just missed it but if nobody has yet answered your question, the combat tactics categories max out at levels 5 and 10 so they don't go too high.

Personally, where Mata goes 50/50 on weapons/shields, I tend to go a little heavier than that on weapons usually, but then I also diversified a bit with some vipers etc.

Why? I could build them faster than the same firepower in MAUs (and I just recently got some of those past mk200). So vipers were right for a time because even if I'd put my resources into MAUs I'd have to do tons of SOS missions etc. to finance it and take a long time building them.

Even with a manufacturing officer, building a mk200(50750 marines) from scratch takes you 12 days and a mk 100 viper takes half the time and has 51500 attack power. Of course I think it's best to do a 'rolling upgrade' but there's still considerable time to invest in high mk tech.

Building the vipers cost me a bit more but it's still cheaper than lasers for the firepower.


Title: Re: Yippiekayee MF!
Post by: Raptor on September 14, 2014, 02:17:01 PM
I love all the different viewpoints. A case can be made for pretty much all of them, which makes the game diverse and less predictable. :)

Thanks for answering the question on the tactics tree, didn't know for sure until now. Am almost at the highest level there now then. Good, because there's much more to research :D


Title: Re: Yippiekayee MF!
Post by: Raptor on September 14, 2014, 03:13:12 PM

When attacking pirate looters, it's better to attack twice. Use the loot option for the first attack, and then the capture/destroy for the second. Doing this will increase your profit and take less time.  :)


Just had the opportunity to put this advice into practice, and it worked a treat  :12:
The loot is worth twice as much as the actual bounty lol.


Title: Re: Yippiekayee MF!
Post by: JoolzVern on September 14, 2014, 05:09:44 PM
I love all the different viewpoints. A case can be made for pretty much all of them, which makes the game diverse and less predictable. :)

Yes it's nice that much of the time there is no "wrong answer". That is really one of the game's best features.

As Mata pointed out with vipers, they miss quite a bit which is why I had to go with more than 50% weapon power, sometimes up to 60%+ to win those coms.

So I'd say perhaps the best advice I can give in that regard is to make sure your strategy is well thought out and tailored to your play style and plan ahead, taking into account the nuances like that one. It helps to get advice from guys like Mata or Jam etc. that have been playing a while, and thought about it a lot themselves, but ultimately it's all about how you want to play. Some people are miners and some prefer SOS while some prefer to log in every few days or week so they want coms with long timers and high payouts.

Other than that it often comes out to balance, not just as far as a weapon:shield ratio(which is important) but balancing these things with the rest of your strategy and play style.