KevinC
3361
It depends on the system in which you killed them. Check the Transactions tab, as others have mentioned. It will say if the bounty was for Empire, Federation, Alliance, etc. You just need to turn them in to a station owned by the appropriate people. For instance, if you’re in an Empire system and collect bounties there, you need to turn them in to an Empire station, no an Independent one.
I don’t have an answer for you, but I know for sure I’m not going to just use plain old pulse lasers like every other space sim I’ve played. Give me beam lasers, gimballed autocannons, and non-heat-seeking missiles that I have to aim. I’ve never heard of burst lasers but even that seems a little boring.
KevinC
3363
My experience with Burst Lasers is they played pretty much like Pulse Lasers but sucked more.
Kelan
3364
Met up with krazykrok for some low intensity zone fighting in Ross 780 just now. That was intense and a ton of fun. We took out a couple Pythons, but unfortunately on the last Asp as it was nearing explosion krazykrok boosted to try to stop him from getting away and accidentally plowed into him and exploded. It is certainly a different experience trying to be a wing mate to someone and trying to stick together, but I believe we were starting to get the hang of it.
Would love to see others come on out if there is any interest. I will be hanging out there the rest of the weekend, but need a break for now.
Holy shitting crap, just spent the evening in the Ross 780 conflict zone, and man I haven’t had this much fun in forever! Ships everywhere, a massive punch-up with lasers and purple bolts flying around against the backdrop of a ringed gas giant, I pick a side and half the 30+ ships on the scanner turn red, the other half green. “UNDER ATTACK!” Oh boy, here we go!
Kelan joined me halfway through and we ripped through the evil non-conformists, just enormous fracking fun. I accrued about 40k in combat bonds before… well… ok… disaster struck! I was doing great, but Kelan and I were taking down an Asp. We had it down to 1% hull, it was heading away from me fast, so I hit the boost to catch up with it. Well, apparently it wasn’t heading away from me fast, because next thing I knew it was heading straight for me, I glanced off the side of it to witness my shields fail, my hull crumple, and my ship go into a death spin. KABOOM! Man, that hurt, all those combat bonds sob. Not to mention my three rare jellies that I couldn’t find anywhere to sell. Probably not a good idea going into combat with those in the hold, eh? :)
Oh well, down to 250k CR. I need to start making some serious money soon if I’m going to finance this lifestyle!
KevinC
3366
Definitely, although I’m mostly waiting for the Player Wing update which should add all the nice group functionality (and content, one can hope).
I’m probably too far away from Ross 780 to make it before the end of the weekend. I am currently making my towards that part of the galaxy though, I believe, since I’m headed toward Alliance space.
All right, I’m in. I have no idea what I’m doing. I kind of like that. I think I’ll try to avoid wikis and guides as much as I can unless you guys advise otherwise. I’ve already done a little Google searching for things that are bugging me. I guess that’s how I normally do games like this that don’t explain everything.
I see that hitching everyone talks about when you have a navigation destination locked in. I’m sure they’ll fix that in a patch eventually.
I only saw this hitching on my laptop. On my desktop it’s smooth as silk except when I first enter hyperspace, there’s a bit of jerkiness immediately after the effect starts, which I took to mean it was loading assets.
I’ve been playing in Open the last few days as well, no different for me than playing in Solo or Private in terms of performance. So I assumed this was mostly performance related on my laptop.
Oh nevermind apparently mine’s not quite this bad and this one doesn’t happen to everyone. https://www.youtube.com/watch?v=75z2cv8jS0I I might be getting things mixed up.
I get it when entering a new zone sometimes though. I’m pretty sure I’ve heard you guys talking about that. FWIW the 20 second stutter lasts about half as long in the real game compared to the single player combat training module. It rarely bothered me in about 2 hours of gameplay. Hurray!
conVurt
3371
I was going to suggest 6 railguns, but the power draw!
I’m in a similar position, as I brought over my Cobra’s armaments, and figured, if 2 beam lasers are good, 2 more beam lasers must be better! On the plus side, 4 beam lasers strip shields like no tomorrow (in addition to sidewinders and eagles, incidentally–on my cobra I had paired my kill warrant scanner with my beams, using the same trigger for both, figuring that while I was aimed at the target I could do both at the same time, but no more–small things die way too quickly) but the power drain! The first time my HUD went all smeary and wobbly I was freaked something had happened to my computer!
Maybe switch out one pair of lasers for the small multi-cannon?
Incidentally, when trading up your ride, you can, in a limited fashion, swap over some of your internals. Unintuitively, what you have to do is sell them off the ship you’re selling first. This will allow you to buy back the items when you kit out your new bird, so long as they’re applicable to the new hull.
This asp can sort of do it all, at the same time. You have enough bays to do pretty much everything. Two dedicated small bays can go to your exploration scanners (and let me just add, the Lakon cockpit is excellent for exploration). One more bay for the fuel scoop. You can then either take the three remaining bays for cargo and move 80T at a time, or lose one of the 8T bays and replace it with a refinery. Even dedicating 2 small weapon slots for mining lasers, you’re still left with the firepower and maneuverability of a cobra! Expensive as hell once it’s all kitted out, but the asp is looking to be the Swiss-army knife of ships.
I really enjoy having a Rail Gun and a fixed Beam laser on my sidewinder. The Rail Gun takes a bit to charge up each shot. Since it’s in the same fire group as the beam laser though, I’m already making sure that the target is in my sight with the beam laser. If the target isn’t being hit, I stop firing until I can get them in my reticle again, then start firing again, which charges up the rail gun, which shoots if I keep firing. So because of the Beam laser, I almost never miss with my Rail Gun. It’s like an aiming device that also does damage! :-)
But the Rail Gun, lots of times, strips smaller ships’ shields in one hit. It’s very satisfying. A rail gun hit has also prevented a few ships now from running away in time. But I bet I’d miss a lot more with the Rail gun if my fixed beam laser wasn’t there, making sure I was aiming spot on.
Only downside is that the rail gun’s ammo can get a little expensive sometimes. But it’s worth it most of the time. Especially if you get your bounty.
How do you guys handle some of these configurations you’re describing? You only get 2 firing groups per ship right? Or is that just a restriction on the Sidewinder? For me, I put the Discovery Scanner and Kill Warrant Scanner on the Secondary Firing group, and the Rail Gun and Beam laser on the Primary Firing group.
But how would you handle if you had to fire one of your weapons and not the other? You’d have to put them in different firing groups, which means, not having the Warrant Scanner and Discovery scanner on a firing group? Then how would you do a warrant scan on a hostile before you kill them?
KevinC
3373
You can create more than two fire groups, Rock8man, I currently have three.
I just went into the game to try to see if I can figure out how.
It turns out Fire Groups are the columns, and you start with one column, which is what I was using, but you can add more columns by going to the right with the joystick hat and assigning primary and secondary weapons in a different column, which is a different fire group.
Which means there must be a way to switch between fire groups. Off to the controls config screen! Thanks KevinC.
I do have a quick procedural question. I specifically abandoned a quest I knew I wouldn’t be able to do. Will I incur a fine for that? I don’t see it on my transactions tab. That’s galaxy-wide, right? I hope I don’t have to be in the local system to know where my fines are.
conVurt
3376
Depends on the job. If you were given cargo to take somewhere, then the mission item will tell you upfront what the fine is should you, say, stick it to them and sell the cargo on the black market. If the job was to find some specific cargo and bring it to the station then, no, there’s no fine associated with abandoning that. Similarly, I don’t think it matters if you fail to hunt down a bunch of ships. There might be a tiny reputation hit, but I’m just speculating.
On the down side, I do think fines are faction specific, so if you piss off the Feds, then sure, you should be able to deal with that in the Contacts section of any Fed station, but if you’ve incurred the wrath of some hick, back-water system, then I believe you can only pay that off there. I think fines might be listed in the Claims section of your Transactions screen, underneath Bounties.
Oh wow. That moment when civilisation just ends, no more stations, no more ships. You are faced with a massive expanse of numbered systems with red & brown dwarfs as far as you can see. Then you zoom out and see you have still barely moved at all from your starting position in the galaxy…
I need to learn how to use Shield Cell Banks. I thought it would repair my shields, but in the heat of a battle… it did nada. I think that module powered down when I brought out the guns, not sure.
Also, I accidentally picked up a “bring stolen cargo to us” mission in a space station, so naturally I get fined 5000 credits upon returning with the goods. I need to figure out how to do that silent running stuff to slip past the feds. I assume that’s possible, right?
Shield cells only restore shields that are low, it doesn’t bring them up any faster if they’ve gone down entirely. A good rule of thumb is to inject one when you’re down to one ring on your shields.
Although I’ve never used them, I think that you have to trigger the shield cell manually before the shields are completely down (so say, down to one ring would be a good time, although people who’ve used them could give you better advice). Also of course they would have to be powered. You’ve always got to have enough juice in your power plant + your power distributor to handle everything you want to have on.
I never pick up those missions you mention either, but as an experiment sometimes, just for “shiggles” I’ll line myself up with the letter slot 7 clicks away from the station and just come in sort of hot. Sometimes I’ll slip in with no scan, others I’ll hear “scan detected” just as I’m going through, but when I look up at the comms I don’t see any “you’re clean, as you were” type message, so I don’t know if just going through kind of fast is good enough to avoid a fine.
But yeah, silent running is another alternative. Once you’ve got your docking permission, and turn off most ship systems to avoid heat overload. I assume you’ve seen the old youtube vid by Isonina where he/she does that.