That’s a Coyote loadout, Dingo only has 4x gun mounts.

I ran 4x Autocannon and 2x Photon on my Coyote for awhile but didn’t care for it. I switched up to 3x Tachyon and 3x Autocannon and I’m much happier with it. The problem with mixed gun loadouts is that if they have different projectile speeds, and autocannons are slower than EVERYTHING else, then it’s extremely difficult to line up a shot where both hit. At any range beyond point blank the amount of lead for the shot will differ a lot, more than aim assist can compensate for. So I found I was only ever hitting with one type of gun. The 3x Tachyon/3xAutocannon mix is me basically planning to hit with only Tachyons. At point blank range or against big/slow targets the AC damage comes into play too but that’s just a happy bonus.

Photon+Autocannon and its early-game version Mass Driver+Tracer both have nearly matched projectile speeds and ranges.

I’m still in my highly-tricked-out Sandhawk, and I’m finding Photon+Autocannon to be a serious upgrade over what I had before.

I just got a Coyote with 2 photon + 4 autocannons, and I think we’re hitting a limitation in the game in that there is a “best” loadout with no real tradeoffs. The photon cannons/autocannons deal double damage against shields/armor but still deal great standard damage too.

Ships have the same problem, only the top tier of ships can take level 4 power and shields, so you basically choose between trading and combat and that’s pretty much it.

And missiles as well. Traditionally your dumbfire missiles deal a ton more damage than those with advanced guidance, that’s the tradeoff, but not in RGO. Dumbfires would be very useful against capital ships and such if they did maybe 6-8x more damage. I’d like to see torpedos as in later Wing Commanders also. But in RGO, you buy the most expensive missiles and that’s all you need. There’s no reason to have multiple missile hardpoints other than holding more ammo.

Agreed, unlike original Rebel Galaxy this game has very reduced sense of progression. It’s just a matter of playing merchant until you have a pile of money, then buying the best of everything. I have no idea how far I am in the game currently, I’m still working buddy missions and main plotline missions, but I haven’t changed my ship loadout in forever and I have a million credits in the bank with nothing to spend them on except missile reloads.

Yep, that’s probably my only “complaint” (I wouldn’t call it a complaint, just an area I wish were better / expanded on). I got into my coyote with the same loadout as you and realized I was at or near the end of the road, in terms of progression. I had only made it past the second step of the main story and didn’t realize I was chewing through content so fast. I figured there would be a lot of newer/better guns and ships in different systems.

At the very least, I feel like there needs to be more ships that can take T4 equipment. That limitation is really, er, limiting to me.

I predict DLC.

Privateer was the same way. Eventually you could get the best of everything. The only real choice was trade vs combat.

Obviously I’m still on the Platypus in this one, but that felt like the right choice to me in Privateer. The climb to the top was a long one, so once I get up there, I wanted to feel like I had the best of everything instead of having to make compromises based on my needs.

DLC would just be more content, but I really think the lack of tradeoffs is a design limitation that should be changed.

Photon cannons should do maybe 1/5th of their current damage, and deal ten times as much damage to shields. Dumbfire missiles should deal 3-4x their current damage, and swarms should deal half. Etc.

The climb is not very long in RGO. There’s an annoying grind at the beginning of the game in the Platypus which I was complaining about a couple of days ago, but once you get your net worth higher you start picking missions worth more, and you accumulate money quickly. I was only in the Sandhawk for like 45 minutes before I got a Coyote, and that’s the best ship in the game.

Yeah, I agree. The climb is actually a little longer if you go the route with owning your own station. It opens up a couple of ships, but it’s still a very short trip to the top overall.

Content is one thing that is not running out. I am constantly getting story mode quests from about 5 or 6 different NPCs now. I actually thought I was done with a couple of them (when they became recruit-able buddies) but that is not the case. Still, it’s going to be less enjoyable going through all of these quests knowing that I’ll never have a better ship or equipment.

Right, I would like to see more ships and equipment locked behind missions, ideally challenging Xwing-style “puzzle” missions, or dropped by specific enemies. Locking all upgrades behind money just encourages grinding at the start, and is largely trivial once you get on your feet in a Sandhawk.

I would buy the shit out of DLC containing new ships and toys. I live for that kind of stuff in these games.

Yep, my only issue with Photon+AC is that the Tachyon has double the projectile speed and that translates into an improvement in longer range accuracy. I can’t really quantify that accuracy improvement but In practice I’m enjoying 3x Tachyon/3x AC more and I’ve tried both. Tachyon+AC is definitely a more power hungry mix than Photon+AC.

Tachyon is a bad tradeoff. It takes 89% more energy than the Photon for only 43% more base DPS and (more importantly) only deals 75% damage to shields.

Also since the Photon and Autocannon projectiles move at essentially the same speed, while leading your target hitting with one will also hit with the other.

Tortilla is right that projectile speed makes a difference for real-world long-range accuracy, though—it reduces the time betweeen firing and impact in which the target can maneuver to invalidate your firing solution.

We’re making freebie additional ships and stuff. In the works.

Speaking for myself only of course, I would happily buy a DLC that included, say, a whole side-mission campaign focused on the religious guys or perhaps an alien incursion, complete with new ships, equipment, and play types. Would like to see bombing missions, torpedos on cap ships, etc.

I wouldn’t be psyched about buying new ships and weapons on their own.

We don’t have any intention of selling DLC at all - just free stuff. Definitely additional ships, maybe some equipment, and had initially planned some more side missions. We’ll see how that all shakes out, but none of it would be for money.
Releasing a mod kit would invalidate any paid-for DLC anyway!

Rebel Galaxy Outlaw
Patch 1.12 notes

INTERFACE
*You can now view price histories and services for any station from the Sector Map, both on-station, in PDA, and in-flight. Should be very useful for trade!

BALANCE
*Blood Eagle can now use Mk4 Power Plant and Mk3 Shields
*Sequoia can now use Mk3 Shields
*Mission relative difficulty calculations have been reworked - missions should not show as Low and Mild risk as early based on your equipment.
*Several early story mission risk approximations were altered to better reflect their difficulty

BUGS
*Further protections against ever spawning inside a ship
*Fixed a corner case where sometimes autopilot could bring you out into atmospheric burn due to rearrangement to avoid other objects
*In Sim & Old-School modes, mining lasers should not have full aim assist

MISC
*Updated various translations

Good good good.

Your interactions with this community are amazing and I wish it was more common. At any rate, “thanks!”