Exodus Spam - Suicide - Base runs

Tips, tactics, and general discussion for Evochron Legacy.
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Post by starschulz »

From post: 185406, Topic: tid=12415, author=Vice wrote:If it's too easy for modules in general, their armor can be increased as well. You referred to 'modules' generically. The armor tables for command modules is very different than it is for other module types. Did you run these experiments against the new command modules as well? If so, what were your results?

It should likely still be practical to take out modules as a solo player, although command modules should be much more challenging.

The armor isn't the problem, it is the regenerating shield that negates DPS. currently you have to destroy the module in one shot or it will regenerate.

Unless you are referring to armor being damage reduction, and not hitpoints? all the tests i did were on shield modules of a station, if that helps. i can't break the shield of 2+ stacked shield modules with a particle cannon alone. In any case, what i am saying is that it is incredibly difficult to destroy a shield module without it feeling like an exploit. if you were to increase the armor of a shield so it wouldn't die in one shot stations would be near INVINCIBLE.

Is there some kind of station killing strategy i am missing?

EDIT: I think im crazy

[Edited on 2-16-2016 by starschulz]

[Edited on 2-16-2016 by starschulz]
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Post by MiaZ »

"what i am saying is that it is incredibly difficult to destroy a shield module without it feeling like an exploit."

I'm not sure why you would feel its an exploit if you need to use a few missiles on a shield module to destroy it.
Really the only exploit is if you use F7 to reload instead of traveling back to a station that sells missiles.
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Post by starschulz »

Hmm, maybe i am just tired and should get some sleep. I think i am worried about stations being too hard to destroy after having too many shield modules, and don't like the idea that the only way to destroy them would be to bomb each shield generator with a full missile rack.

I did do one test, and the most powerful particle cannon i have couldn't break the regeneration of four shields.



Definitely still think that if you fire your missiles you should have to pay for them.
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Post by MiaZ »

I think its always been like that.

A few seconds of particles followed by 1 or 2 exodus and then more particles seems to work for me.

I don't think their shield strength stacks but only that regeneration takes over from one to another when one is destroyed.
I could be wrong. This might have changed too?
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Post by SeeJay »

Before the latest build (haven't tried taking out a station in that one yet) I didn't need a single missile to take out a station complex
with about 8 turrets and 10 shields.

Strafing with guns did the job. Took a while but not too long for a single pilot.
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Post by CS-ACI- »

Hello,
From post: 185408, Topic: tid=12415, author=DeathTech wrote:In terms of punishments for death, this game has absolutely no repercussions for death other than failing to save before leaving the station when doing a contract will result in you more than likely losing its existence as the contracts are RNG over time and upon loading.

If the game intends to properly be a game, generally there should be a punishment. And generally that would be something along these lines:
-Loss of money
-Loss of status
-Loss of cargo
-Loss of random piece of equipment
-Loss of crew
-Loss of rank
-Temporary reduction to ship capabilities
-Temporary reduction in contract quality / payouts
-Increase in enemy presence in sector
You missed a punishment, a very simple one, and it it would deal with some if not most of these issues.

I am going to let you think on it, but I will let Vice know.

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Post by DeathTech »

From post: 185422, Topic: tid=12415, author=CS-ACI- wrote:You missed a punishment, a very simple one, and it it would deal with some if not most of these issues.
They were just a couple of suggestions, not a full list. :)
Soo I dunno.

Loss of fuel?
Starting out with like 1 hull on your respawn?

Other than those two I have drawn a blank for the moment.
I just woke up so brains are still a little shoddy. :)
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Post by Janus »

From post: 185422, Topic: tid=12415, author=CS-ACI- wrote:Hello,
From post: 185408, Topic: tid=12415, author=DeathTech wrote:In terms of punishments for death, this game has absolutely no repercussions for death other than failing to save before leaving the station when doing a contract will result in you more than likely losing its existence as the contracts are RNG over time and upon loading.

If the game intends to properly be a game, generally there should be a punishment. And generally that would be something along these lines:
-Loss of money
-Loss of status
-Loss of cargo
-Loss of random piece of equipment
-Loss of crew
-Loss of rank
-Temporary reduction to ship capabilities
-Temporary reduction in contract quality / payouts
-Increase in enemy presence in sector
You missed a punishment, a very simple one, and it it would deal with some if not most of these issues.

I am going to let you think on it, but I will let Vice know.

Steve
loss of:
Money - yes
Status - yes
Cargo - yes
Random piece of equipment - NO
Crew - yes
Rank - yes
Temporary reduction of ship capability - Kind of iffy
Increased enemy presence in sector - yes.

And as for the missed penalty, that would be ironman mode; i.e. your save is completely erased. And that's a big NO. The punishments as I described them would be sufficient penalty, I think. If someone wants to play ironman mode, let them delete their save themselves.

[Edited on 2-16-2016 by Janus]
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Post by Serayl »

From post: 185420, Topic: tid=12415, author=SeeJay wrote:Before the latest build (haven't tried taking out a station in that one yet) I didn't need a single missile to take out a station complex
with about 8 turrets and 10 shields.

Strafing with guns did the job. Took a while but not too long for a single pilot.
Hmm.

Were the shields concentrated in one general area, or spread over the entire facility? You may find that the more concentrated the shield modules are, the harder a time you'll have breaking through to deal damage. There are only a handful default stations I've run into that have somewhat bothersome shield stacks - one of them is Aquila Station (near the Rucker gate) as most of its shields are centered around the base of the command module. I tried to chew through those with particles only and couldn't make any progress. Instead, I tried to rely on turret friendly fire to help me out, which is an unreliable and time-consuming method at best and a good way to die at worst.
From post: 185304, Topic: tid=12415, author=starschulz wrote:How would it make shields an absolute joke? right now stations with 5 stacked are almost impossible to destroy without an exodus attack [ to the shields individually, not the command ] I would think that even if you took the shields down and got a few particle shots in with your remaining energy, it would at least be possible to do.
Chewing through shields would cease to be a problem at all, making bombing runs even less risky than they are right now. It'd also make using turret friendly-fire to clear modules a cinch when you can suppress shields with ease, as those tend to be your biggest obstacle when using that particular tactic.

---

Perhaps the simplest solution to the shield problem is to make the regenerative effect not stack anymore (thus making multiple shields in one area not have any benefit whatsoever outside of having redundancies), then buff the module shield capacity/regen a bit to compensate to somewhere in the region of what you experience fighting capital ships. That, or make the regen stack have diminishing returns such that it stops having any real effect past say, two or three shields.

As far as having more of a penalty associated with dying, personally I don't mind since I do my damnest to not die as it is, whether attacking or defending in these cases. What this sort of thing would do is make life harder when you're starting out and still learning the ropes.

Right now, I feel the larger concern is the relative emptiness of MP. I don't believe this faction/war system was designed around having sporadic activity on both sides, especially when you factor in players who'd rather do their own thing than get involved in the war. I'd certainly like to see the SP NPC architecture brought to life in MP so they populate the universe some more and interact with players/do their own things, although I figure there's a very good technical reason why Vice chose not to do that.

Also as an fyi: capital ships don't really pay much attention to hostile modules currently. They won't really shoot them much, since their big guns are scripted to fire only on other capitals right now, so their only value is as a big punching bag for hostile turrets. NPCs definitely could use new tricks against static targets though (ie. not flying to a distance of 200 and sitting still afterward).
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Post by DeathTech »

Vice can probably correct me on this if I am wrong.

But I remember somewhere it was said that stacking shields follows the law of diminishing returns.
As in the more you have the less each new one adds to the collective.

Just wanted to put that out there.
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Post by Rubber Chicken »

Doesn't matter anyway...
With the station modules having laser point defense against missiles, stations - at least in MP - seem to be not solo-able. I just flung 8 exodus (at very close range) at the shield module of a default station that had no extra player additions. Only one of those missiles got through.
Attacking with guns is suicide, Excalibur missiles are too weak and the point defense gets them too, and if you leave the sector before the module is destroyed it 'repairs' back to 100% when you return.

I haven't tried single player station attacks with this latest version, but if they're not solo-bale there at least, I'm going to be a bit disappointed. :(


[Edited on 2-17-2016 by Rubber Chicken]
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Post by MiaZ »

From post: 185477, Topic: tid=12415, author=Rubber Chicken wrote:Doesn't matter anyway...
With the station modules having laser point defense against missiles, stations - at least in MP - seem to be not solo-able. I just flung 8 exodus (at very close range) at the shield module of a default station that had no extra player additions. Only one of those missiles got through.
Attacking with guns is suicide, Excalibur missiles are too weak and the point defense gets them too, and if you leave the sector before the module is destroyed it 'repairs' back to 100% when you return.

I haven't tried single player station attacks with this latest version, but if they're not solo-bale there at least, I'm going to be a bit disappointed. :(


[Edited on 2-17-2016 by Rubber Chicken]
I thought I'd give the station another test today and I noticed it did seem tougher to get through the shield module.

I didn't see any point defense though and for me 6 exodus plus weapon fire brought down the shield module.

Later I tried another shield that was closer to other shields and with only 2 exodus left it was impossible.

Without missiles,, might as well forget it. Its not going to happen if you are flying alone.




[Edited on 2-17-2016 by MiaZ]
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Post by Janus »

And if you think about it, it shouldn't happen if you are flying alone. A lone pilot taking down a station? That just doesn't seem realistic under the current scheme. When we had station detonators in EM, ok, but not under this system.
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Post by Serayl »

From post: 185506, Topic: tid=12415, author=Janus wrote:And if you think about it, it shouldn't happen if you are flying alone. A lone pilot taking down a station? That just doesn't seem realistic under the current scheme. When we had station detonators in EM, ok, but not under this system.
I'd happily advocate having a wingman to help kill stations, except you often won't have one with the way MP is right now.

I haven't done much anti-station work recently, aside from removing one little station on TOR that was occupying the location of a default station. That being said, not once since Legacy has come out have I found a station I could not have broken down, given enough time and easy access to reloads.

I'm not sure exactly what you folks are doing differently - are you attacking default stations or player-made ones under the new softcap rules?
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Post by Rubber Chicken »

I attacked a default station. I did see the anti-missile point beams eliminate the missiles. First I attacked the shield module with exodus missiles (all 8) and after a few failed attempts, tried the command module instead. Both types of attack were not effective enough to cause destruction before I had to leave the sector and reload.

I do agree with you, Janus, but I am also against anything being implemented in MP that also applies to SP in a prohibitive way.
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Post by Marvin »

From post: 185533, Topic: tid=12415, author=Rubber Chicken wrote:... I am also against anything being implemented in MP that also applies to SP in a prohibitive way.
Me too.
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Post by Janus »

I understand. I don't play SP, myself. I find it boring. I prefer playing where there's a possibility of meeting another human. But I understand that some do. I personally think that in SP the default stations should be invincible and player built stations should be nearly so. Just my opinion.
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Post by Rubber Chicken »

I personally think that all default stations should be invincible and flip with faction control in both MP and SP, but that's not going to happen. I think carriers should flip too.
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Post by Marvin »

If you can't destroy a default station in SP, then you limit the options available to somebody scripting a quest. Unfairly, I think. :(
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Post by Rubber Chicken »

And if stations in SP aren't able to be destroyed within a reasonable effort-to-results ratio, due to changes made for MP, then that's also very limiting.
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Post by CS-ACI- »

Hello,

I'll but in here, I have not found a station yet that I can not take down solo.

For those of you who know me and have played with me, I have seen the big stations and yes I could take them out.

It is not a 5 min job, it does take planning and tactics. No exploits used, no switching faction, simple well planned hard work.

For those that complain it is too hard, it takes time to build so why should it not take time too destroy?

For those that say it is too easy, you have not come up against a well defended station.

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