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HighFleet - Desert Russians Fight With Warships In Post-Apocalyptic Wasteland

Discussion in 'General Gaming' started by Gondolin, Apr 13, 2021.

  1. Taka-Haradin puolipeikko Prestigious Gentleman Filthy Kalinite Patron

    Taka-Haradin puolipeikko
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    Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
     
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  2. agris Arcane Patron

    agris
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    You seem to be conflating missiles in the real time dog fight phase with the "tactical" screen missiles. R-5s, dog fight missiles, are best used at the start of combat when enemy weapons are being loaded. Sometimes I use them to take out the smallest craft to just not have to deal with it, or to weaken the strongest. Even if you can't see enemies yet, use your target ship info pannel in the bottom-right to see which enemy ship you have in focus - that's the one you'll be firing your missiles at. Move your cursor to cycle between then and then launch against the ship you identified at the fight prep screen to first strike against. I can't reliably use missiles any other time during dog fights, outside of rare lulls, because combat is too hectic to time it correctly. Which means my missiles are shot down.

    TLDR: missiles in dog fights, use an opening salvo when you need the help. Don't be wasteful tho, if you can easily maneuver and take out the ships without using missiles, don't use them. Also, armor and protect your missiles so they aren't needlessly destroyed. See here and here for examples on my favorite dog fighters.

    For cruise missiles: K-15 have a long range (1400 km) and are useful to use against SGs or garrison troops (when landed). Anything large-ish that isn't moving or is moving slowly. A-400 have much lower range (400 km) and people tend to shoot down enemy cruise missiles with them. For radar activated missiles (both of these), make sure they're fired at a target about 100 km in front of where you want them to go (unless garrisoned ships), because they need to switch on their active radar homing (ARM, or SARM for semi-) to be accurate.

    FYI - once you start using nukes, the enemy uses them quite a lot. I haven't done this myself, but be forewarned.

    So I get that buying different ammo types is easier than thinking about how to modify ships, I did this as well, but really you need to get comfortable making some basic adjustments to ships in the dock so that they live longer. Once you have more survivability, you don't need specialty ammo at the start of the game and can save more money.

    Incendiary: works well against unarmored sections of hull. If I have the Gladiator starting combat with a mixed frigate / corvette fleet, I'll consider equipping with incendiary to quickly take out corvettes, and switch to regular for taking out the frigate.

    AP: self explanatory, helpful for frigates+.

    Prox: I don't use them, i've read they do well against missiles and small, fast targets like aircraft.

    Specialty aircraft ammo is really important. Bombs, buy them. All of them. Not the bombs in the shipyard, but the ones in the supply store. Super useful against SGs, large / slow targets, and grounded planes. Also buy air to air missiles, your aircraft can use them to shoot down cruise missiles. Much cheaper than burning a 2k A-100 to knock out a CM. I haven't found rockets very useful on aircraft, if the enemy can dodge they dodge them, and if they aren't moving then bombs are more effective.

    There are always gaps outside the prologue, and yeah old info is... old. Not much value. Pay attention to the direction of the incoming radio signal, that's one of the most useful pieces of information. Often you can work out which route the ship(s) are on. Also, don't be afraid to use aircraft to scout, just make sure they're approaching/leaving from a vector that doesn't trace immediately back to you, or you've given up your location. Also - this is how you can trace enemy carriers, planes often making a b-line from enemy carriers. Trace that route back to the originating city and bam, there's a carrier group.

    If only to get better at combat. It used to be the prologue could give you a good campaign bonus, so it made sense to complete it with as much $$$ remaining as possible (including selling ships), but now it doesn't matter outside the extra experience you get in dog fights.

    IR is just an early warning system in my experience. Maybe if you pick something up that isn't actually headed directly towards you, but is somewhat parallel to your trajectory, it could be useful for that. But mostly its telling me I have aircraft / missiles / ships coming right at me just before they become visible. T-7s intercept!
     
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  3. Magitex Novice

    Magitex
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    I can't say I really agree with saying you don't need specialty ammo at the start of the game - these can actually save you from losing money and time by finishing more difficult or outright unwinnable battles, sometimes without taking damage. I wouldn't hoard the ammunition, particularly when you are low on funds, but if you hold on to ammo directly useful to your specific fleet they will get you out of a bind or shorten a battle significantly.. and you can always sell them for the price you bought them for.

    AP - makes short work of anything above your weight class.. it's a good solution to problems when you want to end a battle quickly, if a bit expensive to let loose. Generally I pull these out when I hit a city in early game and I don't really have the punch to take out so many ships, no retreat necessary.
    Incendiary - I have little experience with higher caliber incendiaries, but the 37mm incendiary is deadly and cheap, especially against multiple unarmored opponents/weak spots, or if you pull this out this later in a battle where the enemy now lacks fire suppression. It only takes a few rounds to actually cause a fire, so they're are particularly effective after stripping away some armor using multiple ships (i.e using an armored ship or heavy hitting ship to remove critical armor sections and then retreated to a more nimble ship with small incendiary munitions to finish the job without taking module damage).
    Laser guided munitions - These simply break apart ships, doesn't matter what caliber you are using. Cost something like 200-1000 a piece, but will remove just about anything from the battle with one or two shells. They're a steal and I recommend having a few in inventory at all times.
    Proximity - not a munition I've used myself, I've heard they're exceptionally effective at anti-missile and plane duties but I just haven't gotten around to fielding them!

    Provided you don't use these munitions as a primary means of dealing with your opponents, I think it's well worth holding on to them, even at the start of the game to ensure the enemy never gets the initiative to strike back or put you in a bad position. The stock ships are mostly good at their roles, you don't need to modify them extensively although the situation will dictate that ultimately if you fall behind.
    Survivability comes from being good at both the strategic layer and particularly at dodging in combat, and I think not so much from making min-maxed battleships (well, that's icing on the cake).

    I would still recommend modifying ships to suit the situation, particularly if you are having difficulty with certain situations (raiding, tankers, or keeping the sevastopol from bankrupting you).. just that I think the special ammunitions are well worth the cost in many situations.
     
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  4. agris Arcane Patron

    agris
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    Magitex I don't disagree with you, and I suppose your post highlights how there are many different ways to play. I think it's better long-term to get quite good at the real time combat and not need this ammo often. That being said, I keep rounds for my go-to combatants because sometimes you really do need a leg up. I just think relying on it early in the game is (a) a money sink and (b) delaying getting gud. Once you're gud, you truly see the advantages that these ammo types bring. Without being gud, they're a crutch.
     
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  5. Zariusz Savant

    Zariusz
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    Interesting, i didnt expect that we can hire Lord Governor.
     
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  6. agris Arcane Patron

    agris
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    You can hire him?
    Show Spoiler
    I assume this is an outcome from meeting him one on one.

    When I met with him and told him I would use the plutonium for the betterment of the people, he said "no you wouldn't", told me that HE was going to use them to make a republic for the people, and I would just wage war. To prove him wrong that I'm not a filthy warmonger, I killed him.

    I wondered at that time if him believing me was gated behind a Kindness check. My kindness is not.. high. It's not even positive :)

    How did you do it?
     
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  7. Zariusz Savant

    Zariusz
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    Talk about being a prophet

    Also wtf how to defend against those damn nuclear carriers.
     
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  8. agris Arcane Patron

    agris
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    I didn't have that option. Did you explore every city, and thus have all the pieces of the qora or whatever it was called? I found and transcribed 2 of them, but I don't think it was all.
     
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  9. Zariusz Savant

    Zariusz
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    I think you only need to choose faith options in events to have atleast + 1lvl of faith and then you have that option.
     
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  10. Lithium Flower Arcane

    Lithium Flower
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    Show Spoiler
    It's a neat bit of C&C since choosing the pragmatic/rational options in the qoda interactions gives you a lot of short term bonuses, such as bonus Romani points (pretty useful since it will be checked heavily in the post-eclipse speeches) and extra favor with YEE BOYZ. But the mad prophet options is what will give you the conviction to recruit the Lord-Governor and get an extra cruiser.


    Wish there was more of that in the game. Otherwise choosing which ideologies to level seems like a crapshoot, since you don't know which Tarkhans you will come across. And is there any rewards to getting Gerat points? Its naturally the hardest path since many vignettes pit that option in conflict with the Romani ideology, and since you start with points in the latter, you will be penalized for choosing the former.
     
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  11. agris Arcane Patron

    agris
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    I do wonder if there’s a way to play to embrace Republicanism such that a unique end game sequence is presented. The prologue hinted at this a bit with the options to tell Daud to pound sand.

    what happens if you
    Show Spoiler
    side with Daud rather than Pyotr? I tried to pacify them both and Pyotr capped Daud’s ass.


    I’m in the post-capture Khiva phase now, this is gonna b gud.
     
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  12. Beowulf Arcane

    Beowulf
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    Show Spoiler
    IIRC Daud leaves and takes your starting ships, apart from the flagship, and comes back after you capture Khiva
     
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  13. Zariusz Savant

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  14. ERYFKRAD Barbarian Patron

    ERYFKRAD
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    Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
    I wonder if he should have made the pivot at the hilt rather than dead centre.
     
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  15. Zariusz Savant

    Zariusz
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    Interesting, it seem that first mods are starting to arrive, though from what i can tell from this trailer its probably just swap of ship design files.
     
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  16. Taka-Haradin puolipeikko Prestigious Gentleman Filthy Kalinite Patron

    Taka-Haradin puolipeikko
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    Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
    https://store.steampowered.com/news..._medium=tweet&utm_campaign=twitter-2021-09-20
     
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  17. Zariusz Savant

    Zariusz
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    Now since Sseth has arrived hopefuly this means that Highfleet popularity will soon resurface again .
     
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  18. CaffeineConquistador Learned

    CaffeineConquistador
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    Is the deckbuilding bullshit as obnoxious as it looks? It worked well in Star Traders and Shadow Empire.
     
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  19. CaffeineConquistador Learned

    CaffeineConquistador
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    And the answer is a resounding "yes", but the rest of the friggin game is obnoxious as well. And it's fun as hell. I don't typically go in for these kinds of spastic games, but the guy who made it got it right. I played this thing until the wife got up and the dog started bothering me for a walk. Can't believe this didn't show up in any Steam recomends.
     
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  20. Twiglard Poland Stronk Patron Sad Loser

    Twiglard
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    Strap Yourselves In
    Had it on my wishlist for a while and only now bought it.

    The sound design and particle effects are fucking perfect. Just see the nozzles and the exhaust when landing.

    Actually I prefer this single-ship combat to Starsector where it all comes down to shield attrition. Less grindy on fleet supplies but with semi-permanent losses to each craft is the way to go.

    I'd even say it's more complex in regular gameplay. No base building, but by the time you colonize in Starsector the game is mostly over anyway.
     
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