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File: Paragon.png (182 KB, 330x364)
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I like paragon with all slots filled with beam weapons
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>>731160225
What do you think new endgame enemy fleet will be?
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Harbinger best ship
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>>731160737
I wanted to get back in when the new abyss area was added but never did, what new stuff is he planning this time?
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Did any new content dropped since last 3 years? Like quests or some reason to keep going except having colony autism?
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>>731161072
>what new stuff is he planning this time?
Dunno but there is supposed to be new endgame fleet battle that is hardest done in game yet.
>I wanted to get back in when the new abyss area was added but never did
Abyss area was added some time ago with Limbo system with wormhole anchor and Gate Hauler. Last update from year ago addedd Shroud demons inside abyss and Threat fabricators that create new ships mid combat in rogue planets.
New update is supposed to have officer rework and support fleets you can call from your colonies that can deliver supplies to you or support you in battle.
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>>731161595
I played with the abyss but not when he actually put stuff in it, now I'm stuck waiting so the next update doesn't catch me in the middle of a game. Hope he hurries the fuck up.
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>>731161529
Dunno if this was added 3 years ago or so but.
Hyperspace topography, with slipstreams and hyperspace skills making exploration of far reaches of sector more fun.
Colony crisises, each faction exept independant gives you shit for doing something with your colonies, pirates for existing, tri-tach for being competition, dictat for too much fuel production, hege for AI etc. You can resolve it eg giving planetkiller to pathers, making trade deal with tri tach after dealing suffucient damage to faction(like rading and attacking trade convoys with transporter off),beating hedge so they leave you fuck alone with your AI cores etc.
Abyss, now there is space beyond borders of the map that have gate hauler with deployable gate, wormhole anchor and 2 new faction exist within abyss, 1 in abyss itself and other in rogue planets you have to transverse jump into.
Also storyline for luddic church and sindrian dictat alongside some new ships including capitals. Depending on what version was your last it addedd 12 large slots 4000 skieletal crew Luddic Church low tech monstrosity, League missile spamming battleship, diktat's spin on league ship where missiles are replaced with large energy slots and "special modifications" d-mod because of Andara's autism, battlecrusier that is luddic church madness that detonate antimater behind it to give itself speed boost, and there is also anubis,crusier sized carrier that carry single wing, 3 large energy slots with no flux and temporar shell because design by comitee from multiple departments and it's suprisingly good support ships when equipped with palladin PD. There is also AI core controlled Onslaught MK I
So there is some new stuff including completly new abyss factions that have technologies and weapons that can be looted from them and sold to tri-tach.
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>>731162742
sending a low tech fleet led by my beloved space brick against the tesseracts was the most satisfied I've ever been with this game
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>>731162991
Invictus logistic profile is atrocity, skeletal crew of 4000 is more than some late game fleets, but I would lie it isn't fun to just turn on lidar array and unload your front guns untill you no longer have flux. Also overloading and venting is no issue since no shields=no problems.
I simply love how each faction have it's own fleshed out designs, with Hegemony using old and tested military ships, tri-tachyon most advanced and flashy high tech ones, Diktat using "special modifications" to satisfy Andara's autism, Luddic Church with craziest low teach nobody sane would use including design they found in museum, while pirates and patchers use badly fixed workplace hazards that used to be civilian ships but now have guns strapped to them.
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>>731162742
I wish there was some sort of system for investing/purchasing/building stuff on existing colonies. Starting some sort corporation or order or whatever the fuck. Something other than a colony to ground your progress and goals.
Can you even advance your position inside factions like in mount and blade? The progression of some shmuck with bunch of shitboxes into a formidable fleet capable of taking over space stations is cool, but there isn't much after that, and the way to do that is pretty linear as well.
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>>731162991
>>731163451
Looks made for frontal ramming yet it doesn't have burn drive. Even shaped like a fist.
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>>731160225
>Paragon
FUCK YOU
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>>731164059
>I wish there was some sort of system for investing/purchasing/building stuff on existing colonies
Problem is that non player colonies don't progress, there is some prime real estate in core worlds that would bring high profits if went above size 3-4 and had right industries or by simply upgrading spaceport to megaport liek hegemony fuel planet.
>Can you even advance your position inside factions like in mount and blade?
On commission? No you are hired gun to blast whoever faction that is paying you is at war at the moment, but no hard feelings if you leave.
Having commission can influence some quests, most notably planet killer one where with tri-tach commision you can talk to remnant nexus without using story point and with hedgemony commision you can skip pk battle, have additional dialogues on sentinel and can turn sentinel into colony right away.
You can also join Persean League as part of colony crisis, but that mostly protect you from hedgemony AI inspections and drag you in wars that League fights so I would say it's not worth it since defeating blockade is quite easy.
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>>731164681
>roblem is that non player colonies don't progress
Nexerlin lets NPC planets progress somewhat and allows the factions to invade other planets and take them over. Or not if you prefer to disable that.
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>all beam paragon
Lol enjoy doing fuck all to good shields
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>>731164110
Armored Weapon Mounts is a must for it as well, would make ramming even better. Still it's so slow I don't think a burn drive would help it unless you're fighting something also slow like an Onslaught
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>>731164901
I think that don't fit with central theme of "everything is fucked and decaying" and "sector is doomed".
Also most likely devs want to keep "big changes" for another sector wide war/3rd ai war, because wars that are currently happening in game are small border skirmishes, for taste of real war fleet you had League blockade where league throw like 20 fleets full of capitals just to block single planet as political statement.
It will be interesting to see in what direction main story will go.
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>>731164059
You still can't officially join any faction, only commissions which only let you buy primo ships from their shops, which is only really worth if you can't find blueprints
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How realistic is it to get to the end game without colony management shit? I don't mind having like, one system but multiple is a pain.
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>>731160225
Should I play this? I generally don't trust games Sseth has reviewed before I've played them.
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>>731165821
What do you mean by endgame? You don't need to make a colony at all if you want to just fight the hardest fleets. Makes it easier to get certain ships however.
>>731165891
Sseth's key still works last I checked so not really a big investment to try it.
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>>731165821
You don't need more than one system, but you should make sure it's a good one. If anything too many colonies will cut into your overall profit, and making enough money to keep your personal doomfleet afloat is the most important part.
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>>731165821
You just need money for fuel and supplies because endgame fleets eat both like crazy.
If you have gates unlocked you can do couple quick runs on tested traderoutes where you can be always certain that there will be surplus of some goods and shortage. You can also make artificial shortages by raiding spaceport and showing month later with fleet full of goods needed by planet, or by selling fusion lamp on planet with darkness, creating permanent volatiles shortage since no planet that isn't player colony can supply 10 volatiles demand. With colony you can also give it as gift to Kanta making her den with alredy shit acessibility have total shortage of volatiles you can sale very high and buy cheap drugs as bonus.
So if you are good at trading you don't need colonies to supply your endgame fleet, but having colony you can take like 10k fuel and 6k supplies like it's nothing helps.
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>>731166486
core colonies don't use artifacts like that when you sell them, the only way to do the lamp thing is to give one to Kanta for the pirate quest.
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>>731166667
>core colonies don't use artifacts like that when you sell them
They do. You just have to sell it on open market. Do test, find colony that have darkness condition and sell them lamp on open market, I think there was one in Askonia.
And yes you can sell nanoforge to pirates and then supply them with blueprints, just if you want to give them paragon remember to include high tech weapons package since they don't have any to arm it.
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>>731166864
>Pet pirate fleet
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>>731167140
Hey if you get positive relations with pirates they won't attack you. It's just hard because you just can't dump 100 gamma cores and call it a day or do system bounty and farm relations by killing ... pirate fleets, you hate to do bar quests untill you reach like -10 or something.
One time I decided to not be hostile with pirates to increase acessibility for my colonies. It wasn't worth it but it's possible.
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>>731167386
Is there a separate bonus for getting friendly with pirates or just the mission to pay off kanta for your colony raids? Because that doesn't depend on your pirate rep at all.
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>>731168019
>Is there a separate bonus for getting friendly with pirates
They don't attack your fleet and colonies don't get - acessibility for hostilities.
Colony crisises don't take your reputation into consideration, even if you have 100 rep league will still blockade you, hegemony will do AI inspections, Diktat will try to nuke your fuel colony, Tri Tach will send out "comercial raiders" and Church will try to take over your luddic majority colonies. Pirate Crysis will trigger as normal and can be dealt with by defeating big raid or giving something to Kanta.

So as I said it's not worth it getting friendly with pirates, because unless you bost them with nanoforge and blueprints they are weakest faction in game, can be used to farm relations with other factions and you don't need transponder for trade even on open market while acessibility hit from hostilites with pirates and pathersisn't that big of a deal. Pathers you can also buy off with gamma cores that are plentfull anyway.
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>>731165041
just use that one hull mod which makes all beam weapon deal hardflux damage and then get all up in their faces like a real man
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>>731168967
There is only one problem. Paragon is slow as fuck.
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wait why is there a thread
is the update out



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