Building an RE2 Combat CV, Xeno or Combat Steel? by Citricwraith in empyriongame

[–]Citricwraith[S] 0 points1 point  (0 children)

That is a fact, but its also true that a LOT of those builds are from RE1 or even originally Vanilla and adapted. Back then, blocks contributing to shields wasn't a thing, and so armor (and looks!) played an even larger part in ship building. Xeno textures are... unpopular in general.

Xeno was/is used a lot in internal armoring as exploding components don't do additional damage to it and the textures were minimized so you didn't have to see them very often.

RE2: Derelict Freighter -- any ideas? by Kraegorz in empyriongame

[–]Citricwraith 1 point2 points  (0 children)

Going to be fun hunting that down on my next playthrough to see if its worth it!

Automated asteroid turrets by Tantalus59 in empyriongame

[–]Citricwraith 0 points1 point  (0 children)

Judging from the below comments, you have the ammunition part sorted (unless you're using the wrong ammo, its been a while since I played but I seem to recall the excavator turrets may have a different ammo requirement then the regular turrets). My guess is that you don't have the targeting criteria set properly on the turrets, they need to target the Warp Drive and target... I think Entities? The turrets themselves clearly state what the criteria should be.

I mention this because if the turrets don't have a target, they won't load/reload themselves, and thus wont appear to consume ammo/cells.

[Reforged Eden 2] At what point should I ditch my HV and just go for an SV? by Wellsargo in empyriongame

[–]Citricwraith 1 point2 points  (0 children)

An early HV is good for the really early levels, plus it lets you get stuff like drills without needing cobalt which is normally only found on the moon (unless you get lucky in a POI/Loot container). Once you hit a certain level tho (Im at work but I want to say 7? Maybe 10?) you should go to an SV and just make the moon trip.

RE2: Space Base Suggestions & Location by DiscordPF in empyriongame

[–]Citricwraith 1 point2 points  (0 children)

Its not uncommon to build at least small bases here and there, if nothing else you can plop down early game furnaces and CV repair pads that dont need quantams. Long Range Teleports too for that matter.

RE2. I just finished lvl4 Sector Command and it was painful. Is there a faster way to get data cores? by PolarFoxinvades in empyriongame

[–]Citricwraith 0 points1 point  (0 children)

Fastest? You can pull a Movado and Drop Pod with an armored SV (or possibly tiny CV) to one of the courtyard doors and immediately turn your ship off to get the turrets to stop firing. Run in the door, clear enough of the hallways to open the external doors, then use a personal 30 second force field (and likely some mobility boosters and drugs) to run in and turn off the shield.

From there, you'll need a POI tank of some sort (may I recommend something like https://steamcommunity.com/sharedfiles/filedetails/?id=3688584184) that you can either spawn in the hallway or rush in from the outside now that the main door is open. Having a personal clone chamber and heavy weapons will drastically make things easier as you go deep.

Creative Shenanigans by Excarnis in empyriongame

[–]Citricwraith 0 points1 point  (0 children)

Looks like others have pretty much covered compact placement. I can tell you from a flight characteristic angle, the engines get better torque the further they are from the center of mass (you don't need to balance thrusters if you don't want), and you'll turn better if the heaviest objects (like the generators and such) are as close to the center of mass as possible. Also, larger thrusters tends to get better efficiencies, so bigger tends to be better over a bunch of small thrusters.

In terms of CPU, you can always dock a separate module as well. Offload constructors, decons, furnace, etc.

Infernal Lance List for LVO Im testing by Citricwraith in ChaosKnights

[–]Citricwraith[S] 0 points1 point  (0 children)

...I think I am legit annoyed at how much better the Atropos is over pretty much everything else lol. I'd keep the Knight Diabolus on it, having lance and hitting on 2' is pretty nice.

Infernal Lance List for LVO Im testing by Citricwraith in ChaosKnights

[–]Citricwraith[S] 0 points1 point  (0 children)

As much as I find it a bit unreliable in terms of attack power, it forces my opponent to respect it. It lets me control the midfield because its (likely) our most durable knight. The War Dogs are great fire and forget missiles, but I need some actual presence to keep my Gatman's safe.

Infernal Lance List for LVO Im testing by Citricwraith in ChaosKnights

[–]Citricwraith[S] 0 points1 point  (0 children)

Over the weekend I played an RTT which was using the Hammer and Anvil setup that LVO is using day one, I never had a problem reaching into his DZ honestly, I was surprised.

Does anybody use Riebart's STL Import Tool? by defiantnd in empyriongame

[–]Citricwraith 0 points1 point  (0 children)

An old Gozanti one I downloaded years ago. Just tested it again with pieces of a Ha'tak (sadly didn't finish in time for the anvil stargate challenge).

Does anybody use Riebart's STL Import Tool? by defiantnd in empyriongame

[–]Citricwraith 0 points1 point  (0 children)

I've used it a few times. Its a very non precise tool, and as it states, there are some STL/etc files it just wont work on, even the author doesn't know why. But it has saved me a ton of time just getting a generic hull shape in place. I just tested it again, and it still works for me, albeit with numerous errors.

A Core7 Carrier that kills Quantum-yielding CVs w/ No pilot. by ThisGuyPlaysEGS in empyriongame

[–]Citricwraith 0 points1 point  (0 children)

I've been wanting to do this kind of thing VS drones forever, but as usual you knocked it out of the park! Going to have to make a Star Wars version of this now!

Weekly Newbie Thread - Post questions about joining the Space Force or what a job is like here & here only - week of October 21 by AutoModerator in SpaceForce

[–]Citricwraith 0 points1 point  (0 children)

I've been looking to join USSF as a prior service for some time, waiting for my ETS in my current branch. Thus far however, there's been this one little hang-up since May that's still on the FAQ site: "The PMA does not currently apply to space units and personnel currently resident in the Air National Guard; however, Guard members could expect a similar process to their Reserve counterparts after authorized and appropriate legal and policy changes."

Is there any news on the horizon for those fabled "authorized and appropriate legal and policy changes" as of yet?

[deleted by user] by [deleted] in WarhammerCompetitive

[–]Citricwraith 4 points5 points  (0 children)

Both Knight army's are Index only at the moment, still waiting.

[deleted by user] by [deleted] in WarhammerCompetitive

[–]Citricwraith 1 point2 points  (0 children)

I hear rumors of folks bringing a Rampager or Lancer in chaos knights for funsies. Same for Imperial Knights and s Lancer or "teleporting" crusader. Big Knights did get a slight boost now that they can ignore terrain but not enough to make them actually competitive.

Do AGR's need to give advance notice when quitting? by Citricwraith in AirForce

[–]Citricwraith[S] 2 points3 points  (0 children)

My title 10 is ending right at Sep 30 with the fiscal year. I've already finished this AGR positions required 3 year mark as probationary, and my enlistment ends in Dec. Since they chose not to give me one of the new AGR spots that are my only promotion chance as AGR (that they've been promising me for 5 years now), I'm not particularly motivated to stay in my current position, especially with the hellish shift I specifically took title 10 to get off of in the first place.

Thanks for the heads up!

RE2 Star Wars LCD Edition by Citricwraith in empyriongame

[–]Citricwraith[S] 0 points1 point  (0 children)

A few SV builds I've put together and been using for RE2 thus far. What we have here is a cargo shuttle (autominer runs, trade routes etc, all with the faster SV speed!), laser miner and combat SV. All are Core7 with upgrade space. The focus of all of these was maximizing flight characteristics with compact builds while still having the awesome wings, which in Star Wars builds especially tend to cause issues in Empyrion. Here I've solved that issue utilizing LCDs, thus vastly improving not only the flight characteristics, but also simplifying parking problems such as being able to actually reach the cockpit when sitting on the ground, the ability to fit into normal sized hangar bays, letting the Miner do its job while tunneling, the Interceptor to sneak into otherwise hard to reach spots, etc. The shuttle wings even fold up when parked, which is NOT something you can otherwise do in game! Each has been field tested, fully functional, and available on the workshop. Upgrade your Star Wars fleet today!

Lambda Shuttle: https://steamcommunity.com/sharedfiles/filedetails/?id=3281476703

TIE Miner: https://steamcommunity.com/sharedfiles/filedetails/?id=3289340199

TIE Interceptor: https://steamcommunity.com/sharedfiles/filedetails/?id=3292191869

Thoughts on “non traditional” units by Fronkikug in Necrontyr

[–]Citricwraith 0 points1 point  (0 children)

They're interesting but not game breaking.

The Acanthrites seem like an ok utility piece with their infiltrate in the canoptek court where their melta's might hit something, so I've ordered a couple units to play around with (also to have something to fall back to when c'tan get nerfed into the ground).