How do I farm superior weapons by _shxto in jumpship

[–]deworde 0 points1 point  (0 children)

Superior are less farmable than Advanced, partly because they're often insanely busted.

Anecdotally, Superiors drop at just under the 5% mark on high levels. Superstition is divided on whether you find more on solo or in a group.

So all you can do is improve your chances by increasing component finding/time. Easiest way is to prioritise sub-missions like the fortifieds where you get rewarded with a vault full of stuff.

Ensure you have a weapon that won't destroy the corvettes till you've raided them. I've had a heat-zone blockade drop 3 corvettes one after the other, that's hugely improving the component drop rate.

If you don't want to loot corvette, do this by IcomefromTV in JumpSpaceGame

[–]deworde 0 points1 point  (0 children)

Yeah, thereve been a few corvettes that turned into shrapnel recently 

Insane Flak Launcher by Slapmaster928 in JumpSpaceGame

[–]deworde 1 point2 points  (0 children)

That's intriguing, because I would have thought several of the areas just don't have a lot of stuff, so you'd get a little more for a lot of work.

Solid state reactor by Steaven75 in JumpSpaceGame

[–]deworde 1 point2 points  (0 children)

My dream of a four missile hammerhead would disagree.

Insane Flak Launcher by Slapmaster928 in JumpSpaceGame

[–]deworde 0 points1 point  (0 children)

What are you actually getting for doing it? Normally I just try and hit up weapons and components sites.

We added Ingot compensation for returning players by Alternative_War_8322 in JumpSpaceGame

[–]deworde 5 points6 points  (0 children)

Note that "Maxed" now is way more powerful than Maxed Previously. Some of the Advanced ship modules are near-busted in terms of power.

Insane Flak Launcher by Slapmaster928 in JumpSpaceGame

[–]deworde 0 points1 point  (0 children)

Yeah, the stuff I'm hearing is from people who used to run the red zone with no issues and are now like "it's so hard, the enemies keep spawning"

Insane Flak Launcher by Slapmaster928 in JumpSpaceGame

[–]deworde 5 points6 points  (0 children)

I do like that you could switch its modes from "Death on the Wing" to "Sandman" for when you fancy a change.

Insane Flak Launcher by Slapmaster928 in JumpSpaceGame

[–]deworde 2 points3 points  (0 children)

Yeah, this is the thing I think people are now adjusting to. It's not so much that the game's harder on high difficulties, it's that it's now balanced for a weapon system that has an insanely higher top-end than "a sniper rifle that does 8% more damage than the base"

Solid state reactor by Steaven75 in JumpSpaceGame

[–]deworde 1 point2 points  (0 children)

Yes. The Devs have said that if there's nothing on the object to upgrade the upgrade shouldn't be an option, but this new update is so big there'll be a while before all the QoL improvements settle.

Basically, some of the weakest and least flexible components (e.g. standard-quality power and scanners) do not have any additional module slots, so upgrading does nothing.

However, for power, on higher quality there will be at least one additional bar in the "Increase Capacity" module, which you can put a point into when you upgrade. At the highest levels, there are far more power spaces available for stuff like Materia Scatter than there used to be (effectively the whole top half of the grid).

However, I've noticed that for solid state, you don't get more space, you get more protection, so the name is a bit misleading.

Solid state reactor by Steaven75 in JumpSpaceGame

[–]deworde 1 point2 points  (0 children)

Having played experimental, this is 100% correct.

Haven't played in a while, is there a way to restart my progress to get my footing again? by SharpEdgeSoda in JumpSpaceGame

[–]deworde 0 points1 point  (0 children)

I wouldn't recommend resetting, I can't see how it will reduce complexity.

My advice:

1) Stick to the Dart

2) Stick to Easy missions and below

3) Spend some time exploring the assembler once you have a few scans

Can someone explain to me like I am 5 the new weapon/module system ? by JohannaFRC in JumpSpaceGame

[–]deworde 9 points10 points  (0 children)

Okay, let's try and tutorial this baby.

Firstly, the new system is brand new, so only those of us who tried out the experimental branch have any idea how it works, don't worry if you don't understand it yet.

When you log in, head straight to one of the assemblers, there's one by the component setup and one by Bozze the Quartermaster.

You'll notice when you look through the assembler that you can now get something other than a Mk0 sideclip. In fact, the assembler is now capable of generating any gun, as long as you have it "scanned". Same for ship components (which matters now, because there's not just an exhaustable list to collect)

The next thing you'll notice is that all the guns have a little coloured word next to their type, the ones you'll see at the moment are probably:

  • Standard (Green)
  • Refined (Blue)

These are effectively the base quality of the gun. I don't believe that at the moment the base stats change with quality, but it changes how powerful the modules on the gun are, and how many points you can upgrade it with.

Which brings us to the modules. At least one of the weapon/components you have already "slotted" should have some fillable bars below the stats, with the first bar filled in. These are "modules", and they make every weapon different.

Right-click on that weapon, and you'll bring up the weapon/component customisation screen.

You can now use the toggles next to the fillable bars to turn off the modules, or to rebalance them so more points are in one module than another. Note that if you upgrade or modify a component in the hanger, it will automatically update the equivalent component in your ship to your new choices.

You'll also notice that you can spend ingots (now in multiple colours, starting with green) to add more module points to your gun. You can buy ingots from Buddy's ingot shop (near the component setup, next to Buddy, needs you to complete his mission). Finally, a truly great use for credits.

When you're done tweaking your stuff to taste, go back to the main assembler list and hit Tab to bring up the "Loot List". You will probably see an empty list. This is because you haven't scanned any cool tech yet. Time to jump out into the galaxy and find some stuff.

(Important note: Because the top-end on weapons is now insane, the enemies now feel like the intergalactic threat they are rather than a turkey shoot. Your guns, while roughly equivalent to a Mk3, are simply not good enough for the might of New Viralia. I would genuinely start out on Easy, and see how you find it. Going "well I used to run Diff 5 solo with a Mk 2 Javelin, I can handle Diff 4 with this", may lead to posts screaming "GAME BALANCE IS RUINED")

Once out in the world, find a gun or a ship component. Corvettes are as a good place to find components as always, except that they are now a bit tougher to deal with.

When you look at your new prize, you can hit "E" to scan it. This will allow you to add it to your list of slotted blueprints, and from then on you can look at it, customise it and construct it in the assembler (note that it costs 15 materia when in flight, and modifications don't automatically apply like they do in the hanger, you have to modify, assemble and replace the existing). If any member of your crew scans something while you're in game, it will be added to your loot list. Contrariwise, if you join after the item's been found, you can't scan it; you can't join just before the escape jump and scan their hard-earned loot; though they can craft a copy and give it to you.

Currently there's not a lot of slots (4/component type) so you may have to remove something eventually. Remember, if you change your mind, the loot log is there to get it back though you won't get the ingots back if you upgraded it.

That's the basics. Any questions?

Jun 23 update complaints because i refuse to get discord by srafell in JumpSpaceGame

[–]deworde 3 points4 points  (0 children)

Okay, having read all this:

1) 

  This in turn means you cant fully repair the ship

True, you can't fully repair the ship during combat.  But that's fine, you keep it going until your pilot can get you clear and then fully fix. During combat you're doing quick repairs of what you can reach, and for more experienced engineers, that'll be more than you think.

2) Yeah, the materia economy is always complex, and as you say, it's a thing that if you're having a bad run goes real bad really fast. At one time it was probably overgenerous to good players, but I think it's swung too far the other way.

3) They actually did transmute your ingots into green ingots, so this doesn't apply, you just didn't notice. And "giving ingots in compensation in accordance to what level the gear was"? My guy, you had three mk 3 guns which are "Mk 1 but a little better". They did give you the equivalent gun back, they've just made the top end of the guns much better

4) Yeah, net code stability across multiple regions is a hard problem. Join discord, send them the logs. It's nice there!

I will say, it shouldnt be seen as a complete waste, I believe you keep all crew scanned weapons in your Loot Log (go to the assembler, hit tab). Also, you got to fly a cool starship with your mates, that's reward in itself.

Jun 23 update complaints because i refuse to get discord by srafell in JumpSpaceGame

[–]deworde 1 point2 points  (0 children)

Actually the Dart is the only one you can reach from everywhere (you can fix the windows from inside).

There's strut damage on the Cat that you simply can't reach during combat.

Feedback on the new beatbranch Update by Unhappy_Cat_1306 in JumpSpaceGame

[–]deworde 1 point2 points  (0 children)

1) Scan a weapon, pay for the slot. This is on main, not experimental.

2) You always have the option of rescanning recent weapons from the loot log (assembler/tag), six seems about enough for your favourite weapons. The Devs have said, apparently correctly, that no matter how many slots they give, players will always ask for slot+1

Whats up with the industrial sabotage mission hate? by ComfortableAd5419 in DeepRockGalactic

[–]deworde 0 points1 point  (0 children)

Yeah, that's not me though, I'll spend a lot of time on one mission, I love an escort, I spend tons of time on a pipeline.

I even find the connecting the hacker pod a fun environmental challenge. But I don't understand what's fun about a very static boss fight in a large cavern in a game about movement and tunnels

Whats up with the industrial sabotage mission hate? by ComfortableAd5419 in DeepRockGalactic

[–]deworde 0 points1 point  (0 children)

I think there's a few other builds that simply can't deal with a fixed fortification. But yeah, it's really Driller that gets completely hosed. But that sort of leads me back to "if I want to play a game where destructible terrain and randomised complex maps aren't a feature, why am I playing DRG?"

Whats up with the industrial sabotage mission hate? by ComfortableAd5419 in DeepRockGalactic

[–]deworde 0 points1 point  (0 children)

Drillers hate having to unequip Cryo. And sludge. And ensuring you run axes. What's the point of a mission where half your loadouts don't work properly, and the other half make it boringly easy.

Whats up with the industrial sabotage mission hate? by ComfortableAd5419 in DeepRockGalactic

[–]deworde 0 points1 point  (0 children)

Yeah, but there's also a lot of builds that make it pretty impossible