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If you are using dome type turrets, you need to build your ship around that in some ways, which the griffin isn't.
The best way to place gammas is arguably to have them directly on front, so the target is directly above the turret.
The thing there is, it makes ships arguably ugly if you build them in a way that is optimal for dome type weapons. I usually don't use them for that reason and stick to EMP+Heavy Lasers.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2862583052&searchtext=monolith
So that's how huge impact was of not all gammas firing (every gamma is like 9 normal laser turrets so it is safe to ignore zirax lasers contribution). Granted I am not a good pilot which probably exacerbated this issue.
So when all on top then they all fire to where I am aiming with my positrons (sides are probably OK as well). When some are at bottom, then it depends on how close they are to the edge and the angle ship is at to horizontal plane. So that's my reasoning
Since im playing with a friend, whos done quite a lot of the actuall fighting till drone space came into view, and the Griffin being the first actuall combat-vessel i used which did not blow up quite fast ( due to me still being quite new ), i can say im very happy about it all around.
Maybe i will change my mind, once ive brought other vessels to the field, but for now im a cat guarding my mouse. No touchy xP
To answer a couple points:
1. Cruises/torps on bottom: Only torps have no issues with line of sight, the firing arc of the cruises is purely cosmetic.
2. Weapons purely on top OR bottom: I disagree here. It may make it easier to keep all firing, but unless they have no overlap in firing arcs at all, that doesn't necessarily translate in a big difference in damage. Having turrets distributed widely on the other hand gives them a better survival rate when you fight without shield, as explosion weapons will have a harder time to hit multiple turrets at once. It can also allow to position armored parts of the ship to block projectiles.
3. Bad quick access from secure cockpit: Absolutely valid point, I too find that annoying. Even though I don't see why that would make it a "death trap". ;)
1. I dont have any problem with sniping cores with this ship. Sure can take a while, but moving targets, that sort of turn on the heel in a second, arent that predictable.
I have farmed dozens of drone space-playfields with this ship, starting from this build and the only problem i had was despawning dead enemys.
2 I know, there are, the Achilles from this author is one prime example, i just wanns say having it enclosed in the middle is saver than most.
And yes i done lots of drone swarm fighting till now. farmed like 3-4k Prozessors with this ship alone. The only thing i couldnt kill till now was a nursery, which i found quite early, not having enough shields and weapons to deal with it and havent tried again afterwards.
Critics are good for an author, to improve, i agree. Reading yours just felt like, you may have a completely different playstyle than this ship intend. No offense :3
1. for ranged weaponry, sure. For brawling with gamma lasers or getting close to snipe the core - no. And if you want to argue then you have not done it in this ship.
2. There are a few of other ships that have both secure combat cockpit and easy exit from it. Again, I have a feeling that you do not understand what I talk about - have you done drone fights yet? Drone as in Drone Swarm, not Zirax drones.
This author in particular is quite good, and me giving him feedback here is a sign of respect. I would not call this ship lovely though, to me it is more of a theme park piece. I like almost all the ideas that went into it, but firing arc problem sort of kills it for me.
1. This ship is meant to be facing enemys head on, so thats the way to go.
Point defenses and EMPs should work fine for the bottom.
Putting all weapons on the top OR bottom doesnt seem logical to me, even if it might be better for making all shoot.
All weapons on one side, would make you need to turn a lot more i think, espevially for drones, like the swarm ones.
2. Combat Cockpits should be way inside to be save there in the worst situations should they not? you can fly from the bottom one once fights over. I use a small speeder vessel as looting help, that i store in the hangar, so the ship can stand a bit off fighting incoming drones off.
Hope you might think about those points, maybe find some ideas for future using this lovely vessel :3
1. Turrets at the bottom are BAD idea. Because it has to be either all top or all bottom. Obviously, torpedoes and cruise missiles can go on bottom, but then choices shrink dramatically.
Basically, currently you have to be perfectly horizontal AT ALL TIMES for all your turrets to contribute if you maxed out their amount.
2. Combat cockpit is a death trap. Popping out of the ship to loot quickly or to assess damage is very difficult.
Your friend may share a braincell with me there, I am actually working on a ship in the style of the Achilles. For those exact reasons. But it is still quite early in the process, so it may take a while until it is completed.
I helped myself with directly connecting the relevant things to the buttons, which might not be so many different ways to do something, but still good enough for me.
3 repairs later they worked again all of a sudden, no idea why.
My friend and me are playing your ships a lot, since we REALLY like yours most in terms of look, usage options and possibilitys to upgrade.
Do you plan on making more upgradable ships in the future? My friend uses the Achilles right now, but it doesnt seem to be that upgradable towards the endgame, but he doesnt want to fly the same ship as me
knowing how much he liked the achilles im quite sure, he would appretiate a ship somehow like the Griffin in terms of upgrade capacity ( fusion core and such ), but maybe a shape more like the achilles
He would build it right away, i guess xD
Anyway thanks for trying to help :3
What you can try is just land (i.e. have the landing gears expand) and take off again and trigger the different switches on the bridge and the p-menu panel. Maybe there is just a signal thats stuck. If that doesn't help you can try restarting the game, but you might as well be out of luck at that point. There are still bugs with the signals and they do break sometimes.
When i repaired the ship on a repair bay after some drone fighting, the signals just dont seem to work anymore.
Signals are on, ramps are connected to the signals circuit, but still the weapon bays wont open on command anymore, as well as the hangar door and ramp.
i ve seen the extra signal for the hangar doors and ramps, but its not working with the signals as well as the motions sensor.
there seem to be some kind of SignalOff-Circuit i cant really wrap my head around, but i dont want to mess with the settings, without knowing what its meant for.
For some reason the upgrade marker and halo lighting work perfectly fine o.o
Still a really lovely ship im planing on keeping close, since i reeeaaaly like the halo-like ship-design, as well as most of your ships and stuff in the workshop so far. (trying to get the reaper to place in the hangar x3 )
Thanks again for the nice ship :*
I took this one all the way up to the end game.
I converted it to a steel hull to regain some mobility. It performed well!
The only reason(s) i didnt take it all the way through the end game, was i prefer 3 fusion generators.
That being said though. Solid vessel, easy on the eyes. and the chain reaction prevention is stellar!
Excellent build from my favorite builder!
In the Hangar bay you find the upgrad positions for the medium sized shield extenders. Iirc there should be markers for those, too.
Thanks.
It is set to "not listed", so it doesn't clutter the search page. But Empyrion doesn't support that setting, so I have to redo it in the steam client each time I update the blueprint. Which I apparently forgot to do.
Sorry!
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@Razgaur: Yeah get a pair of good boots! The middle positions are for Fusion generators. Heavy gravity will not work well. It can be done if you add the down XL thrusters and keep your weight down (i.e. no heavy upgrades). See the linked upgrade showcase bp for the questions on upgradeability.
Question...
What is to go in the open areas of the middle of the ship? shields?
As for the thrusters, what does it need for front etc?
How is this on heavy gravity worlds?
Thanks!
@Axiom83: Yeah there are limits to what can be done with the frame. Removing fixed weapons for thrust is what I would recommend too, if you need more forward thrust. You can also remove the armor below and above the 3-cannon mountings and use that as extra space for cannons, if you don't want to sacrifice firepower.
For upward you can also use the space between the two existing adv. thrusters in the middle.
The only downside is that even when upgraded, the forward and upper thrust are lacking.
I have found a little solution for upward thrust, there are 4 large thrusters in the stern that have room to be replaced with 8 advanced sloped. For the forward thrust I can only find replacing some of the fixed weapon positions with thusters, which is a bitter trade. Maybe a better trade is late game to replace some of the armor with a drive thuster when you have enough shields to tank with. The cosmetics of this solution can go very wrong if done poorly though.
i love it everything fits perfectly
harrow on top demolisher and angry harverster in back
absolute prefection