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Author Topic: Let's Play: The Ur-Quan Masters!  (Read 31900 times)

RedKing

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Re: Let's Play: The Ur-Quan Masters!
« Reply #30 on: November 21, 2012, 04:41:17 pm »

Fwiffo is incredible...
I ♥ Spathi. In the original Star Control (and in combat mode in SC II), I could usually beat half my friend's armada with a single Spathi Eliminator. BUTT missiles FTW.

My only nemesis was the dreaded Chmrr. Damn point-defense drones...


EDIT: Also, for maximum lulz, a Pkunk vs. Pkunk duel. Once had a match that lasted 45+ minutes because of never-ending "HALLELUJAH"s  :D
« Last Edit: November 21, 2012, 04:43:34 pm by RedKing »
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Re: Let's Play: The Ur-Quan Masters!
« Reply #31 on: November 21, 2012, 04:44:47 pm »

A thought came to mind. Besides my usual joke of Urea Worlds being piss-poor planets, I wonder if when one collides with an Alkali World, would it form a mustard gas giant?

Probably not, but if one did form you'd need a Urea World to protect against its harmful effects. :P

Anyways, I've investigated the broadcast from Rigel. I've also collected a bunch more more biological data, giving me... 174 credits, meaning that I can finally buy something from the Melnorme. Our choices are:
  • Sweet new blaster tech. (150 credits)
  • Information about current events. (75 credits)
  • Information on alien races. (75 credits)
  • Historical info. (75 credits)
  • Also fuel, but our credits are too precious for that.
Also if we do buy some information, we could splurge and buy two hits of it. Or we could save our credits. Just a thought. And if you're wondering, we can't actually choose what sweet information we can get besides history/events/races. Selecting one of those options spends 75 credits while they launch right into things (which caused me to rapidly close the game so that I don't spoil anything for myself).

Anyways after this I'll head galactic north to talk to the Chenjesu about the aliens in Rigel, and maybe meet the Mmrnmhrm along the way. Depending on how much fuel we have left. And isn't there another alien race in Procyon too? Well, I guess that I'll find out soon. I'll also be fighting with the Androsynth in Super Melee so that we don't have to fly through Spathi space and die horribly to their Eluders. Gah.

Fwiffo is incredible...
I ♥ Spathi. In the original Star Control (and in combat mode in SC II), I could usually beat half my friend's armada with a single Spathi Eliminator. BUTT missiles FTW.

My only nemesis was the dreaded Chmrr. Damn point-defense drones...

I hope that the Chmrr are friendly, because otherwise we'll be losing 100 RUs whenever we meet them. Well, I guess that depends on how awesome the Vindicator is against them. But either way, I'm not looking forward to meeting their Avatars.
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Itnetlolor

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Re: Let's Play: The Ur-Quan Masters!
« Reply #32 on: November 21, 2012, 04:56:37 pm »

My suggestion, invest solely in tech before collecting info; that way, you can harvest from more worlds, blow the crap out of more ships with your flagship, and be ready for any new info you collect if it leads to combat. Plus, in case you're head-to-head against an Ur-Quan, you'd best be prepared. Those Ion-bolt pellet guns can only do so much, and while you're at it,  suggest you invest in a second gun in the second slot. 3 shots are better than 1.

Oh yeah, when navigating via starmap, especially when looking for systems by-name, you can type in the name of the star system to find it, as well as set course much quicker. Like typing Kru-- will immediately point you to the Krueger system.

Combat tip regarding Ilwrath: The ships may be invisible, but only in deep space. Their shadows obscure the combat stars, however. Use that to keep track of them. It also helps to find a way to harmlessly provoke them to attack to reveal themselves briefly. Just as well, when the Vindicator is armed with 3 cannons (1 in front, 1 in second), the front fires 0-degrees, the other 2 fire 15-degrees offset from center. Your chances of hitting at a distance increase dramatically, and that additional spread, and angular difference will make combat against them that much quicker.

EDIT:
Hyperspace escape tactic: Park near a planet when you rabbit outta there. As much as it stops you 100%, you also can't fall into the planet (not even asteroids can move you). Give your enemy a disadvantage at hitting you at the risk of hitting the planet in the process. Just as well, in case you're in combat against numerous ships (in some cases, you'll be fighting up to 6-10 ships; much the time, Ur-Quan will fight like this), hit escape just after you kill the first/nth guy. It'll guarantee a quick getaway just as the next guy arrives (since the first paces of escape happen during your victory tune).
« Last Edit: November 21, 2012, 05:29:17 pm by Itnetlolor »
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RedKing

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Re: Let's Play: The Ur-Quan Masters!
« Reply #33 on: November 21, 2012, 05:08:33 pm »

Anyways after this I'll head galactic north to talk to the Chenjesu about the aliens in Rigel, and maybe meet the Mmrnmhrm along the way. Depending on how much fuel we have left. And isn't there another alien race in Procyon too? Well, I guess that I'll find out soon. I'll also be fighting with the Androsynth in Super Melee so that we don't have to fly through Spathi space and die horribly to their Eluders. Gah.

oh. Oh. OH!!! You...you haven't played through the game before. I kinda envy you, for all the brand-new awesomeness ahead.
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Re: Let's Play: The Ur-Quan Masters!
« Reply #34 on: November 21, 2012, 05:15:54 pm »

Anyways after this I'll head galactic north to talk to the Chenjesu about the aliens in Rigel, and maybe meet the Mmrnmhrm along the way. Depending on how much fuel we have left. And isn't there another alien race in Procyon too? Well, I guess that I'll find out soon. I'll also be fighting with the Androsynth in Super Melee so that we don't have to fly through Spathi space and die horribly to their Eluders. Gah.

oh. Oh. OH!!! You...you haven't played through the game before. I kinda envy you, for all the brand-new awesomeness ahead.

I know. From all the great things I've heard about this game, I honestly can't wait.

Oh yeah, when navigating via starmap, especially when looking for systems by-name, you can type in the name of the star system to find it, as well as set course much quicker. Like typing Kru-- will immediately point you to the Krueger system.

I've tried that before, but it didn't seem to work for some reason. Maybe it just wasn't registering or something.

Combat tip regarding Ilwrath: The ships may be invisible, but only in deep space. Their shadows obscure the combat stars, however. Use that to keep track of them. It also helps to find a way to harmlessly provoke them to attack to reveal themselves briefly. Just as well, when the Vindicator is armed with 3 cannons (1 in front, 1 in second), the front fires 0-degrees, the other 2 fire 15-degrees offset from center. Your chances of hitting at a distance increase dramatically, and that additional spread, and angular difference will make combat against them that much quicker.

Huh. I'll pay more attention next time we're up against them (probably in the next video). Mind you the Ilwrath are more deadly than annoying, but anything that makes those fights go quicker is appreciated. Plus with better gun technology they can die twice as fast!
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Girlinhat

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Re: Let's Play: The Ur-Quan Masters!
« Reply #35 on: November 21, 2012, 05:31:31 pm »

You also burn energy twice as fast.  Just sayin'.

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Re: Let's Play: The Ur-Quan Masters!
« Reply #36 on: November 21, 2012, 05:39:11 pm »

You also burn energy twice as fast.  Just sayin'.

Hopefully the Melnorme sell battery extensions then. However we seem fast enough to just fly away from most ships to recharge anyways, so I'm worrying too much.

Also: The androsynth are pretty damn scary, though still not as bad as the Spathi. Luckily those Pkunk Furies we picked up shall be put to good use against them, and hopefully we end up with at least one of them surviving. Hopefully.
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Itnetlolor

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Re: Let's Play: The Ur-Quan Masters!
« Reply #37 on: November 21, 2012, 05:49:55 pm »

You also burn energy twice as fast.  Just sayin'.
Hopefully the Melnorme sell battery extensions then. However we seem fast enough to just fly away from most ships to recharge anyways, so I'm worrying too much.

Also: The androsynth are pretty damn scary, though still not as bad as the Spathi. Luckily those Pkunk Furies we picked up shall be put to good use against them, and hopefully we end up with at least one of them surviving. Hopefully.
I don't quite recall when the energy upgrades come in, but I think they're fairly late in the tech line.

So in the meantime, 3 dynamos should get you by no problem; plus, I think that's the maximum you can deploy to get the most out of them. Any more is just a waste as you don't get any more boost from more than 3.

Until you find better means of contacting the Melnorme, they usually hang out at gas giants (I meant super-giants, but within gas giants of super giants as well :P ); just so you know, it's not just Alpha Centauri.

Another great thing about the Melnorme: 1 BIO = 2 Cr = 2 Fuel = 40 RU's worth of fuel. Provided a good income of BIO, fuel from them is cheaper than returning to base, especially if you have a bunch of cargo bays. They'll make resource collecting more efficient, especially at a distance. Hint hint, if you want, you can exchange BIO for fuel for RU, if you need some extra scratch to build just one more item before emptying your RU bank (don't be afraid to break the bank, it will always refill, and where modules and crew are concerned, you'll always get a 100% return for selling them to get something else in return).

EDIT:
Wrong word, I meant super-giant, not gas giant.
« Last Edit: November 21, 2012, 08:41:55 pm by Itnetlolor »
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Girlinhat

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Re: Let's Play: The Ur-Quan Masters!
« Reply #38 on: November 21, 2012, 05:58:30 pm »

You can also sell things back to the starbase for equal price, making it convenient to shuffle items from one slot to another, and also means you can turn Bio to credits to fuel, although for the most part you'll probably want more tech because that's where the upgrades come from!

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Re: Let's Play: The Ur-Quan Masters!
« Reply #39 on: November 21, 2012, 06:49:17 pm »

Until you find better means of contacting the Melnorme, they usually hang out at gas giants; just so you know, it's not just Alpha Centauri.

Well I haven't seen any more of them yet, but hopefully we'll meet one closer to Sol. Or maybe just closer to places we want to go.

You can also sell things back to the starbase for equal price, making it convenient to shuffle items from one slot to another, and also means you can turn Bio to credits to fuel, although for the most part you'll probably want more tech because that's where the upgrades come from!

I accidentally discovered how you can sell things at equal price, when I tried to see if I could replace my ion bolt-guns with a fusion model. Considering that I hadn't saved in a while, I was incredibly lucky. Also, I've dumped a bunch of credits into tech, so our landers are now better! Fuel isn't as great of a concern right now.

Also, what would be better: two ion bolt-guns or a single fusion one? I also have two dynamos, which could be cannibalized into something else if needed.
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Girlinhat

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Re: Let's Play: The Ur-Quan Masters!
« Reply #40 on: November 21, 2012, 07:41:27 pm »

It depends, I think.  Forward fire is better for if you can hit, spread is for if you're less accurate, shooting something fast, or trying to shoot down missiles.  Flak vs Cannon.

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Re: Let's Play: The Ur-Quan Masters!
« Reply #41 on: November 21, 2012, 07:43:45 pm »

Two ion-guns it is then. Accuracy isn't my strong point in this game, if you can't tell.
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Girlinhat

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Re: Let's Play: The Ur-Quan Masters!
« Reply #42 on: November 21, 2012, 07:44:30 pm »

With 16 directions, yeah it'd help.

Darkmere

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Re: Let's Play: The Ur-Quan Masters!
« Reply #43 on: November 21, 2012, 07:59:55 pm »

I haven't had a chance to catch up on the vids, but it sounds like you're moving right along.

Definitely go for tech from the Melnorme first, as that helps with quality of life and survival immediately. Current events is second best, as it helps you with exploration and some quest items. Races is less useful, historical is all background information (which is awesome, but not an immediate priority). Also, BIO data isn't the only thing they'll take. They asked for information on special worlds that look like trippy rainbows. These appear bright yellow from space, and there's at least one in the corner of the galaxy you're in.

*It's the same Melnorme ship around every supergiant star; Greenish is stalking you. However, sometimes they are in a very close orbit of a moon or something and not visible from long range.

For the flagship, I always used one big gun in the forward slot and the lower rank gun in the second slot. I didn't bother with it until later in the tech tree, though. There are a few extreme lazy features I wouldn't do without. ;)
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Aklyon

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Re: Let's Play: The Ur-Quan Masters!
« Reply #44 on: November 21, 2012, 08:24:53 pm »

You know, watching this, which does not know whats up, and then also watching Grimith's lp of it again for some kind of comparison is hilarious on both ends.
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