Carolina Krayts is the best X-Wing podcast

By SaltMaster 5000, in X-Wing

43 minutes ago, LagJanson said:

the part I don't think is correct is - People are not looking for the truth because they don't believe they are wrong on what they're perception of truth is.

this statement is exactly how I interpret the quote. (said by some semi-known religious person... don't remember which one and I quoted it to the best of my memory.)

the "uncool part" is that they don't belive they are wrong on what their perception of truth is.

Perception is one's reality. Further more, ones perception can twist the facts to where they are no longer factual.

Edited by Wiredin
21 minutes ago, Kieransi said:

Admit it, we'd all watch that movie.

correct

Hey somebody, mention Istrolid later today so we remember to look at it.

This is easily the most roundabout reminder I've ever set...

5 minutes ago, Brunas said:

Hey somebody, mention Istrolid later today so we remember to look at it.

This is easily the most roundabout reminder I've ever set...

is it just me... or are PC games either incredibly graphic intense or look like they used an updated Super Nintendo graphics engine?

Looks entertaining. Makes me want to play Homeworld Remastered again. I miss 90's and early millennium PC Gaming...

Xwing, Wing Commander, Freespace, C&C, Homeworld, Jagged Alliance, Commandos, Age of Empires, War/Star Crafts, Tribes, Starsiege, Mechwarrior. WTF happened!?!

edit: holy crap! it's browser based. I hope I don't get caught at work playing this now... must resist

Edited by Wiredin
9 minutes ago, Brunas said:

Hey somebody, mention Istrolid later today so we remember to look at it.

This is easily the most roundabout reminder I've ever set...

What's sad is that this method works. I will absolutely be your alarm clock now.

15 minutes ago, Kieransi said:

What's sad is that this method works. I will absolutely be your alarm clock now.

@Brunas I scheduled a reminder text too

3 hours ago, Brunas said:

We got the paul heaver rule and the chris allen rule in the same update, dank

Confirmed that Paul is your real dad

Yeah I'm visiting Chicago this weekend so no games for me. I'd love to play something with y'all next week tho. Anyone interested in Civ 5?

@Brunas, @catachanninja,

Istrolid.

Not sure when you wanted that reminder, so I'll just keep posting about it every couple hours until you tell me not to.

Also, here's some things about what to expect, and some general strategies (TL;DR alert):

The game itself is very simple. Basically, a 2D representation of a space battle, viewed from above (like X-Wing and Armada). You click on ships and then click to move them. Very easy.

The battlefield consists of two spawn points, one for each side, and 8 capture points. If one side owns all the capture points, that side automatically wins. That is theoretically the only way to win. But unless one side is a bunch of morons, it's unlikely that you'll be able to capture all the points without destroying all the enemy ships.

A typical strategy is to move all your ships up to the nearest capture point and sit there and wait, unleashing massive volleys at anything that approaches. However, you will eventually lose, because every second, each player on a side gains $10 + $1 per capture point, so if you're down 7 to 1 on capture points, you're down $17 to $11 on money. So you need to make sure you own at least half of the capture points.

Ships have energy and hull. They use energy to fire and move. They explode in a massive flash of light when they run out of hull. You can add shields and jump (hyperspace) engines to ships, which also use up energy. The easiest ships to fly are balanced in terms of energy, and generate as much as they use firing.

There's a few game modes: 1v1, 2v2, 3v3, and 1v1r. You gain ranking points whenever you play, but to really move up the leaderboard, you have to play 1v1r and win. I personally don't, because ranking points don't do anything.

You can join a faction, which does nothing important but is fun, and has to be four or less letters and all caps. I suggest we make ourselves all be either part of the faction REKT, or maybe KRYT.

Ship building is where 95% of the complexity of the game is.

A good ship does one thing and does it well. That sometimes involves multiple types of weapons, but often means the ship just has one type of weapon.

Flamethrowers have a lot of AoE, but low damage and short range. But where they're truly great is for fighting huge ships, because once they set a ship on fire, it will either use up its energy fighting the flames or burn to the ground. The flak gun has massive AoE, high damage, and short range. Great for fighting swarms, but uses up tons of energy. The Tesla coil has medium range, low damage, and the best AoE. It sends out electricity that sparks between enemy ships and can destroy a whole swarm of fighters if they're too close together.

Beam weapons are lasers. Medium range, decent damage, but very energy costly. The best thing about them is that they fire immediately so they can't be dodged.

Missiles (and their relatives sidewinder missiles and artillery shells) are the most efficient weapon, and have good range, but they're also the only weapon that has a hard counter (in the point defense laser, which is a weapon that attacks enemy missiles). The generic missiles are usually the best weapon.

Orbs are super long range and do tons of damage for low energy, but are very easy to dodge. They're made for killing big slow fortress ships.

Disks are the most powerful weapon, but are super short range. Most disk-launching ships are suicide ships that zip in there and destroy stuff.

Plasma cannons are very high damage, medium range, and are easy to dodge. They're usually the best generic gun for doing damage though.

Bombs all have trajectory simulator, and very slowly drift towards their target.

Grav push and pull waves can set up enemy ships for the kill. The best use of these is grav push waves that keep close range brawlers at medium range and then blast them out of the sky with plasma cannons. Also close range brawlers that pull enemy ships in and then punch them with disks.

Whenever you build a weapon, you have to choose the arc it fires with. Turrets have obviously better control of their fire, but are more expensive. It's often better to just skimp on the weapon mount and instead add more wings so the ship turns faster.

Weapon boosters are so important. They can do various things to increase a weapon's efficacy when placed next to a weapon mount. The best are the one that has an arrow on it and adds bullet speed and flat range bonus, and the reloader.

Engines are easier - usually, the bulk thrusters and compact cruiser thrusters are best for big ships, depending on the speed you want to go. Basically, just give the ship engines that match its description. The Interceptor afterburners are stupid though - they use so much energy. I've seen ships make good use of them, but it's rare.

Wings are simple - they make the ship turn faster.

Solar panels are more efficient for the cost than generators, but require batteries and take up a lot of space. They're usually better though.

Armor takes up space, adds hitpoints and weight, and makes the ship look cool. Usually, you use the dark grey volumetric armor. For big tanks, use the white heavy armor that adds way more hitpoints but is way heavier. I almost never see lightweight armor - it's too expensive and the benefit is negligible.

Now the weird stuff.

Shields regenerate automatically and block low amounts of damage. Shielded ships can't get chipped away at and have to be jousted, because otherwise the damage can't be done faster than they can regenerate shields.

Jump engines let the ship teleport forward along its flight route instantly. More jump engines, greater jump range. They can be nice but they don't recharge quickly and often just make a ship too expensive. But they can close range really well.

Cloaking devices hide your ship. There's also a decloaker somewhere else that is useful against cloaking ships. Ships can't fire or be fired on while cloaked.

Various warheads exist to turn your ship into a kamikaze. Kamikaze ships are annoyingly good, but it's also super frustrating when you spend a whole bunch of points on a super fast, high hitpoint, multi-warhead, cloaking kamikaze that gets decloaked and focus-fire killed before it can hit anything.

Finally, the energy transfer let's you build support ships. It's really fun to build a ship that's got a cheap engine, an energy transfer, a small battery, a cloaking device, and a few solar panels, and then spam that ship, leaving them sitting around everywhere completely cloaked to provide a massive energy boost to all of your power-hungry behemoths.

To sum up, here's some examples of good ships:

ring brawlers that zip in there, have tons of hitpoints to avoid getting killed at long range, and unleash a ton of orbs at close range to nuke stuff.

Orb snipers that sit back and fire at long range with orbs on the spinal turret mounts with tons of range boosters.

Energy support craft that cloak and then provide energy to your other ships.

Missile behemoths that fire dozens of missiles at the enemy.

autocannon/ring swarms that zip in and do a ton of damage.

Tesla+grav pull swarm killers

plasma cannon kiters that flank the enemy and dodge missiles and orbs while doing massive damage with their plasma guns.

14 minutes ago, Kieransi said:

@Brunas, @catachanninja,

Istrolid.

Not sure when you wanted that reminder, so I'll just keep posting about it every couple hours until you tell me not to.

Also, here's some things about what to expect, and some general strategies (TL;DR alert):

The game itself is very simple. Basically, a 2D representation of a space battle, viewed from above (like X-Wing and Armada). You click on ships and then click to move them. Very easy.

The battlefield consists of two spawn points, one for each side, and 8 capture points. If one side owns all the capture points, that side automatically wins. That is theoretically the only way to win. But unless one side is a bunch of morons, it's unlikely that you'll be able to capture all the points without destroying all the enemy ships.

A typical strategy is to move all your ships up to the nearest capture point and sit there and wait, unleashing massive volleys at anything that approaches. However, you will eventually lose, because every second, each player on a side gains $10 + $1 per capture point, so if you're down 7 to 1 on capture points, you're down $17 to $11 on money. So you need to make sure you own at least half of the capture points.

Ships have energy and hull. They use energy to fire and move. They explode in a massive flash of light when they run out of hull. You can add shields and jump (hyperspace) engines to ships, which also use up energy. The easiest ships to fly are balanced in terms of energy, and generate as much as they use firing.

There's a few game modes: 1v1, 2v2, 3v3, and 1v1r. You gain ranking points whenever you play, but to really move up the leaderboard, you have to play 1v1r and win. I personally don't, because ranking points don't do anything.

You can join a faction, which does nothing important but is fun, and has to be four or less letters and all caps. I suggest we make ourselves all be either part of the faction REKT, or maybe KRYT.

Ship building is where 95% of the complexity of the game is.

A good ship does one thing and does it well. That sometimes involves multiple types of weapons, but often means the ship just has one type of weapon.

Flamethrowers have a lot of AoE, but low damage and short range. But where they're truly great is for fighting huge ships, because once they set a ship on fire, it will either use up its energy fighting the flames or burn to the ground. The flak gun has massive AoE, high damage, and short range. Great for fighting swarms, but uses up tons of energy. The Tesla coil has medium range, low damage, and the best AoE. It sends out electricity that sparks between enemy ships and can destroy a whole swarm of fighters if they're too close together.

Beam weapons are lasers. Medium range, decent damage, but very energy costly. The best thing about them is that they fire immediately so they can't be dodged.

Missiles (and their relatives sidewinder missiles and artillery shells) are the most efficient weapon, and have good range, but they're also the only weapon that has a hard counter (in the point defense laser, which is a weapon that attacks enemy missiles). The generic missiles are usually the best weapon.

Orbs are super long range and do tons of damage for low energy, but are very easy to dodge. They're made for killing big slow fortress ships.

Disks are the most powerful weapon, but are super short range. Most disk-launching ships are suicide ships that zip in there and destroy stuff.

Plasma cannons are very high damage, medium range, and are easy to dodge. They're usually the best generic gun for doing damage though.

Bombs all have trajectory simulator, and very slowly drift towards their target.

Grav push and pull waves can set up enemy ships for the kill. The best use of these is grav push waves that keep close range brawlers at medium range and then blast them out of the sky with plasma cannons. Also close range brawlers that pull enemy ships in and then punch them with disks.

Whenever you build a weapon, you have to choose the arc it fires with. Turrets have obviously better control of their fire, but are more expensive. It's often better to just skimp on the weapon mount and instead add more wings so the ship turns faster.

Weapon boosters are so important. They can do various things to increase a weapon's efficacy when placed next to a weapon mount. The best are the one that has an arrow on it and adds bullet speed and flat range bonus, and the reloader.

Engines are easier - usually, the bulk thrusters and compact cruiser thrusters are best for big ships, depending on the speed you want to go. Basically, just give the ship engines that match its description. The Interceptor afterburners are stupid though - they use so much energy. I've seen ships make good use of them, but it's rare.

Wings are simple - they make the ship turn faster.

Solar panels are more efficient for the cost than generators, but require batteries and take up a lot of space. They're usually better though.

Armor takes up space, adds hitpoints and weight, and makes the ship look cool. Usually, you use the dark grey volumetric armor. For big tanks, use the white heavy armor that adds way more hitpoints but is way heavier. I almost never see lightweight armor - it's too expensive and the benefit is negligible.

Now the weird stuff.

Shields regenerate automatically and block low amounts of damage. Shielded ships can't get chipped away at and have to be jousted, because otherwise the damage can't be done faster than they can regenerate shields.

Jump engines let the ship teleport forward along its flight route instantly. More jump engines, greater jump range. They can be nice but they don't recharge quickly and often just make a ship too expensive. But they can close range really well.

Cloaking devices hide your ship. There's also a decloaker somewhere else that is useful against cloaking ships. Ships can't fire or be fired on while cloaked.

Various warheads exist to turn your ship into a kamikaze. Kamikaze ships are annoyingly good, but it's also super frustrating when you spend a whole bunch of points on a super fast, high hitpoint, multi-warhead, cloaking kamikaze that gets decloaked and focus-fire killed before it can hit anything.

Finally, the energy transfer let's you build support ships. It's really fun to build a ship that's got a cheap engine, an energy transfer, a small battery, a cloaking device, and a few solar panels, and then spam that ship, leaving them sitting around everywhere completely cloaked to provide a massive energy boost to all of your power-hungry behemoths.

To sum up, here's some examples of good ships:

ring brawlers that zip in there, have tons of hitpoints to avoid getting killed at long range, and unleash a ton of orbs at close range to nuke stuff.

Orb snipers that sit back and fire at long range with orbs on the spinal turret mounts with tons of range boosters.

Energy support craft that cloak and then provide energy to your other ships.

Missile behemoths that fire dozens of missiles at the enemy.

autocannon/ring swarms that zip in and do a ton of damage.

Tesla+grav pull swarm killers

plasma cannon kiters that flank the enemy and dodge missiles and orbs while doing massive damage with their plasma guns.

Oh, and I forgot to add, play the single player campaign for like half an hour and then spend like an hour playing around building ships from the main menu. Then you won't look like a total noob when you show up for multiplayer. I'm also totally ok camping out in a server and kicking any random people who join, so we can have our own Krayt server.

Edit: or just spend 15 minutes building something and then come join me in my Krayt server

Edited by Kieransi
2 hours ago, defkhan1 said:

Yeah I'm visiting Chicago this weekend so no games for me. I'd love to play something with y'all next week tho. Anyone interested in Civ 5?

Civ 5 sounds good. I haven’t played a lot but I could get back to it.

Hey US, how are your System Opens set up? Here in Europe if you score top 8 or higher in the main event, you can no longer enter Hyperspace. Then I hear these stories about people in the US winning a System Open and going 6-0 in Hyperspace at the same event. Do you guys have more than one Hyperspace at your System Opens?

Greetings,

Europe

Edited by Sarcon
1 minute ago, Sarcon said:

Hey US, how are your System Opens set up? Here in Europe if you score top 8 or higher in the main event, you can no longer enter Hyperspace. Then I hear these stories about people in the US winning a System Open and going 6-0 in Hyperspace at the same event. Do you guys have more than one Hyperspace at your System Opens?

Greetings,

Europe

We have 2 hyper spaces. One friday and one sunday usually.

Greetings,

Murica

Edited by Boom Owl
2 minutes ago, Boom Owl said:

We have 2 hyper spaces. One friday and one sunday usually.

Greetings,

Murica

That explains a lot, we only get a saturday and a sunday

Just now, Sarcon said:

That explains a lot, we only get a saturday and a sunday

Not sure if all US opens have been this way. Also we have really good cheeseburgers.

19 minutes ago, Sarcon said:

Hey US, how are your System Opens set up? Here in Europe if you score top 8 or higher in the main event, you can no longer enter Hyperspace. Then I hear these stories about people in the US winning a System Open and going 6-0 in Hyperspace at the same event. Do you guys have more than one Hyperspace at your System Opens?

Greetings,

Europe

Also, fun fact - they let the people dropping out of top 8 joint hyperspace and dream crush at San Antonio.

That was fun.

@Brunas, @catachanninja, remember to check out Istrolid!

30 minutes ago, Kieransi said:

@Brunas, @catachanninja, remember to check out Istrolid!

can you do me too while you're at it

1 hour ago, Tlfj200 said:

Also, fun fact - they let the people dropping out of top 8 joint hyperspace and dream crush at San Antonio.

That was fun.

I sense a bit of sarcasm. Tell me about your crushed dreams :)

14 minutes ago, Kieransi said:

got it, thanks. He actually did send me a text reminder too...

3 hours ago, Tlfj200 said:

Also, fun fact - they let the people dropping out of top 8 joint hyperspace and dream crush at San Antonio.

That was fun.

hey, we also had people dropping in from top 8 just to scoop to get more pair downs to get more people qualified, so it wasn't all bad

3 hours ago, Brunas said:

got it, thanks. He actually did send me a text reminder too...

hey, we also had people dropping in from top 8 just to scoop to get more pair downs to get more people qualified, so it wasn't all bad

I love future texting so much. I didnt even know that it sent till I saw this

10 hours ago, Tlfj200 said:

Also, fun fact - they let the people dropping out of top 8 joint hyperspace and dream crush at San Antonio.

That was fun.

In Phoenix, we only had Sunday Hyoerspace and none of the Open top 8 were allowed in.

I couldn't tell you if top cut at Adepticon (Chicago) was allowed to drop into Hyperspace, but I was able to play in 2 hyperspace qualifiers on Thursday and Saturday, and the System open on Friday. FFG games were probably about 1/3 of the game space at Adepticon.

So, today is 4/20 and I live in Colorado.

So there's like nothing going on today, and I'm free for the next two hours if anyone wants to join me for Istrolid! I assume everyone's at work right now, but I'll give it a shot anyway. I'm camped out in the server called Arcon.

Please set your faction as KRYT so I don't accidentally kick you, especially if you're not using your forum username or your Steam username.

The game lets you add AIs to fly against, so once you get there, let me know how you want to fly it - if you want, we can do an MvM sort of thing. The only problem is that the game doesn't currently support more than 3 on a side (gets too laggy with any more).