rebel galaxy best ship progression

So you don't have to toggle your acceleration up and down and can help match speed with other frigates. I suggest prioritising shields, broadsides and deflectors for upgrades. there might be hostiles around). Turrets, secondaries and components are automatically transferred over to the new ship upon purchase, and if the player chooses to "downgrade" to a ship of a lower cost, the difference in cost will be credited to the player. ALL RIGHTS RESERVED. It's got more weapon and missile hardpoints than you'll know what to do with, more power than you'll ever need, and almost too much cargo space. Set the tactics for AI targeting in the pause menu. My advice? Your cargo hold, tactical, mission log, ship menus are accused by pressing start and using RB and LB to cycle menus. There's no extra room for cargo here, just more bullets. That is, they'll fly straight for you, shooting with every gun on their ship, then fly away for a few seconds before repeating the pattern. It's a big help. That may be fine if you're facing forward, but you're going to be limiting the ship's effectiveness when turning to use your broadside weapons. The fastest and most maneuverable ships for fighting have a light hull that require substantial power to recharge the shields for surviving long battles; so carefully balance the power drained by your installed weapons while firing (and remember you can manage the real-time distribution of power in the command interface, bars on the left, to pump up the shields over the other functions in case of necessity). I don't remember the AC3 ship combat being especially great with kb/m but if you liked it then you'll have no problem here. If you absolutely, positively must kill every other ship in space, accept no substitute. There is no better argument for going out of your way to complete the Bountiful Vista quest than this ship right here. Also, you'll need different power allocation setups depending on the number of opponents you're facing. I'm curious, why don't you like it? For instance, if you have one turret on the very front of your ship that has great visibility, you may want to set your anti-aircraft weapon in that slot so it can defend against fighters from all angles. The Famine is the more likely event to stop once the NPC relief ship reaches it, but for as long as those two events are going you should literally drop what you're doing and trade between those stations as much as possible; if you catch the events early you should be able to make six figures worth of income in under an hour. Cha-ching. Have some questions? Outsider stations are typically where you can find missions that will raise your cartel faction rep. Once you're at least neutral with the cartel, you'll be able to gain access to their outposts which will give you access to more cartel missions and some exclusive equipment. You received a message from your aunt that included the coordinates and command codes for her old Hammerhead-class ship, the 'Rasputin', and a message to come find her in a remote section of the galaxy. Another thing: if you want a way to increase the Platypus' damage, invest in a high-end missile launcher. It increases your ranking with the Citizenry faction (giving more leeway when you attack citizens out of necessity or convenience), survivors (miners or traders) will thank you in cash for helping them, plus the traders that you save will be open for business. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. This has even been known to happen more than once within one mission. There are also different series of ships which is non available for the player, piloted by civilians, police, or criminals. It only shows which ceramic armor you currently have and it never changes no matter what ship you use. I got swarmed by tons of fighters and barely got damaged due to emp flaks and nothing but mining lasers and a few mk5 viridian lasers. I'm of the mind that the Durston is still a slightly better option, but that will ultimately come down to taste. reddit. The guild ships are locked behind rank. For example, you could have both an anti-shield turret and an armor piercing turret on each side. In Space is where the main action happens where you can fly between stations, fight enemy ships, raid traders, mine resources from asteroids, explore etcthere are many options. We'll also discuss the basics of ship-to-ship combat, so when you do run into trouble, you'll know how to take out your enemies or make it out alive. Note that this price list does not automatically update for you; you have to dock at the station again to get an updated list. These additional ships are only available after finishing the Bountiful Vista quest in the Eureka system. Games 10-1. Privacy Policy. [195] See the line from a sufficient distance, and it straightens itself to the average tendency. 20ish hours into . Without warp engines travelling between even two relatively close stations would take far too long to be feasible. I usually forget what I paid after docking in a different station. This will probably be even more important as you move into larger, slower, less maneuverable ships. The Tanhauser is again, but really adds a lot of firepower. Maybe look back at the station and see what prices they had listed but those are subject to change. Upgrading your turrets (all of them) should come. Tech isn't restricted on ranks, so as long as you're neutral all is good. Paying for bounty info in more advanced systems can cost quite a bit (e.g. Keep in mind some bounties will be on friendly targets (like Militia). All rights reserved. Noob). In Station mode while you are docked at a station you can talk with NPCs, accept missions, repair/upgrade/replace your ship, buy and sell Commodities and hire a Mercenary. That way, you'll be making a hard 180 while still maintaining your speed. If after a few rolls the choices are still bad fly on to the next station. Go to Quora. Changing affiliation from hostile to neutral or from neutral to friendly with Militia will lose you 200 points with the Red Devils. In the ship equipment screen at a station each turret has to be individually purchased and equipped. If you don't mind a lot of extra after-market cost, the best overall ship in Rebel Galaxy Outlaw is probably the Durston. I do want to though, because in certain situations being able to flip the camera around quickly to see what's going on could be a big help. Rebel Galaxy is a space Western -styled space trading and combat simulation single-player video game developed and published by (at the time) two-person studio Double Damage Games. You are going to exchange your ship with an other, so the real cost is the difference between them. With an engaging storyline and a full conversation system, you can follow the narrative, or ignore it and forge your own path at . If another ship lands the killing blow you won't lose the affiliation points, which is handy for missions with conflicting affiliation. After several weeks of travel you arrive at the remote, semi-lawless sector and start looking for clues to her whereabouts. so mess around with new ships and configs as much as you want. Also note that stations contain a limited quantity of In-Stock inventory that usually doesn't refresh until at least one game day passes. Beam turrets are instant beams, normally not very good against shields but good against armor, that have a short charge-up time from the point the firing button is pressed, then they shoot a constant beam at the target until they overheat or the trigger is released. Keep in mind that will still only increase affiliation with Mercenaries Guild, not the respective employer. The tier given should reflect how good the ship performance is compared to other ships of the same ship class or role. The player can upgrade to any ship provided they have enough funds. Steam Community :: Guide :: The Ships of Rebel Galaxy from images.akamai.steamusercontent.com (i used dumbfires up until mk5. E.g. While I think it's is the best ship overall, even the Durston holds no candle to the sheer destructive capabilities of the Coyote. Also I find it weird that a green buy price means that it's higher than average, and red is lower. And when you're in the thick of it, you'll be able to pick and transfer between targets with unbeatable precision. You start neutral to them so can dock at their stations. Like the Sequoia to the Sonora, the Dingo is essentially a straight upgrade to the standard-issue Coyote. You'll be waiting about three seconds on average for projectile guns to reload after they've exhausted their ammo supply. Affiliation should improve as you complete optional missions and respond to distress signals. One of the absolutely best situations for making a lot of money quickly is if you have one station with a high-demand event like Famine, and another close-by station with a wide variety of goods (preferably Scientific) with a Market Glut event. Their missions are available at all stations except Red Devils'. No other ship matches it, allowing you to get into and out of fights on whichever terms you'd like. Rebel Galaxy is a space adventure game developed by 2 guys Travis Baltree and Erich Schaefer from the Torchlight series of games and like Torchlight, this borrows elements from Diablo. What's a good ship you guys recommend? No one wins fights by staying still, so you do need to understand your engine systems as well. Espaol - Latinoamrica (Spanish - Latin America). Ships can also be renamed and have their appearance customized with paint jobs, options which are available at ship dealers. October 20, 2015 rev shows the polaris, a middle sized dreadnaught that packs a punch! Most of them are better than the same, generally available, component or weapon. { n="CORE_HEALTH", t="FLOAT", v=14000.0 }, Increased turret points also help alleviate the Beluga's poor maneuverability, as you won't have to reposition the ship to take out hostiles. It also works at long range from a pulse so if you uncover a bounty, you know which group of ships it is. This variable speed is especially important if you are chasing a Pirate Lord; while far away at your top speed you can easily catch up to them, but once you get within close radar range your ship will slow down significantly. This isn't a skill I can teach in text, though. Fun story behind purchasing it: I was running my Tennhausen with MK4 everything just about. Icarus: fast and nimble, great for running next to a capital ship and wreck havoc. Using the Gamepad. If there are both friendlies AND hostiles in the target area then it's genuine, if there are only hostiles - it's a trap. As for reprioritizing your targets, here are my hard and fast rules. It's the largest and it has the most firepower. New Wire Marine's line of custom marine rocker switch panels are the industry leaders in one-off switch panel manufacturing. In order to destroy a capital ship without losing points there are a few tricks that can be used, but it's tough so have good gear when attempting. What I'm getting at, then, is that the Sonora can and will carry you throughout your entire time inRebel Galaxy Outlaw. Standard Engines are just that; your regular propulsion system. These events start before the invader (or militia in case of embargoes) reach the destination. Not even the final entry on our list. Mastadon was the ship I got after the first one. You will spend countless hours maneuvering your ships to the battle or fleeing from enemy ships. Plan accordingly. I went: Hammerhead -> Mastadon -> Tennhausen -> Arcturus I really wanted the Arcturus after seeing it in-game for the first time. Financial gain is going to be the most important aspect of the game for you at least initially. Haven't read through it yet, but this is a great topic, probably easier to get answers here than to sift through the shit over at the Steam forums. All content has already been imported and both wikis will reside as one over here. If ships, rocks, signals etc come within radar range your ship will slow down, giving you time to react to the signal or just move on. These are pretty straightforward. You'll also want an ECM 3 for the inevitable barrage of missiles you'll encounter. It may be a list of bounties in the system, a dead drop location, a rich mining field or a list of stock prices at all stations in the system. Don't listen to people who say dreadnoughts don't have scaled up shields and hull. Note: This is ONLY to be used to report spam, advertising, and problematic (harassment, fighting, or rude) posts. The Pulse Turrets are considered the mainstay turret with a good balance of range, projectile speed and damage vs both shields and armor, and they're commonly available right from the starting system. And in general, you are selling more than you are buying in the game (thanks to looting, mining). You don't want to sacrifice too much of the speed that gives you an advantage, but without the means to pump up your defenses, you won't last long in many of the fights the game throws at you.