Thanks for the guide! How Missiles work in this game has always been a bit harder to tell from the gameplay footage, but this Video showcases it quite well.
Wire guided missiles would be an awesome addition to the missiles in this game (TOW missiles). Think sort of a missile equivalent of beam weaponry, close range due to limited guidance range, but devastating if you can get into that range because it would be immune to chaff and jamming, with the added benefit of being able to, with good micro and player skill at aiming, target specific components on the target ship! Could also be a good close range counter to the beam destroyer and also allow for another defensive component, smoke "grenade" countermeasures if you're using beam destroyers or torpedo armed ships that are meant to engage more closely. Any thoughts? Keep in mind I don't actually have this game yet but I've been watching videos on it like crazy, it's almost everything I've ever wanted in a space combat strategy game! Edit: come to think of it, smoke countermeasures could be a great defense against beam weaponry
Thanks for the guide. I am excited about the game but hesitant to play multi-player against all the people who have already been playing. Could you do a guide on builds or fleets for new players to take into multi-player?
I certainly can. There is a small number of people who play a lot at the moment but that will soon change. So don't be deterred from jumping in, experience is your friend. There are also 6 starter fleets in the game made by the community and reviewed by the developer to help new players. Each offers a different playstyle and ship loadout and is a good place to start from when playing or customising.
All you need to know is that the official discord has some really good teachers and TF ash is a starter fleet that even the best players treat as a threat.
Thank you so much. The tutorial does not prompt you each time so some times for me the instruction goes too fast. Completely missed somewhere how the control increases or decreases the distance of your circle and I could not get the waypoints right for about an hour. It makes perfect sense that the missiles that track you don't need to click right on the ship but it did not explain that in the beginning of the 6th tutorial. TY! I went from not going to go any further with this game due to pure frustration to seeing many more possibilities. TY!
The only reason I roughly knew what the cone did was because of From the Depths and watching Cold Waters playthroughs lol. But it doesn't say the range of the cone! I kept putting mine too far away going all "Oh, as long as it's in front of the cone it'll be fiiiiine." And it wasn't.
If I fire a Squall and as it travels through its waypoint one waypoint happens to be the exact location of an enemy ship, will the Squall trigger/impact/do damage or will it impact harmlessly? Or will it just fly through the enemy ship acting as if it didn't exist?
Yes it will do damage in that scenario. The warhead will always do damage if it hits something. Its the seeker that will only activate once it hits that last waypoint. Side note: some players have taken to carrying squalls and then manually aiming them on injured Battleships/Heavy Cruisers to finish them off.
Hi Paul, it has been explained to me but I need to think on how to explain it further and partly the reason I haven't made a video on it yet. I can saw that Electronic Warfare and Radars are based on how they operate in real life.
Pretty cool tutorial..What could be cool too is a wake homing torpedo/missile but instead of a ships wake it homes in on the ion trail of the enemy ship trying to run away..Also are there counter measures for being painted with an illuminator? I know modern armor vehicles can deploy smoke that masks infrared and also can also absorb some of the lasers energy to limit reflection.
The Home-on-Wake is planned in the upcoming missile update that will replace all these missiles with configurable missiles. Chaff and movement is probably the best counter at this stage. Have a look at tutorial 10. Chaff is super cheap at 1 point a piece so it is recommended to take some.
Is there a way to cut back on the missile labels a bit? Seems like a lot of text from just a few missiles in a game that's already very heavy on markers. I'd probably prefer a single label saying "13x Gale missile..." over 13 individual labels on the screen. Otherwise, I really like what I'm seeing. I've never seen 3d movement implemented on that level and in such a good way. Some of those UI features are bound to get adopted in many future games. The sphere UI for movement is just brilliant. Well done.
At the moment the best is toggling the different UI modes using the 'Tab' key. In lieu of the proper terms, 'Full UI'(what you would have seen would have seen), lists all the details for each missile cluttering the screen, see 05:46. 'Condensed UI' hides most of the words and limits to icon/markers, see 06:02. 'Cinematic' hides all UI elements and makers for those nice shots, see 06:33. More improvements may occur over time.
@@prophetsspaceengineering2913 it is very nice to know what is heading for you so you know that you have to comms jam hurricanes and blanket jam everything else, also for god sake don’t jam a squall missile
Thank you, this was very helpful! But what exactly is the difference between the Hurricane and the Gale? Dont they both just fly a straight path and stop working when loosing the track/ illuminator?
Glad to hear it. Both will fly straight if they lose their conditions of use. The Hurricane needs a constant comms link to the missile to be guided to the target and to see the track its being launched at. So a bullseye can help here. The Gale requires an illuminator and doesnt mind the ships launching missiles/illuminating targets cant see the track, as long as the illuminator paints the targets the missiles will move in on them.
I'm trying to understand the point of Gale missiles Like, I understand most of the others. Thunderheads are your general purpose, Hurricanes are for direct fire, Squalls are to screw over ECM ships... what's the Gale good for?
The gale is far cheaper than the thunderhead (8p vs. 3p) so I believe it could help in a missile heavy load out where a ship would be packed with ~60ish missiles (480p vs 180p) All it requires is a Spot/floodlight and it'll behave like a thunderhead
Yep gale missiles are very easily countered by chaff but the cost means that in 1 volley I can send out a volley of gales and then hurricanes + squalls to overwhelm point defenders before hurricanes deal damage with squalls as a fail safe for interruption jamming
For any fleet using gales, if you are using a scout frigate , you can paint from the scout which will allow you to fire gales so that gales (mildly) bend around rocks like mace torpedoes
Can you group missile together, like have one active radar seeker giving targeting info to all other missiles in volley? Like how they do in the Honor Harrington books? Always loved that concept. Throw a dozen volley missiles out, 2 are ECCM, 8 are laser pod bombs, 1 is a seeker and 1 is an ECM/decoy platform etc. And does the game really lag as much as this video shows with so little going on? Or that just your computer or recording software? I mean that temporal tearing when you move the camera is fucking atrocious.
Not at the moment. There is a major missile update coming so who knows and a public document laying out the concept. Ill have to go back and look to see if it is possible. Its more the recording software. Missiles are quite smooth in game unless you start launching significant amounts which will activate the time dilation.
Loving it so far. Once a missile path is plotted with way points, is there a way to “resend” along that path after firing, or does the course always need to be replotted? Cheers
Torpedo's have high damage and penetration at the cost of being slow and a much shorter range (3150m) and have to be command guide. Missiles are faster, longer range (14,000m) and come with different seekers and usefulness for different scenarios.
When setting missiles on waypoints, next to the cursor there will be a progressive time counter to say how long it should take for a missile to get there. You fire missiles on different waypoints at the same time by setting WCON to "HOLD", setting the different waypoints and missile allocation, when ready set WCON back to "FREE" to launch.
Hurricanes are the one missile that you have to right click on the target in order to fire it. Where as Squalls, Gales and Thunderheads can all fired into space by right clicking empty space.
@@UNDERST0RY remember to get a lock before you fire your hurricanes. Makes them almost guaranteed to hit (provided that they are not jammed or shot down), you should mix hurricanes with cheaper missiles (gales but this will be updated soon) for maximum hit probability
MLS was removed with the modular missile update due to balancing after the introduction of the Missile Programming channels. Its potentially coming back with the 2nd Faction ( the next major update).
I was just pressing and holding ALT while rapidly LMB clicking for each additional missile, releasing ALT for the last LMB click to confirm the salvo. I had to quickly jump back into the game as I couldnt remember off the top of my head. As long as you hold down ALT, each missile can be independently positioned.
Largest advantage is how cheap each missile is. They are slightly resistant to jamming but with enough radar jammers you can still jam their seekers. I am yet to test how many you would need to employ yet.
@@JDeeGaming hitting gales with jamming makes them go off course completely if you hit them early, meaning if you hit them at the right time they will not see the painted target.
I believe you need to be in a formation, then the number of missiles you selected to fire will be fired from each ship. Learned the hard way when started using corvettes with VSL-16s and instead of 10 I wanted, I launched 50 xd
Right if you have multiple missile pods on a ship they will go 1 by 1 unless you change salvo firing in settings. Aleternatively if there are multiple ships in a formation, selecting any ship in the formation then +RMB in space then ALT LMB to fire
Thanks for the guide! How Missiles work in this game has always been a bit harder to tell from the gameplay footage, but this Video showcases it quite well.
Gotta love the MLS-2, just hand load missiles and push them to space from an airlock!
Wire guided missiles would be an awesome addition to the missiles in this game (TOW missiles). Think sort of a missile equivalent of beam weaponry, close range due to limited guidance range, but devastating if you can get into that range because it would be immune to chaff and jamming, with the added benefit of being able to, with good micro and player skill at aiming, target specific components on the target ship! Could also be a good close range counter to the beam destroyer and also allow for another defensive component, smoke "grenade" countermeasures if you're using beam destroyers or torpedo armed ships that are meant to engage more closely. Any thoughts?
Keep in mind I don't actually have this game yet but I've been watching videos on it like crazy, it's almost everything I've ever wanted in a space combat strategy game!
Edit: come to think of it, smoke countermeasures could be a great defense against beam weaponry
Laser beam-riding would make more sense in the context of use by space ships, and would be similarly immune to jamming.
Thanks for the guide, very helpful! I am also excited for the missle rework coming after EA allowing for custom built missiles!!! very exciting.
Thanks for the guide. I am excited about the game but hesitant to play multi-player against all the people who have already been playing. Could you do a guide on builds or fleets for new players to take into multi-player?
I certainly can. There is a small number of people who play a lot at the moment but that will soon change. So don't be deterred from jumping in, experience is your friend. There are also 6 starter fleets in the game made by the community and reviewed by the developer to help new players. Each offers a different playstyle and ship loadout and is a good place to start from when playing or customising.
@@JDeeGaming Please do a video covering the starter fleets and tactics for them.
All you need to know is that the official discord has some really good teachers and TF ash is a starter fleet that even the best players treat as a threat.
Thank you so much. The tutorial does not prompt you each time so some times for me the instruction goes too fast. Completely missed somewhere how the control increases or decreases the distance of your circle and I could not get the waypoints right for about an hour. It makes perfect sense that the missiles that track you don't need to click right on the ship but it did not explain that in the beginning of the 6th tutorial. TY! I went from not going to go any further with this game due to pure frustration to seeing many more possibilities. TY!
Glad it was helpful.
The only reason I roughly knew what the cone did was because of From the Depths and watching Cold Waters playthroughs lol. But it doesn't say the range of the cone! I kept putting mine too far away going all "Oh, as long as it's in front of the cone it'll be fiiiiine." And it wasn't.
If I fire a Squall and as it travels through its waypoint one waypoint happens to be the exact location of an enemy ship, will the Squall trigger/impact/do damage or will it impact harmlessly? Or will it just fly through the enemy ship acting as if it didn't exist?
Yes it will do damage in that scenario. The warhead will always do damage if it hits something. Its the seeker that will only activate once it hits that last waypoint.
Side note: some players have taken to carrying squalls and then manually aiming them on injured Battleships/Heavy Cruisers to finish them off.
Excellent video, very happy to see the depth of this game's mechanics
You need to post this in the discord today...so many new people need this info
What a fantastic video series.
The missile knows where it is
Can the Illuminator punch through Radar Jamming and still direct missiles?
Hi JDee, thanks for this. QQ - can you explain the Gain and Power figures shown for the Gales and Thunderheads please?
Hi Paul, it has been explained to me but I need to think on how to explain it further and partly the reason I haven't made a video on it yet. I can saw that Electronic Warfare and Radars are based on how they operate in real life.
Pretty cool tutorial..What could be cool too is a wake homing torpedo/missile but instead of a ships wake it homes in on the ion trail of the enemy ship trying to run away..Also are there counter measures for being painted with an illuminator? I know modern armor vehicles can deploy smoke that masks infrared and also can also absorb some of the lasers energy to limit reflection.
The Home-on-Wake is planned in the upcoming missile update that will replace all these missiles with configurable missiles.
Chaff and movement is probably the best counter at this stage. Have a look at tutorial 10. Chaff is super cheap at 1 point a piece so it is recommended to take some.
@@JDeeGaming Awesome, will do thanks!
I wonder why the Hurricane is so expensive point wise, it gets blown up by PD all the same
Pre-Modular Missile Update the hurricane was pretty good as a scout killer and could get jamming/chaff with ease. There wasnt too much to counter it.
Is there a way to cut back on the missile labels a bit? Seems like a lot of text from just a few missiles in a game that's already very heavy on markers. I'd probably prefer a single label saying "13x Gale missile..." over 13 individual labels on the screen.
Otherwise, I really like what I'm seeing. I've never seen 3d movement implemented on that level and in such a good way. Some of those UI features are bound to get adopted in many future games. The sphere UI for movement is just brilliant. Well done.
At the moment the best is toggling the different UI modes using the 'Tab' key. In lieu of the proper terms, 'Full UI'(what you would have seen would have seen), lists all the details for each missile cluttering the screen, see 05:46. 'Condensed UI' hides most of the words and limits to icon/markers, see 06:02. 'Cinematic' hides all UI elements and makers for those nice shots, see 06:33. More improvements may occur over time.
@@JDeeGaming Ah, I see. Seems like a good enough solution for now.
@@prophetsspaceengineering2913 it is very nice to know what is heading for you so you know that you have to comms jam hurricanes and blanket jam everything else, also for god sake don’t jam a squall missile
Thank you, this was very helpful!
But what exactly is the difference between the Hurricane and the Gale?
Dont they both just fly a straight path and stop working when loosing the track/ illuminator?
Glad to hear it. Both will fly straight if they lose their conditions of use. The Hurricane needs a constant comms link to the missile to be guided to the target and to see the track its being launched at. So a bullseye can help here. The Gale requires an illuminator and doesnt mind the ships launching missiles/illuminating targets cant see the track, as long as the illuminator paints the targets the missiles will move in on them.
I'm trying to understand the point of Gale missiles
Like, I understand most of the others. Thunderheads are your general purpose, Hurricanes are for direct fire, Squalls are to screw over ECM ships... what's the Gale good for?
The gale is far cheaper than the thunderhead (8p vs. 3p) so I believe it could help in a missile heavy load out where a ship would be packed with ~60ish missiles (480p vs 180p)
All it requires is a Spot/floodlight and it'll behave like a thunderhead
Yep gale missiles are very easily countered by chaff but the cost means that in 1 volley I can send out a volley of gales and then hurricanes + squalls to overwhelm point defenders before hurricanes deal damage with squalls as a fail safe for interruption jamming
For any fleet using gales, if you are using a scout frigate , you can paint from the scout which will allow you to fire gales so that gales (mildly) bend around rocks like mace torpedoes
Can you group missile together, like have one active radar seeker giving targeting info to all other missiles in volley? Like how they do in the Honor Harrington books? Always loved that concept. Throw a dozen volley missiles out, 2 are ECCM, 8 are laser pod bombs, 1 is a seeker and 1 is an ECM/decoy platform etc. And does the game really lag as much as this video shows with so little going on? Or that just your computer or recording software? I mean that temporal tearing when you move the camera is fucking atrocious.
Not at the moment. There is a major missile update coming so who knows and a public document laying out the concept. Ill have to go back and look to see if it is possible.
Its more the recording software. Missiles are quite smooth in game unless you start launching significant amounts which will activate the time dilation.
Loving it so far. Once a missile path is plotted with way points, is there a way to “resend” along that path after firing, or does the course always need to be replotted? Cheers
You have to replot the path after a salvo at this point.
@@JDeeGaming many thanks
Great video. Thanks for this. What is the difference between torpedoes and missiles?
Torpedo's have high damage and penetration at the cost of being slow and a much shorter range (3150m) and have to be command guide. Missiles are faster, longer range (14,000m) and come with different seekers and usefulness for different scenarios.
@@JDeeGaming also torpedoes are incredibly vulnerable to jamming
How does one time a bunch of missiles to impact on target simultaneously?
When setting missiles on waypoints, next to the cursor there will be a progressive time counter to say how long it should take for a missile to get there.
You fire missiles on different waypoints at the same time by setting WCON to "HOLD", setting the different waypoints and missile allocation, when ready set WCON back to "FREE" to launch.
I cannot get the Hurricanes to fire. All I ever get is a Targeting Mode Unsupported message.
Hurricanes are the one missile that you have to right click on the target in order to fire it. Where as Squalls, Gales and Thunderheads can all fired into space by right clicking empty space.
@@UNDERST0RY remember to get a lock before you fire your hurricanes. Makes them almost guaranteed to hit (provided that they are not jammed or shot down), you should mix hurricanes with cheaper missiles (gales but this will be updated soon) for maximum hit probability
Wait, the MLS isn't in the game. :\ That is unless you use a mod.
MLS was removed with the modular missile update due to balancing after the introduction of the Missile Programming channels. Its potentially coming back with the 2nd Faction ( the next major update).
On the Thunderhead missles, how are you firing multiples of them? Hold Left Alt doesnt do anything.
I was just pressing and holding ALT while rapidly LMB clicking for each additional missile, releasing ALT for the last LMB click to confirm the salvo. I had to quickly jump back into the game as I couldnt remember off the top of my head. As long as you hold down ALT, each missile can be independently positioned.
@@JDeeGaming Thank you for this, you helped me figure out the issue; my alt and windows keys are swapped on my keyboard.
so what exactly is the advantage of the Gale missile? jam resistance?
Largest advantage is how cheap each missile is. They are slightly resistant to jamming but with enough radar jammers you can still jam their seekers. I am yet to test how many you would need to employ yet.
@@JDeeGaming yes 400 gales in one fleet is scary
@@JDeeGaming hitting gales with jamming makes them go off course completely if you hit them early, meaning if you hit them at the right time they will not see the painted target.
How do you fire a salvo?
I can only launch one....
Thanks
Hold down ALT and click LMB for each additional missile. When your ready to fire, release ALT and confirm the order with ENTER or another LMB click.
@@JDeeGaming thanks, I figured it out, great game, really enjoying it 😀
You can also change the amount of missiles one click fires in the settings.
how to launch from multiple missile pods at same time
Let me look into it
I believe you need to be in a formation, then the number of missiles you selected to fire will be fired from each ship. Learned the hard way when started using corvettes with VSL-16s and instead of 10 I wanted, I launched 50 xd
Right if you have multiple missile pods on a ship they will go 1 by 1 unless you change salvo firing in settings. Aleternatively if there are multiple ships in a formation, selecting any ship in the formation then +RMB in space then ALT LMB to fire
@pi Eppy You may be thinking of Point Defence salvos which do not change how a VLS/MLS will operate.
@@JDeeGaming oh no, I have been caught confidently incorrect
But what about torpedoes?
Not in this one sorry. Ill have to do one on them.