Saturday, August 6, 2011

27th July Update

The core of the latest Pirate Galaxy (PG) update was v2.0 of the achievement system. Splitscreen described it as a new system but I think that's a bit of a stretch. Some new achievements have been added, such as Grand Explorer, and some bugs have been fixed.

Best of all you can now find out what elements of the Blueprint (BP), missions and zone visited achievements you are missing. I've posted before about the need for this so I'm glad to see it at last. Before this update I was 1 short of having all the Gemini BPs, but had no idea what it was. I had assumed that it was a Shock ship Gemini BP as I didn't have a Shock so couldn't see BPs such as Stun Charges or Speed Actuators. I could see the Tank, Storm and Engineer BPs and I had all of the Gemini versions of those. I even wrote a list of all the Gemini Shock BPs and had gone through the system collecting at least one of each to discover which was missing. When I found that I had all of them I was not happy and assumed that either it was a bug or perhaps a paint job BP that I hadn't found.

Then came Achievements v2.0 and I found that it was a Warping Aim Scrambler. How a BP that you collect in Antares can be the missing Gemini BP I've no idea. Still it only took me 5 minutes to get to Terasa and collect via the deaths of a few level 19 Avengers. At last, the Gemini BP Collector achievement was mine.
Update: In the changelog for August 11th 2011 it says 'Fixed a bug in the achievement Gemini Blueprint Collector that caused it to also require Antares blueprints.' Well that resolves that problem. Thanks to whoever read here then went and got it fixed.


Every time I get a new achievement I check my position in the Hall Of Fame. At that time I was number 1,086 so the top 10 don't have to worry yet. However the Hall Of Fame ladder has a flaw. For some reason there is a cut off of some sort at 1,018. See the screen grab. I'm on the lower side of the cut off so should actually be some places higher. I'll try not to sulk until Splitscreen fixes this.

Update: I've recently realised that the names in the ladder at the top of the second section are all GMs. It seems that they are causing some sort of log jam in the ladder.


Friday, July 22, 2011

'Gaining Entry'

Are you lot ignoring me?
The preceding story mission was: 'Back to Mizar'

The following story mission is: 'Molikar Search'

Now then, this is a good 'un. At first glance it seems identical to 'Testing Aggro' but it's a lot tougher. While I was playing this there was a large squadron howling in frustration as they failed again and again. I can understand why, and I bet it's driven many a player to distraction.

I played it solo and in my first 8 attempts failed, by trusting to skill, judgement and luck. Then I realised that there is a systematic method of working out The Solution. In the next 8 runs in zeroed in on three numbers which would allow anyone to nail this blighter. Am I going to tell you what those three numbers are? No. Of course not. However I will tell you how to discover and apply them yourself. Then if you want to be a spoil sport and blab them all round Mizar then that's up to you.

The aim of the mission is to get three different Mantis types to damage the Aggro Beacon (AB) Layla Hornblower built for you. As on Terasa, you must get the AB to receive damage within a maximum and minimum value in 60 seconds. It's harder this time though as the Mantis are tougher. That means that the damage accumulates quicker and it's harder to stop it by fragging the Mantis. However Layla saw fit to install the AB with a Repair Droid (R2 unit), which is the key to beating this mission. You activate it by scanning the AB.

You are given directions to three locations where the following happens

  1. The AB is attacked by 4 level 35 Detonators and requires between 50% and 65% damage.
  2. The AB is attacked by 4 level 35 Marauders and requires 65% to 85% damage.
  3. The AB is attacked by 4 level 35 Pyros and requires between 80% and 90% damage.
In my first attempts I just tried to judge when I should start attacking the Mantis, hoping to kill the last when the damage was in the required range. However there were too many variables. Sometimes I got few critical hits and the Mantis lasted longer doing too much damage. Other times they did damage quicker, or slower which was just as bad. Half the time I got the Detonator attack right, but then I'd fail in the Marauder attack and have to start again. Luckily failing does not get you podded, so failure is free.

Once I realised that the variation in the Mantis and my own attacks was the problem, I came up with a theory.   If I stopped attacking the Mantis then that removed one variable completely. Second, if all 4 Mantis were allowed to attack the AB then the damage they inflicted, though greater and quicker, would be more consistent and easier to gauge. Third, the R2 unit is very consistent. I could turn it on exactly when I wanted, it always runs for 15 seconds, and it repairs damage at a fixed rate. 

Bare with me, I'm getting there. 

The practical application of this geeky variation theory is this. As the Mantis attack the AB, select it and leave the mission sidebar open, as in the screen shot above.  Watch the 60 second countdown (between the cryonite reward figure and the % complete figure) and when it gets to whatever number feels lucky to you (50 for example) scan the AB to start the R2 unit. The AB will repair faster than it's damaged and by the time it runs out it will be back at 100%. That leaves the Mantis what ever time is left in the countdown to damage the AB. So if you started the R2 unit at 50 seconds then the Mantis will have 35 seconds to damage the AB. Don't fire on them. When the timer runs out you will be told if the AB unit took too much, too little or a Goldilocks amount of damage. If the AB unit took too much then next time start the R2 unit a few seconds later. If it took too little, then start the droid a few seconds earlier. If the damage is just right then remember that number for the next attempt and move on to the next attack. 

There is still variation of course, so if in one run the Detonator attack worked with a 45 second start, then it may fail at 45 seconds in a later run. If so, just move the start by plus or minus 1 second. It just means that you are at the edge of the required range and need to nudge nearer to the middle. 

I've tried explaining that as clearly as I can without telling you the answer so I hope it makes sense. 

When I worked out my three numbers, which are the points in the countdowns to start the Repair Droid, I felt extremely smug. I'm sure others got there earlier and quicker, but I don't care. It's nice to beat a mission through using your brain every once in a while.

Sunday, July 17, 2011

'Alerting Colonials'

The preceding story mission was: 'Saving Tobias Planck'

The following story mission is: 'Colonial Counterattack'

There's no time to mourn cuddly uncle Bill. Tobias says that with Lyris under attack you have to bomb over to Administration City on Axiom. Warn the Colonial defence forces before the Mantis get there.

This sounds exciting but the mission is basically fly to Axiom and earn 30 crystals in the process. Still you probably needed a chance to pull yourself together.

Tuesday, July 12, 2011

A Paying Customer

Picture stolen from Ehow.co.uk
Two years and three months after joining, and 19 days of Pirate Galaxy (PG) play time, I finally put my hand in my pocket and paid for the privilege.

I've already posted on the arguments about paying in Cheating? Or paying your way? Feel free to comment if you're either outraged by my actions or want to pat me on the back. Another good read on this topic is Tobold's MMORPG Blog. Tobold regularly blogs on payment for online games and he talks a lot of sense. His blog covers a much wider scope than mine and is always worth visiting.

From my Pirate career so far I had collected just over 12,000 gold bullion. Some of this was rewards for levelling up, but most was compensation from Gamigo ages ago for a service outage. I'd decided that I wanted to get myself the 6 month Ultimate Membership which costs 66,000 gold. I clicked on the purchase gold button in the shop and a separate browser window opened to take me through the transaction. Gold is purchased in packages so I chose the 54,500 deal which was almost exactly the amount I needed. A couple of clicks later and the deal was done, costing me just over £44. Minutes later the gold appeared in my game account and I took out my membership. I should say that this was for my Gamigo account which houses my main pilot. My Splitscreen account is separate so how smoothly that would go or how much it would cost I don't know.

For those who don't know, the Ultimate Membership means that playing the game is virtually Energy (E) free. Using my Blaster, Repair Droid, Shield, Aim Computer or any other equipment uses no E at all. I can also repair ships in the hangar for free, and jump between planets at zero E cost. Resurrecting yourself costs just as much E as it normally does but that's the only cost there is. Sweet.

In the few days I've had membership I've wondered why it took me so long to get it. No more boring E collecting is the most obvious benefit, but there are others. For example jumping between planets is now almost a joy. If I want to nip back to Gemini, swap my ship and have a blast on Technatoria, it takes one or two minutes. Previously that trip could take seven  minutes or more, unless I wanted to spend all my E in hyperjumps.

Grinding is easier as you don't have to keep leaving your spot to fuel up. Another gain is that it's free to kill something. Before, when I passed a solo Mender I'd be tempted to blast it but might have wanted to save power. Now as long as I'm not against the clock I can indulge myself and see if I strike gold.

Basically I get more fun time in the game, and I suppose a slight advantage against other players. Nothing as significant as a Blueprint (BP) or firepower booster but I do have more staying power. The non-game benefit is a warm feeling knowing that I've contributed financially to PG, helping preserve its existence and adding to Splitscreen's honest profit.

Sunday, July 3, 2011

'Back To Mizar'

The preceding story mission was: 'Testing Aggro'

The following story mission is: 'Gaining Entry'

Like most travelling missions, there's not much to say about this one. In orbit around Terasa, Layla Hornblower tells Natassia that the modified aggro beacon has passed testing and is ready to be used in Mizar. Say goodbye to the Antares system and fly back to Baumar.

Once in Baumarian orbit Natassia tells you that Layla put a special feature in the device to make the task easier with more powerful Mantis. If you want to know what that is then take the next mission.

With some story missions it's really difficult to make an interesting post.

Wednesday, June 29, 2011

'Saving Tobias Planck'

Tally Ho!
The preceding story mission was: 'Operation Smuggler Shut Down'

The following story mission is: 'Alerting Colonials'

A significant mission, which is fittingly both challenging and dramatic.

This was my first story mission in The Penguin, my AnIn-2000 Speed Stun. I'd taken it for a few white mission spins so I was familiar with it.

Bill Darius relays orders from the Colonials, which are to locate the scientist Tobias Planck. This boffin is believed to have information on a Mantis build up on Aurora. You meet with Bill on the surface of Lyris and head for one of Planck's research buildings, which he built for research into the planet's beautiful giant mushrooms.

Sure enough Tobias is there, at first afraid that you and Bill are pirates, which is understandable. After he learns that you've been sent by Ivanova he relaxes and starts to fill you in. He believes that the Mantis have repaired the Vega star gate and are massing on Aurora. General Victory of the Colonial forces keeps ignoring him but Tobias has detailed research at a nearby lab. You have to escort him there, keeping local Marauders off his back if you encounter any.

As you approach the lab you see another honking big Mantis mothership hanging in the air. The lab's been trashed and Planck's colleagues captured. Charge! You of course attack the mothership and the tasty looking Mantis muscle around it. That's when tragedy strikes.

The mothership targets Bill, giving him just enough time to send you one last poignant message. Then his ship explodes, with no pod in sight. That's right, cuddly uncle Bill is dead.

There's no time for tears. Tobias sounds the retreat and it's time for operation 'Save-Ass'. Hit the Afterburner and disengage, then flee to orbit as soon as you can. Don't bother looking for Planck or Bill, just punch it. I managed to maintain my 100% record of completing Vega story missions, but I was on my last legs and left a trail of flames as I went up, up and away.

In orbit Tobias says that you must take the news of the Mantis breaking the truce and attacking Lyris to the Colonial Guard on Axiom.

A good mission, where success is defined as escaping with your life, your mentor killed and the planet overrun. Poor Bill.
Mourning Angel by Shane Willis

Sunday, June 26, 2011

Storm, Tank, Engineer or Shock?

Right then. You've just completed the story mission 'Operation Smuggler Shut Down' and have been conscripted into the Colonial Forces. Major Ivanova has given you Blueprints (BPs) for four types of Colonial military ships.

If you are at least level 10 and have 445 cryonite crystals, it's time to make the biggest decision of your Pirate Galaxy career so far. Buying and equipping one of these ships will be expensive and you are likely to be flying it for the rest of the Vega system storyline. Now don't panic, because whichever one you choose you can win through. Plus you will be buying a bigger and more powerful ship in the next system and you can chose a different class then if you like. However making the wrong choice might lead to enough frustration to make you give up on PG altogether. We don't want that do we?

The website The Hitchiker's Guide to Pirate Galaxy, and this page of the Pirate Galaxy Wiki have all the technical details of the ships. I won't be repeating them here. I'll be talking about their relative merits and otherwise, hopefully helping players to make the most enjoyable and satisfying choice for them.

AnIn-2000 Storm
When you absolutely, positively, got to kill every Mantis critter in the zone, accept no substitutes.

This is the kill-wagon, specialising via offensive weaponry in the quick destruction of your targets. I put this one first because many players won't bother reading any further after seeing 'kill-wagon' or 'offensive'. In addition to the generic Blaster, Collector, Repair Droid and Afterburner, this chap is equipped with Rockets and an Aim Computer.

Rockets are slow to cool down, slow to reach their target, but when they do...oh baby! They deliver more damage than a Blaster (per shot but not per second due to the fire rate) and also generate splash damage, so nearby targets take damage too. These are great for firing into clusters of Mantis, and there is a sadistic pleasure in watching one chasing down a fleeing enemy.

Aim Computers give your Blaster and Rockets a better chance of both hitting and doing critical damage. You switch it on as you prepare to attack and enjoy the benefits while it functions. Visually unimpressive but tactically effective.

The Storm has decent armour, but without a shield it's not that durable. Kill 'em all before they kill you. Often you can destroy two or three Mantis before they've even powered up their own equipment. The best ship for the 'kill' white missions.

A fairly simple one to pilot and explosive fun. Very popular, i.e. common, so you won't stand out, or be in great demand as a squad or clan member. A safe choice and in many peoples' opinion the best for the Vega system.

AnIn-2000 Space Tank
The name says it all. Sit cosy in your armoured shell as you methodically disassemble the enemies swarming all over you.

The strategy of this Tank when flown solo is to rely on its defensive abilities while hitting the enemy with the blaster. It has a shield like the AnIn-1450 and has armour which is streets ahead of other player ships. It also has a Taunt fitted, which is an acquired taste.

The Taunt is targeted at an Non Player Character (NPC), and forces it to attack you. The first thought of course is 'why?' Well it is useful in drawing attacks away from squad-mates, or story mission NPCs which you need to protect. It's also good for 'fishing'. This is where you sit on the edge of a large group of enemies and Taunt one towards you so that you can engage it one on one. I have been told that if you Taunt a squad-mate during a fight it allows them to orbit immediately without having to break contact with the enemy. I haven't tried that one so don't take my word for it. [Update My old mate Lool is a bit of a Taunt aficionado and has given me some info. Taunt does not allow your squad mates to break to orbit when you're in a fight. However if you are in PvP you can use it on your opponent to stop them orbiting. So let's say you're both Red and are having a scrap. You get your opponent on the ropes, so he/she wisely/cravenly uses the After Burner (AB) to get away. Normally after a few seconds of avoiding battle they will be out of combat mode and able to orbit. However if you've Taunted them then they are stuck in combat mode and can't make it into the wide blue yonder. Your own AB should be cooled down now so you can close with them again. Useful. It makes game sense of a sort too, as the Taunted pilot could be considered to enraged to flee to orbit, even if they are trying to keep their distance from you. ]

If you play mostly solo then this may be the ship for you. It can protect, fight and escape, plus it needs emergency repairs less often. Works well in a squad as an anvil, holding the enemy in place while the others hammer it. Very common again, but there's good reason why it's popular. This was the ship I chose for my first run through the Vega system all those years ago.

If you're a cool, calm and collected player and don't crave the excitement and fireworks of the Storm or Shock then put a Tank in your hangar.

AnIn-2000 Light Engineer
The nice ship for nice pilots.

Engineers exist to help other ships. On their own they are weak, having the weakest armour and weakest fire power. If you play solo, choose this ship only if you like a challenge.

The Engineer's unique equipment is the Repair Target (does what it says in the tin) and the Protector. Repair Target can be used on squad mates, buddies and NPC ships. Protector is a shield that can be used on yourself or a buddy, recharges quicker than a standard shield and works against stuns. The Protector is useful in solo play but the repair target will not work on yourself so is useless unless you are accompanied.

Pilot one of these and you will be everyone's mate. You'll find a spot in every squad and clan, and playing the medic roll in a team can be the best fun in the game. I would strongly advise you not to chose this ship to travel through the Vega storyline alone. I would recommend that the Engineer is your second ship.

AnIn-2000 Speed Stun
The Penguin
Wanna stand out? Get a Shock.

For some reason Shock ships are the rarest in the game. I've only just chosen one myself, The Penguin, after  'Operation Smuggler Shut Down' to try out through the Vega storyline.

The Vega Shock has a Speed Actuator and Stun Charge in addition to the generic equipment. The Speed Actuator can be used on yourself or another ship, and makes everything faster. The ship flies faster and all equipment cools down quicker. This doesn't sound that glam, but think about it. Your rate of fire increases so you hit more often, you can repair quicker and flee sooner. Nice. The Stun Charge does just the opposite, slowing the target's flight and recharge speed. Imagine stunning your enemy then speeding yourself up. Devastating.

The Shock has only slightly tougher armour than the Engineer with no Shield or Protector so you will have to make full use of its fleetness of foot. It does quite well in the offensive field though, just better than the tank but still far behind the Storm.

As I said, this is an uncommon ship but it can bring a lot to a squad or clan. It will take a bit of skill to pilot this to its full capability so good for a challenge. Go on, take the path less travelled.