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Off-Topic Discussion => Gaming Discussion => Topic started by: Klaustrophobia on January 16, 2012, 01:04:54 pm

Title: Nexus: The Jupiter Incident
Post by: Klaustrophobia on January 16, 2012, 01:04:54 pm
I didn't want to polute the thread about the possible nexus 2 with discussion on the old one. 

I understand there's a fairly strong contingent of nexus players here.  I think I'm gonna need some help.  The manual and in-game tooltip tutorials were limited in their usefulness for learning the game mechanics.  Specifically, the controls.  They don't seem to actually work like the instructions say.  I was getting by when I just had to control one ship and only had a few enemies to worry about.  But once the first large battle hit (the one where you first encounter the seige laser), all hell broke loose and I just floundered around not knowing what the **** I was doing.  I don't have much in the way of specific questions.  If there's any general advice or useful info I should know but probably don't, mind throwing that at me?  I do have one specific right now, how do I get multi-selection to work?  Draging a box seems to do nothing, and I couldn't get control-click to work either.  If I have to micro-manage every single ship, I'll probably end up ditching the game pretty quick.

I'm starting to see what you mean with it being an unfinished game and the story being rather poorly told.
Title: Re: Nexus: The Jupiter Incident
Post by: TrashMan on January 16, 2012, 02:24:22 pm
That's a difficult missions.

What you should do is break out of your protective shield, hit enemy ships (focus fire on one) to break the siege laser formation, then run back.
IIRC; you can give orders while paused.
Title: Re: Nexus: The Jupiter Incident
Post by: Commander Zane on January 16, 2012, 03:27:25 pm
If I have to micro-manage every single ship, I'll probably end up ditching the game pretty quick.
You're honestly better off doing it this way; put every combat ship on Command Mode, otherwise they won't do a damn thing you tell them to in Aggressive or Defensive Mode.
Focus fire on point defense and shield generators, then attack with hull-damaging weapons. From what I remember the "anti-shield" weapons were absolute trash.

I did lose two of the three Gunboats that you're given though...
Title: Re: Nexus: The Jupiter Incident
Post by: Klaustrophobia on January 16, 2012, 04:44:50 pm
Is command mode the one with the f-key things, or the mode you control everything individually?  i've decided that the combat interface could be drastically improved by simply allowing new orders to not cancel out old ones so long as they don't directly contradict.  that way you could quickly attack a de-shielded ship with hull weapons and still maintain laser/anti-sheild fire on a different ship, for example.  or shoot some missles at a far away ship while you're in a combat-range fight with another.  or direct your fire somewhat more effectively while running away.  etc. 
Title: Re: Nexus: The Jupiter Incident
Post by: Commander Zane on January 16, 2012, 06:16:23 pm
It allows for total manual control of your ship, so before you attack something you have to assign which weapons you want to fire and the subsystems of the target ship (Or the hull directly) that you want to hit.
It seemed to me when I played this game - especially in this mission, that clicking on the weapons and then your target instead of using F6 and F7 was more effective, it was like they occasionally ignored the F6 and F7 commands.

And I don't remember exactly but I think you can attack multiple enemies at once, using the same method of clicking a weapon and one target ship, and then clicking another weapon and target ship.
Title: Re: Nexus: The Jupiter Incident
Post by: Klaustrophobia on January 16, 2012, 07:40:08 pm
yeah, you can with the manual commands, but it's cumbersome in the middle of a heated battle.  using the quick commands would allow so much more fluid play.  i hate pausing the game to catch up in commands, it ruins the immersion.  i never paused in mass effect either.
Title: Re: Nexus: The Jupiter Incident
Post by: StarSlayer on January 16, 2012, 08:36:12 pm
(http://nexusthegame.net/w/images/f/f3/Norbank.png)

Hmph!  Your tactical acumen will never approach that of Rear Admiral Arthur Norbank!
Title: Re: Nexus: The Jupiter Incident
Post by: Klaustrophobia on January 16, 2012, 08:43:26 pm
i'm quickly growing tired of this game.  mission after that one, i have 2 ships to their 4, they take FOREVER to kill while they happily blast away at the invisible thing i'm supposed to protect.  WHAT THE ****.  and are missiles worthwhile at all?  i can shoot one, MAYBE two before the ship reverses and attempts to widen range, but never manages to and all it really does is take itself out of the fight.
Title: Re: Nexus: The Jupiter Incident
Post by: TrashMan on January 17, 2012, 01:08:40 am
Some missiles are HUUUGE damage dealers. 1-hit KO on unshielded ships.

Nexus is a difficult game. It's not easy to win battles without losses. I had to re-play a few myself.
Title: Re: Nexus: The Jupiter Incident
Post by: Starman01 on January 17, 2012, 02:52:04 am
Quote
i'm quickly growing tired of this game.  mission after that one, i have 2 ships to their 4, they take FOREVER to kill while they happily blast away at the invisible thing i'm supposed to protect.  WHAT THE ****.  and are missiles worthwhile at all?  i can shoot one, MAYBE two before the ship reverses and attempts to widen range, but never manages to and all it really does is take itself out of the fight.

Yep, the battles are really taking long, but since they are so nice to look at, it's still fun.

Not sure which mission one you mean, since it's been a while that I played it, but if I remember correctly in mission 2 you are supposed to intercept that chinese freighter. Whatch the mission objectives very carefully.

BEFORE launching the helpless and quickly killed shuttle, you have to take out the enemy fighter wing AND (more important) the flak gun on the enemy ship.

First focus your fighters and your own flag gun on the enemy fighters. Then board your fighters again, and use your beam weapon to destroy the enemy flak (bring it to 0%, not only 50%, or they might repair it).

Fighters and shuttles are really usefull one their tasks, but incredibly vulnerable to the flak lasers
Title: Re: Nexus: The Jupiter Incident
Post by: TrashMan on January 17, 2012, 04:03:51 am
(http://nexusthegame.net/w/images/f/f3/Norbank.png)

Hmph!  Your tactical acumen will never approach that of Rear Admiral Arthur Norbank!

We must all prostrate ourselves before his genius!
Title: Re: Nexus: The Jupiter Incident
Post by: Colonol Dekker on January 17, 2012, 04:21:14 am
Equipping the RIGHT weapons is KEY to this game. My angelwing has mostly heavy hull killers with a few good shieldbreakers while my Destroyers are all about anti shield and sub with one anti-hull. I WUV my Avalanche though.

It's the nuts :yes:
Title: Re: Nexus: The Jupiter Incident
Post by: BritishShivans on January 17, 2012, 04:32:07 am
Also, for missions with Gorg battleships in them, equip the Sparta with a Diffuse missile launcher. Once the battleship's shields are down get the Sparta to FIRE ZE MISSILES and watch as the battleships get's roughly just less than a third of it's hull integrity smashed. Upgrade to better missiles once they become available, of course.

Make sure to disable the battleship's point defense systems, too. While they're not uber, they're good enough that if they're not tied up dealing with other stuff most of the time it's probable they'll shoot down the missile before it reaches them, which is bad.
Title: Re: Nexus: The Jupiter Incident
Post by: X3N0-Life-Form on January 21, 2012, 07:07:52 am
*takes 30 minutes to write stuff about different tactics in Nexus, regarding fights at close, medium and long range*
*clicks on preview*
*you must be logged in*
*frakking parents' computer isn't always logged in*
*previous -> only one line of text*
*rageface.jpg*

OK, I'm a bit pissed off right now, so I'm just gonna give you the abridged version

close range
--energy shell/plasma gun
--gatling gun/energy torpedo
--light laser/1 hull damaging weapon
--light laser/gatling gun
medium range
--energy bomb/medium range torpedo
long range
--missile/fighter/gunboat/bomber
Title: Re: Nexus: The Jupiter Incident
Post by: General Battuta on February 03, 2012, 10:47:26 am
klaus tro phobia

This game is ****ing irritating sometimes, but it's pretty rewarding once you get it down. I hope you stick with it!

A tactic I'd suggest on most missions is this: load the Angelwing up with a few Crisis Energy Bomb launchers, the biggest area-of-effect anti-shield weapons you've got.

Give most of the rest of your ships mass drivers and anti-hull torpedoes. Don't bother with missiles, by and large. Torpedoes do more damage but will run out of ammo pretty fast.

The Angelwing can take out shields on a big blob of ships in one go. Then mop up with your hull attackers. This is a very reliable tactic for most of the big fleet battle missions and is how I pushed through the game on Hard a few times. You'll also want to learn how the manual energy management system works - it's often a pretty good idea to futz with that to get some extra fire rate out of your ships.

In some of the latter missions the game will actually crash if you kill ships in the wrong order or in the wrong positions (hahahahahahahahaha this game), but you can usually find a way to work around it with some googling.

The stealth mission in the asteroid field is utter bull****, have fun save scumming your way through it!
Title: Re: Nexus: The Jupiter Incident
Post by: Dragon on February 03, 2012, 07:06:54 pm
I've equipped Angelwing for antihull work, destroyers variously (Brutus mostly as a scanner/torpedo ship, Sparta as an anti-subsystem ship) and Avalanche as an anti-shield ship. Later on, the destroyers got mostly used for the Siege Laser, and the battleship had dual antihull/antishield loadout (not that it used it much, SL usually finished the job before the enemy could break it's formation). This mostly got me through the game (on Easy).
Title: Re: Nexus: The Jupiter Incident
Post by: BritishShivans on February 04, 2012, 04:34:35 am
The irony is that easy mode isn't really easy. I'd actually say it's more akin to turning off the AI's common sense, particularly because if any Gorg Battleship actually pays attention to you for more than a few seconds, they usually wipe out your entire fleet within roughly half a second in the early missions where you only have the Angelwing and two destroyers.

It goes kinda like this, actually:

Gorg ship: Oh look, some guys are shooting at me. Okay, I'll shoot back.
Angelwing: Well, the player didn't order me to disable the shields, and instead told me to shoot the ship with bubble/energy shells/crisis ETs, so I'll just fly around like a dumbass and take the occasion potshot at this Gorg ship.
Gorg ship: Holy shiet, this guy is trying to take out my shields! I better kill him!
Angelwing: *Explodes*
Me: *facepalm*

It actually reminds me somewhat  of the Combine AI in Half-Life 2: It's actually quite smart, but Valve is terrible at map design, so there's all this stuff and code everywhere that confuses the hell out of them and makes them act stupid.

To be frank, I'd say it's fixed now. Combine soldiers are merciless with me: They set up ambushes and try to flank me often when a shotgun equipped soldier is present so he can get into range and kill me with semi-automatic fire. I've noticed they're really quiet when they're on "alert". But back to being on topic.
Title: Re: Nexus: The Jupiter Incident
Post by: Dragon on February 04, 2012, 07:29:53 pm
I prefer to manually set targets for all turrets and order the Angelwing to simply circle the Gorg vessel punting with with guns. Also, killing weapons always worked for me.
Title: Re: Nexus: The Jupiter Incident
Post by: BritishShivans on February 04, 2012, 08:04:03 pm
That's another thing. It's usually not helpful, but sometimes when you can't get past a mission disabling the weapons on a powerful enemy warship will help significantly.
Title: Re: Nexus: The Jupiter Incident
Post by: Klaustrophobia on February 05, 2012, 03:03:04 am
so far i've found that the enemy kills whatever it is shooting at long before its weapons even approach being disabled.  the anti-sheild weapons i have thus far are exactly useless.  unless i use all energy shells but maybe one anti-hull weapon, their sheilds regenerate faster than they are drained.  but then that leaves me with practically nothing to actually kill them with. :banghead:
Title: Re: Nexus: The Jupiter Incident
Post by: Dragon on February 05, 2012, 02:40:42 pm
To kill ships, you need multiple weapons. Also, try to work out which weapons do what when trying to disable them. Usually, you need to take out shield killers if there's a lot of them, or anti-hull weapons if you're low on shields and/or there's a really large amount of AS weapons. The AI didn't make good use of anti-subsystem weapons, at least on my playthrough. Also, get rid of Angelwing's scanner as soon as you get Brutus, and use the latter for scanning instead.
Title: Re: Nexus: The Jupiter Incident
Post by: X3N0-Life-Form on February 05, 2012, 02:54:18 pm
Also, get rid of Angelwing's scanner as soon as you get Brutus, and use the latter for scanning instead.

Except maybe for that mission with the locust queen.
Title: Re: Nexus: The Jupiter Incident
Post by: Dragon on February 05, 2012, 08:20:26 pm
You know when you're going alone, so you just put it back for this one (IIRC, you don't need much in terms of heavy weapons on this anyway, as the main threat are fighters and the Queen has no shields).
Title: Re: Nexus: The Jupiter Incident
Post by: General Battuta on February 07, 2012, 08:55:54 am
so far i've found that the enemy kills whatever it is shooting at long before its weapons even approach being disabled.  the anti-sheild weapons i have thus far are exactly useless.  unless i use all energy shells but maybe one anti-hull weapon, their sheilds regenerate faster than they are drained.  but then that leaves me with practically nothing to actually kill them with. :banghead:

You should have access to Energy Bombs (the big area-effect artillery shield killers), right? If not, set up a few ships with your best anti-shield guns, and order them to put more power to weapons during combat. This should get Gorg shields down pretty quick and you can finish off with guns and torpedoes.

Don't waste your time with anti-subsystem lasers, missiles, or (by and large) fighters. These are pretty much useful only on specific missions.
Title: Re: Nexus: The Jupiter Incident
Post by: X3N0-Life-Form on February 07, 2012, 10:39:10 am
I don't know, I kinda like having ****loads of light-lazors :) (and a few anti-hull guns), although it is usually much faster to go for an anti-shield/hull combo.

In any case, missiles & fighters/gunboats/bombers/marines have a nasty tendency of getting blown to bits by flak lasers, so I'd avoid them unless you really know what you are doing.
Title: Re: Nexus: The Jupiter Incident
Post by: SpardaSon21 on February 07, 2012, 11:59:57 am
Aren't the heavy anti-subsystem lasers capable of punching through shields to hit subsystems directly?  A couple Whitelights or Burning Fists will really do a number on shield generators.
Title: Re: Nexus: The Jupiter Incident
Post by: General Battuta on February 07, 2012, 12:02:13 pm
Aren't the heavy anti-subsystem lasers capable of punching through shields to hit subsystems directly?  A couple Whitelights or Burning Fists will really do a number on shield generators.

They are but it's really not worth your time compared to the Crisis Energy Bomb Angelwing/railgun-and-torp fleet loadout. At least in main fleet engagements rather than tactical missions.
Title: Re: Nexus: The Jupiter Incident
Post by: Dragon on February 07, 2012, 12:03:57 pm
For some reason, killing the shield with lasers was more effective for me, especially early on when I didn't have access to any big shield breakers..
Title: Re: Nexus: The Jupiter Incident
Post by: Colonol Dekker on February 10, 2012, 07:49:39 am
If it aint broke :yes:
Title: Re: Nexus: The Jupiter Incident
Post by: Grizzly on March 21, 2016, 01:37:30 pm
ARISE, GLORIOUS THREAD OF THE AGES. FEEEEEL THE POWER OF HD SUPPORT AND WIDESCREEN RESOLUTIONS STREAAAM TROUGH YOUR BODY!
:necro:
For Nexus the Jupiter Incident has recieved a new update. Patch notes are here. (http://steamcommunity.com/games/6420/announcements/detail/632001019361721199)

This is quite rad. I do not own Nexus The Jupiter Incident, but I can imagine that a few of the HLPians will enjoy this.

Or perhaps buy it.

Hmmm.

I probably should buy it shouldn't I?
Title: Re: Nexus: The Jupiter Incident
Post by: StarSlayer on March 21, 2016, 01:55:40 pm
I'm tempted to pick it back up so I can be forced to salvage multiple military catastrophes from this ****ing guy:

(http://nexusthegame.net/w/images/f/f3/Norbank.png)

Seriously this game can be an ulcer machine at times :D
Title: Re: Nexus: The Jupiter Incident
Post by: The E on March 21, 2016, 02:30:01 pm
****ing Norbank.....
Title: Re: Nexus: The Jupiter Incident
Post by: NGTM-1R on March 21, 2016, 02:32:12 pm
Didn't some FS campaign use him as a headani? I think it was TopAce's Renegade Ressurgence.
Title: Re: Nexus: The Jupiter Incident
Post by: karajorma on March 21, 2016, 08:34:47 pm
ARISE, GLORIOUS THREAD OF THE AGES. FEEEEEL THE POWER OF HD SUPPORT AND WIDESCREEN RESOLUTIONS STREAAAM TROUGH YOUR BODY!
:necro:
For Nexus the Jupiter Incident has recieved a new update. Patch notes are here. (http://steamcommunity.com/games/6420/announcements/detail/632001019361721199)

Bought it on GOG so that is probably useless to me.
Title: Re: Nexus: The Jupiter Incident
Post by: An4ximandros on March 21, 2016, 09:15:47 pm
Did we ever find what happened to this franchise when the Kickstarter for the sequel failed? I know the license ended on some Nordic studio, but not anything else.
Title: Re: Nexus: The Jupiter Incident
Post by: Colonol Dekker on March 22, 2016, 01:48:41 am
****ing Norbank.....

 :yes: :mad:
Title: Re: Nexus: The Jupiter Incident
Post by: 0rph3u5 on March 22, 2016, 02:59:40 am
Bought it on GOG so that is probably useless to me.

The patch caused some problems as I hear (including having to make clean re-installs for it to work) ... since GoG is more committed to customer satisfaction than Steam is, the arrival of the patch on GoG may take a while
Title: Re: Nexus: The Jupiter Incident
Post by: Veers on March 22, 2016, 03:12:48 am
Went online to have a look, downloaded while I wasn't paying attention. So hopefully no issues when I boot it tomorrow.

Kinda got to finish it still...
Title: Re: Nexus: The Jupiter Incident
Post by: Phantom Hoover on March 22, 2016, 11:18:38 am
Did we ever find what happened to this franchise when the Kickstarter for the sequel failed? I know the license ended on some Nordic studio, but not anything else.

It looks like it ended up back in the hands of the original devs (hence why they were able to run the Kickstarter) and since it failed (because they asked for half a ****ing million) they've just patched the original.

e: NVM, I guess it's in the hands of Nordic; apparently the studio that pitched the Kickstarter is gone now. (https://www.unseen64.net/2016/03/21/nexus-2-warp-pc-cancelled/) Nordic have done, uh, this since they acquired the IP in September; it sounds like they have more plans than that for the IP.
Title: Re: Nexus: The Jupiter Incident
Post by: Phantom Hoover on March 22, 2016, 11:21:39 am
I note that they've touched up the modding tools, I wonder if it'd be possible for them to unlock the limitations which made modding on Nexus so difficult...
Title: Re: Nexus: The Jupiter Incident
Post by: AdmiralRalwood on March 22, 2016, 04:23:54 pm
I note that they've touched up the modding tools, I wonder if it'd be possible for them to unlock the limitations which made modding on Nexus so difficult...
I would be surprised... my understanding is that they're the kind of deep-engine limitations that would require extensive rewriting (like, say, trying to turn countermeasures into a fully-fleshed-out tertiary weapons system in FSO; theoretically doable, but would take a lot of effort).

On the other hand, I'm surprised at this update, so who knows?
Title: Re: Nexus: The Jupiter Incident
Post by: Kobrar44 on April 01, 2016, 08:24:08 pm
The update has just hit GoG as well.
Title: Re: Nexus: The Jupiter Incident
Post by: Klaustrophobia on April 02, 2016, 04:14:05 am
I have nothing of value to add to the current discussion, I just wanted to say I'm honored to now have a 4 year necrothread to my name.

And no, I never did get back into this.  So many other non-frustrating games in the backlog.