Author Topic: Nexus: The Jupiter Incident  (Read 12932 times)

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Offline Klaustrophobia

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Nexus: The Jupiter Incident
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.
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Offline TrashMan

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Re: Nexus: The Jupiter Incident
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.
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Offline Commander Zane

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Re: Nexus: The Jupiter Incident
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...

 

Offline Klaustrophobia

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Re: Nexus: The Jupiter Incident
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. 
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Offline Commander Zane

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Re: Nexus: The Jupiter Incident
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.

 

Offline Klaustrophobia

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Re: Nexus: The Jupiter Incident
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.
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Offline StarSlayer

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Re: Nexus: The Jupiter Incident


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

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Re: Nexus: The Jupiter Incident
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.
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Offline TrashMan

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Re: Nexus: The Jupiter Incident
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.
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Offline Starman01

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Re: Nexus: The Jupiter Incident
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
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Offline TrashMan

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Re: Nexus: The Jupiter Incident


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

We must all prostrate ourselves before his genius!
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline Colonol Dekker

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Re: Nexus: The Jupiter Incident
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.

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Offline BritishShivans

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Re: Nexus: The Jupiter Incident
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.

 
Re: Nexus: The Jupiter Incident
*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

 

Offline General Battuta

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Re: Nexus: The Jupiter Incident
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!

 

Offline Dragon

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Re: Nexus: The Jupiter Incident
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).

 

Offline BritishShivans

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Re: Nexus: The Jupiter Incident
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.

 

Offline Dragon

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Re: Nexus: The Jupiter Incident
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.

 

Offline BritishShivans

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Re: Nexus: The Jupiter Incident
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.

 

Offline Klaustrophobia

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Re: Nexus: The Jupiter Incident
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:
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