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railjack a terrible experience in pub missions.


Luciole77
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14 minutes ago, Luciole77 said:

Joined in a pub to see whats happen...nobody helps. They use archwing and dont repair railjack...

I pubbed all the way through to Veil.

 

Also, it's hard to tell from your very short story whether you were the one who didn't know what was going on or whether they were, because the best strategy is not so simple as you imply:

  • Using the railjack as a ferry and going out in archwings is a viable strategy early on, especially when the railjack is low level and the archwings are high level.
  • You want to be careful spending resources to repair the railjack. 
  • There are higher priorities than repairing, like taking out crew ships.

The last one is a really important point. When I'm piloting, I can take care of all the fighters myself if I need to. I can also take care of reparing the ship. Even in the case of a major hull breach, I'd prefer that people prioritise taking out crew ships, because there is a whole 50 seconds to repair the breach. I can't do anything about crewships. I've had people join and then spend all their time repairing, which is nice but misguided, as it forces me to stop piloting (i.e. the railjack is sitting there like a dead duck) and go take out the crew ship myself.

Edited by schilds
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i've played some Public Missions and they went pretty alright.
everyone seems to know to take care of some Fighters here and there. i even have people offer to focus on Repairs, which is generous of them since as the Host/Ship owner i expect to mostly take care of the Ship since it is mine. people also automatically taking on Base Objectives.
less often that people automatically help take care of some of the Crew Ships unfortunately, but they're still contributing. 

and with people politely requesting to return to Drydock if they wish, Et Cetera.

shrug.

 

 

(note, to give your Squad more time to take care of Crew Ships, doing what you can to keep Asteroids between you and the Crew Ships can help a lot)

Edited by taiiat
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3 minutes ago, BornWithTeeth said:

Kill them. Board them, blow the reactor, warp out. 

i would generally also like Players to Kill the Pilot and Gunners, so that for the next 20 seconds it doesn't keep firing anyways since the Crew on those Ships are suicidal and will fire to their last breath.

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8 minutes ago, taiiat said:

i would generally also like Players to Kill the Pilot and Gunners, so that for the next 20 seconds it doesn't keep firing anyways since the Crew on those Ships are suicidal and will fire to their last breath.

I agree on that one, but I did have an odd experience earlier which makes me wonder how the AI and role of crew ships actually works. I was doing a solo run in Earth orbit, had just one crew ship and a handful of fighters left to take out, and I wanted to pilot the crew ship and take it for a spin. So I boarded it, killed absolutely everything onboard, front to back, crew, pilot, gunners, everyone. Warped back to my ship to finish off the fighters aaaaaaaaannnnnd took massive damage because the crew ship never stopped firing its cannons. I honestly wonder whether the crew might be aesthetic and defensive only, and the space combat AI is attached to the ship, not the crew.

 

 

Speaking of commandeering crew ships, had some extreme acts of tactical twattery earlier in a pub. Mission goal: take out 90 fighters, 6 crew ships, radar array. Railjack was not set up for higher rank Saturn orbit, so it was a constant dance of keeping the ship alive while whittling down enemy forces. We were literally forced into the position of having no revolite left, being in ship-bleedout with forty five seconds left to live, and waiting an extra couple of seconds for the forge to cool down so we could fix it, get a few seconds of invulnerability, maneuver, and stay alive for another minute. That happened several times.

Meanwhile, our archwing ‘specialist’ had gone out and taken over one crew ship. One. He was using it to shoot down fighters. I was reduced to firing myself out of the slingshot to take out Outriders, I killed the other five crew ships, I and the other gunner handled emergency repairs. My back hurt from dragging that team over the finish line, with one spray of revolite left, fifteen seconds until the ship imploded, and all the forges on cooldown.

Not in a hurry to do that again.

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I think a lot of the issues with Railjack, at least when it comes to working as a team, can be solved with a decent tutorial. Gunners use Munitions often times on the wrong targets (at least the starter munitions, they're better against Outriders than Crew Ships), Pilots will fly through swarms of enemies (though I've seen at least one that uses terrain to their advantage), I didn't even know about Refining until recently (though I honestly think Refining should be removed, just give us the resources after the mission). I'm also not sure how to use the Tactician feature, it just kind of exists (if there was just more to actually do, why don't the Railjacks have autonomous drones we can control?).

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10 hours ago, BornWithTeeth said:

I honestly wonder whether the crew might be aesthetic and defensive only, and the space combat AI is attached to the ship, not the crew.

that sounds like a fluke to me (a brother of Bugs, in Warframe). as i've removed the Piltot and Gunners from Frigates before and had them sit dead in the water permanently in the past. i've definitely seen it work, but i'm not going to rule out that it might sometimes not work.

10 hours ago, Grave.Knight said:

I didn't even know about Refining until recently (though I honestly think Refining should be removed, just give us the resources after the mission).

Refining definitely feels bad - it could very easily only allow you to use x% of the Resources picked up in that Mission for battle Crafting, but not have any limitations on what you can actually pick up. 
being punished in Crafting Materials for not filling up the Cargo Bay and then Refining periodically, just... doesn't feel good or fun in any way. not rewarding or satisfying to do, more like rewinding a clock periodically so that it doesn't explode.

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I wouldn't worry about people not repairing. The current repair mechanics don't make any sense and are actually detrimental to surviving longer.

 

Once you get to veil proxima you're going to be hull tanking with hyperstrike and last stand unless you got extremely lucky with bulkhead/Hullweave drops. Those sixy seconds are where you're going to be doing the most damage you can while running away from enemy health regen bubbles. Unless your entire crew has 200 plat worth of mods dumped into their Cyngas you're not going to be doing much damage with archwing either.

 

I've completed about 80% of all the nodes and my railjack still has the same health and armor that it did during the first mission. Why is there no hull component that we can build/upgrade like we can with engines/shields/reactors? Relying on mod drops just seems completely bizarre and counter intuitive.

Edited by zakaryx
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I know one exceptional method, that will definitely help you. You may find me crazy, or even mentally ill, but still, I advise you trying this combination of actions:

1) open the chat window

2) select squad channel

3) place your hands over the keyboard and start typing

4) discuss with your team so that everyone actually knows what to do and everyone doesn't think that it's not him who should repair the bloody ship

5) enjoy being capable of communicating with other people

 

 

9 out of 10 Railjack crews recommend this course of actions (and the 10th one all died because no one wanted to seal a critical hull rupture)

Edited by ant99999
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All this guy does is complain and not actually offer anything. My only complaint about pub groups is that there’s no “mission starting in x” so I can pause the timer and wait for people to join in. As it is only .5% of the community has a railjack built so I would like to be one of those guys that gives people a taste of railjack. 

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I think the underlying problem is that the matchmaking just dumps some random people in your mission with no way to coordinate beforehand. Imo it should form the group while in the dry dock, then you have a moment to talk about who does what, possibly leave or disband if no one is willing (or able, having the right intrinsics makes a big difference) to play dedicated engineer. Better than starting a mission and realizing 5 minutes in that the one time someone repaired the Railjack was a fluke and now it's just going to blow up because there was no chance for some coordination of who does what.

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I think the best way to play for resource gathering is to just fix the major hall breach. So long as one person is on the ship fixing it every 30-40 seconds you should be fine. If your confident in your ability to move around the ship fast you can take more time, but that’s just me.

the fires and the minor breaches you might as well leave. I think they are just more of a resource drain then they are worth to fix.

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Thats unfortunate

hace 16 horas, Luciole77 dijo:

Joined in a pub to see whats happen...nobody helps. They use archwing and dont repair railjack...

 

https://www.youtube.com/watch?v=f1N5lZw7e78

 

Congratulations DE🤢

 

 

 

 

I did find awsome crewmembers(obviusly also bad ones that leaved me repairing alone in mid of a hell)

I woud recomend to not go to earth proxima, and "easy" saturn proxima, bad crewmembers usually leach arround those.

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15 hours ago, BornWithTeeth said:

I agree on that one, but I did have an odd experience earlier which makes me wonder how the AI and role of crew ships actually works. I was doing a solo run in Earth orbit, had just one crew ship and a handful of fighters left to take out, and I wanted to pilot the crew ship and take it for a spin. So I boarded it, killed absolutely everything onboard, front to back, crew, pilot, gunners, everyone. Warped back to my ship to finish off the fighters aaaaaaaaannnnnd took massive damage because the crew ship never stopped firing its cannons. I honestly wonder whether the crew might be aesthetic and defensive only, and the space combat AI is attached to the ship, not the crew.

 

Watched some footage on a twitch stream.  I don't know about the bigger ships (in higher level mission.)  But the "little" ones in the first few have three crew to worry about.  A pilot and two gunners.  The thing is, the ship isn't symmetrical.  From the rear facing the pilot seat, one gunner is right off the reactor room on the right.  You can put two in the back of his head on the way to the cockpit.  But the other gunner is *under* the pilot.  You have to go down some not very obvious stairs on the left of the reactor.

The person streaming was trying to capture the ship as well, and started looking around when they realized that the ship they'd stolen was still firing at their railjack.  They finally noticed the second gunner and took him out.  Then just to double check they jumped out of the ship and flew around it.  If *all* the crew is dead, the ship will stay captured and just sit there.  They thought that if you left deck crew behind, maybe one of them would try to take an empty station if you left without destroying the ship.  (Like if yours was on fire and you wanted to stop it from exploding.)  But the streamer didn't care enough to test it, since it seemed safer to just kill everyone, regardless of if they were planning to keep the ship or not.

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For me it has been a hit or miss. But mostly a hit. Most of the time I played with high MR people and everyone was playing relatively good so I had fun in most missions I played.

Today I played 2 in a row where in one my only team mate was an MR 10 dude and he pretty much had absolutely no idea what he was doing. He immediately died whenever the ship was boarded. The other game the host disconnected and another member left and I was left alone with an Mr 16 guy and it was the same story. Luckly in the 2nd game we were already near the end and I tried extra hard and pretty much finished the mission myself(MR 16 fella keep dying whenever we were boarded so he ran out of revives at some point). 

Surely in a team of 4, 1 newbie may not stand out. 2 or 3 good players can easily carry 1 bad player. But that also shows there are some people joining Railjack missions hoping to get carried. Which no one is obliged to do so.

As brutal as it may sound I think there should be a higher MR lock on Railjack or DE should implement a gear score system(which basically gives you an overall score based on how many forma you got or mods or whatever) and lock certain higher end missions behind that. Nothing too extreme, but just enough so that they can weed out a completely useless team mate. I think we had a similar system way back in the day for conclave or something.

 

Edited by White_Matter
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