Draconis Expanse NPC Hunting Guide - Part 1: First Time To Jupiter

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[Applause] thank you NPC hunting Pirates martians and unn its core to the progression but a lot of people aren't sure where to start what do they like what do you need what's the best way to do it do you need a rail gun without those answers it's easy so let's shine some light on this on the whole process start to finish how to hunt NBCS and reconnaissance expanse [Music] thank you to hunt NPCs you need a good ship this is the Belta Cruiser you might have noticed it as a few similarities to the ship in the intro that's no coincidence this Hall is the predecessor to that one just a bit of tweaking this may not be the prettiest ship or even the most lethal but it's cheap it is redundant and it's tough I originally intended to go into detail about the various design decisions and how they relate to hunting but I decided that wasn't a good use of our time instead I encourage you to examine the blueprint in creative the only thing you absolutely need to have to match what we're going to be doing today is the script which is linked in the description along with the ship itself it provides a radar Hood speed match gyro stabilization and most importantly a subsystem targeting fixed railgun aimbide you don't need any of these things to successfully hunt under conus expanse but I believe that fun gameplay comes from doing what only you can do not monotonous tasks that are easily automated with this ship or something similar you should be able to go from nothing but NPC store bought PDC chips and belter components to the first milestone in one day a mounted zakosotara railgun turret and I mean it in the process of filming this I collected a minimum of 26 upgraded Builder component scrap an hour sometimes better now I'm going to show you exactly what I did and what I used so let's get started alright this is a printed and stocked copy of the ship watch out when you print this or any other ship the server removes torpedo Launchers from the projection you will need to manually add them back and you should want one for extra radar range projections also print with all blocks turned off the script does have a command to help turn everything on don't forget to configure new torpedo launchers for subsystem targeting set the subsystem to power and enable the subsystem targeting toggle further down in our case this is required for the Aimbot to work make sure to read the script header and ensure things are set up properly especially if you're using it with a different ship the Aimbot has one other requirement the torpedo launcher must be loaded the Aimbot aims at the sub-target of the torpedo launcher the weapon core will not bother to calculate this subtarget if it knows it isn't even loaded so make sure you've got a launcher and load it with a torpedo do not fire it if you want the Aimbot to work so we've got ammo parts tools and all the keybinds are like they should be scripts are all set up you can see some text on the screen to the right we've got the HUD LCD mod loaded via plug-in loader and the radar in the script will work with that so we can see some stuff on my head itself it's not a bad idea to have a tendership or forward operating base of some kind near the instance you're going to hunt in something that can refuel re-arm and repair your Hunter ship if it's necessary I haven't brought one today but it's something to keep in mind entering the Jupiter instance the first thing I'm going to do is re-log seamless and Nexus are great but I think it doesn't hurt to minimize any possible source of sync issues if you have the luxury to do so the reason we're here is of course the Pirates Pirates are the weakest NPCs you can fight with fragile ships armed with only a few flaks and ramshackle Torpedoes our PDC net is so much more powerful that if you fall into PDC range it should wreck them in seconds making mistakes here very forgiving but that's not good for farming because it would still take damage and the things we want to salvage would be mostly destroyed for this reason even if it's feasible to hunt NPCs without a railgun it's best if we have one unfortunately for us we do the fixed Sacrament railgun the fixed zacko only requires belter components so it's cheap the downside is accuracy while it is nominally the same as the turret the reality is that Gyros or a CTC controller introduce additional error let alone manual aim we're going to minimize this by getting as close as we safely can to our targets but we'll want to upgrade to a turreted railgun as soon as possible all right we have our first pirate this is a Billiot which actually isn't that bad of an NPC for a pirate they're all pretty fragile still and have a tendency to destroy the stuff we want and obviously we're going to have issues with our fixed rail wanting to do just that we're speed match to the Target which is what that blue uh panel at the back is indicating it's a light and we are just gonna roll back up to them get close as we're comfortable with in this case about four kilometers and then we just start aim bottom and slowly but surely we will plank it out now what's going to happen in this specific case our first shot is going to blow out the controller block which is not a super reliable thing but if you do that it can cause the ships to decelerate to a complete stop I don't rely on this personally because often it doesn't work if the conveyor Network gets messed up and so forth but if it happens as it happens this time then all the better I suppose it makes uh reduce a variable from the equation that could otherwise complicate your life I suppose but either way we are going to have to keep rail gunning this for a bit to destroy all the Power Systems so the guns won't shoot us when we go up to steal their precious uh belter components so let's uh fast forward a bit all right the pirate is completely powerless this can take a bit because of the railgun and the way it works you'll notice I've deselected the target this doesn't matter so much now because of the requirements of the Aimbot making it pointless but later on when we have a turreted railgun that's going to be helpful I'll talk about it more then right now I'm approaching speed matched it doesn't make much difference because the ship is at rest but that's not something we can rely on so I'm going to act like it's speed and do all the techniques like I would do them even if we were both both ships were at speed so that you know how to handle that if you don't already so when you get out of the cockpit at speed you're Auto dampening by default in space engineers get out there you're looking at your target which is that other wreck you turn off your dampeners and then you thrust forward a bit so you Coast over and then once you get right up on it you aim at it and then Ctrl Z to Auto damp into it and then you're good do the same to get back you want to grab scrap fast and you don't care about nothing else you can grind it down like this and you grind the scrap out and nothing more and then you swap to the welder you weld for a moment and boom the only thing in your inventory is going to be the scrap it's not good for getting the PDC chips but it lets you get the one thing you cannot buy very fast so you can run around a wreck and rip the tech out of various Tech blocks like PVCs and get right back to your ship as fast as possible if you need to but for things like these cargo containers or other that's why I've got the Grinders on the ship we'll run back to the ship you or rather you just don't leave your ship depending it's all about how much time you have but then you can just get over there and grind directly on it and even if you're at speed no big deal we are using the speed match so even if both of these ships are going 300 meters a second in fact I believe at some point in here there's a bit of velocity but it doesn't matter because the speed match is not possible for the wreck to start drifting away unless I have to chase it that doesn't happen um it can happen with little pieces breaking off sometimes you'll have to chase a flack but by and large saves you a lot of trouble so you're bringing ship in with the Grinders on it like this you don't have to worry about getting the stuff out of cargo containers or finding them for that matter you can uh just chew big old hunks out of things and get everything you want to get because the cargo containers can have more Tech in them they can have like lidar components they can have all kind of goodies especially at the inner planets and the torpedo launchers have Torpedoes in them and because they take a full inventory on a player can't have a tool it's impossible to grind them out while the ship's moving without a ship grinder not unless you want them to fall into space and get lost so ship grinder hugely helpful especially later when you're going to be getting killing inner inners and they have these expensive 220 Torpedoes in there every one of them so you're going to be picking up one two four at least one uh free 220 torpedo off of every single interview kill hugely helpful but that's that for this one I think we've um demonstrated everything we're gonna get off this guy so I'm gonna skip to the next one which will be a pirate of speed all right this is pirate number two a king Arnold King Arnold is a relatively sturdy one so we should get some decent loot here same as usual we speed match which is a manually activated process by the way um matches me to whatever I have selected in weapon core I've got my dampeners off so I'm just coasting toward them and when I get too closer to the range I want I'm going to turn the dampeners on but it's possible to make mistakes you do it too sloppy you mess up you get in range then this happens now I was kind of fortunate I only got dinged by a couple of those and it didn't damage anything functional part of that was a trajectory limits that's a complicated topic but it goes to show you do have to be careful when you're getting super super close like we are to make the railgun not garbage that you don't want to get within actual PDC range because then they're going to tear your ass up and that's where thrust comes back into the picture too you want to have really good thrust on your ship so if you make mistakes like that you can get out of there as fast as possible and take minimum damage but other than that little oopsie there this is business as usual when we are going to have to plow all the power out the reason so I guess I'll take a moment and talk about the deselection thing so one of the issues that makes things take so long here is there are a bunch of batteries in these NPCs but the batteries are not turned on they don't even power the enemy ship but when you are targeting power if you have the Target and focus then your guns will waste time shooting these on these inactive batteries this is unfortunately not something we can avoid with the Aimbot because the Aimbot is slaving the railgun to the torpedo launcher and torpedo launchers will not even Target something if it's deselected however once we get a turret that's going to change you'll be able to deselect a Target and your railgun will only shoot the power generators that matter and that'll save a bunch of time but that's for later let me uh fast forward a bit get us to the meat of this one all right with the pirate disabled once again we can head on over still speed matched and it's much more apparent here the benefits of that the wreck is drifting at about 300 something meters a second no problem we are dampening relative to it rather than to the global frame so just fly over as though none of us were moving that fast no big deal and then we're going to repeat the process that we went through with the last one and get that stuff it's important to be careful as you approach um in a ship well looks like we're going to fly out first as before when you get out of the cockpit you should be Auto dampened to the ship if you aren't you can quickly fix that with control Z you get out there turn your thrusters turn your dampeners off Coast over and then control Z onto the target ship once you get close enough and that should let you explore the wreck at your leisure same process I showed before grind it down weld it get the scrap out I want to be clear when I do this I'm not saying that you should use this technique that it's better than the ship grinder I'm doing it each time to demonstrate it I typically would not actually get out of my ship at all and just use the ship Grinders first and foremost but not every ship has ship Grinders or like you might not be using a ship you might not be using my blueprint or you might not want to spend the belter components for that and if you don't have them set up for that or you're not for whatever reason you're not I'm making sure you know the other process um but yeah I do I absolutely and firmly believe that speed match makes a huge difference in hunting efficiency I don't know that I specifically said it earlier I don't think I did uh there is like oh look at that so that is one thing about it you can move really fast and you see that this uh NBC showed up while we were trying to do that this won't be as much of an issue later because of the issues with the railgun that I've already gone over pirate it's it's much more possible for enemy NPCs to give you new spawns that try to attack you while you're already focused on a harvest before you get a chance to really harvest the target and that's just a nuisance you'll have to deal with with these more limited tools at your disposal once we get the mounted railgun we're going to be able to do something about that because it will be a little more accurate and it won't Target things we don't need to Target like batteries if we deselect the target and of course once you have one turret you could even go so far as to get another turret and put them both on the same ship stagger them have uh twice the speed of disabling functionally but yeah that's basically a process we just keep doing this you know we just keep uh you go out get the Pirates speed match or if you're not using a script like that you can just manually maintain distance and then you plank out the power whether it be with something like the same bot manual aim or even the turret then you go in once it's dead you take all the stuff rinse and repeat in my experience NPC spawns are a minimum of 10 minutes apart and rarely more than that or like 12 at most so as a general rule you should be able to take out and harvest a pirate every let's say uh 13 minutes and as you've seen I've gotten one to two I've gotten like two I think it was at least two flaks off of each of the pirates that I've harvested so far so 10 scrap let's say um at the beginning of this video I mentioned getting 26 scrap an hour and that was a real lowball number I don't want to say something like oh you should be able to get um a railgun every hour or something crazy like that but the reality is that um yeah as long as you get even one Flack off of each ship that would give you what is it six 30 scrap an hour if you just get one Flack off of each ship and you kill a ship every 10 minutes uh you don't always get to harvest chips as you've seen like I had to jump off of that one really fast but if you do manage to harvest a ship at least every other I mean you see where we're going with this and you need 100 scrap and then you're set you got your railgun and that's really the biggest hurdle in this whole uh progression currently in my opinion is getting that first herded railgun because later on like like if you're looking to get you know Opa pdcs or narrowmans or red fields from the inners you don't have to collect such a large number to get an actual upgrade because it's a two to one ratio scrap to Tech and you get you know you harvest a rack you get you scratch you scrap off of uh two pdcs that's a PDC for you uh and the same at the end at the very end of all this process when you're take if you're taking out Capital ships like the siraco or the Leonidas same implies there two railguns equals one railgun um so you just got to get over this hurdle at the beginning this nuisance of getting your first turreted rail and it's only uphill from there you uh you get a solid grasp of your tactics of choice be it speed match or otherwise you don't want to get into PDC range and you want to plank their power out with your railgun and that's the process that'll carry you all the way through the game to the capitals at uh the sorakos and Leos at Mars are Earth so I'm gonna go ahead and Skip to show you one other thing that you might run into here at Jupiter because all these pirate ships are kind of Sammy the only thing that's different is the stations so I'm going to show you those now all right this is the tih2 pirate station it's one of the two stations that you can run into at Jupiter you got to be pretty close to Jupiter to get these like uh ideally under 400 kilometers away Maybe this one's pretty rare but it's a really good uh really good find you come in and you kill it and what you're going to get is a crapload loot because it's got a lot of flax and because they're all over when you railgun the power out you don't generally mess them up at all it's got a lot of flax so that's a lot of scrap right there then it's got a lot of cargo containers in the central Spire there's a bunch of large industrial cargos and there's a couple small ones around there's also some other loot there's like compost and saplings and things if you care about that if you're a cultist but yeah I know so and because it's a station doesn't move so you can just go go to right outside a PDC range and just kill it but yeah then this is where your ship Grinders Excel you come in you can just chew it up get a whole lot of stuff the two times I farmed this while making this video I came away with enough scrap for a railgun from just two of these stations now there is a bit of variability to that because some of that comes from cargo containers but it just goes to show that if you get your hands on a couple of these you're going to be set they are kind of rare though um you don't run into them very often there's only one other station that I've seen the Anne Bonnie I'm not actually going to bother to show it at this point I don't really think it's going to give us any new lessons I'll only say that it only has voltaires it and a couple cargos it is good for lidar components if you want those I guess otherwise it doesn't really have anything because it has no flax and it doesn't get a scrap for belter comps inside it either so it's just going to give you like basic stuff yeah I think that's that for Jupiter final recap NPCs spawn about every 10 minutes if you're alone that means that's how fast you need to kill and loot them and it is the ultimate limit on how much you can get per hour you need plenty of pdcs to stop Torpedoes and to quickly disable enemy ships if you get too close you should always try to stay out of PDC range don't forget to set pdcs to Target subsystem power maintain distance kill enemy power Loop repeat speed match can help with distance and with looting however do not rely on it to do everything for you the target can and will try to close with you even with speed match on and other enemies can approach freely always maintain awareness no NPC is worth your ship always be ready to abandon a Target all right once you get 100 high-tech scrap from Jupiter you can sell at the Tycho station when you do so the station will refine it into 50 upgraded belter components which you can buy from the adjective store block with those and 10 turret chips from the same station you'll be able to build a mounted railgun which should fit into the pit on the hull that the fixed railgun is currently occupying and with that you'll be ready for the inner planets and that's it good luck
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Channel: klassekatze
Views: 4,632
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Length: 27min 17sec (1637 seconds)
Published: Wed May 31 2023
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