Jump Space

Jump Space

93 ratings
Tidbits I wish I knew when I started playing
By Callisto
Exactly what the title says
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Just notes, will be expanded as I play
Ship-to-ship combat and exploration
- The 'lead' crosshair icon grows slightly when you have a bead on your target
- The fighter (second ship you get, the DT-4 Dart) absolutely slaps on solo
- You can use hulks and asteroids to take shelter from asteroid storms and solar flares
- And apparently you can shoot asteroids during storms (I suck at it, but other players have reported it's doable)
- On duos, Buddy can still take the combat chair while there's a pilot, so that the other player can work on ship repairs (or board enemy craft). Often enough, Buddy is also a better shot with machine guns than most players, though his accuracy with the rail cannons is spotty at best. (thx KuairuRing)
- In a pinch, you can use the combat chair to help ground missions, the rotary cannons have some AOE insta damage on most ground units. Really helpful if the ship is parked and you're running from shielded enemies! (thx KuairuRing)
- But be careful when firing at enemies on the ground next to teammates - friendly fire hurts big time. (thx Ilya)

Boots-on-the-ground combat and weapons
- SMGs, ARs and sniper rifles rule the roost
- LMGs are subpar - the only thing they got on other guns is a larger mag
- The DMR/Sniper appears to lack damage falloff, allowing you to hit anything within visible range. (thx Comet Streak)
- Heavy weapons are overkill on lower difficulties
- Guns, consumables and artifacts left on the ship are lost between missions
- Guns equipped on your person are preserved between missions (SOME consumables also remain, but not all)
- Some consumables with multiple charges (e.g., shield batteries, ship ammo boxes) regenerate their charges between missions
- But any items you keep on you at the end of a mission will be worth 0 materia to salvage in the next mission, even materia cannisters :( (thx Jeibus)
- It's a really, REALLY bad idea to go after anti-ship sentry turrets on foot, small arms will only deal chip damage (unless you have the right artefacts) and they have anti-personnel rocket pods that really hurt
- You can board enemy ships by using the grappling hook
- This includes corvettes - hacking the first console also disables it (read: no spent ammo or repairs - forgot to add this one, thx Kill20)
- And if you hide your ship well enough, enemy voidcraft won't be able to hit it while you board them and blow them to pieces with impunity (again, the fighter slaps)

Misc stuff
- Lockers with green lights on their locks sometimes hold goodies inside
- After a jump, immediately select your next destination on the navigation table - the time it takes to do that might be the difference between life and death
- There is always a space gnome before the first jump, he can be scrapped for 30 Materia (thx MegaFooby) - an enemy fighter wreck on an asteroid radiates a telltale bluish glow that marks the spot
- If you have to collect cargo (and then bonus cargo), you can drop it on the ships hull to save time (thx Hagbard)
- You can grapple space loot from the ship hull if you are within range (thx Kill20)
- You can upgrade components on your friend's ship if you have something he didn't have. That also applies to MK+ versions of same Stuff. (thx B.Duhari)
- You can flush the radioactive waste in the toilet to get rid of it (plus an achievement) (thx East)
- Bonus objectives only yield extra exp and credits, no materia ingots (so far?)
38 Comments
°•.SeñorFlipFlop 7 Oct @ 1:29pm 
I skimmed so maybe I missed it

On the dart, exit the launch tube (not using the jet drive just popping out) is good for getting the shield units installed

If you reload the pistol then use the multitool beam, like opening a door, it will continue to reload

Artillery, sabatoge, and distress call all have an auto jump so be sure to hold onto your guns

Currently if you get more than 5 extra components on your ship for ingots, the rest of the components will be broken so you get no materia (learned that one during a 9 jump cargoship raid)
Callisto  [author] 2 Oct @ 11:29am 
@Jeibus Noted - thanks for the tip
Jeibus 1 Oct @ 1:49pm 
any items you keep on you at the end of a mission will be worth 0 materia to salvage in the next mission, even materia cannisters :(
mousepad_1st 28 Sep @ 6:49am 
ty, did not know about the gnome before the first jump :)
DNYI 27 Sep @ 3:04pm 
@Rob |-@-| thanks for explaining
Rob |-@-| 26 Sep @ 9:54am 
@DNYI slaps in this context is a good thing. The Dart is a very agile and high damage ship with slots for 2 pilot cannons so you can quickly take out enemy ships solo.
DNYI 25 Sep @ 6:30pm 
On the comments on the DT-4 Dart, what do you mean by slaps? Is that a good thing? a bad thing? I'm not familiar with using slaps in this context
Derg 24 Sep @ 11:39am 
When running shield repairs on the Catamaran, you can grapple to each station where a shield node is, making recharging shields fast and easy!
East 24 Sep @ 4:03am 
Some people do not know you can flush the radioactive waste in the toilet to get rid of it (plus an achievement)
Ilya 24 Sep @ 3:42am 
In regards to your last tip, be careful when firing at enemies on the ground next to teammates. You can friendly fire, I have downed my teammates a few times and didn't realize what was happening. It does so much damage that you will instantly down them. So be careful.