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A pirate freighter is in space. All ships can sit still at 0 u/s in space.
And 20 u/s that all ships can do gives you plenty of time to almost-stop and look around, so long as you're not 10 feet above the ground (then the game starts acting wonky and your ship starts zipping around trying to get away from the terrain).
X-Class Mods are part of the 3 mod per technology limit, and yes sometimes they CAN be better than S-Class, but for most people, S-Class are usually what you end up running with anyhow.
And the Wrath starts out with at least half, maybe slightly more, of the mods already-installed, and it's not THAT hard to get mods for it.
And, as a nice bonus, anytime you do get mods you can evolve the mod right then and there, so it's good no matter what class it is.
But if you just go for looks, or are just going for "good enough", none of this matters anyway.
It has Pulse Engine Mods that give it Fuel Efficiency, Boost Speed and... one other stat I forget.
Just checked wiki, the 3rd stat is Manueverability.
It didn't seem slow when I was testing it. /shrug
EDIT: I tested Pulse Engine Speed by summoning my freighter somewhere in space and measuring the amount of time to pulse towards a distant planet. Both ships were exactly 23 seconds to pulse to said planet.
But, I didn't see a mod named "sub light amplifier" on the Runner, so maybe I don't even have that? /shrug Still, the speed doesn't seem terrible.
I do like they added the ship's model as frigates as well though
For some comparison points, my mostly maxed out living ship sits at a maneuverability of about 1300, with all four supercharge slots being used for pulse engine. My general all purpose ship is an interceptor, and even though only two of the supercharge slots are for pulse engine, its maneuverability is 1800. My solar, which is my primary if I don't need to do warping or combat, uses 3 supercharges on pulse and gets 2600 maneuverability, but for a quick test I just checked what it gets without the supercharges and it's about 1250, just under what the living ship gets using all 4 supercharge slots.
That's mainly what it comes down to. The stats are fine, but they have a way lower ceiling compared to specialized ships, especially maneuverability. For my playstyle, maneuverability is by far the most important stat, because the vast majority of the time I spend in my ship I am neither fighting nor warping, and usually I have the opportunity to switch to a different if I know I'll need to do either.
One last point, yes there is a degree of minmaxing going on here, but I am not at the upper end of it here. I've seen people get more than 4k by minmaxing things with X class mods, supercharge slot positioning, and bobbleheads/trails, but I'm only using like 1 X in my solar and while the slot positions are good they're nothing crazy. I also just don't bother with using the trails much because having multiple messes with which one ends up being visible, and I care more about that. The kinds of players that are doing all that stuff are some of the ones that are going to say the wraith stats are bad though, because it doesn't hit numbers as high as other ships.
From my own experiences, Maneuverability is not THAT huge of a stat to be dumping everything you have into it.
Even if LS did have the same maneuverability as a hauler, it's still plenty enough if you actually know how to fly. Now, if you're one of those people who just hold the autopilot button, then maybe? But for anybody else who knows to cut their speed when they want to make fast turns, space combat can be done in even a hauler with zero pulse engine mods, I do it all the time in such ships.
Therefore, Maneuverability is the least priority stat for me. I much prefer damage and shields over Maneuverability. Sure, I'll grab it where it's available, but beyond that I simply find myself not caring. In fact, TOO MUCH maneuverability can make you overshoot stuff a lot of times, as you turn TOO fast.
I took my Wraith out and fought some random ships and it performed just fine. The shield recharge is absolutely nuts, and the photon cannon-like weapon does perfectly fine. And again, no rocket launcher, but meh. With the ridiculous shield recharge, it's not like I'm worried about a battle taking slightly longer.
I have Psychonic Eggs, too.
Even without spawning sacs, spend an hour or two with a roamer on a few planets and the max of 120 exosuit slots should be getting closer and closer to the point you could easily fit pretty much every crafting material in the game in your exosuit and have room left over.
I can't fathom how anybody could have inventory issues (assuming Normal stack sizes), and my wraith has 5 open tech slots and I think I'm only missing like 2-3 upgrades for it.