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As for the "best ship", it depends on what you want to do with it.
Warhammer has 4 large slots. Make them all cargo level 4 and dominate in trade. Fill your smalls with navigation boosters to get your jump cost back down to nothing. Put fuel tanks and maybe extra cargo pods in medium slots for long hauls.
My personal record stash was $4.8m, primarily earned as a bounty hunter. Military rank may give you a 2% pay increase (whooptie-do) but each edict level jacks your pay up by 10%. Getting offered well over $250K+ per target is perfectly normal for straight BH missions. Get red badge and a strong diplomat on board and you won't even lose much rep with your victims, either (read: magnomious victory + red badge = 1 point rep loss for killing a mark, because that's the minimum for anything).
It does depend on what you are trying to accomplish. I've stayed in the Scout Cutter for 20-35 years before. If its strictly a boarding combat ship it actually does extremely well. Once you take out all the weapons and add 5 pilot assist modules.
I've taken on everything but a Xeno in it. Its just a little to risky. I've confronted a Xeno but always escaped on 1st try but they would land 2-3 hits at range 5. That little ship can't take many hits like that. I had no trouble slaying Xeno's in the Dart Jammer set up as a boarding ship again.
IF you are going for space combat it depends on what range you like to fight at. For ranges 3-1 I like 2400/3400 mass ships. They can be dodge/evade beasts. And you only need 3 weapons that fire in range 3.
If your a trader/rare goods trader I would just get the ship that has the most compartments especially large. You want max cargo and fuel. If you already got "skip to the void" talent then you never have to worry about space combat.
The extra crew space is very nice for extra crew to add to command or doctor or whatever you are needing at this stage.
That said, for combat purposes, you can make the mid sized ships, and even smaller fast ships, just as effective in time to kill vs. all ships except the largest and xenos.
The cool thing I've noticed about this game is there is more or less a way to build any ship to be pure awesome. Play around with builds, you'll find cool and fun ways to play.
I personally like the Sword Battlecruiser decked out with 7 autocannons (1 medium and 6 small), venting hull debuff is awesome, great chance at disabling ships, only real downside is sometimes a ship will start to spam talents which remove the venting hull debuff, but it's just delaying their doom. I've gotten them to do like 300-500+ damage each once enough venting hulls are stacked.
Find your flavor of choice and crush the galaxy :D
The other thing is that it burns waaay more fuel for travelling and jumping. I could jump like 6 times with my old ship in one fuel tank, but this one requires stop for gas in nearly each quadrant. My fully-upgraded frontier-liner was a much better ship, even on the combat side.. but I hope I can upgrade this one steadily to a higher level than my old ship.
Another thing I did not think about was that extra crew means higher wages.
I sold my frontier liner to get some early upgrades to the engine and hyperwarp drive + some extra cargo space and a level 7 goliath missile system. Seemed essential to be able to live with this behemoth.
I think I'd like to have at least one prison cell, and a nice medical bay later on.. :-)
I usually stick with smaller ships as they move around the map faster (which was a recent discovery for me, but it's logical) and are cheaper to max out, but can still handle pretty much anything in the game when built correctly (on impossible).
A lot of big ships seem like a trap choice tbh, but sword is ok if you can afford it. I would highly recommend using all 14 slots for pilot or defense modules, with maybe a few nav mixed in. Depends on the difficulty and your crew though, you can get away with less on lower difficulties or with really high command.
I would probably build it for long range combat using 15 speed/8 agility engine unless you want to crawl on the global map though (engine speed is used for your global map travel speed). I would normally recommend building for short range (ideally 3) but flying around with 8-9 speed is not fun and 7 extra strong dice you get at long range from 15 speed/8 agility engine is something to consider.
Before I make 5 million credits to overall a capital ship I probably would just start a completely different career path with a new captain.
I played 80 years before with the Dart Jammer. All I need is 5 officers and 30 crew max. And you can pretty much do anything in the game you want. You might not be able to do everything at the same time. But I have no problem getting new crew and officers if all of a sudden I want to go from trading to say exploring/hunting xeno's.