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Actually, no. Which is quite an amazing feat considering the state of inebriation i sometimes play games under.
Diamondback Explorer, 13kk total cost.[coriolis.io]
And this same build if you engineer the FSD to G5 MM (which is one of the less painful engineerings to do) you get 72ly.
All that in a ship that can land ANYWHERE in the galaxy. You can land inside Guardian Sites and on any station with a Small Landing Pad.
EDIT: Oh, and in case you still don't have the Guardian FSD Booster, just ignore it and you still have a ship with 40ly jump range, which you can then use to unlock easily the Guardian FSD Booster because it already has Point Defense for those pesky sentry missiles and again: it can land INSIDE Guardian Sites.
The diamondbacks is great btw it's my main runabout
I will say that 35ly is still fine for reaching the galactic centre. I've done it once, though since engineering my ship, I don't plan on doing it again.
Additionally, the build you posted is not an exploration build. It's very clearly a build designed to unlock guardian tech.
Here you go,[coriolis.io] I even put in a Heatsink for good measure. 40ly...
As for the choice of ship, I know what you mean about the DBX. It's my personal choice too. However, many others prefer the coverage of the larger ships like the Krait (you can fit repair limpets in without giving up the supercruise assist).
Edit: You did it again with the cargo.
Second, the Cargo Racks are there just because I saw no need for any other modules to go out there jumping from star to star. He can put a AFMU and still have space for limpets as I posted on the edit, with also a Heatsink. But again, I assumed OP is smart enough to tweak a proposition to his liking since he said he achieved buy power of a Python for example.
Also, amount of emergency drops required to do significant damage is quite high, ridiculously hi i'd say. Some mistakes/distractions are understandable, that much mistakes... honestly for me seems unbelievable.
Which implies all the talks about hsl-s, afmu-s, repair limpets and such, along with videos of people flying back from beagle point with <25% canopy and such, are mostly attempt to imagine/roleplay the idea that exploration is dangerous, because that would be fun.
AFMU was made useful by neutron boosts, but other than that... i can not remember any single case when any of this modules made any difference for me, and i've been exploring from time to time since release. Made whole bunch of stupid mistakes, bumped into stars, into binaries, deactivated thrusters in supercruise...
So IMO taking this modules is a matter of personal preference, basically whether person wants to "roleplay" "danger" or not...
@OP by "no time on engineering" do you mean
a) that you will not make yourself eg an fsd boost on your ship or
b) that you will not unlock engineers or
c) both?
-i'd also consider having two srvs, as they can easily crumble.
For smaller trips these are not needed.
The things i want from this game can be done 100% without Engineering.
I only bought the DLC a few days ago and that was only because i wanted that chieftain ship, the rest i dont care about.
However you got EXTREMELY lucky in the first place, unlikely lucky. Much more likely outcome would be "eject! eject! eject!".
Reminds me of how i managed to hit the ground with asp leaving exactly 100% hull and shields offline. Hit boost a little bit too late...