Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I'm trying to keep my ship as small as possible just because of that and aside of it's hull HP is that working ok so far. Smacked myself once already too into a wreckage, lost 2 blocks, HP went to < 20% and bam, the game declared it dead...
Didn't actually lose anything afaik back then but getting back there was a pain, biggest loss was actually the crew, everything else was either recoverable or not valuable.
if you want to give a ship to AI to controll it the most important thing is axeleration, brake down and energy recharge It seems the rest dosnt matter if your captain gets in crossfire you can kiss him good bye no matter how much armor you give him/her.
Some weapons have a chance to bypass shields, so even if you have really strong shields you want relatively tough blocks on the outer shell of your ship, and a few integrity field blocks under that shell. You want enough hit points that you can survive running into an astroid you did not see at full speed - and your front should probably be a big armor block so it does not break every time you bump something. While you can use a huge inertial dampener to reduce "drift", packing in lots of thrusters gives you more flexibility in how you manuver. It's ok if the thrusters are packed in under your armor, real life physics do not apply! A great way to increase your hit points and volume (for more mod slots) without much weight is with solar panels. While the energy they provide is next to nothing compared with generator blocks, they are very light, reasonably strong, and not too expensive. They also look cool to use as your outer skin. Try to make sure all the ships in your fleet have the same hyperspace range - but be prepaired to leave them behind when you are off doing the exodus quest or other long-range travel as you can change out some of your mods for hyperspace boosters to go far fast. Just leave them someplace protected. Energy weapons look cool and have some great damage, but their energy use goes up the longer they are active, and in a big fight you can find your damage falls off quickly. The humble chaingun, as long as it's not the "overheats" variety can fire forever, and if you take some time shopping around various turret factories, you'll eventually find one that gives you extremely strong weapons. Then it's just a matter of going grocery shopping until you have the supplies and cash to build as many as you want. Hire specialist crew - you'll need less of them to get 130% in mechanics and engineers, and then you can skimp on officers. They'll also level up a bit over time, so if you suddenly add to your ship you may still have enough crew.
Hope this helps!
So far ive been dumping everything into a super heavy solo ship , I raced to find the green and blue resorces so I can have a Carrier. Is it worth it to have swarms of fighters? or should I build lots of smaller ships instead of a super carrier and make a fleet?
I think a lot depends on shape, size and purpose. My ship is relatively tiny.
I don't think you need to necessarily armor up the whole thing, I mostly just put armor on the front face and on the sides and top over vital systems (generator, crew compartment, shield generator). I also try to minimize my front profile and use a lot of angled armor (even though deflecting isn't really a thing).
But generally my philosophy is if I'm fighting something, I'm keeping my nose aimed toward them, and thus want to minimize my front profile and maximize my armor there, and if I don't want to fight I just turn and run like hell, which mens a light ship, decent thrusters and huge engines. That works fine for my 1-gun, eight-man-crew fighter, but I know it's much harder to pull off with a gigantic freightliner or battleship, but I also have no idea how to pay a huge crew, since the only way I've found to reliably make money is mining (which is unfortunate, I initially really wanted to be a salvage ship).
You collect credits when salvaging, just so you know.
Since the economic in this game still needs a fair amount of TLC (from my view and it is getting there), for me its collect enough iron and titanium to make a small ship for mining and salvaging, staying near the newb sectors, continue mining.
When xsotans or pirates show up, head for them, shoot one, run like a girl and let the sector partols take care of the rest. You then get credits for the pirate kills and can swoop in for some salvaging giving credits and loot drops. The go sell the loot drops and continue mining, lather, rinse and repeat.
But yeah, when anything shows up, even if you're not a salvager, still take a look, there's a good chance stuff dropped anyways.
Got a few nice blue modules just from being at the right time at the right place.