HELLION

HELLION

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Lost-one1993 Jun 28, 2018 @ 8:35pm
tips for a newish player
Hello, I am new to the game at the moment I have about 9 hours though I spent 2 of those hours was looking for information on how to warp and how to find modules so I was thinking if you are a newer player like me here are some tips I have learnt thus far, perhapes some more experienced fellows can share as well

keep in mind I only play in single player, nothing against play multipler but my internet is not good enough to play it. I personally believe this game is best played with other people properly in co-op

- Keep at least a 20 hp warp cell on your ship as a backup, I have learnt that limping back on smaller ones does not help much had many a close call already in a debris field

-A welder and a fire extinguisher are really helpful to keep on your ship, especially if you just manage to dock to a module, I will go down and do some quick repairs then travel back to base

-Decompressing your ship while looting can make it easier, go to life support decompress everything then just thow stuff though the airlock makes collecting easier, can also save your ship if it get hit by debris while you are not near, you wont lose air it seems

-Docking is a lot easier if you are not coming in at an angle as well as docking modules together seems to be much easier with your ship attached to one

-I think decompressing any module you connect to your ship when returning to your base may help. It seems to stop fires which can damage the module (not sure about this one, had a solar power plant explode I think because I had air in it and it was on fire, took too much damage, boom)

-Multiple jetpacks actually help even if you are playing lone, it is pretty easy just to swap to the next one when the current one is running low, more for power then anything.

-The small resource containers can be refilled, I keep two on me one filled with nitro(jepack fuel) and oxygen also several on the ship

-Planning any trip makes it easier, by this I mean I double check that everything is full and you are fully equiped, arriving to loot something only to realise you have not charged your jetpack and thus can't use the light is very annoying

-Just because you have oxygen and nitrogen in storage does not mean it actually in the air generator, you need to goto the resource panel and put it in the system

-The only necessary part of the starting base is the room with the 4 cryopods, everything else can be discarded and worked around

EDIT: more tips

- Connected module share power and stuff including to attached ships, if you are flyng in a place that does not get much solar get a power module the onboard reactor can power your ship and you can also turn it on and off from the ship

- As said below one of the first thing you should do is move your base and ship out of the debris field as long as you are in there you take dammage, not a lot at first but it all adds up, go to your ship cockpit press 2 to bring up the warp screen click on the plannet and create a custom orbit go there and drop off your base at least

-Ignore most of the guides and tutorial you find at the moment of writing(29.06.2018) they are out of the date at least on steam

- To use the warp of your ship you need to get into the cockpit and press "2" this will bring up the warp screen the rest is pretty easy to figure out just by playing with the controls , Press "3" to bring up docking, it is exactly the same as docking modules such as with the tutorial docking the airlock

-To find modules you go into the warp screen "2" on your keyboard in the cockpit of a ship, click scan you are looking for Object groups they generally go in and out of the debris field, when highlighted it will have something label like "AM-AC " that means there is something to collect !
Last edited by Lost-one1993; Jun 29, 2018 @ 1:18am
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Showing 1-15 of 26 comments
RetracElyk Jun 28, 2018 @ 10:17pm 
Originally posted by Lostone1993:
I personally believe this game is best played with other people properly in co-op

Couldn't agree with you more here. Welcome to Hellion. You've accumulated quite a bit of knowledge and have highlighted many important ideas for new players. Nice work. There are some other ideas that would be critical if you would ever choose to play multiplayer.

-It is important to move your starter outpost to a high orbit once you get started. This not only gets you out of the debris field, but it also prevents others from paying you a visit.

-Suits equal lives. You must alway, ALWAYS keep at least one spare suit in the module set as your spawn point.

-Big bases are nice and can look rather impressive. They just aren't necessary for playing solo. I would say you need an outpost, cbm, and fm. The outpost gives you basic power, the cbm gives you storage, and the fm allows you to build parts. Dock the fm and cbm to your outpost. Just don't forget to open one of the doors to the cbm first; otherwise, you cannot get in. You can always make a bigger base, but start with this first. Add more as you find the power to support it.

-As tempting as it may be, there is no advantage to connecting the airlock and carrying around the complete starter base of the outpost, cqm, and airlock. It just wastes your precious one full warp cell. Ditch the cqm and don't worry about the airlock. Just get your starter outpost out of their and drop it in high orbit. You can use the home station button to return later.

-Don't store a ton of items on your ship. Make sure you offload these items onto your station. It is safe there. If you lose your ship, you lose everything you've collected.

-You have a ton of free storage in extra suits. Load each suit up with as many items as it will take. You can then take it off and put it on the rack. Not only is this an effective way to store items. Others don't know it's full unless they equip it themselves. It is an effective way to hide items.
Lost-one1993 Jun 28, 2018 @ 11:24pm 
Originally posted by kyletcarter:
snip

-It is important to move your starter outpost to a high orbit once you get started. This not only gets you out of the debris field, but it also prevents others from paying you a visit.

ah I forgot to put this one down, it was one of the first thing I worked out

Originally posted by kyletcarter:
snip
-Suits equal lives. You must alway, ALWAYS keep at least one spare suit in the module set as your spawn point.

did not think about this one, I guess I had it in mind I would restart if I died roleplaying reasons and all that

Originally posted by kyletcarter:
snip
-Big bases are nice and can look rather impressive. They just aren't necessary for playing solo. I would say you need an outpost, cbm, and fm. The outpost gives you basic power, the cbm gives you storage, and the fm allows you to build parts. Dock the fm and cbm to your outpost. Just don't forget to open one of the doors to the cbm first; otherwise, you cannot get in. You can always make a bigger base, but start with this first. Add more as you find the power to support it.

hmm, I disagree well at least at the moment, I think having a full function big base is a nice objective to work towards. though if you are only exploring I completly agree

as for power I am learning that right now :) , I have the default outpost + 3 way and cbm, I have turn off parts of the station just to power up the cbm. I am now searching for a power module

Originally posted by kyletcarter:
snip
-As tempting as it may be, there is no advantage to connecting the airlock and carrying around the complete starter base of the outpost, cqm, and airlock. It just wastes your precious one full warp cell. Ditch the cqm and don't worry about the airlock. Just get your starter outpost out of their and drop it in high orbit. You can use the home station button to return later.

quite true, it is what I am going to do next time, I would only carry the airlock for ease of use nothing else and only then if I wanted too

Originally posted by kyletcarter:
snip
-Don't store a ton of items on your ship. Make sure you offload these items onto your station. It is safe there. If you lose your ship, you lose everything you've collected.

quite true, again something I learned early on but forgot to mention. though I must ask if you die and lose your ship respawn how do you get another ? is it only an online thing as in steal one ? because I cant think of a way unless the game spawns one

Originally posted by kyletcarter:
snip
-You have a ton of free storage in extra suits. Load each suit up with as many items as it will take. You can then take it off and put it on the rack. Not only is this an effective way to store items. Others don't know it's full unless they equip it themselves. It is an effective way to hide items.

did not know that, might be something I will do, maybe load each suit up some basic supply hmm... I have a new objective to add to the list !
Last edited by Lost-one1993; Jun 28, 2018 @ 11:26pm
Sky Jun 29, 2018 @ 12:34am 
Originally posted by Lostone1993:
Originally posted by kyletcarter:
snip
-Big bases are nice and can look rather impressive. They just aren't necessary for playing solo. I would say you need an outpost, cbm, and fm. The outpost gives you basic power, the cbm gives you storage, and the fm allows you to build parts. Dock the fm and cbm to your outpost. Just don't forget to open one of the doors to the cbm first; otherwise, you cannot get in. You can always make a bigger base, but start with this first. Add more as you find the power to support it.

hmm, I disagree well at least at the moment, I think having a full function big base is a nice objective to work towards. though if you are only exploring I completly agree

as for power I am learning that right now :) , I have the default outpost + 3 way and cbm, I have turn off parts of the station just to power up the cbm. I am now searching for a power module

Regarding power modules, get a Solar Power Module (SPM), rather than a PSM. Solar power is free where-as a PSM will cost you in fuel, especially if it's not optimized with higher tier parts.

Welcome to Hellion. :)
Lost-one1993 Jun 29, 2018 @ 12:43am 
Originally posted by Sky:
Originally posted by Lostone1993:


hmm, I disagree well at least at the moment, I think having a full function big base is a nice objective to work towards. though if you are only exploring I completly agree

as for power I am learning that right now :) , I have the default outpost + 3 way and cbm, I have turn off parts of the station just to power up the cbm. I am now searching for a power module

Regarding power modules, get a Solar Power Module (SPM), rather than a PSM. Solar power is free where-as a PSM will cost you in fuel, especially if it's not optimized with higher tier parts.

Welcome to Hellion. :)

actually planning both, a little while ago I saw a power module. figure I would get it as it would allow the starting ship to go further if needbe otherwise, planing on solar since my custom orbit
should always face the sun. I think ? :)
RetracElyk Jun 29, 2018 @ 5:08am 
I’m speaking from the multiplayer perspective as I respond. I have not played sp. With the bugs in the game, dying tends to happen at no fault of you own. This is why it is critical to have extra suits. There is nothing more frustrating then spawning after dying to find you have no suits and you are stuck. You can always fresh start, but this leads to the desruction of your former outpost. If you integrated this into your base it could be quite destructive.

There is a button on your outpost that calls for a rescue ship. If you ever lose your ship, press the button and a new one will appear in 10 minutes.

It is an accomplishment to build a base. I’m just making the point that aside from the challenge and accomplishment, it isn’t necessary to help further you in the game. A cbm and fm become necessary. Everything else is icing on the cake. Build from there. An authorized CM becomes necessary to invite others to your base. Make sure you attach modules to the cm and never attach the cm to other modules. It will mess with authorization if you do not attach to the cm.
Jaz Jun 29, 2018 @ 5:26am 
Great tips.

Here's one of my own:

Hover over the Start and Arrival Times in the warp panel and use the mouse wheel to adjust the times up or down by 10 secs per wheel tick.

Alan Ford Jun 29, 2018 @ 8:05am 
Originally posted by Lostone1993:
Hello, I am new to the game at the moment I have about 9 hours though I spent 2 of those hours was looking for information on how to warp and how to find modules so I was thinking if you are a newer player like me here are some tips I have learnt thus far, perhapes some more experienced fellows can share as well

keep in mind I only play in single player, nothing against play multipler but my internet is not good enough to play it. I personally believe this game is best played with other people properly in co-op
I personally enjoy and prefer soloing. But having a team can speed up things and just make the overal effort much more efficient. I’d say the golden rule would be - outposts and personal CQMs are banned for groups.
- Keep at least a 20 hp warp cell on your ship as a backup, I have learnt that limping back on smaller ones does not help much had many a close call already in a debris field.
Better make it a full one. You never known what you may find. Warp 3 has efficiency to keep 5% cell usable for approx 10 warps around one sector (parent planet and its moons.)
-A welder and a fire extinguisher are really helpful to keep on your ship, especially if you just manage to dock to a module, I will go down and do some quick repairs then travel back to base
Welder yes, fire extinguisher is redundant. You can patch up burn holes with the welder, just make sure you don’t stand too close to fire. Alternative is to depressurize. In any case welder you should always keep in your inventory.
-Decompressing your ship while looting can make it easier, go to life support decompress everything then just thow stuff though the airlock makes collecting easier, can also save your ship if it get hit by debris while you are not near, you wont lose air it seems
Depressurization is great for many things. In ship when you’re looting away, it’s best to go airless. If you’re operating in a debris field while piloting, great idea is to shut off the bridge - close he door. The canopy usually cracks very easily and there is no warning so if it happens provided that you sealed off the bridge, you can simply repair the crack and only air loss will be the bridge section. When you are building a hefty station it’s also best to depressurize the whole base before you start docking and undocking. One other thing, there are specific sections of modules that can be permanently depresurized if you’re not using specific rooms. I for example always keep my CM lift shaft depressurized since I’m not using the tower much and lift shaft is prone to often breaches.

-Docking is a lot easier if you are not coming in at an angle as well as docking modules together seems to be much easier with your ship attached to one
Yes, first thing new players should do when docking is align properly and then just use wasd, space, and ctrl (or c) while holding shift all the way.
-I think decompressing any module you connect to your ship when returning to your base may help. It seems to stop fires which can damage the module (not sure about this one, had a solar power plant explode I think because I had air in it and it was on fire, took too much damage, boom)
Modules you find in debris fields are usually very low on health to begin with so if it’s not too dangerous to go outside and do field repairs before you happy it home, then do it. Fires can’t burn in vacuume.
-Multiple jetpacks actually help even if you are playing lone, it is pretty easy just to swap to the next one when the current one is running low, more for power then anything.
Whoever is running around and looting without a spare jetpack in their inventory is doing it wrong.
-The small resource containers can be refilled, I keep two on me one filled with nitro(jepack fuel) and oxygen also several on the ship


-Planning any trip makes it easier, by this I mean I double check that everything is full and you are fully equiped, arriving to loot something only to realise you have not charged your jetpack and thus can't use the light is very annoying
Careful planing and thinking ahead goes for the simplest of actions like stepping outside your base for the first time.
-Just because you have oxygen and nitrogen in storage does not mean it actually in the air generator, you need to goto the resource panel and put it in the system

Ah yes, the UI systems in this game can be a bit overwhelming for beginners. Also I would advise that unless you absolutely need air, do not make any before getting at least a T1 resource injector but I personally don’t do it until I have a T4. So much savings can be made on resources this way and if you did the starting sequence properly you shouldn’t need air almost never until you acquire more modules.
-The only necessary part of the starting base is the room with the 4 cryopods, everything else can be discarded and worked around
Like I wrote that one myself. Yes the outpost is he only thing that matters, and it’s the most useful and irreplaceable module. Don’t let it go unless you are playing with a group in which case it’s actually preferred that purpose do. (It’s because in case of death all your stuff that’s connected to the OP will blow up after you fresh start.

EDIT: more tips
- Connected module share power and stuff including to attached ships, if you are flyng in a place that does not get much solar get a power module the onboard reactor can power your ship and you can also turn it on and off from the ship
Yes. Steropes can definitely pull its weight for a while in no sun zones but you have to be very very careful and well organized. For such places like Ia it’s best to set up a forward base in a form of a reactor or two so you can always recharge when you’re in the area. (Leave a claimed ship attached to it so you can always find it)
- As said below one of the first thing you should do is move your base and ship out of the debris field as long as you are in there you take dammage, not a lot at first but it all adds up, go to your ship cockpit press 2 to bring up the warp screen click on the plannet and create a custom orbit go there and drop off your base at least
That’s priority #1. If you failed to prepare, prepare to fail.
-Ignore most of the guides and tutorial you find at the moment of writing(29.06.2018) they are out of the date at least on steam

- To use the warp of your ship you need to get into the cockpit and press "2" this will bring up the warp screen the rest is pretty easy to figure out just by playing with the controls , Press "3" to bring up docking, it is exactly the same as docking modules such as with the tutorial docking the airlock
That was updated with last patch. Piloting and docking UI is much more intuitive now.
-To find modules you go into the warp screen "2" on your keyboard in the cockpit of a ship, click scan you are looking for Object groups they generally go in and out of the debris field, when highlighted it will have something label like "AM-AC " that means there is something to collect !
All objects have designations that start with their description - (AM airlock module, CM command module, CQM crew quarters module etc). So you know exactly what you’ve just scanned. Also the first number begins the name stands for the date the module was spawned. So that’s something you can use to judge if a particular derelict or module is worth visiting.

And to add my own; first thing you should look to acquire after moving your base to a safe orbit is the defibrillator module..sry the fabricator module. You’re going to be looting a lot of derelicts and they are a source of crafting materials so think of a FM (fabricator module) as your joker card - if you have enough materials stashed in your base, you can craft whatever you need - suits, jetpack a, welders, so basically anything you would normally have to loot manually and stash in your base so you secure your longevity.
Tip: not sure if latest patch fixed it but FM had a broken anchor and you needed another module in order to haul the FM.
Last edited by Alan Ford; Jun 29, 2018 @ 8:10am
Veqqie-Veq Jun 29, 2018 @ 9:11am 
Originally posted by Alan Ford:
Tip: not sure if latest patch fixed it but FM had a broken anchor and you needed another module in order to haul the FM.

This madness has come to an end.
Lost-one1993 Jun 29, 2018 @ 5:59pm 
Originally posted by kyletcarter:
I’m speaking from the multiplayer perspective as I respond. I have not played sp. With the bugs in the game, dying tends to happen at no fault of you own. This is why it is critical to have extra suits. There is nothing more frustrating then spawning after dying to find you have no suits and you are stuck. You can always fresh start, but this leads to the desruction of your former outpost. If you integrated this into your base it could be quite destructive.

fair enough good to hear both perspectives as I have not idea what the multi would be like, I think the closent I could get is a LAN with friends

I have not died yet but I will keep it in mind but I can see how frustrating that would be, I guess another reason to have a fab module then ? I am assuming here since I have not found one yet but I assume it can make suits ?

did not know restarting would mean your outpost exploding, I assume it would turn into a abandonded station or something like that

Originally posted by kyletcarter:
There is a button on your outpost that calls for a rescue ship. If you ever lose your ship, press the button and a new one will appear in 10 minutes.

I thought that button was like the distress button, just gave out a different signal or soemthing thus useless, thanks ! I was scared to loot the military outpost since I thought I could get in a postition of having no ship if a turret was there

Originally posted by kyletcarter:
It is an accomplishment to build a base. I’m just making the point that aside from the challenge and accomplishment, it isn’t necessary to help further you in the game. A cbm and fm become necessary. Everything else is icing on the cake. Build from there. An authorized CM becomes necessary to invite others to your base. Make sure you attach modules to the cm and never attach the cm to other modules. It will mess with authorization if you do not attach to the cm.

thats pretty fair, I will keep the CM problem in mind

Originally posted by Jaz:
Great tips.

Here's one of my own:

Hover over the Start and Arrival Times in the warp panel and use the mouse wheel to adjust the times up or down by 10 secs per wheel tick.

ah another one I forgot to add, I picked up on this as I was playing with the warp screen. Still very little idea what they do except help you warp to a specific location

Originally posted by Alan Ford:
I personally enjoy and prefer soloing. But having a team can speed up things and just make the overal effort much more efficient. I’d say the golden rule would be - outposts and personal CQMs are banned for groups.

actually I would agree, I find solo makes it kinda a chill game just working towards a simple objective, I will keep it in mind if I play co-op with someone

Originally posted by Alan Ford:
Better make it a full one. You never known what you may find. Warp 3 has efficiency to keep 5% cell usable for approx 10 warps around one sector (parent planet and its moons.)

hmm I might if I find one, mostly been finding 20-27 hp ones, I found 20 is minimum to go from the furthest moon(has a storage base) to burner where my base is the minimum so I based it on that

Originally posted by Alan Ford:
Welder yes, fire extinguisher is redundant. You can patch up burn holes with the welder, just make sure you don’t stand too close to fire. Alternative is to depressurize. In any case welder you should always keep in your inventory.

I guess but I know there is storage on the ship they are also nearly everywhere, also I swear I had module on fire even when depressurized, might been a bug

Originally posted by Alan Ford:
Depressurization is great for many things. In ship when you’re looting away, it’s best to go airless. If you’re operating in a debris field while piloting, great idea is to shut off the bridge - close he door. The canopy usually cracks very easily and there is no warning so if it happens provided that you sealed off the bridge, you can simply repair the crack and only air loss will be the bridge section. When you are building a hefty station it’s also best to depressurize the whole base before you start docking and undocking. One other thing, there are specific sections of modules that can be permanently depresurized if you’re not using specific rooms. I for example always keep my CM lift shaft depressurized since I’m not using the tower much and lift shaft is prone to often breaches.

I actually just worked that out last time I played, also worked out the undocking thing quite well when I was connecting a 3 way to I could attach my airlock and cargo module just as I could say when moving modules around having more then one airlock attached is vary handy

Originally posted by Alan Ford:

Yes, first thing new players should do when docking is align properly and then just use wasd, space, and ctrl (or c) while holding shift all the way.

I know about shift and short bursts, as well as when docking modules aiming at the window always keeps on target

Originally posted by Alan Ford:

Whoever is running around and looting without a spare jetpack in their inventory is doing it wrong.

*raises hand* I only recently worked out that keep spare ones on the ship and swaping out is really handy

Originally posted by Alan Ford:

Ah yes, the UI systems in this game can be a bit overwhelming for beginners. Also I would advise that unless you absolutely need air, do not make any before getting at least a T1 resource injector but I personally don’t do it until I have a T4. So much savings can be made on resources this way and if you did the starting sequence properly you shouldn’t need air almost never until you acquire more modules.

I think that was one of the first things I fixed, at the moment I tried pressurizing a CBM that takes a lot of air...I dont actually have enough at the moment I used all my oxygen and nitrogen still not enough

Originally posted by Alan Ford:

Yes. Steropes can definitely pull its weight for a while in no sun zones but you have to be very very careful and well organized. For such places like Ia it’s best to set up a forward base in a form of a reactor or two so you can always recharge when you’re in the area. (Leave a claimed ship attached to it so you can always find it)

I will keep it in mind, once I have found a reactor and an extra ship

Originally posted by Alan Ford:


That was updated with last patch. Piloting and docking UI is much more intuitive now.

ah ok, from my perspective it looks it changed months ago and the guide were a year or two out of date, espcially when it seem so much was different to the info I was finding

Originally posted by Alan Ford:

All objects have designations that start with their description - (AM airlock module, CM command module, CQM crew quarters module etc). So you know exactly what you’ve just scanned. Also the first number begins the name stands for the date the module was spawned. So that’s something you can use to judge if a particular derelict or module is worth visiting.

And to add my own; first thing you should look to acquire after moving your base to a safe orbit is the defibrillator module..sry the fabricator module. You’re going to be looting a lot of derelicts and they are a source of crafting materials so think of a FM (fabricator module) as your joker card - if you have enough materials stashed in your base, you can craft whatever you need - suits, jetpack a, welders, so basically anything you would normally have to loot manually and stash in your base so you secure your longevity.
Tip: not sure if latest patch fixed it but FM had a broken anchor and you needed another module in order to haul the FM.

I knew what the names of the module were, I was just trying not to give too much away discoverying stuff in the game is fun :) just some of stuff just does not make much sense at first look

did not know what the number were that kinda cool, hmm I am searching for a fabricator right now not sure where to look

now a question from me where are good places to look for modules? I have been searching around the starter planet but I have only found 2-3 at most and mostly around the outer moons is there a better place to look for modules as well as ships ?
Last edited by Lost-one1993; Jun 30, 2018 @ 6:29pm
RetracElyk Jun 29, 2018 @ 7:54pm 
Originally posted by Lostone1993:
now a question from me where are good places to look for modules? I have been searching around the starter planet but I have only found 2-3 at most and mostly around the outer moons is there a better place to look for modules as well as ships ?

Let's see... You will find LSM, airlocks, and cqm in civilian zones. You will find CBMs and FMs in Industrial zones. You will find CMs, SPMs, and CTMs in military zones.

I can't remember the zones for the curved and straight corridors off the top of my head. There is also a map floating around as to where are all these zones are around hellion. In Bethyr itself, Burner is civilian, Broken Marble is military, and Everest is industrial.
Lost-one1993 Jun 30, 2018 @ 6:29pm 
Originally posted by kyletcarter:
Originally posted by Lostone1993:
now a question from me where are good places to look for modules? I have been searching around the starter planet but I have only found 2-3 at most and mostly around the outer moons is there a better place to look for modules as well as ships ?

Let's see... You will find LSM, airlocks, and cqm in civilian zones. You will find CBMs and FMs in Industrial zones. You will find CMs, SPMs, and CTMs in military zones.

I can't remember the zones for the curved and straight corridors off the top of my head. There is also a map floating around as to where are all these zones are around hellion. In Bethyr itself, Burner is civilian, Broken Marble is military, and Everest is industrial.

hmm would going out of the starting area Bethyr help ? I was thinking of trying to goto Eridil thinking it might improve my chances of finding stuff I also recently got the tier 2 warp detonator (cant remember name off the top of my head) if that helps

finally one other question is there a good way of dealing with turrets ? I grabed stuff in the surounding area but could not get in the military base the turret would kill me everytime. I managed to get an AP grenade but I doubt that would do much also got a rifle as well
RetracElyk Jun 30, 2018 @ 9:32pm 
Originally posted by Lostone1993:

hmm would going out of the starting area Bethyr help ? I was thinking of trying to goto Eridil thinking it might improve my chances of finding stuff I also recently got the tier 2 warp detonator (cant remember name off the top of my head) if that helps

finally one other question is there a good way of dealing with turrets ? I grabed stuff in the surounding area but could not get in the military base the turret would kill me everytime. I managed to get an AP grenade but I doubt that would do much also got a rifle as well

You will find better loot outside of Bethyr yes. It really depends on what you are looking for. I would suggest heading to Hirath Refinery. It tends to give you a lot of t2 and t3 parts. It also has a lot of resources and burned pdu's which yield a lot of scrap.

You may also want to head out to Ia and get yourself an arges. Just make sure you are outfitted to travel somewhere without solar exposure. You cannot charge your ship out there.

The key to turrets is shooting them before they see you. Stay at least 75 meters away from external turrets. Zoom in with a standard rifle set to power shot. You can hit the turrets from outside of their range. 10 shots will do it.

It really depends on what turret we are talking about on the stations. The key is to peak around corners until you have a clear shot before it sees you and starts shooting. There is usually a point your can do this for nearly all the turrets. I like to peek out from the vents on modules. Again. There is a point where you can see them and they can't see you.

10 shots on powershot will disable any turret.

Lost-one1993 Jul 1, 2018 @ 1:10am 
Originally posted by kyletcarter:
You will find better loot outside of Bethyr yes. It really depends on what you are looking for. I would suggest heading to Hirath Refinery. It tends to give you a lot of t2 and t3 parts. It also has a lot of resources and burned pdu's which yield a lot of scrap.

Guess since now I have an excess of warp cells mostly (20 hp range) I might go for an explore

Originally posted by kyletcarter:
You may also want to head out to Ia and get yourself an arges. Just make sure you are outfitted to travel somewhere without solar exposure. You cannot charge your ship out there.

funny you should say that, I just recently brought back a PSM I could undock it and use to power my ship

Originally posted by kyletcarter:
The key to turrets is shooting them before they see you. Stay at least 75 meters away from external turrets. Zoom in with a standard rifle set to power shot. You can hit the turrets from outside of their range. 10 shots will do it.

It really depends on what turret we are talking about on the stations. The key is to peak around corners until you have a clear shot before it sees you and starts shooting. There is usually a point your can do this for nearly all the turrets. I like to peek out from the vents on modules. Again. There is a point where you can see them and they can't see you.

10 shots on powershot will disable any turret.

both of them are basically on the other side of an airlock the moment the door opens I get shot one is in a PSM other is in a 4 way so i pressume the CM, I might try the vents then

thanks :)
Last edited by Lost-one1993; Jul 1, 2018 @ 1:11am
Alan Ford Jul 1, 2018 @ 7:46am 
Originally posted by kyletcarter:

now a question from me where are good places to look for modules? I have been searching around the starter planet but I have only found 2-3 at most and mostly around the outer moons is there a better place to look for modules as well as ships ?

All modules are available in Bethyr sector. I usually first go to Broken marble to find a singularity cell detonator. Once you have that you become much more mobile and efficient.

Then if you want to snag a CM you can scan around Broken marble. Next I’d go to Everestation and search for a FM. You can make your own cells and fabricated cells will be at 100%. While at Everest I always check the prefab station for capacitor upgrades and resources (Helium and Hydrogen primarily at this point). CBMs can also be found around Everestation so that’s what I’ll be looking out for too.
With warp 3 capability hauling 2-3 modules to your base from any point in Beth sector will be very cheap on the cell consumption.

After I get a FM, and CMB I’m basically all set for mid game objectives.

Alloys and carbons are abundant. You should always take time to collect scrap from outside derelicts. This will quickly increase your crafting materials but finding circuits will be much slower paced. Regardless, you don’t need circuits to craft some basic stuff that you’d otherwise have to loot and hoard in your base like suits or jetpacks and cells while quite resource costly, they can be made too right there in your base and at 100% so that’s very helpful. So you see having a FM is quite an advantage.

Once I have a few cells and basic base layout (CM/OP/FM/CBM or OP/FM/CBM/) I will look for a PSM around Everestation. When I find it I will warp to Bethyr orbit to find another ship (I’ll craft or loot a couple of hacking tools before that). Once I find a ship and claim it, I’ll send it home and then follow it. Then I’ll dock the new ship to PSM, leave some Helium in the reactor, prep the ship for an unmanned and one way trip, and once everything is set, I’ll make a custom orbit around Ia and send the ship with the reactor there to act as Ia recharge station. Drone ship can make it there with cca 60% cell. You should have at least all 3 x T1 CFGs or better and fully charged capacitor. But ultimately you can also just calculate how much Helium you need to make the trip and leave just that amount in a working rector so you don’t have to worry about power at all.

After I secure my assets and maybe expand the base a little more, I can go for Ia doom hunting like a boss. Fully pimped Steropes will do around 8-9 jumps around Ia before it’s last jump at which point probably even a 1% cell will save you since you have a charging station right there in high orbit. However you also need to always keep cells in mind. Ia probably won’t leave you stranded in that regard but some other planets might.
Last edited by Alan Ford; Jul 1, 2018 @ 7:54am
Lost-one1993 Jul 2, 2018 @ 12:18am 
Originally posted by Alan Ford:
snip

hmm, I have been to everest several times now, I have yet to find a FM maybe I am just unlucky, I don't think I have found anything at broken mable at least not yet

I guess I will explore some more, hope to find some more modules I can use :) thanks
my intention was to connect my PSM and a FM to my current base just to recycle stuff like old warp cells and resource containers
Last edited by Lost-one1993; Jul 2, 2018 @ 12:20am
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Date Posted: Jun 28, 2018 @ 8:35pm
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