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Post by Officer Genious on Oct 14, 2015 21:05:19 GMT -5
I'm forcing myself to try out some of the non-fast/fast ships as starter ships, and its not going very well at all.
For example, I tried to use the Aperio Caligula on Crazy for three days now. Constantly getting boarded and my Engines shot out no matter now quick I get my expensive as hell +6 Engine upgrade and crank my Warrior up. I know there's a way around this on Crazy, I just gotta find it.
Do you guys use any non-obvious starter ships and what tips do you have for them?
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Post by slayernz on Oct 14, 2015 21:59:10 GMT -5
I love the Aperio because of the WF tank. I still go out in Crazy with the "be nice to everyone" mentality because it isn't fast enough to get away from anything, BUT with the WF tank and a large cargo hold, you are able to take advantage of the shortages that almost always crop up within the first hundred or so turns.
Get lots of money quickly. Upgrade engines to 14 with Ancient reactors, and continually feed your Pilot skill. Oh, and get yourself a pilot officer too! Even if you aren't going to keep the pilot officer, finding one early will help. Keep pumping up your pilot skill.
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Post by Officer Genious on Oct 14, 2015 22:01:41 GMT -5
I love the Aperio because of the WF tank. I still go out in Crazy with the "be nice to everyone" mentality because it isn't fast enough to get away from anything, BUT with the WF tank and a large cargo hold, you are able to take advantage of the shortages that almost always crop up within the first hundred or so turns. Get lots of money quickly. Upgrade engines to 14 with Ancient reactors, and continually feed your Pilot skill. Oh, and get yourself a pilot officer too! Even if you aren't going to keep the pilot officer, finding one early will help. Keep pumping up your pilot skill. Dammit, every time I talk about this ship I screw up the name I meant the Aternum Vale, the Fast/Low ship with torps. x.x
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Post by Officer Genious on Oct 14, 2015 22:39:07 GMT -5
I have a theory.
Here's the Aeternum Vale ship:
Hull 11 Armor 5 Engines 11 Sails 22 Crew 40 Cargo 28 Guns 17 Torpedoes 7
Agility Slow Speed Fast
Instead of shoring up its weaknesses, why don't I just play to its extreme strengths?
1: Sails and Torps FTW 2: Screw boarding as I don't have the engines to really close the distance. I'd be better off with more guns to take advantage of that crew count 3: I have a fairly high hull and some solid armor, but to keep myself from eating enemy guns all day I should invest in additional armor. If I can get +6 or more Armor, I have a good defense against gun and ram attacks according to the help section. 4: It may not be a bad idea to get an Impact Generator to prevent getting rammed to death.
Will test and report over the next few days!
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Oct 15, 2015 5:43:43 GMT -5
You even messed up the Aperio Caliga name Slayernz is eight though, fighting from the start is pointless. You will eventually meet an OP pirate who will just shoot you to death or boarding bounty Hunter. Countless of my pilots ended up this way, rammed to death by some stupid pirate.
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Post by resistor on Oct 15, 2015 7:07:55 GMT -5
You even messed up the Aperio Caliga name Slayernz is eight though, fighting from the start is pointless. You will eventually meet an OP pirate who will just shoot you to death or boarding bounty Hunter. Countless of my pilots ended up this way, rammed to death by some stupid pirate. slayernz is 8? How much is that in cat years? Anyway, maybe you should consider surrendering to pirates and bounty hunters more often if you can't get away in the first or second turn.
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poryg
Templar
[ Star Traders 2 Supporter ]
Posts: 1,723
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Post by poryg on Oct 15, 2015 12:25:47 GMT -5
Once it happened that I was clearly winning, but then the pirate brutally rammed me :/
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Post by slayernz on Oct 16, 2015 22:52:32 GMT -5
I have a theory. Here's the Aeternum Vale ship: Hull 11 Armor 5 Engines 11 Sails 22 Crew 40 Cargo 28 Guns 17 Torpedoes 7 Agility Slow Speed Fast Instead of shoring up its weaknesses, why don't I just play to its extreme strengths? 1: Sails and Torps FTW 2: Screw boarding as I don't have the engines to really close the distance. I'd be better off with more guns to take advantage of that crew count 3: I have a fairly high hull and some solid armor, but to keep myself from eating enemy guns all day I should invest in additional armor. If I can get +6 or more Armor, I have a good defense against gun and ram attacks according to the help section. 4: It may not be a bad idea to get an Impact Generator to prevent getting rammed to death. Will test and report over the next few days! You know, if I found that ship during an encounter, I'd throw it back and say it was too little. Catch and release I say. There are some things worth persevering with, and others that you would just scratch your head and say "Only Steel Song would like this". That's the Aeternum Vale. It may be efficient in traveling, but it's got crap-all hull capacity. So it's pretty useless as a freighter, a smuggler, and an anythinger. You can look at the torps and think "cool, that's what I'll use", but the EHr is pretty crap, and torps won't keep your enemy from closing range. To make this ship worthwhile, you'll need: +6 engines cargo - maybe a weapons, electronics, and/or water-fuel hold. Then you'd specialize in carrying that restricted cargo.
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Post by xdesperado on Oct 28, 2015 4:12:31 GMT -5
All I can say is...ship creator. Forget all the pre generated starting ships and do a custom one.
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Post by Deleted on Oct 28, 2015 7:28:34 GMT -5
All I can say is...ship creator. Forget all the pre generated starting ships and do a custom one. Out of curiosity, what does your custom designed starter ship look like? I created this one for my latest captain to tryout. He's an independant star trader. Hull 11 Armor 5 Engines 20 Sails 22 Crew 26 Cargo 50 Guns 15 Torps 0 Fast/med agility
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Post by Cory Trese on Oct 28, 2015 10:45:44 GMT -5
Torps 0 still bothers me a little bit.
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Post by xdesperado on Oct 28, 2015 11:01:49 GMT -5
Chance my preference is for playing MO with a gun bunny/boarding style. Early game I'm mostly acting as a merchant on very short routes in green space so Cargo, Guns, Engines and Crew are what I'm looking for. My base starting ship is as follows Vindicator Hull = 12 Armor = 3 Engines = 24 Sails = 19 Crew = 45 Hold = 55 Guns = 21 Torps = 0 My current Captain is level 10 on insane with $850,853 in bank and ship has following stats Vindicator [/u] Hull = 12 Armor = 5 Engines = 24 Sails = 19 Crew = 55 Cargo = 96 (+25 weapons) Guns = 21 Torps = 0 Upgrades are; Structure = Cargo Hold (applied last to maximize, Cargo Prow would be about same but would increase encounters a bit) Combat = Weapon Cabinet Interior = Battlecruiser Retrofit (+2 Armor, +10 Crew, +5 Cargo) Propulsion = Cargo Pod Armament = Cargo Pod Ship is excellent for my style play and will only be replaced when I can afford to build myself a larger ship with Fast/Fast and have the Pilot skill to make it viable.
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Post by Deleted on Oct 28, 2015 11:02:37 GMT -5
Torps 0 still bothers me a little bit. What I usually do with all my starter ships is get the Ares missile upgrade first chance I get...
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Post by Deleted on Oct 28, 2015 11:36:29 GMT -5
xdesperadoI created a ship for my level 23 Steel Song Zealot that has Hull 20 Armor 12 Engines 42 Sails 42 Crew 75 Cargo 90 Guns 38 Torps 14 Fast and Quick With extended gun decks, weapon cabinet, mercenaries, prow gun batteries, and torpedo battle prow. It may not be perfect but it works for this captain.
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Post by rockstarjay on Nov 3, 2015 2:51:31 GMT -5
Of the existing ships the fidea defensor is by far the best. There is simply no substitute for cargo capacity. The less cargo capacity you have, the less fuel you carry, the more you have to stop for gas exposing you to multiple encounters while trying to land. Also your morale will drop giving you a further disdvantage. Take it and get the following upgrades:
Cargo prow, plasma door cutters, any upgrade that increases crew, mercenaries are best but expensive, additional crew quarters will suffice. Titan components or nano solar sail coating, and sail command probe. The sail command probe is basically what you always take in the armament category. It allows you to escape and allows your torpedos to actually hit on higher difficulty levels.
Plasma door cutters are the best boarding upgrade you can get next to the weapons cabinet, but you should not be carrying weapons early in the game. Although it only works the first time you board, the bonus is big and allows you to take the numerical advantage in crew which will make a dramatic increase in how well your captain fights.
I find guns to be worthless past crazy level, in fact they just waste crew manning them when they could be boarding the enemy craft. To prevent death by ramming you need a ship with a bigger hull and more armor, but adding armor will increase your encounters. A better strategy is to take a character class with a higher pilot skill and try and find the pilot officer. Then start building warrior and stealth. In which case you can ram them if they try to board and you are outnumbered.
I always play the impossible level and some things have changed as the game has been updated, but this strategy works.
Jay
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