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Post by Zer0Winds on Mar 29, 2017 21:56:30 GMT -5
HAH! I LIED! Cory Trese fallen get to the Torp page! Now for the question: The Picky Beggar; I don't use it because I never actually realized I unlocked it, but is it good? Should I use it?
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Post by resistor on Mar 30, 2017 0:09:22 GMT -5
HAH! I LIED! Cory Trese fallen get to the Torp page! Now for the question: The Picky Beggar; I don't use it because I never actually realized I unlocked it, but is it good? Should I use it? But... you didn't lie. You DO have a question... I don't use the Picky Beggar for combat captains because it doesn't have HIGH agility, so of doesn't go well with my typical playstyle ("gun bunny"). I usually just go with the Serpent Tooth. Boarding focused players might find it useful, but I don't know for sure.
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Post by pendell on Mar 30, 2017 13:25:45 GMT -5
:Looks at stats:
Medium speed /Medium agility? No thanks. "I wish to have no connection with any ship that does not sail fast; for I intend to go in harm's way." -- John Paul Jones
"And *I* wish to stay out of harm's way, so I need a faster ship than Jones has!" -- Brian Pendell
Respectfully,
Brian P.
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Post by bionicgeek on Apr 1, 2017 12:51:16 GMT -5
Zer0Winds, I find that the Picky Beggar can be rather useful if you are focusing on exploration and/or trading to begin with. On higher difficulties, a bit of luck (as well as a few key unlocks) in terms of upgrades can make Picky Beggar surprisingly effective at either running away (Ancient Reactors/Titan Components), sailing smoothly (Nano-Solar Sail Coating +6). Hell, with the right upgrades and playstyle Picky Beggar can be a surprisingly effective gunbunny (if you can't outrun them due to its agility, shooting them out as quickly as possible is an extremely viable option).
Additionally, the high crew makes exploring, as well keeping enough spacers to crew all those upgraded guns and sails, less of a worry.
There are probably some better choices depending on your playstyle. However, I've found that Picky Beggar can make a highly adaptive starting ship. I wouldn't have survived the immediate omni-embargo conflict that cropped up five minutes into my last game without it.
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athios
Templar
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Posts: 1,611
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Post by athios on Apr 3, 2017 18:44:46 GMT -5
I used to use Picky Beggar a lot back in the day. Was a decent, versatile ship that can tide you over until you can commandeer or buy something better. Anyway, when you are just starting out as a new captain, fast/quick ships may actually be a liability, as you'll consume more W-F, especially on higher difficulties.
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Post by amongstshadows on Apr 5, 2017 5:05:49 GMT -5
I don't know if I imagined it, or can't find the post, but I remember someone saying that crew should equal engines + guns. Is that a thing or am I hallucinating?
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athios
Templar
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Posts: 1,611
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Post by athios on Apr 5, 2017 12:27:06 GMT -5
It's been a while, but I believe you need at minimum Crew = Engines to fly properly. Whatever excess Crew (not dedicated to running the engines full time) you have are able to man the Guns, repel boarders, and go board an enemy ship. If you have less Crew than Engines, then you can't fire Guns or Board.
So yes, Crew = Engines+Guns is a good idea. Having a few spare bodies is even better, (1) to enhance your board defense/offense capability, and (2) in case some of them die, you won't be immediately impacted.
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Post by resistor on Apr 5, 2017 13:05:09 GMT -5
I don't know if I imagined it, or can't find the post, but I remember someone saying that crew should equal engines + guns. Is that a thing or am I hallucinating? If you have really low Pilot than you'll need crew=engines+guns to fly and shoot effectively. If you have high Pilot, you can get away with simply having crew>=engines, at least if you don't intend to board.
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poryg
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Post by poryg on Apr 5, 2017 14:05:02 GMT -5
If you intend to board, it's pointless to have huge pilot though, because you can't get hurt by guns if you board successfully...
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Post by amongstshadows on Apr 5, 2017 21:45:06 GMT -5
Trying to go as low as possible with crew, and as low as possible with intimidate. Maximum hull: 12
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