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Base theme by DesignModo & ported to Powered by Vanilla by Chris Ireland, modified by the "theFB" team.
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The Cutter is engineered for conflict zones. It will be getting 6 OA shield boosters with G5 heavy duty mods, G5 overcharged multicannons, G5 efficient beams, G5 specialised SCB mod and MRP G5 heavy duty mod. Scanners and utilities will be lightened where possible. It'll be interesting to see where the shields top out at after all that. They're already at 2300 which is OK but not near what they could be. All that mass is likely to make it even more of a leviathan to fly than it already is but hopefully I'll be able to stay as long as I like in combat zones.
The Python is already engineered for bounty hunting but efficient bursts and lightweight armour aren't G5 yet. I'll be installing a couple of OD heavy duty modded shield boosters plus lightweight mods to scanners and other utilities to try and keep the mass under control. If I can make it a little more lethal, it'll be my favourite ship.
The Courier is all about speed and materials hunting - SRV/limpet collector. So will be getting G5 lightweight mods to scanners and distributor is already engine optimised and I can happily stay within 15% of the 814 m/s boost speed when stripped back. Weapons put quite a dent in top speed though so the best I can do is efficient mods to try and keep things light.
I'm not quite sure what to do with the Anaconda yet. Jump range is currently at 43ly and I can manage 60ly jump range, then it'll take over from the Asp as the bubble taxi because it can carry a bit more and thermal is very low so it could potentially do smuggling missions as well as any exploring. However, I'd love to see what eight beam lasers look like all at once.
The Asp is probably going to be modded the least. It's stripped out for 48ly jump range at the moment with an SRV for materials gathering. I'll lighten scanners and utilities up where I can but it's flown without weapons - no need for them with 440 boost. If the Anaconda takes over as the family estate, the Asp is likely to be used for sniping practice - 4 rail guns or plasma accelerators for long distance kills once my combat skills improve.
Today I picked the low hanging fruit to unlock Gd5 with Liz Ryder and Todd The Blaster McQuinn and upgraded 4 2F multicannons to G5 efficient (with 2 incendiary, 1 thermal and 1 autoload secondary effects). A couple of 2B seeker missiles were modded to G5 rapid fire (with thermal cascade). They'll be used to muscle up the Python, Courier and Asp nicely.
After all the engineering is done, I'll be focussing more on the social side - helping out in combat zones, community goals etc. By then the Thargoids will have started to take over the bubble, making all of the above completely and utterly pointless.
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No G5 overcharged multi-cannons with incendiary secondary effects involved either.
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Currently my main ship is a Vulture with G1 distributor and G1 Focused Pulse Lazors.
Also have a cheap Cobra for Mining duties (to get things like carbon for Engineering upgrades)
I've spent the last three days mining 500t of ore in my Anaconda to unlock Selene Jean. Yesterday my hull was down to 27% after being attacked by pirates as soon as I arrived but I jumped to a different location and bagged 57t of painite. 10 of which was ear marked for Selene Jean. It was a rough ride back to my home system at Diaguandri - was interdicted twice!
After arriving at Kuk today, I unlocked up to Gd5 but didn't have enough materials for gd5 heavy duty but have enough now after planet prospecting. I still need some tin for gd5 lightweight armour for all the ships optimised for jump range or speed.
After I've sorted the armour I'll be shipping 50t of Fujin Tea for Broo Tarquin...a pew pew brew for broo.
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I think the most effective weapons against the Thargoids will be a different, non engineered technology altogether - one that isn't available to players yet. The trick will be to anticipate where it'll be available first - Ram Tah... given his research into Guardian technology which is biologically based and know to be superior to the Thargoids? Or the Alliance...given they don't have a dedicated line in weapons or ships yet? Hmmm.
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After that, it'll be time to G5 heavy duty engineer some D rated shield boosters for the Python and some A rated for the Cutter. They're resistance augmented at the moment which is OK but I really want to tank both up. I may throw a D booster into the Courier as well if it doesn't sacrifice speed.
I'm not sure what to do about the MC's in the Courier. It's a speed build and the MC's knock nearly 200m/s off the boost (from 814 down to 650-660 or so). So I'll have one build weaponless for pure speed and another, with multi cannons, for fast intercept.
I could go rapid fire - for concentrated attack under slightly boost (twice as many bullets in the same time)
I could go long range - for sniping from distance (but a moving target is harder to hit from a distance)
I could go lightweight - for retaining as much speed as possible (50-90% reduced mass)
I'm inclined to go lightweight and retain speed as much as possible as a form of defence. Thoughts? At times I think it's pointless to put weapons on it because the craft is so fragile but I've only had one skirmish in it so far - unengineered.
I will also be paying Lei Cheung a visit to engineer the Courier's biweaves for faster recharge.
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I'll be taking a day or two off around the date 2.4 drops, if we get enough notice. I desperately hope that we don't just get "alien conflict zones", though.
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As always, she's a Vulture - and, since my main Vulture is named Vera (spot the reference, if you haven't already), it seemed reasonably fitting that this one should be called Mavis.
So, I popped along to Shinrarta Dezhra (ah, the benefits of being a Kickstarter backer) and put together a mostly-A-rated build from spare parts (I already had a bunch of engineered stuff in storage), including some G5 efficient beams that were getting dusty since Vera is all about long-range weapons and speed to stay out of the way, and G5 Clean-Tuned thrusters. I know the Thargoids are going to have mostly caustic weapons (thanks to the 2.4 beta's clues), but having a bit of protection against heat isn't a bad thing.
I did have to find some Exquisite Focus Crystals and Cracked Industrial Firmware for the G5 charge-enhanced distributor, but thankfully the missions for those appeared almost straight away at Jameson Memorial. All I need to do now is get a G2 overcharged power plant, G5 long-range FSD and then it's on to the armour/hull reinforcements (although those will most likely need doing again once 2.4 arrives), countermeasures and probably some lightweight sensors.
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I'm not sure how that's going to translate into combat with the Thargoids, though.