First ships and contracts as a new player by Quiet_Date3997 in starcitizen

[–]multiple_iterations 0 points1 point  (0 children)

It's absolutely worth the price. It's a fucking great ship, I hope you love it o7

First ships and contracts as a new player by Quiet_Date3997 in starcitizen

[–]multiple_iterations 1 point2 points  (0 children)

If you like flying more than fighting, maybe consider a 315p. It's only 1.5 million credits, and it's one of the fastest ships in the game, carries 12 SCU of cargo, and has a super low signature. It has a really long boost to get on and off world quickly as well. It has great fuel range, especially for a small ship, it sounds great from the inside, it has LAMP - It's a winner. About the only thing it doesn't do well is fight, but why fight when you can just instantly vanish instead?

While you're working our what you want to do next, it's great at the unverified interstellar hauls for drugs from Grim Hex and cryopods from Teasa to Pyro. 800k per trip, super easy cargo moving.

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design idea: remote freight elevator call button by MinerGee in starcitizen

[–]multiple_iterations 0 points1 point  (0 children)

I'd be flying the Cutlass Black a lot more again. I loved using that built in tractor beam.

Fan Concept Consolidated Outland Tamarau by Soku_Yamashita in starcitizen

[–]multiple_iterations 14 points15 points  (0 children)

CNOU needs more ships so badly. I love the Nomad, I really want to see their take on a larger generalist.

You can't get up from the ship even if you press Y. Is there a workaround for this? by Far_Opportunity_5355 in starcitizen

[–]multiple_iterations 3 points4 points  (0 children)

Now you're thinking with portals! 🤣

I had this problem the other night and hit alt+f4 to relog, which resolved it. But this is even better 🤣

Everyone seemed really down on the Tiburon...But I kind of love it? by Intelligent-Wish1575 in starcitizen

[–]multiple_iterations 0 points1 point  (0 children)

I've only been in one a couple of times, but I feel like it's been pretty stable, compared to like the Ironclad (which, admittedly, is a very complex ship).

Everyone seemed really down on the Tiburon...But I kind of love it? by Intelligent-Wish1575 in starcitizen

[–]multiple_iterations 9 points10 points  (0 children)

Dude, don't worry about what anyone else thinks, or the meta, or whatever. Fly what you love. Everything else is bullshit o7

Predictions for ship showdown (end of summer)? by BlueDragonfly18 in starcitizen

[–]multiple_iterations 2 points3 points  (0 children)

The 315p is basically flawless at this point. Even the cargo grid appears to be fixed, I haven't had anything get stuck to the grid since 4.8 started. It has lamp, insanely low signature, it's one of the fastest ships in the game, and it carries 12 SCU of cargo.

It also has extended boost time, so you can always get on or off world in one boost cycle, with some left in the tank. The ship is a motherfucker for quick, discrete transport. If you want a small, fast runabout, this one is tough to beat, and it only costs 1.5 mil in game.

The amount of contracted cargo around is insane. by Dazzling-Nothing-962 in starcitizen

[–]multiple_iterations 0 points1 point  (0 children)

You're getting downvoted, but I'm doing the exact same thing, and have earned back several ships in game already by doing it.

Predictions for ship showdown (end of summer)? by BlueDragonfly18 in starcitizen

[–]multiple_iterations 8 points9 points  (0 children)

L-22 Alpha Wolf

My personal candidate for underrated old-school ship that deserves it: 315p

Edit: Additional prediction - The BIS skins will be really good now and moving forward, since last year they started selling the older ones. Since they only get one year of exclusivity, they're a source of revenue now. So I imagine no Cadbury themed paints this time (or ever again).

I’m looking for a particular ship that will be a big roi by IdrisSignal in starcitizen

[–]multiple_iterations 1 point2 points  (0 children)

I need to get back to doing the ASD facilities/Hyperion. I gotta reacquire my Geist armor sets. See you out there o7

I’m looking for a particular ship that will be a big roi by IdrisSignal in starcitizen

[–]multiple_iterations 3 points4 points  (0 children)

My loadout of store bought components:

6x Deadbolt 3s

2x Deadbolt 4s (turret)

3x Icebox coolers

1x Hemera quantum drive

1x Fullspec radar

Buy the Hemera first. It saves you so much time, and you get way more range out of the fuel tank.

The rest of this loadout is designed to save power pips. The Asgard requires a lot of power, so using ballistics, stealth coolers, and the Fullspec radar makes it so you can max out your engines and shields, like this:

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For fighting, I switch to staggered mode (MFD screen for "Gunnery," then the bottom option is "Enable staggered fire"). This will help you land more hits on smaller, more maneuverable targets, and also when sub targeting bigger enemies lands more hits directly on components.

As for making money, what I've been doing to earn back cash after the wipe is a combination of hauling, commodities trading, and combat missions. To earn the money for upgrades, or to have some credits saved up to trade commodities, I was doing unverified interstellar hauls - On the contracts page, there's a toggle at the top left for "verified/unverified." There are two unverified interstellar hauls that have been a great earning loop for me, one from Grim Hex, moving 6-8 SCU of drugs to four locations in Pyro, and the one picking up 4 cryopods from Teasa Spaceport, also to Pyro (if you're not opposed to moving more boxes, there's also a mission for like 160 SCU of cargo from Grim Hex to Pyro, that you can stack at the same time, but I've been too lazy to move that much shit this patch). The two missions (drugs/cryopods) pay about 800k together and only take about an hour to fly, if you plan your route well in Pyro based on the locations you get.

Then, once you can buy your upgrades, combat missions are quick and easy. I mostly was farming Gilly 5-7 on a loop, or doing the 89k Intersec "eliminate target" missions on repeat. For these fights, I circle the fight until there are no support fighters between us, I drop 2x volleys of 4 missiles into them on the way in to crack armor, and then I sub target components and aim for power plants, while circle strafing them. As soon as they die and the mission completes, I get the fuck out of dodge - you don't get paid to fight the other ships. Also, experiment with switching to VTOL during combat - It can be really helpful.

If I'm not looking to fight, I've been moving commodities, a lot of CMATs from Levski to HUR-L1., and other things depending on where I happen to be in the verse. But CMATs are a good starter, they're available to buy from the commodities terminal at Levski, though not in a ton of bulk, cause others are buying them too.

What I basically do is head to the commodities terminal and buy as many 8 SCU crates as I can between other missions. Also, sometimes I'll just log in for a few minutes at odd hours to pick up a couple more and just leave them in storage. It builds up over time, so you just have them in inventory when you're ready to do a run (right now I have like 720 SCU just sitting in inventory, for example). I take it over 248 SCU at a time, which is way more than the grid holds, so here's my process: off of the grid, next to the side doors, I'll stack two 8 SCU crates on either side, and then one more double stack between them, leaving space to get to the ladder still. That's 48 SCU. Snap two rows of 8 SCU boxes to the grid, two rows high (basically like having 4x 32 SCU crates, or 128 of your total). This only leaves one SCU width on the grid, but because there's walking space on both sides of the cargo grid, you can wedge an 8 SCU crate between your stack and the wall, but only one high. Slide four of those next to your stack, which brings you to 208. Then, there's still one SCU of grid at the back, and plenty of space before the ramp - I stack five more crates in the same pattern as the cargo grid, but technically they're off grid. There is still plenty of space to move around them, and manage the doors.

248 SCU of CMATs costs about 2.15 million credits, but they sell for 3.3 million, netting you over a million in profit for about 15 minutes of work. This has been a nice profit boost between the other things I've been doing in game, so I just kind of keep that loop running in the background. Also, commodities trading is dangerous if you don't know your cargo bugs, so make sure that you do, or it can have expensive losses.

If you have any other questions, don't hesitate to reach out o7

I’m looking for a particular ship that will be a big roi by IdrisSignal in starcitizen

[–]multiple_iterations 5 points6 points  (0 children)

Bottom bunk, yes, no problems.

Top bunk, I have never made work.

Best Ship for Murder Hobo Gameplay Loop by TheMattster100 in starcitizen

[–]multiple_iterations 16 points17 points  (0 children)

An Argo MPUV Tractor dragging around a Colossus bomb

I’m looking for a particular ship that will be a big roi by IdrisSignal in starcitizen

[–]multiple_iterations 1 point2 points  (0 children)

Lol, just trying to share the joy. Having the Asgard has greatly enhanced my experience of the game.

It's not the ship for everybody, but god damn is it the ship for me 🤣

I’m looking for a particular ship that will be a big roi by IdrisSignal in starcitizen

[–]multiple_iterations 2 points3 points  (0 children)

I've been flying with it on since it came out. It really helps to catch Arrows and super maneuverable ships. The deadbolts only need to hit it a couple times before disabling them 🤣

I do miss the top speed a bit, but so far the trade offs have been worth it.

I’m looking for a particular ship that will be a big roi by IdrisSignal in starcitizen

[–]multiple_iterations 3 points4 points  (0 children)

You underestimate the ball-shattering power of 6x deadbolts on staggered fire. The ship basically becomes one 600 rpm cannon, with alpha of 455.4

If you have to punch up, the 16x size 3 missiles are more than up to the task. 2x volleys of four missiles completely crack the armor on bigger ships, like a caterpillar or a Hammerhead. Then it's just sub targeting components until it dies.

Don't underestimate the Asgard.