Your ship build videos are the greatest. I like the detail and effort you put into these videos. There’s no doubt where, and how to get the parts which I like the most. Keep up the good work.
10:43 - In case it helps anyone... A tip: If you can't *see* what is not highlighted in red (if it's hidden behind other pieces)... Then try this: After the double-click to select all step: Click and drag that whole group off to the side. Whatever remains - does NOT move with it - is your culprit. You can use "undo" to put the pieces you moved back into position, and you can focus on fixing things from there.
Something not mentioned in any of the many build vids I have watched is if you are traveling to a few systems use fast travel to land if you have removed the weapons and/or shields! Your ship is defenseless and you can avoid any hostile encounters this way as long as you have visited that system before.
Really nice build and explained well. Sure can feel that 4 mobility! Great for a junk drawer. Thank you for your time putting all this together appreciate it.
My pleasure! I have another variation that I may put out with 100 mobility, but less cargo space (still over 10k). There definitely is a different feel to the ships.
You can also use equipment plates 2 block ladders also you can put doors on the side of the hab with pool table it will not take out the table also when you put a door on the back corner of the hab where the little desk is you take out the bathroom and the front left of the hab where the big tv or monitor you have a nice half circle couch and a bed but the door takes it out and also on the bottom left of the hab where the weight benches you can put a door left side of those it will take out the bar bell on the wall but you still have the one on the floor just for future builds
All great points. I wish the builder gave us a "mock walkthrough" mode so we could tour the ship before finalizing. This way we could see where doors and ladders get snapped to before finalizing. I know there is a great mod out there that lets you select where doors and ladders appear. I haven't loaded any modes though..w
There is alot that they could do with the ship builder. Hopefully someone does a good mod when the actual Creation Kit comes out. Things I would love to see for the ship builder: -Mockup Walkthrough: The ability to walk through the ship before its finished. So you can see if habs look right, the layout is right, or ladders are where you want. - Select doors/ladders: The ability to click a hookpoint on a hab and "turn it off" so you can customize ladders and paths through the ship - Parts search/sort/filter: Would love to be able to search a specific part (handy in weapons) or filter to just all "class A/B/C" parts. - Interior customizations: Already in game with appartments, why not our own ships? Give me a blank Hab and let me customize it and put what I want in it. Those are just my top pics for what could go into a ship builder.
The SAL-6830 Engine is the better choice for such a heavy beast. It requires the mission building the Kepler S/R Walter offers right after "All that money can buy".
This is definitely true. The SAL-6830 offers more thrust and would slightly improve the maneuverability here. The downside is you have to complete that mission, and I believe you need to do it diplomatically.
@robmaurer1618 he was referring to the mission after "All that money can buy". How you finish "All that money can buy" makes no difference, correct. The difference between the Kepler R and S is, if you complete a passenger and bounty mission and handle the dysfunctional team diplomatically. I think for unlocking the 6830 it doesn't matter. And both Kepler R and S are hardly more than a ship building slot, so both will do. Only if you are a collector and in your final universe, all this makes sense. Otherwise what use would 40k cargo be? A fast run just for the powers and unity with skipped main mission doesn't even require a ship, the Guardian is fine. I am in my final universe, maxed powers, past level 200, so I repeated the main mission (otherwise no 8630) and built an endgame ship, but I think that also means I'll end the game soon 😉
Watch where you are walking on the bridge. Fall into the ladder hole and it's a long way down. Obviously Starfield has no OSHA inspectors poking around. Nice build though. Thank you for sharing.
I actually did that on my mockup build. Ended up with a broken leg, which I was surprised that was all that happened. As far as OSHA goes, I would just consider myself a "self employed contractor" for ship building so therefore I am exempt. lol
Looking over this video, I'm surprised it has SAL 6330's. I figured for sure a build like this would use the 6830's unlocked via the main quest. That would give you an extra 6,000 maneuvering thrust while shaving the mass by a modest 60 units. If you also wanted to have your ship reach 28 light years of jump distance to reach any star on the map you could also shave a few of the 204 cargo holds down to the 203s.
Your correct that those engines would be much better on this build. When I built this ship, I did not have them unlocked yet, so I had to made to with what I had at the time.
That is a serious space freighter, very nice now I can haul all my mineing and farm raw components to my central processing plants that make all the high end parts. instead of building those automated space hauler's that don't work r
Glad you like it. If you have access to the SAL-6830 engines (vs the 6330's that I used in the video) you can get a little more mobility out of the ship.
@@TeamScorpioRI I think it's a great idea to post that. Not everyone thinks the same way, so you're wise to remind those that might get stuck in a rut of just "building verbatim" and missing out on some opportunities to just be creative. 👍
I find heavy builds to be very fun, but the damn module limit has killed me every time I want to build something big. I built the Bristleback with the same design intent. Maximum cargo while still being able to defend itself. Of course mobility suffers, but with a good suite of automated weapons, it's nothing to really worry about. I was able to get a touch more cargo cap on that one at 66,000, which is what you need to get the capacity up to 100k with the Payloads skill. But there was a question in the back of my mind: what is the ABSOLUTE MAXIMUM achievable cargo capacity? The answer is the Slab, which I'll be releasing soon.
Nice! It's definitely a balancing act between lift-off thrust weight, and what engines can do. I needed 14 of the NG20's to get this to work, and even then the mobility is single digits. Cant wait to see the slab and how you fit that much cargo on a ship. I made a variation of this design with less cargo, but more mobility and some actual habs. I'll probably release a video on that in a few weeks.
@@TeamScorpioRI I just want to put this out there because it seems there is some misinformation going around regarding lander thrust. Regardless of how many landers or how much thrust they produce, they are strictly for lifting the mass of the ship. Landing thrust has absolutely zero impact on ship mobility. That is solely dependent on your engine’s total maneuvering thrust relative to the mass of the ship.
Good information Wiz (and anyone watching my videos should also subscribe to his channel as well: www.youtube.com/@WizeOldWizard )! The higher the mass of the ship, the more of those thrusters you need. I believe the NG20's from New Homestead are the only one's in the game with 4 points per gear, where the others have 2.
I see that you use the Galeon S203's for 1200 cargo each. There's another version that I've only found on Titan with Nova that actually has the highest cargo in the game. 5 Mass, but they're like 1450 cargo and have the same exact shape as the S203's. Did you use the S203's because of mass reduction?
Are you talking about the s204's? Those are the only other ones that are higher as far as I know of. I use a bunch of those in the middle of the ship (they are hidden)... or is there another cargo hold out there that has better stats?
So I just flew over and looked. The cargo with the higher cargo capacity is the s204, which has a slightly different shape. It does add 5 HULL, but is a higher mass (312 vs 252). There is also the Sextant 40t which is similar in shape to the 203, and has a higher cargo capacity by 80, but it also has a higher mass.... Cargo is pretty consistent with mass vs cargo space, at least that I have seen.
@@psudodrake The 40t's do have the same shape, but slightly more mass than the 203's... they do have a little more storage though. I would be careful on this ship with subbing out parts. The ship is pushing it with the landing gears vs weight as it is.
Any chance I could ask for help designing a big hauler like this but using a crew hab deck integrated as well, I'd like all Stroud eklound parts for the habs and cockpit
Interesting concept. With the new "Empty" hab variants, all you would need to do is replace the engineering bay with a "empty" variant, and then use the decorations to make it a crew hab. The bridge is already the Stroud Eklund Kon-Tiki Bridge, so its almost there.
Btw., lasers and rails suffer from lack of range, so kill time would go down with three different particle turrets. 2 of 3 turrets here will hardly do anything, just if you fly very close to the target. I missed the reason to use a shield half the strength of the strongest, the SG-1800 or 28T Defender. I guess, as the SG-1800 is on the list, you accidentally used an SG-1000 only in the video?
I did mistakenly click on the sg1000 vs the 1800. They are right next to each other on the list, and look identical. I didn't notice till after the footage was recorded.
It's an option for sure.. if you have completed the "All that money can buy" quest, and did it diplomatically. I haven't gone that far in this playthrough (normally I avoid Constellation as long as I can, just so I don't have to listen to Sarah)
You may need some weapons on the bottom? ;-) Can you have two reactors, drives and multi-fuel tanks (3-4?), to build a cargo hauler with a few more bays, a few more weapons (some on bottom / 4?), a few less landing gear (10?) and without the Star Wars pedestal (maybe a gooseneck?) ;-D
Only one reactor and grav drive allowed on a ship, at least without modding the game. You can have more fuel tanks, but they do nothing for you. It would only be for the look. Weapons are at max as well. All the landing gears are needed due to the weight. The heavier the ship, the more landing gears you need to get it off the ground
Not particularly, unless you commonly travel to the very edge of the map (very little reason to, unless you are farming ships). Top jump is 30LY, so you are not losing too much here.
How are you able to use 6 engines? I have the highest skills in ship design and piloting and i’m only able to use 4 engines tops. Also what’s that spacesuite in the beginning on your character, a mod?
You need to use the SAL engines in order to be able to have 6. They use 2 power each (others use 3). As for the suit, it's the Operator suit you get from the Ryujin questline.
Its roughly 1 points of landing thrust per 200 mass. That is the official calculation. In practice, its more of a trial and error type process. I know if I am going for a relatively heavy build (usually anything over 10k cargo), I know I am going to need those NG20 gears from New Homestead. From there, its a balance of how many gears can I fit on my ship vs how much cargo I need.
@@ekonnic No.. Landing gears do not play into the overall mobility of the ship (except to add mass). Higher grade engines would help in this build. You can get the SAL6830's after completing the quest "All That Money Can Buy". Those will improve the Mobility slightly.
@@TeamScorpioRI I was wondering do you need to have in your ship a battlestation and maybe some other habs as I noticed you have only the engineer hab in it? Was wondering if that is required for more than 4 crew to have on board as I noticed when swapping home ship back to Frontier Vasco is going back to the lodge and it seems any one else i might have in future they go back to where I found, well that's what i understand so far from reading.
@@ekonnic For this ship in particular, I limited the amount of habs as the rest of the ship is taken up by cargo. The engineering hab gave me some crew spots, along with fitting in structurally. Most of my other builds use a battle station as I like the look of them, the Deimos is particular. As for crew, make sure you are actually assigning them to the ship. Go to your menu and click the ship option in the lower left, then hit C for crew. You should assign members to the ship if they are useful. You can only have as much crew members as your starship command skill allows though.
when you buy a new ship with less crew than your current ship, do you lose those crew members? I ask because I recently lost a crew member that I found at the Viewport when I changed ships. I assigned them to an outpost to be safe at first, but it still didn't help.
indeed.. but at this point pretty much everyone has one, and its faster for your videos to just show what cant be gotten there. just suggesting.. obviously you can make your videos how you want to lol@@TeamScorpioRI
Fast.... this is not. lol... But it is deadly. During testing I would just wander my way into the middle of the enemy fleet and let the auto-cannons do their thing. Oddly satisfying to watch the guns fire in all directions.
Fast? You need the White Dwarf 3015's. They have 180 max speed at base compared to the 150 of all other A Class engines. Then you need to assign Sam Coe to your ship to boost its speed. Lastly, your own skill at Engine Systems boosts that speed by 20%. For maximum pew pew you'd want a set of 6 Vanguard Auto Projectors as your base. Pair those with a set of 4 Auto Helion beams and you'd shred things in moments. Personally I'd cap it off with some Disruptor Auto Turrets, with the extra range and auto tracking they can knock enemy ships as they exit grav jump: which stops their shields from ever generating in the first place. The 39 power B reactor powers all of that.
I mean.. It does have at least 4 mobility! lol... You could probably get a little more by getting the upgraded SAL engines from "All That Money Can Buy". I haven't tested those on this build yet.
@@TeamScorpioRI it’s probably not getting higher than 20, so if I build this I’m just sticking an ares engine on the side or something because there isn’t a reason not too, I doubt you are going to notice the difference
Normally you wouldn't. This was a custom build request for a friend. He has... umm.. hoarding tendencies in this game. He wants to collect everything, and that weighs you down. My own ship only has about 12k, and even then it's usually half full
Its a heavy ship. You might be able to get it up a little higher if you have access to the SAL-6830 engines, but not by much. Its not the worst I have seen (couple max cargo builds out there with 0 mobility) and honestly its not that bad turning.
Great video, I built a 44k hauler, with outposts built all over, super easy to drop in, load up or switch to my fighter for ship to ship fights, I buy everything at all the vendors, I did add a workshop to mine and it has a crew of 9, so the whole family is coming along ;-)
Your ship build videos are the greatest. I like the detail and effort you put into these videos. There’s no doubt where, and how to get the parts which I like the most. Keep up the good work.
Thank you very much!
10:43 - In case it helps anyone... A tip:
If you can't *see* what is not highlighted in red (if it's hidden behind other pieces)...
Then try this:
After the double-click to select all step:
Click and drag that whole group off to the side. Whatever remains - does NOT move with it - is your culprit.
You can use "undo" to put the pieces you moved back into position, and you can focus on fixing things from there.
Great tip!
Something not mentioned in any of the many build vids I have watched is if you are traveling to a few systems use fast travel to land if you have removed the weapons and/or shields! Your ship is defenseless and you can avoid any hostile encounters this way as long as you have visited that system before.
Really nice build and explained well. Sure can feel that 4 mobility! Great for a junk drawer. Thank you for your time putting all this together appreciate it.
My pleasure! I have another variation that I may put out with 100 mobility, but less cargo space (still over 10k). There definitely is a different feel to the ships.
You can also use equipment plates 2 block ladders also you can put doors on the side of the hab with pool table it will not take out the table also when you put a door on the back corner of the hab where the little desk is you take out the bathroom and the front left of the hab where the big tv or monitor you have a nice half circle couch and a bed but the door takes it out and also on the bottom left of the hab where the weight benches you can put a door left side of those it will take out the bar bell on the wall but you still have the one on the floor just for future builds
All great points. I wish the builder gave us a "mock walkthrough" mode so we could tour the ship before finalizing. This way we could see where doors and ladders get snapped to before finalizing. I know there is a great mod out there that lets you select where doors and ladders appear. I haven't loaded any modes though..w
Great guide. How in the world did they forgot to add a sharing or blueprint function to the ship builder? It seems so obvious
There is alot that they could do with the ship builder. Hopefully someone does a good mod when the actual Creation Kit comes out. Things I would love to see for the ship builder:
-Mockup Walkthrough: The ability to walk through the ship before its finished. So you can see if habs look right, the layout is right, or ladders are where you want.
- Select doors/ladders: The ability to click a hookpoint on a hab and "turn it off" so you can customize ladders and paths through the ship
- Parts search/sort/filter: Would love to be able to search a specific part (handy in weapons) or filter to just all "class A/B/C" parts.
- Interior customizations: Already in game with appartments, why not our own ships? Give me a blank Hab and let me customize it and put what I want in it.
Those are just my top pics for what could go into a ship builder.
The SAL-6830 Engine is the better choice for such a heavy beast. It requires the mission building the Kepler S/R Walter offers right after "All that money can buy".
This is definitely true. The SAL-6830 offers more thrust and would slightly improve the maneuverability here. The downside is you have to complete that mission, and I believe you need to do it diplomatically.
No, you can kill Slayton if you want, you just need to complete the mission and you can buy the SAL-6830.
@robmaurer1618 he was referring to the mission after "All that money can buy". How you finish
"All that money can buy" makes no difference, correct. The difference between the Kepler R and S is, if you complete a passenger and bounty mission and handle the dysfunctional team diplomatically. I think for unlocking the 6830 it doesn't matter. And both Kepler R and S are hardly more than a ship building slot, so both will do. Only if you are a collector and in your final universe, all this makes sense. Otherwise what use would 40k cargo be? A fast run just for the powers and unity with skipped main mission doesn't even require a ship, the Guardian is fine. I am in my final universe, maxed powers, past level 200, so I repeated the main mission (otherwise no 8630) and built an endgame ship, but I think that also means I'll end the game soon 😉
Is it me, or is the R one of the ugliest ships in the game?
Very nice build and very well explained! Thank you!
Thanks for the feedback! Glad you liked the build.
Watch where you are walking on the bridge. Fall into the ladder hole and it's a long way down. Obviously Starfield has no OSHA inspectors poking around. Nice build though. Thank you for sharing.
I actually did that on my mockup build. Ended up with a broken leg, which I was surprised that was all that happened. As far as OSHA goes, I would just consider myself a "self employed contractor" for ship building so therefore I am exempt. lol
Looking over this video, I'm surprised it has SAL 6330's. I figured for sure a build like this would use the 6830's unlocked via the main quest. That would give you an extra 6,000 maneuvering thrust while shaving the mass by a modest 60 units. If you also wanted to have your ship reach 28 light years of jump distance to reach any star on the map you could also shave a few of the 204 cargo holds down to the 203s.
Your correct that those engines would be much better on this build. When I built this ship, I did not have them unlocked yet, so I had to made to with what I had at the time.
That is a serious space freighter, very nice now I can haul all my mineing and farm raw components to my central processing plants that make all the high end parts. instead of building those automated space hauler's that don't work r
Sorry my phone auto posted at the end before I finished. Thank you for sharing this, good clean video of how to build and part list . Happy gaming
Glad you like it. If you have access to the SAL-6830 engines (vs the 6330's that I used in the video) you can get a little more mobility out of the ship.
37:57 What's a thrill~
Good looking ship!
1:29 - My motto for any guide or walk through. ;)
That is my new motto as well. Figured it was a good disclaimer to have when doing any builds.
@@TeamScorpioRI I think it's a great idea to post that. Not everyone thinks the same way, so you're wise to remind those that might get stuck in a rut of just "building verbatim" and missing out on some opportunities to just be creative. 👍
I find heavy builds to be very fun, but the damn module limit has killed me every time I want to build something big.
I built the Bristleback with the same design intent. Maximum cargo while still being able to defend itself. Of course mobility suffers, but with a good suite of automated weapons, it's nothing to really worry about. I was able to get a touch more cargo cap on that one at 66,000, which is what you need to get the capacity up to 100k with the Payloads skill.
But there was a question in the back of my mind: what is the ABSOLUTE MAXIMUM achievable cargo capacity? The answer is the Slab, which I'll be releasing soon.
Nice! It's definitely a balancing act between lift-off thrust weight, and what engines can do. I needed 14 of the NG20's to get this to work, and even then the mobility is single digits. Cant wait to see the slab and how you fit that much cargo on a ship. I made a variation of this design with less cargo, but more mobility and some actual habs. I'll probably release a video on that in a few weeks.
@@TeamScorpioRI the Slab has 35 landers each with 4 thrust hahahahaha. It is not pretty, but that wasn't the point.
LOL.. That is amazing! I feel sorry for the poor ship tech who wanders too close to that during take off.
@@TeamScorpioRI I just want to put this out there because it seems there is some misinformation going around regarding lander thrust.
Regardless of how many landers or how much thrust they produce, they are strictly for lifting the mass of the ship. Landing thrust has absolutely zero impact on ship mobility. That is solely dependent on your engine’s total maneuvering thrust relative to the mass of the ship.
Good information Wiz (and anyone watching my videos should also subscribe to his channel as well: www.youtube.com/@WizeOldWizard )! The higher the mass of the ship, the more of those thrusters you need. I believe the NG20's from New Homestead are the only one's in the game with 4 points per gear, where the others have 2.
I see that you use the Galeon S203's for 1200 cargo each. There's another version that I've only found on Titan with Nova that actually has the highest cargo in the game. 5 Mass, but they're like 1450 cargo and have the same exact shape as the S203's.
Did you use the S203's because of mass reduction?
Are you talking about the s204's? Those are the only other ones that are higher as far as I know of. I use a bunch of those in the middle of the ship (they are hidden)... or is there another cargo hold out there that has better stats?
So I just flew over and looked. The cargo with the higher cargo capacity is the s204, which has a slightly different shape. It does add 5 HULL, but is a higher mass (312 vs 252). There is also the Sextant 40t which is similar in shape to the 203, and has a higher cargo capacity by 80, but it also has a higher mass.... Cargo is pretty consistent with mass vs cargo space, at least that I have seen.
@@TeamScorpioRI it'd be the 40t's
@@psudodrake The 40t's do have the same shape, but slightly more mass than the 203's... they do have a little more storage though. I would be careful on this ship with subbing out parts. The ship is pushing it with the landing gears vs weight as it is.
@@TeamScorpioRI Something I just noticed is that the 40T's don't have a top anchor point to put weapons on. I may have to change my design for that.
Any chance I could ask for help designing a big hauler like this but using a crew hab deck integrated as well, I'd like all Stroud eklound parts for the habs and cockpit
Interesting concept. With the new "Empty" hab variants, all you would need to do is replace the engineering bay with a "empty" variant, and then use the decorations to make it a crew hab. The bridge is already the Stroud Eklund Kon-Tiki Bridge, so its almost there.
Btw., lasers and rails suffer from lack of range, so kill time would go down with three different particle turrets. 2 of 3 turrets here will hardly do anything, just if you fly very close to the target. I missed the reason to use a shield half the strength of the strongest, the SG-1800 or 28T Defender. I guess, as the SG-1800 is on the list, you accidentally used an SG-1000 only in the video?
I did mistakenly click on the sg1000 vs the 1800. They are right next to each other on the list, and look identical. I didn't notice till after the footage was recorded.
Very nice build!
How come you didn't use the SAL-6830 engines, though?
It's an option for sure.. if you have completed the "All that money can buy" quest, and did it diplomatically. I haven't gone that far in this playthrough (normally I avoid Constellation as long as I can, just so I don't have to listen to Sarah)
I guess placing the turrets in all directions compensates for the lack of mobility.
Yep. No matter what direction they are coming, they will hit.
You may need some weapons on the bottom? ;-)
Can you have two reactors, drives and multi-fuel tanks (3-4?), to build a cargo hauler with a few more bays, a few more weapons (some on bottom / 4?), a few less landing gear (10?) and without the Star Wars pedestal (maybe a gooseneck?) ;-D
Only one reactor and grav drive allowed on a ship, at least without modding the game. You can have more fuel tanks, but they do nothing for you. It would only be for the look. Weapons are at max as well. All the landing gears are needed due to the weight. The heavier the ship, the more landing gears you need to get it off the ground
Solid build, but does the 25LY jump hinder traveling end game?
Not particularly, unless you commonly travel to the very edge of the map (very little reason to, unless you are farming ships). Top jump is 30LY, so you are not losing too much here.
How are you able to use 6 engines? I have the highest skills in ship design and piloting and i’m only able to use 4 engines tops. Also what’s that spacesuite in the beginning on your character, a mod?
You need to use the SAL engines in order to be able to have 6. They use 2 power each (others use 3). As for the suit, it's the Operator suit you get from the Ryujin questline.
@@TeamScorpioRI cool thanks!
Another great build, how do you calculate how many landing gears you need?
Its roughly 1 points of landing thrust per 200 mass. That is the official calculation. In practice, its more of a trial and error type process. I know if I am going for a relatively heavy build (usually anything over 10k cargo), I know I am going to need those NG20 gears from New Homestead. From there, its a balance of how many gears can I fit on my ship vs how much cargo I need.
@@TeamScorpioRI Thank you, would adding Hope 55 Landing gears to the side and thrusters help in getting more mobility?
@@ekonnic No.. Landing gears do not play into the overall mobility of the ship (except to add mass). Higher grade engines would help in this build. You can get the SAL6830's after completing the quest "All That Money Can Buy". Those will improve the Mobility slightly.
@@TeamScorpioRI I was wondering do you need to have in your ship a battlestation and maybe some other habs as I noticed you have only the engineer hab in it? Was wondering if that is required for more than 4 crew to have on board as I noticed when swapping home ship back to Frontier Vasco is going back to the lodge and it seems any one else i might have in future they go back to where I found, well that's what i understand so far from reading.
@@ekonnic For this ship in particular, I limited the amount of habs as the rest of the ship is taken up by cargo. The engineering hab gave me some crew spots, along with fitting in structurally.
Most of my other builds use a battle station as I like the look of them, the Deimos is particular.
As for crew, make sure you are actually assigning them to the ship. Go to your menu and click the ship option in the lower left, then hit C for crew. You should assign members to the ship if they are useful. You can only have as much crew members as your starship command skill allows though.
Most Impressive
Thanks! I am probably going to release a variation on this soon. Less cargo, more habs, 100 mobility.
when you buy a new ship with less crew than your current ship, do you lose those crew members? I ask because I recently lost a crew member that I found at the Viewport when I changed ships. I assigned them to an outpost to be safe at first, but it still didn't help.
I think they get unassigned automatically. This would only affect crew you hired. Constellation members will just go back to the lodge.
Its noce but I cant get all the gun turrets. I can only put two of any two before it warns me.
That is weird. Do you have a mod that is adding power to the turrets?
almost all of this can be gotten at the outpost ship builder
Correct, but if someone has not built an outpost with a ship lander yet then its good to know where to go for the parts
indeed.. but at this point pretty much everyone has one, and its faster for your videos to just show what cant be gotten there. just suggesting.. obviously you can make your videos how you want to lol@@TeamScorpioRI
How looking for a fast and deadly ship that is a fighter
Fast.... this is not. lol... But it is deadly. During testing I would just wander my way into the middle of the enemy fleet and let the auto-cannons do their thing. Oddly satisfying to watch the guns fire in all directions.
Fast? You need the White Dwarf 3015's. They have 180 max speed at base compared to the 150 of all other A Class engines. Then you need to assign Sam Coe to your ship to boost its speed. Lastly, your own skill at Engine Systems boosts that speed by 20%. For maximum pew pew you'd want a set of 6 Vanguard Auto Projectors as your base. Pair those with a set of 4 Auto Helion beams and you'd shred things in moments. Personally I'd cap it off with some Disruptor Auto Turrets, with the extra range and auto tracking they can knock enemy ships as they exit grav jump: which stops their shields from ever generating in the first place. The 39 power B reactor powers all of that.
Hell yeah another one lol
Well, atleast we know the engines are gonna be cheap on this thing, get the worst cause the best won’t help
I mean.. It does have at least 4 mobility! lol... You could probably get a little more by getting the upgraded SAL engines from "All That Money Can Buy". I haven't tested those on this build yet.
@@TeamScorpioRI it’s probably not getting higher than 20, so if I build this I’m just sticking an ares engine on the side or something because there isn’t a reason not too, I doubt you are going to notice the difference
Why does anyone ever need such large cargo capacity?
Normally you wouldn't. This was a custom build request for a friend. He has... umm.. hoarding tendencies in this game. He wants to collect everything, and that weighs you down. My own ship only has about 12k, and even then it's usually half full
😄@@TeamScorpioRI
If you have a large plutonium plantation large capacity is a must. Especially when you can go sell over 100,000 credits at a time.
The music is too loud
I kinda like it
@@Tenebrous227 it grew on me by the end
@@MrMetonicus lol
Mobility 4? Come on...
Its a heavy ship. You might be able to get it up a little higher if you have access to the SAL-6830 engines, but not by much. Its not the worst I have seen (couple max cargo builds out there with 0 mobility) and honestly its not that bad turning.
@@TeamScorpioRI Ok
Great video, I built a 44k hauler, with outposts built all over, super easy to drop in, load up or switch to my fighter for ship to ship fights, I buy everything at all the vendors, I did add a workshop to mine and it has a crew of 9, so the whole family is coming along ;-)