Sarah Morgan isn't bugged her leadership ability makes her not take up a crew slot and free to take with you. Plus her astrophysics ability makes your jump range longer.
@allensproject
11 ай бұрын
She is bugged for some players, but not all. She doesn't make my grav jump range longer. She does however, make my ship consume less fuel which is one of the other benefits of the astrodynamics perk. Her leadership ability is interesting, and I see the same benefit that you do in that I can assign her for free, but it's a little odd because normally, the ability to assign extra crew comes from the ship command skill. Thanks for the comment, though. I should have been more clear in saying that the bug only affects some players.
@MT-eb2dx
11 ай бұрын
It's true though that Sarah doesn't take up a space.
@allensproject
11 ай бұрын
For me, she takes up a space unless I assign her last lol.
@TheCleitonmello
10 ай бұрын
how to build the ship without internal stairs?? Tks
@Andy-im3zv
11 ай бұрын
Wow, you really break things down better than anyone else. Love the weapon break down especially. I always opt for best fire rate, but I totally neglected the mass/power factor. I am currently at starship design 3, so I need to max it out before I can get most of the parts…but getting the basic habs might actually help me to get to design 4. I am building your ship. Thanks brother!
@loot5532
11 ай бұрын
It's so hard trying to make that cockpit work with anything!It's my favorite one, but holy moly does it look bad with most things. well done dude, this ship looks awesome
@tsdobbi
10 ай бұрын
You would figure it would at least align with stacked nova habs but it does not.
@Frank-costanza
10 ай бұрын
The only ship I've seen that it looked seamless on was Juno. And we can't use those parts.
@iongriffis2435
9 ай бұрын
Many parts we can't use drives me insane still need a globe hab to build my Liberator from Blakes 7 and I know there is one in game on the Luxury cruisers ah next year and mod support on the Xbox and then I will go to town building things atm the game is so bugged really tired of it @@Frank-costanza
@darkmojojojo
9 ай бұрын
This was probably one of the most concise videos I've seen in regards to explaining how weapon DPS works.
@allensproject
9 ай бұрын
Thanks. The UI doesn't really give you any hints about the stored shots for auto weapons, so you really need to test things to be sure. Since this video was made, I've actually learned that the fire rate in the UI is slightly inaccurate for some weapons - notably the burst fire weapons. The fire rate differences between what is displayed and what actually happens in game are pretty small, but I was able to find some discrepancies when comparing video clips side by side. I did a video strictly about this issue... and I have 1 more on the way... but in any case, the vanguard obliterator is still in contention for best weapon in the game. The pbo-175s might actually be somewhere around #4 in terms of dps because they have a pause between bursts that the UI apparently doesn't account for. I actually favor the Exterminator 95MeV auto helion beams (neon sells them, btw, but your outpost won't) over the pbo-175s after doing a lot of testing, but in any case auto particle beams are the best pilot controlled weapons for most builds. Particle turrets also rock... I made another ship build for a larger ship which used 2 different kinds of turrets, one of which were the turrets I used in this build... But there is another one - the 250mev - which cares so little about power settings that it almost seems like a bug. That ship can solo the crimson fleet on max difficulty with no pilot input btw so yeah particle turrets are busted.
@ajalbetjr
7 ай бұрын
That's a beautiful ship... and one of the few I want to make an EXACT copy of - it reminds me ships you would see on the Star Trek/Star Wars universes... Great video as always!
@ezrawilliams900
11 ай бұрын
This was astonishingly informative! I learned so much here, and I had no idea about the launchers "pre-loading" missiles for use with low power. Liked and subscribed 👌
@thomasgaston9291
11 ай бұрын
Thanks for this video. You’ve explained so much and it is obvious how much work you put into it. I can’t wait to build this ship.
@allensproject
11 ай бұрын
Thanks for watching and commenting. I definitely spent some time fine tuning this ship, and making KZitem videos with commentary is a whole new kind of challenge for me. I think I'll keep at it as long as people keep watching.
@ecobasetech4558
11 ай бұрын
I didn't realize there was such a big difference in mass between shield generators
@allensproject
11 ай бұрын
It's funny because they all look like they should have a mass of like 10... There must be some high density materials in there or something!
@ljohn3239
10 ай бұрын
Why would you realize it; the game gives you zero tutorials or explanations on nearly every major aspect of the game
@iongriffis2435
9 ай бұрын
Very good point without me watching videos from builders I wouldn't know half as much and sometimes it's just really simple little things like knowing where the entry points are on habs@@ljohn3239
@TimberWolfCLT
8 ай бұрын
I also must compliment you on the weapons break down. Nicely done!
@blakerudler5266
10 ай бұрын
Built this bad boy last night. Love the simple layout and having the entrance on the side is great. Have watched a few others but all their ships have the entrance at the back which is crap.
@allensproject
10 ай бұрын
I agree, front or side entrances are usually better than rear entrances. On this build, you can even swap it to whatever side is most convenient at your most used outpost. I'm glad you're enjoying the ship!
@TheBrilliantPhoenix
11 ай бұрын
Just wanted to say that the explanation and understandability (if that's a word) of this vid are definitely S-tier. Great job, and gave me some interesting ideas to incorporate into my next ship redesign (most importantly, higher tier components are not necessarily better!) Thanks for this, and definitely going to subscribe.
@voncho1127
10 ай бұрын
The explanation of the weapon power cycles was something that I took for granted since I always just picked the items with the highest damage/shield strength. Heck, I didn't even know there were missile pods capable of firing up to 10 missiles per charge. That may make a missile frigate a viable build.
@allensproject
10 ай бұрын
Could be fun. If you aren't going to have any other weapons, make sure you get the right perks so you have a fast lock on time. Launchers with a large number of shots are handy for practicing your dumb firing skills.
@johnspartan98
3 ай бұрын
Nice work, and my favorite Bridge too. I use the C4 to get the most cargo space. Now build that with the SAL 6880's...LOL...and if you don't have that perk, use the SAL 6330's.
@williamhux4737
9 ай бұрын
The best build video I have seen yet, and great explanation of weapons power usage......looking forward to more and have subbed....keep up the great work!
@TianarTruegard
11 ай бұрын
Very nice ship build. I've definitely been using the UC Vanguard particle beams. I've been annihilating pirates with them. I blow up pirates so quick I don't have a chance to use my missiles. :D My personal preference is for more cargo space though. I would likely ditch some of the habs, and I typically don't run with that much fuel, I haven't needed to jump that far in one go.
@allensproject
11 ай бұрын
Thanks! And you're right about fuel - you can get away with far less fuel if you don't mind an extra stop on occasion. You could build this same exact ship with 200 fuel instead of 600 And not even change the look. The 200cm ballast shielded cargo hold can go in the same place as the H30 atlas fuel tank and it weighs exactly the same. Or, you can use the non shielded version and save 4 mass and gain a little more cargo space.
@spiritwolf9194
11 ай бұрын
EXCELLENT PRIMER ON WEAPS
@chaplint70
10 ай бұрын
I used 4 SAL-6830 Engines instead of the 8 SA-4330. I also substituted a couple Galleon S204 Cargo Holds on the sides of the ship and 2 shielded holds under each wing, and added a multi scrambler. She's a bad ass ship that takes no crap from anyway.
@allensproject
10 ай бұрын
Sounds like an awesome variation on the build. Sacrificed some top speed for top tier smuggling and hauling capabilities.
@timrinks1409
10 ай бұрын
Such an awesome build & so many questions answered. thank you
@timfederwitz
11 ай бұрын
Awesome build, video and info! Subbed! I had a similar looking build, but went a bit overboard in some areas and then had to move up to class C engines and grac drive. I think I will change things to be more like this. I learned several things from your explanations, so kudos on that!
@allensproject
11 ай бұрын
I'm glad the info was helpful. I dabbled with class c engines myself, but once I got access to more powerful reactors and figured out how much energy auto weapons stored, I was able to speed up most of my builds by piling on the class A engines. I still need to build a mega freighter. Guess that will be a good time to try out some more class c stuff.
@timfederwitz
11 ай бұрын
FWIW, the SAL-6380 (I think that’s the number) only takes 2 power and has incredible mobility and thrust. While limited to 130 for speed, I built a ship with 17K cargo that still has 67 mobility! Not the best fighter, but completely usable when you need space available and may fly somewhere new. With proton beam weapons I’ve never lost a fight.
@LeighPankhurst
11 ай бұрын
I just built this. Thanks for an awesome ship design! Cleaned me out though lol
@allensproject
11 ай бұрын
The reactor, grav drive and engines don't come cheap... And then those weapons. Yeah this one is pricey. I hope you enjoy your new ship!
@Paul_nutfrom80s
11 ай бұрын
That bridge is great cut down on ladders & keep crew out of the way
@mykalbucla9594
10 ай бұрын
Beautiful
@pauldavies7786
11 ай бұрын
Shipbuilder pad at an outpost, get one use it, the bridge is the only unique piece you have to travel for. 👍
@allensproject
11 ай бұрын
Good call and thanks for commenting. I should have mentioned that the outpost is a great place to build this if you have one. You can't get the exact reactor either... But there is a different one that makes 40 power. One note is that if you're not in the vanguard and want to use the 95mev auto helion beam because you can't get the autoprojectors, you won't be able to find the auto helion beams at your outpost.
@pauldavies7786
11 ай бұрын
@@allensproject there's too many perks to doing the first part of the vanguard quest line so I've never actually experienced a gameplay without going to the vanguard
@tsdobbi
10 ай бұрын
As long as it's a "hidden" hab using two control stations won't be redundant. Just use 2 from different manufacturers and they will look different. Unless you are making a big design and use a battlestations hab, certain cockpits you will either need to dup control stations, or get a control station, computer core and engineering bay which isn't feasible if you are trying to get max crew with a more compact design. Alternatively you can just use the Deimos Ares bridge which gives you 8 crew cap off the bat.
@allensproject
10 ай бұрын
It's true, you can just use different brands to keep the interior variation. It doesn't matter as much if they aren't immediately visible from each other... I used two of the taiyo ones on each lower side...but when I checked out the interior with one on each side it felt like a reasonable design with some near symmetry... When I had two of the same thing in a row where you have to walk through both, it felt a little repetitive. Also - it seems like you'll never know if your doors and ladders will change when switching habs until you try it out.
@scherry9198
8 ай бұрын
I've been looking for a weapons breakdown like this for a while. Thanks for posting! Any input on the non-lethal weapons for ship boarding? Now I have to go and play around/tweak your build!
@allensproject
8 ай бұрын
I haven't used the EM weapons enough to give them a proper review... I've been using the Obliterator 250MeV Auto Alpha Beam when I want to board ships... it's a powerful auto particle weapon but it fires a single shot at a time, rather than firing in a burst of 3, which makes it easier to use for disabling engines in targeting mode without accidentally destroying the entire ship... EM weapons certainly have their place if you really really don't want to risk blowing up the target.
@Huntsmanlance
10 ай бұрын
Well though out design and looks badass!!! TY
@LMBTE
11 ай бұрын
Outstanding and very well done.
@johnspartan98
3 ай бұрын
Higher top speed is really not as beneficial as the higher engine health in the class C engines....especially the SAL 6330's or the SAL 6830's if you are lucky enough to get them unlocked. I use the SAL 6830's J-52 Gamma Grav Drive Xing Pinch 8Z Reactor 4 x PBO-175 Helion Beam 2 x Atlati 280C missile launchers. 2 x Nullifier 1750 Suppressors. The 4 Helion Beam weapons are so powerful most ships are gone 4 shots. For boarding ships I hit their engines once or twice with the Helion Beamers and then use the nullifiers to get that beautiful boarding X....LOL. The missiles are just plain annihilation on roids even against the bigger ships like the Claymore's Prophecies, and the Whites. My ship weapon skills are maxed out so that all helps too. I tried building a fast ship....and it was fast with all my ship engine skill points. I used the 180's on it. If I recall correctly my top speed under boost was 1500. That's 3 times faster than my ship with the SAL's when boosting. But I found that speed is not the answer in a space battle.....the massive engine health of the SAL's really helps in a space battle.
@Scraghunter
11 ай бұрын
He's not kidding about the buggy weapon racks. Avoid using until fixed.
@allensproject
11 ай бұрын
I really do hope Bethesda fixes this one... it's almost as bad as the bug that causes your ship to disappear. I ended up swapping the Deimos 2x1 armory for the Deimos 2x1 Living Quarters, which also has a storage crate. It's the only change I've made since making this video.
@matthewqtran1318
10 ай бұрын
no wonder my guns keeps going missing
@vdraculav7418
11 ай бұрын
Very good video. I really enjoy it and learn alot, TY
@DavesTubeification
11 ай бұрын
LOL. "This metric dystopia."
@allensproject
11 ай бұрын
Pretty stoked that people are still watching at this point... And yeah I have beef with the number 10 lol.
@andrewdouglas9322
11 ай бұрын
Anyone else spawn right underneath ship and get stuck when landing on planets? New homestead especially. Can't figure it out
@allensproject
11 ай бұрын
I have, but unfortunately it was after I published this video so I couldn't add a warning. If you aren't encumbered, You can open your scanner and select surface map. Then select your ship and fast travel to it. If you have to drop stuff, and some ends up being unreachable, you can swap to a small ship at the ship tech and then you'll probably have space to pick it back up.
@koolkevin2357
10 ай бұрын
EDIT: Thanks for so much info, I did not know about battery backups for the missiles power supply. And even the power being 12 units per system. Thanks and a new sub too. End Edit. I have a question that I hope I am asking correctly. I am trying to understand, fire rate. What is the 'Fire Rate" time frame - as in 'fires at a rate of 5.1' ...of What time frame? 10 sec. 60? No clear info anywhere I have looked... Or am I asking the wrong question? I wanted to know this about hand held weapons too. Thanks to any who may know the right answer! I am getting ready to build me a ship, using an "acquired" Ecliptic Claymore as a base and choosing the weapons for it is like herding cats, I can't compare something of unknown quality/quantity. Does not work well for me. And maybe it doesn't even matter, IT is IT, whatever IT is. Just thought it matters. Thanks again!
@allensproject
10 ай бұрын
It's a really good question. I was wondering about it myself, and I'm still not 100% certain... For ship weapons, it seems like a fire rate of 1 means 1 per second. I am judging by the missiles because they are easiest to count. For weapons that don't store a charge (ex: non auto ballistic cannons), you won't get that fire rate unless you are at max power. All missiles that I am aware of have at least 2 shots and most seem to fire about 1 per second. Some ship weapons fire in bursts - for my favorite auto particle cannons it's a 3 shot burst. I think the fire rate includes each individual shot in the burst as a separate shot, even though you can't fire a single shot except when you are nearing minimum charge. I kind of wish you could because it would be easier to steal ships without accidentally destroying them lol. For handheld weapons, the rate is clearly not rounds per second... My automatic rifles definitely aren't firing 120 rounds per second. I think it might be rounds per 10 seconds for those, but I'm not sure. I don't think I have any weapons where the magazine would last for 10 seconds, but I'm assuming it means without a reload.
@matthewqtran1318
10 ай бұрын
nice ship. would be awesome if you could list the parts. i'm going nuts going back and forth in your video :)
@allensproject
10 ай бұрын
I'm glad you like the ship. I tried to make the video easy to follow, but I'm still a beginner at making videos... hopefully my future videos keep improving. I know that it can be hard to rewind just a few seconds if you miss something, especially on mobile.
@justinc5226
10 ай бұрын
I think it’s Nova or Taiyo Armory will give you 2 mannequins which would be dope if I could get the items to stay in the Armory and not transmit to my cargo hold
@allensproject
10 ай бұрын
I've never used the mannequins... Hopefully they are less buggy than the weapon racks, because it does look pretty cool to put your whole suit on one of them. Might have to try them out with a less valuable suit and see how well they work. I haven't heard a bunch of complaints like I have with the weapon racks, but I'm still hesitant lol.
@diceman199
10 ай бұрын
So far I've done 2 ships from scratch. main one has same cockpit as this, everything other than a companionway and docker is on the lower deck. My main problem is doing a build with enough firepower to take ships down quickly but not so much that you can't disable and board a ship. Mostly just end up with a cloud of debris
@allensproject
10 ай бұрын
Haha. I have that same problem with this ship as well, sometimes. I'm playing on the hardest difficulty, so that helps a little. I have to make sure that I turn off any turrets and only fire one weapon at their engines... Usually that's 6x vanguard obliterator autoprojectors which still do quite a bit per shot. I have much better luck boarding class c ships without accidentally destroying them, but that's ok - they are worth more to sell anyway.
@diceman199
10 ай бұрын
@@allensproject I don't have turrets for this reason. Need to downgrade my 3rd weapon set I think to a low damage ballistic for targeting engines
@markcumbriauk
11 ай бұрын
Very nice ship.
@Peterson1286
10 ай бұрын
It's a really good ship build, tks for sharing. How do you grant there won't have stairs between the levels?
@allensproject
10 ай бұрын
There should be stairs on the bridge, which means that ladders shouldn't be necessary. Some habs will create ladders anyways - 1x1 companion ways come to mind as a hab that likes to create ladders even if not needed... I built this ship a few times, due to making the video, and it seems like the combination of habs that I used for this build won't create ladders. Using different habs may result in ladders, and I did confirm that I could create a ladder if I placed a companionway on the lower level right behind the bridge... If I accidentally said that there wouldn't be stairs, I meant to say that there wouldn't be ladders.
@MichaelBeck324
11 ай бұрын
So just an FYI there is no reason to put more than 1 power into missle launchers. Regardless of how much power you put in them they always take 20 or 25s to recharge. I forget which one and have instead opted to go for EM damage instead.
@allensproject
10 ай бұрын
Interesting. Perhaps you discovered a missile launcher with atypical charging attributes. I tested the Hunter mag 450 (x4) on 1/12 power and again on 12/12 power and the power setting made a big difference on recharge rate.
@douglashalley9469
11 ай бұрын
I believe you may be wrong on the weapons bro. I use 4 of these pb-300 alpha beams 55.96 hull and shields and 3 Obliterator 250MeV Alpha beams 75.07 to hull and shields and 3 obliterator 250MeV Alpha Turrets 140.86 to hull and shields, I do have skills in these trees, oh and range is 3000 to 3200 as well, and one more thing I started playing on very hard, so I had to up my dps for ship combat, and then went to the key to test I used 12 ship parts but survived and killed all 8 or 12 ships, I didn't count them but there was a lot of them
@allensproject
11 ай бұрын
The obliterator 250mevs have a much slower recharge rate and they don't have an internal battery that stores additional shots. (Unless you use the auto version... Or the turret version) I'm not saying they don't have advantages, because single shot damage is a very good thing, but auto particle weapons offer several shots with near instant reload, even if you only allocate 1 power to the entire group. This ship has power hungry engines, so my reload might be slower on this ship than it is on your build. Even at full power, no other pilot controlled particle weapons do as much damage per second as auto particle beams. The PBO-175 has the best dps according to the UI if you consider fire rate and damage. The UI only tells you damage done in a single shot, it doesn't calculate DPS. I think it is slightly inaccurate regarding fire rate, but it's still pretty close. That being said, I like the Obliterator 250mev as far as non auto weapons go. I am considering making a build that uses one heavy hitting weapon in addition to two dps weapons and I'll probably use something like that if I do.
@nathangregory_
11 ай бұрын
Question. Why not place the Capt. bed right behind the cockpit?
@allensproject
11 ай бұрын
I put it in the back so that the crew wouldn't need to walk through it to get to other areas. I also wanted to use the nova galactic captains quarters because it's the only one with a storage crate... Because it doesn't match the shape of the hull that well, I wanted it to be on the bottom instead of the top. If I put it directly behind the cockpit on the bottom, I would need to move the landing bay and docker unless I wanted passengers entering through my quarters.
@nathangregory_
11 ай бұрын
@@allensproject Yep, that's what I thought you might be thinking after I left the comment.
@bothetinman772
11 ай бұрын
My build is similar but I’m going to try and get a bit more performance out of it using some of the info that you put out. My Forward mounted weapons on the bridge are EM cannons. Don’t ask me the model, but there’s mounting points on the bottom of the bridge that leaves just enough ground clearance. I have a thing for reallocating starships.
@allensproject
11 ай бұрын
I still need to learn more about EM weapons. Sometimes I accidentally destroy ships when trying to board them... It only happens like 15-25% of the time, but it's still an expensive mistake. It used to happen a lot more before I realized that I should only be firing my lowest damage per hit weapon once their engine health gets low...
@T0mN7
10 ай бұрын
Not gonna lie, she ain't much of a looker. But boy, oh boy, does she pack a punch?!
@allensproject
10 ай бұрын
Haha. This bridge can really make it difficult to create a sleek build... But I at least have a nice interior lol. And yeah, these weapons are pretty good. They are still among my favorites and I've been playing a lot.
@pb7379-j2k
10 ай бұрын
Really nice video
@matthewqtran1318
10 ай бұрын
i cant get the exact 40 power reactor and engine which is causing my ship to only have 65 mobility. built in on outpost after shipping the cockpit over. great design though. i love not having ladders!!
@allensproject
10 ай бұрын
I think this reactor might be locked until level 60. The engines require you to be level 43 or something like that... And both require starship design rank 4. 65 mobility is workable, though.
@matthewqtran1318
10 ай бұрын
Ha! Im only level 56. Thanks bud
@neryxeldra5093
11 ай бұрын
Sir your side bay spawns me under the ship at most spaceports due to the maxed out ship length its trying tos spawn you on front like it normally would but port doesnt have any extra space they made them barely 40m long meaning no space for your character
@allensproject
11 ай бұрын
This has only ever happened to me at Titan... Hopefully Bethesda fixes this bug. In the meantime, open your scanner, select surface map, select your ship and fast travel to it. Then you can just get out of the ship using the landing bay.
@gatorpika
11 ай бұрын
Nice efficient build. So many I see are cool but are slow AF, have no mobility and random gun types that suck.
@IAM-oy3pv
11 ай бұрын
Just built this ship WOW Thanks for sharing
@kay_mac138
10 ай бұрын
Yeah, I learned the hard way about the armory. Lost my Mantis gear
@allensproject
10 ай бұрын
That's a total bummer. Since the Razorleaf has an armory, I'm sure lots of people lost that gear.
@rosesareredbutzerglingssti9290
9 ай бұрын
The only thing that I disliked in this build are the wings. They look like if they would fall off at any second.
@allensproject
9 ай бұрын
Haha yeah those braces aren't super beefy... I hope it's a strong material lol... But you should see it with the Deimos Bracer A instead of the Stroud Engine Bracer A... Saves 1 mass per side but those really look like they would break under their own weight!
@rosesareredbutzerglingssti9290
9 ай бұрын
@@allensproject I think that the solution to our problem is to use two engine bracers or build wings in the same style used in the Star Eagle: one engine bracer and one radiator for each wing. Other idea interesting would be to replace those lame little wings for something similar to what we see in this build: kzitem.info/news/bejne/oodqtp2nnYF5ino
@guidowieringa9174
11 ай бұрын
the program still places a ladder between the first bottom and top hab... what am i doing wrong?
@FizzDB
11 ай бұрын
i have the same issue! what is the solution?
@BROCK_WARHAMMER
11 ай бұрын
Haven’t tried making the ship myself, but usually if you hover over the attachment point to the bridge, and select to attach to it, that is usually where the game decides to put the entrance. If it then puts a ladder elsewhere just follow the same idea with the previous habs in the line
@justin_ogre
11 ай бұрын
In my experience, ladders prefer to spawn in companion ways that are connected to dockers.
@allensproject
11 ай бұрын
This is very interesting to me... As I re-built this ship several times in order to make this video, and I never once got a ladder while using the 2x1 habs that I described in the video. I was only able to place ladders by using the 1x1 companionway, so I kind of want to learn your trick, haha. Did you use the same exact brand habs as me, with the same interiors? Were you using the attach option, where the game gives you a list of items that fit in a specific spot? I've never used that, I just place pieces and drag them in to place. I want to make a video about all the tips and tricks for controlling interior layouts anyway, so I am going to mess with this a little bit and see if I can get a ladder to appear with the 2x1 habs. I'll let you know if I figure anything out.
@allensproject
11 ай бұрын
I didn't find a way to add a ladder with these exact habs so I can't tell if you did something different or not... I did figure out a way to remove a ladder, though... Sort of a glitchy trick... You can move the upper hab out of the way, and then add a porthole to the top of the lower hab, where the ladder was. Then move the upper hab back in to place. It will be red, but you can cycle it to the next hab interior variant and then back to the one you had. It will still be red, but if you press the cancel button while it's in red, it will stay there anyway. Note that this doesn't add a ladder elsewhere in my experience, so you can actually make an area inaccessible with this trick... You won't have to worry about that for this build, though, because of the two story bridge.
@jackj6219
10 ай бұрын
I am going to assume you're using console commands or mods, I followed your build guide using the exact same habs as you and i still have ladders.
@allensproject
10 ай бұрын
Nope. No console commands or mods. I've built this a few times and never got ladders... One trick that I've used on other builds to prevent ladders is to attach a porthole to the hab that has the unwanted ladder. For this build, I guess you could try a top porthole above the ladder... this doesn't always prevent ladders, but I have had good luck with it. I can't say if it will work for this build, because the only way I was able to create a ladder on this build is with different habs... Some people say that the order of the build might affect ladders, but idk if that is true or not. Edit: I've also heard that selecting a snap point and then browsing all of the pieces that can fit there can encourage passageways in those areas, although I have not confirmed this. I placed all of my habs freely and then dragged them into place.
@paulhudson5587
10 ай бұрын
How do i do half the build at one staryard then go to another to finish the rest? Is there an option to leave the build half completed?
@allensproject
10 ай бұрын
Well, you can't build a ship from scratch anyway... So what I would do is just grab the parts that I show in green at the beginning and attach them to whatever ship you are scrapping in order to build this. Then just fly to Neon and finish the build...
@Maryus05
11 ай бұрын
Better use b engine for 180speed and Put thet weapon INSIDE ship or in wings.flip method.and shild Same flipp INSIDE make a smmooot ship.🎉
@allensproject
11 ай бұрын
If you are able to go 180 with a class B engine without boost, it is probably because of perks. Sam Coe has engine skills, so you may not even have the perks yourself. Class A engines are even faster, but they generally have lower maneuvering thrust, which is why I had to cram 6 of them on to this ship. And you're totally right that you can glitch weapons in to places where they are 100% hidden. I will do some glitch builds in the future, but not everyone likes glitching so I also want to builds that aren't based on glitches.
@j.scottsomerset8976
11 ай бұрын
I know it would depend on the weapons you ultimately use, but approximately how many credits should you have before you attempt this build?
@allensproject
11 ай бұрын
Without commerce skills it says the value of this ship is 595,121 credits. The value is listed as 476,100 if you have max commerce skills. Of course, you won't actually spend that much because you will need to build it from an existing ship, so you can subtract the selling price of that ship from the amount you need... It might even be a bit cheaper if the ships share some parts.
@j.scottsomerset8976
11 ай бұрын
Thank you
@cmpoliver3499
11 ай бұрын
I'm wondering what capturable ship would have the most parts tgat then would be the best to use to convert to this one I really love the idea of a master base like ship that the fill compliment of companions can be on board and additional passengers is as well huge bonus. I'm wondering how the Strad ship delux build would be as the seed fir this build.
@allensproject
11 ай бұрын
I used an ecliptic Claymore II, which had 3 of the 4 turrets and the bridge. It also had a few cheaper parts like weapon mounts and maybe a nova galactic hab or two. Weapons are always a costly part of a build, so if you find anything that has a few matching weapons you are off to a good start. There isn't a ship that I'm aware of that is particularly close to this one, though...
@cmpoliver3499
10 ай бұрын
@@allensprojectAgréé it's perhaps style to performance of great build. The 3x1 cowelling at mass 10 is perhaps the one area I wish could be reduced. Also I actually like the idea of an engineering bay and possibly given the excess of computer bays and I like the armories that have the brig. Seems not Sam and Sera like using it to rest. But I wonder . . . If I lock Sara in when I'm doing a nasty deed, who let's her out??? She may have a skeleton key.!
@allensproject
10 ай бұрын
@@cmpoliver3499 Its a shame that the heavy 3x1 cowling doesn't offer some extra hull strength or something, to offset that mass. There aren't many parts that look good when placed behind the C4 bridge, though. Unfortunately, most of them add a fair bit of mass. Also, I have no idea if the brigs actually work - it seems like NPCs can just teleport to different places when you aren't looking... I wonder if that's true for escaping the brig as well...
@BauerHouse
11 ай бұрын
What does it cost (roughly) to build from scrap?
@allensproject
11 ай бұрын
I just had a look at an old save before I had commerce skills and it says the value of this ship is 595,121 credits. The value is listed as 476,100 if you have max commerce skills. Of course, you won't actually spend that much because you will need to build it from an existing ship, and any parts that you can't reuse will need to be sold.
@BauerHouse
11 ай бұрын
@@allensproject Thanks. I need to save up a bit before attempting :)
@mamatvereza
11 ай бұрын
Kek. Interesting that the best shipbuilding tutorial has so poor audio and video quality. But it is still best one I saw, with lot of details. All other a trash.
@allensproject
11 ай бұрын
Haha. I only started making videos because all of the other ships I saw online had rather poor performance. I'm sure there are some other good ones out there, though.
@LadyZombieKiller
10 ай бұрын
Does your level effect the toe of parts you have available?
@allensproject
10 ай бұрын
Yes, this is a late game build. All level locked parts will be unlocked by level 60. This ship uses a reactor that's locked until level 60. Obviously, there is also the starship engineering perk that comes into play, but at least the game tells you that.
@LadyZombieKiller
10 ай бұрын
@@allensproject thank you. 9 more to go. Looking forward to building your design.
@markdavis8785
10 ай бұрын
Any idea what this build took to build in credits
@allensproject
10 ай бұрын
Without commerce skills the value of this ship is 595,121 credits. The value is 476,100 with max commerce skills. Subtract the value of the ship you are using as a starting point, and you have an estimate, but each part the ships have in common will reduce your costs even further.
@Belgrimplays
11 ай бұрын
While it looks nice, any cosmetic part that adds weight and nothing else (hull etc) you're better off just using habs for glue. And crew stations> 8 is a waste
@allensproject
11 ай бұрын
Excluding structural components used as weapon mounts, you are correct from a strictly technical perspective, but I chose to add just enough structural parts to make the ship stylish. It didn't add enough weight to reduce mobility below 100 so it didn't hurt much. You could certainly add a bit more cargo or hull by making it extremely blocky. Trying to make this bridge look ok without a few structural parts is pretty difficult, as there aren't any habs that align particularly well behind it. You can also stack weapons one in front of another so that they appear to shoot each other to minimize extra components, but I find that to be incredibly cheesy... Far more cheesy than glitch flips, etc. You could also replace the rear 1x1 structural part (Stroud mid bracer) that holds the upper fuel tanks with a 1x1 hab and it would look good, but crew members seem to be able to teleport into habs so I was worried about not being able to find my crew if I wanted to.
@Belgrimplays
11 ай бұрын
@@allensproject yes, I ran into an issue where a crew member I needed to talk to was on a disconnected hab part. Agreed that weapon mounts are also useful, but there are several light weight ones compared to 5+ My biggest complaint is that we cannot assign the connection points between habs, it'll preserve a pair of walls that are just cosmetic storage at times instead of keeping a direct hallway over several side to side habs
@paulhudson5587
10 ай бұрын
Can anyone tell me where i find the option to make a ship completely from scratch? At the moment i can only seem to build one by cannibalising another ship. I just want to start from a clean slate.
@allensproject
10 ай бұрын
Unfortunately, I don't think the game allows that... I really wish I did, because I often end up deleting every part of a ship before starting a new build.
@paulhudson5587
10 ай бұрын
The guy who made the video needs to explain stuff like that. It all looks easy when he just pulls apart a ship hes already made.
@paulhudson5587
10 ай бұрын
@@allensprojectthis is a bloody nightmare. How are we supposed to do a build in one go, when you have to go from one planet to another, trying to get parts from 2 different suppliers? 😂 you cant just leave the build half way through.
@paulhudson5587
10 ай бұрын
I think i have it. If you use the outpost landing pad with shipbuilder, it seems to have access to all parts from all shipyards. I'll try it tommorow 😁.
@allensproject
10 ай бұрын
@@paulhudson5587 the outpost ship builder definitely doesn't have the bridge... Probably doesn't have the engines, either.
@ultra6592
11 ай бұрын
Where do you get those engines?
@allensproject
11 ай бұрын
I got them in neon from the ship technician. I think you will need to be level 43 to get them.
@frankieb9444
11 ай бұрын
Still waiting for someone to build Mega Maid from Spaceballs
@allensproject
11 ай бұрын
That'd be amusing... Might run into the height limit though.
@TayschrennSedai
11 ай бұрын
This metric distopia 😂❤
@allensproject
11 ай бұрын
What can I say, I just really hate the number 10. I'd accuse it of being an arbitrary choice for a base, but I get it... some people can't count without using their fingers.
@Vet_Rakkasan
10 ай бұрын
Late to the game here but, I'm assuming this build is not recommended if you want to board any ships. lol
@allensproject
10 ай бұрын
It's not ideal for that, but it works OK. You need to turn off the turrets by the time your target ship loses its shield, and when you are targeting their engines you should minimize use of the PBO-175s except maybe for the first shot... use the vanguard obliterator autoprojectors to take out the engines because they do less damage per shot, and be careful not to fire any more shots when needed. I'm playing on very hard, so it might actually make boarding ships with this beast easier, because more enemy health should mean that they are slightly less likely to get destroyed on accident when you are taking out their engines.
@captainyesterday3463
11 ай бұрын
I think your approach to this mobile space ship mini game and loading simulator is misleading. You don't need to destroy enemy ships, just cripple them, go for the engines, easily achieved in aim mode, then dock, kill the crew, loot the boxes from Captains stash and Cargo stash, rinse and repeat. The loading simulator pauses the game when you dock to another ship and suspends that space combat minigame until you get back again into your cockpit. 2x Nullifier with EM damage plus a 2xbeam weapon for disabling the Shield/engines are the best choice here and a small ship B class that can sport the mentioned 1500 hp shield. The ships don't carry and considerable cargo that you can loot anyway, so about 160 shielded cargo is all you need to stash some contraband when looting Eclypse ship. Gets super boring after 3 or 4 encounters.
@allensproject
11 ай бұрын
Targeting mode requires a lock, and by using auto particle weapons, you can often kill a ship before you can even get a lock, especially on normal difficulty or lower. Boarding a ship and killing the crew takes far longer than just blowing the whole thing up... But if you enjoy doing it that way, then you should keep doing what you like.
@leoman555
11 ай бұрын
where u get the lb-pb part
@allensproject
11 ай бұрын
I don't know what part you're talking about... Maybe if you give me the entire name I'd know. You can get most of the parts for this build in neon from the ship tech... Neon is in the Volii system. I got a few from new homestead on Saturn's moon Titan and a few from the ship tech on Mars... But you can use your own outpost shipbuilder for anything you can't get in neon, except for the bridge.
@alb.4089
11 ай бұрын
I find a lot of people aren't using shielded cargo. What happens if you find contraband and you want to sell it?
@allensproject
11 ай бұрын
You can go to the den, in the wolf system if you want to sell contraband without being scanned. I don't like the idea of leaving anything important up to RNG, so I never use shielded holds.
@alb.4089
11 ай бұрын
@@allensproject True but I remember one time I did a couple missions back to back where I found multiple contraband and the Den didn't have enough credits to cover the costs. I was forced to go to multiple planets and I used shielded cargo and got through no problem. But yeah I know what you mean.
@allensproject
11 ай бұрын
@@alb.4089 yeah it's a bummer when merchants run out of credits - I'm currently encumbered because of that... Most contraband is rather pricey too... You can always stash them at an outpost until their credits reset... There is even a contraband crate that you can build by cycling through the storage crate variants. I actually just hoard all of my contraband for some reason... I think maybe I felt bad for the sentient ai adapters lol. So now I just put it all in a contraband crate, except for harvested organs which I always jettison into space - sort of like a burial at sea, I guess.
@alb.4089
11 ай бұрын
@@allensproject Yeah I forgot what mission it was but I found multiple contraband and I ended up storing it inside of a storage container on a planet and when the Den got more credits I went back and got the contraband. I didn't know about the Contraband Crate I'll take a look that might solve my problem. I tend to get rid of the contraband asap because I tend to forget about it and then planets flag me lol. That's pretty cool what you do with the harvested organs lol. True Starfield gamer.
@kalancosta7650
11 ай бұрын
Honestly if you your ship in space uou fast travel to Venus and land without stopping in orbit first this avoids the scan, then wait 6 hours and run back to to the den (it’ll have been 600 UC hours) and his credits will reset
@stevemcknelly5036
11 ай бұрын
S-tier? Highest class I know is C, or M with a mod. Is this another mod?
@allensproject
11 ай бұрын
The ship is class C. Nothing about this ship is modded. S-tier is a term that is used to describe the best grade of something. For example, in Starfield, the PBO-175 Auto Helion Beam is an S-Tier ship weapon. However, it doesn't mean the exact best singular item, as multiple items can be S tier if they are similar in quality. The Vanguard Obliterator Autoprojector is also probably S-Tier, despite being a little bit behind the PBO-175 Auto Helion Beam in terms of DPS. The next lower tier is A, followed by B, C, D, E and then F. If you search "tier list" on youtube, you will see tons of videos ranking all sorts of things.
@kaydens6964
11 ай бұрын
Stay away from particle weapons, it trivialises space combat. Especially the auto turrets 😂
@FP194
11 ай бұрын
Auto turrets are the biggest waste of credits in the game for a ship with high maneuverability
@allensproject
11 ай бұрын
For the typical space fights that you get involved in that have 3-4 opponents, I tend to agree. I did, however, make a save and then go berserk on every faction in the settled systems to test this ship. It seemed like the turrets were doing a bit more good when I was extremely outnumbered, but it's hard to say for sure.
@DJBVWA
11 ай бұрын
I use turrets, but only allocate power if badly outnumbered. Par and Missles deal with most threats. Or Par and EM for easy capture.
@-MaXuS-
11 ай бұрын
33:05 WAIT!! WHA!?WOAH woah!! HOLD YOUR HORSES THERE MATE!😳Now hold on just a sec there bud..let’s not be tin-foil hat bonkers and off the charts unreasonable here m’kay!? It was going so good until…😨..until..THAT comment of yours just came from darting, bouncing, dashing and crashing in from😟nowhere!? I..it’s just…wha..why..from where…😧 Can we at least talk it through…🙏Now I’ll grant u that if we’re talking about a contextual setting where the primary division of a base of 12 is 2…THEN, sure, yes there’s no denying the ultimate supremacy of a 12 base..if a very particular even number symmetry is of utmost value/priority..or just a basic want or something ¯\_(ツ)_/¯..including that tiny caveat THEN indeed it’s hard to argue with..12 base part of your…words said..🥺…but “metric dystopia”…really?? Really!?😟I mean Sure I might be too lazy to google what particular system or systems uses a base of 12..I just, very vaguely I should add, have a very vague association with the Mayans or 🤔 was it the Incas..I dunno🤷♂️! Anyway..my point being that the..uhrrm😖..sorry I’m just chocking up..a bit here😣…point being that the..🥺..”metric dystopia” is the by far superior and in any and pretty much all cases supreme unit system.☹️ And without appealing to many different..☹️..and sometimes very convincing fallacies I hope we can at least agree that..I’m not repeating your hurtful words so..I hope we can at least agree that the imperial system should’ve been abolished and replaced with the metric system..? Right? 😢 Am I right? Of course, granting you the aforementioned very narrowly tailored, seemingly somewhat limited and perhaps a bit arbitrary supremacy caveat of the base of 12 😌. 🤓 I don’t know if I can recover to go on with your, up until this…gaff let us say…video..but I’ll at least try to ignore it for now hoping that was the last of the core shocks in this video. 🤞🙏 Anyhoo dystopias aside.. I might as well let ya know I appreciate your video. So thanks, lest I just dart on outta here without thanking you when the video ends to quickly get some distance from the “*etric dystopia” comment to properly digest what I cannot unhear. ✌️🖖
@allensproject
11 ай бұрын
If you're assuming I like the imperial system, that is a false dichotomy. The imperial system can't even decide what base it wants to use. We probably only use 10 as a base because we have 10 fingers. It doesn't have any advantageous mathematical properties for everyday use. If we aren't concerned with the difficulty in adapting to new systems, we should be using 16 or 12 as a base. 16 is best because it is trivial to translate into binary, which is the most fundamental base... But 12 is at least easy to divide, so I appreciate that it is different than 16 and has some advantages. Difficulty in adapting to new systems is why the USA is still using feet, and it's also why we use base 10. Metric prefixes like kilo etc. are tied to the number 10, and that's why we had to make up terms like kibibytes, because 1024 is in reality a much more round number than 1000, but this truth has been obscured from us due to our everyday use of base 10.
@paulcolliss2979
11 ай бұрын
This is a clone of a dantics ship
@allensproject
11 ай бұрын
Most builds that try to continue on the shape of the Cabot bridge through the entire hull end up looking similar, but I've never seen anyone build one that actually has max maneuvability and firepower.
@gethriel
9 ай бұрын
Definitely NOT S-tier style. Boring as every other build.
@twowaygreenman
11 ай бұрын
Btw those A engines are not worth it. Ive just tried 6 of them and they are slower then sae 5330 3 of them.. for 9 power im getting 161 or 181 with sam on board. Its just that my mobility is at 82
@allensproject
11 ай бұрын
This is not correct. I tested various engines on this ship without changing the crew or changing my perks. I have full engine perks, and I didn't have Sam as a crewmember. These are the numbers: SA-4330 x6 - speed = 179 SAE-5330 x3 - speed = 167 SAE-5660 x4 - speed = 167 (this is the fully upgraded version of the 5330 you mention) I'm guessing what you did is replaced engines that consumed 9 power with engines that consumed 12 power and didn't remember to allocate 3 additional points of power to the engines. The game is a bit strange in how power settings affect speed - if you only had one SA-4330 instead of 6, it would STILL be faster than any number of SAE-5330s. However, if you install 6 SA-4330's and run them at 2 power, your speed will only be 1/6th. This is odd, because you would think that you could power only one engine and then it would have the same top speed as a build that only included one engine total, but this is not the case. However, despite it's low speed, a ship with 6 SA-4330 engines that is only running at 2 power will have the same maneuverability as it would at a higher power setting - I tested this by coming to a stop and doing a complete flip in my ship - started counting when a planet came into view and stopped when it came into view again. So apparently that's why it's slow, because the power is going to the turning not the forward speed. It's also possible that Sam's perk stopped working in the middle of your test making it an unfair comparison. I haven't heard any specific issues with his perks, but I an certainly having issues with Sara Morgans perks - she doesn't increase my jump range, but she does reduce fuel cost. Very odd, since both are supposedly benefits of the same perk.
@twowaygreenman
11 ай бұрын
@allensproject yeah but what im saying is that to get same speed u need more engines which is more mass and way more money.. and you grt max speed ONLY if you add all the points on the engine power, meaning that to get the same speed with 6 engines you use twice as much of points then with 3 engines. If we gad no problems with the amount of points we can use for it would be no difference, but now it is very important. Like im using them 3 engines with 9 points for max speed. If i add 4th to get the same speed I need to use 12 points now and it only gives just some mobility, but for what price..in my opinion its not worth it.
@twowaygreenman
11 ай бұрын
@allensproject i think them sal 6830 are the best as 3 of those would use only 6 points. Sadly my missions broken somehow and i have no chance to complete the required mission to get it..
@allensproject
11 ай бұрын
Well, you can certainly save some power by using less engines - as far as I can tell, you always only need one to reach max speed if you don't care about maneuverability... But the weapons I used store so much energy that I was literally running them at 1 power for dozens of encounters and only rarely did they even deplete their initial charge. In the beginning of this video, I was running them at 6-7 power and I was able to defeat the entire crimson fleet before they depleted their charge. Re-watching the video, it seems like the lowest that a charge ever gets to is 47/100... so I probably could have used a little less power and not noticed any difference, even against the crimson fleet. I don't see much benefit to sending full power to auto particle weapons because they hardly ever send more than 4 enemies at you at a time... but I do see a benefit in high maneuverability because I can use that at any time. If you are happy with 82 mobility, that's reasonable. 82 is pretty good. My next build video is going to be for a ship that only has 77 mobility if you max out the cargo holds, and that one still handles OK. I'm not going to pretend that I wasn't tempted to remove the cargo holds and have it at 100 mobility, though.@@twowaygreenman
@twowaygreenman
11 ай бұрын
What i never understood is whats the point to max out all the weapons if never cant use all of them maxed? In fight its enough one weapon maxed, speed and shield maxed. Other 2 weapons gonna be at few skills anyways.. or its for different scenarios? Cause with vanguard obli (5 of them) I fight any ships, no matter if its for take over or for exploding it. 🤔
@hadoken95
11 ай бұрын
The power cost on weapons is both a setting for how much power you need to put in for max recharge yes...but also a limiter on how many weapons you can have per assignment. It's less about trying to get 10 pips powered in a single weapon than it is having 4 guns on one trigger. More upfront damage, slower recharge. It tends to pay off.
@Sneakyeggs
11 ай бұрын
@hadoken95 it doesmt.make sense. Shoot a few times.and have to wait to recharge meanwhile I'll can shoot all day with no recharge with full speed and shields. Never heard of optimization I guess.
@maitotechlab9035
11 ай бұрын
Having 3 sets of 12 bars weapons with only one of them having 12 bars and others having 1 or only a few bars is for burst damage, so having like 6 vanguard obli and 6 vanguard machine guns with only 1 points in each lets you delete any enemy that survives your other 12 bars weapons fully powered. For a somewhat short time you have the power of 36 power using only 14. And you can have 15 more bars to allocate elsewhere at lvl 20 where you get the first class C reactor with 29 power.
@allensproject
11 ай бұрын
hadoken95 gets it. In order to maximize the upfront damage, you want a weapon that stores more than one shot - this is why I recommend auto particle beams instead of regular particle beams. I ran a test with 2x vanguard obliterator autoprojectors and 2x PBO-175 auto helion beams. I ran them at 1 power. I was able to fire 10 triple burst shots from each of the vanguard obliterator autoprojectors and 9 triple shots from the PBO-175s. I ran the same test with 6x vanguard obliterator autoprojectors and 4x PBO-175 auto helion beams. I still ran each of them at 1 power - out of 12. I was able to fire 10 triple burst shots from each of the vanguard obliterator autoprojectors and 9 triple shots from the PBO-175s. So basically I was able to do 3x as much damage with the vanguard obliterator autoprojectors and 2x as much damage with the PBO-175 auto helion beams before the batteries died and the charge became relevant. This is because I had 3x and 2x the weapon count, respectively, and the weapons are what includes the batteries - not the weapon slots or groups. More weapons = more batteries, such that the initial number of trigger pulls before recharge takes place is unchanged (but more weapons are firing each time). Having more weapons at the same power setting does not ever cause your DPS to go down. If you have 1 weapon on 1 power vs 6 weapons on one power, once the charge has been used up, it is still charging the same number of TOTAL shots per second. Some of you seem to have the common misconception that using one weapon is better than two if you are low on power, because with one weapon it will charge enough to allow two trigger pulls in the same amount of time that it would take to allow one trigger pull with two weapons (assuming the same total power setting to the weapon group). What you are neglecting to realize is that one trigger pull from two weapons did the same amount of damage as two trigger pulls from one weapon. More importantly, you are neglecting the importance of the stored charge, especially on auto particle beams, which means you will get far more TOTAL damage output before it even needs to charge. Using more weapons is basically always better, even if you are only going to send 1 power to the entire group and it can allow 12. I know from experience, I literally ran my previous ship at 1/1/1 for the weapons for dozens of encounters in lvl 75 systems, and I had issues with my shots slowing down like twice. Mind you, these were auto particle beams and a missile launcher that stores several shots. I was able to kill 3 to 4 ships without the recharge being an issue. I only turned them up when I decided to fight the entire crimson fleet at once. All that being said, there are a few disadvantages to using the maximum amount of weapons: •In theory, more damage can be 'wasted' if you do 120 damage and it only required 30 to kill. In practice, this is completely offset by the batteries of auto weapons, and is only a minor concern with non auto weapons because switching to a new target is often enough time for a non auto weapon to charge, even at a lower power setting (non auto weapons also have batteries which bring free energy in to the fight, but they only store enough for 1 shot so the front loaded damage bonus is much smaller than with auto weapons) •It costs more (I am not trying to optimize for cost, this is a late game build) •It is heavier (although weapons don't tend to be the major contributor to a ship's mass , and since they add hull strength you may be able to use a lighter/weaker reactor that makes the same power, ex: using the Sheared Flow SF-40 instead of the Pinch-8Z) •You are more likely to accidentally kill a ship when trying to disable it's engines. I use the vanguard autoprojectors when they are getting close to losing their engines and I refrain from using the the PBO-175s because the autoprojectors do a little less damage per shot. If the game would let me, I'd run 120 power worth of weapons per group instead of just 12. Then I could solo the crimson fleet on a power setting of 1/1/1 because each shot would be an instant kill while pulling only 1 trigger, and there are less ships than stored shots - 30 pbo 175s would provide 9 one shot kills even at 1/120 power, and 60 autoprojectors would provide 10 one shot kills even at 1/120 power. Then, my weapons could recharge while I'm scooping up all the scrap parts from their ships and getting ready to go to the next system. If that was the case, I'd probably use the hunter mag 450 for a missile launcher because 40 launchers would kill anything that you get a lock on, and it stores 10 shots.
@twowaygreenman
11 ай бұрын
@maitotechlab9035 as i know only 1 rocket type works like that. With 1 power u still get 3 loads of it. If u decrease power for other guns, they shoot slower and less times
@twowaygreenman
11 ай бұрын
When i tried tureds I never seen them working..so deleted. Using just vanguard obli. Mainly.
@allensproject
11 ай бұрын
It's a great weapon. 2nd best auto particle beam in the game behind the PBO-175 in terms of DPS, and you can get it as soon as you join the vanguard, while the PBO-175 cannot be purchased until high levels. You can also buy 6x vanguard obliterators for 20-25% less than 4x PBO-175s so it's a great value as well. Turrets are certainly less effective than pilot controlled weapons - but they work for me. I have to set the power to 0 when I want to board a ship or else they will finish it off before I get to destroy the engines.
@twowaygreenman
11 ай бұрын
@allensproject but do i need to fire them or they do it automatically? Cause as I said I never seen them firing automatically so thought what a useless piece of sh.. 🤣 🤷♂️ cause I have problems in the early game with ships attacking from behind..
@allensproject
11 ай бұрын
@@twowaygreenman they are supposed to fire automatically... all you need to do is make sure they have power. They also have a limited range of motion, so if you place one facing backwards, it may not be able to fire on targets in front of you. This was my first ship was turrets, and I don't fully understand their exact behavior either. On this build, I often see the front-facing turret firing a few shots at my target. I play mostly using cockpit view, but when I switch to 3rd person, I have seen the rear turrets taking a few shots at targets behind me. I'm not sure what turrets you were using, but if you were using a ballistic or energy turret, it's possible you were just killing every target with your vanguard obliterators before any got in to range. Or maybe you are experiencing a bug. You could always make a save in case turrets really are broken for you and you need to revert and then add some turrets and then go to a place with lots of enemies - for example, the Crimson Fleet has a large number of ships at The Key in the Kryx system. Make sure your turrets have power, and then switch to 3rd person view so you can see them.
@twowaygreenman
11 ай бұрын
Ohh and wheres the damn duplicate button on pc ? 🤣 I still havent found it 😭
@shady_TTV
11 ай бұрын
Select the object you want to duplicate, then hit ctrl+G
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