Ayy another episode! Really enjoying this down to earth and extremely helpful playthrough. You could zip through this stuff and make rapid progress, but instead you stop and explain the more nuanced or complicated features of the game, which really helps people like me! I appreciate it, and I feel like a lot of other people do as well. Looking forward to your future tutorials and a continuation of this series! you've earned my sub!
@TheCrazyCanuck3 жыл бұрын
Like for 69!
@firockfinion33265 жыл бұрын
New player tip you may want to include: I found that any battle, at least those not in hyperspace, will leave a temporary debris field that you can do a salvage operation in. This includes battles you just fought in, and you can essentially double your loot from winning a fight if you've got a few ships with salvage gantries, like the shepard. Alternatively, you can go to systems where system guard fleets are having fights with pirates and pick through the aftermath of the fights for free stuff.
@d1halberdgnoll9635 жыл бұрын
Debris is okay for topping off your supplies and fuel but I've almost never found anything actually worthwhile, even with like 180% salvage quality The real $$$ is in mining/research stations
@evilbarrels25065 жыл бұрын
@@d1halberdgnoll963 The first pass at can sometimes reveal new salvageable ships. If you just killed some traders, then those ships will likely be carrying cargo. With the salvaging skill maxed I've occasionally found modspecs laying around in debris fields, but aside from those rare occurrences, the majority of the value comes from looted supplies and heavy machinery.
@moosig5 жыл бұрын
I would add that you refit your service ships, tankers, freighters, shuttles to expanded caro and surveying equipment as they never will see a battle. at some point you will only spent 5 supplies to survey a planet, which is really convenient.
@jdcollie2585 жыл бұрын
@@moosig This is very true, and something I will cover as the Let's Play moves toward exploration.
@firockfinion33265 жыл бұрын
@@moosig Personally I prefer the respective logistical upgrades for each type of support ship, since they each give either a flat bonus or a percentage bonus of the original stat, whichever is higher. So expanded cargo holds for freighters, auxiliary fuel tanks for tankers, and additional berthing for crew transports. Then I also usually add efficiency overhaul, since those logistics mods increase their supply upkeep, but I guess if you're doing a lot of surveying, then surveying equipment might be better.
@treffryraxter5 жыл бұрын
Ran into this game around 3 weeks ago and it's been eating up all of my free time since. Thank you for putting out watchable how to videos and I look forward to watching the colony video.
@Tom-xk1zi5 жыл бұрын
100% agree with William, thank you for these videos!
@BDtetra5 жыл бұрын
Nice, a couple of tips I want to add. 1. Always try to buy completely fixed ships when buying them. Removing D-mods ultimately will cost you more. 2. Try to avoid recruiting Reckless Officers, in general. Aggressive are really good for fighters with fast ships, and Timid are great for long range. 3. Don't bother recovering ships if you don't need them, most likely will cost you more in the long run. 4. Prometheus (Large Tanker) is generally pointless and usually better to have 2-3 Phaetons due to Burn Speed. The exception is when you reach you 30? ship limit cap. 5. There is an abandoned Terraforming Platform in Corvus which you can use as Free Storage for goods and ships. Otherwise, you will need to pay a monthly fee to the owning faction.
@evilbarrels25065 жыл бұрын
An augmented drive field and efficiency overhaul on the Prometheus will make it just as fast as a Phaeton, while costing fewer supplies then three phaetons. Also, some D-mods are arguably just a buff, especially on utility ships that won't see combat. Get the skill that makes the D-mod supply cost buff apply to their maintenance cost and add an efficiency overhaul, and you have ships that are basically free to run. Hell, if they're broken enough, they might be 100% free without the overhaul.
@BDtetra5 жыл бұрын
@@evilbarrels2506 good point about the supply cost. The reason I do not recommend Prometheus is that its 6 Burn by default, which means ADF will only give it 8. Maybe fine for some people, but I really aim think going for 9 Burn is easy and optimal in a lot of cases, which is possible using Phaetons.
@evilbarrels25065 жыл бұрын
@@BDtetra I use tugboats and that skill that increases your burn speed. I may have overdone the tugboats a little... My capital ships are faster than most frigates.
@jiggly8215 жыл бұрын
I don't know if JDCollie will mention it but early one you want to go to a specific place for a free capital class ship that has a burn speed of 7. Some of the ships you will need only have a speed of 7, so augumented boosters on Superfreighter and Prometheus will basically not slow you down by the point you get them
@BDtetra5 жыл бұрын
@@evilbarrels2506 Tugboats are a way to go, but it increases your sensor detection drastically. I like smuggling a lot and its easily possible to smuggle with a huge fleet as long as you dont use a tugboat. Its definitely an alternative way of going fast though.
@kream4045 жыл бұрын
Fantastic content, hope this is a long running staple of the channel !
@RazzTheMatazz5 жыл бұрын
Loving the play through, can’t wait for the colony guide!
@bart_ender61164 жыл бұрын
Buffalo with a improvised flight deck and pilum are actually really good since they are basically the cheapest ship with a flighted wing by deployment points and it has long range missiles. Later game I use them for cheap defense fleets. Leave them in your colony and when defending the station pull them out. They stay behind the station cost like 2 points to deploy and provide you with more firepower and a fighter screen. Great ship to fill those last few deployment points.
@triplestrik35 жыл бұрын
Omg that shop had a hyperion for sale at 18:20 that ship is so very rare.
@Mislavestina4 жыл бұрын
I managed to salvage an Astral with 4 d-mods after some big Faction fleets duked it out, got around 22k for it Also if you Emergency burn into a warp storm it will fling you straight, it wont fling you at an angle
@XaFFaX5 жыл бұрын
it is great you appreciate constructive criticism. We need more people like you on the internets!
@Alorand5 жыл бұрын
6:25 If you are not the most skilled Let's Player for this game, who would you say is?
@jdcollie2585 жыл бұрын
Nemonaemo would probably take that title at the moment.
@zendokai15275 жыл бұрын
He'd take the title for most popular on KZbin for it, but not the title for best player, mechanically speaking.... If this game had PvP in it, then that would matter, but since it doesn't, it doesn't matter. Let's leave it at, he is the most KNOWLEDGEABLE player on KZbin about it, but skilled? Nah... That requires high levels of mechanical feats, and none are displayed in the video. I wouldn't even say this game takes any real "skill" to play. Technically, you could play the game with pure decision making, and let auto pilot do all the fighting(That's a lot less fun, but possible)... It's more about knowing things and making good decisions... It's a single player role playing game in space, meant for fun. Not to take away from JDCollie in any way, hes probably the best you're gonna find on KZbin, for all categories and all levels of players. JD is more entertaining to watch too, because he explains everything with clarity.
@Buffenwaghen5 жыл бұрын
I've been playing for about 20 hours and had no clue you could buy ships I thought you had to find and restore them. Wow I'm dumb.
@zendokai15275 жыл бұрын
That's hilarious, but seeing as how the tutorial gives you 2 sticks and says, "make fire" I get why. Remember, not only can you buy ships, but you can buy ships from usually 3 different places in the shops... The faction you're at, that faction's military, and the black market
@milanstevic84244 жыл бұрын
It's not your fault, the UI is weird, because the game was developed as a Matryoshka doll. For example, if you consider a game like XCOM, I call these things the technical stages where you have a strategic overview map separated from a tactical shootout game mode. In Starsector you basically have the tactical shootout as a completely separate minigame (much like in XCOM), but then the strategic overview is a game in itself (another technical stage), BUT with a convoluted UI system on top of it. The first interface (A) is what you use while you travel as you essentially actively play in this mode, but then you already have this B interface lingering somewhere else, say in the back of your mind, the one that's accessible through buttons 'Fleet' and 'Crew/Cargo', like in and out pocket screens that you go to when you want to immerse yourself into the technicalities. Interface C is what you get once you hit a "space event" dialogue screen (most often, when you land/dock somewhere). However in this mode, some screens are mutated, and the 'Fleet' screen has these really tiny tabs above it, Buy and Sell, which are so easy to miss. The issue stems from having the same screen recycled for different purposes, which is logical enough from a development perspective, but then, as a player, you don't get to learn that there are external factors that affect its state. Without knowing that you could even buy ships, you don't even begin looking for such a feature, and chances are that you will discover and learn the screen in its 'unrevealed' state, and then completely neglect it when it actually changes, thinking that you have already explored its possibilities. Professionally speaking, the UX is messy, but the game in general is fairly intuitive once you figure out its moving parts, and this is frankly the only thing saving the UX from being heavily criticized (apart from the game itself being brilliantly developed, of course). I've seen even more slick UIs in games being characterized as having things "all over the place" because people (and especially gamers) have a hard time mapping out the exact navigational layout of such abstract systems, that usually happens if a developer breaks an established pattern of habitual usage, and many inventive games or games that push the envelope simply need to do this. The other UI system I would criticize is that many tooltips ask you to press F1 to expand full information, some of which can be critical, and nobody seems capable at registering this. In this episode, when JD was talking about signature profile, he could've pressed F1 and see the breakdown of all of his ships.... Also just as an example, trading becomes a different beast altogether if you actually pay attention, and start pressing F1 while resting your mouse over market commodities. People are completely oblivious to this, and... Well, of course they are. While I appreciate the 'easy to learn, hard to master' concept, I don't think the UI itself should be an integral part of it. People consider such games as harder to use than they actually are, and needless to say, this can greatly affects their sale and/or playtime. Once such example is Dwarf Fortress, which is in fact incredibly easy to use (obviously if you can push your mind to read its dry ASCII representation), but only if you can figure out what is actually required from you, and good luck with that because of the terrible UX delivered by a terribly inconsistent and mostly non-extant UI.
@milanstevic84244 жыл бұрын
@@jakewilferd6093 Yes, the game is heavily hotkey-centric, which is the legacy of its incremental development, and the way it was playtested. I seriously hope the dev will make time for an UI overhaul before v1.0, and I'm not saying this because I personally have problems with it, but the UI plays a large role in the user experience (especially in a technical game as it is), and its polish should be at least comparable to the rest of the game. Of course, I'm not talking about graphic design per se, the screens themselves are generally pleasant for the eyes, well organized and nicely drawn, however they can become busy with technicalities (this is exactly why the dev opted for the terrible F1 thing), the main font isn't exactly among the best of choices, and the usage heat map is all over the place, because many screens repeatedly break all conventions. It's the composition and navigation that should receive more love. Also GUI should come first, hotkeys second (and I'm all for hotkeys, don't get me wrong). All in all, you shouldn't feel dumb, as there is a noticeable learning curve, is all I'm saying. You'd also learn more about the game, and much quicker, if you could read its GUI like a restaurant menu (it's funny because this is exactly why we call these things menus), and basically learn your options and any prohibitions or extensions on the fly.
@melanoc3tusii2054 жыл бұрын
@@milanstevic8424 This is bullshit. If you have more than an ounce of curiosity or sense you will find everything you need.
@milanstevic84244 жыл бұрын
@@melanoc3tusii205 I am actually a pro developer with 30 of experience and I'm in no way trying to belittle the game, in fact, it is phenomenal and I wish it to be even better. But feel free to have your own opinion.
@moontan913 жыл бұрын
tnx for the videos ! they helped me a lot to get back into the game after a few years absence.
@jjjohnsen44555 жыл бұрын
Great video, learning a lot! Keep up the great series.
@TheCrazyCanuck3 жыл бұрын
Hey, great series! I'm liking it thus far. Hope you are thinking about trying to do some more.
@donk89613 жыл бұрын
Just getting into starsector, thanks for putting these gems online
@grahamgibbons57225 жыл бұрын
Some Free fun advice for players. You can edit the the settings.json with a word or notepad. "shipBuyPriceMult":1.2, is the default buy price. "shipSellPriceMult":.8, default is .4 , i use .8 and selling ships is now profitable. "hullWithDModsSellPriceMult":0.4, default is .2 , i use .4 and its profitable to sell ships with dmods depending on number of dmods :) You can edit a few other things ... just take your time and have a look. Always remember to COPY the original file first and paste it in a back up folder. So if you do something and cant remember what value you changed and its messed your game ..... Simply delete the edited version and copy paste the original version into its place. :) Your welcome.
@ahmedtevez5 жыл бұрын
These videos have been a great help.
@wakkosick65254 жыл бұрын
every place you go is selling a wolf and you have never even considered it. Has to be the best vanilla starting frigate you can get because it can get you into and out of trouble with its teleport.
@almiraj-x5 жыл бұрын
Thank you for the videos. I do have some questions about refitting ships. Do you decide between vents and capacitors based on the size of the ship (faster/smaller = more vents; larger/slower= more capacitors)? As for weapons, how do you decide they're taking too many OP? I haven't figured out the balance between capacitors, vents and weapons yet. I have an easier time picking hull-mods.
@jiggly8215 жыл бұрын
Look at the weapon groups, inspect shield upkeep and flux/damage ratio, then look at kinetic/fragmentation/explosive damage types. Usually you want atleast enough Vents to sustain fire (note weapons with magazines here, they obviously burst huge amounts of flux until they start sustain fireing) you main weapons and 30-50% of your point defense groups (depending on how close the ship should be to the enemy) on larger/slower ships. Small ships CAN be good with more capacitors and hit&run strats, altought you will encounter enough ships that prefer capacitors despite their size. Weapons are on your preferency, early you want to pick low flux cost weapons or damaging ones, when you start defining your fleet type you can start balancing your ships around kinetic, energy and explosive damage. Keep in mind, if there is no real reason like as extreme range or special effect weapons, you always want to fully use your weapon slots to the fullest, so 2 large ballistic weapons with low OP > 1 Large and 1 Medium with high OP If you get into midgame, you may start picking up very unique ships that behave in completely different ways, a few neither need capacitors or vents, a few dont even use weapons or fighters.
@jdcollie2585 жыл бұрын
@@jiggly821 In general I've found that capacitors tend to be more useful on smaller and faster ships, as they can dance out and vent, while vents tend work better on larger, slower ships that will spend more time passively venting. That's just a loose guideline of course, but it's been fairly reliable so far.
@TheGreenkey5 жыл бұрын
Yay, relation ship made it into the fleet
@LaiikaComeHome4 жыл бұрын
loving this series
@Shedovv3 жыл бұрын
For anybody who is still watching this or rather only watching this now. 09:45 what you want to do instead of Mothballing a ship to tug it along and sell it. Is SCUTTLE it. Dont believe me see for yourself! If you have a mothballed ship, look at the price when you hover over the sell button, see how much credits you get? Now hover over the scuttle button. See how many supplies and fuel and sometimes Heavy Machinery it says you will get? Now go into the market and see how much money you will make selling that many of each of those things. Usually it will be 40-60% more profitable to scuttle a ship instead of selling it. Though at the end of the day you still get very little in terms of profit.
@herpaderp355 жыл бұрын
Please do make more of these!
@Thecno_1265 жыл бұрын
You just got a new sub, very happy to discover this channel
@Withlovefrominterent4 жыл бұрын
I recovered a ship and immediately turned off repairs on it. Then I carried it back to a station and went to the refit screen. I added a premade weapons group, and it appeared to auto repair the ship to fill health at no cost to me. Did I misinterpret this? I'm a new player and did this more or less on accident.
@chronos50905 жыл бұрын
How to make fat stacks of cash? Sellect fast start salvage fleet. Go to Hybrasil and wait for a few missions for Heavy Armanment transport. After earning some cash you maybe transported some to Donn... If merchant convoys are destroyed by Tri-Tachion or Mercanaries the prices of Drugs, Organs, Domestic Goods and Food will skyrocket. Buying drugs at 160 per unit at Eo Breich (where drugs are legal and it is an open port, and drugs are cheap) and sometimes selling up to 700 per unit, Organs tend to i even higher. I've made millions in Hybrasil with smuggling and selling it to Pirates and an Independent planet in the System. You can make artificial scarcity as well but I haven't tested it yet ( I.e destroying convoys and smugglers to the pirate base and making a monopoly). Then upgrade salvaging to the max and go explore, it's quite profitable as well.
@chronos50905 жыл бұрын
As well as using the funds to make a terrifying fleet.
@A76noname4 жыл бұрын
I really want to like this game but every time I play get completely destroyed in battle soon after starting because I just can't figure it out :/
@TheAndertejker4 жыл бұрын
haha, same problem. I shoot on them but the enemies do not die. Instead im smuggling and so far it is enjoyable.
@melanoc3tusii2054 жыл бұрын
Git Gud
@normalname36234 жыл бұрын
Then, you should buy a missile carrier to play with, order your fighter to fight for you when you support them with missiles from afar, warship and phase ship are more fun though
@Hunne23034 жыл бұрын
nope, it´s "saa-boo" (spoken like an "u"), which are actually wooden shoes - and the word "sabotage" derives from it too, workers at the beginning of french industrialisation used to throw them in the machines so that they break.
@123TeeMee4 жыл бұрын
I too thought they were "panthers"
@Rob-cq1nf4 жыл бұрын
What means Alternating / Linked (refiting/weaponsgrop) and what is the difference? Sorry for the stupid question!
@Shedovv3 жыл бұрын
Alternating means If you have 2 or 3 weapons in a group they will fire one-by-one. Linked means they will all fire simultaneously. A good idea for manual weaponm group use can be to set them to Alternating. Because if that weapon group does 100 Flux/sec with 2 weapons, setting it to Alternating effectively makes it 50 Flux/sec since you can choose not to fire the second gun. Alternating does require a lot of spamming the Left Mouse button though.
@zaken12355 жыл бұрын
Dunno if you covered this already but you keep calling the Pathers panthers with an "n" for some reason. You are mostly correct on Sabot rounds. But it is closer to SAY-bow than how you were doing it. I like your series please keep it up.
@krzysztofmikosz5 жыл бұрын
Hi! Today I just have 2 questions and I'm looking forward to the trade video :) 1. What is the difference in between "linked" and "alternating" firing? 2. What is the cost of repairs? It's different from CR, right? If i lose hull - it's bad. But how bad is getting armor damage? Optimally I wold love to take no armor hits during battle but it's supposed to be good to drop shield when anti=shield weapons are targeting my ship. But what is the cost of taking this armor damage? Cheers!
@krzysztofmikosz5 жыл бұрын
Ok, third one: 3. What is Hull integrity? I just want to know how good Field Repairs skill tree is.
@daveanthonyvillasista69875 жыл бұрын
1. Alternating - ex. There are 2 guns in a weapon group, weapon 1 will fire and then weapon 2 and then weapon 1 again. Linked - they both fire simultaneously. 2. I think it costs supplies. 3. Hull integrity is basically the ships HP. There are two more types of HP which is armor and shields. Basically, you have to go through the shields first, then armor, and finally the Hull.
@HandsomeGamerGuy4 жыл бұрын
I know its 11 months old but imma say in anyway, certain Ships are *very* well armored so you can take a lot of hits with it and focus on gunning down the enemys.
@Philby55 жыл бұрын
Great videos, I've started playing a couple days ago and they've been very helpful. One thing I still can't understand is noob fleet composition and growth. Are recovered ships with lots of d-mods even worth it, or should I just sell them and buy new ones ? How do you go about upgrading them ? To which extent can you modify a ship to serve a different purpose than its intended one ? Thanks for the help, praise Ludd.
@jdcollie2585 жыл бұрын
I've got a video in the works addressing this very topic (it next after trade) but long story short: a D-mod ship is generally worth more than no ship at all, but only if you can afford to keep it running. At the end of the day, a d-mod ship you recovered is almost free except for the supplies spent on repair, while a non-d-modded ship of the exact same class will cost you ten times what those supplies cost.
@jiggly8215 жыл бұрын
You rather have 10 D-Mod hulls than 8 normal ships, as they cost 20% their normal value Also, there are some industrial skills that can reduce the negative effect of D-mods
@Philby55 жыл бұрын
@@jiggly821 Cost 20% of their normal value ? It says in game that it's the "supply cost to recover from deployment" that's reduced by 20%, which isn't the same thing.
@jiggly8215 жыл бұрын
@@Philby5 For each D-Mod, there are 7-8 depeding on your ship type, and without a certain skill destroyed ships will have 3-4 d-mods after a single battle
@Philby55 жыл бұрын
@@jiggly821 Okay, so as far as I can see, there are some seriously fucked up D-mods (increased maintenance looks rough) and some that can be important or not depending on the ship's function. That's interesting.
@EpicAOEsRealm5 жыл бұрын
Is there any way to leave ships in stations or do you have to always have them in your fleet?
@spicreb5 жыл бұрын
yes, if you bought storage the best place to leave ships (and items you dont want to carry around or sell) is in abandoned stations which are found in systems in the core worlds, as the storage there is safe and completely free the stations are: Corvus (Asharu, Abandoned Terraforming Platform) Mayasura (Mairaath, Abandoned Astropolis) Yma (Chupi Orco, Abandoned Siphon Station)
@EpicAOEsRealm5 жыл бұрын
@@spicreb Thanks,that really helped!
@spicreb5 жыл бұрын
@Won Sum Fuk theres upkeep based on the value of the items stored. a couple of pristine nanoforges is easily 20k a month
@Stein8713 жыл бұрын
a storm shot my way a LP fleet with 4 capitals and i had no cash to pay the toll since i just started
@VitorOliveira-sk8dz4 жыл бұрын
man you should do tierlists for players with moderate game knowledge
@adrianmichael98635 жыл бұрын
I know this is meant to be a vanilla run, but do people have any recommendations for mods after you feel comfortable with the base game?
@jdcollie2585 жыл бұрын
Oooh, absolutely! Let's see. . . Gameplay/Quality of Life mods: - Combat Chatter - Common Radar - Leading Pip - Lightshow - Ruthless Sector - Speedup - Starship Legends Factions/Ship Packs: - Blackrock Driveyards - Dassault-Mikoyan Engineering - Diable Avionics - Disassemble Reassemble - Hazard Mining Incorporated - Interstellar Imperium - Legacy of Arkgneisis - Luddic Enhancement - Mayasuran Navy - Outer Rim Alliance - Shadowyards Reconstruction Authority - Ship and Weapon Pack - Stop Gap Measure - Sylphon R&D - Underworld
@amulomni4 жыл бұрын
I donn't think you ever actually explain Linked vs Alternating. Which weapon groups do they alternate with?
@jdcollie2584 жыл бұрын
Linked weapons will fire simultaneously, while alternating will switch back and forth while firing. It's hard to see with stuff like chainguns, but becomes very obvious with missile launchers and the like. Basically, linked is to maximize damage spikes, while alternating is to keep more even flux production or preserve ammunition. (Twin linked reapers are usually overkill!)
@Daniel-qu3fp5 жыл бұрын
Is going for domain era probes in early game a good thing or should you generally stay within the core worlds when starting?
@szymonbrozek5565 жыл бұрын
If you can fight/dodge the [REDACTED] go for the probes you get lot of free stuff, just make sure you can go back to actually sell it/store it
@spicreb5 жыл бұрын
yes it is a very good idea. a small fleet will scare away the redacted fleets in low warning beacon systems. any defense drones present never have shields and are therefore fairly easy to beat
@jiggly8215 жыл бұрын
@@spicreb Tough there are sometimes tier 1 [REDACTED] stations, spawning medium size enemies the longer you stay there...
@jiggly8215 жыл бұрын
There is a section of former Tri-Tachion Habitats where you can find several abandoned ships, one common ship there is a very good early capital class ship, with which you can fight most enemies you find. Just as advice, NEVER give your AI cores away in any form, as long as your fleet doesnt get wiped out you cant lose them either, you will need them
@HandsomeGamerGuy4 жыл бұрын
@@jiggly821 Why? They are a huge Profit.
@spacemonkeyentertainment64135 жыл бұрын
Hi, new player here. And though this video is fairly old now, i hope someone will still notice. Why are Buffalos so bad ? As a dedicated Cargo Ship they strike me as pretty good. Is it the fund commitment that early ? Is it because they suck in combat ? All freighter somewhat do imo. I kinda aim for seperating my cargo and combat ships early, so i always thought getting a Buffalo (especially the Hegemony (A) version) or two early would be a good idea as i always run out of cargo space when pirate hunting/exploring. Are Colossi that much more efficient maybe ? I am also worried about Burn Speed with bigger ships. Ive read a bit on the forums, but the topic is severely outdated with much more slow Burn Speeds for Cargo ships, which i thought might be why there is this bias against designated cargos ? Anyway, from what i gathered multiple Shephards might be an alternative for early game as they are somewhat combat capable ? I'd really like to know a lot more on that topic, but don't really know where to start (other than reading the stats and so on and then testing it out for myself, which is fun i guess). But if anyone could elaborate a bit more or point me into the direction of ressources on that topic, i'd be very grateful. Other than that, great content, i'll definately keep watching =)
@solosalvador4 жыл бұрын
I've had one for my fleet and within the first minute, a missle has struck it and now it's out of the game. It could be a decent ship in the hands of a player but with the ai, since it has no shield will just get destroyed instantly by anything with rockets which is common later on into the game
@Slanderbot5 жыл бұрын
Where did the ship names come from 0_0
@jdcollie2585 жыл бұрын
They were taken from recommendations from viewers. If you want to name a ship, just let me know and I'll add it to the list :D
@Slanderbot5 жыл бұрын
@@jdcollie258 Ah I see, well I love your videos! I check daily to check for uploads :D
@lazyjoker7185 жыл бұрын
How good or bad is autofit? I seem to use it a lot to fit my ships while I'm stilling learning.
@jdcollie2585 жыл бұрын
From what I've seen with it, autofit does a decent job of getting guns on your ships in something approaching a sane way. To be completely honest though I've never seriously used autofit, so I can't really speak with authority on its effectiveness. :(
@lazyjoker7185 жыл бұрын
@@jdcollie258 Thank you for your response. It has been working wonders so far but now I'm trying to some fits on my own.
@matthewtippets38435 жыл бұрын
Another downside to note about salvaging and mothballing, if a ship isn’t at the right CR level you can’t transjumo with it. Still early in this play through so prolly why not mentioned.
@jdcollie2585 жыл бұрын
Yeah, I haven't gone over transverse jumping yet. I was actually planning on explaining it though in Friday's episode :D
@andrek69205 жыл бұрын
Selling ships is only profitable if they are pristine. And even then, you're probably barely getting more value from that than you would from junking the ship, certainly if the hull has d-mods.
@andrek69205 жыл бұрын
Also you can right click while holding shift to put one item back too.
@RizKTyzza5 жыл бұрын
yay ep 2!
@UM96lol5 жыл бұрын
How's the baby doing?
@scynx4 жыл бұрын
Really not a fan of the rapid CR loss in combat, it seems to kick in way too soon (and doesn't make much sense on ships which are in fine condition still)
@lyledangwapo3174 жыл бұрын
i play it almost 48 hrs already having difficulty where i can get new ship, the game look very nice but when you play the game your screwed the game is not user friendly