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Ship for some scratch suggestions


CloudyDaze

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Looking at my next purchase to be a ship that can handle some sort of cargo or Freight work to obtain extra scratch when not in combat. I was thinking either of the Freelancer Max or the Hull C, I almost feel like the freelancer max will be the better choice due to ability to Pilot and maneuver and utilize the ship with a minimal amount of crew. On the other hand I feel the Hull C would be a great choice YouTube the cargo space available. The Connie seems like a runner up due to modifications available and pilot firepower. Suggestions or comments... Go.

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Your talking about two totally different types of ships here.. not to mention play styles.  One holds around 125 cargo units... while the other around 4500 (You will probably want an escort.. I am thinking that Hull C+ are going to be prime targets for pirates).. If you'r looking at something inexpensive to maintain and with similar cargo to the freelancer.  I would check out the prospector.  You can Solo fly, have the ability to scan roids and other debris, and personally think you would stay off the main radar of most pirates. A Hull-B would also work well.  Can solo.. run cargo missions..  If any baddies warp in the tactic is the same for both.. warp out..  

 

All in all I depends on what you want to do with this particular ship (Cargo Runs, Mine, light combat), how you want to play (Solo, Group, Group /w Escorts), and what your price point is(Freelance is what 150ish.. Prospector.. around the same.. and Hull-C...215ish). 

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Correct, the Hull C will fetch you more jobs where you want to haul quantity over quality, you load this bad boy up and you go, usually in safe space unless you have escorts.  The freelancer max on the other hand is you kinda blockade runner, 4x engines but limited cargo means your going to most likely be hauling quality items 

TLDR

Hull C = Long haul Truck

Freelancer Max = Hotshot service

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In your case I would go for a Freelancer or a Connie.

 

I think the Taurus is a great value if you want to haul a nice amount of cargo.

 

I was myself in the same situation than you, and i ended up purchasing a connie andromeda, a pure jack of all trades, that can haul a descent amount of cargo, not as much as a taurus, but with its firepower, it could be cargo of higher value.

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If your going to go down this route.  I would seriously also check out the Banu Merchantman.  The 50 - 75 dollar difference in my opinion is well worth it.  There are seriously hundreds of comparisons of these two ships (cargo wise.. they are very similar) on youtube. reddit, and other SC forums.  just run a google search on it and decide for yourself.  Happy flying... :) 

 

Also.. we are coming up on anniversary sale time.. most ships should be available again.  I would wait a couple weeks.   

   
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Yes, most ships will be available in November with the anniversary sale!  I would hold off the grey market, especially since the ships are not yet playable. 

I dont think the Hull C will be a very exciting ship to fly. The Hull series is very similar to the bulk cargo ships in Freelancer...and those were just point A to point B.  No asteroid field, no pirates, no tricky navigation of any kind. I imagine the Hull series will be similar.   If you want max profit per time, it might be the way to go. If you want max excitement, I would take a freelancer or even a connie (and they are playable today).

But, good luck what ever direction you go in.

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On 9/27/2016 at 1:16 AM, CloudyDaze said:

Looking at my next purchase to be a ship that can handle some sort of cargo or Freight work to obtain extra scratch when not in combat. I was thinking either of the Freelancer Max or the Hull C, I almost feel like the freelancer max will be the better choice due to ability to Pilot and maneuver and utilize the ship with a minimal amount of crew.

I don't recommend the Hull C because your cargo is exposed, the ship isn't that maneuverable, you don't have full turret coverage and it looks like it won't be able to take a beating without losing some of the cargo.  I suggest you download the ship viewer so you can see what I mean.  If you can afford escort ships, then by all means, the Hull C would be a great moneymaker, but imo I'd rather have the cargo in the ship rather than strapped on the outside (there's a risk your ship could become a loot piniata if it's not well defended).

If you want to go solo, then I suggest you don't pick a ship larger than the Constellation because it will become harder to crew:

- Avenger Titan - My suggestion for a starter ship that can take a few hits and keep going, not only does it have a cargo area, but its a decent dogfighter.

- Freelancer base/MAX - Freelancer base model has proven itself in PU so far and is my favorite.  It has decent space, excellent weaponry for its size, decent armor, the capacity to have 3 other crew + 1 gunner and its the largest(?) ship that can use small jump points.  If you want to go all-out with cargo and double the engines, switch to the MAX variant.

- Constellation Andromeda (base)/Taurus - My 2nd favorite ship and imo the largest that can be flown solo as seen in PU.  Although the ship has 2 turrets (or one if you're using variants), you have 4 gimballed S4(5?) weapons that you can control as the pilot.  Along with the 2 crew, 2 turrets and decent cargo space, you have a snub fighter that a NPC/friend can use.  But since you want minimal crew, then I suggest the Taurus... you get more cargo but you lose 1 turret and the snub fighter (which is better because if you go solo or have 1 extra crew then the snub fighter isn't going to be used much anyway).

Unsure:

- Caterpillar - Its a relatively large ship (longer than the Starfarer) and is touted as a very modular ship that can use different modules for cargo hauling, salvage, repair, S&R and more.  The design is asymetrical, with the command pod on the side, which can eject in the event of an emergency.  I don't know how solo-able it is, because on one hand, you have 4 gimballed weapons and not as many levels as other ships (i.e. most of the controls, power plant, shield generator) are near or in the command pod.  On the other hand, its not that maneuverable with only 8 manuevering thrusters.  We'll have to see how it looks like in hangar and in flight.

- Gemini - This thing is a behemoth, it has (partially) exposed cargo and would be a nightmare to solo despite its good weaponry.  On the bright side, it can collect fuel (if you replace the front missile launcher with gas intake) and has more armor than the base Starfarer model.

Avoid:

- Retaliator - I love the idea of this ship with its military design and good(?) armor, but if you get a Tali base model and want to fly solo, then you're screwed because the pilot has NO control over the weapons.  All the weapons are manned turrets.  If there's a way to convert a turret or two to unmanned like the flashfire converter thing then hell yes I'd get this one.

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I think the Caterpillar is actually a great choice for what you want to do. It combines lots of cargo space with modular design and decent firepower. It flies like a brick, true, but that's what turrets are for ;)

Just be careful with smuggling. Customs will be more likely to check Drake ships, or so CR said!

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1 hour ago, Caldon said:

I think the Caterpillar is actually a great choice for what you want to do. It combines lots of cargo space with modular design and decent firepower. It flies like a brick, true, but that's what turrets are for

Can't wait to try it out in the hangar/PU.  I just hope its semi-soloable like the Constellation... because if it is semi-soloable without NPCs, then my in-game profession roster would greatly increase as I could cover salvage, S&R, repair and exploration in addition to just hauling.

PS: My friend sent this fan concept to the CIG dev who was tasked with the Caterpillar rework, he loved it and shared it with his team.  If this module happens, then I'll melt my ships to Caterpillars and Cutlasses while MISC Endeavors will become obsolete thanks to Caterpillar hospitals :lol:

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6 minutes ago, Tom Villder said:

There's so many ways players can use this.  One idea is to become a taxi for Cutlasses that have run out of jump fuel... take them from one system, dump them in another :lol:

So many ways! Keep a Cutlass as a support fighter, a drop off point for Cutlass Reds, or Blues for that matter, possibly store fuel/ammo for quick restocking (it looked like there was a fair bit of space behind the Cutlass in the image, many possibilities 

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