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Re: Adder start: No kidding it's hard!

Posted: Mon Apr 11, 2016 3:40 am
by Bogatyr
Anonymissimus wrote:
Other than myself, only the police is flying the military version.
Yes, but the Aquatics OXP creates Shark and Barracuda pirates and assassins. These are even much more zippy-zappy you keep missing me injecting away and I'm out of range than the usual Ferdie and Asp II assassins. You can sometimes watch battles between hunters and Shark pirates lasting forever as they just don't manage to hit them frequently enough, despite numerical and fire power advantage.
Both the Shark and Barracuda look like amazing ships for the money as well. Clearly far superior to anything in base. Can't imagine facing Shark assassins. There must be some serious miniaturization technology to fit all of that capability into such a tiny space.

Re: Adder start: No kidding it's hard!

Posted: Mon Apr 11, 2016 11:55 am
by DrunkenPalpatine
Bogatyr wrote:
Anonymissimus wrote:
Other than myself, only the police is flying the military version.
Yes, but the Aquatics OXP creates Shark and Barracuda pirates and assassins. These are even much more zippy-zappy you keep missing me injecting away and I'm out of range than the usual Ferdie and Asp II assassins. You can sometimes watch battles between hunters and Shark pirates lasting forever as they just don't manage to hit them frequently enough, despite numerical and fire power advantage.
Both the Shark and Barracuda look like amazing ships for the money as well. Clearly far superior to anything in base. Can't imagine facing Shark assassins. There must be some serious miniaturization technology to fit all of that capability into such a tiny space.
Just try to hit a DART with a ship bigger than a boa!
THAT is fun!
It takes ages...

Re: Adder start: No kidding it's hard!

Posted: Mon Apr 11, 2016 2:49 pm
by Bogatyr
My "start again from scratch" ship "IronAdder" piloted by "Lucky Luke" has made a solid beginning. He's reached Average standing, 5K creds in the bank on 16K profits (oh those repairs!), and not died once from missiles, lasers, collisions, stupidity, bugs, etc. No OXP credit farming (no Feudal states hunting lodge, no Taxi Galactica jobs) [well I trade in the Con Store and the Space Bar but the amounts there are low), I'm painstakingly building up a good parcel rep on about 27 parcels delivered so far. He's definitely not "iron assed," but he's at least made it to "tin" or "aluminum" with beam laser, ironhide armor, and a few upgrades. Not even a docking computers yet, sometimes it's a LONG wait (out of game wallclock time) at the station for docking clearance.

It is sooooo painful before one can come by injectors. It turns out that on this attempt I tried something new, and found out there was an item on my ship I could do without in the beginning to help with initial bankroll. Made a huge difference.

Next time I try this, I plan to take up the Black Monks on their offer, haha, little Adder up against the Monk Gunship will be fun.

Things were dicey on an escort job to a Feudal system where I had taken several missile hits on the 2nd or 3rd group of pirates, and lost my injectors, with about 4-5 pirates still swarming me! I had enough witchspace fuel to ditch my client and hyperspace out, but I stuck it out to honor the job. If we had hit a new bunch of pirates after that on the way to the station, I would have been toast. As it was, I had to make 2 jumps to a tech level 11 system to get the injectors repaired, I was really out in the low tech boonies. Nervous, but fun! No more escort missions until I get some shield boosters and a military laser. Ironhide saved my butt for sure, it was down to 18% by the end.

Re: Adder start: No kidding it's hard!

Posted: Thu Apr 21, 2016 7:56 pm
by Bogatyr
Well, I officially moved off of the Broke Adder start with an upgrade to a Cobra Mk I. I became the most renowned parcel delivery guy in the Galaxy in the Adder. The Adder is really a nice little fighter, deck it out somewhat with a decent kit and it can make fairly short work of Assassins if you pay careful attention to not getting hit by missiles. It was really a long slog. I like the idea of this start, though.

Don't like the Mk I very much, will be moving up to a Mk III at the first opportunity. I prefer the Adder, in fact!

Re: Adder start: No kidding it's hard!

Posted: Fri Apr 22, 2016 12:54 am
by Norby
Imho Cobra MkI is the weakest ship in Oolite. Check the stats: Moray is much better for similar cost.

Image

If you want to check OXP ships then this list show ships in the same price category.

Re: Adder start: No kidding it's hard!

Posted: Fri Apr 22, 2016 8:05 am
by Bogatyr
That's a very useful list, thanks! There are some sweet little ships available. I'm seriously thinking about the Adder MkII.

Re: Adder start: No kidding it's hard!

Posted: Fri Apr 22, 2016 12:39 pm
by Anonymissimus
Getting 25k credits is torture when sitting in an Adder.

Re: Adder start: No kidding it's hard!

Posted: Fri Apr 22, 2016 2:31 pm
by Norby
Then how about a Gecko in [wiki]Illicit Unlock[/wiki]? The best small and cheap core ship imho, still offer 3t cargo space.

Adder MkII is a good choice also, very cheap for its speed, maybe too cheap - this is where designer's decisions come into the view and you should decide if a ship is too good to install or not. Uber or not uber, that is the question. ;)

Re: Adder start: No kidding it's hard!

Posted: Fri Apr 22, 2016 5:35 pm
by Bogatyr
Yeah that's my beef with the Aquatics ships, they all seem like way too much ship for very little money and teeny tiny size (they must have some really amazing miniaturization technology!). I'd love to fly them, but feel not quite right about it. The Contractor ZZ1 for example, costs 1.25M, 10x the cost of the Aquatics ships.

Re: Adder start: No kidding it's hard!

Posted: Sat Apr 23, 2016 5:32 am
by Bogatyr
Well I made it all the way up to the Cobra Mk III! And what a relief: cargo space, fast, strong, pylons, 4 laser mounts. Broke Adder start sure was a long slog but makes one really appreciate the Cobra.

Re: Adder start: No kidding it's hard!

Posted: Sun Apr 24, 2016 9:27 pm
by Malacandra
Norby wrote:
Imho Cobra MkI is the weakest ship in Oolite. Check the stats: Moray is much better for similar cost.

(img removed to save space)

If you want to check OXP ships then this list show ships in the same price category.
The 'Sun' Ray doesn't seem to have made that list. I've been running one for a while now on and off - it's quite a sweet little ship. For a lot less money than an Asp II it's nearly as fast and can carry 5TC or a passenger cabin, so you can give Assassins even more excuse to come after you and do quite well fighting them. No rear laser and no Military Shield are the downsides, but in my experience bad guys often find it hard to hit.

Part of "Commies" OXP as any fule kno, the only downside is that I can't find out where to edit the quotes out of the name and you can hear the damn computer pronouncing them audibly when it's passing on the radio chatter.

Re: Adder start: No kidding it's hard!

Posted: Mon Apr 25, 2016 12:12 am
by Norby
Malacandra wrote:
where to edit the quotes out of the name
Removed from v1.13 for you, just update Commies. ;)

Re: Adder start: No kidding it's hard!

Posted: Mon Apr 25, 2016 8:28 pm
by Malacandra
Norby wrote:
Malacandra wrote:
where to edit the quotes out of the name
Removed from v1.13 for you, just update Commies. ;)
Thank you!