New to EM, here`s a round of dumb questions on me
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Marvin
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New to EM, here`s a round of dumb questions on me
I don't need the best wing (with it, I'd constantly overshoot my target) nor the best engine (it's easy to compensate using the IDS multiplier). When trading, five cargo bays are of primary concern ... it all depends on the mission. Exploration requires a big fuel load and ... if exploring really, really far, both types of constructors. Plus a science officer.
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Rubber Chicken
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New to EM, here`s a round of dumb questions on me
When I fly civilian ships, Legacy is my model of choice.From post: 168001, Topic: tid=11133, author=PaulB wrote:
Has anyone compared the Starmaster to the Mammoth or Legacy or Guardian?
The 40 Agility and the speed really worried. I wish you could do a "test drive" - LOL
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There are many good variations that can be made from the Legacy frame. In this article, I will be reviewing two that I have found to be most effective.
The first variant is more designed for cargo hauling with (iirc) c6 engine, c3 fuel tank, c8 shield, c11 wing, and 5 cargo bays. It's very good on gas if you're doing lots of local station jumps or inertial cruising.
Being a bit more experienced with long range exploring, I've been able to take it into the wild reasonably far. Like all good explorers, I made sure I had a backup plan for getting refueled. (deploy and build constructor)
The other setup has a c6 engine, c3 fuel tank, c10 shield, c13 wing, and 1 cargo bay.
This one works well for combat with the right equipment and guns. It's almost like the Avenger (mil frame) economy model as far as agility and durability go. I've done some heavy long-lasting pvp matches with it against military frame pilots, and haven't had much (but still some) worry about fuel consumption. It will also handle 5 waypoint missions in the advanced difficulty warzones and give a good bit of chase time vs. Vonari AI if you prefer to run them down instead of waiting for them to circle back. Again, fuel seems to be only a minor concern by the end of the sortie.
Keep in mind that I keep an Engineer and a Weapons officer aboard at all times. For faster repair time, and a bit of extra oomph out of the guns. Also, I fly in inertial mode 90% of the time no matter what I'm doing.
Pros:
Good range on a smallish tank.
Good agility with higher class wings.
Good armor + pretty stable when getting pounded by gunfire. Fast repair time with C3 repair and 100/100 engineer aboard. Good amount of reserve power for weapons with a 100/100 weapons officer aboard.
Versatility in Civilian and Military roles, with some good design variations to create. (components and visual)
Cons:
Carrying 2 crew, 8 equipment slots, and 8 missile hard points leaves only 2 countermeasure pods. (1 if you have 3 crew). Carrying an Anti-Missile System does help, and if you have strong combat experience, shooting down or out-flying incoming missiles while the A.M.S. watches your back is the way to go.
The right component setup will allow the Legacy to change direction quickly. However, faster (pvp) opponents will still be able to run you down if you get forced into a high-drift inertial fight. Avoid speeds that make rapid flight path changes difficult at all cost, unless you have very strong experience in dealing with this type of situation.
With the smallish fuel tank in the aforementioned configurations. Flying for economy is necessary. Only push the consumption if you know that there is a safe refueling source in close proximity, and you are sure you can complete your objective in time.
Lower class engines help with economy, but overall top IDS speed suffers. Some higher gravity planets may require a momentary afterburner boost to break free of the surface due to the overall thrust/mass ratio of the ship. Having a place to top-off the fuel after exiting the atmosphere is recommended.
Overall:
The Legacy is a well-balanced and versatile ship. Being the 'runt' of the heavy-class civilian litter (so to speak), it will still hold it's own in commercial situations, and has a respectable fighting spirit as well. However, due to it's lower fuel capacity in its most effective (that I've found) configurations, and reduced agility at very high speed, it might be a frame that at least moderately experienced pilots might get the most from. Newer pilots may not find the risk vs. reward of flying this frame quite as satisfying.
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Busch
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New to EM, here`s a round of dumb questions on me
I like the Legacy frame as well. I use it if I need a little more 'punch', as compared to the Guardian frame I normally fly. Although, both are rigged out as merchant Q-ships - mostly. One never knows when opportunity arises for profit.... or combat. Dumping cargo and clearing the decks for hostilities has never been a problem.
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Rubber Chicken
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New to EM, here`s a round of dumb questions on me
The Guardian does give a good high(er)-wing lower engine as well.
Upside: it'll fit a 1600 tank in that configuration.
Downside: You might have to skimp on shields just a bit, or go for a zero cargo setup.
[Edited on 3-14-2014 by Rubber Chicken]
Upside: it'll fit a 1600 tank in that configuration.
Downside: You might have to skimp on shields just a bit, or go for a zero cargo setup.
[Edited on 3-14-2014 by Rubber Chicken]
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PaulB
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New to EM, here`s a round of dumb questions on me
I wll use them in IDS if I need to make a fine adjustmentment/movment that would be harder to do (because or larger movement jumps with the Xbox analog stick) but mostly use them in inertial. But if you are going 2000 - 4000+ they have little effectFrom post: 168013, Topic: tid=11133, author=-splosives- wrote:Are you using strafe thrusters in inertial mode only? they don't really work in IDS mode.From post: 168001, Topic: tid=11133, author=PaulB wrote: I found out running to Pearl and back (I think maybe the Sentinel was better) that the strafe thrusters are fairly useless at most any speed over 1500 or over 2000 for sure.
I use strafe thrusters at high speed all the time, they're great.
Paul
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PaulB
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New to EM, here`s a round of dumb questions on me
I assumed the hangar fees were affected because when you are in the hanger it says something like 54000 or 56000 (or some such) because when I'm out flying I will get a message about a hangar fee for like 27000 or 28000 and I have 5 items stored. I've never got a charge for 5x000 so I presumed it was because I had a station license and got a 50% discount like on items.From post: 168014, Topic: tid=11133, author=Busch wrote:Yes Paul, your assumption about the hangar 5-item limit is correct. Five item types and a ship/frame can be stored at one station location. Beyond those limits, one must use another, hopefully nearby station, and pay the gelt as well. Storage fees are not affected by station licensing. They're the same everywhere, for everyone.
Paul
[Edited on 3-15-2014 by PaulB]
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PaulB
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New to EM, here`s a round of dumb questions on me
I read someplace the the Excalibre missiles could fire 4 at a time - but someplace else that they fired all 8.
Which is true????
If you can fire 4 at a time and thus get 2 shots and then wait 3 minutes to reconstitute itself that would be modertately ok.
But if it only fires all 8 and you have to wait 3 minutes then it's not such a good deal.
Paul
Which is true????
If you can fire 4 at a time and thus get 2 shots and then wait 3 minutes to reconstitute itself that would be modertately ok.
But if it only fires all 8 and you have to wait 3 minutes then it's not such a good deal.
Paul
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Rubber Chicken
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New to EM, here`s a round of dumb questions on me
It's currently all 8 for 3 minute reload.
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Busch
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New to EM, here`s a round of dumb questions on me
Hangar fees generally start low and increase as you store more items, use more hangars, and rise in rank/status and game credits. The station 'economy' is globally set at a 25% discount for all sales and purchases, with a station license. Everyone else who doesn't have a license pays full bore retail. Additionally, the contract/mission bounties pay a tad less with a station license. For that privilege, you also get some 'protection' at that station. Best bang for the buck: buy high-value commodities and equipment at the station where you've a license - sell at stations where you don't have a license. I've station licenses in select war zones and in systems scattered across at least half of the known quadrant. They do come in handy most times. 
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PaulB
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New to EM, here`s a round of dumb questions on me
Another question I've been meaning to ask is about Bribes to Navy and/or Energy to improve Reputation.
Does that mean I can/should try to bribe ANY ship listed as Navy (or Energy)????
Or if I'm trying to bribe Navy should it be a Military Frame ship or one that says Command or Destroyer or Cruiser or again, just any ship that says Navy??
Should I try to bribe a Yellow rated ship vs a Green rated one???
What is considered a "good" bribe??? Money (how much)???? Cargo???
Frequently when I try I get a "Not today, thanks anyway" or sometimes they will take what I offer and a time or two when I was trying to offer money I ended up with some items in my cargo hold.
Paul
Does that mean I can/should try to bribe ANY ship listed as Navy (or Energy)????
Or if I'm trying to bribe Navy should it be a Military Frame ship or one that says Command or Destroyer or Cruiser or again, just any ship that says Navy??
Should I try to bribe a Yellow rated ship vs a Green rated one???
What is considered a "good" bribe??? Money (how much)???? Cargo???
Frequently when I try I get a "Not today, thanks anyway" or sometimes they will take what I offer and a time or two when I was trying to offer money I ended up with some items in my cargo hold.
Paul
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Busch
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New to EM, here`s a round of dumb questions on me
Hey Paul; 
Not sure if the capital ships will give you the time of day... Except to take on cargo drops... I think...
With the 'regular' framed ships, mil or civ of any flavor, it'll be 'chef's surprise'... from a short list of possibilities wired in to the game software, some of which you've found already. Coin-toss on the efficacy of bribes - possibly as intended. Also, it appears as if the size and quantity/quality (cash or cargo - MP space: send/hire human pilots for 'activities' as well.) of the bribe is what ever the market will bear. (or 'bull' as the cyclic economies have their effect in-system/globally.) Sometimes, either a request for info or an offer of cash will net an item of equipment. This is somewhat linked to the system economy where the transaction occurs. So, options/items will vary with the location. With certain caveats and boundaries, the game environment is pretty much wide open. Take yer best shot! 
Not sure if the capital ships will give you the time of day... Except to take on cargo drops... I think...
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PaulB
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New to EM, here`s a round of dumb questions on me
Well guys, I think I've found my ship.From post: 168035, Topic: tid=11133, author=Rubber Chicken wrote:The Guardian does give a good high(er)-wing lower engine as well.![]()
Upside: it'll fit a 1600 tank in that configuration.
Downside: You might have to skimp on shields just a bit, or go for a zero cargo setup.
[Edited on 3-14-2014 by Rubber Chicken]
I made a number of Oasis - hidden Pearl runs (after storing my Mammoth - I want to hang on to that too) - I've got something over 215Mil or so plus came back with (I should have written this down) a:
Starmaster
C7 (Mark I
C9 Shields
C11 NH Mk I Wings
C2 (800) fuel tank
5 cargo bays
8 Equip slots
CM 3x25
8 Hard points
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Repair C3
Cannon Relay Sys
Cannon Heatsink
Fulcrum C5 (I couldn't find a Mantis at Oasis nor Pearl Hidden)
M/T Beam
Fuel Converter
Stealth Generator
Shield Battery X5
custom Fusion Particle Y78 R760 C21
Coil C3 Beam
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in storage:
Build Constructor
Deploy Constructor
Excalibur pak
Maxim-R
(and I think something else).
and the Mammoth.
The Starmaster really seems to outdo the Mammoth - the Mammoth has C13 Wings but only C4 engine I think it is and Shields 10.
I hated to sacrifice the Shield 10 use the 800 fuel tank and the lower C11 Wings on the Starmaster - but I like the pep of the engine and the 800 Fuel tank easily got me back and forth from Oasis to Pearl H.
I haven't been in battle so I don't know how good it is at that but I'm sure I'm lousy at fighting in EM - it's far more complex than Privateer - too complex IMO because of a lot of reasons.
But so far I give the Starmaster an A.
Now a couple of questions on 2 items I brought back.
What is a Shield Pak and how does it work???
Is it something that wold be better than the Shield Battery X5 ??
What about the Shield Recharger??? Same question.
Should it replace the Shield Battery X5
Didn't I read in some post that there was kind of a big disadvantage to the Shield Recharger??? that it could adversely affect the Weapon or Engine Energy levels or something???
Thanks,
Paul
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Busch
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New to EM, here`s a round of dumb questions on me
Hi Paul,
Shield packs, when bought and loaded into a secondary weapons slot, will restore up to 50% of shield energy per pack. One-time use only, then re-purchase as desired. Shield batteries are simply that - storage 'containers' for the shield energy that the shield core and engine power generate to power up ship's shield arrays. Shield Battery C-5 is the top-of-the-line currently. Shield packs support the shield cores and batteries in tense situations. The Shield recharger works as an energy transfer system that provides some additional shield energy to the ships' arrays that may become critical by routing power from the main engines to the shields. It's quite an asset for the larger framed vessels. What you may have read regarding a 'disadvantage' to the shield recharger, probably has to do with some discussion about using a shield recharger with a stealth generator installed. Both of which tend to work at cross-purposes to each other. The shield recharger, trying to maintain shield strength and integrity, whilst the stealth generator essentially takes down one's shields and uses that energy to create the stealth field. All ships equipment draws on the available energy/power provided by/thru the engine set, the shield recharger non-respective. It looks like you're getting a good handle on ship crafting to a purpose.
Shield packs, when bought and loaded into a secondary weapons slot, will restore up to 50% of shield energy per pack. One-time use only, then re-purchase as desired. Shield batteries are simply that - storage 'containers' for the shield energy that the shield core and engine power generate to power up ship's shield arrays. Shield Battery C-5 is the top-of-the-line currently. Shield packs support the shield cores and batteries in tense situations. The Shield recharger works as an energy transfer system that provides some additional shield energy to the ships' arrays that may become critical by routing power from the main engines to the shields. It's quite an asset for the larger framed vessels. What you may have read regarding a 'disadvantage' to the shield recharger, probably has to do with some discussion about using a shield recharger with a stealth generator installed. Both of which tend to work at cross-purposes to each other. The shield recharger, trying to maintain shield strength and integrity, whilst the stealth generator essentially takes down one's shields and uses that energy to create the stealth field. All ships equipment draws on the available energy/power provided by/thru the engine set, the shield recharger non-respective. It looks like you're getting a good handle on ship crafting to a purpose.
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Marvin
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New to EM, here`s a round of dumb questions on me
Also, the shield recharger is mostly a defensive weapon. While it does, indeed, assist in keeping your shields up, it does so at the cost of weapon's effectiveness.
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PaulB
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New to EM, here`s a round of dumb questions on me
Thanks - I'll skip it then.From post: 168053, Topic: tid=11133, author=Marvin wrote:Also, the shield recharger is mostly a defensive weapon. While it does, indeed, assist in keeping your shields up, it does so at the cost of weapon's effectiveness.
Paul

