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Re: Good ship for a Newbie to go for?

Posted: Sun Dec 06, 2015 2:27 am
by Hrdina
Cmdr Kharma wrote:Yep I went.....Sidey----> Hauler----> Adder---->Cobra---->Asp Explorer and stayed there.....

I followed a similar path, except I skipped the Hauler, then owned a Vulture along with my Asp for a while.

Just this week I traded the pair and bought a Python. I am not yet sure how I like it.

Re: Good ship for a Newbie to go for?

Posted: Sun Dec 06, 2015 6:18 am
by Zadkiel
Some newbie ship advice:

Modules have a number-letter system, the number is the 'size' and the letter is the rating, with A being the most expensive and highest performing (but not necessarily the best!).

For internal modules (stuff like shields, life support, FSD etc, but NOT weapons) the rating system of E-A usually follows this pattern:

E) Cheapest, worst performance, 'standard' weight
D) Either the same performance as E or slightly better, but reduced weight.
C) 'Average' performance, standard weight
B) High performance, increased weight (but also increased module integrity, meaning they take damage slower)
A) Best performance, standard weight

For trading & mission running (which you said in your OP you do) you want 2 things, cargo space and jump range. To get the latter the general rule is to use D rated modules for everything except the FSD which you want to get to A. A lighter ship jumps further. Weight also includes cargo and fuel, there is sometimes a reason NOT to refuel to max but instead run partially fuelled, if that means a more efficient jump route from the slightly reduced weight.

Special Tip: Cargo bays installed in ships at purchase time are actually 1 size smaller than the module slot they are fitted in (The sidewinder is possibly the only exception to this). For example the Hauler comes with 2 size 2 (4 tonnes) cargo racks, installed into size 3 compartments, which can take 8 tonne racks.

As was previously mentioned in the thread, if you are selling a ship then you should sell the modules inside it first. The reason for this is that modules sell at 100% value, however ships sell at 95% value, but that value includes the modules - so let's say you have a 10k ship and 40k of modules, if you sell the modules you get your 40k back and then 9.5k for the ship, for a total of 49.5k. If you sell the ship with the modules you get 47.5k (95% of 50k).

Lastly, here are a couple of links to sites where you can 'build' a ship.

http://www.edshipyard.com/
http://coriolis.io/

You should upgrade your starting sidewinder with the cash you have made to get it to here:

http://coriolis.io/outfit/sidewinder/02 ... =.Aw19A===
Then use that ship to save up until you can buy a hauler and outfit it like this:
http://coriolis.io/outfit/hauler/02D2D2 ... =.Aw19A===
And then use that hauler to make more money, upgrading the FSD until it's A grade, while leaving everything else at D.
http://coriolis.io/outfit/hauler/02D2D2 ... =.Aw19A===

Then use that Hauler to make enough money to buy either a Cobra (good all-purpose ship, can be used as either an upgraded trading/mission ship from the Hauler, OR it can be used as a decent combat ship if you want to try out some pewpew), or a Viper (more specialised combat ship than the Cobra, but can't haul cargo for toffee)

Final Tip: ALWAYS keep enough cash to pay for insurance. It might be tempting to fill your cargo hold with a few more tonnes, but you must resist! Never fly a ship after the sidewinder without keeping enough cash to pay the insurance.

Re: Good ship for a Newbie to go for?

Posted: Sun Dec 06, 2015 9:37 am
by JohnLuke
Zadkiel wrote:Some newbie ship advice: <snipped>


Fantastic info, Gameson! Would you mind adding your recommendations to the "Tips and Tricks for new players" thread? I think that many noobs would benefit from it. :)

Re: Good ship for a Newbie to go for?

Posted: Sun Jan 10, 2016 6:20 am
by Black Rose
Lets see I went: Sidewinder, Cobra, Viper Mk III, Viper MK IV, Vulture ( still have it) and I recently bought an Imperial Courier and sold the Cobra and an Eagle that I had.

I use the Diamondback Explorer for doing long hauls and naturally exploring :)

Mining and Hauling is the Asp Explorer.

Now I had a ton of help the 1st few days from my long time gaming partner of going on 11 years now, Cmdr Sio ( not yet joined this group) and I was in a Cobra about 4 hours into the game. He just took me to res site and I shared in the bounties.

Re: Good ship for a Newbie to go for?

Posted: Sat Jun 25, 2016 10:35 pm
by Samantha Moore
I am new to the game myself, and I know this is an old topic. But I am wondering if there is any new info on ships to get. For someone that is looking to stick to courier, trading, and the like?

So far I have gone from my sidewinder, to the hauler, to the adder. In about 2 days. Using the fantastic advice found here. So I wondering what my next goal is?
I am thinking the cobra?

Thanks in advance
James

Re: Good ship for a Newbie to go for?

Posted: Sun Jun 26, 2016 4:56 am
by Roger Wilco Jr
If you aren't looking to make billions in record time, or to go on long range explorations, then the Cobra would be an excellent choice to spend a few months in - a classic choice.

Re: Good ship for a Newbie to go for?

Posted: Sun Jun 26, 2016 9:21 am
by Loriath
Samantha Moore wrote:I am new to the game myself, and I know this is an old topic. But I am wondering if there is any new info on ships to get. For someone that is looking to stick to courier, trading, and the like?

So far I have gone from my sidewinder, to the hauler, to the adder. In about 2 days. Using the fantastic advice found here. So I wondering what my next goal is?
I am thinking the cobra?

Thanks in advance
James


Hey James.

Cobra is an excellent choice. I used it to make a few hundred millions doing smuggling missions across the bubble with it. It needs to be fast, so A-Rated Thrusters and FSD is a must, so don't spring for it without the ability to A-Rate it and have enough for lots of Insurance.

It can haul a decent amount, and can take on a few ships, but also needed is the ability to decide When to Run. Make sure you get the MrkIII not the MrkIV. The IV is MUCH slower and even though it may seem like a good bargain, it is not suited to fighting or running.

Enjoy!

Re: Good ship for a Newbie to go for?

Posted: Sun Jun 26, 2016 9:35 am
by Cmdr Kharma
All of the above two posts and also do spend some time getting to know your ship properly.....

What it can and more importantly what it cannot do....

This applies to every ship....

Often people will dismiss a ship because they cannot fly it properly.....

Re: Good ship for a Newbie to go for?

Posted: Sun Jun 26, 2016 10:34 am
by Xebeth
Another vote here for the Cobra MKIII, fabulous ship, very much the archetypal Elite ship.

It's a ship you can grow in to, A rate it a as Lori states, and start doing some smuggling or rare runs.

Re: Good ship for a Newbie to go for?

Posted: Sun Jun 26, 2016 12:16 pm
by Samantha Moore
So far I have some success running basic delivery missions. And have just now upgraded to a cobra mk 3. Going to continue running these missions till I have upgraded the parts to A rated. As people have said to do. Before I start looking at doing anything else.

But even with the couple of runs I have done, I am enjoying this ship