Hey space cadets, what is going on?
I'm Cmdr TwingTwang and welcome to the outfitters.
In this article we'll be looking at the ultimate underdog, the Sidewinder, and the upgrade choices I've made recently. Since starting from scratch again I've flown the sidewinder for a lot longer than I did first time around, but its quite a system shock to be in the ship.
The shop floor sidewinder has class-E components across the board, dual pulse lasers and is a 4T vessel with a 6.96 - 7.56 Light year range. While the ship was initially free, for fairness of comparison its got a purchase price of 32,000 Credits.
With only 1000 credits to my name I took this Class-E sidewinder out to a local conflict zone and shot up some bad guys to earn enough for upgrades. I gave a review of the Class-E sidewinder in my first article and this will carry on from there.
Flight Feel
The sidewinder is the eternal underdog, and starting from Class-E doesn't help, but you have to fly it to its advantages - little as they are. You have to get into point blank range to stay out of fire arcs, which is a dangerous place to be when it goes wrong but you can't outgun or outshield other ships to repeated lancing attacks are never going to go in your favour.
Corkscrewing around your enemy at point blank means vary carefully matching speed, tapping flight assist on and off when you need it and making boosts if you have to. You'll spend your whole time staring at a ships top surface or underbelly that will near fill your view but that's just peachy. Larger ships with turrets will tear you a new canopy, and I haven't found a way to deal with that yet but tight turns with fixed forward pulse lasers will do the damage against everything else.
Because of the way angular velocity works, if you are close enough you should be able to stay in the sweet spot for long periods of time. As you increase your distance you'll find they can turn quickly enough to level weapons at you, and your only response to getting shot at is to get closer.
Power Distributor
The first problem I has was my laser banks empting, so upgrades went into the power distributor to try and get more bank for the buck. Each grade above Class-E gets you about 10% more, with the Class-A getting you 40% more capacity and a 50% higher recharge rate to weapons and costing 20,000 credits. The extra power to engines and shields is a well received bonus here - The class-E shields aren't enough to keep you safe if you get tagged, and its impossible to boost to safety with the shop-floor ship.
Shields
Even with a Class-A power distributor, and flying like I was in a vulture, I found that I still got hit in combat zones. Sometimes you'll approach a ship that you didn't expect to have turrets, or take hits from a second ship on your six. In these cases, you've lost your proactive stance and have to read the situation and react.
The Class-E shields are rated at 52MJ, and you get an extra +4 out of each class upgrade. Its not that significant but every little helps. The Class-D is a snap at 6000Cr, and even the Class-C is affordable at just under 18000Cr. The step up to the Class-B shields is a massive 53KCr... So here comes the science bit...
The Class-C shields with a OD Shield booster in your utility slot will cost 40K, and get you a 64.8MJ shield strength compared to the 53K you have to pay for the same protection from the Class-B shields on its own. The same goes for adding a second Class-D shield booster - cheaper and better protection that those big old Class-B shields.
However, You'll need to upgrade your Power Plant to Class-D for an extra Six Thousand Credits to be able to run the C-Shield and D-Booster combo. But its still cheaper and well worth it.
Mathmatical Madness?
I know it looks like I was overthinking the Sidewinder outfit, but I had plenty of time to think. Every few kills I scored, I'd get scratched up and it only takes getting destroyed and loosing your earnings a couple of times before you realise you need to dock, repair, and spend your pittance finding the most cost effective next upgrade.
My Power Distributor and shield setup is a 90K ship, and I viewed each purchase as the most important next thing to buy. Your experience may vary, but this is what mattered to me.
Obviously I'd love to spend the money on top-spec shields, but that spend comes in at about a million credits - ten times as much as my current bank balance, although I suspect even a top spec sidewinder is going to be a difficult ship to keep safe.
For the record, a Class-A sindewinder isn't going to cost much more than a million credits as the shields and power systems are going to be your biggest purchase. I know 1M sounds like pocket change to experienced pilots, but when you start out it's a daunting milestone.
Internal Systems
I found myself buying other ship systems one at a time as I could afford them, and not worrying too much about the exact build. The importance of the Power, Shields and Weapons took priority over everything else, and had I really focused on shields it would have cost every credit I earned.
Weapons
The dual laser pointer setup of the stock sidewinder quickly gets tiring, but the other options aren't super inspiring either.
The gimbal pulse lasers have the same power consumption as the fixed-forward, and although my fire arc wasn't a problem they do make it easier to target subsystems and take a little pressure off of the turn.
The fixed forward beams cost about 37K each - half as much as the gimbal beams and after getting used to pulse lasers for so long the extra damage output is really appreciated and you've just about got the energy to run them.
My biggest problem with the pair of small hardpoints was the lack in killing blow. The dual beams will take down shields - maybe slower than you are used to but they manage it. The problem is they take several sustained bursts to slice through all but the smallest hulls and I found a number of enemy ships fleeing the battle and making the frame shift jump.
Fitting one beam and one cannon or frag cannon is a problem in the sidey, as the projectile weapons require different target leading to the laser. Even at point blank range this can still make a difference, and for this reason I'm going to recommend one gimbal and one fixed if you don't want them both on gimbals. I found that a fixed beam and gimbal cannon felt pretty good.
The beams cost 37K for fixed and 74K Gimbal.
Cannons come in at 21K for fixed and 42K for the gimbals
The 1E Fraggers are 36K and 54K for the Gimbals.
I didn't try multicannons, and while I know they are favourites of some pilots I've never really got on with them. The choice here starts to become a personal one, although I usually recommend frag cannons for escort fighters and cannons for conflict zones.
The cheapest option, 37K fixed beam and 42K Gimbal cannon, works surprisingly well and I liked that a lot - and not just because of my limited funds. I found most ships that fire chaff do so fairly early, so the gimbal beams lost track early and slowed down the initial fight. This pilots choice award goes to the beam+frag combo rather than the straight cannon because I liked the additional damage per second and didn't mind the trips back to the station to re-arm as I could claim some bounties.
The downside of the extra time taken to break down shields can be a problem
With its fragile hull the combat sidewinder is a dangerous way to earn a living, but you can still pick up bounties as long as you don't overcommit. Conflict zones are a lot more dangerous than single bounties because you aren't equipped to deal with more than one ship at once and the sidewinder gets outnumbered quickly. Unlike the larger fighters, life in a sidewinder can switch instantly from full shields to punching your ejector seat so I'd recommend cashing in bounties frequently and repairing even small scratches in your hull - overconfidence doesn't just cost you your insurance payout, but you lose bounties which is the larger tragedy.
Conclusions
The sidewinder is a much more competent ship that I'd previously given it credit for and while it's no match for a vulture you can still deal the damage if you can stay out of trouble. The insurance cost is very low although repairs, insurance and ammunition do add up when you are on the poverty line.
I've more than answered the question "why does anybody fly a sidewinder?" although I'm very unlikely to switch back to one once I have the couple of million needed to buy and outfit a Viper. I'm not sure if I'm going to stay in my trusty sidey until then or switch up to the Eagle and repeat the process. I suspect the Eagle is going to earn money faster than the sidey, and with a bounty hunting community goal this week every it'll pay to take every advantage I can get.
Any other thoughts from dedicated sidewinder pilots? Have you every gone back to the Sidey for a bit if wing-and-a-prayer space-flight? Which loadout did you settle on? If you have any outfitters articles you'd like to see, thoughts feedback or comments then let me know.
Don't forget to like, share, favourite, follow and subscribe. I'll be back soon with a review of that Eagle. Until then, fly casual.
Showing posts with label Second Account. Show all posts
Showing posts with label Second Account. Show all posts
Monday, 4 May 2015
Friday, 1 May 2015
Elite Dangerous Second Account - from riches to rags.
Hey space cadets what is going on?
I'm Cmdr TwingTwang and welcome to the space bar.
In the first part I tried to give an honest appraisal of the sidewinder and the first leg of my journey from the ground up. In this article I'm going to spare the details on combat or trading and talk a little more about the philosophy and mentality of the second account.
A good fraction of my playing time has been social in ad-hoc groups or combat and trade wings and I've never wanted to give that up so didn't go exploring. Because I fly with the fleet at least once a week, there wasn't any easy way to go exploring however I want to get my explorer rank up and decided now was the time.
Why Exploring? I don't really know. The plan was always to get a trade ship and use that to fund exploration and combat endeavours, and sticking to this plan gave me a playing experience sponsored by Lakon Spaceways, sprinkled with some combat experience in various ships along the way. Right now its time for something different and sending my main ship exploring will leave my secondary account fighting in conflict zones.
Purchase Price
Its probably quite possible to fit some short range exploration in and still be back each week in time for some social gameplay, but really the only option is two accounts. The extra purchase costs £39.99, which isn't cheap but isn't outside the realms of affordable either. The financial cost is a once-off payment and being reasonable the cost of the game is worth less than the cost of my playing time if I'm going to play seriously.
If you are thinking of buying a second account, then consider how much time you are going to spend in it and if it counts as value for money. However you roll the dice, forty quid is a lot of money for a sidewinder though.
Starting from scratch
Having a second account isn't the same as having a second pilot on your main account. There is no safety net, no shared credit balance and no easy option to transfer money between ships. Its not like having a roster of ships to fly, and earning money in one account provides no transferable benefit to the other.
This is why I'm going exploring on my main account - I'll receive the accolades, rank, credits and the reputation for the effort. The secondary account will get nothing, and in fact anything it does earn will be throwaway, valueless to me overall.
Friends and groups
My friends list is cleared and I'm not in any private groups, which feels oddly harsh and makes space a lonely place for a sidewinder. I've added a couple of Alliance pilots that know me, and was able to get some trade bonds as well as serve as a Nav Lock beacon. (yey) but I don't want to make new friends, and don't want to divide my friends between accounts either.
This was a big reason to go exploring with the second account, and keep flying space planes with my friends.
Shake it up
If I just wanted a change of pace in my gameplay, I could go exploring in my main account. I can afford a few weeks in the void and to be honest its no big deal. If you are thinking about exploring because its something different, or you want to be the first to discover something, then save up the money you need and just go for a jaunt across the galaxy.
I wouldn't recommend buying a second account just so you can do two things at once. Overall I'm aware that its a luxury item that really isn't needed for the enjoyment of the game, and its just as good to stay with one account - better if the ranks and earnings matter to you - and do these things as the mood takes you.
Sock Puppet
There is a short crossover between my new account arriving and my main one leaving, and I shamelessly logged in to both at once so that my sidewinder could earn trade bonds from my type nine as it saved up for the Asp explorer.
This felt pretty lame, but its a tax on the game for not providing me a better way to do this. I want to transfer twenty million to my second account so I can get setup with a Vulture and keep on fighting while I'm off exploring and there are no options here. (ab)using the second account like this isn't a great reason to buy one but the maths are interesting to consider. The nav-locked jumps speed up my trading by about a million credits per hour, or twenty percent of your takings if you are in a smaller ship, plus I get around 150K/Hour deposited in the secondary account by way of trade bonds. Again expect lower figure if your main trade ship is smaller.
Forty pounds gets me an extra million per hour - its almost like a bribe, I mean, backer benefit all over again.
Colour Coded
As well as missing my in-game purchases, the second account doesn't have access to the out-of-game purchases I've made - paint jobs. So I've gone from a majestic stella peacock to flying stock ships like a space scrub.
This doesn't matter much, but it is a difference that's allowed me to reevaluate how important the look of my ship is. I suspect my second account won't get any perks or extras for a long time - if ever. It feels like they are being thrown away as "I can't take them with me" and when I switch back to my main account it'll all be forgotten.
Captains Blog
I also wanted to go exploring and write a bit about it, but didn't want to sacrifice the ability to discuss ships and outfits. These are mutually exclusive tasks, and unresolvable without a second account. A hiatus or worse, a rather dull "This one time, at the nebula..." monologue would be about as interesting to write as it would to read and starting from a sidewinder in the second account has given me plenty to write home about.
Conclusions
Overall, starting a second account was clean and painless. I think I had to use two different email addresses to sign up with, but that no real problem in this day and age. I used a gaming aliases I've had in the past so it should be easy to remember.
The £40 luxury spend on a second account just so I can explore the galaxy is an expensive spend that I wouldn't recommend overall. For me, the purchase price is smaller than the cost of my time and I don't overly object to paying it but for most gamers this extra exploration tax is going to be too high to represent value for money - You don't get anything you didn't already have, but pay for the privilege.
Despite pointing out all the negatives, starting a second account isn't the wrong move for me and I've got less buyers remorse now than I did when I bought my Type-7 Transport. Its going to enhance my gaming experience, I've enjoyed the first baby steps in the Sidewinder, and I'm going to enjoy being able to explore as well as fly locally over these next six weeks.
I'm Cmdr TwingTwang and welcome to the space bar.
In the first part I tried to give an honest appraisal of the sidewinder and the first leg of my journey from the ground up. In this article I'm going to spare the details on combat or trading and talk a little more about the philosophy and mentality of the second account.
A good fraction of my playing time has been social in ad-hoc groups or combat and trade wings and I've never wanted to give that up so didn't go exploring. Because I fly with the fleet at least once a week, there wasn't any easy way to go exploring however I want to get my explorer rank up and decided now was the time.
Why Exploring? I don't really know. The plan was always to get a trade ship and use that to fund exploration and combat endeavours, and sticking to this plan gave me a playing experience sponsored by Lakon Spaceways, sprinkled with some combat experience in various ships along the way. Right now its time for something different and sending my main ship exploring will leave my secondary account fighting in conflict zones.
Purchase Price
Its probably quite possible to fit some short range exploration in and still be back each week in time for some social gameplay, but really the only option is two accounts. The extra purchase costs £39.99, which isn't cheap but isn't outside the realms of affordable either. The financial cost is a once-off payment and being reasonable the cost of the game is worth less than the cost of my playing time if I'm going to play seriously.
If you are thinking of buying a second account, then consider how much time you are going to spend in it and if it counts as value for money. However you roll the dice, forty quid is a lot of money for a sidewinder though.
Starting from scratch
Having a second account isn't the same as having a second pilot on your main account. There is no safety net, no shared credit balance and no easy option to transfer money between ships. Its not like having a roster of ships to fly, and earning money in one account provides no transferable benefit to the other.
This is why I'm going exploring on my main account - I'll receive the accolades, rank, credits and the reputation for the effort. The secondary account will get nothing, and in fact anything it does earn will be throwaway, valueless to me overall.
Friends and groups
My friends list is cleared and I'm not in any private groups, which feels oddly harsh and makes space a lonely place for a sidewinder. I've added a couple of Alliance pilots that know me, and was able to get some trade bonds as well as serve as a Nav Lock beacon. (yey) but I don't want to make new friends, and don't want to divide my friends between accounts either.
This was a big reason to go exploring with the second account, and keep flying space planes with my friends.
Shake it up
If I just wanted a change of pace in my gameplay, I could go exploring in my main account. I can afford a few weeks in the void and to be honest its no big deal. If you are thinking about exploring because its something different, or you want to be the first to discover something, then save up the money you need and just go for a jaunt across the galaxy.
I wouldn't recommend buying a second account just so you can do two things at once. Overall I'm aware that its a luxury item that really isn't needed for the enjoyment of the game, and its just as good to stay with one account - better if the ranks and earnings matter to you - and do these things as the mood takes you.
Sock Puppet
There is a short crossover between my new account arriving and my main one leaving, and I shamelessly logged in to both at once so that my sidewinder could earn trade bonds from my type nine as it saved up for the Asp explorer.
This felt pretty lame, but its a tax on the game for not providing me a better way to do this. I want to transfer twenty million to my second account so I can get setup with a Vulture and keep on fighting while I'm off exploring and there are no options here. (ab)using the second account like this isn't a great reason to buy one but the maths are interesting to consider. The nav-locked jumps speed up my trading by about a million credits per hour, or twenty percent of your takings if you are in a smaller ship, plus I get around 150K/Hour deposited in the secondary account by way of trade bonds. Again expect lower figure if your main trade ship is smaller.
Forty pounds gets me an extra million per hour - its almost like a bribe, I mean, backer benefit all over again.
Colour Coded
As well as missing my in-game purchases, the second account doesn't have access to the out-of-game purchases I've made - paint jobs. So I've gone from a majestic stella peacock to flying stock ships like a space scrub.
This doesn't matter much, but it is a difference that's allowed me to reevaluate how important the look of my ship is. I suspect my second account won't get any perks or extras for a long time - if ever. It feels like they are being thrown away as "I can't take them with me" and when I switch back to my main account it'll all be forgotten.
Captains Blog
I also wanted to go exploring and write a bit about it, but didn't want to sacrifice the ability to discuss ships and outfits. These are mutually exclusive tasks, and unresolvable without a second account. A hiatus or worse, a rather dull "This one time, at the nebula..." monologue would be about as interesting to write as it would to read and starting from a sidewinder in the second account has given me plenty to write home about.
Conclusions
Overall, starting a second account was clean and painless. I think I had to use two different email addresses to sign up with, but that no real problem in this day and age. I used a gaming aliases I've had in the past so it should be easy to remember.
The £40 luxury spend on a second account just so I can explore the galaxy is an expensive spend that I wouldn't recommend overall. For me, the purchase price is smaller than the cost of my time and I don't overly object to paying it but for most gamers this extra exploration tax is going to be too high to represent value for money - You don't get anything you didn't already have, but pay for the privilege.
Despite pointing out all the negatives, starting a second account isn't the wrong move for me and I've got less buyers remorse now than I did when I bought my Type-7 Transport. Its going to enhance my gaming experience, I've enjoyed the first baby steps in the Sidewinder, and I'm going to enjoy being able to explore as well as fly locally over these next six weeks.
Tuesday, 28 April 2015
Elite Dangerous Space Bar - starting a second account.
Hey Space Cadets, what is going on?
I'm Cmdr TwingTwang and welcome to the space bar. In today's article I'll be reflecting on the undersung sidewinder. This is a story all about how my life got flipped - turned upside down. And I'd like to take a minute, sit right there, to tell you how I got my second space plane in the air.
I'll make no excuse, I didn't fly the infamous sidey for very long. I traded up and got into a little ZP, where I could load sixteen tonnes and start turning a profit. I ran freight for a while and that set me on a long path as a Lakon owner. I used the wealth to buy a number of vipers, and I love taking my vulture out for a spin in a conflict zone but I've never been a "combat pilot".
The decision to start a second account has been a slow one, and on my mind for a while. I was disappointed that I couldn't start a second pilot on a normal account and the entitlement to play it my way was pretty strong. I haven't gone exploring yet because I play regular games with my crew and don't want to be gone for weeks unable to play socially.
At first, not having a second account was a relief - the huge time I put into grinding profits for just one ship was enough and the thought of doing that again wasn't attractive. But after a discussion with other pilots, I was ready to go.
So I started a new account so I've still got a way to fly with the fleet my main ship is off exploring the galaxy. And found myself at LHS 3447 in a stock sidewinder with a thousand credits to my new name.
Economy of Scale
The stock sidewinder mentality is very different to a high-tonnage hauler, and I went from rounding credits to the nearest million to counting hundreds, tens, and units. Every decision I make in this journey is going to affect my profit bottom line. A repair bill is now a big deal, however with no capacity to carry cargo and no currency to buy it there could be quicker profits to be had as a bounty hunter.
I've written posts about using a cheap sidewinder or ZP to start earning serious money running rare cargo across the galaxy, so I just need to spec that ship and claim some bounties.
The entry level rare runner ship needs a good range and a little cargo space. I talked about entry level ships in my original Rare Runs article - and I'll be picking one of these and trying to follow my own advice on a simple straight route. I priced up the cheapest one around a little over 100K, which is my initial earnings target so I can get on my way.
Classy Class-E
After everything I've done, the starting sidewinder is long forgotten and its Class-E stylings and duracell laser pointers are barely even a memory now, and getting into it feels dis-empowering. But I screwed my balls on tight and plotted a course for the neighbouring conflict zone.
I've got to say the stock sidewinder doesn't fly very well, but I learnt a lot from its shortcomings and I'm armed with a little experience at outfitting ships. The Class-E sidewinder is not not quick enough on the turn to stay safe and not fast enough on the boost to get out of trouble. You put all your chips in on every hand with this ship. When you commit to a fight you have to know - not fear - that it's going to be a fight to the death.
Play to your strengths
The sidewinder has to play to its strengths, few and far between as they may be. In a rough and tumble fight there is only room for the quick and the dead, so you have to get in close to make your mark without getting tagged, and then spiral out to mid range to angle in for a new attack run. The sidewinder is a constant juggle of throttle and turn to stay out of fire arcs, and it keeps you on your toes. While this the same mechanical motions of flying a vulture, doing it as the underdog has a different feel entirely and even the slightest mistakes can really put you out of position.
Laser pointers
The next thing you notice in a Class-E ship is that the laser banks deplete straight away. Now my accuracy wasn't actually that bad. I didn't land every shot on target but did better than I expected with its pair of fixed forward E1 Pulse lasers, and the banks draining were a testament to me keeping my crosshair filled for decent durations.
But humble bragging aside, the laser banks will drain to nothing - hit or miss - and require a four-pip top up. The most difficult moment in a sidey is when your enemies shields come back online - it feels like so much hard work down the drain and signifies another roll of the dice. This I found a real problem with fixed-forward - The gimbals I've grown used to make it easier to finish off wounded ships, or to target modules like the shield generator or power plant.
Eggshell Shields
The tiny Class-E shields and tinfoil hull of the sidewinder don't do you any favours and both will be reduced to nothing after even a shot burst from a larger ship. A larger power coupling is a must to keep the shields and lasers topped up and once but even then not getting hit is your best strategy.
As long as you hug close to the ship shooting at you, you've got a good chance of being able to keep out of its fire arcs and keep those shields topped up. As soon as your shields get tickled, you've got to give them more pips before they flash and the constant energy management typifies the wing and a prayer combat feel of the sidewinder.
After a couple of trips to the conflict zone, I've upgraded my Power Distributor which felt like the most wanted component, and I've upped the shields too. I never had enough power for my shields, the weapons ran dry and I couldn't boost frequently.
The power distributor and shields are likely to take more upgrades too, followed by thrusters and weapons. I'd like gimbals and boosters for the shields too. One more trip out will fund a rare run, so my time in the sidewinder has all but come to an end. Its been an educating time and I can claim with some confidence that I've played the underdog card. Not having the safety net of a hundred million credits has made this more real that I'd expected
I didn't have sidewinder nostalgia before today, and while I'll be very happy to get into a ship with a bit more punch, I won't take my vulture for granted having flown toe-to-toe against ships several times my size.
Until next time, fly casual.
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