Open Letter to Tiara

Shadow Reaper

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T, I’ll give you a short answer and then a long one. Short answer is, I am not the person to ask. There are many extremely sharp players in game that have played hours each day for years. With this comes the kind of experience needed to answer your questions about starting. I suggest jointing TESTsquadron.com, posting in their forums and joining them on discord. Do that much and you’ll have dozens of players looking to help you whenever you log on.

That said, ask any five players in SC their opinion on a subject and you’ll get six opinions. Everyone has their own take and I’ll share mine. I believe that most players do not take the time necessary to master the basics, and that your experience will be much, much better if you set about learning basic skills in proper sequence. What this means is leaving off fighter combat for some time. It’s not effective to focus on dogfighting, bounty hunting, mining, nor even freight hauling until you master a handful of basics and if you focus on these, you can master them in a short period of time. For this reason, I suggest new players pay for a small upgrade ($20) so they start with an excellent ship that will enable rich gameplay from the start, and avoid ship to ship combat with it. If you do this you’ll spend your early hours playing instead of respawning.

In order to learn the basic player skills necessary to successful gameplay, I suggest players start with a 315P. It has a bed, head and galley so you start with maximum flexibility in how you spend your playtime. It has extended range, so you’ll spend less time refueling. It has 50% more cargo than its competition, which is perfect for smuggling, and not so much cargo room that it would be wasted in high adventure exploits. It is brilliantly fast and amazingly stealthy, and you need to learn first of all things, how to slink and speed away from conflicts. Most new players do not get this and many start and quit the game without ever learning when to fight and when to run. Smugglers specialize in knowing when to sneak, when to fight and when to run, and as a consequence they almost never fight. Also as a consequence they make a shit ton more pesos than those who fight, all except the bounty hunters; which is NOT a starting profession.

If you want to earn really good coin from the start of gameplay while you’re learning the basics, be a smuggler. Han Solo had it right. The 315P handles well, is fun and easy to fly, and will outspeed and outsteath almost all opponents, granting you the ability to see without being seen and the choice of whether to engage in most conflicts. Avoiding fights may not seem fun, but it is more fun than respawning. The 315P is so fast, that if authorities drop you from quantum travel, scan your ship and find contraband, you can simply put the peddle to the metal and escape unscathed, though you'll then need to go remove your crimestat.

You can start pickup missions from the first day, without buying armor, by simply using what you start with in game and picking up loot. Make this a goal. All players need to learn FPS combat. If you want to set early goals for yourself, set them as regards personal and ship equipment upgrades. If you’re playing several hours per week, I can offer you some starter goals. For yourself, I suggest you wear/carry Heavy torso, medium or heavy helmet (same weight—heavy is more protection but more restricted view) medium arms, light legs. After a few missions you can one stop shop for https://starcitizen.tools/Clark_Defense_Systems .

You’ll develop your own opinion about a weapon later, but save yourself the trouble of deciding before you have your own preferences and simply get yourself a https://starcitizen.tools/Gallant_Rifle . They’re the choice of the UEE marines for many good reasons and there is no better, all purpose weapon. Put a 3X scope, flashlight, and S2 suppressor on it. You won’t be disappointed. The scope will offer you easy shots to great range, the flashlight will help you see on missions where you cannot see without one (helmet lights are inadequate and need supplementation), and the suppressor will stop NPCs from aggoing your position when firing during missions. Learn to fire the weapon from your hip (easy and fun!) so the scope does not restrict running and view unless needed. Use this combo until you develop your own preferences.

Additionally you should carry a https://starcitizen.tools/Pyro_RYT_Multi-Tool with the healing and tractor kits, a cryptokey of some sort (buy 10 early in game, keep them aboard your ship, and upgrade to better cards later if you find yourself needing them often) https://starcitizen.tools/Tigersclaw , four https://starcitizen.tools/MK-4_Frag_Grenade and six https://starcitizen.tools/Gallant_Rifle_Battery_(60_cap) . Do not carry more than this as you need the empty weapon slots to pick up loot, and over specific weight will make you lower endurance, slower and easy for NPCs to hit. This is a good starting loadout for the novice based upon what advanced players have found. (Advanced players dress lighter than this and run constantly. When starting you need instead heavy torso so you don't have to move constantly, and you get more grenade and magazine slots with heavy torso. Advanced players NEVER carry a second weapon--not even a pistol, unless they are looting.)

For your 315P, should you decide to upgrade it, I suggest:

--2 Mantis Gattlings since you do not plan to use them and they produce extremely low EM signature and power drain, yet offer superior firepower for a VERY short period of time. Do not plan to use them. Move the power triangle away from the guns to about the 10/45/45 position. This is plenty of power to ballistics you plan to avoid using. You can swap out for laser repeaters on specific missions where you need to kill NPC ships, but realize you sacrifice stealth, speed and shield refresh. Move the power triangle back.

--2 Mirage shields since you’re going to learn stealth. Memorize the stealth equation.

--stay with your Slipstream powerplant. There is none better.

--2 UltraFlow coolers, to drop your heat at maximum rate and aid return to stealth.

--Atlas Q Drive for optimized travel time and range.

You can find locations for all these at https://www.erkul.games/live/calculator

Personally, I think once you have gathered up these few things, you’ll probably have learned enough to look at learning fighter combat, and you’ll have the networking at TEST to connect with any sort of mentoring you like. Think about borrowing a Gladius. Whatever you decide to move on to, you’ll have the background necessary to do all things well. Most combat fighter pilots know nothing about how to use stealth, which means you'll be entering that learning cycle eons ahead of them.

Try to avoid the trap of learning one thing and grinding. This is Alpha. Every penny you earn in game is going to go away when Beta opens. Grinding is thus futile. This is the time to learn the layout of the ‘verse, how to remove a crimestat, how to shoot from the hip, how to turn a corkscrew attack while orbiting an opponent ship. It’s the time to learn the best trade routes, and how to hunt them. It's the time to learn the mistakes other players make, so you can catch them at their worst while you’re at your best. And remember above all else, the Vanduul all deserve to die, Die, DIE!

 
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Richard Bong

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Interesting perspective.
I like it.

As a counter point, may I recommend the Avenger Titan instead of the 315P?
It does everything the 315p does with a little less cargo but is a better combat craft.

This way, if you do want to go the combat route it is a competent fighter. If you want to go bounty hunting, then it is not only competent but the Stalker is one of three ships that can, eventually, bring in live bounties and is an easier transition.
 

Richard Bong

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Agreed. The Stalker is a far better fighter than the 315P, but the Titan is only slightly better since it is slower, so you really need to choose strength or cargo.
You and I have talked before. Yes, I understand your views on stealth. In general I agree with them (other than the Sentinel of course :) ).

There is reason to believe the Titan and Stalker will have equal stats later, and the difference will be empty, full of cargo or carrying prisoner pods. The literature says they are the same ship.

8 vs. 12 SCU of cargo is not really significant. For cargo to generate useful profit you need to be above 50 SCU. For the cargo bay to be useful for carrying vehicles, you need at least a Nomad. (Though a Golfcart or Nox fit in a Titan.) The primary uses for cargo in these is box missions, or moving around your personal gear.

2 vs. 3 guns, especially with one being a size 4 is a significant difference.

And comparitively the 300 series is terrible in Atmo.

I like the 300 series, but the 315p isn't versatile enough to give you the full Star Citizen experience. If I was going to recommend one ship in that series, for this role, I recommend the 300i.

The Titan and the 300i are better rounded.

It is $55 for the Titan, $60 for the 300i and $65 for the 315p making the Titan cheaper plus you can get a Titan with a game package, which makes getting started easier.
 

FZD

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I got to agree with @Shadow Reaper on 315p. It's a pretty nifty ship for smuggling.
No, you don't need 50 SCU worth of cargo, if the cargo you're running is valuable enough. And that 50% larger cargo bay IS pretty significant. As is the 42% further quantum range.
Now, Avenger is better for combat, no doubt. And with avenger, you got choice for prison transport, so you can do bounties where the target is wanted alive, but, that's again combat.

But apart from combat, 315p is just all around better. On top of having longer range and more cargo space, it can also outrun Avenger. It can, in fact, outrun quite a few ships, and those ships that it can't outrun, still might not be able to catch up in the time it takes to spool up a hasty quantum jump, so you can pretty reliably run away.

Now, I did run primarily Avenger for a while, and after which I did use 315p as my primary ship. I got to say, it's just aesthetics, but that 315p luxury feel does give certain satisfaction for sure. And I rather enjoy 315p.

Overall, I feel like 315p is just better. Everything that's not combat, I'd take 315p.
(And things that are combat, I'd take something else than Avenger anyhow. Unless it's specifically capturing bounties alive. Nothing against avenger, I did fly it primarily for a while, but I just feel like other ships are better.)
 
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Shadow Reaper

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Maze is 400 aUEC/unit. That's 40,000/SCU and 160,000 for the extra 50% haul in the 315 over the Titan. 480,000 total. Profit is 40-60% of this. Since drugs are available in lots larger than 12 SCU, that cargo space is all useful, which is not true of the Nomad. The 315's greater range allows it to make the complete cycle faster than the Nomad by wearing a faster Q drive, and faster cycles matter since drugs respawn every ten minutes. They're literally ready for you whenever you appear unless another player gets to them first. If another player gets to them, can happen you get the load for free. . .Either way, this is premium income for someone in their first two weeks who hasn't yet learned fighter combat.

Also note that while the 315 is faster than the Cutty Blue and can outrun narc agents, the Nomad, Lancer and Titan are all slower than the Cutty Blue and cannot. They thus lack the most important feature for drug running. Nothing touches the 315 as the premium smuggling ship.

Afterburn speeds: 315--1,223, Blue--1,210, Nomad--1,171, Titan--1,113, Lancer--1,005

Finally note, the 315P is actually a "Pathfinder" and wears a tractor beam which not only loads cargo, but should be able to effortlessly load salvage components into the cargo bay. Picking up a Wrath Plasma Cannon after a battle should enable the 315 pilot to earn significant extra cash. Hopefully we'll find out next patch?

If you want instead to fight, you should get another ship, but here's me reminding that really it's always going to be best to have a separate ship for fighting. I think most pros want to train players with the Gladius and I can't argue, but that is not a ship for beginners. Most recent screwing with the numbers at CIG doubled the Gladius IR signature. It is now set at twice that of the Arrow. Who let the madman loose at CIG?

ALL the medium ships have had their stealth nerfed horribly. I take back everything I said about the Sentinel a year ago. It's stats are now so bad as to be utterly pathetic, but I can't imagine they'll be left that way. Right now the stock Sentinel has an EM sig literally three times that of the 400i, but the 400i has been through a signature rework and the Sentinel has not, so only time can tell. One thing I will say is CIG has unnecessarily fubar themselves by messing with numbers that served for years to no end. The signature story looks like it's under control of a small, bratty child. Since late 3.14, there have been no reasons to buy IR tracking missiles. EM sigs are right off the scale except for a very few ships like the 400i, which is still the new medium stealth king.

Does anyone recall the story during the OBama years with someone pooping in the hallways at the EPA? This endless, remorseless, fucking with the numbers to no point reminds me of that.
 
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Richard Bong

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Stealth, in general, is in a crappy place and has been since 3.14 went live.
In order to learn the basic player skills necessary to successful gameplay, I suggest players start with a 315P. It has a bed, head and galley so you start with maximum flexibility in how you spend your playtime.
This is the part I based the recomendation on.

If all they want to do is smuggling, then sure but I wouldn't count that as maximum flexibility.

The problem is, working the criminal side of the law, means there will be combat. Either hacking down the crime stat, or getting hit by security, a bounty hunter, or another criminal. It will catch up eventually. Security, for me, tends to show up in Sabres. There are a few bounty hunters in Hawks. And you aren't going to outrun a Hawk or get your drive spooled fast enough to get away from a pilot that knows their business.

BTW none of the usual trading sources list a place to buy Maze, only sell it. So I can't find what your starting cash takes to buy 8+ SCU of cargo.
 

Shadow Reaper

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If all they want to do is smuggling, then sure but I wouldn't count that as maximum flexibility.
I didn't recommend Tiara look for great flexibility. Rather, I suggested she wait to develop fighter, mining, bounty hunting and hauling skills until she has learned FPS, stealth, and many simple gameplay dynamics. I'm a firm believer everyone should have at least two ships unless all they want to do is fighter combat.

Early missions have NPC opponents simple enough that the 315 can handle them, and later fighter combat missions really benefit from a fighter. I always recommend against flying combo ships like the Cutty until a player has lots of experience.

I think like learning a musical instrument, we do great disservice to the student when we hand them a "student" version, since the cheapness of the thing takes the joy from the experience. It's much better to buy a student a used, nice instrument and let them learn on that, than a shitty one. So the same with a ship. When a new player tries to learn real combat in a fragile Titan, they die quickly and often, and that can lead to rage quitting. Instead I suggest they learn other skills first, and learn real fighter skills when they can afford a Gladius, Sentinel, etc. This gives them time to consider fighting style and develop a preference, rather than take the word of those around them.

If you fly a 315 on the simplest missions, and learn that you don't enjoy jerking the stick around, when you go to fight you'll prefer a Sentinel. If rather you wish the 315 had better maneuverability, then you know to pick a Gladius.

I just think making longer term decisions about something so central as ship combat should not be faced until someone is two to three weeks into the game and has a network of connections, small pile of cash and a mentor. Otherwise whatever is in fashion is what you'll end up with, regardless of actual preference. Think on how many Scorpios will be in the skies a month from now, no matter how the stats actually stack up. It will be the new kid and we'll be immersed in players saying there is no other way to go. Turns out that's never true.
 

Shadow Reaper

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I don't know her handle. Apparently she has too many guys chase her when she plays to share that. We bumped into each other in another SC forum.
 

Radegast74

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Sorry, don't have time to read a wall of text, but saw the discussion of "315p vs. Avenger"...

Just be aware, in lore, having an Origin ship is going to be a big social class distinction, so think of it as a tippy-top performance/luxury car of today, and ask yourself if the character would be more likely to "drive" something like that to commit crime, or would drive something grungier, as their "daily-crime-driver".
 
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Ayeteeone

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315p imo is the best of the small ships, period. It's true that everything it is set to do, there is another ship or ships which can do it better. But nothing else combines the features and abilities that it provides in one package.

My first couple of years in game this was the only ship I owned. Given the choice, it is still my baseline for every Evocati patch, and the one I would keep if everything else needed to be sold.

Learn the game mechanics, learn how to fly and fight the ship, even bring (or rescue!) a friend in a pinch. It's component fitting provides the most flexibility of any small ship (if stealth operation ever comes back). A person who spends the time to be competent and survive in this ship, or something like it, is going to be dangerous in a better fighter.
 
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Dirtbag_Leader

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315p imo is the best of the small ships, period.
While I *almost* agree, if I could only have one starter ship I'd keep the Titan over a 300er, mainly for the better in/egress of it. I think it remains the ONLY ship which you can access both via the cargo ramp AND directly to the cockpit, plus the cargo ramp provides some nice QoL. Packing a Greycat and scooping bodies in zero-g, for example. I seem to recall needing to land the 300 upside down on its head on more than one occasion in order to try to throw a box in the door.
Anyway, you missed one other HUGE point in favor or the 300s though, and that's that the view out those glass roofs are tremendous! One of my favorite aspects whenever I hop into my 325!
 
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