The best I could get with 2 Bs and an A upgrade and 2 charge slots. Placed the A in one and the better of the Bs in the other
Will have to strip some S class upgrades from my other ships.
Searching for an S class Hauler
You need loads of resources to do these experiments. Huge amounts of units, nanites and upgrades.
I have a mining and manufacturing setup that can produce 100 stasis devices at a time. I have a nanite farm. While I’m sitting in space stations waiting for exotics, I’m collecting and scrapping class S ships for their upgrades. I can afford this nonsense.
So when the S class shortage starts, we know who to blame.
Hey now. My exotic resembles that remark.
That style is called The Guppie in the wiki
You guys might want to look at the update speculation thread
This will nowadays mostly work on Steam, while other platforms have reported this no longer working over the last few years.
Last reported working for Steam 5.57, but not for PS5. No info for this on other platforms that I am aware of, nor do I know if updates since have resulted in changes.
I think spotting one and landing on the freighter makes sense…I will try that
This rascal has a native, unmodified jump range of 225. That’s a good start for a long-range vessel. Unfortunately, it only seems to have two supercharged slots in close proximity - three would have been better.
What a fascinating thread!
Got inspired to go do a bit of ship-hunting and found this one in a system a bit off the beaten path where I’d built a base during the expedition.
I’m typically not a fan of this style of exotic, but the supercharged slots and garish color are enough that I think I’ll throw on a few upgrades and hang onto it for a bit.
For a class S exotic, this thing has a terrible hyperdrive range. I’ve seen class A explorers that were better. I turned it down.
I have done about all I can do with my little explorer.
any more and I overload it.
Now, if someone could explain damage potential…
That skinny wing doesn’t do much damage when you hit something.
But… maybe it’s a blade!
This one doesn’t have a spectacular jump range out of the box - however, it does have a very enticing arrangement of supercharged slots. This one’s worth some experimentation.
Unfortunately the lighting in the space station was terrible for this one. It has a somewhat better jump range, but the supercharged slots are not as useful.
Now that I am giving some real thought to the upgrades in my ships, I am noticing odd stuff.
Many of my ships only have 4 rows of tech slots even if they are S class. That makes sense for it to be dependent upon the ship type.
Then there are ships like my sail ship. It has 4 rows and part of a 5th row
Then I noticed that adding the Indium Drive gave a good boost to my hyperdrive range but adding the other specialty drives had no affect.
I’ve noticed this, too. It used to be the case that adding the cadmium, emeril, and indium drives gave significant boosts to jump range, particularly if they were arranged to take advantage of adjacency bonuses. Now I’m finding that they make little or no difference. The only things that seem to matter now are the class upgrades and the supercharged slots. Adjacency, however, makes a huge difference, and adjacent supercharged slots are best of all.