Heya. As you may have noticed, the Cutlass main hull did not fill your depot. That's because you had a penalty applied which is based on distance and angle to the structure you want to disintegrate. The percentage is hardly to see next to the disintegration progress circle meter thingy. It ranges from -19% to +10% and is deducted from the CM you actually get.
@@rttakezo2000 what I would like to see though is that you are able to get into position, see its penalty and when you are satisfied with it, you then can activate the disintegration.
Have seen it goes as high as +20% my self and regularly can get +17% on Hurks and HH with out too much effort. Also apples to the Vulture but cant do any thing bigger then an MSR with it.
Get well soon Farrister. BTW, the closer you get to the pieces of salvage while in desintegrating mode will increase the amount of salvage you get from each pieces and processes those parts faster. You can go from -19% to + 16%.
I’d much rather salvage peacefully but I guess the devs wanted to add some risk. They did mention on Spectrum (maybe in patch notes) that it is intended for fracture mode to attract AI. Not sure why they’re around while hull stripping.
when I had a crash to desktop the game loaded me in even looking at the same page in the mobi glass I was lookijng at when the game crashed. That was quite impressive.
The first time I was attacked I freaked and thought it was a PVP pirate attack who simply wanted to dominate the salvage area. I ran by QT to the nearby station and after a few moments of waiting, I went back to the salvage area and there was an enemy ship there, but I realized it was AI...so I blasted it and salvaged the husk. The Vulture's repeaters do a decent job, but clearly it's not a combat ship, so while I don't mind the odd random fight from the AI, I'd rather it was in a different gameplay loop where the combat was more "welcome", as I - like many others - enjoy the peacefulness of salvage...and neither the Vulture or the Reclaimer are combat aces by any stretch of the imagination.
Honestly, adding a buffer to the salvage ships was the greatest idea ever. It makes using the Vulture so much more fun...and profitable even though its a side pro for me. Not having to get up every 2 minutes is a blessing. I myself use two trawlers. The AoE is much greater which makes you "miss" spots way less which is useful on larger ships such as the Hammerhead. It helps do hard to reach corners as well so you save time imo.
I'm currently saving up for a "budget" PC, my very first build. It's gonna be a while before I can afford everything, so when I start jonesin' for my first foray into SC, I put up a playlist of your reviews and just vibe. 🙏 Happily subscribed.
Hostole ships showing up mid mission is, imo, a good thing. Keeps it somewhat engaging and lets you get more construction materials by disibtegrating your adversities. It makes having a wingman useful to swap between loading your salvage hold and helping to deter threats - more multicrew! Kinda!
The quickest way to stop in the vulture is to just flip around and use main thrusters as your vetro. I will typically flip at top speed when I am about 10k away from the claim. Use Space Break and boost and by the time I slow, I will be about 1.5k away.
I wouldn't mind the possibility of hostile encounters in a salvage mission if those missions were free. The fact that I'm shelling out a fair bit of cash to even get the mission makes it feel unduly punishing that I'm expected to fight in a non-combat ship to complete my non-combat mission. Feels artificial and contrived. If they want to introduce the potential for combat to salvage missions, they could spawn the missions at salvage and reclamation yards or offer significantly higher prices for the selling of materials at the same places. Incentivize us to go to these piracy prone locations instead of empty lagrange points suddenly full of hostiles for no particular reason
Hope you'll feel better soon! Both my kids and the missus are having runny noses and are coughing all over the place, so your condition doesn't feel far from home. Thanks for the video, despite feeling a little under the weather. Edit: enemies only appear on Risky Salvage jobs, right?
Having seen that combo spawn I reckon you got tangled up with a LT combat beacon, seen them spawn round the moos of Hurston recently. Good tip on chnaging to twin Abrades, ty🙂
I’ve not got the game yet (buying it today I think) and I’ve watched a few videos and they suggest that the Vulture has had a big nerf applied to it with the recent update. Can you confirm this and what the actual nerf is please? I love how relaxing your videos are and I’m looking forward to starting my space legs very soon. I just need to decide which package to get. Thinking of getting the Cutter pack so I can start mining. :)
@@Farristerwell I had this scene in my head like what if you were doing a cargo run and suddenly ambushed by pirates! That would actually be a fun game loop to play with a group of friends, and since this might be a rare occurrence in the verse, I thought we can simulate such experience with such a gameplay video.
The 1-2 guards when we get there to salvage is fine, I feel. Having them constantly spawn is very annoying, especially when I'm in a salvage ship with little armament. Even moreso when we're paying for the contract.
its ok once every so often that you get Pirates it does make it a spice LOL . the Cinch may be slower but it gives a lot more RMC which is the higher priced mets eg the redeemer I got 161,000 aUAC just for the RMC and I couldn't fit all the redeemer in with the fracture but filled the 13SCU and got 70,000aUAC 7k for the size 4 guns I couldn't fit the size 5 in LOL the other problem it once its fractured there is no marker to find it again, as regards to in a hanger the wrong way around in most ships you can just spin on the spot to turn around to face the right way in the time it takes for the doors to open :) the side door is the only door I can use as I fill the gang way up with box's lol
Not sure why you would sell RMC at the scrap yards. It sells for over 13K per SCU at TDD and you're not a loot piñata at the port. It takes a bit longer to sell there of course but that's nearly a 30% hit to profit at the scrap yard.
I dunno how I feel about this change. Cause I do the industrial stuff when I don't feel like doing combat stuff. While I understand why they did it; it was too safe a way to make money, but I don't know if this is a proper bandaid or not. I guess they want to create a market for protection, where industrial minded players hire protection.
I just need the game to not crash so I can actually do some salvaging. I tried 3 times this weekend and as soon as I got in my Vulture and tried to get to a destination, the game crashed. The third crash I ended up in the med bay and didnt want to go through all the prep again
So my salvage set up i dropped the cinch scrapers and ran dual abrade and trying to get a second tractor beam for slot two, since it tries to run the salvager at the same time as the tractor, but i MAY have bricked my vulture since now i cannot get any loadouts to save on it.
Are the contracts to salvage still worth more than the salvage? And did they fix the space nav bugs (no landing nav indicator?) Annddd if the game crashes after doing a haul will the player get their cargo back or still screwed?
Hmmmmm…… Combat during salvage missions not labelled as “risky” is not my cup of tea at all. If I’m salvaging, I want some peaceful gameplay… and the last thing I want to do is have to fight in my vulture. If I want combat, I’ll grab some bounty missions and take a ship appropriate for that game loop.
Sorry you mentioned some upgrades needed. New player and curious if you could list what we need or point me to it? i want to save up and get it all kitted out.
There should be an admin centre at Mic L1 station. You could have got your Abrade module at Mic L1 or Tessler. Which also has an Admin terminal. I can't say I'm happy with combat in the Vulture. I'd be happier if it had a set of missiles or a secondary set of weapons. I haven't as yet seen any combat in these missions yet so I'm confused. Are you sure that the ships you were fighting were part of your mission and not someone else's?
@@Farrister i have done a few Cutless Blacks for salvage but I mainly stick to MSR's they give a full cargo hold including off grid and a full buffer with loss of CM as I would need a larger buffer for the 70 odd SCU in the main body. This alone returns 350k AUEC but if you can snag some cargo as well you get a lot more almost an extra 100k depending on the randomness of the cargo. I've managed to get 20+ SCU of gold from a single MSR.
Too much "space magic" involved with salvage in my opinion. For me, they should go back to the drawing board with some of the concepts. I'm okay with the initial scraping but I feel like they need to use those massive magnets and central mouth more actively. What purpose does it serve if the space magic already turnes the carcass into dust? Instead of point and clicking until it magically breaks, I think they could make it so we need to scan for weak structural points and either use lasers to cut the sections ourselves into smaller ones, perhaps even avoiding critical areas that might make the ship blow up, or planting small detonation devices on said weakpoits to break the ship into big chunks and then we could cut it into smaller ones...and once we are done, those less chuncky pieces could be slowly attracted into the mouth of the ship where we could manually activate the grinding station resulting in a lot of vibration and subsequent production of the refined material. More interesting, more realistic and more industrial feeling if you ask me..
The Vulture is surprisingly tanky and capable against the NPC pilots, plus I appreciate the extra - free - salvage those pilots thoughtfully bring to me :) As much as I am not a fan of the magical, invisible, pocket dimension buffer, 38 SCU cargo capacity is a winner for now. I'd much rather CIG replace TARDIS space with an automated tractor beam or almost anything else though.
Never happened to me to be honest but yes this is quite annoying....and btw you can sell the RMC in the tdd in new babbage and the construction materials at the planetary services also in new babbage
Those baddies didnt really want u to take that juicy juicy.... SCRAP😂 Really thought out mission, CIG is really poor at creating such a silly missions where you create more ships to recycle than one youre going for.. MEH!
Another Great video Farrister! I think the Drake vulture and the job it has to attempt to do should have a nice 1 weapon separate from the lasers to give anything that attack it a strong incentive not to mess with it. It doesn't have to be a fighter and its not one but it needs a good separate weapon to fire at hostiles to deter attackers from trying to overtake it still the cargo etc. Just my honest opinion.😁
There is a rear view camera.... try 2x trawler salvage head while your at it, it will be interesting how you find them, considering the speed vs efficiency tradeoff