For Size 3 Quantum Drives, TS-2 is the way to go EXCEPT for the Reclaimer. For that you want the Erebos. While the TS-2 is faster, the Erebos is fast enough, but more importantly WAY MORE efficient. You won't be scrambling for fuel on every little jump like you would for the TS-2. The Reclaimer is just enormous in mass, so efficiency is what you want to weight.
@@GhostRecon2015 But getting that behemoth on a pad is a pain. Lot easier to use the more efficient drive and just keep playing. Not to mention refueling that thing isn't cheap.
After 10 years in this game, it facinates me how I always learn something new from great content creators like you! I knew there where differences in components, but the mass thing blew me away! It would be neat if you could informe us a little more on QT drives. I noticed that the coodowns can vary quite a bit, making some slower QT interesting as when you come out of a long trip, you can jump super fast to your next point. Anyways, great job, love the videos!
This have been an enlightening lesson. Apart from using Atlas QT drives for all my small ships, I've been mindlessly buying components that are military grade As for every other component. Next time I go shopping for new components, I'll keep what you taught us in your video in mind!
For power plants an important stat is power request time -- the time it takes to go from 0% power to 100% power. If you divide the total power by the power request time, you get the overall power-per-second rampup time. This is important after power cycles, especially when you have to make a hasty takeoff, or from partial quantum jumps, etc. Very slow power request time can also affect thruster responsiveness. I use the Slipstream or JS-300 on size 1 ships (depending on power need) and I use the Eclipse on almost every single size 2 ship except the F8C where I use JS-400 to meet power needs. For size 3 I use JS-500 since it has the fastest power delivery overall due to their being no stealth size 3 plant. You can see the difference where you can leap off immediately after sitting down versus having to wait for your power plant to "warm up".
That's an interesting angle on it. I suppose the main reason I haven't looked at it that way is that I never shut the ship down completely. I'll turn the engines off to avoid the "floating ship" bug, but I always leave the ship powered and shields on at 100% triangle to buy time in case it takes fire while I'm not in the seat. Why do you shut the ship off completely?
@@UniversityofStanton I don't turn my power off when I'm simply landing, but it affects how fast you can move even if you just turn your engines off. You can watch on the power MFD as the power plant powers up to meet the power requested. With a slow plant it can mean a big difference in how fast your cargo hauler can lift off. It's a matter of seconds but sometimes seconds matter. In terms of when I turn my power off fully, I do this a LOT with partial quantum jumps. Other times I do it is to reset radar to clear and re-search for expired ping contacts (power cycle is the only way to do this currently). And like I said extremely slow power plants can actually hurt maneuverability on some ships.
Good video. I went into this video not expecting much but was actually really well thought out and helpful. Especially giving the shout out to the sites at the start
Great video 👌💯 Its funny how i started to play this game for 5/6 weeks now and i did exactly what you explained here i get the best from status after looking them whit much attention ! And when i say to ppl it makes a huge difference they say it doesn't, only guns and shields and QT ! 😏 😂
Awesome vid. if I am going for a stealth loadout in my Sabre, should I go for the Stealth Components? Do they actually lower my EM or should i not bother and go for the best ones you mentioned at each size?
They do not lower the actual EM at this time, no (they have in the past). Currently the only EM-related stat on separate parts relates to how quickly they reduce in EM emission when "cooling down" from something. And even then it's a very slight reduction in the cooldown rate.
I wonder how fast we go through the jump gates.. We haven't gotten word about jump drive upgrades and such - I assume those will be upgradable at some point.. I know there is a list of jump capable ships and not all ships can even go to Pyro and beyond without a host carrier ship.. I think that's a discussion that CIG will likely need to have here in the near future. Thanks for pointing out the QT drives are not FTL.. I was scrolling down to see if anyone called that out.. you're clearly more informed than me though, I know the VK-00 is the fastest but I had no clue how fast!
Admittedly very little - on an already small/light ship it lowers the overall mass which can give you a very minor but measurable improvement in acceleration Gs. Testing on a Gladius for example, light components will give you a forward normal thrust of 13.1 Gs, versus 12.9 Gs on one with heavy components.
Agreed - they used to do different things! But even then it just meant there were only a few that were worth having because they had the most hitpoints or physical resistance or something. Hasn't been that way in a long time. But the fact they've been playing with these stats shows me they WANT it to be a deeper system with meaningful decisions! Just a matter of reaching the point of a full balance pass.
I don't know what you are talking about. I never build any industrial components and have never overheated or run low on power after or during a fight.
You won't. As I explained, this is to hedge against taking splash damage to those components which reduces their output. If the overall output is higher, the reduce of hitting the performance threshold from damage is reduced.