Just like the C8R spawns with medpens in it, the Vulture and Reclaimer (and perhaps some other cargo ships) should spawn with a multitool and attachments in them off the bat.
I actually like the system they have to make them because it means it is flexible for any size of crew that may need them :) would be cool to get a freebie though you are right!
I do agree. Their should be some more “stock” equipment spawning in ships. Would be nice to see the small weapon rack being stock with a med gun and multi-tool for example.
@@ReinQuest I'd be happy to be able to pre-set my ship's loadout, and wouldn't mind paying everything that is an extra on board when I claim a ship. It would make everything much more useful
A fair point. But I think the fact that you can, for the first time in the game, actually craft a useable item from a gathered resource- I see this as getting more out of it. It’s both believable and a fine start into getting crafting into Star Citizen. What is an unfortunate omission from the crafting menu is an empty 1 and/ or 2 SCU container! Multi tools are abundant in shops in our current verse, empty large containers are currently only obtainable with a silly destruction of a small ship with a medium item in inventory.
From my experience the "wreck pieces" or "nuggets" are better salvage than wrecks as they are undamaged so 100% hull on them. Usually get a few boxes per nugget and after 2 or 3 my vulture is full in less than 30 mins casual salvaging.
My record so far is 12 scu from 1 panel. I was using cinch though but panels are imo better than wrecks. I usually find 4 or 5 panels close together and only need 2-3 to get 23 scu in my Vulture for 177k profit.
Although to my experience it gets less salvage from smaller ships. Its large salvage beams tend to "Burn" a lot of the smaller ships material. I barely get a box maybe 2 off an avenger.
The thing to remember is the salvage is being artificially boosted instead of the actual earn/hrs of the future when we have the component rip, scraping , and the structure maw salvage will easily be on par with Quant mining and larinite trading.
Always good to see the antics of Skunkworks! love the content always watch every video i can! absolutely miss the Life aboard a Corsair vid series though! also FIRST XD
we miss making the life abaord series too i must admit - we're in a kind of limbo at the moment though between PTU and live but once 3.18 goes live we will be resuming with another series :) And thank you very much for watching!
@@Citizen_Kate yeah this limbo has been quite odd. But id say y'all are making the most of what Star Citizen has to offer for sure! side not i was softly screaming inside say change the gimball mode to auto makes hull stripping way faster in my opinion!
I would like to know how to get to 500k an hour solo. I am just going to cover nonevents grinding. You can do roughly 345k with bunkers 5min travel 4 1min wait and 3 min per wave total 21min per bunker. Mining quant is about 250k per hour in general because you have to take loading your ship and selling into account. Service beacons with the luck of the draw on high threat beacons could give you +600k which is three 200k beacons witch almost never happens (I usually get in a good run 2 100k and 1 200k) this is with a Hornet that can deliver some of the highest alpha to keep large shields in check that is +/- 400k. Scanner missions healed about a 160k per hour. I have not done Cargo but from my understanding with a big enough ship you could get to the mil mark but that will be extremely dangerous in 3.18 and will be high risk high reward. I have gotten lucky running service beacons where I have pulled 4 interdictions in a row. witch at high is 120k each, that was 480k for 30 min as these are very quick to complete. 500k seems a little high and doing the math actually made me realize that I don't grind as much cash as I thought. 45K box missions are probably the most consistent income. Gives you about 135k per hour if you take your time with almost no risk but it is boring. Remember if you say Credits/h it has to be able to be done every hour for a 4 hour session. (It has to be repeatable and not a once off)
I too would like to know haha :D I never really play with the sole intention of making credits so I am as in the dark as you on that!@ I do like your round up of approximate incomes for each profession though that is very helpful to know thank you! I will ask Razr for what he was referring to with the 500k per hour number :)
I'd say service beacons are your best bet...the more you do the more become available, so as long as you can find a way to deal with the occasional hammerhead, it should give you the best returns pretty consistently
You're salvaging the slow way here regardless. The salvage missions are less salvage and more trash. Essentially you accept a contract (small costing 5k, large costing 20k) and you'll need four small or 1 large to fill a hold. Using the space, off the cargo grid to the right of the hold you can fit another 6 SCU of scrap. Giving you around 110,000 in profit, -20,000 for the cost of the salvage mission. HOWEVER, if you go to crew L1 and just ping your scanner you will find scrap panels, you can find clusters of 5 panels that will fill your entire ship with scrap in about 10 minutes. I've stumbled upon panels within 4 minutes of leaving the station. This cuts down the amount of time you spend messing around trying to "fully salvage" the wrecks and also saves you money.
I salvage exclusively in the Aaron Halo - to avoid any possible contact with Pirates. My plan is to always take my full cargo via uncommon routes to Orison - because pirating in atmo can't likely work, and there is no ground for the cargo to land on for recovery. Anyway... in the Halo, the salvage is all in pristine condition. Much better salvage quantities per item found.
@@Citizen_Kate You do have to look for them, like when mining out there for Quantanium. Saying that, I always hit the mother load out there when I find a salvage "cluster". It's not worth the effort in one or two Vultures - but whoa momma... the Reclaimer. I solo mine in my Reclaimer for a couple hours per evening at the most. I have never been able to complete a full harvest on a site because of 30Ks, crashes, bugs, or new patches. My best run was 350K because I came back when a bug hit - but I was only partially done with salvaging at that site.
Nice video, very instructive ty ! I really hope they will keep (quantainium) mining way more rewarding than salvage tbh. I would be ok if salvage equals the mining incomes, excepted for Quantainium mining. I'll develop : 1) Quantainium mining request some investments (heads, modules,...) - salvage doesn't ; 2) mining is way harder than salvaging (you can fail mining a rock, you can't fail salvaging a ship/pannel) ; 3) there is a risk of death (Quantainium instability) + loosing all your equipments - you can't explode/loose all your equipments from salvaging only; 4) the loop is way longer with the reffinery gameplay than the salvaging loop.
So the salvage laser is more of a melting one and using a magnet to “suck” up the hull materials, so having a “hotter” laser would make it faster if the collection is unable to increase. That is if I’m understanding this, by that logic this would give cig a reason to get a better powerplant in ships and bump up the power of lasers.
for the salvage time = money problem, that also because it is only the basic, i mean that only scraped metal, that at best can be use for field repair. the value will change when we will have a real economy, like station and those refiniri where you go drop your mining to refine, would ask for scrap if they run low in construction material/ repair material for start. the main butter of salvage isn t in yet, like been able to recover weapon, missils, component etc from a derelic to use or resell.
So if you look at the modules you will see two different values listed X/X. The smaller value is for the vulture and the larger is for the reclaimer. It took me a while to realize what I was looking at as I thought they had some mode select I was missing.
I feel like it would be really cool to have a caterpillar support a bunch of these together emptying the holds back across into the cat for easier transport and longer sessions.
Heck yes, a few of us should get together and make salvage runs! A couple of vultures, a cat and some escorts for protection and then we all split the profits! I'd be down!! In game hit me up! @Haynkokanut. 07!🤙🏽
Salvage in a Vulture has about the same average profit margin as mining. Maybe just a bit better. As RMC pays just shy of 8,000 aUEC per SCU. You've got the expense of buying the claim as opposed to paying the fee for refining. But you don't have to wait (come back tomorrow) for a refinery order to be completed. The limiting factor being cargo capacity. The Vulture will only hold 12 SCU on the cargo grid, plus 1 on the pad and 1 in the collector for a total of 14. With some care you can add another 6 to 8 SCU by stacking crates beside the cargo grid. Where the Vulture exceeds the profits of mining is the chance of finding one or more SCU of Quantanium in a claim. For the Vulture, with its limited cargo capacity, it's actually not worth as much to collect any Gold, Taranite, or Bexalite if found. As the RMC pays a bit better than any of those 3 products. Alternatively, salvage claims from the General tab do not have time limits. So if you reach the claim and find it has cargo you consider worth hauling off. You can always return to a station to store your vulture and return to the claim in a cargo ship. Then scrape the hull after you've collected the cargo.
Good detail on the salvage technique there! I wonder if salvage will become more profitable when they add in the salvage mission / payment as 500k an hour is only possible after maxing out rep with the org
A challenge for your team that I also mentioned to Ollie43's channel. Go to the outpost on Daymar and take possession of some of the barrier "walls" that cover the entrance to a trailer there and see if you can use them on a Ghost Hollow mission (or Kareah or whatever) as a shield. Not even sure it will work a s a shield but I bet you would do a great job being the guinea pig. LOL 🙂 Good luck - Orphanbird from SC. On those modules. I see their efficiency is .59. Aren't they .89 when installed on the Reclaimer? Good to see you have a slight spread (.02) on your lasers. Did you have the same distance to target? I checked for the test around minute 14 and I think you were about 1/2 the distance to the target that your friend was and I believe that makes a difference on efficiency but not positive. Next test make sure you have same spread, same distance to target. Can't keep it exact as you pan (depends on the angle of the target as you sweep) but you can start with beam dead center at least a similar distance.
Thanks for this, going to try it out. Makes sense. I'm picky these days on salvage, I scan for those chunks of ships. They have way more in them than entire ships. I find I fill up faster salvaging them. I do circles while salvaging, I never sit on the spot very long.
Definitely an interesting thing to test. I'm wondering what the profit per hour will end up being once proper techniques are nailed down, especially for a very well-oiled, experienced Reclaimer crew? Hopefully at least a bit better than 50k/hr per player.
and dont forget you also didn't do the same techique as him. as he was using the mining mode and you were moving the ship you probably could have even went faster had you not been moving your ship to salvage and just sped through like he was only using the beam.
yes this is a valid observation! completely agree, and i also feel that there is way more testing to be done to figure out exactly how the salvage and extraction mechanics work under the hood - i suspect once the patch goes live and people are living with it full time we'll get a lot of great insights fro mthe community through experience and experimentation :)
@@Dolph_Vader That's if you [in 3.18: hold G / in 3.17.x: hit G twice] to use Targeting Mode for the heads, instead of the crosshairs that are pointed where the ship is. You can 'paint' with the mouse cursor or joystick while keeping your vehicle perpendicular to your wreck and strafe around to get more / open places too, while keeping your beams 'on target'.
Curious to see this on a Reclaimer. Almost feels like the Abrade is the quickest to go over it once just for the efficiency alone and swapping to the Trawler to grab whatever little bits were left behind? Maybe I'm thinking backwards.
I think splitting the beams lets you feel like you are faster, but at the end it's much more difficult to place both beams on effective material. Imho I think you would be faster over all by sucking up the smaller area but cleaner and faster. If that sentence makes any sense :D
Just a theory.. i don't have those ships to test, you salvage a nugget quicker.. but as you have less efficiency, that mean that for the same quantity of scrap, you need to look for more nuggets. is a trade of time per nugget vs travel time betewn nuggets.
You could test the efficiency of the different modules by seeing how much RMC you can get salvaging a small ship like a Titan. To ensure that it was the same amount on each Titan you would need to spawn them as finding wrecks in the wild wouldn't mean each Titan had the same amount of hull material left.
I think the best test you could have done is turn off the shields on a fresh recliamer, have both vultures eat similar sections on either side of the hull on that big salvage hold area, just to make sure the quality of the strip area is similar. Those wrecks around the Lagrange points is spotty at best. Fun test though, I still have more fun in the 'claimer
15:40 i PRAY this does not happen. That is what made mining so boring the last few patches. That good ore was so rare, it was almost impossible to find good % quantanium in an endless ocean of worthless 10uec/scu titanium. I'd much rather have efficency not matter, but have salvage easy to find. You should DO the activity, not have to spend +50% of the time SEARCHING for the activity.
on a side not, it would be nice to make a small nomad fleet series ( like your living in a corsair), with a main ship, one for landing and going to station, a vulture to repair fleet ship with thz multitool ( or reclaimer if you prefer ), could use the small ship to sell vulture cargo. only thing missing is fuel
ohh i didnt know the old vulture only had 1scu of buffer :D i was confused when i recently bought the vulture when people were saying you just have to go back and forth alot lol it sure is nice when it now has 13scy of buffer storage
Your friend is correct. With an inferno back a patch ago, i was making 650,000 auec an hour solo. Now its probably a little harder due to Hammerheads being more difficult to kill in atmosphere, so 400, to 500k sounds right. Personally I dont think the right move is actually to buff salvage, its actuallu to nerf bounties to the same or similar rate. That will definitly upset people though.
This is amazing! It's something I just started thinking about - I am so new to SC. It's also sensible that the larger ship should be able to make better use of the larger tools - power generation, processing equipment, and so on. I suspect that the beams have an algorythm like the mining tools, and the mining tools in Eve Online. That algorythm probably isn't that complex, though, so variations due to overlapping the beams may well not be accomodated. Would it be possible for a pair of small defensive drones to accompany the Vulture?
Seems that mining still pays more if you're mining quantanium. But it should shouldn't it? Since in salvaging you don't have a chance to blow up. Maybe if salvaging had dangers like in Hardspace: Shipbreaker where you needed to be careful of pressurized chambers. Then it could pay higher because there's more risk.
I would've thought that the salvage heads would be of different sizes. Like the Prospector has tier 1 mining heads, but the Mole has tier 2 (though the only real difference is the standoff range). Huh.
It would be cool to see CIG give those of us with salvage ships, the ability to fabricate (just like making a multitool) a quantum beacon that only we could see, to allow us to jump back and forth from salvaging then to go sell, then jump back! Wut yall think? Great vid btw! 07!
What if you had someone with another ship making runs back and fourth to sell.. so by the time they sell and get back just transfer cargo so the salvage ship doesn't stop moving? Would it help make a difference or probably not considering the rate of salvage vs the sale price wouldn't add up to anywhere 500k??
500k per hour is a very good rate, as a solo player you would need to be at a high level of reputation to get the missions to earn that much per hour. I have always used 250k p/hour for Prospector mining Quantanium to be the yard stick for a successful solo player (especially for non-combat players), and I am ok with 100k for Vulture gameplay, because the amount of credits I earn is not how I measure my enjoyment of a game. See you in the 'Verse.. o7
Included in the question of pay rate should be the level of risk and difficulty. Should a pack of garbage scow maggots cutting up ship wrecks make the same money per hour as a bounty hunter or mercenary?
Little tip, dont quote me on this but i've heard it elsewhere, you should stop salvaging while the boxes are switching out as anything you strip while the box is being ejected is wasted.
aUEC per hour means nothing in testing, and it will be a long time before we get there. Just used for comparison is useful though. Great informative vid btw
500k credits per hour? I feel I am doing really well making 15 credits per hour, clearly there is somehting I'm either missing or unable to do! Great video
This is what people make either chaining combat bounty missions one after the other with very high rep missions and bonus or people with large haulers trading when the trading prices are favorable
as @jde 4472 said. I came up with this number from the chaining of group ERT's with bonus's and call to arms on. you can complete each one in about 10-15 minutes. with each one paying over 100k that comes out to roughly 500k per hour. There's some rounding in there.
My thoughts are that the reason Salvage is not as profitable as mining is because we only have haul stripping, and once munching and component Salvaging comes online, it will make Salvage much more profitable.
I cannot leave a base without a med-gun and multi-tool. I'll forget my helmet before I forget my tractor beam. How do ppl not keep 1 on deck an put one in their ship as well?
If your Reclaimer crew earned 50k each that means you salvaged less than 7scu per member... I'd argue you could do that solo in a Vulture in 5-10 minutes plus transit
@@Citizen_Kate i haven't been using trackIR in SC. it always seems to cause a ton of issues. always worked great with elite and DCS. 3.18 is supposed to have a UI scaling fix for ultrawide monitors, so I'm hopeful that might help.
So much less efficient salvaging those big damaged ships. The small clusters of floating hull pieces have a much more dense in RMC per square meter of surface.
The hull strippers with larger areas are usefull for stripping large areas fast, but as soon as you use it on a smaller ship much of the stripping area is invalid and does not yield any RMC, which lowers the efficiency. And moving it too fast like you both did in the second head to head comparison leaves a patchy area with a lot of the hull not stripped, again inefficient since you would need to look for another wreck to salvage or collect the patches. imo the best way to go are slow sweeping movements with a salvage head that does not cover more area than there actually is.
the fast movement was to maximize extraction rate - which it definitely does! The point we ere making about time vs efficiency is that it doesn't matter how efficient you are if the time it takes means you make less than say running delivery missions or bounties over the same length of time. Yes there is fun to be had in salvage but gamers are using their free time to play the game right and so at the very least a large proportion of them will want a reasonable return in credits for the time invested. Efficiency is secondary to how many boxes do you fill per hour and by extension how many credits you can make in that time.
@@Citizen_Kate the way i see it is, this part of salvage is kind of boring so if its not very profitable on top of that then i cant really see anyone voulanteering for the poop deck afther the novelty fades
I don't really think it's worth it. I personally use the Abrade Salvage head, mainly because it's the perfect balance between size and efficiency. (at 0.22m spread) It only takes about a minute to fill a box at the right salvage piece. The size of the reclaimer module is nice, but it's painfully slow.
simple fact is that salvage and mining a high effort low risk medium earners. where as cargo moving and combat are high risk low effort high reward. you can do low risk low effort with cargo trading but thats also low reward. if you go all in on a cargo run you can make it big but you can lose it all easy. if your mining/salvaging all you stand to lose is the stuff you salvaged or mined not any credits you had to put in.
Check out the outline. It goes from green, blue, yellow, red. This represents RMC density on the piece from best to worst. A cinch with green will beat a trawler with red every time. Also, moving it quickly does nothing if your goal is to harvest all the RMC on the wreck. Staying in one spot until empty vs moving all over the ship and then doing it again and again with each pass having a lower transfer rate probably will take exactly the same amount of time. If a mining head is capable of removing all the RMC from a given piece in, say, 5 minutes then how you move the head or your salving style is irrelevant. Unfortunately, this video doesn't tell us anything about whether the trawler is faster. As you noted, it's credits per hour. Both ships need the same pieces though. If ship A has green pieces and ship B has red ones, ship A will win every time no matter what heads they are using assuming the same ship.