A couple of questions regarding equipment

General discussion about anything related to Transcendence.
snafu
Commonwealth Pilot
Commonwealth Pilot
Posts: 58
Joined: Tue Apr 07, 2009 9:03 pm
Location: London, UK

1: What's the (practical) difference between ICX & LongReach? Range? RoF? Target acquisition? (power use is not an issue at this stage) Would there be a benefit in installing both? The Wiki has never made this clear to my satisfaction..

2: Is it worth bothering the new Tinkers with damaged goods (sale or craft) for cash, or should I not bother? The enhancements are nice but the lack of cash in early game still grates (yes I know it's a game mechanic - allow me to grouse!)

FWIW I've been playing on and off since around 0.96 or so & am really impressed with the way the game's advanced, but I'm shy & these things still bother me..

I've a table of the new Tiinker transforms if anyone is interested enough to put it on the wiki..
Dom 8-)
User avatar
AssumedPseudonym
Fleet Officer
Fleet Officer
Posts: 1212
Joined: Thu Aug 29, 2013 5:18 am
Location: On the other side of the screen.

 1: The Longreach does more damage than the ICX, which may be a concern for beefier projectiles needing shot down. Putting on both a Longreach and an ICX does have its advantages, but also its share of disadvantages. Be extremely careful if you ever want to dock at a Black Market station again…
 2: Until you get at least a Nova-100 and decent gear, I would say it’s definitely worth it to collect and offload damaged goods at them. It can add up faster than you might expect. It generally stops being worth it sometime between Rigel Aurelius and St. Kat’s, though. Prices just get too steep at that point, unless you almost have enough for that shiny new set of armor or what have you.
Image

Mod prefixes: 0xA010 (registered) and 0xDCC8 (miscellaneous)

My mods on Xelerus: Click here!

Of all the things I’ve lost in life, I miss my mind the least. (I’m having a lot more fun without it!)
JohnBWatson
Fleet Officer
Fleet Officer
Posts: 1452
Joined: Tue Aug 19, 2014 10:17 pm

What's the (practical) difference between ICX & LongReach? Range? RoF? Target acquisition? (power use is not an issue at this stage) Would there be a benefit in installing both? The Wiki has never made this clear to my satisfaction..
Raw damage and projectile speed are the major differences. The LongReach is effectively an upgraded ICX. Both are point defense weapons, which are a bit underpowered at the moment due to a targeting glitch, but are nonetheless useful for fending off guided missiles like those of the final boss. Ultimately, once you get to the endgame, the ICS is the only enemy they'll be useful against, so installing both isn't recommended. The Antarctica mission(either path) also becomes easier with a Longreach, but anything with decent range can destroy it and an IFC or the shatter power can solidly defend it.

2: Is it worth bothering the new Tinkers with damaged goods (sale or craft) for cash, or should I not bother? The enhancements are nice but the lack of cash in early game still grates (yes I know it's a game mechanic - allow me to grouse!)
Their products, in my opinion, are a bit overpriced and aren't that much better than more common items. Selling them damaged expensive items(reactors and high level weaponry) nets you some money, so if you need credits it's a decent option. Be advised that as of recent updates you can sell damaged armor and shields to armor dealers and damaged weapons to weapon dealers.
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2829
Joined: Mon Aug 17, 2009 4:27 am

JohnBWatson wrote:
2: Is it worth bothering the new Tinkers with damaged goods (sale or craft) for cash, or should I not bother? The enhancements are nice but the lack of cash in early game still grates (yes I know it's a game mechanic - allow me to grouse!)
Their products, in my opinion, are a bit overpriced and aren't that much better than more common items. Selling them damaged expensive items(reactors and high level weaponry) nets you some money, so if you need credits it's a decent option. Be advised that as of recent updates you can sell damaged armor and shields to armor dealers and damaged weapons to weapon dealers.
This is generally true: Unless you can't loot it, don't craft it at the tinkers. The exceptions are the XM900 missile (if you have the NAMI launcher and can hide/carry them without customs finding them), and the dual Mark-III howitzer....which is very expensive to build, but if you get it as soon as you can and boost it with enhancers (high-speed loader and either an optimizer ROM (if you aren't fantastic at aiming and want more shells fired) or 15 hexagene boosters (if you want raw damage. This is harder to get because of the high number of items, but it's the best in terms of raw effectiveness)) and a drive to deal with the recoil, it's the single best non-military weapon in the game, and only becomes ineffective once xenophobes start becoming common. On anything without massive blast resistance (or immunity) it does stupid amounts of damage very quickly. It's also hilarious if you can pull off trick shots with it. In both cases, you should be crafting for personal use, not for selling (the dual Mark III has the NotForSale tag, which in the current version makes it almost valueless to shops).

Oh, and selling damaged stuff to armor/weapons dealers has always been possible. Tinkers are a useful sink for that stuff though.


In terms of ICX vs Longreach: ICX has lower damage and a faster shot (and a glitched hit effect, IIRC). Longreach is a kinetic weapon. Be advised that point defense systems have a crippling bug at present and will frequently go insane. This is bad news around friendly ships and stations. Longreach was an attempt to make up for this bug (years ago, before the problem was identified) and make shooting down the iocrym's one-hit-kill projectiles possible in the endgame. It didn't really work, mostly because adding extra damage made the thing seriously evil to be around. Even today, the 310A Aegis auton will usually do more damage to the enemy (and surrounding ships/stations/autons/the player) with its buggy point-defense than the stock gun it comes with.
Mischievous local moderator. She/Her pronouns.
PM
Fleet Admiral
Fleet Admiral
Posts: 2570
Joined: Wed Sep 01, 2010 12:54 am

Longreach is most useful in the final system, both at stopping pteravores and quantum disintegrator shots. ICX lacks the stopping power to neutralize them reliably.
Download and Play in 1.9 beta 1...
Drake Technologies (Alpha): More hardware for combat in parts 1 and 2!
Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)!
Playership Drones: Buy or restore exotic ships to command!

Other playable mods from 1.8 and 1.7, waiting to be updated...
Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
User avatar
pixelfck
Militia Captain
Militia Captain
Posts: 571
Joined: Tue Aug 11, 2009 8:47 pm
Location: Travelling around in Europe

snafu wrote: 2: Is it worth bothering the new Tinkers with damaged goods (sale or craft) for cash, or should I not bother? The enhancements are nice but the lack of cash in early game still grates (yes I know it's a game mechanic - allow me to grouse!)
The tinker custom works can be worth it. Because you can use damaged items in to fulfil the recipe's requirements, the custom works items can be good value. Yet, if you have to buy undamaged items and devices to complete the recipe's list, it usually works out as less than a bargain.

~Pixelfck
Image
Download the Black Market Expansion from Xelerus.de today!
My other mods at xelerus.de
JohnBWatson
Fleet Officer
Fleet Officer
Posts: 1452
Joined: Tue Aug 19, 2014 10:17 pm

Really? I know that used to be true, but the current prices seem a bit over the top, especially with the high frequency of good armor and weapon loot.
snafu
Commonwealth Pilot
Commonwealth Pilot
Posts: 58
Joined: Tue Apr 07, 2009 9:03 pm
Location: London, UK

Hmm.. just tested a basic laser crafting. 4x turbolaser (damaged) + 2.3KCr = a dual turbolaser I can sell for.. 2.6KCr.. I'd be better off flogging the damaged weps directly :((

However the omni X-ray is well worth the punt for use :)

ICX, being an energy device, can be repaired by Longhzu, correct? I've no PD in my freighter atm & those missiles are starting to hurt.. (pre-Charon)
Dom 8-)
JohnBWatson
Fleet Officer
Fleet Officer
Posts: 1452
Joined: Tue Aug 19, 2014 10:17 pm

snafu wrote:Hmm.. just tested a basic laser crafting. 4x turbolaser (damaged) + 2.3KCr = a dual turbolaser I can sell for.. 2.6KCr.. I'd be better off flogging the damaged weps directly :((

However the omni X-ray is well worth the punt for use :)

ICX, being an energy device, can be repaired by Longhzu, correct? I've no PD in my freighter atm & those missiles are starting to hurt.. (pre-Charon)
Dunno, I think it's just shields and energy weapons, but using one on a device that can't take it doesn't use it up IIRC, so it's worth a shot.

I, personally, just buy a dual flenser and use it as an impromptu point defense. Use an optimizer ROM on it and it'll last you through the Ungoverned Territories.
User avatar
pixelfck
Militia Captain
Militia Captain
Posts: 571
Joined: Tue Aug 11, 2009 8:47 pm
Location: Travelling around in Europe

snafu wrote:Hmm.. just tested a basic laser crafting. 4x turbolaser (damaged) + 2.3KCr = a dual turbolaser I can sell for.. 2.6KCr.. I'd be better off flogging the damaged weps directly :((

However the omni X-ray is well worth the punt for use :)

ICX, being an energy device, can be repaired by Longhzu, correct? I've no PD in my freighter atm & those missiles are starting to hurt.. (pre-Charon)
I agree that the margin is too small (or negative as in this case). It would be nice if the crafted item would be guaranteed to at least break-even and typically be a ¿+15%? increase in value.

Edit:
Then again, maybe there is no need for the tinker products to be profitable at all. Yet, I feel that right now, most items are not worth all the extra credits required.

~Pixelfck
Last edited by pixelfck on Mon May 11, 2015 6:05 pm, edited 1 time in total.
Image
Download the Black Market Expansion from Xelerus.de today!
My other mods at xelerus.de
Watch TV, Do Nothing
Militia Captain
Militia Captain
Posts: 803
Joined: Sun Feb 05, 2012 12:22 am
Contact:

Since tinkers were redone it's seemed pretty clear to me that their crafting is an optional mechanism for the player getting uncommon enhancements and a few otherwise unavailable items, and are not meant to be a way to make $$$. There are plenty of other ways to make money in Transcendence. I don't see why Tinkers would provide their services for free or at cost to themselves.
JohnBWatson
Fleet Officer
Fleet Officer
Posts: 1452
Joined: Tue Aug 19, 2014 10:17 pm

Watch TV, Do Nothing wrote:Since tinkers were redone it's seemed pretty clear to me that their crafting is an optional mechanism for the player getting uncommon enhancements and a few otherwise unavailable items, and are not meant to be a way to make $$$. There are plenty of other ways to make money in Transcendence. I don't see why Tinkers would provide their services for free or at cost to themselves.
I don't think it should be profitable, but it should be practical. At present, the costs are quite prohibitive in the areas they spawn, and the products aren't that great. Making the costs a flat 25% of total component cost would probably be more balanced.
Watch TV, Do Nothing
Militia Captain
Militia Captain
Posts: 803
Joined: Sun Feb 05, 2012 12:22 am
Contact:

Most of the tinker items are pretty underwhelming by the time they're obtainable.
User avatar
pixelfck
Militia Captain
Militia Captain
Posts: 571
Joined: Tue Aug 11, 2009 8:47 pm
Location: Travelling around in Europe

Watch TV, Do Nothing wrote:Most of the tinker items are pretty underwhelming by the time they're obtainable.
^This.

The tinker items are above average for their level... But, by the time you can finally craft them, it is usually a better deal to just go for a higher level item instead. By buying a higher level item you not only get more bang for your buck, you pretty much get you more bang overall.

~Pixelfck
Image
Download the Black Market Expansion from Xelerus.de today!
My other mods at xelerus.de
User avatar
Song
Fleet Admiral
Fleet Admiral
Posts: 2829
Joined: Mon Aug 17, 2009 4:27 am

pixelfck wrote:
Watch TV, Do Nothing wrote:Most of the tinker items are pretty underwhelming by the time they're obtainable.
^This.

The tinker items are above average for their level... But, by the time you can finally craft them, it is usually a better deal to just go for a higher level item instead. By buying a higher level item you not only get more bang for your buck, you pretty much get you more bang overall.

~Pixelfck
Except the dual Mark-III, but that does take a very good memory of where to find the parts, and the RNG sometimes makes it impossible to get until it is, indeed, obsolescent.
Mischievous local moderator. She/Her pronouns.
Post Reply