Most improvements on one ship so far?

WesDoobnerWesDoobner Posts: 761Member Intermediate
Just wondering who's done the most improvements on a ship now that we can go over the max. I had to go to 21/8 on my LLM to max out all the stats. 
May the winds blow you well

Comments

  • purplepiratepurplepirate Posts: 994Member Intermediate
    21/8 i've seen higher but can't remember how high it was (40's something i think). I still haven't modded any  of my ships past base yet lol.
    IGN: Samantha99
  • CulvernCulvern Posts: 646Member Intermediate
    I debated doing my G6 FATS. It was all maxed before the update.
    I would have to reset the grade though since I used it to max row and armor early on in the game.
    So with a complete rebuild and reset...... it's just not worth it.
    WTS G6 fats!
  • theedgedemontheedgedemon Posts: 237Member Trainee
    my only ship with overmod yet is MCC at 9/8 and i did to recover the stats which are no longer maxed.

    Il.Dougi Light Ottoman Galleas was at 51/8 last time i saw him, there was no benefit on the last 30 mods he just wanted to see where it was hard capped, so hes on 500/500 sails with effective 145/145.
    Desire spawns madness, madness collapses into disaster.
    mankind never learns...
  • WesDoobnerWesDoobner Posts: 761Member Intermediate
    Damn, that's insane. I actually got some benefit from all my mods. My last one was to add Noc wood panel so now it's a 22/8, and it cost like 130m just for the shipyard fee for the last mod, plus I had to be at sb r20 to do the mod. It's not as easy as it sounds. I used a UWC part on each mod, so it cost more than 20b for the mods after 8/8.
    purplepirate
    May the winds blow you well
  • purplepiratepurplepirate Posts: 994Member Intermediate
    @WesDoobner My last one was to add Noc wood panel so now it's a 22/8

    oh wow, you can add your panel later now in the mods instead of at the beginning? I didn't know that, thx for info!
    IGN: Samantha99
  • WesDoobnerWesDoobner Posts: 761Member Intermediate
    yes, this really changes your whole shipbuilding strategy. Now, you would want to use only FS parts for your first mods, and save the UWC parts for when you go over the max. Nobody should ever use dura, turn speed, wr, rowing, etc choices for grading, those can all be maxed out through unlimited improvements - if you have the ducats, ssip's and sb rank needed.
    CulvernSpookles
    May the winds blow you well
  • WesDoobnerWesDoobner Posts: 761Member Intermediate
    there should be no more panelling and resetting at this point.
    May the winds blow you well
  • purplepiratepurplepirate Posts: 994Member Intermediate
    @Wes Nobody should ever use dura, turn speed, wr, rowing, etc choices for
    grading, those can all be maxed out through unlimited improvements

    darn, now i want to redo all my ships now :(
    IGN: Samantha99
  • CulvernCulvern Posts: 646Member Intermediate
    I have a few ships I would like to redo due to the grading choices, but most of them I will just let them be as they are.
    I figure most of the ships I would redo will be outdated by superior shadow ambush versions in the next few ticket updates anyways.
    purplepirate
  • WhitejacketWhitejacket Posts: 87Member Beginner

    Just to clarify: I am assuming you meant that the cost of the cash pasts plus the mod process cost 20B, not the modding itself. I modded my ship 15/5 and the modding process cost nowhere near 20B.

    Yeah, I agree, a panel and reset doesn't really make much sense, but there's something I noticed about the panels, and I thought I would mention it so people don't lose anything by mistake.

    Normally, cash parts increase the success rate to 100% on the post mods, but I tested it with two panels from tickets/keys and the rate was only 70%. I didn't get the panels from a ticket myself, but my associate got both panels (a Swedish military metal and a Ceremonial metal) from tickets. Both panels indicated a 70% rate when used, a big surprise considering I expected the rate to be 100%. So if you are using panels from a ticket, double check the percentage of success if you are using it in a post-mod. For the panel I used, I also put the cash part so it ended up being 100% anyway.

    The grading perks such as turn, wr, etc. are not completely useless however; they can be used on aide ships.
    IGN: Milvio, Caroline, and Nasrin
  • WesDoobnerWesDoobner Posts: 761Member Intermediate
    Panels don't increase odds, not even nocturnal. My rate of success on mod 22 with noc panel was 1%, then I added a dgaff and it went up to 100%.

     The over 20B included a noc wood panel at 3.5b, plus about 15 other UWC parts that I used, plus the shipyard fee, plus the ssip's (14 over max=140 ssip's at 30m each equals 4.2b just for that). In truth, it was probably closer to 30b than 20b, but I wasn't keeping count that close.
    Culvern
    May the winds blow you well
  • WhitejacketWhitejacket Posts: 87Member Beginner

    Thanks for clearing up the paneling.

    I looked up the Simpsons' quote; haven't watched it in years. :)
    IGN: Milvio, Caroline, and Nasrin
  • HappyDonkeyHappyDonkey Posts: 0Member Beginner
    There is a 46/8 ROG floating around

  • halancarhalancar Posts: 1Member Beginner
    I've seen at least one ship in the 30s...

    Some people have been systematically reducing the cargo size (since there is no limit on reduction) to make their ships faster, I shudder to think at how much money (in game or real) this must cost.
  • theedgedemontheedgedemon Posts: 237Member Trainee
    @halancar that would not make the ship any faster than... not loading cargo in the first place. 

    what affects your speed is "base total cargo before mods" and "percent of said cargo space actually used".

    since your aide ship loads first as long as you only carry what your aide can carry you will be at top speed.

    an SPC modded to have cargo at  0/ 1 will not be faster than one at 0/175(-25% base), there is instead a little risk of the opposite since a 1/1 will count as full loaded compared to a 1/175 which is almost empty and will slow down.

    however... its their money i guess so they are free to waste it.
    Culvern
    Desire spawns madness, madness collapses into disaster.
    mankind never learns...
  • carlalexcarlalex Posts: 187Member Trainee
    @purplepirate AFAIK we have always been able to add panels at any mod, so nothing new here.
  • CulvernCulvern Posts: 646Member Intermediate
    @carlalex
    True you could add at any mod but it used up a valuable mod slot.
    So most serious builders would and the panel on the first mod then reset the ship to be able to use that mod again. The ship retained it's panel and stats from it.
  • theedgedemontheedgedemon Posts: 237Member Trainee
    @Culvern @carlalex new fresh ships also come in 0/6 to save you the old lost improvement on ticket which also reduces the benefit of a reset, also if you for some reason want to panel an FS ship you can do that at build time ,if you have a material panel in your inventory while building it appears along the material options with a symbol to indicate is not standard one which is a nice touch too. 


    CulvernSpookles
    Desire spawns madness, madness collapses into disaster.
    mankind never learns...
  • carssmancarssman Posts: 70Member Beginner
    Couple things to consider too is that you no longer have to add extra mod slots at colony increasing the base level requirements..

    I go my LLM done at 23 mods and my AAF in 17.

    All the horrible founders reward ship parts and custom ropes / ASC etc have a purpose now and brought some life back to the shipbuilding strategy and I like it!!

    Good work Papaya!
  • CulvernCulvern Posts: 646Member Intermediate
    Damn Augmented Gun Ports! Sold all those a long time back.
    They were totally useless before the new system and are now like gold..... I cry a bit.
  • theedgedemontheedgedemon Posts: 237Member Trainee
    @carssman i will double check today but i'm pretty sure you can and should increase mod count in colony before over mods since that gives you a few more sure success mods. 

    still not like +10 required levels actually hurt anyone with the cash to over mod his ships "that" much.
    Desire spawns madness, madness collapses into disaster.
    mankind never learns...
  • carssmancarssman Posts: 70Member Beginner
    Successes yes but that extra ten levels before your aides can use, the hurts badly!


    This is what I am facing now
    WildDiscovery
  • carlalexcarlalex Posts: 187Member Trainee
    You seriously need more mods on an AIDE ship ? SERIOUSLY ?  You cannot max cargo in the base number of mods available ?
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