Ship sizes/types

I have a lot to consider, beginning this journey, and am looking into which ship I want to purchase first. With 3 core "sizes" to choose from I'm curious where I want to focus my efforts.

Obviously "large" ships are likely more trouble than they're worth for a newer player and likely role-locked to do things like transportation or fleet combat so not really something I'm ready to deal with. So that leaves small and medium.

Correct me if wrong, but it's seems like small ships are better overall for anything not cargo related specifically. Faster, more nimble and easier to land in more places. But is there a reason I'd want a medium ship for things like exploration and small goods transport? Even combat? Guessing they have better warp range than small ships, probably bigger fuel reserves as well but is that enough to lose the bonuses of a small ship?

Thinking about tackling some exobiology just to make a few bones before moving on to other stuff. If I enjoy that I may take it a notch up but for now I just want something that can get that job done well enough to be happy with it and not feel gimped. So currently my options are between the viper mk4, diamondback explorer and asp explorer. Open to other suggestions as well.
 
The biggest benefit of small ships when first starting out is that they're cheap, which makes them cheap to rebuy when you make mistakes. For exobiology a small footprint helps with landing near the plants, to the point the basic Sidewinder is widely considered perfect for the role (here's mine: EDSY). The Diamondback Explorer is an excellent choice for travel and Exobiology, and many CMDR's swear by them even when they've got access to every ship in the game. Another alternative early game is the humble Hauler, here's the one I use for Guardian ruin runs: EDSY

As you gain money and experience you can start getting into bigger ships that can take more hits, carry more stuff, etc. Medium ships tend to work better than smalls as multirole vessels, while larger ships can pack massive firepower or freight tonnage to maximise profits per run.
 
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It all depends upon the credits you have and what kind of missions/activities you like doing. With this game there is a lot of "grind" - but just play the game and those materials you need for engineering will automatically stack up (eventually).
ASP explorer is a good ship - versatile and multi purpose. It has firepower and can handle PvE with many of the medium/smaller ships.
I personally prefer the Krait Mk 2 as my go-to medium ship and general all-purpose ship.
I like the big ships (eg Corvette) for unlimited power vs NPCs - but that's after a long time and used an Anaconda to perform lots of cargo runs.
 
The biggest benefit of small ships when first starting out is that they're cheap, which makes them cheap to rebuy when you make mistakes. For exobiology a small footprint helps with landing near the plants, to the point the basic Sidewinder is widely considered perfect for the role (here's mine: EDSY). The Diamondback Explorer is an excellent choice for travel and Exobiology, and many CMDR's swear by them even when they've got access to every ship in the game. Another alternative early game is the humble Hauler, here's the one I use for Guardian ruin runs: EDSY

As you gain money and experience you can start getting into bigger ships that can take more hits, carry more stuff, etc. Medium ships tend to work better than smalls as multirole vessels, while larger ships can pack massive firepower or freight tonnage to maximise profits per run.
The sidewinder link isn't working for me but I saw the hauler one. Why a single beam laser? I can't imagine that's going to be enough damage to even make combat viable so why add the weight and power cost at all? That has me curious
 
It all depends upon the credits you have and what kind of missions/activities you like doing. With this game there is a lot of "grind" - but just play the game and those materials you need for engineering will automatically stack up (eventually).
ASP explorer is a good ship - versatile and multi purpose. It has firepower and can handle PvE with many of the medium/smaller ships.
I personally prefer the Krait Mk 2 as my go-to medium ship and general all-purpose ship.
I like the big ships (eg Corvette) for unlimited power vs NPCs - but that's after a long time and used an Anaconda to perform lots of cargo runs.
Yes eventually I'd like to start experimenting but only once I've established myself a bit more. With only a few hundred K in my bank account currently, I need to be very deliberate with my purchases lol
 
The sidewinder link isn't working for me but I saw the hauler one. Why a single beam laser? I can't imagine that's going to be enough damage to even make combat viable so why add the weight and power cost at all? That has me curious
You need an energy weapon to charge up nodes when unlocking the SLF blueprints. Apologies for the Sidewinder link, I'll have a look at that...

EDIT: Sidewinder link; EDSY. The lasers are for shooting ground rocks and scooping them up in flight, for fun, not efficiency.
 
You need an energy weapon to charge up nodes when unlocking the SLF blueprints. Apologies for the Sidewinder link, I'll have a look at that...

EDIT: Sidewinder link; EDSY. The lasers are for shooting ground rocks and scooping them up in flight, for fun, not efficiency.
Ah ok. I definitely like the idea of having extra things to do while out there lol I'll study those
 
Is there a good video resource covering up to date ship module information? I've found a few but the ones I did find were like 10 years old or something and the others kinda went off on tangents about certain things that I didn't really need to know. I want the advanced knowledge too but at my level I would like to know some of the basics of understanding how modules, module grades and how build theory works
 
Is there a good video resource covering up to date ship module information? I've found a few but the ones I did find were like 10 years old or something and the others kinda went off on tangents about certain things that I didn't really need to know. I want the advanced knowledge too but at my level I would like to know some of the basics of understanding how modules, module grades and how build theory works
I think most videos will be from when features were introduced or changed. Most modern build guides will be heavily focused around the newer AX gameplay loops I'd imagine. That said, I'm not a massive YouTube user, and am using years of experience these days, so I may be mistaken and there are some good channels out there.
 
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Back when most of us started credits were scarcer than now so we progressed through ships as our budget allowed.
Personally I went Sidewinder > Cobra > T6 > Krait Mkii > Python
A medium ship can hit a lot harder than a small ship so mediums have the edge over small ships in most situations.
Odyssey has given small vessels a new lease of life but mediums remain the mainstay of most Cmdrs.
The main thing is to figure out what aspects of the game you enjoy and build towards that.
 
Dunno if anyone's ever made a video about ship modules (and tbh that would be like a very dry and lengthy uni lecture). The in-game info in the shop is pretty good for basic info.
 
Yea I just feel like it can be hard to put all the numbers shown into practice. Like when you get to things like a pulse accelerator or rail gun, it says they're both thermal and kinetic. What's the damage spread? And what should you pair them with if anything? Anyone who knows the game well will just know those answers based on experience but being as green as I am, all the info I can get is helpful.
 
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EDSY has good detail info, which is the thing it has over Coriolis (pretty sure that info is also in game but can't check now). Like I said, the info is around, I just doubt anyone has put it into video form because it would be like a very boring online uni lecture. There are some general combat tip videos around, though they'd be old by now. I don't think any one is making new combat vids. 🤷‍♂️
 
Yea I just feel like it can be hard to put all the numbers shown into practice. Like when you get to things like a pulse accelerator or rail gun, it says they're both thermal and kinetic. What's the damage spread? And what should you pair them with if anything? Anyone who knows the game well will just know those answers based on experience but being as green as I am, all the info I can get is helpful.
Feel free to buy random modules to try them out. You can sell all modules for their purchase price, so there's no risk involved. (This changes when you get to engineering: engineering materials are permanently spent. Also, ships don't sell for their full price IIRC.)

Here is a good overview over the weapons and some suggested engineering. Just don't take it as gospel. With the exception of some powerplay modules, the weapons are decently balanced, so you'll probably do better with a setup you feel comfortable with than by copying some "best-in-slot" guide. Again, experiment!

Speaking of powerplay, if you haven't yet, pledge to a power (right hand side panel, home tab, "Galactic Powers") and then forget about it for 3 weeks. I suggest Archon Delaine for Cytoscramblers or Zachary Hudson for Pacifiers.
 
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Feel free to buy random modules to try them out. You can sell all modules for their purchase price, so there's no risk involved. (This changes when you get to engineering: engineering materials are permanently spent. Also, ships don't sell for their full price IIRC.)

Here is a good overview over the weapons and some suggested engineering. Just don't take it as gospel. With the exception of some powerplay modules, the weapons are decently balanced, so you'll probably do better with a setup you feel comfortable with than by copying some "best-in-slot" guide. Again, experiment!

Speaking of powerplay, if you haven't yet, pledge to a power (right hand side panel, home tab, "Galactic Powers") and then forget about it for 3 weeks. I suggest Archon Delaine for Cytoscramblers or Zachary Hudson for Pacifiers.
Ships and any modules on board sell for 10% less than you paid for them, which is why you should sell modules separately and replace core with the smallest E grade module you can.
 
Type 6 is what you want! Trust me.... best ship in the game. The only thing it can't do is combat.

For combat you want a medium. You will suffer in a small due to low damage output and low survivability. For PvE you can choose nearly any medium you want and make it work so it's all up to you and you get to enjoy the game your way. Some favourites include the Chieftain the Krait Mk2 and the ever lauded FDL. The brand new Py2 is also a solid combat build and has the additional benefit of doing not only AX but NPC combat, and PvP combat. It's probably your best bet.

For everything else, seeing as your new.. the Type 6 is your best ship until you get to the Python mk1.. that is your absolute workhorse. But it will likely take a lot of money you don't have right now so Type 6 (y)
 
Feel free to buy random modules to try them out. You can sell all modules for their purchase price, so there's no risk involved. (This changes when you get to engineering: engineering materials are permanently spent. Also, ships don't sell for their full price IIRC.)

Here is a good overview over the weapons and some suggested engineering. Just don't take it as gospel. With the exception of some powerplay modules, the weapons are decently balanced, so you'll probably do better with a setup you feel comfortable with than by copying some "best-in-slot" guide. Again, experiment!

Speaking of powerplay, if you haven't yet, pledge to a power (right hand side panel, home tab, "Galactic Powers") and then forget about it for 3 weeks. I suggest Archon Delaine for Cytoscramblers or Zachary Hudson for Pacifiers.
Yea I'm already pledged to aisling in an effort to get prismatics
 
Type 6 is what you want! Trust me.... best ship in the game. The only thing it can't do is combat.

For combat you want a medium. You will suffer in a small due to low damage output and low survivability. For PvE you can choose nearly any medium you want and make it work so it's all up to you and you get to enjoy the game your way. Some favourites include the Chieftain the Krait Mk2 and the ever lauded FDL. The brand new Py2 is also a solid combat build and has the additional benefit of doing not only AX but NPC combat, and PvP combat. It's probably your best bet.

For everything else, seeing as your new.. the Type 6 is your best ship until you get to the Python mk1.. that is your absolute workhorse. But it will likely take a lot of money you don't have right now so Type 6 (y)
Already have a pm1 lol and a pmk2, an asp explorer and a vulture. A small bit of accumulated wealth but was easy to get
 
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