Survivor To Hero ®: Recent Episodes

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In this video, Billionaire Ninjas reviews the Mirai Razor Series, a set of snub ships in Star Citizen that stand out for their speed, stealth, and versatility. The series includes three variants: Base, LX, and EX, each tailored for specific gameplay styles, such as racing, combat, or stealth operations. The reviewer breaks down each variant, focusing on their performance in terms of speed, armament, and overall utility. Ratings are provided for each variant along with suggestions for how to best utilize them in the game.

Players might want this ship for several reasons, including its top-tier speed, stealth capabilities, and versatile combat functions. The EX variant, in particular, is highly praised for being one of the best small ships for players who need both a fast racer and a stealthy combat vessel.


Key SectionsIntroduction & GiveawayWatch this section: 00:00
The video introduces the Review Every Ship by Citizencon 2024 series, which provides updated information on Star Citizen ships. The host also announces a giveaway of M50 and Mantis Skull Crusher skins and an RSI Mantis ship. Viewers are encouraged to subscribe, comment, and like the videos to participate.

Pricing & AvailabilityWatch this section: 1:45
The Razor’s three variants are priced as follows:

  • Base variant: $145 standalone, 130 Warbond, 1.9 million credits in-game.
  • LX variant: $150 standalone, 135 Warbond, 1.9 million credits in-game.
  • EX variant: $155 standalone, 140 Warbond, 1.8 million credits in-game.

Ship Specifications and PerformanceWatch this section: 4:25
The review dives into the specifications of the Razor series:

  • All variants are 11.5 meters long, 8.2-meter beam, and 2.7 meters high.
  • They are classified as size one snub ships but function as small ships due to the presence of a Quantum Drive.
  • Crew requirement: 1 person for all variants.

Performance Breakdown Speed: The Base and EX variants are tied for the second fastest ships in the game with a SEM speed of 280 and max speed of 1450. Despite the LX being designed for speed, it’s currently slower due to a bug in the 3.2.4 patch. * Maneuverability: All variants have above-average maneuverability, though it’s lower when compared to other ships in their class. * Fuel Capacity: Quantum fuel capacity is below average*, limiting the Razor’s long-range travel without frequent refueling.


Why People Want This ShipSpeed and Racing Top Speed Performance: The Razor Base and EX are among the fastest ships in Star Citizen, making them a favorite for players who want to dominate racing competitions. * LX for Future Racing*: Once the bug is fixed, the LX is expected to be one of the top racing variants.

Stealth and Combat EX Variant Stealth: The EX’s signature-reducing materials make it an excellent stealth ship, ideal for covert operations, surveillance, or hit-and-run combat tactics. * Versatile Armament*: With both guns and missiles (Base and EX), the Razor can engage in light combat while maintaining high mobility. This makes it a solid choice for players who need a fast, agile fighter with enough firepower.

Multi-Role Versatility Best of Two Worlds: The EX variant combines speed, stealth, and durability, filling the role of both a snub fighter and a small fighter, making it ideal for various mission types from short-range combat to racing. * Durability*: The EX and Base models are among the toughest small ships in the game, allowing them to withstand significant damage in combat scenarios.

Affordable In-Game Option Earnable in Game*: The Razor series can be purchased in-game for a reasonable price (around 1.9 million credits), making it accessible to players who want to avoid spending real money.


Ratings Base Variant: 7/10 – A fast, versatile ship suitable for both racing and light combat. * LX Variant: 5/10 – Currently underperforming due to speed bugs, but could be the best racer in future updates. * EX Variant: 10/10* – A top-tier stealth ship, the EX is perfect for players looking for both speed and durability, with combat capabilities to match.


Conclusion & RecommendationThe Mirai Razor EX is highly recommended for players seeking an agile, stealthy, and fast ship that can handle both racing and combat scenarios. The Base variant is a solid option for those who want a well-rounded snub ship, while the LX should be avoided until its speed issues are addressed. For players looking to purchase, the EX offers the best value, especially for those interested in both speed and stealth capabilities. The Razor series is also affordable in-game, making it a good choice for players who prefer to earn their ships through gameplay.


What Are Your Thoughts?Now that you’ve got the lowdown on the Mirai Razor series, we want to hear from you! Are you as hyped about the EX as we are, or do you think the LX deserves another chance? Drop your thoughts, ratings, and favorite features of these ships in the comments below. Whether you’re a die-hard racer or a stealthy operator, let us know what excites you about the Razor. And don’t forget to participate in the giveaway for a chance to snag some exclusive in-game goodies!

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Get ready for a breakdown of Star Citizen’s sleek and deadly Mirai Fury series! Whether you’re after fast-paced combat, missile dominance, or top-tier racing performance, the Fury Base, MX, and LX variants have you covered. This review dives into the specs, strengths, and ideal uses for each variant, revealing why the Fury Base might just be the best combat snub in the game!


Key Points with Timecodes:Introduction to the Mirai Fury SeriesWatch this section: 0:08 (2 minutes)
Billionaire Ninjas introduces the purpose of the video: updating reviews of various Star Citizen ships, with a focus on the Mirai Fury series. He outlines how each variant—Base, LX, and MX—fits into Star Citizen’s gameplay, pricing, and in-game availability.

Overview of the Fury Series and VariantsWatch this section: 1:34 (3 minutes)
A detailed breakdown of the Fury Base, LX, and MX variants, including their pricing, in-game costs, and limited-time availability. Each variant is compared based on weaponry, maneuverability, and performance, especially in short-range space combat scenarios.

Performance Specs and Weapon LoadoutsWatch this section: 3:00 (3 minutes)
This section highlights key performance stats, including maneuverability, speed, and hydrogen capacity. The Fury Base comes with four size-2 laser repeaters, while the MX is equipped with 14 size-2 missiles and 10 size-1 missiles. The LX, focused on racing, sacrifices combat capability for more thrusters.

Detailed Stats and Combat CapabilitiesWatch this section: 4:13 (3 minutes)
Billionaire Ninjas compares the hull HP, shield capacity, and weapons systems across all three variants. He notes the impressive shield regen rates and ranks the Fury series’ maneuverability among the best in the game for its class. However, the Fury’s hydrogen capacity is noted as one of its weaknesses.

Rating the Ships: Base, LX, and MXWatch this section: 7:02 (4 minutes)
Billionaire Ninjas rates each Fury variant, with the Base scoring a 9, the LX a 6, and the MX a 7. He provides insights into what makes the Base the best combat snub ship in the game and offers suggestions for improvements, including a potential stealth variant.

Pros and Cons of Each VariantWatch this section: 8:52 (3 minutes)
The Base variant is praised for its balance of speed, maneuverability, and toughness, making it an excellent combat snub. The LX is noted as a solid racer but lacks versatility. The MX stands out for its missile loadout but is limited by the current missile mechanics in the game.

Suggested Improvements and FixesWatch this section: 10:36 (2 minutes)
The reviewer suggests that a stealth variant with a mixed loadout would make the Fury series more versatile. He critiques the lack of non-combat utility in the LX variant and highlights how missile balancing is a challenge for the MX.

Usage Scenarios for Each VariantWatch this section: 13:44 (2 minutes)
Billionaire Ninjas imagines the Fury Base as an ideal ship for small outposts and swarm tactics in combat. The MX could be useful for missile-heavy engagements, while the LX is suggested for quick racing or point-to-point travel.

Final Thoughts and RecommendationsWatch this section: 15:10 (3 minutes)
The video wraps up with a final rating and recommendation. The reviewer suggests that while the Fury Base is a standout and worth real money, all variants can be earned in-game, making them a great option for players willing to put in the effort. The Fury Base is described as the only snub ship truly worth buying for real money.


Key People and Organizations Mentioned: Billionaire Ninjas*: Host of the video, Star Citizen content creator.


Tell Us Your Thoughts:Do you agree with the ratings of the Fury variants? How do you plan to use the Base, MX, or LX? Share your opinions in the comments, and let us know what you think of these ships!

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Get ready for a detailed breakdown of the MISC Starfarer and its Gemini variant! This 2024 review dives into how these massive fuel-carrying ships stack up in today’s game mechanics. Though initially introduced in 2015, the Starfarer series is due for a major overhaul. However, it still plays a crucial role in large-scale fleet operations, specifically with its unique refueling capabilities. However, with some outdated design elements and gameplay issues, these ships have more to do before they reach their full potential in Star Citizen’s future.

Key Points with Timecodes:Starfarer Series OverviewWatch this section: 00:00 (2 minutes)
This section introduces the MISC Starfarer and its Gemini variant. Both ships are described as dedicated fuel platforms capable of refining space-borne gases while also transporting bulk cargo. The Gemini variant is the military version with reinforced armor and added missile capabilities. Pricing and in-game costs are detailed here.

Design & SpecsWatch this section: 02:00 (4 minutes)

  • Both ships are large, sub-capital class vessels with a maximum crew of seven and a large cargo capacity (291 SCU).
  • Top SCM speeds and maneuverability are detailed, revealing that the Starfarer is one of the slowest ships in the game.
  • Special mention is made of the fuel storage and refueling capabilities, highlighting its use in fleet support.

Weapon LoadoutWatch this section: 06:00 (4 minutes)

  • The Starfarer has size 4 Rhino repeaters and size 3 Panther manned turrets, while the Gemini version boasts size 5 Galder repeaters and missiles.
  • Differences between the two variants’ weapons, armor, and shielding are outlined, with the Gemini being a more combat-focused ship.

The Problem with RefuelingWatch this section: 10:00 (3 minutes)
The Starfarer’s refueling system is currently broken in the 3.24.1 patch, meaning this key feature is non-functional. This limits the ship’s current value, but its refueling abilities will become essential with future patches and the introduction of new systems like Pyro.

What’s Wrong with the Starfarer?Watch this section: 13:00 (5 minutes)

  • The ship’s internal layout is a maze, making navigation difficult.
  • The hull HP is underwhelming for a ship of its size, and the range is limited despite its intended role as a fuel hauler.
  • Gameplay bugs and outdated designs, especially in Squadron 42, hold back the ship’s full potential.

Potential Rework IdeasWatch this section: 18:00 (4 minutes)
Billionaire Ninjas discusses potential upgrades and rework ideas for the Starfarer series, including boosting its hull HP, improving its fuel handling capacity, and giving it better defenses. The Starfarer could benefit from a system where it mines and refines Quantanium, turning it into a more versatile fuel and mining platform.

Starfarer RatingsWatch this section: 22:00 (3 minutes)
The Starfarer receives a 6/10 rating, while the Gemini gets a 7/10. While both ships have potential, their outdated design and current gameplay limitations hold them back. However, once the refueling mechanics are fixed and new systems are introduced, they are expected to become vital to any fleet.


Key People and Organizations Mentioned: Billionaire Ninjas (Host): Star Citizen content creator. * MISC: Manufacturer of the Starfarer series. * Rob & Survivor to Hero*: Shout-outs to top supporters of the channel.


Tell Us Your Thoughts:Are you looking forward to the Starfarer rework? How do you feel about its current state in the game? Let us know your thoughts and whether you’d prefer the base Starfarer or the Gemini in the comments!

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Get ready for a deep dive into Star Citizen’s upcoming engineering mechanics! Space Tomato takes you on a journey through Star Citizen’s engineering system, exploring how this new feature will revolutionize multicrew gameplay. From the system’s origins to the latest updates in Alpha 4.0, this video discusses how engineering will change ship management, repairs, and combat dynamics, making larger, multi-crew ships more immersive than ever.


Space Tomato’s Opinions and Reactions:General Excitement About Engineering: Deep personal connection: Space Tomato expresses strong excitement about the upcoming engineering system, noting that he has been eagerly awaiting its release because of his background in real-world engineering. * Highly anticipated gameplay: He emphasizes that Star Citizen’s engineering system feels like an incredibly interactive and reactive piece of gameplay, one that he hasn’t experienced in many other games, except a few like FTL and Sea of Thieves. * Realism and immersion*: For Space Tomato, the appeal of this system comes from its promise of deep immersion, where a player’s actions have significant and tangible consequences on how a ship operates in real time.

Subcomponents and Their Role in Gameplay: Initial concepts are exciting but outdated: Space Tomato looks at old design documents about subcomponents and is fascinated by how much thought went into early ideas. He is impressed by animations and complexity but notes that subcomponents seem to have evolved into something simpler over time, such as the fuse system. * Uncertainty on their future*: He wonders if subcomponents will make a return in the current engineering system, as they were originally designed to absorb damage before major components broke down, adding a layer of realism and complexity.

Engineering’s Progress Since 2015: Long development history: Space Tomato finds it exciting but slightly frustrating that the engineering system has been in development for so long (since at least 2015). He believes the prolonged development is a sign of the complexity behind it, but it’s also a key feature that Star Citizen needs for its larger vision. * Comparing older versions*: He reviews older gameplay iterations from 2020 and 2021, noting that while the ideas were sound back then, they lacked the polish and scalability that the current system aims to provide. He’s happy to see how much these concepts have evolved.

Resource Network in Alpha 4.0: A game-changing system: Space Tomato sees the Resource Network as a key evolution in Star Citizen, enabling meaningful multicrew gameplay. He describes it as a “game within a game,” where multiple players will need to manage ship resources like power, fuel, and life support in a coordinated manner. * Complex yet rewarding: While some may find this level of management overwhelming, Space Tomato believes it will reward players who enjoy deep, tactical gameplay. He notes that this system will also apply to ground vehicles and bases, hinting at its larger impact across the game. * Potential for player specialization*: He points out that this system allows for specialized roles in gameplay, where players can focus solely on mastering the art of ship engineering and repair.

Damage Penetration and Misfires: Excited but cautious: Space Tomato loves the idea that ballistic weapons can now penetrate armor and damage internal components, adding layers of strategy to combat. However, he acknowledges this may complicate combat for some players, and he wonders how the balance will be maintained between armor, shields, and component health. * Concern over misfires: While misfires (caused by overheating, wear, or damage) add realism, Space Tomato is cautious about how often they will occur. He hopes that players won’t be overwhelmed by constant system failures, especially when components are not damaged. * Realistic, but potentially frustrating*: He expresses concern that the sheer amount of ship management (relays, misfires, overheating) might overwhelm players, especially in a large ship. He hopes it will be balanced to avoid creating frustrating gameplay loops.

Repair Systems and Multitools: Repair limitations feel right: He appreciates that players can’t fully repair destroyed components during a battle, emphasizing the need for spare parts or visits to a repair station. This adds more realism and challenges to the game, making engineers critical crew members. * Salvage potential*: Space Tomato is particularly excited about the potential to find and repair derelict ships in space. He imagines scenarios where engineers will find abandoned ships, repair them with salvaged parts, and get them operational again—opening up unique gameplay possibilities.

Evolution of the Engineering UI: Impressed by improvements: Space Tomato praises the new engineering UI as a massive improvement over previous iterations. He highlights how much easier it is to navigate and manage power, heat, and other ship systems compared to the older, clunkier versions. * Presets for efficiency*: He is thrilled about the ability to create custom power management presets, allowing engineers to quickly switch between configurations for combat, travel, or repair scenarios. This is a feature he didn’t expect but sees as invaluable for efficient ship management.

Specialization and Teamwork in Multicrew Ships: Engineering becomes a specialized role: Space Tomato is excited by the depth of gameplay engineering will offer. He believes it will allow players to specialize deeply in engineering, becoming experts in ship management, repairs, and resource allocation. * Org/team dynamics*: He sees huge potential for engineers to play crucial roles in multiplayer orgs (organizations). Engineering will no longer be a passive background role but an active, essential one in ship operations, especially for large ships.

Misfires and Component Wear: Dynamic ship management: Space Tomato discusses the challenges of managing misfires and how engineers will need to be proactive in monitoring component wear and degradation. He appreciates the realism but notes this could add significant pressure on engineers, particularly in combat situations. * Concern over balance*: He is cautious about the potential for misfires and wear to become too prevalent, making ship management tedious. He hopes the system will be balanced so that misfires occur logically (i.e., when components are old or damaged, not randomly).

Heat and Hover Mode: Reintroduction of hover mode: Space Tomato is cautiously optimistic about the reintroduction of hover mode, but now with a more systemic, physics-based approach. He appreciates that heat buildup will add consequences for flying in atmosphere but warns that this could frustrate some players. * More depth to ship flying*: He sees the introduction of heat and control surfaces as a way to make atmospheric flight more challenging and realistic, but he knows this will likely divide the community between those who enjoy the added complexity and those who prefer simpler mechanics.


Overall Themes:

  • Complexity and Depth: Space Tomato is consistently excited about how deep and complex the engineering system is becoming. He loves that it will allow for highly specialized roles in gameplay, rewarding players who invest the time to master ship management.
  • Concerns about Balance: While thrilled by the potential, Space Tomato does express concerns about the balance of difficulty—he worries that too much micromanagement could frustrate some players, especially those less interested in engineering.
  • Eager for Specialization: He’s particularly enthusiastic about how engineering opens up new roles in multiplayer, allowing players to become vital members of a crew by focusing solely on engineering and repairs.

Space Tomato’s overall view is that Star Citizen’s engineering system has the potential to transform the game into a deeply immersive and team-based experience, but the complexity may not appeal to all players.


Key Points with Timecodes:Introduction to the Engineering SystemWatch this section: 0:04 (1 minute)
Space Tomato introduces the engineering system in Star Citizen, highlighting the long development history and expressing excitement for the upcoming changes that will enable reactive, immersive ship gameplay.

Subcomponents and Repair SystemsWatch this section: 1:27 (3 minutes)
A detailed look at Star Citizen’s early ideas for engineering, dating back to 2015. This section discusses subcomponents, their role in ship maintenance, and how they were designed to take damage before major components fail.

Evolution of the Engineering SystemWatch this section: 5:00 (4 minutes)
The engineering system continues to evolve with new concepts like fuses and power management. In this section, Space Tomato reflects on the first real look at how ship resource management worked in 2020 and discusses the importance of subcomponents in future gameplay.

The New Resource NetworkWatch this section: 12:04 (4 minutes)
Space Tomato reacts to Inside Star Citizen’s Alpha 4.0 updates, focusing on the Resource Network. This network ties all ship components together, enabling realistic multicrew gameplay where multiple roles are needed to manage ship functions effectively.

Damage Penetration and Misfire MechanicsWatch this section: 36:00 (5 minutes)
This section dives into how damage from ballistic and energy weapons will impact ships, with ballistics penetrating armor to hit internal components and energy weapons melting down armor. It also discusses misfires and the new risks posed by malfunctioning components.

Ship Repair and Resource ManagementWatch this section: 48:08 (7 minutes)
Learn how engineers on board will repair damaged components using multitools. The discussion covers how components can’t be repaired to 100% once fully destroyed, making spares or replacements necessary, and hints at how future salvaging could tie into repairs.

Engineering UI OverhaulWatch this section: 51:02 (6 minutes)
An overview of the new engineering UI, which allows engineers to manage ship power, cooling, and life support systems. Space Tomato explores how the interface has evolved from earlier versions and praises its clarity and usability for managing complex ship operations.


Key People and Organizations Mentioned: Space Tomato: Host of the video, Star Citizen content creator. * Jared Huckaby (Host of Inside Star Citizen): Discusses updates to engineering in the Star Citizen universe. * Torsten Bastion and Geo*: Developers featured in Inside Star Citizen, updating on the engineering system.

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New Features in Star Citizen (Aug / Sept Work)Watch this section: 0:00 (35 seconds)

SuperMacBrother opens the episode by discussing the work completed in August and September according to the Star Citizen progress tracker. He highlights a variety of exciting new features coming to Star Citizen in Alpha 4.0 and beyond, emphasizing that while work may be completed, release dates are not always immediate.


Contested ZonesWatch this section: 0:35 (1 minute 15 seconds)

SuperMacBrother introduces the contested zones feature, where players fight for loot in dangerous, free-for-all areas on space stations. These are mainly relevant to Arena Commander and the Persistent Universe (PU). Work on contested zones was completed and they are set to appear in Alpha 4.0.


Charge and Drain SystemWatch this section: 1:50 (1 minute 10 seconds)

The Charge and Drain system adds the ability to charge, drain, and store power using the multi-tool, affecting anything with a battery. This feature will also enable overcharging and distortion damage removal, marking a significant update for combat and engineering.


Engineering and Resource NetworkWatch this section: 3:00 (1 minute 20 seconds)

The engineering system, tied to the Resource Network, focuses on managing and maintaining ship components like weapons and power systems. This is a major step toward multi-crew gameplay, allowing players to customize and operate ships more effectively.


Fire Extinguisher and Fire Hazard SystemWatch this section: 4:20 (1 minute 10 seconds)

The fire extinguisher will debut with the fire hazard system in Alpha 4.0, providing a means for players to tackle fires that break out inside ships. Fires will eventually propagate in space stations and planetary locations, but for now, they are limited to ships.


Forward Operating Bases (FOBs)Watch this section: 5:30 (1 minute 10 seconds)

FOBs, already in the game, will evolve with future mission systems like the dynamic mission system. These bases will offer various gameplay opportunities, and although they are in the game now, their current lack of functionality will change in future updates.


Item Overheat SystemWatch this section: 6:40 (1 minute 30 seconds)

The item overheat system introduces overheating mechanics for weapons and ship components, requiring players to manage malfunctions. Environment-specific factors, like using a weapon on a hot planet, will increase the likelihood of overheating, making mission planning more important.


Life Support SystemWatch this section: 8:10 (1 minute 30 seconds)

Life support will become an essential system for ships, requiring players to maintain optimal oxygen levels and atmosphere. This system will also affect gameplay decisions, such as avoiding venting a ship’s atmosphere and considering sabotage.


MFD ReworkWatch this section: 9:40 (1 minute 30 seconds)

The MFD (Multi-Function Display) rework updates various ship displays with new styles and features. Initially, manufacturer-specific MFDs will be available for select ships, while a generic updated MFD will be implemented for others, improving usability and game settings access.


New Mission Types: Repair, Charge, and DrainWatch this section: 11:10 (1 minute 40 seconds)

New non-combat missions focused on repair, charge, and drain are coming to Alpha 4.0. These missions involve using the multi-tool to fix or replace broken nodes, relay power, or repair pipes, adding variety to the gameplay without relying solely on combat.


Acidic Caves and Cave UpdatesWatch this section: 12:50 (1 minute 50 seconds)

Acidic caves, a new cave archetype, will provide exploration and mining opportunities in Alpha 4.2. Alongside these new caves, previous cave types like rocky and sandy caves will receive updates based on lessons learned from previous iterations.


Asteroid FacilitiesWatch this section: 14:40 (1 minute 10 seconds)

Asteroid facilities are structures built into large asteroids in the Pyro system. These locations will offer various gameplay opportunities for exploration and combat, adding a “Dead Space” or “Alien Isolation” vibe to Star Citizen.


ConclusionWatch this section: 15:50 (1 minute 40 seconds)

SuperMacBrother wraps up by highlighting the exciting features coming in Alpha 4.0 and 4.2. These updates include a range of new gameplay mechanics, from engineering systems to mission types, and offer a glimpse into the future of Star Citizen.


Key People and Organizations Mentioned: SuperMacBrother (Host): Content creator and Star Citizen enthusiast. * Cloud Imperium Games: Developers of Star Citizen. * Star Citizen Alpha 4.0*: The upcoming update with many new features discussed in the video.


Tell Us Your Thoughts:What do you think about the features coming to Star Citizen in Alpha 4.0? Do you agree with the direction the game is taking, and which feature are you most excited about?

We’d love to hear your thoughts! Share your feedback, suggestions, or questions in the comments and join the discussion.

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Strap in as Billionaire Ninjas takes you on an action-packed review of the MISC Reliant Series—a collection of ships built for versatility, but perhaps left in the dust of Star Citizen’s more recent offerings. From the rugged Tana fighter to the science-focused Sen and the news-hungry Mako, this series has something for everyone—except, well, the attention it deserves. With its oversized design and untapped potential, the Reliant Series has both fans and detractors, and this review dives deep into what makes these ships unique yet flawed. If you’re looking for a ship with a second seat and tractor beam, or you’ve been eyeing a mobile science platform, Billionaire Ninjas gives you the lowdown with ratings, tips, and an epic giveaway. Buckle up—this review doesn’t pull punches!


Introduction to the MISC Reliant SeriesWatch this section: 00:00
The video kicks off with a breakdown of the MISC Reliant Series, starting with a community shout-out and an exciting giveaway for an RSI Mantis. The review sets the stage for discussing the four Reliant variants—Core, Tana, Sen, and Mako—and what each one brings to the table (or lacks!).


Pricing and AvailabilityWatch this section: 03:00
Find out how much bang you’re getting for your buck with these ships! The Reliant Series is priced across several tiers, with the Core starting at $65 and the Mako topping out at $95. Though the ships offer versatility, you’ll also hear about the in-game costs and which variants are available year-round.


Role of the Reliant Series and Special FeaturesWatch this section: 04:00
The Reliant Series spans a variety of roles:

  • Core: A nimble cargo hauler for small supply runs and supporting larger haulers.
  • Tana: A lightweight fighter designed for outpost defense with upgraded shields and firepower.
  • Sen: A mobile science vessel equipped with advanced sensors and long-range capabilities.
  • Mako: A media ship outfitted for journalism, capturing the news with turret-mounted cameras and state-of-the-art optics.

Each ship in the series has its own specialty, but do these features live up to expectations? Billionaire Ninjas breaks down the pros and cons.


Why People Might Want the MISC Reliant SeriesThe Reliant Series is built for multiple roles, from small-scale cargo hauling with the Core, to exploration with the Sen, or even media content creation with the Mako. If you’re looking for a ship that can handle different gameplay styles, this series offers variety in spades.

For players looking to break into multi-crew ships, the Tana offers one of the cheapest ways to fly with a co-pilot. It’s a solid fighter that’s easy on the wallet, perfect for budget-conscious players who still want a taste of multi-crew action.

The Sen and Mako stand out with specialized gameplay: science and journalism. While the full potential of these roles hasn’t been unlocked in the game yet, players who want to be at the forefront of these professions can get in early with these ships.

Pilots who love immersive experiences will appreciate the panoramic cockpit views that the Reliant Series provides. Whether in combat or exploration, the wide field of view offers a great flying experience, making these ships especially fun to pilot.

These ships rank in the top five for speed in their class, making them agile and fast—perfect for dogfights or quick supply runs. For players who prioritize nimble ships, the Reliant Series offers an exciting flying experience.

The Core offers one of the cheapest ways to experience tractor beam gameplay, perfect for players who want entry-level access to cargo manipulation without splurging on larger ships.

As Star Citizen evolves, so will the Sen and Mako. When science and media gameplay loops are more fully developed, these ships will shine. Early adopters of these variants will be ready to jump into new roles as soon as those features are introduced.


Ship SpecificationsWatch this section: 05:35
In this section, you’ll get the hard data: size, speed, and crew capacity. While the Reliant ships offer good maneuverability and sit in the top five for speed in their class, they’re also weighed down by below-average fuel capacity, making long-haul flights a challenge without constant refueling. Is the trade-off worth it for their above-average speed?


Weapons and Combat PotentialWatch this section: 07:35
Get ready to arm up! The Core comes stock with size 2 Badger repeaters and Ignite missiles, but it’s the Tana that really packs a punch with extra missile launchers and size 3 Panther repeaters. Unfortunately, while the Sen and Mako have some firepower, they’re more suited to their specialized roles of exploration and media gathering. Billionaire Ninjas breaks down how each ship fares in combat and which variants deliver in battle.


Maneuverability and Fuel CapacityWatch this section: 09:00
The Reliant Series ships are fast, nimble, and rank high in maneuverability, but they come up short when it comes to fuel capacity. These ships are best for local system travel, but interplanetary voyages could leave you stranded without proper planning or refueling support.


Pros and Cons of the Reliant SeriesWatch this section: 12:00
Pros:

  • Awesome cockpit views and intuitive layouts make these ships fun to fly.
  • Tana is a solid choice for a budget-friendly fighter, and the Core‘s tractor beam and cargo capacity make it useful for small hauls.
  • The Sen and Mako offer exciting potential for science and media gameplay once those loops are developed.

Cons:

  • These ships are too large for their own good, which makes them easy targets in combat.
  • The Core lacks basic amenities (beds, bathrooms) offered by cheaper or similarly priced ships, making it a hard sell compared to better alternatives.
  • PvP potential for the Tana is lacking due to poor hull HP and low acceleration.

Final Ratings:Watch this section: 16:00

  • Core: 3/10 – Better options are available for cargo and utility.
  • Tana: 5/10 – The best of the bunch but still underperforms in combat.
  • Sen & Mako: 4/10 – Lots of future potential but limited in current gameplay.

Key People and Organizations Mentioned: Billionaire Ninjas (Host): Reviewer and presenter of the video. * MISC: The in-game manufacturer responsible for the Reliant Series. * YouTube Channel*: Billionaire Ninjas


Call to Action:What do you think of the MISC Reliant Series? Does it deserve the hype or is it all flash and no substance? Share your thoughts in the comments, give it your own rating, and don’t forget to jump in on the epic RSI Mantis giveaway!

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Inside Star Citizen: Alpha 4.0 – EngineeringWatch this section: 0:00 (35 seconds)

Host Jared Huckaby introduces the episode, Inside Star Citizen: The Future of Multi-Crew Gameplay, discussing the Resource Network and its impact on multi-crew gameplay. The episode previews updates on engineering from Torsten, Bastian, and Gmod as the team prepares for CitizenCon.


Resource Network and Multi-Crew FunctionalityWatch this section: 0:36 (1 minute 14 seconds)

Torsten, Senior Technical Designer, explains how the Resource Network allows ship systems to communicate, enabling more meaningful multi-crew gameplay. Players manage crucial systems such as power, weapons, and fuel to improve teamwork and functionality on larger ships.


Evolution from Pipe System to Resource NetworkWatch this section: 1:51 (1 minute 9 seconds)

Bastian, Principal Programmer, highlights the transition from the outdated pipe system to the new Resource Network. The system enhances scalability and allows for future upgrades, such as introducing multiple types of resources like specialized fuel.


Engineering and Resource OptimizationWatch this section: 3:01 (1 minute 9 seconds)

Gmod, Senior Designer, elaborates on how engineers must optimize resources like power, shields, and thrusters to ensure smooth ship operation. Engineers will have to balance resources efficiently to respond to dynamic situations and challenges in real time.


Physicalized Components and Dynamic FailuresWatch this section: 4:11 (1 minute 9 seconds)

Torsten introduces physicalized components where each component, such as the power plant, shields, and weapons, is prone to real-time damage. Crew members will actively repair or replace these components to prevent failure and keep the ship functioning.


Life Support Systems and Fire ManagementWatch this section: 5:21 (1 minute 4 seconds)

Bastian discusses the life support system, which manages the ship’s temperature, air pressure, and oxygen levels. Crew members must manage these systems carefully to prevent or extinguish fires and maintain a habitable environment within the ship.


Misfires and Critical System FailuresWatch this section: 6:26 (1 minute 34 seconds)

Gmod explains misfires, which occur due to overheating or damage, causing malfunctions in ship systems like thrusters or shields. Critical systems, such as the power plant, can experience failures, leading to catastrophic ship damage unless engineers repair or replace components in time.


Damage Penetration in CombatWatch this section: 8:01 (2 minutes 29 seconds)

The new damage penetration system allows certain weapons to bypass a ship’s armor and directly target internal components. Different weapons will have varying effects: ballistic weapons are better at penetrating armor, while energy weapons excel at melting it down, introducing more depth to combat strategies.


Repairing ComponentsWatch this section: 10:31 (2 minutes 29 seconds)

Gmod details how engineers repair damaged components during combat using tools like the multi-tool. While engineers can restore damaged components, full repairs require part replacements or visits to repair stations, challenging players to manage their ship’s resources and repair systems efficiently.


Power Management and the Engineering UIWatch this section: 13:01 (1 minute 59 seconds)

The engineering UI displays a 3D view of the ship and its components. Players can manage power distribution, monitor cooling systems, and set presets for combat or low-power modes to ensure optimal ship performance during various situations.


The Future of Multi-Crew GameplayWatch this section: 15:01 (1 minute 59 seconds)

Jared Huckaby concludes by discussing the future of multi-crew gameplay. Larger ships will offer more complex, but rewarding, gameplay experiences, with players needing to coordinate repairs and power management to keep their ships operational in dynamic and challenging environments.


Key People and Organizations Mentioned: Jared Huckaby: Host of Inside Star Citizen. * Torsten: Senior Technical Designer working on engineering gameplay in Star Citizen. * Bastian: Principal Programmer focusing on the Resource Network system. * Gmod: Senior Designer responsible for multi-crew functionality and engineering systems. * Cloud Imperium Games: The organization developing Star Citizen*.


Tell Us Your Thoughts:What do you think about the updates and topics discussed? Do you agree or disagree with the changes? How do you think these updates will affect your experience?

We’d love to hear your feedback! Share your thoughts, suggestions, or constructive criticism in the comments and join the discussion.

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Get ready to master cargo in Star Citizen! Farrister’s guide dives into everything you need to know about cargo hauling and trading in patch 3.24, covering the best ships, tools, and strategies to maximize profits. From essential ship upgrades to key community resources, this tutorial breaks down cargo mechanics step by step so you can dominate the trading lanes.


Key Points with Timecodes:


IntroductionWatch this section: 00:00 (53 seconds)
Farrister introduces the video and explains that it is a guide to getting started with cargo hauling and trading in Star Citizen, focusing on the tools needed and how to turn cargo runs into profit. He highlights that patch 3.24 has redefined how cargo hauling works, and this video aims to help both new and experienced players understand the process.


Types of Cargo RunningWatch this section: 00:53 (52 seconds)
There are two main types of cargo running in Star Citizen:

  1. Trading: Players purchase cargo and transport it to another location to sell for profit.
  2. Hauling: Players accept contracts to transport third-party cargo from one point to another, offering lower risk but also lower payouts. Farrister explains the pros and cons of both methods and how they fit into patch 3.24.

What You’ll NeedWatch this section: 01:47 (3 minutes 43 seconds)
The first thing you need is a cargo ship. Farrister walks through different cargo ships suitable for various budgets and playstyles:

  • Starter ships have limited cargo capacity.
  • Renting ships like the Freelancer or Cutlass is a great way to start.
  • For dedicated cargo haulers, he highlights ships such as the Hull A (best value for beginners), Freelancer MAX, Caterpillar, and C2 Hercules.
    Each ship offers different storage capacities, with detailed explanations of their pricing and effectiveness. He also discusses the need for a tractor beam for loading and unloading.

Cargo HaulingWatch this section: 05:30 (2 minutes 39 seconds)
Farrister explains that cargo hauling is simpler and involves less risk than trading. You pick up contracts through your mobiGlas and transport goods for a third party. He offers tips for selecting the right contracts, ensuring you have the right cargo capacity, and avoiding potential dangers, such as player pirates and quantum snares (which can be mitigated by using a “dog leg” route).


Cargo TradingWatch this section: 08:09 (2 minutes 43 seconds)
Cargo trading is more intricate but offers higher potential profits. It involves buying cargo at a lower price and selling it at a higher price elsewhere. Farrister provides advice on how to plan routes, purchase lawful or illicit goods, and avoid hostilities while transporting them. He also highlights the risks and rewards of trading in Star Citizen and how to maximize your profits.


Ship UpgradesWatch this section: 10:52 (32 seconds)
Upgrading your ship, especially its quantum drive, is essential to improving cargo hauling efficiency. A faster drive can significantly reduce travel time between destinations. Military-grade quantum drives are often recommended as they offer quick cooldowns, although players must also balance fuel efficiency.


Useful ResourcesWatch this section: 11:24 (1 minute 3 seconds)
Farrister shares a few community resources to help with cargo planning:

  • Erkul.Games: Useful for identifying quantum drive upgrades.
  • SC Trade Tools, UEX Corp, and Gallog: Help with trade route planning, price monitoring, and identifying the best places to buy and sell cargo. He also references a popular cargo grid infographic, created by the player Erec, which helps players manage cargo more effectively based on ship type and box size.

Key People and Organizations Mentioned: Farrister (Host): Content creator and guide provider for Star Citizen. * Cloud Imperium Games (CIG): Developers of Star Citizen. * Patch 3.24: The latest update to Star Citizen* that redefines cargo hauling.


Tell Us Your Thoughts:What do you think about the cargo mechanics discussed in this guide? Have you tried cargo hauling or trading in Star Citizen? What ships do you use for cargo running, and how do you maximize your profits? Share your thoughts, experiences, and any questions in the comments, and join the discussion!

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Exciting news from VIRPIL Controls,Many of us know them for their top-tier sim gear. They’ve just revealed their Advanced Flight Yoke Project, and this new yoke isn’t just for aviation fans—it could be a fantastic addition to your space sim setup too!

Here’s what you need to know:

  • Premium Build: High-quality metal construction with high-precision, contactless sensors—perfect for smooth and responsive control in both flight and space sims.
  • Modular Design: Swappable yoke handles for a customizable feel. Imagine personalizing your setup for flying both in-atmosphere and beyond!
  • Upcoming Accessories: VIRPIL is also working on an advanced throttle unit and control panels, which means even more options for a complete sim experience. The Kickstarter Launches October, 1st 2024,
    this project offers early-bird pricing and the opportunity to directly shape future VIRPIL products. The target price is set at €500, which is amazing considering the features packed into this yoke.

While the yoke won’t initially include Force Feedback (FFB), VIRPIL is actively working on it for future products, and Kickstarter backers will get special terms for those developments.

This new yoke could be a game-changer for flight and space sim enthusiasts alike. Whether you’re navigating the skies or the stars, this is the upgrade you’ve been waiting for!

Check out more details here: VIRPIL Advanced Flight Yoke Project

What are your thoughts on this new hardware and how do you think it might feel to use this in the new hauler or racing gameplay?

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Argo ATLS Power Suit: Lifting InnovationBy Argo Astronautics (ARGO)
Released on September 13th, 2024


The Argo ATLS Power Suit is a state-of-the-art innovation from Argo Astronautics (ARGO), specifically designed to enhance heavy-lifting capabilities in scenarios where manual handling poses safety risks or is impractical. This power suit offers an ideal balance of strength, precision, and technological innovation, making it a must-have for industrial and cargo-handling tasks.


FeaturesDurable Exo-Frame with Structural SupportThe ATLS features a durable exo-frame equipped with a patented structural support mechanism. This technology significantly enhances the user’s strength and stability, making the suit perfect for heavy-duty lifting tasks while ensuring safety during operations.


Tractor Beam TechnologyA standout feature of the ATLS is its tractor beam, located on the right arm. This advanced technology allows users to stack items without relying on a grid system, offering improved flexibility and precision across various environments, whether in industrial zones or challenging terrains.


Lifting CapacityThe ATLS exo-frame enables users to lift containers weighing up to 32 SCU (Standard Cargo Units) with ease, reducing physical strain and making heavy lifting more manageable, even in high-demand situations.


Precision ControlEquipped with a custom-built tractor system, the ATLS delivers exceptional control during the loading and unloading process. This ensures accuracy and safety, regardless of the weight being handled or the conditions of the working environment.


Affordable and AccessibleStarting at a pledge price of $40 and with a Warbond option of $35, the ATLS power suit offers an affordable and cost-effective solution for anyone involved in industrial lifting and cargo handling, making it an accessible tool for improving operational efficiency.

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by David StarrTouch | October 23, 2022 | Blog | 0 Comments

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David “StarrTouch” Anderson Ph.D.(c) takes you through a clinical self-help model that actually works to heal PTSD. This model is taken from the popular book “What Doesn’t Kill Us: A new psychology of post-traumatic growth” by Stephan Joseph, Ph.D.

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David “StarrTouch” Anderson Ph.D.(c) takes you through a clinical self-help model that actually works to heal PTSD. This model is taken from the popular book “What Doesn’t Kill Us: A new psychology of post-traumatic growth” by Stephan Joseph, Ph.D.

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David “StarrTouch” Anderson Ph.D.(c) takes you through a clinical self-help model that actually works to heal PTSD. This model is taken from the popular book “What Doesn’t Kill Us: A new psychology of post-traumatic growth” by Stephan Joseph, Ph.D.

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On September 7th 2017 Survivor To Hero relaunched as a media broadcast, education, and coaching company. In truth, this was the intended mandate when we incorporated. However, as many of you may relate to the phrase. We bit off more than we could chew. It was a great Idea but David was over extended. Now […]

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Our founder David “StarrTouch”, as he is affectionately known by many, is bringing a new lens and approach. David is highly skilled at helping people reduce stress and taking action to heal their lives. He has helped people with PTSD; clients recovering from major illness and highly sensitive people find inner peace and strength. Most […]

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Sometimes to simplify the process of the easiest and fastest way is to start over. Who hasn’t been in a relationship, had a really big dream, or started a really big project and then discovered that it quickly overwhelmed you. Had there been an instruction manual it might’ve read be careful this may take hours, […]

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Robin Williams tragic death has started a grief induced conversation about suicide. One of our partners, the Josh Anderson Foundation (No relation to David), works to prevent teen suicide and reduce the stigma of talking about mental health issues. Take a moment and watch the video. Help Prevent Teenage Suicide [video_player type=”youtube” youtube_force_hd=”none” width=”560″ height=”315″ […]

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Robin Williams was a Survivor and Hero of Bi-Polar Disorder. He struggled with the High Mania and Deep depressions. He struggled with addiction, got help with rehab several times and a hollywood career that had significant ups and downs. Robin you are missed, loved and forever remembered. Check out our partner the Josh Anderson Foundation […]

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Sometimes we must shed the layers… Sometimes we have to do so despite our desire to keep them. Situations and circumstances can become comfortable because they are familiar, and even though they could be helpful sometimes we have to just let them go. Why? Why? WHY?! We want to know why! The answer to the […]

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Doing things that many men cannot with only 5 feet and 100 pounds she does transitions the physically daunting and impossible with agility, grace and style. You GO GIRL!!! This is Kacy Catanzaro, a former Towson University gymnast. She’s five feet tall and weighs 100 pounds. And she just became the first woman to reach American […]