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Suggested Roles

Given that the Magnetar seems to be the only TM which can equip repair lasers, it makes it particularly well suited for Repair and Salvage as a player ship, potentially repairing larger ships, while smaller ships are collected in hangar and transported to shipyard (for repairs or sale)

Mod comments (just for discussion)

It truly shines only with the addition of certain mods that semi-automates repair using lasers (like auto-prep) or hangar repair (various, ranging from CODEA to Marine Repair). Couple this with a mod like Salvage Commands and you can have a ship that salvages abandoned crafts and repair them on the spot. If the player is flying this ship, MARS goblins will make salvaging operations even more efficient (by dragging smaller claimable ships to you)

--Sphr 08:09, 16 February 2011 (CST)

Use as a UT

My two cents: for some subtle reason, in an unmodded game this ship makes for a worse fire-and-forget UT than (say) a Helios - I have a mixed fleet of both, and the Magnetars are constantly having problems of one sort or another, whereas I've never had an issue with any of the others. It seems like it may have something to do with the slightly smaller hold & my paranoid auto/emergency jump settings(?) - the pilots seem to occasionally get stuck trying to fit enough jump fuel, possibly because they haven't allowed enough space when the cargo is very bulky. Also they are possibly more prone to IS crashing than the Helios, although that's only based on a pair of unfortunate collisional incidents in a busy sector which ended up bringing about an annoying reload, & several bad words said loudly. Lastly, it's maybe worth mentioning that the repair lasers mentioned above don't actually exist in the vanilla game AFAIK. 20:02, 4 April 2011 (CDT)

Can anyone help me? For some reason, I can't dock my Discovery Raider inside my Magnetar! Do I need to buy some upgrades to enable this? EDIT: Nevermind, I got it. It's easier to manually dock. --A X3 fan. 30 December 2011, 5:54 am (GMT -3)