![]() ![]() Which is why I choose it.Īnd, as far as I know, supercontainer chance wise is equal among the 3 non-try your luck choices.Originally posted by FREEZER:Hey you guys. In general this translates to a minimum 100k earning potential, to up to 150k. (Maybe camos too?but I've never gotten one so far). This means that, credit earning wise, you could make anywhere from 75,000 to 90,000.Ĭhoosing credits guarantees you 1x 50,000 credit 'safe', and 2 other things which can be more credit 50k safes, flags or consumables. I'm unsure if premium camos come from this, and they DO sell for 30k credits+ per, but I wouldn't be selling them. (or 'saves' you 202500 credits from having to buy them, depending how you look at it.)Ĭhoosing 'flags/camos' gets you sets of 4 flags (up to 3x) which sell for UP TO 7500 per, and/or sets of 4 camos, which can sell from 3750 for the cheap ones, to 11750 for the 'better' one. If you tend to do pve or not always run premium consumables, then math is as follows:Ĭhoosing 'consumables' gets you 3x3 consumable thingies, which you can sell for 101250 Credits. That will 'save/earn' you the most credits. If you run premium consumables on your ships, you should be choosing consumables every time. The way I look at most of this is how to earn credits and NO super containers by choosing 'try your luck'. Just to add to this I've gotten 2 supercontainers by choosing 'credits' as my choice.
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