Elite: Dangerous

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motorizer

1,498 posts

172 months

Thursday 12th March 2015
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PhilboSE said:
Price after today's update is Cr.51M (was double that before!)

I can't find one either, been hunting a few Wealthy, Huge population High Tech places. Lots of Vultures but no FdL. Sounds like power management on a FdL is tricky to balance. With the buff given to bounty hunting I thought that I'd do some more RES camping in a FdL, just can't find one frown
From the patch notes...


Patch notes said:
Jameson Memorial in Shinrarta Dezhra now always stocks all ships and modules

FourWheelDrift

88,556 posts

285 months

Thursday 12th March 2015
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And some trader info - http://www.elitetradingtool.co.uk/

Being in a wing when trading will award wing members with a 5% bonus of trade dividend vouchers. So if the trader sells goods and makes 100K profit the wingmates will get 5K of vouchers as well. This is a bonus paid for by the station not out of the traders profits. You only need to be in the same system as the trader at the time they sell their goods to be awarded the vouchers.

Selecting a station in the system map will now tell you how far it is from the arrival point, this will help when filling out station details as you'll no longer have to dock at the station to work that out.

Also on the system view the stations imports and exports should now be more useful. We'll have to see if this is actually true.

Black markets will now offer more for goods than before. Early tests suggest 75% market value rather than the old 50%

Much lower fines for being caught with stolen/illegal goods

Baron Greenback

6,999 posts

151 months

Thursday 12th March 2015
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Logged on for a fun 20 mins on to a RES site and loads of wanted anaconda and clippers and 750,000cr up, very happy 20 mins!

grenpayne

1,988 posts

163 months

Thursday 12th March 2015
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PhilboSE said:
anonymous said:
[redacted]
Price after today's update is Cr.51M (was double that before!)

I can't find one either, been hunting a few Wealthy, Huge population High Tech places. Lots of Vultures but no FdL. Sounds like power management on a FdL is tricky to balance. With the buff given to bounty hunting I thought that I'd do some more RES camping in a FdL, just can't find one frown
If you're anywhere near Empire space, they can be bought at Regiomentus Ring in Gandui where I'm currently docked. Price is 51M Cr as Phil says. If you are down that way, come and say hello smile

PhilboSE

4,373 posts

227 months

Thursday 12th March 2015
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anonymous said:
[redacted]
My prospective preferred load would need nearly Cr.135M to buy and equip the FdL. See http://www.edshipyard.com/#/L=60O,7RL4yH4yH4yH4yH3...

PhilboSE

4,373 posts

227 months

Friday 13th March 2015
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Found a FdL at NLTT 44958 and stripped and stored my Python, just in case...

The FdL is massively power constrained so there's no way you can equip it as you'd like - no chance on going A-rated on everything as you just can't supply the juice. I've had to compromise on thrusters and sensors and the KWS and fly with ZERO cargo space. No chance of powering a shield cell bank so I've gone for a shield booster and reinforced the hull every which way (reinforced alloys and hull packages). Total cost was about 90,000,000.

Basically the FdL is good for one thing - camping in-system at Nav or RES. Haven't tried a conflict zone yet to see if the lighter shields (relative to a Python) is a problem or not. The FdL has a tiny fuel tank and jump capability, so you won't want to be travelling far in it at all. You'll also need at least an A3 (probably A4) fuel scoop as it also seems much more susceptible to heat damage when refuelling so you need to get in, scoop and get out quick. At least an A4 scoop fills the 8t tank quickly...

I've gone with 4xC3 gimballed beams and a fixed huge cannon. In theory the 4xC3 beams hit harder than the 3xD2 beams that I ran on the Python, but the FdL overheats before a full laser discharge on a target so you need to watch the heat gauge carefully when unloading. My idea is to use the beams in general and reserve the huge cannon for big targets once the beams have taken down their shields. However the huge cannon has very limited ammo so this might prove limiting. I also take out Anacondas by targetting their power generators rather than hull attrition, so I might review this.

The FdL handles reasonably well, noticeably better than the Python, which you'd expect. This makes it easier to pitch inside targets like Cobras and Vipers, which the Python struggles at. However the FdL is almost too fast when power is set for max maneouvrability, I find myself getting closer to targets rather than just keeping at a constant distance and bringing the guns to bear.

If I sell the FdL it will owe me Cr.5,000,000 so I'm going to stick at it for a while at my favourite RES sites in Exbeur. With the buffing to bounties it won't take long to recoup that outlay. However, I can see myself going back to the Python - it hits very nearly as hard as the FdL but without the power management issues, and you can be fully A-rated on all components AND still have nearly 200t cargo capacity and a decent jump range. For the extra nimbleness of the FdL you sacrifice an awful lot.

PhilboSE

4,373 posts

227 months

Friday 13th March 2015
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Well that was a failed experiment. Gone back to the Python, the FdL is rubbish even in its designated role of bounty hunting at RES. It's too fast - when power is set for max maneouvrability you end up flying towards the target and bumping into them. So you back off the power, which means you don't turn as fast...etc.

The FdL can't handle the power management for a decent weapon loadout either - it either overheats causing module damage when kitted with lasers, or you need to mix weapons which makes it difficult to use both varieties at once.

All in all, my fully A-rated Python was better at RES camping than the FdL - little things like A-rated sensors and KWS do make a difference.

8bit

4,868 posts

156 months

Friday 13th March 2015
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Are RESs supposed to be permanent or do they spawn randomly? I picked up one of those combat missions where you have to destroy x number of a given type of ship in a given system or systems (6 pirates in Ross 130 or some other, uninhabited system) last night. Went to Ross 130 as it had 5 gas giants with asteroid belts and a few belt clusters round one of the three stars. Didn't find a single RES. With it being a safe Federation system as well it wasn't exactly teaming with pirates to interdict me either.

While we're at it, it seems that not all ships with a Wanted status count when you have to destroy a given number of pirates either? I killed a couple in USSs and my tally didn't increment, don't think the solitary Wanted I found at the Nav Beacon counted either...

Daston

6,075 posts

204 months

Friday 13th March 2015
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PhilboSE said:
Well that was a failed experiment. Gone back to the Python, the FdL is rubbish even in its designated role of bounty hunting at RES. It's too fast - when power is set for max maneouvrability you end up flying towards the target and bumping into them. So you back off the power, which means you don't turn as fast...etc.

The FdL can't handle the power management for a decent weapon loadout either - it either overheats causing module damage when kitted with lasers, or you need to mix weapons which makes it difficult to use both varieties at once.

All in all, my fully A-rated Python was better at RES camping than the FdL - little things like A-rated sensors and KWS do make a difference.
I find most ships handle best at around 30% throttle input anyway.

Also are you not flying with FA off? You will be able to make much much tighter turns without it.

I can keep on the tail of an eagle quite easily in a basic spec cobra without any problems.

Want to try all this new stuff out......sadly I am 15k LY away from civilization lol

PhilboSE

4,373 posts

227 months

Friday 13th March 2015
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Daston said:
Also are you not flying with FA off? You will be able to make much much tighter turns without it.
Nope, haven't tried without FA off. Had bad memories of previous Frontier games which resulted in uncontrollable ships...

FourWheelDrift

88,556 posts

285 months

Friday 13th March 2015
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PhilboSE said:
Daston said:
Also are you not flying with FA off? You will be able to make much much tighter turns without it.
Nope, haven't tried without FA off. Had bad memories of previous Frontier games which resulted in uncontrollable ships...
Can you set a button to flight assist, turning it off for faster manoeuvring then back on to control it once you are where you need to be, can it work that quickly?

PhilboSE

4,373 posts

227 months

Friday 13th March 2015
quotequote all
8bit said:
Are RESs supposed to be permanent or do they spawn randomly? I picked up one of those combat missions where you have to destroy x number of a given type of ship in a given system or systems (6 pirates in Ross 130 or some other, uninhabited system) last night. Went to Ross 130 as it had 5 gas giants with asteroid belts and a few belt clusters round one of the three stars. Didn't find a single RES. With it being a safe Federation system as well it wasn't exactly teaming with pirates to interdict me either.

While we're at it, it seems that not all ships with a Wanted status count when you have to destroy a given number of pirates either? I killed a couple in USSs and my tally didn't increment, don't think the solitary Wanted I found at the Nav Beacon counted either...
RESs seem to permanent around the planetary rings that have them. They vary in their "population" probably based on how valuable the resource is, and how much is left (which you can see on the system view if you click on the planet, e.g. "depleted resources").

Correct, not all Wanted are pirates. The NPCs are generated with a "type" (e.g. bounty hunter, pirate, trader etc) and their behaviour & comms indicate what type they are. Some will be Wanted but not pirates. You just need to get lucky, or wait for the tell-tale comms chatter (e.g. "you've got enough for all of us", "the scan doesn't hurt", "I want it all!").

PhilboSE

4,373 posts

227 months

Friday 13th March 2015
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FourWheelDrift said:
Can you set a button to flight assist, turning it off for faster manoeuvring then back on to control it once you are where you need to be, can it work that quickly?
Yes, by default it's "Z". This tactic is commonly used in PvP I gather, but that's not my thing (grumpy old git solo player here).

Daston

6,075 posts

204 months

Friday 13th March 2015
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PhilboSE said:
Yes, by default it's "Z". This tactic is commonly used in PvP I gather, but that's not my thing (grumpy old git solo player here).
Very handy to keep targets in sight and also you can flip end to end in no time.

Also it looks epic when you burn towards an adaconda and drift up its flank pouring shots into it

Baron Greenback

6,999 posts

151 months

Friday 13th March 2015
quotequote all
PhilboSE said:
Well that was a failed experiment. Gone back to the Python, the FdL is rubbish even in its designated role of bounty hunting at RES. It's too fast - when power is set for max maneouvrability you end up flying towards the target and bumping into them. So you back off the power, which means you don't turn as fast...etc.

The FdL can't handle the power management for a decent weapon loadout either - it either overheats causing module damage when kitted with lasers, or you need to mix weapons which makes it difficult to use both varieties at once.

All in all, my fully A-rated Python was better at RES camping than the FdL - little things like A-rated sensors and KWS do make a difference.
I agreed when I tried both new ships I wasnt happy at all with the power setup of the beta setup! I highlighted to Beta forums but as tou can imagine nothing happened!

PhilboSE

4,373 posts

227 months

Friday 13th March 2015
quotequote all
Baron Greenback said:
I agreed when I tried both new ships I wasnt happy at all with the power setup of the beta setup! I highlighted to Beta forums but as tou can imagine nothing happened!
Software development (and release management) happens to be my field and FD are showing a distinct lack of maturity here. FD are rushing into releasing updates on a "try it and see" basis. Too many issues are pre-identified and yet don't get fixed before release. Here we are with another patch update incoming, releasing 4+ patches in the first few days after a new release just shows a lack of adequate assurance.

I'm also highly unconvinced by the recent changes as well, bounties now feel far too generous. I understand why they've done it, but I am not sure I agree with it. But maybe it's necessary to keep new players coming to the game, if FD think that some will be put off by the grind.

Baron Greenback

6,999 posts

151 months

Friday 13th March 2015
quotequote all
PhilboSE said:
Baron Greenback said:
I agreed when I tried both new ships I wasnt happy at all with the power setup of the beta setup! I highlighted to Beta forums but as tou can imagine nothing happened!
Software development (and release management) happens to be my field and FD are showing a distinct lack of maturity here. FD are rushing into releasing updates on a "try it and see" basis. Too many issues are pre-identified and yet don't get fixed before release. Here we are with another patch update incoming, releasing 4+ patches in the first few days after a new release just shows a lack of adequate assurance.

I'm also highly unconvinced by the recent changes as well, bounties now feel far too generous. I understand why they've done it, but I am not sure I agree with it. But maybe it's necessary to keep new players coming to the game, if FD think that some will be put off by the grind.
Aye but I think its becoming more common as so many people get beta access that isnt for developing but bug fixing just prior to relsease and twitch has a big factor also in alpha/delevoplment.

I unfortunaly paid for alpha access to archage and that game is far worse than FD for development/testing. I am impressed with development/testing of Landmark in the way they interacted with to alpha/beta testers.

8bit

4,868 posts

156 months

Friday 13th March 2015
quotequote all
PhilboSE said:
RESs seem to permanent around the planetary rings that have them. They vary in their "population" probably based on how valuable the resource is, and how much is left (which you can see on the system view if you click on the planet, e.g. "depleted resources").

Correct, not all Wanted are pirates. The NPCs are generated with a "type" (e.g. bounty hunter, pirate, trader etc) and their behaviour & comms indicate what type they are. Some will be Wanted but not pirates. You just need to get lucky, or wait for the tell-tale comms chatter (e.g. "you've got enough for all of us", "the scan doesn't hurt", "I want it all!").
Ah, I see, thanks. I thought I was onto a sure thing, take a combat mission to a system with multiple ringed planets, bound to be some RESs there for some good bounties and bit of rep ranking. I'll look more closely. Thanks for the help on pirates too.

FLK

196 posts

199 months

Sunday 15th March 2015
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Traded the Asp in for a Vulture and kitted it out. Power's a bit tight but weight is not an issue as the Vulture is 50% underweight for it's thruster optimal mass. 4D Hull reinforcement + Military Armour makes the hull much stronger (adds 120 armour) making high rated Anaconda NPCs not too much trouble with the 3C cannon for sniping the power plant / FSD.

Kept the Viper as I still like flying it plus it's there as a fall back but I'm liking the new combat payouts. They just need to sort the spawn mechanic out so there's always a good spread of targets without needing to cycle instances.

PlankWithANailIn

439 posts

150 months

Monday 16th March 2015
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The Vulture was a good buy at £20 Million plus upgrades, now its a steal at £5 Million, every bd has one its getting a bit old.

Its a shame as the reduced repair costs made the Asp a much better proposition for bounty hunting, but its just no in way as good as the vulture and more expensive kitted out than a T7 if you just want to trade. Hauler and Adder are less risky for exploring..Asp just looks st now!

Hell you can even put a decent cargo hold on the Vulture making it an upgrade from the Cobra. The Asp now looks like a naff upgrade from the T6.