Elite: Dangerous
Discussion
8bit said:
Fancy getting back into this again, haven't played in about a year and a bit. I have an Asp Explorer and a Federal Assault Ship, both almost all A-rated, haven't played since before Engineers came out so neither are engineered at all. Can't remember the loadout I had for either weapons-wise but the Asp was mostly for smuggling runs anyway.
What about the FAS though, is that still any use for combat or should I sell and get something else? I did try a Fer de Lance back when I played often but didn't like it so sold for the FAS and the Asp. If I keep the FAS, what's a good armament setup for it? Does it make a difference if I played mostly PvE or PvP?
On my FDL I've used huge multicannon, 2x pulse lasers and 2x seeker missiles. Currently have b rated on everything apart from FSD & the power plant which are A. Only because I'm poor not had issues with that setup so farWhat about the FAS though, is that still any use for combat or should I sell and get something else? I did try a Fer de Lance back when I played often but didn't like it so sold for the FAS and the Asp. If I keep the FAS, what's a good armament setup for it? Does it make a difference if I played mostly PvE or PvP?
P.sS just realised you asked about the FAS
Thanks CMDRs.
What's the score with Engineers then, you have to grind to build up a relationship with them so they'll do certain modifications for you?
As for the FdL, I found that the huge hardpoint was (at the time) not that useful due to having a very limited range of movement for turreted weapons and the ship not being maneuverable enough to keep that weapon bearing on a target other than bigger, slower stuff. Maybe things/weapons have changed in the time since I last played, might look at it again then, I know there are some weapons available now that weren't in the game when I last played.
What's the score with Engineers then, you have to grind to build up a relationship with them so they'll do certain modifications for you?
As for the FdL, I found that the huge hardpoint was (at the time) not that useful due to having a very limited range of movement for turreted weapons and the ship not being maneuverable enough to keep that weapon bearing on a target other than bigger, slower stuff. Maybe things/weapons have changed in the time since I last played, might look at it again then, I know there are some weapons available now that weren't in the game when I last played.
8bit said:
What's the score with Engineers then, you have to grind to build up a relationship with them so they'll do certain modifications for you?
This should cover it all - http://elite-dangerous.wikia.com/wiki/Engineers8bit said:
Thanks CMDRs.
What's the score with Engineers then, you have to grind to build up a relationship with them so they'll do certain modifications for you?
As for the FdL, I found that the huge hardpoint was (at the time) not that useful due to having a very limited range of movement for turreted weapons and the ship not being maneuverable enough to keep that weapon bearing on a target other than bigger, slower stuff. Maybe things/weapons have changed in the time since I last played, might look at it again then, I know there are some weapons available now that weren't in the game when I last played.
I turn off flight assist when in combat. FDL is manoeuvrable enough to track most ships then. However I generally only use the huge hardpoint against larger vessels (ASP upwards). Might change it for a cannon actually What's the score with Engineers then, you have to grind to build up a relationship with them so they'll do certain modifications for you?
As for the FdL, I found that the huge hardpoint was (at the time) not that useful due to having a very limited range of movement for turreted weapons and the ship not being maneuverable enough to keep that weapon bearing on a target other than bigger, slower stuff. Maybe things/weapons have changed in the time since I last played, might look at it again then, I know there are some weapons available now that weren't in the game when I last played.
Thanks. I never really got the hang of FA off, end up spinning out of control. If it just disconnected the direction of travel from the attitude of the ship that would be better IMHO - i.e. if releasing the joystick stopped it turning or rolling like with FA on but kept the ship travelling in the direction it was the last time any engine thrust was applied then that would be more accessible - sort of like a "flight-assist lite" rather than fully on or fully off.
Einion Yrth said:
br d said:
Can't help on the FAS unfortunately, Cheif Petty Officer doesn't get you in one!
Yes it does, it's the gunship that needs the two extra ranks.I can't wait to tell my BiL, he has been grinding rank for ages to get in a FAS, I know he was already at Petty Officer weeks ago.
8bit said:
I have an XBox 360 controller (I play on PC though). No room for a HOTAS setup just now unfortunately. I was thinking about mapping a button on the controller to toggle FA on and off but I can't spare any just now, they're all used for other things.
Do what I have done. Do you activate FSD with the yellow y button?anonymous said:
[redacted]
Frontier have a history of fecking about with the game play every second or so update. You get used to the level of NPC engagement/skill level, the next it's completely changed. I don't think they (FD) themselves have quite figured out the levels of difficulty. Possibly due to most players running heavily engineered ships, maybe they thought it's time to ramp up NPC ability?
Chuck328 said:
anonymous said:
[redacted]
Frontier have a history of fecking about with the game play every second or so update. You get used to the level of NPC engagement/skill level, the next it's completely changed. I don't think they (FD) themselves have quite figured out the levels of difficulty. Possibly due to most players running heavily engineered ships, maybe they thought it's time to ramp up NPC ability?
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