Elite: Dangerous
Discussion
Very much loving this game at the moment, mostly been bounty hunting. Started to see some Federation missions to start getting my rank up and access more ships.
Had a play around with different hardpoint choices. Currently running 4 x cannons on my viper, quite fun. Also turned it into a bit of a hull tank to see how it faired with reinforcement i almost every compartment. Went very well and managed to take down a corvette in a conflict zone solo. Only went after him a si thought other friendly ships where near.
Not sure where to go now in terms of ships, i'm going to do some mining and engineer my cannons. I've got 17M at the moment, i might just keep grinding and unlocking ranks and aim for a FAS/FGS or python?
Had a play around with different hardpoint choices. Currently running 4 x cannons on my viper, quite fun. Also turned it into a bit of a hull tank to see how it faired with reinforcement i almost every compartment. Went very well and managed to take down a corvette in a conflict zone solo. Only went after him a si thought other friendly ships where near.
Not sure where to go now in terms of ships, i'm going to do some mining and engineer my cannons. I've got 17M at the moment, i might just keep grinding and unlocking ranks and aim for a FAS/FGS or python?
AngryPartsBloke said:
Not sure where to go now in terms of ships, i'm going to do some mining and engineer my cannons. I've got 17M at the moment, i might just keep grinding and unlocking ranks and aim for a FAS/FGS or python?
Get some more credits and target the Alliance Chieftain next. 28m cr will get a good starter build - https://eddp.co/u/322tU2aH which you can improve as you go.FourWheelDrift said:
Get some more credits and target the Alliance Chieftain next. 28m cr will get a good starter build - https://eddp.co/u/322tU2aH which you can improve as you go.
Fantastic looking ship too! Won't take me long to build up to it. Good shout Thanks for the thoughts above, I may just give it a try, I think I seen some special edition on sale in the Oculus store for 22 euros so pretty cheap even if I end up not liking it anyway.
The main thing that puts me off is the learning curve and amount of time that will be invested, I think I will watch some videos of it on you tube to get a better idea how it is.
I haven't played EVE or many other space sims but generally pick up games pretty quick so shouldn't be an issue really, I don't mind watching videos or googling when stuck either.
I have an MSI gaming laptop with a GTX980m with 8gb ram and so far has handled VR pretty well, so I don't think I would have any issues there. I can play Project Cars and Dirt etc fine and they look more graphics heavy. I also have the cheap HOTAS joystick/throttle combo which I have yet to try out properly so this would be a good one to test it with.
The main thing that puts me off is the learning curve and amount of time that will be invested, I think I will watch some videos of it on you tube to get a better idea how it is.
I haven't played EVE or many other space sims but generally pick up games pretty quick so shouldn't be an issue really, I don't mind watching videos or googling when stuck either.
I have an MSI gaming laptop with a GTX980m with 8gb ram and so far has handled VR pretty well, so I don't think I would have any issues there. I can play Project Cars and Dirt etc fine and they look more graphics heavy. I also have the cheap HOTAS joystick/throttle combo which I have yet to try out properly so this would be a good one to test it with.
FourWheelDrift said:
Get some more credits and target the Alliance Chieftain next. 28m cr will get a good starter build - https://eddp.co/u/322tU2aH which you can improve as you go.
I've just bought one of these to replace my FAS. I've got a similar build to that except I have a medium gimballed pulse laser instead of the medium MC. Most of the other stuff is already A-rated and it already feels much better than the FAS did. Where would you got from that build, in terms of further upgrades (as opposed to a bigger ship)?This is my Chieftain build, have to use ED Shipyard as Coriolis can't import just yet.
http://www.edshipyard.com/#/L=B09C,HgBJa60sAFCwcyG...
Basically good engineered shields/boosters and some different weapons for some pew pew moments, planetary vehicle for surface prospecting and wake scanner for data collection.
Weapons were spare engineered ones I had hanging around, but that is my multi-purpose engineering materials/data collection toy. With 6 weapons hardpoints it might be worth experimenting with 1x fixed plasma accelerator if you haven't already.
http://www.edshipyard.com/#/L=B09C,HgBJa60sAFCwcyG...
Basically good engineered shields/boosters and some different weapons for some pew pew moments, planetary vehicle for surface prospecting and wake scanner for data collection.
Weapons were spare engineered ones I had hanging around, but that is my multi-purpose engineering materials/data collection toy. With 6 weapons hardpoints it might be worth experimenting with 1x fixed plasma accelerator if you haven't already.
Edited by FourWheelDrift on Monday 5th March 17:36
This is my Cheiftan (Clicky). Alot more end game though, as everything is engineered.
Plasma / rails for anti big ship meta
Plasma / rails for anti big ship meta
Edited by Lazadude on Tuesday 6th March 06:49
Lazadude said:
This is my Cheiftan (Clicky). Alot more end game though, as everything is engineered.
Plasma / rails for anti big ship meta
Like this a lot, really looking forward to getting in one now.Plasma / rails for anti big ship meta
Edited by Lazadude on Tuesday 6th March 06:49
Really liking 4 cannons on the Viper, really good at taking out modules and powerplants on big ships but not so great on the little ones! Still manage ok but when i have the Chieftain might use two of the additional hardpoints on some Multi-cannons and engineer them. Or maybe just 6 cannons...
Thanks, will get a proper look tonight when I get a chance to play the game for a bit.
Lazadude said:
This is my Cheiftan (Clicky). Alot more end game though, as everything is engineered.
Plasma / rails for anti big ship meta
What do you do when you get into fights with smaller stuff? Aren't those weapons a bit cumbersome for more agile targets?Plasma / rails for anti big ship meta
Edited by Lazadude on Tuesday 6th March 06:49
8bit said:
What do you do when you get into fights with smaller stuff? Aren't those weapons a bit cumbersome for more agile targets?
Reverski. Smaller ships just fly at you in a straight line and die in a couple shots of all 6 hard points. Other point, was rails are actually good at small targets as they are basically instant travel like laser weapons.
Edited by Lazadude on Tuesday 6th March 12:58
Wayoftheflower said:
moustachebandit said:
I took a combat mission - wasn't highly rated and only paid 250k. Tried to take the NPC target down and was obliterated in short order. Simply didn't stand a chance. Shields were gone, various malfunctions and hull down to nothing literal seconds into the fight.
Crikey! What was your target flying? I've not tried combat since 3.0 but before that I could complete 200kC pirate hunts in my minimally engineered Cobra.Stupidly I took another one of these missions at a harmless level paying 100k. Thought I would go an thump some pirates in Sidewinders or something. Dropped out of super cruise and even at a distance I could see it was a big ship. Instantly decided to get out of dodge, so boosted off in the other direction. Made no odds, this ship was on me, with beams and missiles. I also couldn't FSD as I was mass locked by the other ship. I exploded shortly after.
Thing is I know my python isn't that well specced. I need decent shields, and hull reinforcement and a bunch of other stuff, so no surprise I am not the toughest target. But the combat mission NPC's seem to be pretty OP.
The game clearly sensed my impending freak out and gave me a safe boom delivery mission for 4.5m, almost covered the cost of the rebuy!
Lazadude said:
Reverski. Smaller ships just fly at you in a straight line and die in a couple shots of all 6 hard points.
Other point, was rails are actually good at small targets as they are basically instant travel like laser weapons.
Hmm, thanks for that. Is there any range of movement at all on the fixed weapons? I tried them on other ships a long time ago and struggled badly.Other point, was rails are actually good at small targets as they are basically instant travel like laser weapons.
Edited by Lazadude on Tuesday 6th March 12:58
8bit said:
Hmm, thanks for that. Is there any range of movement at all on the fixed weapons? I tried them on other ships a long time ago and struggled badly.
Yes, there is about 5 degrees I think. However, fixed weapon use is a skill like flying in FA off is. On something nimble like the chieftain it really helps. On something like a python or conda, fixed weapons aren't that great imo. Lazadude said:
Yes, there is about 5 degrees I think. However, fixed weapon use is a skill like flying in FA off is. On something nimble like the chieftain it really helps. On something like a python or conda, fixed weapons aren't that great imo.
OK thanks. So maybe go for a part fixed weapon loadout to start with and practice a bit on easier targets first?I was never the best combat pilot in the first place as you'll no doubt be able to tell, and it's been a while...
Lazadude said:
moustachebandit said:
I also couldn't FSD as I was mass locked by the other ship. I exploded shortly after.
If you need to escape, you should be jumping to a different system, as that jump cannot be mass locked. (High wake).How does mass locking work anyway? Is it just because they are in close proximity?
moustachebandit said:
Interesting, I didn't know that. Not sure I would have even had a chance to quickly select another system it was over so quickly but will definitely bear it in mind for the future.
How does mass locking work anyway? Is it just because they are in close proximity?
I always have one selected just encase.How does mass locking work anyway? Is it just because they are in close proximity?
Each ship has a "mass lock" factor which is dependent on its size, and the difference between you and the other ship.
ED Wiki said:
http://elite-dangerous.wikia.com/wiki/Mass_Lock
Being affected by Mass Lock Factor (MLF) drastically increases the charging time of a ship's FSD when jumping to Supercruise. This status is only indicated as a warning in the Infolog at the top-right of the HUD if the player engages their FSD while in proximity to another ship with a higher or equal Mass Lock Factor. Depending on how large the difference between the two MLFs is, the charging duration rises from the standard 5 seconds to between 30s and more than 80s, until the affected ship can escape the other ships MLF influence. Distance between the ships has no notable impact. MLF does not impede jumps through Hyperspace in any way, however, and jumping to another system may be a preferrable escape option in combat.
Mass Lock Factor
Being affected by Mass Lock Factor (MLF) drastically increases the charging time of a ship's FSD when jumping to Supercruise. This status is only indicated as a warning in the Infolog at the top-right of the HUD if the player engages their FSD while in proximity to another ship with a higher or equal Mass Lock Factor. Depending on how large the difference between the two MLFs is, the charging duration rises from the standard 5 seconds to between 30s and more than 80s, until the affected ship can escape the other ships MLF influence. Distance between the ships has no notable impact. MLF does not impede jumps through Hyperspace in any way, however, and jumping to another system may be a preferrable escape option in combat.
Mass Lock Factors are not directly related to actual mass, but are set values for each ship model:
Ship | Mass Lock Factor | Hull Mass (T) |
---|---|---|
Thargoid Interceptor | 30 | Unknown |
Imperial Cutter | 27 | 1100 |
Type-10 Defender | 26 | 1200 |
Federal Corvette | 24 | 900 |
Anaconda | 23 | 400 |
Beluga Liner | 18 | 950 |
Python | 17 | 350 |
Type-9 Heavy | 16 | 1000 |
Federal Gunship | 14 | 580 |
Federal Dropship | 14 | 580 |
Federal Assault Ship | 14 | 480 |
Alliance Chieftain | 13 | 400 |
Orca | 13 | 290 |
Imperial Clipper | 12 | 400 |
Fer-de-Lance | 12 | 250 |
Asp Explorer | 11 | 280 |
Type-7 Transporter | 10 | 420 |
Diamondback Explorer | 10 | 260 |
Vulture | 10 | 230 |
Dolphin | 9 | 140 |
Cobra MkIV | 8 | 210 |
Cobra MkIII | 8 | 180 |
Keelback | 8 | 180 |
Diamondback Scout | 8 | 160 |
Type-6 Transporter | 8 | 155 |
Asp Scout | 8 | 150 |
Viper MkIV | 7 | 190 |
Viper MkIII | 7 | 50 |
Adder | 7 | 35 |
Imperial Courier | 7 | 35 |
Imperial Eagle | 6 | 50 |
Eagle MkII | 6 | 40 |
Sidewinder MkI | 6 | 25 |
Hauler | 6 | 14 |
anonymous said:
[redacted]
NPC enemies "Master" and up use engineered ships/weapons including experimental effects. They also use player load outs, so can be a good challenge. No one knows but FDev, however I suspect its something like:
Master - the odd engineered equipment
Dangerous - mainly G1 engineered
Deadly- mainly G2 Engineered
Elite - G3 engineered
Guvernator said:
Lazermilk said:
Also seems like a steep learning curve to get to know the game, is there good in game tutorials to show you how it all works at the start?
I got this on a Steam Sale and have only played it a few times. While I loved the original game and the idea of the new one, after playing it a few hours I realised what a MASSIVE time sink it would be. Unless things have changed it has very basic tutorials and then you are pretty much on your own in a very big universe. Accessibility was the biggest problem for me, the learning curve is more of a vertical cliff. If I was single I'd be all over it but I just don't have the time you'd need to invest in it to get the most out of it now.
I just think it could do with a bit more structure, at least when you are first starting out. Some scripted missions which you could choose to engage with or not and a bit of hand holding through the first few hours would go a long way to make it a lot more accessible.
Once you get settled, then start 'with' the Engineer stuff, it is basically a story mode as you progress, because to unlock them you need to try almost all aspects of the game.
Lazadude said:
moustachebandit said:
Interesting, I didn't know that. Not sure I would have even had a chance to quickly select another system it was over so quickly but will definitely bear it in mind for the future.
How does mass locking work anyway? Is it just because they are in close proximity?
I always have one selected just encase.How does mass locking work anyway? Is it just because they are in close proximity?
Each ship has a "mass lock" factor which is dependent on its size, and the difference between you and the other ship.
ED Wiki said:
http://elite-dangerous.wikia.com/wiki/Mass_Lock
Being affected by Mass Lock Factor (MLF) drastically increases the charging time of a ship's FSD when jumping to Supercruise. This status is only indicated as a warning in the Infolog at the top-right of the HUD if the player engages their FSD while in proximity to another ship with a higher or equal Mass Lock Factor. Depending on how large the difference between the two MLFs is, the charging duration rises from the standard 5 seconds to between 30s and more than 80s, until the affected ship can escape the other ships MLF influence. Distance between the ships has no notable impact. MLF does not impede jumps through Hyperspace in any way, however, and jumping to another system may be a preferrable escape option in combat.
So based on that list it was a Type 10 defender! Mass Lock Factor
Being affected by Mass Lock Factor (MLF) drastically increases the charging time of a ship's FSD when jumping to Supercruise. This status is only indicated as a warning in the Infolog at the top-right of the HUD if the player engages their FSD while in proximity to another ship with a higher or equal Mass Lock Factor. Depending on how large the difference between the two MLFs is, the charging duration rises from the standard 5 seconds to between 30s and more than 80s, until the affected ship can escape the other ships MLF influence. Distance between the ships has no notable impact. MLF does not impede jumps through Hyperspace in any way, however, and jumping to another system may be a preferrable escape option in combat.
Mass Lock Factors are not directly related to actual mass, but are set values for each ship model:
Ship | Mass Lock Factor | Hull Mass (T) |
---|---|---|
Thargoid Interceptor | 30 | Unknown |
Imperial Cutter | 27 | 1100 |
Type-10 Defender | 26 | 1200 |
Federal Corvette | 24 | 900 |
Anaconda | 23 | 400 |
Beluga Liner | 18 | 950 |
Python | 17 | 350 |
Type-9 Heavy | 16 | 1000 |
Federal Gunship | 14 | 580 |
Federal Dropship | 14 | 580 |
Federal Assault Ship | 14 | 480 |
Alliance Chieftain | 13 | 400 |
Orca | 13 | 290 |
Imperial Clipper | 12 | 400 |
Fer-de-Lance | 12 | 250 |
Asp Explorer | 11 | 280 |
Type-7 Transporter | 10 | 420 |
Diamondback Explorer | 10 | 260 |
Vulture | 10 | 230 |
Dolphin | 9 | 140 |
Cobra MkIV | 8 | 210 |
Cobra MkIII | 8 | 180 |
Keelback | 8 | 180 |
Diamondback Scout | 8 | 160 |
Type-6 Transporter | 8 | 155 |
Asp Scout | 8 | 150 |
Viper MkIV | 7 | 190 |
Viper MkIII | 7 | 50 |
Adder | 7 | 35 |
Imperial Courier | 7 | 35 |
Imperial Eagle | 6 | 50 |
Eagle MkII | 6 | 40 |
Sidewinder MkI | 6 | 25 |
Hauler | 6 | 14 |
I have managed to accumulated 58 million over the last few nights so its time to buy the Python some chrome spinners ... and better weapons, hull, shields.
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