Elite: Dangerous

Author
Discussion

Wayoftheflower

1,328 posts

236 months

Thursday 8th March 2018
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Whenever FDev unborks the original Guardian ruins mission I should have about 150MCr in the bank to spend on something bigger than my Cobra. Also very tempted by the Python, I know that 100MCr won't fully A rate it and it will have a slightly concerning ~5+MCr rebuy. I know the AspX or Chieftain are the logical steps between but they're so damn ugly wink
Imperial Clipper looks cool but is rank walled.

Edited by Wayoftheflower on Thursday 8th March 11:50

FourWheelDrift

88,547 posts

285 months

Thursday 8th March 2018
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Wayoftheflower said:
Whenever FDev unborks the original Guardian ruins mission I should have about 150MCr in the bank to spend on something bigger than my Cobra. Also very tempted by the Python, I know that 100MCr won't fully A rate it and it will have a slightly concerning ~5+MCr rebuy. I know the AspX or Chieftain are the logical steps between but they're so damn ugly wink
Imperial Clipper looks cool but is rank walled.

Edited by Wayoftheflower on Thursday 8th March 11:50
Here you go, a Multi-role Python for 99m - https://eddp.co/u/ybAV24Zb - everything there, planetary missions, interdiction missions, cargo, passengers.

Little bit of engineering and space for future upgrade (change 5a for 6a shields) and you'll be well on the way.

Ideas, anyway smile

8bit

4,868 posts

156 months

Thursday 8th March 2018
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Lazadude said:
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
That's good to know, that explains a lot. I've been getting my backside handed to me by (on paper) far less potent NPC ships in hazardous RES fights the past few evenings. Things have changed a lot since i last played, I'm hearing the ship computer saying stuff like "hull breach attack detected" and stuff now, that's new to me? Maybe some sort of specific or engineered weapon?

Lazadude

1,732 posts

162 months

Thursday 8th March 2018
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8bit said:
That's good to know, that explains a lot. I've been getting my backside handed to me by (on paper) far less potent NPC ships in hazardous RES fights the past few evenings. Things have changed a lot since i last played, I'm hearing the ship computer saying stuff like "hull breach attack detected" and stuff now, that's new to me? Maybe some sort of specific or engineered weapon?
If your shields were down, its any shot that's penetrated your armour. So does direct module damage, such as larger kinetic weapons or rails.

Can also be penetration mods on missiles/railguns etc.

FourWheelDrift

88,547 posts

285 months

Thursday 8th March 2018
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I feel like Sasha Baron-Cohen's Dictator. I'm now Admiral-King-Commander



8bit

4,868 posts

156 months

Thursday 8th March 2018
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Lazadude said:
If your shields were down, its any shot that's penetrated your armour. So does direct module damage, such as larger kinetic weapons or rails.

Can also be penetration mods on missiles/railguns etc.
Ah OK, fair enough - don't remember the ship telling me that before.

So if I want to stand much of a chance against engineered NPC ships then I really have to be engineered as well? Something to work towards I guess smile

geeks

9,203 posts

140 months

Thursday 8th March 2018
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So I purchased my FAS without much thought in to fitting it out, which I dont really have enough creds for currently. However as I had already headed back to Ross 490 from Sothis I decided to tool around the area for a bit in my Type 6 (FAS jump range is 7ly!!!), headed over to Sol for the first time, which was cool and set down at Galileo. Going to do a quick bit of sight seeing before going back to Sothis to continue the credit grind. Anyone got any recommendations before I do?

Wayoftheflower

1,328 posts

236 months

Thursday 8th March 2018
quotequote all
FourWheelDrift said:
Here you go, a Multi-role Python for 99m - https://eddp.co/u/ybAV24Zb - everything there, planetary missions, interdiction missions, cargo, passengers.

Little bit of engineering and space for future upgrade (change 5a for 6a shields) and you'll be well on the way.

Ideas, anyway smile
Nice, lots of shield boosters? Is it worth just bolstering shields rather than running chaff and point defence?

Lazadude

1,732 posts

162 months

Thursday 8th March 2018
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I always have a chaff, as it stops turrets etc on bigger npcs. I don't run a PD on any of my builds really. They don't often have a use and you have to be careful where you put them as they have a field of view they protect.

Shield boosters, especially when engineered do so much for shields.

optimal909

198 posts

145 months

Friday 9th March 2018
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I never use chaff, as NPC turrets' DPS is quite low, on the other hand, if you loose your shields, NPC missiles can do substantial damage you can avoid with the point defense. Also, it has lots of ammo and also fully automatic.

Lazadude

1,732 posts

162 months

Friday 9th March 2018
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And thus, the great thing about elite is all the various playstyles.

As I mainly shield tank, If my shields drop, ill already be mid high-wake charge unless they are sub 20% hull.

On something like a hull tank, I'd take the PD over the chaff for reasons above (missile/torp hull damage). But on a shield tank, the time off being hit allowing shield regen and also stopping a vast amount of bee sting DPS (lots of little bits of damage) greatly helps survival time in my experience.

moustachebandit

1,269 posts

144 months

Friday 9th March 2018
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I was wondering how the chaff works. Is it something I want to use stationary, or whilst being followed. Does it matter where its placed on the ship?

I have it installed at the moment and honestly unsure on whether it does anything?

Was tempted to go for point defence in its place as thats one less thing to control in the fight. Being on the XBO I am limited in terms of what buttons I can assign.

FourWheelDrift

88,547 posts

285 months

Friday 9th March 2018
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When you fire chaff it's like metal rain and disrupts any targeting weapons (gimbals, turrets). Doesn't matter which slot you put it on. Use it and boost away to help shields regenerate or to manoeuvre into a position to attack.

I never use it (I know) I prefer the maximum shield boosters but I encounter many who do. Chaff doesn't effect fixed weapons though.


Then of course there's the one that no ever uses, ECM and I quote "To use an Electronic Countermeasure you have to assign it to a fire group or keybind and when fired, hold the button to extend the range. When released, ECM will affect any missiles and torpedoes within the range."

So that missile fired at short range will hit you before you've realised a missile has been fired (if you even see it) selected the ECM option, since you only have 2 options to fire at any one time (lasers and cannons on different buttons maybe or chaff) you have to quickly change fire group, get the right fire group because the next one was ADS/FSD interdictor, then pressed fire allowed it to charge and released it. Too late u ded.

Lazadude

1,732 posts

162 months

Friday 9th March 2018
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Chaff fires no matter what you are doing, and you should never be stationary in a firefight wink

It stops Gimballed and Turreted weapons from locking onto the target. In use they go crazy and spray around. It has no effect on fixed weapons.

It doesn't matter where on the ship you place it, however for defensive utilities, I generally place them on the top most forward slot. (Since enemies are normally above you and in front..)

Lazadude

1,732 posts

162 months

Friday 9th March 2018
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FourWheelDrift said:
So that missile fired at short range will hit you before you've realised a missile has been fired (if you even see it) selected the ECM option, since you only have 2 options to fire at any one time (lasers and cannons on different buttons maybe or chaff) you have to quickly change fire group, get the right fire group because the next one was ADS/FSD interdictor, then pressed fire allowed it to charge and released it. Too late u ded.
Bind it to a button either on the hotas or keyboard, SoL on console. I have heatsink, SCB, chaff and ECM all bound to keyboard keys so I can hit the relevant key without mucking about with fire groups.

I much prefer PD to ECM, as it also takes out limpets, such as hatch breakers shot by NPCs.

ECM however doesn't need a line of sight to the incoming projectile, and can instantly take out more then one at a time.

geeks

9,203 posts

140 months

Friday 9th March 2018
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Looks like I might need an SRV after all!

geeks

9,203 posts

140 months

Friday 9th March 2018
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ok so its 675ly away and route plotting fails! hmmmmm

EDIT - Ok I changed back to my Type 6 with the longer jump range and we have a route, 37 jumps!

Edited by geeks on Friday 9th March 11:44

geeks

9,203 posts

140 months

Friday 9th March 2018
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Hmmm getting lots of tip offs now, three in the last hour!

FourWheelDrift

88,547 posts

285 months

Friday 9th March 2018
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I did one once, I ignore them now. smile

HTH.

moustachebandit

1,269 posts

144 months

Friday 9th March 2018
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Thanks all for the guidance on chaff. Actively avoiding fights at the moment whilst I gather enough space rupees to not have a break down when my Python blows up, but will probably test it against point defence to see what works for me.

I feel I am missing out somewhat on the whole Thargoid storyline so I was just wondering how / where / what I could do to kick off a few missions to help me get some more understanding of the Thargoids and visit some sites. Short of going online and checking for locations I am struggling to see where I can pick up a storyline which sends you on a journey of exploration.