Elite: Dangerous
Discussion
ben5732 said:
Regarding trading. Download slopys trade tool... People update station prices all the time when docked so you can get an idea of profitable routes just make sure you update them too!
Agreed I also use http://www.elitetradingtool.co.uk use the search option for your battle stations for which are buying your prohibited cargo! I've done a bit of trading but I'd like to get into some combat now, I have an Adder and about 120K, any recommendations on weapons and shields?
Also, is combat generally more lucrative than trading? I can make over 10k on a single trade route in about 7 mins at the moment but it's fairly dull apart from the occasional near miss in a station entrance.
Also, is combat generally more lucrative than trading? I can make over 10k on a single trade route in about 7 mins at the moment but it's fairly dull apart from the occasional near miss in a station entrance.
For fighter craft I've found combat is generally more profitable and I'm just doing bounty hunting at the moment. I've made 160k+ in about an hour or less though it depends on what you're picking on for bounties (obviously bigger ships give more for more risk, usually 50k+ for Anacondas) but you need a good ship and to make sure you can always cover the cost of losing your ship. Chaff, kill warrant scanner, better armour and shield cells are definitely worth investing in if you're concentrating on combat.
More on kitting out, an A rated power distributor is an absolute must in my opinion as this effects how fast your systems charge up as well as making sure that your current mass is below or at the optimal mass for shields and thruster modules you have fitted, power plants will also need upgrading as you fit more powerful weapons and modules. Pulse lasers are pretty much good enough at first but railguns, cannons and multi-cannons are better at damaging hulls. I have 2 fixed pulse lasers and 2 fixed multicannons at the moment and it works pretty well in most cases.
Spend a bit of time as well doing the tutorials and get used to using flight assist off when fighting if you're not comfortable with your skills. You don't need to ace flight assist off but I use a combination of FA off and on during combat. One more thing always be prepared to retreat, missing a bounty is better than losing your ship and any bounties you've earned but not cashed in.
Anarchy systems are the best place to bounty hunt but remember you will need a kill warrant scanner as criminals will show up clean where there is no system authority, once you scan them any bounties will show up. One more thing to add about the kill warrant scanner, outside of anarchy systems even if a target has a bounty after being scanned but is clean in the current system you will get wanted status if you attack. Secure systems only care about a bounty that is owed locally to them.
More on kitting out, an A rated power distributor is an absolute must in my opinion as this effects how fast your systems charge up as well as making sure that your current mass is below or at the optimal mass for shields and thruster modules you have fitted, power plants will also need upgrading as you fit more powerful weapons and modules. Pulse lasers are pretty much good enough at first but railguns, cannons and multi-cannons are better at damaging hulls. I have 2 fixed pulse lasers and 2 fixed multicannons at the moment and it works pretty well in most cases.
Spend a bit of time as well doing the tutorials and get used to using flight assist off when fighting if you're not comfortable with your skills. You don't need to ace flight assist off but I use a combination of FA off and on during combat. One more thing always be prepared to retreat, missing a bounty is better than losing your ship and any bounties you've earned but not cashed in.
Anarchy systems are the best place to bounty hunt but remember you will need a kill warrant scanner as criminals will show up clean where there is no system authority, once you scan them any bounties will show up. One more thing to add about the kill warrant scanner, outside of anarchy systems even if a target has a bounty after being scanned but is clean in the current system you will get wanted status if you attack. Secure systems only care about a bounty that is owed locally to them.
Edited by FLK on Saturday 20th December 23:33
Only been playing this for a few days, so at the moment I am restricted to flitting between stations, doing a bit of trade to make some dosh. And God, is it boring. Seem to spend most of my time sitting in space approaching a station after completing hyper-jump, waiting to be close/slow enough to drop out of cruise and actually dock.
Please tell me it gets better at some point, because if this is all there is, I can't see me making it to 2015 before I cave in and go watch some paint dry.
Please tell me it gets better at some point, because if this is all there is, I can't see me making it to 2015 before I cave in and go watch some paint dry.
Currently downloading, went for the single player combat training version first, is that sensible or should I have just gone straight in to the multiplayer?
ETA: Yep, definitely worth doing the tutorials first, I've made quite a few tweaks to get the controls how i want them, and it's taking a while to get used to the flight controls when I've been used the X series which fly very differently (yaw rather than roll)
The basic version gave me a headache and made me feel queasy within a few minutes, the next one is supposed to have a camera system o track the headset better which might improve things but I think it's got a way to go yet.
ETA: Yep, definitely worth doing the tutorials first, I've made quite a few tweaks to get the controls how i want them, and it's taking a while to get used to the flight controls when I've been used the X series which fly very differently (yaw rather than roll)
RichTT said:
anonymous said:
[redacted]
Due for release early 2015 isn't it?Edited by RizzoTheRat on Sunday 21st December 19:42
FLK said:
Lots of advice...
Thanks for that. Edited by FLK on Saturday 20th December 23:33
I've kitted the Adder with a couple of beam lasers and a railgun, I'm continuing to trade to improve the other parts then I will head into independant space and see if I can collect some bounties.
I can pretty much afford a Cobra now but I think using the Adder for Combat will provide a better income.
The Adder is a suprisingly good trader - it will take 26 tons of cargo if you fit the biggest racks and remove the shields.
Just done the Launch tutorial, and having completed the preflight checklist at the point where the ship starts to move I get a message "use not bound to lift off". ANy ideas what that means?
It's going to take a while to get used to zero throttle being in the middle of the control on my joystick, I've not managed a stationary liftoff yet.
It's going to take a while to get used to zero throttle being in the middle of the control on my joystick, I've not managed a stationary liftoff yet.
Anyone else been having problems with USS's, struggle to find any then 3-4 appear at once, mission npc's not appearing and the uss's spawn table getting stuck in a loop and always getting the same thing?
I was making 500k ish an hour until it seemed to bug out.
I was making 500k ish an hour until it seemed to bug out.
Edited by Foliage on Monday 22 December 09:28
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