Just got Elite Dang...
 

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Just got Elite Dangerous

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Well I think a pulse laser is a waste of a class 4. Off to get me a a multi cannon.


 
Posted : 23/08/2020 2:10 pm
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And I conclude that a MC is the best thing to put on a huge hardpoint.

2x beams
2x frags
1x huge MC

Is very effective


 
Posted : 23/08/2020 3:16 pm
 D0NK
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Pacifiers are a powerplay, slightly less total damage but tighter spread so more chance of getting more frags to actually hit target. Lots of discussion on best engineering, oc vs rapid fire vs double shot.

Ive heard of others using a frag FDL for assassination missions, not sure what loadout tho.
Been running FDL with 4 efficient beams (2 w thermal vent) and a huge oc corrosive MC for a good while, I always thought it was the standard build. unless you're using gimballed on all* then mixing different projectile weapons gets confusing with your leading/trailing aim reticule.

*and if you are then chaff is a major PITA.


 
Posted : 23/08/2020 4:42 pm
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I'm ok as long as I only have one type of projectile weapons, otherwise the mixture of shot speeds is an absolute nightmare.

Another reason not to fight Vipers, they adore chaff. Saying that you can always drop targeting and use them fixed, or get so close that they hit anyway!

Matt


 
Posted : 23/08/2020 4:59 pm
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I am using all gimballs yes. Considering going fixed, however at my current combat rank (novice) my opponents are dumb enough that I seem able to manage.

The FdL is fast and manoeuvrable enough to get me in close, especially after I've shredded their shields and they are in the defensive. Then if I can stay close they seem to keep trying to get enough distance to turn around on me, and I can keep plugging them if I don't overshoot.


 
Posted : 23/08/2020 6:43 pm
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I'm gonna refit my Cobra and AspX for stealth and exploring respectively, shouldn't cost much. After that I'm considering a Chieftain for proper combat stuff. Found a few builds in th 80-100M range but not really sure what I'm looking at. Engineering availability is minimal at the moment but I plan on fixing that.

https://forums.frontier.co.uk/threads/chieftain-pve-build-help.545331/

I should have access to cytoscramblers as well in a week or two but would like it operational for merit collecting before that (then go do some bounty work for Tod).


 
Posted : 23/08/2020 10:12 pm
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@squirrelking my Chieftain is set up for piracy, but the weapon loadout is all cytoscramblers in the small, packhounds in the medium and multicannon in the large.

If you went lasers and multicannons it would be very effective. The time on target with the Chieftain is huge. I think multicannons are pretty good ammo capacity, compared to frags or cannons.

Matt


 
Posted : 24/08/2020 9:44 am
 D0NK
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how do you engineer your cytos Matt? Only small so are they low enough PD draw to OC or long range? (I almost always use efficient on lasers except for the insane short range, inertial impact bursts, like the frags, silly powerful but dont expect to hit small ships)


 
Posted : 24/08/2020 9:53 am
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Matt that sounds about what I was looking at, no packhounds but certainly missiles of some sort and large multi.


 
Posted : 24/08/2020 10:05 am
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@D0NK the cytos I run overcharged. oversized (150 shield damage per second!). You can get more damage from short range but damage stops at 0.5km. I run them on a separate fire group, as once the shields are down they are just twinkly lights, so the power isn't really an issue.

Before I got the packhounds I ran seekers, which are pretty much as good for damage. It does mean it's not a sit in Haz Res build as the missiles soon run out.

Matt


 
Posted : 24/08/2020 10:22 am
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It does mean it’s not a sit in Haz Res build as the missiles soon run out.

Unless you synthesise more, which, if you've been doing any mining, should be a piece of piss.

see also: multicannon ammo and limpets.


 
Posted : 24/08/2020 10:39 am
 D0NK
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How are you all engineering packhounds? If you're running a missile boat sturdy will keep the heat down and lightweight if power is an issue but otherwise then rapid fire or high capacity? Does jitter affect seekers? does HC increase the number of reloads or the amount of missiles launched per salvo?

Limpet refills are cheap for mats but you only get about 4 dont you? and I tend to burn thru a LOT of limpets so once Im out I only synthesise if there's something I really want.


 
Posted : 24/08/2020 10:56 am
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How are you all engineering packhounds?

High capacity with drag munition special effect on one rack and thermal cascade on the other.

Guarantees at least a few hits which will either slow them down or heat them up.
Both racks are on the same fire group so it's usually both.
Need to strip shields first with my turreted beams though as the packhounds are pretty ineffective against shielded targets.

The damage they do is also reduced at close range, less than 500 m. They don't have enough time to spread out properly.

They look cool though.


 
Posted : 24/08/2020 11:06 am
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I run Hi Cap on missiles, which increases clip and capacity. The amount you can run before reload and the amount you have on board. For packhounds the number launched increases with High Cap. Combine with a drag experimental.

I will synthesize multicannon ammo occasionally, as the top/bottom combination on the Funship tends to mean the top gets used most. I wouldn't bother using the Chieftain for prolonged combat thought, I have at least two ships which are more effective. For mugging condas that come to interdict you, there is nothing finer, but in that case there are only one or two ships and you can absolutely spam the packhounds.

If I want to sit there for an hour racking up millions, lasers/multis and NPC fighter. Use the multis to get the hull down and soften it up with corrosive, then leave it to the lasers and fighter.

Matt


 
Posted : 24/08/2020 11:20 am
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Schlepped out to the Sanguineous Rim last night to HIP36601 to check out some Crystalline Shards and stock up on engineering materials.

Was just attempting a landing when my daughter came in and distracted me. Smacked face first in to the planet at full tilt. Hull down to 55%.

Logged off in a huff.


 
Posted : 24/08/2020 11:27 am
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I think that's fairly common.

Usually the reaction from my wife/daughter is 'oh look it says your ship is destroyed, did you mean to do that?'

I keep meaning to head out to the shards. That could be a carrier trip if anyone fancies it.

Matt


 
Posted : 24/08/2020 11:34 am
 D0NK
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finally found a use for my clipper, all turret AX multis, shooting thargoid scouts, first trip out I got 12 of them but made it back to the carrier with canopy blown out and 15% hull. Second trip went better, only killed a half dozen but still 95% hull. Swapped out the lower medium AXs for gauss canons to make it a bit more involving than just avoiding the missiles (and get a bit of GC practice in). convergence still sucks as they're mounted about a mile apart - and those scouts are tricky to hit.


 
Posted : 24/08/2020 12:06 pm
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@D0NK I make that two successful trips! Twelve on one hull is certainly more than I've managed.

Matt


 
Posted : 24/08/2020 12:24 pm
 D0NK
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HRPs
Lots of HRPs
(all grade 5 heavy duty)
Silent running and a few boosts to clear corrosion post battle seems to work well without cooking internals too much.
Dropships can take an obscene amount of HRPs so considering that for when I move on to interceptors, I know Krait is the ship of choice but Id have to buy a new one or make a lot of changes to my current setup that Im only just getting used to (and quite like)
do you bother with a guardian/AX fighter as a distraction or do they disperse/aggravate the swarm too much?


 
Posted : 24/08/2020 12:37 pm
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Silent running and a few boosts to clear corrosion post battle seems to work well without cooking internals too much.

Repair limpets.

I've bagged about 60 Scouts over the weekend and never fallen below 90% hull. Bi-weave shields and 4 AX MC's. Using the AXI recommended Krait build (more or less)

Only going for threat level 3 and 4 NHSS's - you get 4 scouts at a time and as long as you keep moving and don't fly through the clouds of caustic alien space fog that they produce when they die and get a repair limpet out as soon as the fourth one is gone then it's like shooting fish in a barrel.


 
Posted : 24/08/2020 12:52 pm
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I haven't tried an SLF. Just a guess, but I can't see them lasting too long against Interceptors. Likely they'd be fine against scouts.

I think the argument against the Fed ships is the speed. But that really plays to the boost away method. I'm sure interceptors have been killed in worse ships and as you say, they can be made super tanky.

Matt


 
Posted : 24/08/2020 12:53 pm
 D0NK
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getting better at keeping time on target and dodging stuff, clipper does seem a good ship for this, did a few more nhss and came out with >90% hull, only had to go back to rearm. With yesterday and today reckon Ive killed about 40 scouts and my combat rating has gone up about 4%, I still need 56% to hit elite, 560 scouts, don't think I'm going to sit around doing that, might go back and try my luck with interceptors another day. But for now, back to Akuntsu....

Oh and suddenly the Z axis on both my throttle and stick have started to fail, both turning right when Im not touching the stick. Weird, as they are 2 seperate units. Will have to see about sending them back, just stuck a deadzone on them for now...


 
Posted : 24/08/2020 8:20 pm
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What HOTAS ate you using? I had a shortlist a while back and reliability reports are always welcome.


 
Posted : 24/08/2020 10:07 pm
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I had to replace my controller last week, it kept making me perform impromptu barrel rolls.

That sounds like it was going well. I didn't realise you were so close to Elite.

Matt


 
Posted : 24/08/2020 10:13 pm
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Oh I meant to ask, is Moons Spawn back in system?


 
Posted : 24/08/2020 10:28 pm
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@squirrelking - yes, it looks like Moon's Spawn is back in Akuntsu (I favourited it and Slumpy's so I can keep tabs of where the action is);
https://inara.cz/galaxy-station/213802/

Also, if you have a shortlist for HOTASes (HOTI, plural?) then let me know what options you look at. I'm potentially in the market as mine has a slow but constant yaw & roll to the right. I think D0NK had a Thrustmaster of some kind.

I've been busy getting a few more engineers unlocked, running the odd mission in NKL space etc. Had one great mission to source tritium for Wylie Dock. No worries, Sun Pef (Tousey) has it relatively cheap. Full cargo hold (176T), some for the mission, sold the rest for a decent 8k-ish profit and then the mission reward was 23 million credits. Kerchinnng!

All that talk up there ^^ about weapons and ships is very impressive. I feel like getting a ground assault ship with some missiles. Fed Gunship looks promising. I'm on the verge of unlocking Bill Turner so that might open up some weapon engineering options. I'll also be heading off at some point for a 5k LY jaunt to unlock a few other engineers. I've also booked myself a 5 day holiday on Sol, a place called Galloway, so I'll be out of action for a while. 🙂

o7


 
Posted : 24/08/2020 10:57 pm
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Yeah I logged in and found out I'd stowed away, currently running round Li Yong-Rui's turf chasing discounts on my Chieftain build. Dunno where I put the list but will dig it out.


 
Posted : 25/08/2020 12:05 am
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Moon's Spawn is due to be on station in Akuntsu for at least the next week, while I put a real dent in the controlling faction. At some point this week I will jump out briefly so that V8ninety can sell his tritium, but it will jump straight back.

I love those tritium missions, though if I can I mine the tritium (keep that brass in my pocket etc.). My best missions last night were a couple of Corvette pirate missions, not sure I want one now after beating them fairly easily in the Vulture (one I had to beat twice as it ran off the first time!). I think that was the one which dropped Imperial shielding mats!

Matt


 
Posted : 25/08/2020 8:41 am
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Was catching up with email and found a newsletter from a week or so ago. [url= https://forums.frontier.co.uk/threads/featured-commanders-deep-space-support-array-dssa.552566/#post-8642802 ]DSSA[/url] sounds interesting, could well support a mega expedition I described before.

Now considering getting a ticket with the Python and AspX and hitching a ride out to the proper deep. Not now, got too much I want to do before I scratch that itch but it's certainly on the list.


 
Posted : 25/08/2020 10:07 am
 D0NK
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What HOTAS ate you using?

thrustmaster 1600, Im not a massive fan of the linear throttle with no stop in the middle, the Tflight was much better for that. The headlook minijoystick on the throttle has been slightly off centre at rest since the start, just put a little deadzone in there and its fine. Got it at christmas and didnt use it for the first few months so the Z axis issues is worrying, again adding deadzone helps. Not a great report card but not heard of any "not silly money" units with a perfect record.

I didn’t realise you were so close to Elite.

Had the game over 3 years, >1700* hours of play, more thru bloody mindedness than skill. elite in trade, pioneer in exploration.
*never sure whether the timer function in steam is a good thing or not.

the mission reward was 23 million credits. Kerchinnng!

I never seem to find these kinda missions, think 10M is the highest payouts I tend to get. Any NKL pirate massacre missions in Gamahine are worth a look if you want additional payout to pew pew sessions, they have high, low (maybe med too) and haz res spots.


 
Posted : 25/08/2020 5:52 pm
 D0NK
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Gotta love ED crime and punishment:
Hand in 1,500,000cr worth of bounty
'K thanx bye
Pay off the 100cr fine for clipping that security ship with a stray laser
OFF TO GAOL!


 
Posted : 25/08/2020 6:24 pm
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I'm nearly there!

I reckon I'm about 28,000ly away from the edge of the bubble, give or take a few thousand. Don't shoot everyone, leave some for me when I get back from the black!


 
Posted : 25/08/2020 7:04 pm
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Wait - how is 28kLy 'nearly there' ?

What platform are you on?


 
Posted : 25/08/2020 7:17 pm
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Gotta love ED crime and punishment

Remember that bounties are offered by different people. It's like having dozens of different police forces with different ideas of what constitutes a crime.


 
Posted : 25/08/2020 7:18 pm
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Well I took the Chieftain out to earn it's keep. First up were the gits that blew up my Python, 450k each , three of, no problem. FInish Wing mission and done. Next up Nav beacon, racked up 830k of bounties and took on an expert to finish. Started at 62% hull but no biggie. Oh, weapons were malfunctioning but again, they usually play if you let off the trigger and try again. So a beam got jammed on and started cooking me. Then the cannons went dippy. Then some other random scumbag joined in. Then I hear cracking glass. Then I notice I'm at 10% and bug out, made the jump with 2% hull integrity and limped back to Wylie for repair and restock.

Then I found a trading beacon asking for 30 meats for 750odd K. I'll deal with that tomorrow.


 
Posted : 26/08/2020 12:40 am
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What's the point of having all that hull if you're not going to use it! Sounds like the Chief is going to pay for itself.

I managed to find 5 deliver clothing in the name of democracy missions for NKL. Picked them all up in the Space Cow, jump to the next system, land at a couple of bases, easy 10M. I got 25% onto my next Fed rank as well, so a profitable evening.

Matt


 
Posted : 26/08/2020 8:46 am
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I spent an evening cursing at the uselessness of the SRV.
Had to self destruct twice as it kept getting stuck on Crystalline shards .

Thankfully the remote system, 1000 LY from inhabited space, is wall to wall with fleet carriers so I was able to buy new ones.

Maxed out on Technetium, Ruthenium and Polonium.

Still got Antimony, Tellurium and Yttrium to do. Getting bored with it now though.


 
Posted : 26/08/2020 9:03 am
 D0NK
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Oh, weapons were malfunctioning but again, they usually play if you let off the trigger and try again.

Have you got any MRPs? I usually stick atleast 1 on and if its a low shield build I add a small AFMU aswell, repair weapons, canopy and mrp between fights. In a prolonged fight you can set the MRP repairing while you're still fighting


 
Posted : 26/08/2020 9:03 am
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I see that NKL have another war on in Coribes. Hopefully i'll be back in time for more pew-pew.


 
Posted : 26/08/2020 9:06 am
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I see that NKL have another war on in Coribes.

And guess who I saw loitering around there in open play last night? Matt_blh up to no good. I look forward to seeing his name come up on some other faction's mission board attached to a wet-work job.

I did listen to him though and ditched the frag cannons. I put MCs back on the Fer de Lance (so now I have one class four and two class two) and spent an hour or so taking them over to Todd for engineering. And I'm glad I did - completely transformed the fighting experience. I killed Eagles in a single pass, and the drop-shops couldn't even get out of my sights. I polished off the remaining 20 pirates in the wing mission in no time at all.

After handing in the mission I did some silly easy missions for the INF in my Krait (which seems now to be as fast and manoeuvrable as the Fer de Lance, only with 3x3 and 2x2 hardpoints rather than 1x4 and 4x2, I wonder which has the best theoretical DPS?) however it currently has a lot less shield MJ and I'm not sure why, greater mass?). Also (sorry Matt) I did a mission for a rival without realising it, because they were offering modified embedded firmware which I need to engineer my MCs up to grade 5.

Also put bi-weave shields on the Fer de Lance, because it was taking forever to recharge, however I ended up taking so few hits it didn't make a difference :). Total shield capacity with the same engineering (level 3, no special effects, lots of boosters) is about 750MJ in 5C bi-weave vs about 930MJ with 5A


 
Posted : 26/08/2020 9:20 am
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MRP = meta reinforcement package I assume? No, but I do have a AFMU that already got spanked quite hard and didn't have enough to synthesise more ammo for it. I havent engineered anything yet so it should get better especially the weapons (currently 3 small beams with the centre fixed, a medium seeker launcher and 2 large multis with the rearmost gimballed).

Quite fancy a Space Cow at some point, would certainly make trading quicker, seems you can get them up to fairly respectable jump distances with engineering.


 
Posted : 26/08/2020 9:31 am
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Googling around on FdL I came across this rather entertaining video:

Worth watching for the external camera combat footage and general pretty damn high quality production.


 
Posted : 26/08/2020 9:35 am
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Module reinforcement package.

I have one on the Chieftain, but still lose weapons like they are going out of fashion. I only have a class 5 shield though, as I need the cargo space, so I wonder whether improving the shields would help. I'm not that worried as I generally use it for single ship fights.

The Space Cow is great, but practice beating interdictions!

Matt


 
Posted : 26/08/2020 11:23 am
 D0NK
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As I found on my first no shield build, heat and explosives absolutely kill your modules no matter how many HRPs you have, stick a decent sized MRP on and you can keep your modules ticking over at a decent % even when your hull is a battered wreck

Total shield capacity with the same engineering (level 3, no special effects, lots of boosters) is about 750MJ in 5C bi-weave vs about 930MJ with 5A

What resistances do you have? you should be able to get > 1300 with >50% resist all across the board with enough engineering. generally with biweaves in PVE ppl go for better resistances, but it depends who you're fighting, if the other guy has rails/PA then you want the bigger shields, can't avoid the meta.

for theoretical DPS iirc 2 weapons are slightly more powerful than 1 of a class above so:
2 med on both cancel each other out
2 med on FDL > 1 large on krait
1 huge on FDL < 2 large on krait

so probably pretty close DPS, gets complicated with armour and weapon point class tho.
FDL much higher shields and better speed/agility
Krait can be hull tanked and option of fighter, better PD for keeping high power weapons firing too.


 
Posted : 26/08/2020 11:42 am
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currently 3 small beams with the centre fixed, a medium seeker launcher and 2 large multis with the rearmost gimballed

I know you didn't ask for advice, but this is STW so prepare to receive it 🙂

Don't bother with fixed weapons unless you know you are brilliant at aiming - I reckon this is actually much harder on a console. There's no point in having 20% more damage when you're missing the target 50% of the time - and I reckon you're doing really well to get 50%. The only reason to go fixed, IMO, is if you are using a ship that gets you right up close and you can unload a lot of damage in the few seconds you have with the target filling your HUD - like the Frag-de-Lance in the video I posted above.

I really don't see anything better than beams to kill shields and MCs to damage hull. At least, not this far into the game. Two mediums, or one small and one medium is enough for most until you get to higher ranks. Bind all the beams to one button or one fire group, and all the MCs to another. So you hit them with beams until shields are down then hit them with the projectiles.


 
Posted : 26/08/2020 11:43 am
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for theoretical DPS iirc 2 weapons are slightly more powerful than 1 of a class above so:
2 med on both cancel each other out
2 med on FDL > 1 large on krait
1 huge on FDL < 2 large on krait

I was thinking about this. Both ships can equip two medium beams which is enough to melt shields, for me. Then you're left with three large on the Krait which is 69 DPS out of the box; and two mediums and a huge on the FdL which deals 50 DPS.

But this doesn't take into account the weapon's characteristics. The Huge MC is different to the other sizes and is a fantastic thing. They seem to be a lot more accurate, and there's no spool up time.


 
Posted : 26/08/2020 11:53 am
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Ah, yeah I have class 4 and 2 MRP. Just realised I left a slot spare for my interdictor, oops!

https://inara.cz/cmdr-fleet/252627/2158220/

I really don’t see anything better than beams to kill shields and MCs to damage hull. At least, not this far into the game. Two mediums, or one small and one medium is enough for most until you get to higher ranks. Bind all the beams to one button or one fire group, and all the MCs to another. So you hit them with beams until shields are down then hit them with the projectiles.

Yup, that was my thinking, the seekers have taken care of a couple of would-be jumpers though.

As for the fixed aiming, I'm not finding it too hard but you're right in the gimbals are hitting more often. I am managing to keep it close though, not sure if it's my engine management but it tends to cut power on shard turns which causes it to drift and keeps it on target.


 
Posted : 26/08/2020 11:54 am
 D0NK
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got to agree with you there molgrips, gimballed beam & MC, just hope the other guy doesnt spam chaff.
Fixed is more fun and if you git gud can kill quicker.
I can do a half decent job against med-large NPCs with PAs/frags but I really cant get a handle on rails/gauss


 
Posted : 26/08/2020 11:55 am
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Having a quick look at squirrelkings ships there and a definite red theme is emerging and i'm enjoying the names.

I've been spending all my accumulated ARX on painting some of my ships in the vibrant yellow colours scheme.

To date I have done the Bananaconda, the Apache Wasp (DBX), Ripley's Forklift ( Krait II AX ship) and my Cutter (not named yet, but considering General Custard)


 
Posted : 26/08/2020 12:04 pm
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just hope the other guy doesnt spam chaff.

If you can bind a hotkey to switch weapons to forward fire, this would get around that issue. But I'm not sure I have any buttons left on PS4 to bind.


 
Posted : 26/08/2020 12:04 pm
 D0NK
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yeah I hit the target ahead button which if empty space just deselects my target (and occasionally accidentally selects a security ship in the background by accident, whoops!) and I can usually hit them with lasers, no leading target to assist MC/projectile aim tho 🙁


 
Posted : 26/08/2020 12:15 pm
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I have a bit of switching to do on the names but glad you like it 😀


 
Posted : 26/08/2020 12:39 pm
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@Squirrelking that's a feature of the Chieftain, effectively the high pitch rate means that you are flipping over before you decrease speed and so you end up with a reverse vector.

It can be very annoying as you (I) have a tendency to do it in a particularly tense part of a scrap and leave yourself sitting at zero throttle as an angry Conda bears down on you.

You can boost as soon as your vector becomes reverse or try and control the turn, by not applying so much vertical thrust. I have found they help, but it's the price you pay for such maneuverability.

Matt


 
Posted : 26/08/2020 1:39 pm
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I have found that you can turn faster by not applying vertical thrust, if you just want to turn. But vertical thrust is essential if you want to strafe your target, which you do.


 
Posted : 26/08/2020 2:30 pm
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I really don’t see anything better than beams to kill shields and MCs to damage hull. At least, not this far into the game. Two mediums, or one small and one medium is enough for most until you get to higher ranks. Bind all the beams to one button or one fire group, and all the MCs to another. So you hit them with beams until shields are down then hit them with the projectiles.

Agree 100%

Just to add:

Engineer your Beams with "Efficient" and Thermal Vent experimental. Engineer your MC with Overcharged and 1 corrosive and the rest autoloader experimental.

The only time i'd deviate from Beams and MCs is if I wanted to muck about with missiles.


 
Posted : 26/08/2020 3:39 pm
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I am back in the Anaconda, I'm going to use it for looking for sensor fragments. Yes, I know I can google where to get them but I'm looking for them myself.

I am now looking at shields, I can't decide if I should use class 7 shields or class 6. Too many choices with this thing. I have more reading to do regarding shields it seems.


 
Posted : 26/08/2020 3:44 pm
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See this is a weakness of keyboard over sticks/HOTAS, vertical thrust is just too much of a pain to manage in the heat so I tend to do a lot of horizontal thrust manouvers. But yes, it speeds up turns albeit you don't have the same visual advantage as you would on the vertical axis.


 
Posted : 26/08/2020 3:44 pm
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My rule with shields is if I'm planning to fight, I run the biggest possible. In the Space Cow I run a 5 (max 8) and in the Python I run a 4 (max 6). In the Chief I intend to do the shooting!

NHSS threat five 'can' be a sensor, which I guess you could shoot for fragments!

Matt


 
Posted : 26/08/2020 4:09 pm
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The problem with maxing out a shield is that it can take forever to recharge, meaning they will be whittled down and you have to disengage when you're out. If they can recharge faster you can simply pull back or evade until they're back.

So many choices with the Anaconda I am not sure what I want to do. Combat heavy I think with moderate cargo.


 
Posted : 26/08/2020 4:13 pm
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@molgrips you are describing hull tanking and shield tanking

Hull tanking you power all of the points you can into the hull and have a relatively small, fast charging, shield. It is not just a case of coming back on if broken, if you are only being hit 20% of the time a fast charging shield will be increasing for the other 80%, 3s delay not withstanding. Your hull gets chipped away each time the shield drops and you clear off when you have 2% left!

With a shield tank all of you points go into shields. Instead of masses of hull reinforcement you have shield cell banks. As soon as the shields go down you leave, in some cases before the shields go down. Yes you have to leave when the shields go down, but if you have 2/3 SCBs, on top of 5-7000 shields, that takes a long time.

[Edit] For example a 6B SCB provides 1872 Mj.

The clincher for me is how strong a shield can you get. If you look at the clipper for example, you are never going to get enough points to make a shield tank as the base is too low. The courier however, for its size, suits a shield tank build.

Matt


 
Posted : 26/08/2020 4:22 pm
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Yes, so it's a question of what you want to do and what ship you want to use.

Now I'm thinking I should use the Krait for sensor hunting since it's fast enough to GTFO if things heat up at a NHSS.


 
Posted : 26/08/2020 4:34 pm
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Killed two Thargoid scouts with normal weapons in the Anaconda. They take some punishment those things do.

Didn't get any sensor fragments though.


 
Posted : 26/08/2020 11:19 pm
 D0NK
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you dont need cargo space for sensors so just go in the fastest ship you've got, icourier is perfect (lightweight builds have great jump range, cargo, shields and speed, good for all sorts of fetching/delivering), but viper/cobra or similar are good too.

Don't forget bigger shields also fill up quicker too, a class 6 biweave recharges at 3.2/s, 7 runs 4.4/s, thats a over 30% quicker, add in the fast charge experimental and it's 5.1/s, and if you've got good resistances* then that 5.1/s is more like 7.5/s. You can go for prismatics (or A rated) and SCBs which for certain things is probably a decent shout, but once you're out of SCBs you arent recharging those shields (and an SCB build can be countered with feedback cascade). The Haz rez and CZs Ive been going into lately Ive only used an SCB in an emergency when Ive got into trouble and ended up with > 5 enemies all firing on me, otherwise the biweaves have managed to recharge sufficiently between skirmishes.

For hull tanks you could use enhanced low power, less distributor draw so you can keep pips to engine and weapons more. But whatever build, once your shields go down, remember to switch of any boosters, shields don't come back on until you have filled enough of your "pool" of shield, make that pool "shallower" and it'll come back up a lot quicker. (alternative is to do a reboot/repair, which will bring them back on at 50%, but you've got to be confident your hull will hold up while you're floating dead) - Ive done the low wake, drop out of SC, boost, reboot/repair a couple times now to get away from pirates, worked out ok so far.

*I usually run thermal resist shields and top up to 50% resistances with boosters, but for shield tanks I think I'm going to try reinforced shields and use extra thermal SBs, should give quite a bit more MJ of shield and reinforced only makes a difference to broken recharge rate, which shouldnt happen (and if it does, it's time to leave anyway)


 
Posted : 26/08/2020 11:19 pm
 D0NK
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Killed two Thargoid scouts with normal weapons in the Anaconda. They take some punishment those things do.

think I read they're 80-90% resistant to normal weapons. I didnt get any sensor fragments out of the scouts I shot. I think you need NHSS level 2 for probes, which should drop sensor fragments. and as matt said threat level 5s may have them, risky strategy tho.


 
Posted : 26/08/2020 11:24 pm
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I went to a few NHSS 5s and each time I found probes but an Interceptor was gathering them up and I wasn't going to stop him.

So I went back to Delphi, to the Thargoid base structure maybe to bag a couple.more from the scavengers outside. But then I broke into the structure and found it was stuffed with scavengers, enough to get me enough fragments and assorted other Thargoid junk to unlock both Palin and Chloe Wassname.

Now I just need the data for Palin because I have hardly anything!


 
Posted : 27/08/2020 12:46 am
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That's a wise choice, even when you're kitted out for AX combat Thargoids can play too rough.

I have manged data by spending a couple of minutes outside busy stations scanning wakes and ships every time I go anywhere. A good source of wakes is distribution points (POIs) in famine systems, multiple sources every ten minutes.

Matt


 
Posted : 27/08/2020 9:07 am
 D0NK
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what data do you need for Palin? DMWE for increased range FSD? Palin is a long way to go for FSD when farseer is right in the bubble.
if so as matt says dist points in famine systems. Community goal stations used to be a good source too (if gankers weren't around) do we think CGs will be back any time soon? Also carry a wake scanner on your multirole ship and make a habit of scanning a wake or 2 everytime you leave a station.


 
Posted : 27/08/2020 9:14 am
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what data do you need for Palin?

Various flavours of Industrial Firmware if you want the Dirty Thrusters.


 
Posted : 27/08/2020 9:26 am
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Dirty drives uses various firmwares. I have found lower tier firmwares at Private Data Beacons, but higher there could be value in missions for Modified Embedded Firmware and then trading down.

[Edit] Just remembered the real pain with dirty drives.......Pharmaceutical Isolators!

I have a note that I found some in a wing delivery mission.

For the wakes, like D0NK says make yourself a bubble bus with a wake scanner on board. Mine is my DBX.

Matt


 
Posted : 27/08/2020 9:32 am
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Various flavours of Industrial Firmware if you want the Dirty Thrusters.

That's what I want. Either dirty or clean thruster upgrades for the Anaconda because that's its main combat weakness. And for the Fer de Lance too because why not?

I also made Competent last night. Then I got interdicted (no idea why I wasn't carrying anything valuable) by an Anaconda, first time ever. Roasted him in the end once his shields were down but I did need two SCBs.

I think I will go looking for wakes in my Fer de Lance as it's great to fly around in.


 
Posted : 27/08/2020 9:49 am
 D0NK
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scanning/hacking megaships gets you lots of data, jameson crash site, scanning installations with your SRV (including davs hope), on missions MEF & CSF are "very rare" and given as rewards and you can trade down/cross for others, if the mission is also a scan mission its win win.
scanning every ship in a CZ/Res or in SC while travelling to faraway staions will get a bunch of lowgrade stuff.

Taking limpits on pew pew sessions and collecting the dropped mats while your shields recharge is a good habit too, just build mat acquisition into your gameplay (and regularly trade the ones you fill up) and you wont often have to "farm" for them

[Edit] Just remembered the real pain with dirty drives…….Pharmaceutical Isolators!

Pirate anacondas can drop them, if you kill one be sure to check the wreckage even if you dont have limpits, worth the time to collect them manually.


 
Posted : 27/08/2020 9:54 am
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Taking limpits on pew pew sessions and collecting the dropped mats while your shields recharge is a good habit too

Yeah my Anaconda has a limpet controller for that purpose - the FdL doesn't have room though. Maybe the Krait is a better ship for mat scavenging. Doesn't help the encoded data though.


 
Posted : 27/08/2020 9:58 am
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I didn't know that about pirates.

I found some the other week, in a HGE in Outbreak. This was after 6 months playing, shall we say regularly, and I got the new material discovered message!

Previously I had traded across from either imperial shielding or core dynamics composites.

Matt


 
Posted : 27/08/2020 10:08 am
 D0NK
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Doesn’t help the encoded data though.

scan every ship you see for common encoded then when they're full trade up.
Your mining trips should have maxed out your common raw mats (again trade up when full)
Scavenging wreckage gets most manufactured mats

A quick ship with good jumprange, SRV bay, wake scanner and a limpit collector and you can collect all the rare stuff the above regular gameplay doesnt get.

I didn’t know that about pirates..//..after 6 months playing, shall we say regularly, and I got the new material discovered message!

RNGesus! Think they have to be high level pirates and then the probability may still be low. Its certainly not a farming method but remember to check for them.

I may have murdered a lot of T9 crews in those distribution centres for mine a long time ago.....I'm not proud.


 
Posted : 27/08/2020 10:10 am
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We've all got a past D0NK!


 
Posted : 27/08/2020 10:54 am
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I'm shocked.

I feel guilty every time I forget to request docking permission and get a 500CR fine. And a death threat - wtf is that all about?

EDIT oh wait - the Federation is the US, so a lethal response to minor infractions makes sense.


 
Posted : 27/08/2020 1:52 pm
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Meh, they all do it. I'm forever getting to the envelope with an orchestra of alarms declaring my arrival. Parking Eye must have the contract, its the only explaination.


 
Posted : 27/08/2020 2:58 pm
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I agree, at any one time at least 50% of my ships have fines or bounties.

Matt


 
Posted : 27/08/2020 4:29 pm
 D0NK
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Just finished a wing massacre mission (higher payout per ship destruction than none wing - weird) so if any PC players are gonna be around gagnan port later, turn up and get your >20Mil payout fo rfree. Let me know what time if you're interested (I dont think you have to have contributed, just join the wing, accept a mission invite then hand it in, but if Im wrong just shout)


 
Posted : 27/08/2020 5:54 pm
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Ach, I have work to go to. Is that how it works? If I'd known I'd have given you a shout for that 4.5m the other night!


 
Posted : 27/08/2020 6:04 pm
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