Don’t usually use supercruise assist but put it on for this buy/sell cycle so I could leave the console and talk to folk whilst it did it’s thing. But when I got interdicted I realised it’s a dangerous thing to not be paying attention.
It was just pretty cool to see a real person that wasn’t trying to kill me.
To the younger me playing Elite on a BBC B this and having a real person pirate me would have seemed to be such wishful thinking. I know the games not perfect but I’m living in my imagined future (video games wise). I think it’s such a shame that so many people choose not to play in open, although I understand why, but it’s really where this game should be.
Open all the way. For better or worse.
@molgrips we've had this discussion before, I honestly believe it's down to your control method. Unless it's bay 5 (always when anonymous, it's the punishment spot) or an outpost is sitting funny it's quicker for me to just fly down unassisted. Cobra stops on nothing and the Python isn't much worse, once you get used to telegraph handling on the AspX it's much the same. Plus you can't rush the mailslot with docking assistance.
@perchypanther I'll bear that in mind.
Bit of a problem, the Python was only supposed to be a trade ship, now it looks like a far more capable miner than the AspX. Honestly, at this point the AspX only has its jump range to shout about and even then... I can see why people get annoyed about FDev's interpretation of the term "multirole", one ship shouldn't excel in several roles. No wonder the dedicated space trucks get little love.
The reason the Python looks like a more capable miner is because it is. Unless you are going for three to four hour marathon mining sessions 200t is perfect. It has enough hardpoints to equip all three techniques at once. What's not to love?
Matt
Of course, I just mean it's capabilities (and the Anaconda) are more diverse than they realistically should be. Look at the T7 for example, yes it's cheaper but a Python can haul more, fight more, mine better and land anywhere. Multiroles shouldn't be better than specialist ships for their given role IMO (but I'm not going to deliberately hobble myself at this stage).
As you say though, being able to equip all the gear is brilliant.
Got to admit; I think all the dedicated hauler ships should be given a large, cargo only slot to make them relevant again now that credits are so easy to come by compared to the olden Elite days. A cutter just shouldn’t be able to haul more than a T-9, and a Python shouldn’t be able to haul more than a T-7. It’s a bit daft.
@Matt_bl 👍🏼 Thank you
The Python isn't perfect, for me. With 192t cargo which is decent, it's not tough enough for me not to worry about being ambushed by a wing. And to even get that cargo space I had to leave out the fuel scoop which exposes you to pirates when you have to find a station to refuel at.
I do think the good ships all have weaknesses, there's no perfect ship.
@molgrips in which case you can tweak that build. I run 192 with a fuel scoop, I only swapped it out this week for mining from the carrier. You can see my build on INARA.
I only have a class 3 shield, but in the Python you should never get interdicted by NPCs.
The best QOL upgrade is G5 Dirty Drag drives, then you are quick/nimble enough to get away as well.
Matt
Yes I could get a lower shield in the 3c slot but then I would have to drop the docking computer cos my DSS is in there. And 3C shields aren't great. But that's what I am saying, compromises.
The Anaconda doesn't have to make these, but then it's slow. I think engineering the thrusters on that will be my biggest QoL improvement, hence needing to unlock Palin.
Hunting for Thargoid stuff has made me start thinking about an AX build starting with an Anaconda.
Pythons are god tier. Can out cargo a dedicated cargo ship (and still land on a medium pad) and if setup properly can fight with the best of them (7a PP and PD, 3L 2M hardpoints, plenty of slots for HRP)
Python with >250 cargo, 1000 shields, PAs and Beams, 30LY jump, can usually kill a deadly pirate anaconda, sometimes an elite (or stay alive long enough for the feds to turn up), only downside is terrible shield recharge rate and paperthin hull. Was doing well against an NPC anaconda the other day got him down to 30% hull, still had >1 ring of shield, then he rammed me, resulted in 2% hull, I ran like hell, jumped into SC, emergency stopped, reboot/repair cycle, the pirate (with fully recharged shields) dropped into my location just as my thrusters came back online. Squeaky bum moment, but got away.
Pretty sure I havent been interdicted by a player in this build yet, dunno how it would go, but Im guessing 1k of well resisted shields should allow me to run away, certainly not built for PvP fighting.
Cargo ships really seem to lose out in ED, cutter used to pee all over the t9 til it got a second class 8 optional slot (and if you have a pre 3.0 engineered class 5 shield you can use that on a cutter to still have more cargo and loads more shields) and python is still way better than t7 despite being smaller pad size - I know it's 3 times the price but it seems to be defying physics. A multirole shifting almost as much as a cargo ship and being better at everything else with a price hike and/or having rep requirements is fair, but multirole moving more cargo aswell is kinda weird.
Anaconda arguably outgunning the corvette is a bit of an anomoly too.
I was running 220te before I went mining, I'm running about the same but with a smaller shield generator and bigger cargo slots. I just throw the docking assistance out and that's another slot, you could do the same with supercruise assist if you still prefer landing assist (and actually makes orbital flight easier as it doesn't constantly fight you when you're trying to put it down).
If you want to take down an interceptor, smaller quicker ships are the meta. My Krait II is based on the AXI recommended build. The guns are for scouts, so all turreted AXI multicannon. For interceptors gauss and flak are the way to go.
With a conda, from what I can see you need a real tank, because you are not really quick enough to get away.
Check out wiggyb on youtube for a great cyclops video.
Matt
The difference between the conda and the python is that one is large, one is medium.
I would have to drop the docking computer
Time to lose the training wheels, Mol! 😉😘
Hunting for Thargoid stuff has made me start thinking about an AX build starting with an Anaconda.
thats a pricey ship to learn xeno fighting in, ok if you got plenty of rebuy money I guess. I built up a chieftain but never got round to actually taking on the thargoid hordes (couple of scouts, pretty sure I got my arse handed to me, must try again soon)
But yeah Dirty drag drives are a must for big ships, get them asap
I'm into the Krait for about 160 million and another 40 million so far on rebuys.
The latest craze appears to be interceptors without a HUD!
Matt
Time to lose the training wheels, Mol!
I am quite capable of docking manually I just can't be bothered.
Yes, the Anaconda is large, but that in turn confers many other differences. I've got 1.2MJ of shields for example.
Not waving anything, but I can get that in base shield in my Vulture. Double with resistances.
For some kind of large ship shield tank you need over 5000, more for a resistance build. The three small burst lasers on my chieftain do 150 per second against shields, so I'd be moving onto the packhounds in about 8-9 seconds.
Matt
Not waving anything, but I can get that in base shield in my Vulture. Double with resistances.
How?
Bought and outfitted an anti-xeno Krait and shipped it to Asterope.
Gonna bag me some Scouts.
@molgrips 5A Reinforced High Cap, 4 boosters 2xheavy duty super caps and 2x resistance augmented super caps
Pesonally I don't run like that, because it's a once it's gone, it's gone build. I run bi-weaves at around 500 but with around 1:40 recharge.
@Perchypanther give those goids hell!
Matt
Good fun shooting up the Thargoid Scouts.Ranks up your combat rating much more quickly than the effort required would suggest. Going to leave the good ship “Ripley’s Forklift” in Asterope and use my bubble hopper to do the 7 jumps back to Akuntsu when I get bored of it.
It's definitely a change from the standard combat.
I do the same except I am based on Celeano. Jump range isn't terrible in the Krait, but it isn't 60Ly, that's for sure.
You gonna have a crack at an interceptor?
Matt
Experimenting with frag cannons. Dual 2C on the FdL. It's manoeuvrable and fast enough to get in close. A direct hit on a Chieftain took 50% off it's hull 🙂
Frags are silly powerful on bigger ships, ran pacifiers (3A) on a vulture, ripped anacondas and pythons to bits. Hitting smaller faster ships is a PITA tho.
Been experimenting for the "wetwork" jobs, groups of civilians that scarper as soon as you open fire, all frag build could always take out the first ship, but once the rest started to run I could rarely get them before they highwaked.
Still not come up with a reliable way to kill them, thinking of 3 rails or beams to melt shields and let some packhounds do the work of chasiing the little buggers.
Where did you get 3A from? Are they widely available? Can you get them in 4? Because that would be great on my FdL.
Re the runners - you just have to wake scan and follow them.
Only cannon in a Huge class, no frag.
Wylie has 3C fixed and gimballed frags
Matt
Well I think a pulse laser is a waste of a class 4. Off to get me a a multi cannon.
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
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.
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
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.
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.
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).
@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
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)
Matt that sounds about what I was looking at, no packhounds but certainly missiles of some sort and large multi.
@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
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.
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.
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.
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
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.
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
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.
@D0NK I make that two successful trips! Twelve on one hull is certainly more than I've managed.
Matt
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?
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.