Elite: Game talk

yesterday, 5:48pm
Rawnu
The two huge and small hardpoints have the best convergence for fixed weapons, was thinking to reengineer my regular PvE Corvette with cannons in those.!

True. I tested mine with 4 X 2A MODIFIED GUARDIAN SHARD CANNON [FIXED] and 1 X 3C BEAM LASER [FIXED].

I really appreciate the convergence and I have no problem whatsoever with the fixed BEAM LASER, having said that, for AX, I decided to engineer an Anaconda, BASE ARMOUR is higher than the Corvette which is excellent as a Shield tanker especially with 4A MULTI-CANNON, my tip, equip one of them with Corrosive Shell.

While checking, I realized that I re-equipped my Corvette with one MULTI-CANNON of the wrong type and didn't even noticed the difference, the Vette is very good for FIXED weapons...
yesterday, 7:08pm
Hello! I need some help with my cobra build. What upgrade can I get from Selene for my armor and hull modules? I'm currently using reactive composit armor.
yesterday, 7:21pm
LawrenceRUSHello! I need some help with my cobra build. What upgrade can I get from Selene for my armor and hull modules? I'm currently using reactive composit armor.

It depends what you're gonna do with your ship (I use my light ships as Couriers).

Reactive Surface Composite is good in the event of losing your shields and taking hits with kinetic weapons, so if you're planning to do Combat, like Bounty Hunting, a combination of a good shield and Reactive Surface Composite/Kinetic resistant + ANGLED PLATING can save your day.

Having said that, Pirates often use Burst Lasers, so it's Thermal you should be looking for.

Remember that one of your best assets are speed and maneuverability, so keep that in mind when trying to balance shield and armor.


Last edit: 05 Nov 2024, 7:34pm
yesterday, 9:14pm
Rawnu[...] because neither AFMU nor fuel scoop add anything to your weight (thus it does not have an impact on jump range), only to power draw (go and figure, FDev...).

Fun trivia: the reason AFMU and fuel scoop have zero mass is because FDev forgot to put actual mass values in those modules’ stats before the 1.0 Gamma release, and then they had to keep it that way, or else they would break people’s exploration builds. (Someone from FDev — I forgot who — admitted that on the official forums once.)
yesterday, 9:19pm
Thinder
LawrenceRUSHello! I need some help with my cobra build. What upgrade can I get from Selene for my armor and hull modules? I'm currently using reactive composit armor.


It depends what you're gonna do with your ship (I use my light ships as Couriers).

Reactive Surface Composite is good in the event of losing your shields and taking hits with kinetic weapons, so if you're planning to do Combat, like Bounty Hunting, a combination of a good shield and Reactive Surface Composite/Kinetic resistant + ANGLED PLATING can save your day.

Having said that, Pirates often use Burst Lasers, so it's Thermal you should be looking for.

Remember that one of your best assets are speed and maneuverability, so keep that in mind when trying to balance shield and armor.

Thank you.
yesterday, 9:38pm
Sampi Ogonek
Rawnu[...] because neither AFMU nor fuel scoop add anything to your weight (thus it does not have an impact on jump range), only to power draw (go and figure, FDev...).


Fun trivia: the reason AFMU and fuel scoop have zero mass is because FDev forgot to put actual mass values in those modules’ stats before the 1.0 Gamma release, and then they had to keep it that way, or else they would break people’s exploration builds. (Someone from FDev — I forgot who — admitted that on the official forums once.)


This is gold!
today, 6:06am
FYI, for everyone looking here on Inara: EDSY has the Mandalay now.

Also, for the record, I was able to make a "paper" MD with a functional jump range of 84.1 Ly.
Even so, it still can't match my purpose-built Anaconda (the "Vastbound") with a functional jump range of 87.1 Ly.
(If I could get my hands on that old pre-eng 6A FSD that was a community reward a while ago, I could get the Anaconda up to 91.2 Ly.)

These extreme jump range ships are definitely limited use ships (fragile if you breathe on them), but it is fun to have a tool like EDSY to tinker with such things before putting the resources into them in the game, so I wanted to share this little experiment here.
today, 7:46am
IndyFYI, for everyone looking here on Inara: EDSY has the Mandalay now.

Also, for the record, I was able to make a "paper" MD with a functional jump range of 84.1 Ly.
Even so, it still can't match my purpose-built Anaconda (the "Vastbound") with a functional jump range of 87.1 Ly.
(If I could get my hands on that old pre-eng 6A FSD that was a community reward a while ago, I could get the Anaconda up to 91.2 Ly.)

These extreme jump range ships are definitely limited use ships (fragile if you breathe on them), but it is fun to have a tool like EDSY to tinker with such things before putting the resources into them in the game, so I wanted to share this little experiment here.


THANKS! And here's your dream Mandalay, with over 90 LY that will go pop as soon as you sneeze
today, 9:31am
you guys are death wishers. Safety first during exploration in very deep space, here is mine with 80ly. https://edsy.org/s/v86jYuw

i can reach 86ly if i put fuel tank 3c instaed 5c but thats asking for getting stuck around non scoop stars, looking for Raxxla or some weird stuff and calling fuel rats

my aspx and phantom have 70ly, they served well, especially aspX.
today, 9:37am
Parked my Cannelloni (T-8) took the Rigatoni (Mandalay) for a spin to make some money by scanning space shrooms. Damn, this thing is twitchy. It's fun like a racecar. Definitely not built for a slow hover and search. This thing wants to do 200 in a 25 zone.

Parking that oil tanker sized spaceship in mountains is a real PITA.
Also, flying it at 45 20 angle, nose down, requires a bit more effort than with Asp Exp. That little window, I was waiting for, is covered by a menu screen if you look straight at it. Brilliant!
Is there an setting to turn those off (when you look left, right etc)?


Last edit: 06 Nov 2024, 2:57pm
today, 9:38am
Those very extreme top-end of the range ships are useful if you’re looking to explore the fringes, but for me, I haven’t done so much and generally stick to 500-1,000 ly above/below plane (in the denser areas/where possible) or somewhere around 200-300 in the ones which are less populated with stars.

So a Phantom with a ~68 ly range and not needing to turn off toaster and heater just so it can fly has served well in getting where I want to be faster and then just going at it.

I’m not sure yet where a Mandalay of similar build would end up at in terms of its range, as I’m not planning to go out and explore again soon, so I haven’t bothered setting a theoretical build up yet.
today, 9:57am
Kasumi Goto I’m not sure yet where a Mandalay of similar build would end up at in terms of its range, as I’m not planning to go out and explore again soon, so I haven’t bothered setting a theoretical build up yet.


If you like, you can check out mine, it is absolutely NO paper build because I don't want to crash out there: https://edsy.org/s/vXwQtLw
today, 10:07am
Atusia DuvalAFMU B-Rating consumes less power and has more repair units than A-Rating. However, the speed of repair is a little slower than with A-Rating.

Total repair capacity is lower as well. All AFMUs consume 10 units per second, but A-rated ones repair the most (i.e. restore the most integrity) per unit. So despite the fact that they store a lower number of units per module, A-rated AFMUs repair more damage in total and do it faster.

EDSY shows this as the repair rating, and it is 0.023 (B-rated) vs. 0.028 (A-rated). Multiplying these with the number of units stored will give you the module's total repair capacity.

There are only two reasons not to use A-rated AFMUs:
  • You can't afford them.
  • Your ship is likely to be destroyed, and you want to reduce the rebuy payment by using cheaper modules.
today, 10:18am
Another thing to consider: AFMU refills cost the same amount of materials regardless of AFMU class, so equip the largest AFMU class you can fit if you plan to stay away from shipyards for a very long time.
today, 10:50am
AHExactly. Getting that extra 0.0x Ly but constantly fiddling with power setting to keep the light on is just a waste of time.
I did over 500 jumps (>70K ly) last trip. Needed to use AFMU after 18-20 neutron start jumps. I had to reload AMFU several times. It was still functioning fine.

As mentioned before, in some regions of the galaxy 0.5 Ly extra jump range can make the difference between a straight course and an hour-long detour. You'll understand when you travel to Beagle Point for the first time.

But there's another reason to power down unnecessary modules: they generate heat. This means your ship will overheat faster. You may not be able to scoop fuel efficiently or charge your FSD early without taking damage. This will slow you down. You may also get into trouble more easily if there's a twin star system waiting at the end of your jump.

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