Elite: Game talk
today, 4:03am
today, 4:10am
(Answer any/all that you might know. Maybe there are some better references I can read/watch somewhere?)
- Seems like the gameplay is such that there's always a Tharg interdiction with the first jump. Correct? (Some videos say something like that too.)
- If so for the above, then: It's about being prepared for that eventuality, not something that I can avoid. Correct?
- I tried without ECM... and lost passengers, but got away. I tried with two ECM... and lost passengers... even though I successfully deployed ECM continuously. Should I "git gud" with ECM? Or just ditch them and let the loss happen?
- I thought the technique was: drop out of interdiction, fire off a heatsink, boost toward jump target, ready on ECM, heatsink/boost as needed, fire ECM(s) as needed, jump ASAP. However, the Thargoids are on me relentlessly, even with boosting 350-400. What am I doing wrong?
- If the Thargoids are just going to strip my shields away anyway, why shouldn't I just throw another 5E cabin in that slot?
- Fines are meh. It's annoying to have to figure out how to pay them, so I can get more missions. Any advice on how to manage this or "just deal"?
- Wanted passengers are alright as a game mechanic, but it does seem silly to penalize players for evac of humans, regardless of whether they're criminals. (Even the citizens of Gotham evac'd criminals....) Anyway, I just treat it as if smuggling and fire heatsinks and stay ready on silent running. Is that right?
- Any other tips for a good Evac run? I quite like the story/feeling of helping like this.
If you want to double-check my Evac ship, here's the Inara link to my "Evacutacean". (Based on the PTN Evaculuga.)
today, 5:13am
On shields or not, I can't say anything, never been without shields in tharg territory. Recommended shield is a bi-weave. Some indeed use the slot for additional hull or module reinforcement.
Last edit: 30 Nov 2024, 5:29am
today, 5:34am
Tiffany YürWhoa, lots of questions. The behavior of these interdictors of refugee vessels has become more aggressive. Suggesting changing one of the ecms to a point defence turret, preferably to underside near the cargo door. Using silent running raises the heat quickly while boosting, so throwing a heat sink when you come out of silent running is one trick that may buy you time. At least the rescues in the invasion systems near the other titans could be done (some ship damage cannot be avoided) with no losses of passengers with these. Even did some with Asp Scout, but quite quickly changed to a Python. The speed you are getting was good enough back then, but I do not know how it is now. A trip to an engineer to get grade 3 thrusters (if you have some unlocked) is advisable but at least previously was not necessary. Some recommend Orca for these missions but I use a Python (engineered).
Sounds good and thank you for your reply.
I was tinkering with my EDSY plans for my evac ship while waiting on a reply. I certainly think more engineering is in order for this ship. And I'll upgrade the Thrusters too. (I updated it with your point defense suggestion before making that link.)
So, keep the shields then, yeah? Considering the potential for incoming damage?
Perhaps I'm over-committing with using a Beluga as my first go at this? (I'm not shy about stepping up for steep learning curves, but still want to check myself here. I'm happy with it though.)
Should I be using silent running against Thargoids too? Didn't realize. So, new technique would be: drop out of interdiction, fire off a heatsink, silent running, boost toward jump target, ready on ECM, heatsink/boost as needed, fire ECM(s) as needed, jump ASAP. Correct?
today, 5:45am
I like shields for combat at least since the scouts doing interdictions are easy with them, not much use against Hydras and Medusas, some help against Basilisks and Cyclops. I'm not too good in avoiding fire...
today, 6:20am
Brought to you by azimuth biotech
today, 7:46am
Tiffany YürWhoa, lots of questions. The behavior of these interdictors of refugee vessels has become more aggressive. Suggesting changing one of the ecms to a point defence turret, preferably to underside near the cargo door. Using silent running raises the heat quickly while boosting, so throwing a heat sink when you come out of silent running is one trick that may buy you time. At least the rescues in the invasion systems near the other titans could be done (some ship damage cannot be avoided) with no losses of passengers with these. Even did some with Asp Scout, but quite quickly changed to a Python. The speed you are getting was good enough back then, but I do not know how it is now. A trip to an engineer to get grade 3 thrusters (if you have some unlocked) is advisable but at least previously was not necessary. Some recommend Orca for these missions but I use a Python (engineered).
On shields or not, I can't say anything, never been without shields in tharg territory. Recommended shield is a bi-weave. Some indeed use the slot for additional hull or module reinforcement.
Those were no scouts, I killed a few of them in the past, I know. They were FASTER than my Cutter in boost and after losing my shield, I was down to 83% Structural strength, during the first trip I also lost 3 passengers who bugged out in escape pod.
Good thing I have mounted 5 X Defensive Turrets because there was a lot of missiles fired too, I gave up after I was fired upon by Hearth forces when I tried to get more refugees from a second station and Interstellar Factors didn't take my fines, I had to move to clean my ship and modules.
That was B.S, the first station (Daedalus) was running out of passengers after only my second trip, so I'm back in Maiki where I cleanse the Resources Extraction Sites for Merits, especially because I can't do footwork in VR and this week assignment limits me in terms of progression (undermining on foot).
IndyQuestions about AX Evac missions:
(Answer any/all that you might know. Maybe there are some better references I can read/watch somewhere?)
Seems like the gameplay is such that there's always a Tharg interdiction with the first jump. Correct? (Some videos say something like that too.) If so for the above, then: It's about being prepared for that eventuality, not something that I can avoid. Correct? I tried without ECM... and lost passengers, but got away. I tried with two ECM... and lost passengers... even though I successfully deployed ECM continuously. Should I "git gud" with ECM? Or just ditch them and let the loss happen? I thought the technique was: drop out of interdiction, fire off a heatsink, boost toward jump target, ready on ECM, heatsink/boost as needed, fire ECM(s) as needed, jump ASAP. However, the Thargoids are on me relentlessly, even with boosting 350-400. What am I doing wrong? If the Thargoids are just going to strip my shields away anyway, why shouldn't I just throw another 5E cabin in that slot? Fines are meh. It's annoying to have to figure out how to pay them, so I can get more missions. Any advice on how to manage this or "just deal"? Wanted passengers are alright as a game mechanic, but it does seem silly to penalize players for evac of humans, regardless of whether they're criminals. (Even the citizens of Gotham evac'd criminals....) Anyway, I just treat it as if smuggling and fire heatsinks and stay ready on silent running. Is that right? Any other tips for a good Evac run? I quite like the story/feeling of helping like this. [/ul]
If you want to double-check my Evac ship, here's the Inara link to my "Evacutacean". (Based on the PTN Evaculuga.)
I can't be affirmative since I only done two trips but I'll try to answer what I know.
. The two interdiction were following the same scenario, except that for the first one there were Hearth forces fighting the Thargoid.
. I'd swap ECMs for Defense Turrets.
. The shield doesn't last but it helps, it delays the time where your hull and modules take damage, it can make a difference.
. I didn't try heatsinks and silent running, if you can fill up your cabins at Daedalus you'll be OK but Illegal Passengers will get the cops to fire at you at other stations.
.Fast ship + Defensive Turrets.
Last edit: 30 Nov 2024, 8:51am
today, 8:34am
IndyRayman.I moved away from sol. Its so boring atm, give us invasion already. Im not interested evacuatign refugess and only did for inara medals thing
You can get AX bounty missions at all/most Sol stations, FYI. (e.g. Kill # Scouts, Kill # Interceptors, etc.) I chose to do Evac, just to give it a try, but I considered taking the AX combat missions instead because I enjoy them. (Questions about Evac to follow shortly....)
yeah but i dont like waiting for signals to pop up or not and only exciting about evac is scythe version of glaive. Perhaps materials but im good on those so far
today, 8:38am
IndyQuestions about AX Evac missions:
(Answer any/all that you might know. Maybe there are some better references I can read/watch somewhere?)
The answer to a lot, if not all your problems: an Imperial Cutter with fully engineered thrusters and power distributor. You need to be fast. Here's my strategy with interdictions (and so far never lost a passenger evacuating from Sol, in fact the only passengers I lost was when I tried it with my Beluga...): immediately boost and turn towards your destination, boost again and fire the ECM before anything else happens, boost, fire, boost. Normally you are out of range by now with a Cutter. As an additional security measure: strap on four PDCs on the underside of your Cutter. Again, I always fire the ECM before anything happens. You can also equip a second ECM and fire it right afterwards.
Re fines: yeah, this sucks and you need to visit an IF in a system without the faction you got fined from. I find it weird that you cannot pay off a fine for evac missions at the evac port, it just doesn't make any sense.
today, 8:55am
today, 8:58am
Rawnu
Re fines: yeah, this sucks and you need to visit an IF in a system without the faction you got fined from. I find it weird that you cannot pay off a fine for evac missions at the evac port, it just doesn't make any sense.
I use the same tactic except that I don't use ECMs but Defensive Turrets.
I tried two different Interstellar factors before I decided to return to Maiki, I didn't want to take any risk with a ship and module on the red list, the fact that I was showing Red, in hostile space, might have played a role in this (AISLING DUVAL).
Tiffany YürYes, glaive (hunters) is terribly fast and in combat against them, FA off turns are almost a must, else you're in trouble. Luckily they only have one heart so they don't require scanning, which would be damn near impossible anyway if they've engaged in combat already.
Frankly I didn't have time to positively I.D them but they were faster than my Cutter which is no slouch when it comes to Max and Boost (223-357 M/S).
Last edit: 30 Nov 2024, 9:07am
today, 9:08am
IndyQuestions about AX Evac missions:
(Answer any/all that you might know. Maybe there are some better references I can read/watch somewhere?)
Any other tips for a good Evac run?[/b] I quite like the story/feeling of helping like this.
Speed is life.
Dirty + Drag on engines (for raw speed)
Charge Enhanced + Superconduit on distributor (for quick recharge)
4 pips to engines
This allows for near constant boosting, meaning you are always at or near maximum boost speed the entire time you are running from the goids. I don't bother turning toward and boosting past the goids, I just boost constantly away until the FSD is cooled and jump away.
Using the above...
ClipperEvac only carries 72 people, but has a speed of 500/631
CutterEvac carries 144. Being a big beefy boy, it only has 286/458 but at constant boost it can stay ahead long enough to get away with minor damage.
today, 9:15am
Vasil Vasilescu
Charge Enhanced + Superconduit on distributor (for quick recharge)
4 pips to engines
This allows for near constant boosting, meaning you are always at or near maximum boost speed the entire time you are running from the goids. I don't bother turning toward and boosting past the goids, I just boost constantly away until the FSD is cooled and jump away.
Yeah, mine is geared up for possible combat after a failed escape from an interdiction by human ships, I tried to get into a dogfight with one Thargoid and managed one shot 4 X 2B MODIFIED GUARDIAN PLASMA CHARGER [FIXED], but now those weapons are back to the Krait MK II.
So ideally I should re-engineer my Cutter Power Distributor, in any case, as you pointed out, it's darn heavy.
>>>>>
Anyway, this Thargoid thing is bad timing for me, since I won't be able to complete my next assignment due to my inability to play disembarked in VR, I need to pile up Merits using other ways.
I really need those Prismatic Shields and possibly other weapons, so doing Bounty hunting in Aisling Duval Space works for me for both Combat Elite Rank 1 and Power Ranking...
The only thing is, I'm not prepared to use Premium ammo for this, it requires commitment when it comes to farming materials and I have to take breaks for that, I gained 3 ranks since 28 NOV...
>>>>>
On another not: I love my Cobra Mk III, I've done a lot of jumps looking for Megaships with this ship, if the MK V is anywhere as good I'll be happy to have one.
Last edit: 30 Nov 2024, 9:37am
today, 9:26am
Thinder Yeah, mine is geared up for possible combat after a failed escape from an interdiction by human ships, I tried to get into a dogfight with one Thargoid and managed one shot 4 X 2B MODIFIED GUARDIAN PLASMA CHARGER [FIXED], but now those weapons are back to the Krait MK II..
I am mostly a trade/exploration guy, so I tend to be a runner by default because I do not put any offensive weapons on the tansport pigs or scouts I usually fly.
today, 9:40am
Vasil Vasilescu
I am mostly a trade/exploration guy, so I tend to be a runner by default because I do not put any offensive weapons on the tansport pigs or scouts I usually fly.
I understand. I won't use the Cutter for Combat, it's hauling only, so I need good shields, defense and at the end of the day, Speed suffers...
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