Elite: Game talk

01 Oct 2022, 11:34am
Thanks again, Episparh, much appreciated. Was just filling in some crafting lists. Where do we exchange our on-foot materials -- bartenders?
01 Oct 2022, 12:17pm
Mac4Thanks again, Episparh, much appreciated. Was just filling in some crafting lists. Where do we exchange our on-foot materials -- bartenders?

Yes. Some carriers can sell stuff too. Also if you find another comander that wants to trade or give stuff you just meet on the ground of some planet and throw stuff from backpack to the ground so other can pick it up. That includes also data materials.
01 Oct 2022, 1:03pm
I see, ty.
02 Oct 2022, 4:48am
Ive found so many good deals by flying around to random systems while doing things and just stopping off and checking the PS store and bam, G3 shotguns, Handguns with scope, G3 mav suit with NV, G3 Dom suit with uh damn i dont remember what it had but it had something
point is just keep searching and you can find these things around ! Good luck Mac4 just keep looking around.
02 Oct 2022, 6:26am
MiseriIve found so many good deals by flying around to random systems while doing things and just stopping off and checking the PS store and bam, G3 shotguns, Handguns with scope, G3 mav suit with NV, G3 Dom suit with uh damn i dont remember what it had but it had something
point is just keep searching and you can find these things around ! Good luck Mac4 just keep looking around.

When it comes to G3 suits and weapons, I usually find what I'm looking for when I'm looking for something else. Looking for A? Find B. Looking for B? Find C.
02 Oct 2022, 6:27am
KurakilI usually find what I'm looking for when I'm looking for something else. Looking for A? Find B. Looking for B? Find C.


I feel like this is true for far too many things in real life, let alone in a game.
02 Oct 2022, 9:08am
EpisparhIf you would take my advise, here it is:
Prioritize the following gear:

  1. G5 maverick suite with night vision and extended backpack capacity.
  2. G5 Tormentor with noise suppressor and audio masking.
  3. G5 Executioner with audio masking, scope and increased magazine size.

This gear will give you the edge in doing any mission or settlement looting. If you can master the covert mechanics and the shot prediction with Executioner no settlement have chance to stop you.

But note that this gear is sub-par in Conflict Zones.


For the Executioner, but moreso for any other weapon minus the L-6 and perhaps the Intimidator, you need the Stability Mod on them. Otherwise the vertical Recoil will punish you if you're not spot on for the first shot. Executioner without it is not adviseable.

Maverick Suit with Extended Backpack is for those who don't land with their own Ship or don't use their own SRV to constantly deliver their gains. Once you have everything engineered that Mod is rendered obsolete and a waste of space. Unless one wants to engineer two Mavericks to G5, then it's fine.

Tormentor seems to be a Meta, but a P-15 with Greater Range, Noise Suppressor, Audio Masking and Stability puts a Tormentor to shame from my experience. Mostly because it shoots as fast as you can click.
02 Oct 2022, 12:04pm
It seems we each have a different take on which mods are most important, perhaps based on how we play.

My weapons are:

Set 1:
Audio Masking, Greater Range, Faster Handling, Reload Speed

Set 2:
Noise Suppressor, Greater Range, Faster Handling, Reload Speed

Set 3 (if I ever get around to it) will be for Ground CZ since being silent is not really useful in that circumstance:
Stability, Greater Range, Faster Handling, Reload Speed

My dual rockets are:
Stowed Reloading, Magazine Size, Faster Handling, Reload Speed

-Having one silencing mod on your weapon (or both) makes life much less frustrating. I use whichever silencing effect I think I will need for a given settlement or mission; typically I have one weapon for outdoors and one for indoors. Then I just make sure to kill fast enough before the shields come up so I don't have to worry about having a thermal weapon. Or just use plasma and be done with it.
-I use Greater Range since in essence it means increased damage from the default "effective range" out to 200m.
-I tend to run/hop around without a weapon drawn quite a bit since it lets me run faster and jump farther, so Faster Handling is invaluable to me so I can "quick-draw", ADS more quickly, and also switch weapons faster if needed.
-I like Faster Reload Speed since it means less down-time, but depending on how often you switch weapons, Stowed Reloading might be a better option.
-I use dual rockets for CZ so Magazine Size buys me more time for Stowed Reloading to take effect as I switch back and forth from one rocket launcher to the other.
-I tend to view Stability as a nicety rather than a necessity since as I rarely hold the trigger down long enough for it to become a problem at any reasonable range with the automatic weapons, but I also see it as a benefit if you need faster follow-up shots with higher recoil weapons. And I do find it more worth while than many other options even so.

My suits are:

Dominator:
Night Vision, Increased Sprint Duration, Faster Shield Regen, Extra Ammo Capacity

Maverick:
Night Vision, Increased Sprint Duration, Faster Shield Regen, Undecided

Artemis:
Night Vision, Increased Sprint Duration, Improved Battery Capacity, Improved Jump Assist

-To me Night Vision is too useful not to have, since your situational awareness becomes so much better, and for whatever reason I tend to get sent to places when it is night far more often than when it is day. And it makes Exobiology actually doable in the dark. It is also useful when there are excessive/long shadows or low light situations indoors or outdoors.
-Increased Sprint Duration is one of those where I didn't realize I needed it until I got it. My character rarely runs out of breath anymore, or even gets to the heavy breathing stage. Less panting means more time spent doing something else.
-Faster Shield Regen is one of those "requirements" for any real combat, especially the unexpected and outnumbered kind.
-I find I run out of ammo more quickly than I feel like I should so I get Extra Ammo Capacity on the Dominator which is especially handy for the dual rockets and Intimidator.
-For the Artemis, I rarely (if ever) come across enough specimens close enough together to justify the Reduced Tool Battery Consumption mod, so I use Improved Battery Capacity since it allows for more bio-scanner usage, more jet-pack boosting, longer environmental regulation in extreme temperatures, and longer use of torch or night vision.
-Improved Jump Assist lets me go higher to get a better view of things and also scale steep slopes and cliffs more easily and more quickly, making Exobiology take that much less time.
-I'm not sure what I want on the 4th slot on the Maverick. I've tried the Improved Jump Assist but I found that in most cases for any particular building, I can jump to the roof without it, or I can't jump to the roof even with it. There are very few instances where I can't without it and can with it.

Aaaaand now its late here and I've typed a lot, so if something seems off it's because I'm half asleep. But hopefully it provides some perspective or answers questions, or at the very least lets you know the craziness that goes on within what constitutes my brain.
02 Oct 2022, 2:17pm
Suggestion for the last Maverick slot - Quieter Footsteps.

If you like being stealthy it allows you to move around a settlement building faster, not needing to crouch in order to remain silent. I find that especially useful when disabling alarms in security zones.
02 Oct 2022, 2:34pm
Ryan Murdoc
For the Executioner, but moreso for any other weapon minus the L-6 and perhaps the Intimidator, you need the Stability Mod on them. Otherwise the vertical Recoil will punish you if you're not spot on for the first shot. Executioner without it is not adviseable.

I never had to repeat my shots because in missions or settlement looting I kill all targets silently from the roof. I had some rare cases where I had to kill shielded target - but then you have two options 50+m with Executioner (you fire 2nd shot before 1st reaches target and the flickering from the first shot stuns the target for the second to land). In that case I have enough time to wait my aim to recover , plus it takes some time till the weapon is ready to fire again. The second option is close and personal with Tormentor headshots from 1-5 m.

Ryan Murdoc
Maverick Suit with Extended Backpack is for those who don't land with their own Ship or don't use their own SRV to constantly deliver their gains. Once you have everything engineered that Mod is rendered obsolete and a waste of space. Unless one wants to engineer two Mavericks to G5, then it's fine.

Even without ship you can call APEX and offload there however runing back and forth for that takes time. This is why I recommend extended backback - there are nothing of great importance you can add on that suite anyway
Ryan Murdoc
Tormentor seems to be a Meta, but a P-15 with Greater Range, Noise Suppressor, Audio Masking and Stability puts a Tormentor to shame from my experience. Mostly because it shoots as fast as you can click.


I use sidearm for close distance and tormentor is more than fine. The main reason for recommending it, is alfa damage. Once you shot a target and it survives it knows where you are, activate shield , starting to dodge actively and shoot back. The later being the worst scenario for silent kill approach as it drags nearby NPC to the origin of the shots. (and I prefer to not buy new mouse each month)

Don UggieSuggestion for the last Maverick slot - Quieter Footsteps.

If you like being stealthy it allows you to move around a settlement building faster, not needing to crouch in order to remain silent. I find that especially useful when disabling alarms in security zones.


Honestly it is a rather useless mod. It is effective only while running and jogging. If you walk, crouch and preferably using roofs to move around it is waste of materials. And it is quite a grind to get, unless you win the lottery in pioneer supplies.
02 Oct 2022, 2:45pm
KurakilIt seems we each have a different take on which mods are most important, perhaps based on how we play.


My recommendation was for First set to make - a set that will make your life easier for unlocking engineers and grinding materials.

I have plenty of other setups that I use but effectively "Maverick - Collector" is my go to for any kind of ground ops. Even if I get tipped off before arrival in high security military settlement I still can clean it without alarms being triggered or enemy shot a single round.
02 Oct 2022, 5:37pm
Episparh(and I prefer to not buy new mouse each month)


I am not using the P-15 for extended Fights here, only in a pinch when my main guns run out. I simply love the fact that once any Guard on a base gets into the Scanning animation they can't end it until it's completed, so 3 quick Headshots and they're toast. But yes, any silenced gun will do the trick on that one.
02 Oct 2022, 5:43pm
Afternoon CMDRS

SO I decided to go and fetch a ship from the last CG system. I was in My DBX having just come back from Guardian Mat Gathering at SOL. Wanted to get my trading ship up but thought that i could Cab it (apex) down to Mrs Malaprop and chug her home with some newly acquired cargo. My DBX had 3 limpits in its 8 tonne capacity which I left in the ship. Travel from SOL to Cemiess.
Guess what you cannot use any other ship if you have left limpits in the ship you are leaving unless it is at the same Starport...

WHat is the point FDEV that I cannot leave a ship with LIMPITs in and leave at a star port and system to be told that i need to get rid of the EFFing limpits... before i can get into any store ship at any other location. So stupid.

Fdev you really have not thought this one out...
02 Oct 2022, 6:52pm
Wrong place to complain to FD.

I would suggest you to order a ship transfer and make some chill tee until it arrives
02 Oct 2022, 7:04pm
(cross-posted)

Yeah I've had that limpet issue, it's annoying (mostly because at first I couldn't figure out what the heck the issue was, in the first place! Twice!) On the other hand, they're cheap to destroy, so I guess just grin and bear it and it's another lesson learned. (In case you hadn't noticed, you can get Inter Astra to transfer your ship, it just requires destroying your cargo, i.e., your limpets in this case.)

Thanks for further insights above, all; Kurakil, too, very helpful


Last edit: 02 Oct 2022, 7:18pm

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