Elite: Game talk

18 Apr 2023, 12:25am
Jarvis Jameson
Davinci X
Jarvis Jameson


I'm going to second this sentiment.

I am flying a Cobra Mk IV, and anyone who has seen my gallery posts will know, I only fly a Cobra Mk IV.

The thing is known as "bad" in combat. And for PvP, it is.

PvE? Yeah I have to flat-out disagree there. She's a beauty in combat, granted after being modified to a fair degree.

Anyway I digress. Cobra Mk IV is a ship that has a bit of a bad rep, mostly because it's not nearly as fast as the Mk III (And the small matter of its exclusivity which, in my opinion, was a bad move by Frontier but here we are), and slower than most ships. This doesn't stop me winning space conflict zones with mine.

Really the only ships I'd not even dream of taking into a conflict zone are the Lakon T-Ships, excluding the Type-10 of course, as well as a Hauler. And I would consider a Keelback, on that note. That thing actually has the means to pack decent weapons, plus the fighter. I flew one a bit on an old save: Quite fun.

But here's the thing. If I'm taking a Cobra Mk IV into CZ and winning, and I am talking High Intensity CZ here, then there's zero reason Davinci's Vulture would struggle. Actually, it would excel, with a bit of smart piloting. Any hard-focused comabt vessel can perform here. Just some require more skill of course. That is something one learns over time.




Unfortunately, I don't have the opportunity to have access to the Mk IV, but on a similar note, before I procured my Vulture, I did a good bit of PvE bounty hunting in the Mk III with no problems. Fun as hell; so, I'd imagine a Mk IV would be a blast.

And as far as CZ's, I don't disagree. I participated in the latest CG and Drake's Fury did fine in the CZ's, even the medium and high intensity ones. And I had a blast while doing so without to many issues; however, it did take "forever" to kill NPCs, especially if they were in a medium class ship like a Federal Assualt or Gunship or in a large class ship like an Anaconda or Federal Corvette.

EDIT: Some of that may be my skill as a pilot as I'm fairly "new" to combat in Elite as I mainly participated in exploring when I first started, and the other part seemed to be that the Federation NPCs seemed to outplay the Empire NPCs during the CGs in most battles.


Little tip for ya': On the big ships, keep shooting the powerplant. Take out the drives too if you can do so with them floating fairly slowly as a result.

It is a common myth that taking a powerplant to 0% means an instant kill.

However... Any hit to the powerplant following it being reduced to 0% has a small chance to destroy the ship, regardless of any other health the ship has. This is exactly how I have destroyed a large number of Anancondas, Cutters & Corvettes with the Ethereal Wanderer.

Learning to target individual modules is a veritable game changer for combat, and essential for small ship pilots like ourselves.


Thanks for the tip.
18 Apr 2023, 12:41am
I don't know if it's okay to change topic, but I'm very new at this and I'm seeing what 'seems' to be a bug in which a nearby destination of let's say 11.9 LY results in a 30 hop route that goes all over the place in a great big loop before it gets to the nearby destination!

"Economical" and "Fastest" routes don't change the issue.

Does anyone know what's going on?
18 Apr 2023, 12:43am
Keebler750I don't know if it's okay to change topic, but I'm very new at this and I'm seeing what 'seems' to be a bug in which a nearby destination of let's say 11.9 LY results in a 30 hop route that goes all over the place in a great big loop before it gets to the nearby destination!

"Economical" and "Fastest" routes don't change the issue.

Does anyone know what's going on?

What's your maximum jump range? Because if it's really short, and going by you saying you're new I'm guessing you're still in the starting ship, then this is expected behaviour, as a tiny jump range will mean that even a short trip will require a massive detour in order to get to stars you can actually reach.
18 Apr 2023, 12:45am
Keebler750I don't know if it's okay to change topic, but I'm very new at this and I'm seeing what 'seems' to be a bug in which a nearby destination of let's say 11.9 LY results in a 30 hop route that goes all over the place in a great big loop before it gets to the nearby destination!

"Economical" and "Fastest" routes don't change the issue.

Does anyone know what's going on?

Scratch that, I can see what you're flying via Inara

Yes, your jump range is tiny at present. What you describe is to be expected, even with fastest route set, as the economical route is, for you, also the fastest.
18 Apr 2023, 12:50am
Jarvis Jameson
Keebler750I don't know if it's okay to change topic, but I'm very new at this and I'm seeing what 'seems' to be a bug in which a nearby destination of let's say 11.9 LY results in a 30 hop route that goes all over the place in a great big loop before it gets to the nearby destination!

"Economical" and "Fastest" routes don't change the issue.

Does anyone know what's going on?


Scratch that, I can see what you're flying via Inara

Yes, your jump range is tiny at present. What you describe is to be expected, even with fastest route set, as the economical route is, for you, also the fastest.


So if there are no in-between hops for the 11.9LY when I have a 7.8 LY limit, it will go all over the place to string together a doable route? You HAVE to end your jump at a star?
18 Apr 2023, 1:00am
Keebler750
Jarvis Jameson
Keebler750I don't know if it's okay to change topic, but I'm very new at this and I'm seeing what 'seems' to be a bug in which a nearby destination of let's say 11.9 LY results in a 30 hop route that goes all over the place in a great big loop before it gets to the nearby destination!

"Economical" and "Fastest" routes don't change the issue.

Does anyone know what's going on?



Scratch that, I can see what you're flying via Inara

Yes, your jump range is tiny at present. What you describe is to be expected, even with fastest route set, as the economical route is, for you, also the fastest.



So if there are no in-between hops for the 11.9LY when I have a 7.8 LY limit, it will go all over the place to string together a doable route? You HAVE to end your jump at a star?

That is correct. It is quite possible that the route you are seeing right now is the only route available to you with your crrent jump range. Classic starter experience: Believe me, you'll be thankful for the lessons it provides later.

The way hyperspace jumps work, is you arrive at the largest star in a system. And your jump range is dictated by various factors: The total mass of your ship, the size of your FSD, and the rating of that FSD. In your case, you're flying a relatively heavy Sidewinder with a D-rated FSD.

One thing I can suggest is you get rid of that SRV hangar you're currently carrying. This will increase your jump range immediately by reducing the total mass of your ship. You can also look at putting a cargo rack in its place, allowing you to make larger profit from trading.

When you are able to afford it, upgrade the rating of your FSD. It goes, in order of worst to best, E>D>C>B>A. You'll need around 160,000 credits to get a Size 2 A-rated FSD, the best a Sidewinder can equip. These things will all go to increase your jump range and allow for faster, more straightforward trips.

I'd like to add for you, as you're new: When you later get a bigger ship, be sure to make sure your module size matches the slot it is going in. This is represented by a number, and you simply make sure the module number matches the slot it goes in.


Last edit: 18 Apr 2023, 1:08am
18 Apr 2023, 1:10am
Thank you. That clears things up greatly. All those hops though...............

18 Apr 2023, 1:17am
Keebler750Thank you. That clears things up greatly. All those hops though...............


It's part of the learning curve.

Think of it like this: You're getting a chance to learn why mass matters here. That's what I meant about being thankful for the lessons later.

Also, you can try looking at stopping off at stations on your trip, buying and selling cargo as you go. Trading in Elite is pretty much common sense, at the basic level. Agriculture makes food, so buy food cargo there. Sell it to any other economoy as they do not make food. Then let's say you sold your food at an industrial port: Now you can buy power generators, and sell those at a station whose economy is not in the business of making machines. And so forth...

It's kind of like the mountain biking I do IRL: I could just hop on a high-end full-suspension trail bike, and have it do all the work for me. But I would not learn anything that way. So instead, I'm on my inexpensive hardtail bike that's, by many standards, ancient technology now, and I'm learning the basics on a machine that's unforgiving.

That inexpensive hardtail is my Sidewinder IRL. This is the best analogy I can think of.

It is because the game is so rough at the start, that it does well to teach the player, provided of course you absorb what you are seeing as you work on upgrading that ship as you go.
18 Apr 2023, 10:05am
Davinci X
CDD_Juriy
Jarvis Jameson

I will join the previous speaker. And I'll add a few thoughts of my own.
Vulture is good, very good! His agility is his credo.
You can switch to FA-off mode and constantly press "F" (strafe down) to make an orbit around the enemy.
In this case, the PVE opponent will not be able to deal damage to you.
But! In CZ zones you must quickly destroy the enemy. Here the Vulture loses because of limited damage.
In CZ it makes more sense to use large ships with maximum damage.





Thank you for taking the time to share your thoughts CDD_Juriy. o7

Before this last CG, I had never dropped into a conflict zone to experience that type of combat. And aye. I found it to be much more challening than bounty hunting, even the massacre pirate wing missions. Drake's Fury acquitted itself admirably, and although I averaged roughly six kills each battle, the well engineered Vulture felt wanting, especially in the medium and high CZ's. So in that regard, I don't mind relegating Drake's Fury to bounty hunting duty and working towards buying and outfitting a ship for just the CZ combat.

EDIT: Do you think any medium ships are viable, like the Alliance Challenger, or should I just go for a large ship per your sugggestion, say like the Federal Corvette for CZ combat?


I'd like to join a little discussion. Vulture is a very good little ship that can do a lot of damage. I used it in early 2021 when I was new and I was also unlocking engineers back then.

Yours is very well done after some suggestions by other players.

Once you are confident, you can go ahead and take the high conflict zone and add shield booster instead of kill scanner if you still have space for vulture's power limit, if not, any defensive utility. I use heatsink because vulture can cook hard and for defensive purposes. Instead fuel scoop and interdictor there will be module and hull reinforcements. The most important thing is that vulture can survive as long as possible in high cz.

I will share my vulture as it looks at least.
https://edsy.org/#/L=HN0Y17G90H4C0S00,KLyI2DI_W0KLyI2DM_W0,DBwH2BM_W0DBwH25L_W0DBwH2BM_W0Cjw12,9opH25K_W0A72H27I_W0AOEG25I_W0AcmJ25G_W0Aqq02B76I23L_W0BLAG25G_W0BZY12,7iMG230_W0,7T4H27O_W015OH25I_W020m1210iH25I_W010iH2BK_W010iH25I_W010iH29I_W0,Pizepi_0Joren,PZJ_D01

Weapons are a matter of taste. Plasma and railguns are very good against power plant but there is a small problem. It's more for players who have a good aim and mastered fa off. There's nothing stopping you from using these weapons. If u have good aim, fa off isnt that much required.

Quickly about vulture cons:
Power limit issues and cockpit canopy. Those are huge issues. Sometimes i was forced to put 4d frame shift drive to have some free space.

As for medium ships for high cz, any medium ships will suffice for this activity. I used fer de lance for so long that I finally got bored and started using python for this activity. My profile is open. You can see is what weapons I'm using and stuff of the individual ship.

I hope my tips are at least helpful.
20 Apr 2023, 12:49am
Rayman.
Davinci X




Thank you for taking the time to share your thoughts CDD_Juriy. o7

Before this last CG, I had never dropped into a conflict zone to experience that type of combat. And aye. I found it to be much more challening than bounty hunting, even the massacre pirate wing missions. Drake's Fury acquitted itself admirably, and although I averaged roughly six kills each battle, the well engineered Vulture felt wanting, especially in the medium and high CZ's. So in that regard, I don't mind relegating Drake's Fury to bounty hunting duty and working towards buying and outfitting a ship for just the CZ combat.

EDIT: Do you think any medium ships are viable, like the Alliance Challenger, or should I just go for a large ship per your sugggestion, say like the Federal Corvette for CZ combat?



I'd like to join a little discussion. Vulture is a very good little ship that can do a lot of damage. I used it in early 2021 when I was new and I was also unlocking engineers back then.

Yours is very well done after some suggestions by other players.

Once you are confident, you can go ahead and take the high conflict zone and add shield booster instead of kill scanner if you still have space for vulture's power limit, if not, any defensive utility. I use heatsink because vulture can cook hard and for defensive purposes. Instead fuel scoop and interdictor there will be module and hull reinforcements. The most important thing is that vulture can survive as long as possible in high cz.

I will share my vulture as it looks at least.
https://edsy.org/#/L=HN0Y17G90H4C0S00,KLyI2DI_W0KLyI2DM_W0,DBwH2BM_W0DBwH25L_W0DBwH2BM_W0Cjw12,9opH25K_W0A72H27I_W0AOEG25I_W0AcmJ25G_W0Aqq02B76I23L_W0BLAG25G_W0BZY12,7iMG230_W0,7T4H27O_W015OH25I_W020m1210iH25I_W010iH2BK_W010iH25I_W010iH29I_W0,Pizepi_0Joren,PZJ_D01

Weapons are a matter of taste. Plasma and railguns are very good against power plant but there is a small problem. It's more for players who have a good aim and mastered fa off. There's nothing stopping you from using these weapons. If u have good aim, fa off isnt that much required.

Quickly about vulture cons:
Power limit issues and cockpit canopy. Those are huge issues. Sometimes i was forced to put 4d frame shift drive to have some free space.

As for medium ships for high cz, any medium ships will suffice for this activity. I used fer de lance for so long that I finally got bored and started using python for this activity. My profile is open. You can see is what weapons I'm using and stuff of the individual ship.

I hope my tips are at least helpful.


Thanks Rayman.

Your Vulture looks like a lovely and fun build.

And aye about the power issues the Vulture has. The first thing I did as far as engineering on her was to address the power plant. Thermal regulation hasn't really been an issue with me with my set-up. The only time I really experience issues with heat, is if I don't manage my pips well or get into a firing situation where I am able to hold down on the trigger on a target for an extended period time with those MC incendiary rounds. Just resting the guns for a few seconds typically solves the issue.

About the plasmas and rail guns. I think my next step in regards to combat is graduating from gimballed weapons to fixed ones, but that will have to come after a wee bit of a exploration trip I'm getting ready to go on.
20 Apr 2023, 10:49pm
Hi, Unfortunately I accidentally hit a Cop whilst engaging a Wanted and incurred that status myself and a 10+g fine. As my FDL has only a 10.7 ly jump range it's been a nuisance getting to an Interstellar Factor station to redeem this fine.
Am I imaging this, or is there a modification/experimental effect that can be added to one of your weapons that negates the damage if hitting a friendly Law Enforcer accidentally? Probably just imaging I'd seen this mentioned in an old YouTube video in the past.
I guess I'll have to get better at using my Fixed lasers or change back to Gimballed. Shame though cos the fixed lasers melt shields like butter!
20 Apr 2023, 11:14pm
Phrozty2281Hi, Unfortunately I accidentally hit a Cop whilst engaging a Wanted and incurred that status myself and a 10+g fine. As my FDL has only a 10.7 ly jump range it's been a nuisance getting to an Interstellar Factor station to redeem this fine.
Am I imaging this, or is there a modification/experimental effect that can be added to one of your weapons that negates the damage if hitting a friendly Law Enforcer accidentally? Probably just imaging I'd seen this mentioned in an old YouTube video in the past.
I guess I'll have to get better at using my Fixed lasers or change back to Gimballed. Shame though cos the fixed lasers melt shields like butter!

there actually is, however it is only available to some weapons and it will of course cost you a more all-around useful experimental.

Smart rounds. Only available on cannons and multicannons, the experimental will cause shots fired from these weapons to explode before hitting an untargeted ship.

The problem is that, being they are only available on cannons and multicannons, you'll lack thermal damage.

In my opinion, you're better off learning superior trigger discipline, because of the issue with lacking thermal weapon options, as well it allowing you to consider better experimentals, such as, for example, incendiary rounds on multicannons.
21 Apr 2023, 3:01pm
Hi Jarvis,
Nice to know I wasn't dreaming!
Also sound advice, thanks.
I guess "More practice, Makes perfect"
21 Apr 2023, 9:06pm
Just suddenly found this down there...
22 Apr 2023, 7:14am
A.G.DuranJust suddenly found this down there...

MEOW.....

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