Elite: Game talk

07 May 2024, 9:06pm
Did anybody buy Stellar variant of PMKII? Is its 5A FSD upgradable to the long range as it is shown in Ricardos youtube video? Thanks
07 May 2024, 9:11pm
Oh, yeah, yeah, that hits the spot. Let the Pee Mk2 gallery spamming begin. :p

...hold on, wait a minute...
Thindermy Corvette which is fully optimized for combat
0.7ly jump range?
07 May 2024, 9:15pm
MeowersOh, yeah, yeah, that hits the spot. Let the Pee Mk2 gallery spamming begin. :p

...hold on, wait a minute...
Thindermy Corvette which is fully optimized for combat

0.7ly jump range?


Yep. No need for additional weight, and it's pretty much the same with fuel scoop (gone) and everything I don't need for bounty hunting from my Carrier. 3D FRAME SHIFT DRIVE vs 6E FRAME SHIFT DRIVE (Stock Corvette). That's a 38 tons gain.



OK Folks. Time to go farming, hopefully, they didn't kill this spot (Orrere 2 B Anaconda Crash Site).


Good news, it's still there. Bad news, it's still as awkward to farm material as before.

There are 3 Canisters that you have to shoot to get the material, 1-2 small containers with grade 3/4 Raw Material each, they fly all over the place and sometimes it is impossible to get to them with an SRV. Log out/repeat for respawn.

55mn then 42 mn between two jumps with a Carrier? Long range exploration becomes impossible with them now, WTH were they thinking?


Last edit: 07 May 2024, 10:29pm
07 May 2024, 9:24pm
Shg56Did anybody buy Stellar variant of PMKII? Is its 5A FSD upgradable to the long range as it is shown in Ricardos youtube video? Thanks

5A SCO FSD on a Krait can be engineered, so I'm relatively sure it will be on the Python too. And, maybe, it will have slightly better max range than even the pre-engineered variant(but without the fast boot so you need to be ok with that) - mind you, haven't tested the actual figure in game though, so I might've gone wrong with it somewhere.

Meowers
0.7ly jump range?

Probably a bare minimum 2D FSD so it can supercruise around but not much else, using shipping service or carrier to get it somewhere...

... personally, I don't ever see the point of doing that. Or maybe the ship just never gets moved.

Currently trying to determine if 5A SCO has better deceleration than the 5C - if so, might actually be the very rare circumstance I don't run an A rated FSD. Because the better deceleration is actually kind of detrimental for those longer supercruise treks between planets/primary and binary, etc, stars.
07 May 2024, 9:45pm
That PMKII Stellar looks more like a grind trap, I just found out that player is not able to store or replace modules from pre-built ships and it is lacking optional slots for HRPs and MRPs, it would eat limpets like no tomorrow...WTF

Last edit: 07 May 2024, 10:56pm
08 May 2024, 2:42am
Shg56That PMKII Stellar looks more like a grind trap, I just found out that player is not able to store or replace modules from pre-built ships and it is lacking optional slots for HRPs and MRPs, it would eat limpets like no tomorrow...WTF


It could be...

I went to a Resource Extraction Site [High] to test my Multi-Cannons and I figured she still lack in pitch rate but she is far from being fully engineered.

The guns are 2 X Fixed Overcharged/OVERSIZED and 1 x Fixed Overcharged/CORROSIVE SHELL, same combination than my Corvette, when the shells hits, the target goes boom real fast but you need to down its shields first so good lasers are essential.

For me, no fighter is a bummer, I groomed my NPC pilot from newbie to Elite and she is very good at taking chunks of enemy shields (XG9 Lance).

On the central HARDPOINT I have one 1E BEAM LASER which I'm gonna upgrade to the right size (4 A) with Long range/THERMAL VENT as mods because even with an undersized main Laser, they overheats.

Since I focused on the 6A POWER PLANT first, I had just enough materials to finish engineering the MULTI-CANNONs, also, I am struggling a lot more with the Yaw axis with the MK II than with the Corvette (over sensitive controller), I need to find an app with control curves so I can make it less sensitive in this axis.

It's still too early to say if it is worth the buy and in the class of a fully engineered FDL...

Anyone knows what change they made to material gathering? They said they'd make it easier...




Last edit: 08 May 2024, 2:56am
08 May 2024, 4:51am
Does anyone else think the Python Mk2 thruster boost up cool down sfx sound just a little like the OG doom door closing sound..
Is that just me ?
08 May 2024, 5:35am
What I think now is that the Power Distributor either doesn't allow for enough boost or weapon recharge, my main (3C) Beam Laser cuts off after a while since I changed from Weapon Focus to Engine Focus...

This ship needs a lot of attention when it comes to engineering, the Power Unit has to be top ***** and the Power distributor as well before the ship could get some Engine/Weapons balance.

They claim it is Combat focus but the Krait MK II had better balance with a 7E POWER DISTRIBUTOR from stock, I'm gonna swap the 6D for a 6A before I waste mote material in engineering...

MiseriDoes anyone else think the Python Mk2 thruster boost up cool down sfx sound just a little like the OG doom door closing sound..
Is that just me ?


It's not just you...


Last edit: 14 May 2024, 2:22am
08 May 2024, 10:41am
Surprise, Thargoids losing a hundred systems in less than a day was, in fact, actually not intended, and Frontier is busy reverting.

So Hadad gets another 2-3 weeks of nervously waiting to be reduced to bits and pieces. Probably.
08 May 2024, 2:12pm
ThinderAnyone knows what change they made to material gathering?

None, I believe. No mention in patch notes.

ThinderThey said they'd make it easier...

They didn’t say they’d make it easier in Update 18.04, though. I think we’ll have to wait a few months for that.
08 May 2024, 2:49pm
Sampi Ogonek
ThinderAnyone knows what change they made to material gathering?


None, I believe. No mention in patch notes.

ThinderThey said they'd make it easier...


They didn’t say they’d make it easier in Update 18.04, though. I think we’ll have to wait a few months for that.


Thanks!
08 May 2024, 4:04pm
Python II Update:

It's worth outfitting the beast with all A class essential modules before starting to engineer them, there's no point in expecting a lower class to do the trick, best example is the Power distributor, D class saves weight but even engineered won't provide you with both engine boost and weapon recharge simultaneously.

This ship reminds me of the Vulture, there's always something that needs to be done if you want her to work for you.

For those struggling to find a class 6A Power Distributor, I did find one in Conrad Gateway | WOLF 186, I believe there are some in stock.

I engineered my 6A for Weapon focused ** and it still boost reasonably well, I don't think I'll go any further than that because at the end of the day, it's only trading Engine Boost for Weapon recharge, and 6A is as far as she would go, in this aspect the Krait MK II is better with its 7A Power Distributor.

For weapon fit I chose this combination, the lasers are just engineered * but at ***** they offer 6000 m range with no fall off, ideal for taking down shields.



So it's back to the Robigo Mines run for more materials, my Python Bus truck is permanently based in Robigo [Hauser's Reach] for this passenger mission (Look mom, no shields!) and I use my Krait Phantom to get there.

Btw it was far easier to get my Phantom a Jump range of over 70 LY and boost all day than outfitting the new Python, which leaves me to think that conceptual design of those ships can lead to more or less difficulties to achieve a good fit.

Personally I prefer to downgrade to a D class rather than having to inject steroids into an A class simply because it is on the small size, it would have been so much better if the MK II had been equipped with a Class 7 Power Distributor like the Krait MK II.

Tip:
After comparing their stats it looks like it would be worth swapping the 7A Power Plant for a 6A Guardian Hybrid Power Plant, you'd gain in weight (23.40t vs 40.00t and Power Capacity (33.30MV vs 30.000Mv) an 11% gain over the stock 7A Power Distributor, roughly equivalent to a POWER PLANT - OVERCHARGED - GRADE 1 including Heat Efficiency.

So if you're not planning a power hungry fit, this could be useful as every kg count when it comes to maneuverability.


Last edit: 08 May 2024, 5:39pm
08 May 2024, 10:17pm
Is there any squadron that dedicates themselves to murdering innocents only? looking to join one of those
08 May 2024, 11:17pm
Oh, it's you again :p
09 May 2024, 5:22am
okay im back with more questions

what determines how much a station/system will pay for missions?

i thought that i needed to build up my reputation in order to get high pay/high risk missions, so i've been pretty much stay local to one system and not moving on until i've maxed out reputation with each group to get higher paying rewards.

but i came across a system in the past day that seems to give unusually high payouts for ground missions. For example, I just accepted a lvl 5 takedown quest that is neither covert nor professional - the rewards are 2.6mil CR/10 power regulators/5 reputation ticks. My reputation is neutral with everyone though. All of the missions seem to be in the lvl 4 or 5 range with odd payouts.

i've gotten more weapon and suit schematics from this sytem in the past day than i have in my "home system" for several weeks >_>

what's the mechanic that i'm missing here?

also, the other abnormal thing i've noticed, is that im able to haggle with the mission npcs with lower risk of failure, even when using the "i'm going to need a better offer" option that typically carries risk of losing the quest. Even without any reputation, the risk/reward is "medium/medium".


Last edit: 09 May 2024, 5:29am

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