Elite: Game talk

04 Oct 2016, 1:52pm
AmarthanorI have been pleasantly surprised at how effective mines are. I was running once, and mines saved my life. I saw my thrusters give out, and then see the Target Destroyed message. Whew...


For a while a was running dual engineered mine launchers on my clipper. One that specifically targeted the shield generator and the other than applied significant heat damage.

After one full salvo most ships have 0% shield generator and 0% on quite a lot of other weapons and modules, which meant I would turn and fight.

Wing wise though, I don't think there are the numbers on the Xbox to worry about needing to wing up for CZ's yet. That conflict one at Mu Koji I spent a good two hours destroying a cap ship in open and no one turned up.
04 Oct 2016, 2:10pm
KatoZee

Wing wise though, I don't think there are the numbers on the Xbox to worry about needing to wing up for CZ's yet. That conflict one at Mu Koji I spent a good two hours destroying a cap ship in open and no one turned up.


im on abiut the NPC spawns, every time I shoot someone at least 2 NPCs spawn/jump in and instantly start rail gunning me, and when I was routing a capital ship instead of it deploying fighters it spawned 12 cobra MKIIIs so being in a wing saved me from a 30m rebuy.
04 Oct 2016, 3:18pm
Can't say I shared the same experience, I was just happily going round in a clipper with four pulse lasers, mopping up and learning about how you can't destroy a cap ship.

I spent two hours because I destroyed every module except for heat sinks and took its hull down to zero. I then spent another 15 minutes parked on its hull trying to figure out how to blow it up. Still think it should have blown up.
04 Oct 2016, 3:46pm
AmarthanorI have been pleasantly surprised at how effective mines are. I was running once, and mines saved my life. I saw my thrusters give out, and then see the Target Destroyed message. Whew...


Don't cling to mines too much though. In 2.1 they are pretty much an I win button if you have enough launchers, but in 2.2 NPCs will learn to evade.
04 Oct 2016, 3:58pm
James Hussar
ShimEnki LinogeSo i hear hatchbreakers will no longer be blocked by shields....

Tell me if im wrong here but, this to me is a real game changer. The combat trader that used to think, do i want to dismiss this pirate (via high waking) or allow him to donate to my cause(via killing-bounty) will change to...either high wake asap or lose your cargo while in the act of killing her. Its boost boost and asap high wake only it seems now.

Back to bounty hunting i guess, or assasination missions if and only if they remove that bloodty timer.



ECMs will ward them off and are allegedly getting their own key binding so should not need to be in a fire group. So the change in hatch breaker behavior comes with a countermeasure that traders now need to factor into their load outs.


That's good news re the ECM's.  I wonder though if since (if i am right re this) ECM's have a cool-down and firing hatchbreakers at 300m/s do not(or at least much less), will that mean after we dislodge or prevent one salvo of hatch-breakers the next one behind it succeeds in killing the haul mission.  I assume that as soon as the interdiction animation ends..boom out comes a foray of NPC's hatchbreakers

Courier missions will be in higher demand.

It will be fun though, in pirating the pirates before taking them out for the bounty.


Last edit: 04 Oct 2016, 5:20pm
04 Oct 2016, 6:01pm
ShimEnki Linoge
James Hussar
ShimEnki LinogeSo i hear hatchbreakers will no longer be blocked by shields....

Tell me if im wrong here but, this to me is a real game changer. The combat trader that used to think, do i want to dismiss this pirate (via high waking) or allow him to donate to my cause(via killing-bounty) will change to...either high wake asap or lose your cargo while in the act of killing her. Its boost boost and asap high wake only it seems now.

Back to bounty hunting i guess, or assasination missions if and only if they remove that bloodty timer.




ECMs will ward them off and are allegedly getting their own key binding so should not need to be in a fire group. So the change in hatch breaker behavior comes with a countermeasure that traders now need to factor into their load outs.



That's good news re the ECM's.  I wonder though if since (if i am right re this) ECM's have a cool-down and firing hatchbreakers at 300m/s do not(or at least much less), will that mean after we dislodge or prevent one salvo of hatch-breakers the next one behind it succeeds in killing the haul mission.  I assume that as soon as the interdiction animation ends..boom out comes a foray of NPC's hatchbreakers

Courier missions will be in higher demand.

It will be fun though, in pirating the pirates before taking them out for the bounty.


I don't recall ECM cooldown, but I only experimented with them briefly a while ago and decided I didn't want to devote a firing group slot to them so I set them aside. I do remember that they have a warmup, in that the longer they are enabled the greater the range they effect. I'll have to check again. I suspect they'll be good as a PART ONLY of an overall defensive strategy that will also need to include defensive maneuvers, mines and other weapons, and basically just holding off the attacker long enough to high-wake to safety.
04 Oct 2016, 8:11pm
James Hussar
ShimEnki Linoge
James Hussar
ShimEnki LinogeSo i hear hatchbreakers will no longer be blocked by shields....

Tell me if im wrong here but, this to me is a real game changer. The combat trader that used to think, do i want to dismiss this pirate (via high waking) or allow him to donate to my cause(via killing-bounty) will change to...either high wake asap or lose your cargo while in the act of killing her. Its boost boost and asap high wake only it seems now.

Back to bounty hunting i guess, or assasination missions if and only if they remove that bloodty timer.





ECMs will ward them off and are allegedly getting their own key binding so should not need to be in a fire group. So the change in hatch breaker behavior comes with a countermeasure that traders now need to factor into their load outs.




That's good news re the ECM's.  I wonder though if since (if i am right re this) ECM's have a cool-down and firing hatchbreakers at 300m/s do not(or at least much less), will that mean after we dislodge or prevent one salvo of hatch-breakers the next one behind it succeeds in killing the haul mission.  I assume that as soon as the interdiction animation ends..boom out comes a foray of NPC's hatchbreakers

Courier missions will be in higher demand.

It will be fun though, in pirating the pirates before taking them out for the bounty.



I don't recall ECM cooldown, but I only experimented with them briefly a while ago and decided I didn't want to devote a firing group slot to them so I set them aside. I do remember that they have a warmup, in that the longer they are enabled the greater the range they effect. I'll have to check again. I suspect they'll be good as a PART ONLY of an overall defensive strategy that will also need to include defensive maneuvers, mines and other weapons, and basically just holding off the attacker long enough to high-wake to safety.


Ahh ok, so i was experiencing the warmup phase kinda like performing a heavy attack with a weap in a melee type game instead of a cool-down.     I guess since they say the ecm will dislodge a hatchbreaker once attached, one could focus on HW-ing then just quick launch the ecm when hatchers have attached.   I guess we'll wait n see.
I do know that post 2.2 release and not long after, there will be many many threads from traders about it.  

As much as i think this will change my game from combat hauling to ..well not sure yet (grin),i think it offers exciting new options.
Perhaps keeping some eng bait on board to attract in some heavy hauling pirates.   Anaconda interdicts you thinking, great...fat haul there, and out comes some hoses lol, while he -herself is being hacked for all they have and ..then Boom!...rather than before..usually just BOOM
Hatchbreak ping pong anyone?


Last edit: 04 Oct 2016, 10:25pm
04 Oct 2016, 9:50pm
What's the release date for Guardians 2.2
04 Oct 2016, 9:55pm
I heard sometime during October, but not really sure.
07 Oct 2016, 10:55pm
Hey, I mostly play on Mobius. And no matter where, whether its Elite subreddit or the Elite discord I see there's lot of hatreds toward Mobius. I've been retired for a quite while and just back and didn't know much on what's happening lately. Anyone know what Mobius did?
08 Oct 2016, 3:26am
It's just people who love to flaunt their... packages, shall we say, get mad that they can't do that in Mobius.
08 Oct 2016, 6:06am
Nickolas CalhounIt's just people who love to flaunt their... packages, shall we say, get mad that they can't do that in Mobius.


Like these



As if Mobius is one bad evil guy
08 Oct 2016, 6:08am
idrHey, I mostly play on Mobius. And no matter where, whether its Elite subreddit or the Elite discord I see there's lot of hatreds toward Mobius. I've been retired for a quite while and just back and didn't know much on what's happening lately. Anyone know what Mobius did?


It's the neverending Story of Griefers vs. Carebears. And neither side will vanquish the other, for both types of people are possible buyers for future expansions for this game. So Private Groups will remain, and as long as there isn't a useful crime & punishment system implemented, Open will remain the dwelling place of SDC and other knuckleheads.
08 Oct 2016, 7:20am
CoragonSo Private Groups will remain, and as long as there isn't a useful crime & punishment system implemented, Open will remain the dwelling place of SDC and other knuckleheads.


o/
Knucklehead reporting in.
08 Oct 2016, 7:24am
Marra Morgan
CoragonSo Private Groups will remain, and as long as there isn't a useful crime & punishment system implemented, Open will remain the dwelling place of SDC and other knuckleheads.



o/
Knucklehead reporting in.




;)

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