Elite: Game talk
today, 3:03pm
So, I want to upgrade the hull (light weight ally) with heavy duty armour upgrade. BS peddling Liz has 5 different plans. I need to do all to get higher level engineering work. What's completely idiotic is that after the first is applied (I actually do not need it), the second will remove What ever was done in the first one. All materials wasted. WTF kind of hack is this b***h anyway? Applies one change and then screws it up with a next one? F'n Liz, get a job you can actually do!
Liz: I kneed to change the tiers but let me smash the windscreen first.
I would love to nuke her shop from orbit.
today, 4:11pm
AHI need to take a brake from exploration and space truck driving. It turned stale.
Little fights around stations under sudden attack have been fun so I thought exploring that avenue a bit more.
Any advice on learning how to fight (NPC at first of course and practice I know, I know).
What are minimal upgrades to Krait MK II so I can last more than 2 minutes before someone melts my boat out of the sky?
See my post here.
today, 4:22pm
AHG how I hate this engineering BS.
So, I want to upgrade the hull (light weight ally) with heavy duty armour upgrade. BS peddling Liz has 5 different plans. I need to do all to get higher level engineering work. What's completely idiotic is that after the first is applied (I actually do not need it), the second will remove What ever was done in the first one. All materials wasted. WTF kind of hack is this b***h anyway? Applies one change and then screws it up with a next one? F'n Liz, get a job you can actually do!
Liz: I kneed to change the tiers but let me smash the windscreen first.
I would love to nuke her shop from orbit.
Existing engineering on a module will be removed only if you choose a different modification. Otherwise you can engineer incrementally, adding the tiers you can afford now, and the other ones later.
today, 4:55pm
SakashiroAHI need to take a brake from exploration and space truck driving. It turned stale.
Little fights around stations under sudden attack have been fun so I thought exploring that avenue a bit more.
Any advice on learning how to fight (NPC at first of course and practice I know, I know).
What are minimal upgrades to Krait MK II so I can last more than 2 minutes before someone melts my boat out of the sky?
See my post here.
Thanks. I remember reading this. So, it's basically a flying ball of shield boosters wrapped in a shiny reinforcement package
Cool.
I already collected and traded a obscene amount of crap for engineering. One more trip to trader and I am done
today, 9:07pm
Another tip for PvP in resource extraction sites: Don't aggro too many pirates at once. Fighting a wing of 3 ships can be stressful enough already, but if EVERYONE fires at you, even the most hardened ship will not last long. If that happens by accident, run! Enter supercruise, then drop back into the extraction site to reset it.
today, 9:56pm
Context
I just reached Rear Admiral in the Fed grind and I'm looking forward to buying a Corvette in a few days. (It's been an in-game goal of mine since I started playing.) I'm quite happy with the purpose-built ships I have and many more plans for other ships as well.
Question/Idea
I think I have a fun idea for a potential Corvette build as well: A multi-player crew combat build. Meaning, I'd like the ship to be something friends and I can pile into and all go out to do various combat related tasks together, both ground and space. (Caveat: Let's pretend that multiplayer "in-person" multicrew, not telepresence, actually works without errors.)
Here's a start on my idea: https://edsy.org/s/vjxL8vO
What sorts of suggestions do you have?
(Turrets are probably less fun for a player-gunner, right?)
today, 10:03pm
today, 10:17pm
Also Frontier: Except hatch breaker limpets. And phasing damage. And Thargoid guns. Maybe we could add something else to the list later... Don't feel too safe!
today, 11:17pm
And if you’re building a ship focused solely on combat, it should not be difficult to find a slot or three to throw in some hull/module reinforcement so you can either get away from the fight to let your shields recharge, or finish off the opponent and then get them back online… and still have space for a shield cell bank or two. The shield boosters in utility slots are usually more than sufficient, while the Guardian shield reinforcement is just… terribly negligible unless fitted on smaller ships with lesser shield power.
NPCs are also ridiculously trigger happy on seeker missiles the moment shields drop and have no issues cheating their way past a lock-on period (or Frontier just gave them a separate trigger group for those specifically), which is another reason to keep some hull/module protection.
God forbid you also enter anywhere that might have you run into a hostile player with a paper hull if you don’t intend to immediately leg it or their ship is faster than yours.
Last edit: 07 Oct 2024, 11:24pm
today, 11:21pm
IndyHere's a start on my idea: https://edsy.org/s/vjxL8vO
What sorts of suggestions do you have?
(Turrets are probably less fun for a player-gunner, right?)
If this is intended to be a multi person combat ship, do you really need a 7A universal limpet controller and a 7A fuel scoop?
This is just my personal preferences, but off the top of my head I would:
- Remove the 7a Universal controller and fuel scoop
- Replace the 5e cargo with a 5A fuel scoop
- Replace the 4d Module reinforcement with an 3x Operation multicontroller
- Install a 7x shield cell bank in case the shields ever get chewed up.
- Install a 6 or 7 cargo rack for limpets and whatever
- Paint it red because red wunz go FASTA!
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