Elite: Game talk

yesterday, 5:48pm
Rawnu
The two huge and small hardpoints have the best convergence for fixed weapons, was thinking to reengineer my regular PvE Corvette with cannons in those.!

True. I tested mine with 4 X 2A MODIFIED GUARDIAN SHARD CANNON [FIXED] and 1 X 3C BEAM LASER [FIXED].

I really appreciate the convergence and I have no problem whatsoever with the fixed BEAM LASER, having said that, for AX, I decided to engineer an Anaconda, BASE ARMOUR is higher than the Corvette which is excellent as a Shield tanker especially with 4A MULTI-CANNON, my tip, equip one of them with Corrosive Shell.

While checking, I realized that I re-equipped my Corvette with one MULTI-CANNON of the wrong type and didn't even noticed the difference, the Vette is very good for FIXED weapons...
yesterday, 7:08pm
Hello! I need some help with my cobra build. What upgrade can I get from Selene for my armor and hull modules? I'm currently using reactive composit armor.
yesterday, 7:21pm
LawrenceRUSHello! I need some help with my cobra build. What upgrade can I get from Selene for my armor and hull modules? I'm currently using reactive composit armor.

It depends what you're gonna do with your ship (I use my light ships as Couriers).

Reactive Surface Composite is good in the event of losing your shields and taking hits with kinetic weapons, so if you're planning to do Combat, like Bounty Hunting, a combination of a good shield and Reactive Surface Composite/Kinetic resistant + ANGLED PLATING can save your day.

Having said that, Pirates often use Burst Lasers, so it's Thermal you should be looking for.

Remember that one of your best assets are speed and maneuverability, so keep that in mind when trying to balance shield and armor.


Last edit: 05 Nov 2024, 7:34pm
yesterday, 9:14pm
Rawnu[...] because neither AFMU nor fuel scoop add anything to your weight (thus it does not have an impact on jump range), only to power draw (go and figure, FDev...).

Fun trivia: the reason AFMU and fuel scoop have zero mass is because FDev forgot to put actual mass values in those modules’ stats before the 1.0 Gamma release, and then they had to keep it that way, or else they would break people’s exploration builds. (Someone from FDev — I forgot who — admitted that on the official forums once.)
yesterday, 9:19pm
Thinder
LawrenceRUSHello! I need some help with my cobra build. What upgrade can I get from Selene for my armor and hull modules? I'm currently using reactive composit armor.


It depends what you're gonna do with your ship (I use my light ships as Couriers).

Reactive Surface Composite is good in the event of losing your shields and taking hits with kinetic weapons, so if you're planning to do Combat, like Bounty Hunting, a combination of a good shield and Reactive Surface Composite/Kinetic resistant + ANGLED PLATING can save your day.

Having said that, Pirates often use Burst Lasers, so it's Thermal you should be looking for.

Remember that one of your best assets are speed and maneuverability, so keep that in mind when trying to balance shield and armor.

Thank you.
yesterday, 9:38pm
Sampi Ogonek
Rawnu[...] because neither AFMU nor fuel scoop add anything to your weight (thus it does not have an impact on jump range), only to power draw (go and figure, FDev...).


Fun trivia: the reason AFMU and fuel scoop have zero mass is because FDev forgot to put actual mass values in those modules’ stats before the 1.0 Gamma release, and then they had to keep it that way, or else they would break people’s exploration builds. (Someone from FDev — I forgot who — admitted that on the official forums once.)


This is gold!
today, 6:06am
FYI, for everyone looking here on Inara: EDSY has the Mandalay now.

Also, for the record, I was able to make a "paper" MD with a functional jump range of 84.1 Ly.
Even so, it still can't match my purpose-built Anaconda (the "Vastbound") with a functional jump range of 87.1 Ly.
(If I could get my hands on that old pre-eng 6A FSD that was a community reward a while ago, I could get the Anaconda up to 91.2 Ly.)

These extreme jump range ships are definitely limited use ships (fragile if you breathe on them), but it is fun to have a tool like EDSY to tinker with such things before putting the resources into them in the game, so I wanted to share this little experiment here.
today, 7:46am
IndyFYI, for everyone looking here on Inara: EDSY has the Mandalay now.

Also, for the record, I was able to make a "paper" MD with a functional jump range of 84.1 Ly.
Even so, it still can't match my purpose-built Anaconda (the "Vastbound") with a functional jump range of 87.1 Ly.
(If I could get my hands on that old pre-eng 6A FSD that was a community reward a while ago, I could get the Anaconda up to 91.2 Ly.)

These extreme jump range ships are definitely limited use ships (fragile if you breathe on them), but it is fun to have a tool like EDSY to tinker with such things before putting the resources into them in the game, so I wanted to share this little experiment here.


THANKS! And here's your dream Mandalay, with over 90 LY that will go pop as soon as you sneeze
today, 9:31am
you guys are death wishers. Safety first during exploration in very deep space, here is mine with 80ly. https://edsy.org/s/v86jYuw

i can reach 86ly if i put fuel tank 3c instaed 5c but thats asking for getting stuck around non scoop stars, looking for Raxxla or some weird stuff and calling fuel rats

my aspx and phantom have 70ly, they served well, especially aspX.
today, 9:37am
Parked my Cannelloni (T-8) took the Rigatoni (Mandalay) for a spin to make some money by scanning space shrooms. Damn, this thing is twitchy. It's fun like a racecar. Definitely not built for a slow hover and search. This thing wants to do 200 in a 25 zone.

Parking that oil tanker sized spaceship in mountains is a real PITA.
Also, flying it at 45 angle, nose down, requires a bit more effort than with Asp Exp. That little window, I was waiting for, is covered by a menu screen if you look straight at it. Brilliant!
Is there an setting to turn those off (when you look left, right etc)?

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