Elite: Game talk

07 Oct 2024, 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.
07 Oct 2024, 4:55pm
Sakashiro
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.


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

07 Oct 2024, 9:07pm
You can of course replace the shield reinforcements with other modules as needed, e.g. cargo racks. But for PvE (not AX) you want as much shield strength as possible. Others recommend hull or module reinforcements, but it's better if your shields don't drop in the first place and your hull and modules remain undamaged. With a proper shield tank and thermal weapons you can spend hours hunting pirates in resource extraction sites without running up bills for ammo and repairs. Just keep an eye on your fuel supply.

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.
07 Oct 2024, 9:56pm
I think this might be a fun hypothetical for this group....

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?)


Edit: Realized the link wasn't clickable. Fixed.


Last edit: 08 Oct 2024, 3:54am
07 Oct 2024, 10:03pm
I’d suggest not to skip hull day though. There are quite some who have fancy shields but paper hulls, and phasing damage can really ruin their day.
07 Oct 2024, 10:17pm
Frontier: "Shields can protect you from anything!"
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!
07 Oct 2024, 11:17pm
I can second the above two. Ok, phasing damage will not be a problem in PvE unless you go into certain pirate activity signals/POIs during the pirate attack state, or medium/high intensity CZs with a spec ops spawn (or anything Thargoid), but “Just build shields bro” is still not a great idea for that case where they do drop.

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
07 Oct 2024, 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:
  1. Remove the 7a Universal controller and fuel scoop
  2. Replace the 5e cargo with a 5A fuel scoop
  3. Replace the 4d Module reinforcement with an 3x Operation multicontroller
  4. Install a 7x shield cell bank in case the shields ever get chewed up.
  5. Install a 6 or 7 cargo rack for limpets and whatever
  6. Paint it red because red wunz go FASTA!

Oh yeah, and maybe a point defense in case the shields go down and, like kasumi says, the NPCs get missle happy.


Last edit: 07 Oct 2024, 11:40pm
07 Oct 2024, 11:24pm
Vasil VasilescuPaint it red because red wunz go FASTA!
Even with the training wheels...
08 Oct 2024, 1:09am
First, some clarification: The build is/was based on one found on the PilotsTradeNetwork, so I'm not attached to any one plan in particular. I would like to make it a "versatile" build, hence the fighter and SRV hangers. I just thought it would be fun to brainstorm with everyone here.

Kasumi GotoI can second the above two. Ok, phasing damage will not be a problem in PvE unless you go into certain pirate activity signals/POIs during the pirate attack state, or medium/high intensity CZs with a spec ops spawn (or anything Thargoid), but “Just build shields bro” is still not a great idea for that case where they do drop.

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.


Fair enough. I think I'd want to lean more toward hull/module reinforcement than shields anyhow, but there are a lot of slots to spare!

Vasil Vasilescu
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:
  1. Remove the 7a Universal controller and fuel scoop
  2. Replace the 5e cargo with a 5A fuel scoop
  3. Replace the 4d Module reinforcement with an 3x Operation multicontroller
  4. Install a 7x shield cell bank in case the shields ever get chewed up.
  5. Install a 6 or 7 cargo rack for limpets and whatever
  6. Paint it red because red wunz go FASTA!

Oh yeah, and maybe a point defense in case the shields go down and, like kasumi says, the NPCs get missle happy.

First two points make sense to me, but also thought it'd be "fun" to have all the limpet options just because.

Regarding the cell bank(s), the build had them to begin with, but I wanted to put more fun things for "versatile" than shield tanking.


It sounds like I need to commit to a direction here, so that we all have a way to lean. With that said, here are some gradients we can play with (for this specific build)....
Hull tanking > Shield tanking
Fun/tasks for player crew > DPS/invincibility
Modules for variety (i.e. SRVs, fighters) > Meta
08 Oct 2024, 1:53am
Indy I need to commit to a direction here, so that we all have a way to lean. With that said, here are some gradients we can play with (for this specific build)....
Hull tanking > Shield tanking
Fun/tasks for player crew > DPS/invincibility
Modules for variety (i.e. SRVs, fighters) > Meta


It sounds like the idea is to just have fun. To that end, definitely keep the fighter and SRV bays. Even though high intensity ground with CZs against NPCS are pretty much easy mode, three people running around in scrabs or scorpions shooting and driving over new arrivals as they are dropped into the fight sounds like fun.

I, for one, am always amused when I plow through them like a bowling ball and their bodies go flying in all directions.

In the end, maybe keep enough modules on hand to change up configs and see what everyone has the most fun with
08 Oct 2024, 3:19am
Vasil VasilescuIt sounds like the idea is to just have fun. To that end, definitely keep the fighter and SRV bays. Even though high intensity ground with CZs against NPCS are pretty much easy mode, three people running around in scrabs or scorpions shooting and driving over new arrivals as they are dropped into the fight sounds like fun.

I, for one, am always amused when I plow through them like a bowling ball and their bodies go flying in all directions.

In the end, maybe keep enough modules on hand to change up configs and see what everyone has the most fun with

That's a great idea! I hadn't even thought of using the SRVs in CZs; I figured it be a massacre thing. That's great!
Good idea about keeping multiple options on hand too, for switching out for what everyone wants.

As far as a "standard" versatile build, are the MCs and Beams a decent setup? Should I add/change/remove some modules so as to give tasks to the rest of the "crew"?

Edit (2024-10-08 03:52:08 UTC): Made some changes, incorporating as much of everyone's advice as I could/wanted: https://edsy.org/s/vXfIlUu


Last edit: 08 Oct 2024, 3:53am
08 Oct 2024, 4:14am
Indy
Hull tanking > Shield tanking
Fun/tasks for player crew > DPS/invincibility
Modules for variety (i.e. SRVs, fighters) > Meta


Hull tanking is only ONE layer of protection, you need to protect your modules with stacked Module Reinforcement Package (Guardian or not), once your shield are gone you're gonna take damage anyway but if your modules are still operational, you can escape.

As for shields, a proper Shield management should avoid the problem, plenty of SHIELD BOOSTERS, 2 X SHIELD CELL BANKS and careful attention to your shield levels, you'll never lose them.

My tip: Prismatic Shields, because at the end of the day, when trading DPS it's the one that last the longest that wins (Combat Persistence).

MeowersFrontier: "Shields can protect you from anything!"
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!


Flechettes: There's a way to counter their effect though, I think with Resistance augmented SHIELD BOOSTER + Force Block, in any case, Module Reinforcement Package helps too.

About Phasing Sequence, that's only 9% damage going through from a significantly lower DMG output laser type, I don't know much about Thargoid guns since I only tried once or twice...

Beam Laser
Burst Laser
Pulse Laser


Last edit: 08 Oct 2024, 5:21am
08 Oct 2024, 5:31am
Indy As far as a "standard" versatile build, are the MCs and Beams a decent setup? Should I add/change/remove some modules so as to give tasks to the rest of the "crew"?


Lasers/MCs are the standard burn and churn combination. Nothing fancy but they should get the job done. I tend to go with more and larger MCs because, you know, big shootas haz more DAKKA!

I think it will come down to testing things out to see what people like and how they manage weapon power. Everyone going crazy ape bonkers on the beam turrets could drain weapon power real quick.
08 Oct 2024, 11:25am
Indy
As far as a "standard" versatile build, are the MCs and Beams a decent setup? Should I add/change/remove some modules so as to give tasks to the rest of the "crew"?


It works best with one of your MC using Corrosive Shells, the stronger Beam Laser possible (Short Range Blasters) to take down shields then combination of the two to increase DMG...


I also use Premium Ammo (+ 30% DMG), obviously I have to replenish my Raw Material regularly (Robigo Runs) but it's OK and works rather well.

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