Elite: Game talk

06 Oct 2024, 5:44pm
RampagerabbitGreetings commanders,

Not bad for one system. 400 million Cr. from 4 planets.



How many "First footfall"'s did you bag?
06 Oct 2024, 6:31pm
Rawnu
Who's running Plasma Chargers, who's running both, and what are your experiences? (Also, are those any good outside of AX combat?) I was thinking of doing another round of Guardian grind to unlock the modified PCs from my favorite mass murderers (Azimuth).


I tried modded Plasma Chargers (lvl2) and gauss in the last shin dez community goal and had a lot of fun with them. (https://s.orbis.zone/qzGt although I might have changed a few parts on the ship since then)
They felt great for taking down shields & exerting hearts and I also found them to be great against scouts. (easier to use than gauss as you can hold the shot until the crosshairs are in the right place)
I did try lvl 3 PCs first and found the shot speed was too slow and it seems the lvl2 modded PCs do more damage?
The glaives showed up a few times too and I managed to take down one at a time between repairing in the station without fully docking in the hangar.
Not sure how they would do vs a ... far god cultist / xeno ally / ganker but they do absolute damage? so they should be okay?
I'd definitely recommend them simply for being fun and pretty. Plus they do feel powerful and came in handy finishing off hearts too

I wouldn't recommend the modified Gauss Cannons though. I haven't crunched the numbers but it seems they do hardly any extra damage and you have to land all three shots to get the full damage (they're basically like the Imperial Hammers from Arissa Lavigny-Duval)


Last edit: 06 Oct 2024, 6:39pm
06 Oct 2024, 7:49pm
AH 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?

Depends on what engineering access you have. But put a 6c bi-weave shield and a 6a shield cell bank in the top optional internals plus two shield booster in the utilities (maybe three, if your power plant can handle it). Also, use module reinforcements in one of the class 5 spots, and in the two lowest class internals. That should soak up quite some damage before killing off any other modules. And really unlock thruster engineering and go dirty/drag drives all the way, that will make the Krait very nimble.
06 Oct 2024, 8:06pm
Glial2They felt great for taking down shields & exerting hearts and I also found them to be great against scouts. (easier to use than gauss as you can hold the shot until the crosshairs are in the right place)
I did try lvl 3 PCs first and found the shot speed was too slow and it seems the lvl2 modded PCs do more damage?
The glaives showed up a few times too and I managed to take down one at a time between repairing in the station without fully docking in the hangar.
Not sure how they would do vs a ... far god cultist / xeno ally / ganker but they do absolute damage? so they should be okay?
I'd definitely recommend them simply for being fun and pretty. Plus they do feel powerful and came in handy finishing off hearts too


Thanks for the insights! I was checking my PMK2 build in a mod shard vs. mod PC version and while the mod shards do way more DPS (more than twice as much), the mod PCs have much more breach damage and deal absolute damage (instead of thermal) next to AX damage, which might come in handy for non-AX encounters. The sustained ROF is also higher with mod PCs. I will give it a try and grind the Guardian stuff necessary and then see next Thursday/Friday what difference they make for my AX combat style (which is more of a shotgun to your face style).
06 Oct 2024, 8:15pm
Rawnu(which is more of a shotgun to your face style)
Now that's something I can appreciate.
(but those poor schmucks at local ship wash can't)
06 Oct 2024, 8:16pm
AHLittle 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?


Are you talking AX fighting or human NPC fighting? I avoid AX combat and I am mediocre when it comes to human NPC fighting, so I am sure there are others with better advice, but here goes.

I found the following helped me survive longer due to my ork-like getting-stuck-in-wit-da-boyz fighting style.

  • Two engineered class A shield boosters and two engineered 5D hull reinforcements. Three or more of each seems to reach a point of diminishing returns.
  • I am crap at hitting targets using a fixed mount, so everything is gimbaled. 2 engineered Beam lasers and 3 engineered MCs

I used to prefer seeker missiles, but found that engineered multicannons are more effective for me. More often than not, the advanced NPCs have point defense. Plus, being an old school ork, the MCs offer more DAKKA and you can never go wrong with more DAKKA!

This is what I use for NPC fighting. It is not the best or most efficient NPC killer, but it works for me and my style and allows me to gather materials. It will stand up in a combat zone as long as I do not draw the attention of three or more enemy fighters.. I rarely have heat issues unless I deploy the shield cell bank, and even then the heat does not last long enough to be a problem. Without point defense, I have to ensure my shields remain up, otherwise CZ NPCs will spam me with seekers as soon as the shields fail.

If you are just starting out, I suggest avoiding combat zones. The NPCs there are much tougher. Compromised Nav beacons and low intensity resource zones might be your best bet for practice. There, you can choose which NPC to engage and others will not bother you unless you shoot them or have "valuable" cargo. As in, anything other than limpets.
06 Oct 2024, 8:34pm
Meowers
(but those poor schmucks at local ship wash can't)

You can always tell them you're the reason they still have a ship to wash, even if it is covered in the remains of Thargoids and their corrosive sludge.
06 Oct 2024, 8:45pm
Rawnu

(maybe three, if your power plant can handle it)...


The trick is to deselect all you don't need like cargo bay and one of the Shield Cell Banks to keep power draw within limits, I do this with my Corvette and it works.

I keep the page Fire Groups open with the Shield Cell Bank pre-selected, when needed all I have to do is to allocate a fire button to it (Lasers are best)...



That's energy management but you need to check on the number of remaining Cells (Module page) to make sure you don't run out of shield.


Last edit: 06 Oct 2024, 10:09pm
06 Oct 2024, 9:02pm
Vasil Vasilescu
AHLittle 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?



Are you talking AX fighting or human NPC fighting? ...


Human NPC fighting.
06 Oct 2024, 9:30pm
AH Human NPC fighting.


A) grab a frame shift interdictor and fly around in supercruise looking for 'wanted' targets and work your way through the ranks of harmless to expert (interdicting is a good to have skill)
B) take combat missions from a station. (missions that pay 1.5 million plus will often be elite targets with good engineering so take missions with low pay and no 'wing recommended' / 'dangerous' icons and work your way up).
-- If you do take missions, be sure to READ the mission briefing ... some missions may want you to scan an outpost for your target which you'll need an SCV for, while others will simply need you to scan a nav beacon. There will also be details about distance; don't take missions where you need to fly 300k LY to a target. Missions where you need an SRV definitely FEEL really difficult but when done properly they are a hidden gem of ED
C) try undermining. This is where you pledge to one of the powerplay powers then fly to an enemy control system and shoot down the relevant ships. Usually the ships are of easy to moderate difficulty and rarely of elite difficulty. You will need an FSD interdictor. Look in the powerplay tab in the right-hand panel on your ship for more info. This might change with the upcoming pp2.0 update but I expect undermining wont change drastically so it's a good way to experience another level of the game). Don't worry too much about this having an actual effect on powerplay - usually you need to kill well over 200 ships for undermining to have an effect


Last edit: 06 Oct 2024, 9:45pm
07 Oct 2024, 3:54am
Glial2
AH Human NPC fighting.



A) grab a frame shift interdictor and fly around in supercruise looking for 'wanted' targets and work your way through the ranks of harmless to expert (interdicting is a good to have skill)
B) take combat missions from a station. (missions that pay 1.5 million plus will often be elite targets with good engineering so take missions with low pay and no 'wing recommended' / 'dangerous' icons and work your way up).
-- If you do take missions, be sure to READ the mission briefing ... some missions may want you to scan an outpost for your target which you'll need an SCV for, while others will simply need you to scan a nav beacon. There will also be details about distance; don't take missions where you need to fly 300k LY to a target. Missions where you need an SRV definitely FEEL really difficult but when done properly they are a hidden gem of ED
C) try undermining. This is where you pledge to one of the powerplay powers then fly to an enemy control system and shoot down the relevant ships. Usually the ships are of easy to moderate difficulty and rarely of elite difficulty. You will need an FSD interdictor. Look in the powerplay tab in the right-hand panel on your ship for more info. This might change with the upcoming pp2.0 update but I expect undermining wont change drastically so it's a good way to experience another level of the game). Don't worry too much about this having an actual effect on powerplay - usually you need to kill well over 200 ships for undermining to have an effect

Glial2 has a point (or a more here), AH.
That Krait Mk II of yours can be quite a nice "pirate" or "merc" build, if you want it to be. The PilotsTradeNetwork has a few builds there for that use, if you're interested.
07 Oct 2024, 4:10am
The Krait mk2 is among one of the most versitile and multi role cabable ships in the line up, almost every player should have at least one mk2 just because of the fact that its like a swiss army knife. Plus its just fun to fly.
07 Oct 2024, 10:16am
MiseriThe Krait mk2 is among one of the most versitile and multi role cabable ships in the line up, almost every player should have at least one mk2 just because of the fact that its like a swiss army knife. Plus its just fun to fly.


The Krait Mk II has a 7 POWER DISTRIBUTOR, compared with the 6 POWER DISTRIBUTOR of the Crusader/Chieftain/Challenger, it's more flexibility with weapon choice, it's better than the Python MKII which can't use the same large Beam Lasers and will see her power supply dry fast, impossible to use the same weapon combination than the Krait because of the limitations imposed by the 6 POWER DISTRIBUTOR.

The Krait 7 POWER PLANT also allow for stronger shielding and use of more/stronger Shield cell Banks, she is built as a warship thanks to her internal options, not the case of my Python MKII (6A POWER PLANT) or FDL.

I nearly forgot, the Fighter is an asset too, against human and thargoid ships alike...

Since the question have been asked I'd FIRST upgrade both POWER PLANT and POWER DISTRIBUTOR to 7As, this way one can throw at the MKII all other upgrades without limitation, it is particularly important in the case of SHIELDS, SHIELD BOOSTERs and GUARDIAN MODULE REINFORCEMENT.

>>>>>

After a few CZ sorties, I concluded that it was safe enough to shred an extra 22.4 T from the sensor with a grade 2 LIGHTWEIGHT engineering, the same treatment for the Life Support system should save another 4.48 T, a total of 26.88‬ T.

I should be able to see improvements in maneuverability even if minimal, it's nice to be able to stay on target from an early stage for longer because your ship is more responsive and has higher pitch and roll rates.

>>>

Effects of 26.88‬ T weight reduction on the Corvette:




Last edit: 07 Oct 2024, 2:57pm
07 Oct 2024, 3:03pm
G 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.
07 Oct 2024, 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.

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