Elite: Game talk

22 Mar 2021, 1:49pm
22 Mar 2021, 1:57pm
Sir Sprockettindeed - this is why I am building a cheap ship for combat. The courier is good but not a dedicated fighter - i am not a good fighter pilot - even with NPC so need to learn.

In my opinion the most important combat skill is tactical retreat. When you're in a small ship and outnumbered, there will be situations where you just cannot win, regardless of piloting skills, because you can't possibly dodge everything, and you don't have enough DPS to kill your opponents fast enough before they wear you down. Failure to retreat will not only cost you a rebuy but also make you lose all the bounty vouchers of the kills you did manage to score before the battle turned against you. Mastering the skill of tactical retreat will make you invincible on the battlefield and never lose money, even against gankers.
22 Mar 2021, 1:57pm
SakashiroI really want to experiment with engineered PAs but I just can't be arsed to do yet another mining session to unlock the engineer. Why does a combat-related engineer require a mining run anyway? What does mining have to do with combat?


https://inara.cz/engineer/9/

More than adequate to see if you enjoy them.

No mining required.
22 Mar 2021, 2:05pm
Episparh
Sir Sprockett
opions/onions



Why shield booster is D? The lightest one is E and the strongest A.

Why the thrusters are still drive distributor - changing them to drag drives will give you +10m/s speed and better acceleration.

Not sure why you have A rated life support - you can go safely with D , plus you can always synth life support if needed.

Long range A sensors gives 11+ km range, you better go D long range which will give you 8.5km acquisition range.



I thought that all D rated modules are the lightest?

Thruster my bad!

Life support D rated - again not paying attention

but I want long range on my sensors - the longer the range the better surely Mr Bond?
22 Mar 2021, 2:07pm
Sir Sprockett
I thought that all D rated modules are the lightest?


Not in case of shield boosters. E are lightest where A are the heaviest. I usually recommend E rated boosters for exploration and speed builds.
22 Mar 2021, 2:08pm
thanks that I did not know...
22 Mar 2021, 2:17pm
I have D-rated long range sensors and find them more than sufficient. I can acquire targets long before they are in shooting range.

Regarding armor, I have reactive + thermal + layered for +16% resistance against all damage types. But then again I don't wait for shields to drop, so I don't really know how much that armor would help me.
22 Mar 2021, 2:26pm
EpisparhArmor is balanced trough HRP And I talk only armor resistances as if  they are needed the shield would be gone.

https://edsy.org/s/vKwLhn0 his build with optimized reactive and HRP
https://edsy.org/s/vQBhTwY same build with optimized military and HRP
https://edsy.org/s/vDC8XjE lastly , same build with lightweight armor and heavy duty HRP.


To sum up: this is getting into rock/paper/scissors territory.

A no purchased armour build engineered HD/DP gets you pretty close to the others with LD/DP with the advantage of zero cost, and highest top speeds, but, at the cost of lowest Absolute armour and lowest general net resistances.  Still, an admittedly attractive option for PVE.

The RSC with LD/DP has highest net resistances but is thermal vulnerable.  Again I actually prefer this here for the good top speed and considering I would compensate with Thermal resistant shielding.

The MGC with LD/DP is cheaper than RSC but it's vulnerable to the expected weapons.  As soon as shields go down out come the rockets, cannons and missiles.  This is why I generally prefer RSC over MGC despite the expense (I can afford it).

RSC with HD/DP would be best absolute defense and is generally best for PVP, but at the cost of nimbleness.  For a PVE Viper I would find this distasteful.
22 Mar 2021, 2:27pm
Tengri Umai
OmnigodImportant Elite Dangerous Question:

Has any Commanders noticed that the BGS may be broken 'again'? (Note: You can tell if the BGS is broken by noticeable large swings in System Faction Influence, Mission Board being non-responsive to player activity, and little to no effect of player activity on the System Influence as a whole.) Obviously, I am speaking in terms of 3 or more players operating in a System, as a single player can do little to apply significant Influence changes in a System.

Please offer your feedback so we may properly inform Frontier.

Thank you Commanders.



I had no problems with BGS lately.


Thank You for your response Commander.
22 Mar 2021, 2:36pm
Burstar, I agree with you. I just made the builds to show the overall stats of the 3 approaches. Reflective is overkill especially for PvE. Yes, it have 300 more explosive resistance but is that worth x3 price I am not sure.
...and personal observation, enemies usually have more thermal weapons than explosive, so making armor thermal resistance better is always good.
22 Mar 2021, 2:40pm
Sakashiro

Regarding armor, I have reactive + thermal + layered for +16% resistance against all damage types. But then again I don't wait for shields to drop, so I don't really know how much that armor would help me.


https://edsy.org/s/vJf8tWm this is how it would look if you engineer HRPs and armor with my advice. ¯\_(ツ)_/¯

But then again if you go for the stock lightweight armor it can do 602m/s


Last edit: 22 Mar 2021, 2:52pm
22 Mar 2021, 2:57pm
Episparh
Sakashiro

Regarding armor, I have reactive + thermal + layered for +16% resistance against all damage types. But then again I don't wait for shields to drop, so I don't really know how much that armor would help me.



https://edsy.org/s/vJf8tWm this is how it would look if you engineer HRPs and armor with my advice. ¯\_(ツ)_/¯


Ok, I can't figure out the Table option so I'll sum up:

Ep with 1x Thermal Resistance HRP = Kin 3451, Thm 3690, Exp 3349 (total 10490), Abs 2239
Bur with all HD/DP = Kin 4060, Thm 2736, Exp 3955 (total 10752), Abs 2359

So for the HRPs the debate is higher Thermal resistance bringing all close to middle, vs. higher total resistances and absolute armour with a lower thermal resistance.


Last edit: 22 Mar 2021, 3:05pm
22 Mar 2021, 2:57pm
Episparh
Sakashiro

Regarding armor, I have reactive + thermal + layered for +16% resistance against all damage types. But then again I don't wait for shields to drop, so I don't really know how much that armor would help me.



https://edsy.org/s/vJf8tWm this is how it would look if you engineer HRPs and armor with my advice. ¯\_(ツ)_/¯

I haven't had the time to engineer the HRPs because I only put them in for that threat level 6 wing assassination mission a few days ago.
22 Mar 2021, 3:21pm
Burstar

So for the HRPs the debate is higher Thermal resistance bringing all close to middle, vs. higher total resistances and absolute armour with a lower thermal resistance.


As I said from my experience, it is better to have balanced resistances than specialized one. Or you simply expect enemies to stop firing their thermal weapons when shields drop?
22 Mar 2021, 3:40pm
Episparh
Burstar

So for the HRPs the debate is higher Thermal resistance bringing all close to middle, vs. higher total resistances and absolute armour with a lower thermal resistance.



As I said from my experience, it is better to have balanced resistances than specialized one. Or you simply expect enemies to stop firing their thermal weapons when shields drop?

I'm wondering if it would be better to optimize the hull for thermal resistance only. Because as long as the shield is up, hull damage occurs only from phasing sequence weapons, and those are mostly thermal. Kinetic phasing sequence damage can only come from engineered PAs which I've never seen on NPCs.

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