Elite: Game talk

22 Mar 2021, 9:59am
I'd use regular 3A thrusters on that build, with dirty and drag. It's slightly faster and much cheaper to rebuy.
22 Mar 2021, 10:10am
SakashiroI'd use regular 3A thrusters on that build, with dirty and drag. It's slightly faster and much cheaper to rebuy.


That's a good point. They also appear to be more nimble too. Thanks
22 Mar 2021, 10:30am
Morning everyone - i wanted to canvass opinion on a ship change.

I'm currently in a Cutter ( but ive been in Large ships for quite a while now). The thing is, ive done all the engineering i need , its a shield tank combat cutter fitted out with all gimballs. In the HR, or CZ etc against NPCs its great. I can swat anything away, and so many shields i don't need to avoid anything . But i'm starting to feel the need for a new challenge. And i think i'd like to go down the route of a Fixed Weapon ship that has speed and agility that requires making the effort to not be hit, whilst hitting hard when the opportunity arises.

So what i'd be grateful for is a steer on what ship to get to learn how to do that, and when would be the best Fixed to learn with? Ive seen posts where people say the FDL with PA and Rails is the end game ship for this fixed style of fighting. But im not sure if i can just jump on that end game ship and find it works , maybe there is something before that which would be better to learn with? Ive seen a few of you use fixed weapons and smaller mid size fighter ships so i thought i'd ask. Any responses are appreciated . Thanks o7
22 Mar 2021, 10:42am
Vulture with PAs is really fun, but engineering is basically required because of heat/power management issues. PA/Rail Krait is also great, even though I don't have a comparison with any other medium ship (having an irrational dislike for the FDL and the Mamba probably turning to slow for full fixed weaponry unless you go for a sniper build).
22 Mar 2021, 11:03am
KalenarVulture with PAs is really fun, but engineering is basically required because of heat/power management issues. PA/Rail Krait is also great, even though I don't have a comparison with any other medium ship (having an irrational dislike for the FDL and the Mamba probably turning to slow for full fixed weaponry unless you go for a sniper build).



Thanks for that, would a Viper or Courier be contenders too do you think?
22 Mar 2021, 11:10am
I sometimes switch the gimbals on my Mamba to fixed while a target uses chaff. It sucks. Not because of the turn rate but because two of the three beams will always miss.

But maybe that's exactly the challenge you're looking for.
22 Mar 2021, 11:13am
AjCalrissianMorning everyone - i wanted to canvass opinion on a ship change.

I'm currently in a Cutter ( but ive been in Large ships for quite a while now). The thing is, ive done all the engineering i need , its a shield tank combat cutter fitted out with all gimballs. In the HR, or CZ etc against NPCs its great. I can swat anything away, and so many shields i don't need to avoid anything . But i'm starting to feel the need for a new challenge. And i think i'd like to go down the route of a Fixed Weapon ship that has speed and agility that requires making the effort to not be hit, whilst hitting hard when the opportunity arises.

So what i'd be grateful for is a steer on what ship to get to learn how to do that, and when would be the best Fixed to learn with? Ive seen posts where people say the FDL with PA and Rails is the end game ship for this fixed style of fighting. But im not sure if i can just jump on that end game ship and find it works , maybe there is something before that which would be better to learn with? Ive seen a few of you use fixed weapons and smaller mid size fighter ships so i thought i'd ask. Any responses are appreciated . Thanks o7


As Kelenar suggest, I would recomend you Vulture. It has just two large hardpoints so you do not need to worry for multiple weapon setup. It have nice convergence hence it is very nice for fixed weapons.

My Ward is a little shy of 28mil total. Currently it is equipped with pacifiers but it is also set to use 2 efficient PAs which are stored somewhere. I haven't tried it in CZ but it is brutal in Haz RES or assassination missions. Big or medium ship can hold only for 60-90s at most and they rarely have a chance even to shoot back - vulture's lateral thrusters makes it quite easy to stay close and personal on their 6. The only problem is limited ammo - I use synthesis for that but some are not ready to use materials.
22 Mar 2021, 11:19am
SakashiroI sometimes switch the gimbals on my Mamba to fixed while a target uses chaff. It sucks. Not because of the turn rate but because two of the three beams will always miss.

But maybe that's exactly the challenge you're looking for.


Fixed weapons on Mamba What is convergence anyway? DON'T!
22 Mar 2021, 11:29am
Thanks everyone!
22 Mar 2021, 11:34am
Episparh
AjCalrissianMorning everyone - i wanted to canvass opinion on a ship change.

I'm currently in a Cutter ( but ive been in Large ships for quite a while now). The thing is, ive done all the engineering i need , its a shield tank combat cutter fitted out with all gimballs. In the HR, or CZ etc against NPCs its great. I can swat anything away, and so many shields i don't need to avoid anything . But i'm starting to feel the need for a new challenge. And i think i'd like to go down the route of a Fixed Weapon ship that has speed and agility that requires making the effort to not be hit, whilst hitting hard when the opportunity arises.

So what i'd be grateful for is a steer on what ship to get to learn how to do that, and when would be the best Fixed to learn with? Ive seen posts where people say the FDL with PA and Rails is the end game ship for this fixed style of fighting. But im not sure if i can just jump on that end game ship and find it works , maybe there is something before that which would be better to learn with? Ive seen a few of you use fixed weapons and smaller mid size fighter ships so i thought i'd ask. Any responses are appreciated . Thanks o7



As Kelenar suggest, I would recomend you Vulture. It has just two large hardpoints so you do not need to worry for multiple weapon setup. It have nice convergence hence it is very nice for fixed weapons.

My Ward is a little shy of 28mil total. Currently it is equipped with pacifiers but it is also set to use 2 efficient PAs which are stored somewhere. I haven't tried it in CZ but it is brutal in Haz RES or assassination missions. Big or medium ship can hold only for 60-90s at most and they rarely have a chance even to shoot back - vulture's lateral thrusters makes it quite easy to stay close and personal on their 6. The only problem is limited ammo - I use synthesis for that but some are not ready to use materials.


Ive not used Pacifiers before, what are they like to use?
22 Mar 2021, 11:46am
Burstar
Sir SprockettEvening Cmdrs,
whadda think?

https://edsy.org/s/vPJdvL6


This is more my taste.

Here are my preferred adjustments:  
I went with 1 overcharged, 1 efficient beam laser because I find that it gives a good dps/energy vs time on target mix for my flying style.  If you get more time on target you can switch the overcharged with a second efficient, and switch to dual overcharged if your TOT is scarce.
I switched the MRP out for for more Cargo space + lighter empty as module damage shouldn't be a problem in the smaller more maneuverable ships (and 1 MRP won't help much anyways).
I switched the shield to Bi-Weave because small ship shields don't withstand much anyways and getting them back up faster is preferable.
With this build, I'd use the MC sparingly as they're pretty much only there to apply the corrosive effect for your Beams to do the work.



I get your point of the Beams and I did consider this. but feel that I really want a lead throwing fighter, for 2 reasons, 1 to learn how to fly and fight with cannon also main target ships would be Corvette, Conda etc. not against smaller craft... I might be wasting my time - but things have to be tried and tested.  Worst is that I will have a pair of Engineered Cannons... Though I take on the MRP and the extra cargo (again more for bounty baiting - hence the KWS) and I will probably go with the Bi Weave shields.

KalenarVulture with PAs is really fun, but engineering is basically required because of heat/power management issues. PA/Rail Krait is also great, even though I don't have a comparison with any other medium ship (having an irrational dislike for the FDL and the Mamba probably turning to slow for full fixed weaponry unless you go for a sniper build).


this is what I am doing to my vulture and have last night unlocked the engineer for them.  Have not really flown much yet, but will be soon.


thanks CMDRS for the thoughts and feed back...
22 Mar 2021, 11:51am
AjCalrissian
KalenarVulture with PAs is really fun, but engineering is basically required because of heat/power management issues. PA/Rail Krait is also great, even though I don't have a comparison with any other medium ship (having an irrational dislike for the FDL and the Mamba probably turning to slow for full fixed weaponry unless you go for a sniper build).




Thanks for that, would a Viper or Courier be contenders too do you think?


I think heat would be your issue on both these ships - My own Courier gets hot easy with beams and rail so can imagine PAs been a real burner.. But as I say above don't let any bodies opinion here stop you from trying.
22 Mar 2021, 11:52am
I 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?
22 Mar 2021, 11:54am
Episparh
Sakashiro

The double-engineered shield generator from the CG is going to fix that.



Then why it have enhanced low power mod ? Should be either thermal or kinetic resistance.

... Anyway, I may put all 3 rewards together on some general purpose type-6 wonderer https://edsy.org/s/vnd3xuz


only as i was playing around with the build and had not noticed the engineering change I had applied. But yes it will be the CG SG that I will be using...
22 Mar 2021, 11:58am
AjCalrissian


Ive not used Pacifiers before, what are they like to use?


They are almost identical to fragment cannons - the key difference is that the shot speed is 50% faster = 1000m/s. The range is also 50% greater and the damage fall off starts at 2.8km however frags have slightly more damage.

I use that build mainly for PvE where I may need to shoot small and nimble targets too. Example: wing support. This is where projectile speed helps....  Else in general I avoid small targets as the bounty do not worth the time, but most of them are dead before 1st reload anyway.

Note: Pacifier fragment cannons are power play module, so you will need to bend a knee for Hudson for 4 weeks.

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