Elite: Game talk

today, 7:21pm
AH
FSD range is still unacceptable (24.35ly). ... last 4 and 5. Will it get any better`?


Just a few tips to add on top of what others have said: (might also be some useful things for User455123)

EDSY can be a bit daunting to use so I'd also recommend trying coriolis.io

Remember to 'pin' engineer blueprints so you can apply that effect to modules without having to travel to the engineer (if you have long range FSD pinned with Martuuk, you can apply the effect in almost any starport and travel to Felicity Farseer *shudder* to apply the experimental effect. Experimental effects can only be applied at an engineer which engineers that module).

Take a bit of time to get to know the A to E outfitting types as well as armour. The tldr is that A is best, B is strongest, D is lightest (but this isn't the same for shield boosters and other modules might work a bit differently too).

I'd recommend unlocking Selene Jean via Tod "The Blaster" McQuinn as armour and hull reinforcements make a big difference

With armour have a look at EDSY or coriolis and look at the differences between
-- C-armour fully engineered with heavy duty (keep in mind this still weighs 0 tonnes and you can add hull reinforcements for a fraction of the weight for extra HP)
-- The resistances for military vs mirrored vs reactive (keep in mind that thargoids ignore thermal/explosive/kinetic damage so military is always good to have in storage, especially for a krait mkII)
Reactive armour with thermal engineering will give you good all round resistance vs Reactive with heavy duty and hull reinforcements to cover the lack of thermal resistance.

Once you've got the hang of how armour and resistances work it'll be easier to understand shields as they have similar concepts

With exploring and distance, learn to find and use neutron stars; they will quadruple your jump range for one jump and make it easier to get further away from the bubble where you'll find completely unexplored systems which will boost your credits.
The 'Jameson Lighthouse' system is a good place within the bubble to practice.
To find neutron stars I'd recommend using the 'star class' mode in the galaxy map and only displaying O-type, B-type, and non-sequence stars


Last edit: 01 Oct 2024, 7:37pm
today, 7:36pm
AH
Rawnu....

If you click on export in EDSY, you can create a URL with your build. This way it is easier to make suggestions to you. But here's the big question: what is that build supposed to do?



I did that. It just opens the inara.cz with 3 options: OD and 2 other games or something. I select Ody, nothing happens.

Answer to your question: It should take me from A-B, fast, and if I get in trouble give me a chance... or if I get fed up with collecting DNA samples, I can practice something more violent Maybe bounty hunting or something. I did few "can a politician" or blow up that power/turret/something but those end with me behind bars + tiny fee and 60+ Ly road back "home". That got old really fast. LOL.

There is a second Export under : OPS

https://edsy.org/s/vRQAv3I

Here's my suggestion. 45 Ly jump range and a fast fuel scoop for easy traveling, thermal weapons with unlimited ammo, enough shields to survive a gank or shoot pirates in resource extraction sites until you get bored. DSS if you want to explore, SRV for surface ops. It's a decent allrounder and moneymaker. But it's not optimized for PvP, keep that in mind. The ship can evade ganks but not fight back.
today, 8:13pm
Indy
Thinder
The Krait Mk II is not designed (like the Phamtom) as an exploration ship, she is a medium Combat ship and as such, her Jump Range is limited.

If you want a longer Jump Range from a Krait you chose the wrong one, the Phantom is far better for the role especially because they are like most medium ships, sensitive to internal load, in short, you must compromise and swap this load including Modules, to optimize the Jump range.

If I were you I'd fit my MKII for Combat and start from scratch with a Phantom.


I agree with Thinder here. You've seen me advise the Phantom before.
Flying two Kraits, one for combat and the other for exploration, would be a good way to go. It'd allow you to maximize the use of each too.

If you want to find a compromise in between though, hopefully some of the aforementioned modifications will help.


The problem with the MKII is that it weights 50 tons more than the Phantom, since Jump Range is linked to weight, the MKII will never be able to compensate and equal the Phantom in the exploration role.

On the other hand, if one like the Kraits, she still make for a decent combat ship, I use mine from time to time and what I appreciate the most is her fighter bay, but also the class 7 POWER DISTRIBUTOR, a plus compared to my Python MKII which will lose the main Beam Laser when PIPs is set to Weapons, by power depletion.

The XG9 Lance fighter Gauss Focus Cannon is also a plus (with an Elite Pilot), especially to deplete target shields, it's literally equal to an extra Beam Laser in term of damage, all in all, I think the MKII well fitted can be as efficient as a Python MKII.

On the /wiki/XG9_Lance page, they say its efficiency against shields is reduced but I see its effects all the time, plus my pilot occasionally takes down light fighters on her own, I also order her to assist a friendly against another target while taking on another (combat Zones).


Last edit: 01 Oct 2024, 8:19pm

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