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Thread: Elite : Dangerous

  1. #1089
    root Member DanceswithUnix's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by Ttaskmaster View Post
    Got interdicted by an Elite Anaconda while bimbling about and before I knew it, I was space dust... seems there's something I missed on my power percentages and I suddenly lost all power to everything - Absolutely the LAST thing I needed with that kind of foe around - Not sure what I've done, though, as I've not changed anything and could previously hammer the heck out of anything that moved!
    Didn't they up the firepower of turrets a bit? That could make a massive difference to an Anaconda. I tried taking mine into a conflict zone a while ago, it wasn't much fun. Perhaps with another 50M spent on upgrades it might have been better, but it felt fragile for something with a 7M cr insurance cost and I could cut things down a lot faster in the Vulture so I flew the 100ly to where that was stored.

    Guess I had better rack some bounties up in RES zones before things get harder to take down

  2. #1090
    Va Va Voom Lowe's Avatar
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    Re: Elite : Dangerous

    I've been upping my Empire rep, but seem to be stuck on Squire. Been doing faction missions all over the shop but still not had the progression show up. On the upside, I became Master in combat the other day. Slowly getting there.

  3. #1091
    MCRN Tachi Ttaskmaster's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by Lowe View Post
    I've been upping my Empire rep, but seem to be stuck on Squire. Been doing faction missions all over the shop but still not had the progression show up.
    I got a random one that finally took me to Ensign.
    I also did some admin and visited all the other permit systems on my list, though I know they still have that bug where the invitation missions keep appearing even when you already have that particular permit.

    Quote Originally Posted by DanceswithUnix View Post
    Didn't they up the firepower of turrets a bit? That could make a massive difference to an Anaconda.
    I know the current Beta alters things to guard against accidental damage by turrets.
    Beyond that, I'm not sure.

    It certainly didn't seem like it when I was trialling the Fer De Lance, Diamondback or Courier on Friday, either in the Beta or live versions - They each got utterly MÜLLERED by fairly lightweight craft, even when fully kitted with max Class, A grade kit...
    I'm still preferring my Asp, with a view toward a Python...

  4. #1092
    root Member DanceswithUnix's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by Ttaskmaster View Post
    I got a random one that finally took me to Ensign.
    I also did some admin and visited all the other permit systems on my list, though I know they still have that bug where the invitation missions keep appearing even when you already have that particular permit.


    I know the current Beta alters things to guard against accidental damage by turrets.
    Beyond that, I'm not sure.

    It certainly didn't seem like it when I was trialling the Fer De Lance, Diamondback or Courier on Friday, either in the Beta or live versions - They each got utterly MÜLLERED by fairly lightweight craft, even when fully kitted with max Class, A grade kit...
    I'm still preferring my Asp, with a view toward a Python...
    I mis-read the bit about turrets, seems that they can move 5% faster so they can lock onto targets better. Perhaps that makes a difference against fast moving fighters.

    Shame about the Ferdie, was considering one of those instead of the Vulture. Only if it is decent in combat, and only if it is easier to do the 200ly jaunts that always seem necessary to get to community pew pew goals.

  5. #1093
    MCRN Tachi Ttaskmaster's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by DanceswithUnix View Post
    seems that they can move 5% faster
    Ah yeah, I vaguely remember reading that part.
    However, that's only in Beta for now, innit - I was testing in Live.

    Quote Originally Posted by DanceswithUnix View Post
    Shame about the Ferdie, was considering one of those instead of the Vulture. Only if it is decent in combat, and only if it is easier to do the 200ly jaunts that always seem necessary to get to community pew pew goals.
    Might just be how I'm flying...
    I can manoeuvre all those ships well enough to keep a target central-ish for most of the time, which certainly helps the turrets out given the weird angles on some ships... The turrets just didn't seem to be doing much damage compared to my gimballed, smaller-class weapons on the Asp.

    The Vulture is pretty hardcore, but it just lacks soul. It also seems tougher as an NPC ship compared to when I fly it, although still very resilient. The biggest issue on a Vulture is probably the ammo limitations of one laser and one multi-cannon.

  6. #1094
    Va Va Voom Lowe's Avatar
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    Re: Elite : Dangerous

    Turrets do far less damage, they're best off as harassment weapons on the larger ships rather than your primary weaponry.

  7. #1095
    root Member DanceswithUnix's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by Ttaskmaster View Post
    The Vulture is pretty hardcore, but it just lacks soul. It also seems tougher as an NPC ship compared to when I fly it, although still very resilient. The biggest issue on a Vulture is probably the ammo limitations of one laser and one multi-cannon.
    I run the Vulture with two gimballed pulse lasers. No ammo to run out, and with 4 pips to weapons can pretty much just keep firing. Takes a little longer to grind stuff down, but not that bad. I also run with a shield booster, and with a couple of the bays as hull reinforcement in case it starts getting a bit exciting

    Quote Originally Posted by Lowe View Post
    I've been upping my Empire rep, but seem to be stuck on Squire. Been doing faction missions all over the shop but still not had the progression show up. On the upside, I became Master in combat the other day. Slowly getting there.
    I ground the heck out of that at the weekend, finally got to Baron. I think the donation missions seem to do the most good, I must have donated a type9 full of weapons and algae over the weekend. 6 tonnes at a time!

  8. #1096
    Va Va Voom Lowe's Avatar
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    Re: Elite : Dangerous

    Finally cracked Knight. Did an assassination mission which turned out to be an Elite Anaconda (eep) and then the Naval Ascension mission popped up. I can't do the donation ones, only have 2 tonnes of hold lol

  9. #1097
    root Member DanceswithUnix's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by Lowe View Post
    Finally cracked Knight. Did an assassination mission which turned out to be an Elite Anaconda (eep) and then the Naval Ascension mission popped up. I can't do the donation ones, only have 2 tonnes of hold lol
    lol, I reconfigured my Vulture for the task, ditched the fuel scoop and hull reinforcement for 20T of cargo space. Most transport and donation missions are only a few T, the weapons ones seemed to usually be 6T. Going to be hard progressing if you can't haul that much. Usually I break out the Asp for this sort of thing, even in explorer trim it has a reasonable hold and can land on outposts.

  10. #1098
    MCRN Tachi Ttaskmaster's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by DanceswithUnix View Post
    I run the Vulture with two gimballed pulse lasers. No ammo to run out, and with 4 pips to weapons can pretty much just keep firing. Takes a little longer to grind stuff down, but not that bad. I also run with a shield booster, and with a couple of the bays as hull reinforcement in case it starts getting a bit exciting
    I beef most of my combat ships by ditching anything I can and filling slots with hull/shield boosters.
    I may have to try swapping to Pulsies, although time-on-target is a big factor for me. I found switching lasers off once shields are down and just hammering with M-Cannons quicker and more satisfying.

    I forget where I even parked the Vulture, now...

  11. #1099
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    Re: Elite : Dangerous

    I've not found hull beefing to be that useful. Once the shield goes down it's FSD time as far as I'm concerned. The extra weight plays havoc with jump range and agility so personally I tend to avoid it.

    Gotta give peeps their props though, I made the switch to gimballed burst lasers from double beams in my Vulture. Far better overall, but not because of overall DPS being delivered. More over it's the same amount of DPS delivered whilst being able to fly using greater lateral/yaw thrust, thus minimising the DPS received. It's been a huge help in taking down the bigger ships.

  12. #1100
    root Member DanceswithUnix's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by Ttaskmaster View Post
    I beef most of my combat ships by ditching anything I can and filling slots with hull/shield boosters.
    I may have to try swapping to Pulsies, although time-on-target is a big factor for me. I found switching lasers off once shields are down and just hammering with M-Cannons quicker and more satisfying.

    I forget where I even parked the Vulture, now...
    My Asp has a split laser/multicannon setup to work like that, but then I don't that that ship into combat grind areas.

    The big win on just lasers is avoiding the downtime of having to run back to the nearest port to reload weapons. On some community goal runs that can be a long round trip so I like to just sit in the RES/CZ for an hour or so racking up kills before I get nervous that getting killed loses me 3M cr in unclaimed bounties and I head off to cash them in.

  13. #1101
    MCRN Tachi Ttaskmaster's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by Lowe View Post
    I've not found hull beefing to be that useful. Once the shield goes down it's FSD time as far as I'm concerned. The extra weight plays havoc with jump range and agility so personally I tend to avoid it.
    Works better on the bigger ships I think.
    In my Asp, I like to go punch Anacondas in the face, which means going toe-to-toe with them at least part of the time until you can maintain position on them. The 'kick in the crotch' (targeting power plant) works well, but is even harder to maintain position in a less-manoeuvrable ship. For both, I find time-on-target more of a factor.

    Then again, I'm fixing to buy a Python soon, which I hope will far far better in such arenas anyway!

  14. #1102
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    Re: Elite : Dangerous


  15. #1103
    root Member DanceswithUnix's Avatar
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    Re: Elite : Dangerous

    So, powerplay now online for everyone.

    Just flew my Anaconda somewhere, which currently has a docking computer on it. Wow, they really did some work on that!

    Down side, "Preparing shaders" is already wearing pretty thin on starting the game.

  16. #1104
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    Re: Elite : Dangerous

    Hi all,
    I've had ED for a couple of weeks now, and I'm slowly getting to grips with it. Unlike anything I've played before, it's such an enjoyable challenge to learn this incredibly complex game!

    Anyway I have a problem and wonde rif anyone has an idea..

    I bought a Type 6, and I have it stored in a Star port, but I've managed to get a Dormant Bounty against me, and I can't dock in the port to get it back without getting blown away cos I'm a criminal!
    I can't see a way to clear this bounty? Any suggestions?

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