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Thread: Elite : Dangerous

  1. #1713
    Banhammer in peace PeterB kalniel's Avatar
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    Re: Elite : Dangerous

    Problem with the constant interdictions from npcs when running trade missions is even if you escape each time they just interdict you again in seconds and it gets majorly annoying, especially when trying to land somewhere and SC puts you a long way away again. Destroying the NPC often ends up being quicker overall.

  2. #1714
    Va Va Voom Lowe's Avatar
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    Re: Elite : Dangerous

    Mines. Running and killing at the same time

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    Re: Elite : Dangerous

    The Clipper is indeed an awesome ship, but it is large, so you can't dock at small outposts. Which is where the Python is better, but yeah, the nerfing done to the Python is a little irritating. I'm thinking of going back to a Cobra on my return.

  4. #1716
    MCRN Tachi Ttaskmaster's Avatar
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    Re: Elite : Dangerous

    Finally got my FdL...

    I bit the bullet and sold my beloved Python, so I'm not especially rich now and can't afford to deck it out with the absolute best stuff. Working up to better shields and things, but I still take quite a hammering from even the small ships.
    Had a few overheating probs with twin Pulse, twin Beam and Large M-Cannon, so switched for beams, m-cannons and a Plasma Acc.

    Might flog the Vulture too, since that no longer has the firepower that once meant I could drop a flight of three Pythons without much concern.

    How the heck I'm gonna get the Type-9 good enough again is a worry, especially as the new Outfitting screens aren't as good as previously.

  5. #1717
    Va Va Voom Lowe's Avatar
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    Re: Elite : Dangerous

    Nice.

    What build are you running at the moment? The thrusters and power plant are the real important ones for A grade, as you've found out she runs hot at the best of times - imagine how it used to be with only a class 5 PP!

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    MCRN Tachi Ttaskmaster's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by Lowe View Post
    What build are you running at the moment?
    Will have to check when I get home.

    Quote Originally Posted by Lowe View Post
    imagine how it used to be with only a class 5 PP!
    I did that during one of the Betas, which is why I went for a Python in the end... tables have turned now!

  7. #1719
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    Re: Elite : Dangerous

    Loved my FDL but going anywhere in it was a chore......... currently running out to jaques in a Python.
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  8. #1720
    Banhammer in peace PeterB kalniel's Avatar
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    Re: Elite : Dangerous

    Hmm Python does look nice, not sure I can face the engineer grind though. I may switch tack and use exploration data to grind rank for an iCourier instead (if and when I get bored with exploring out here). Clipper will be some way off however.

  9. #1721
    MCRN Tachi Ttaskmaster's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by Lowe View Post
    Nice.
    What build are you running at the moment? The thrusters and power plant are the real important ones for A grade, as you've found out she runs hot at the best of times - imagine how it used to be with only a class 5 PP!
    6C Power Plant
    6C Power Distributor
    5C Thrusters
    5B Shield Generator
    4B Frame Shift Drive
    4E Sensors
    2D Beam Laser x 2
    2F Multicannon x 2
    4E Life Support
    2C Plasma Accelerator
    2G Vehicle Hangar
    1E Basic Discovery Scanner
    1H Cargo Hatch
    1A David Braben Bobblehead

    I do turn off the hangar and cargo hatch when not in use, which saves maybe 5%. With everything on, I'm at about 77% usage.

  10. #1722
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    Re: Elite : Dangerous

    Now I'm not rushing for CGs, I've been landing on a few moons looking for rare materials. Didn't really find any, and did manage to pancake a high G landing (hull 87%.. and I was planning a big round trip later.. oops. Plus I lost a heatsink to a miss-button press )

    Still, worth the odd nice view.


  11. Received thanks from:

    Lowe (04-09-2016)

  12. #1723
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    Re: Elite : Dangerous

    Quote Originally Posted by Ttaskmaster View Post
    6C Power Plant
    6C Power Distributor
    5C Thrusters
    5B Shield Generator
    4B Frame Shift Drive
    4E Sensors
    2D Beam Laser x 2
    2F Multicannon x 2
    4E Life Support
    2C Plasma Accelerator
    2G Vehicle Hangar
    1E Basic Discovery Scanner
    1H Cargo Hatch
    1A David Braben Bobblehead

    I do turn off the hangar and cargo hatch when not in use, which saves maybe 5%. With everything on, I'm at about 77% usage.
    What sort of funds do you have available too? The expensive part with the FdL is buying it, the parts are relatively cheap afterwards.

    Forget anything other than multicannons for weapons if money is tight. Sheer rounds per second is just as effective and whilst yes you do have to reload or use synthesis now and then, 5x multicannons really puts a dent in just about anything. It also means you don't have to worry about putting too many pips in WEP, meaning you can afford to run a bit more in SYS and ENG. Don't forget to manage those pips as much as possible, the FdL really requires it to squeeze every last bit of performance out.

    Personally I'd be looking at this at a minimum, otherwise I'm afraid you simply can't afford to run a FdL. Better to stay with something smaller but A graded until you have more cash in the bank.

    https://coriolis.io/outfit/fer_de_la...==?bn=CheapFDL

    Note you're one size under on Powerplant, but it's still more than enough to run everything. At a later date you could consider going for the class 6, and changing the chaff for extra shields. This build relies on pace and agility to avoid fire. You won't have enough to face tank and multiple foes could prove difficult. 1v1 though, with good pip management you'll take out most things.

    Also note you're virtually empty on internals - this is to save weight. Anything more than 420T and you're losing agility.

  13. #1724
    MCRN Tachi Ttaskmaster's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by Lowe View Post
    What sort of funds do you have available too? The expensive part with the FdL is buying it, the parts are relatively cheap afterwards.
    Well, I've already bought it and kitted it as above, which leaves me with about 10mil.
    However, I do have a currently unusable Type-9 I can sell and maybe a couple more mil's worth of other ships that I haven't used since the last CG I tried...

    Quote Originally Posted by Lowe View Post
    Forget anything other than multicannons for weapons if money is tight.
    I do like having something I can use to drop shields only, mainly for those hatch-breaking missions.

    Quote Originally Posted by Lowe View Post
    Sheer rounds per second is just as effective and whilst yes you do have to reload or use synthesis now and then, 5x multicannons really puts a dent in just about anything.
    Not tried synthesis yet... That's the crafting stuff, isn't it?
    I mainly run lasers for the shields. I use both, switching to MC only when the lasers need to recharge, but I adore how MCs chew through hull!!
    Power Dist is the easy part, I find.

    I'll keep that spec bookmarked.
    I still haven't tested my current build in a proper combat scenario, but whatever I do I need something that will suffice for missions, bit of RES farmiong and the like - Gotta spend money to make money.

  14. #1725
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    Re: Elite : Dangerous

    Multi's will chew shields as well so long as you have plenty of them. Yes, shields are generally more resistant to kinetic (engineers aside), but it's a common misconception that you must use energy based weapons to drop shields. Multi cannons will still do a good job, and at considerably less WEP use than thermal too. On my 'Conda I only use M/C's and I really don't have an issue when it comes to combat.

    Synthesis lets you rearm on the fly, and for multi cannons it doesn't require anything especially uncommon in order to replenish; iron, nickel and sulphur.

    FdL isn't really that useful for missions beyond combat/assassinations. It's not really got the internal space for cargo if you're going for a combat build. It's great at combat and that's about it, if you're mission running you're better off with something more multirole.

  15. #1726
    MCRN Tachi Ttaskmaster's Avatar
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    Re: Elite : Dangerous

    Quote Originally Posted by Lowe View Post
    Multi's will chew shields as well so long as you have plenty of them.
    I know. I just don't like using them up too much when a beam or two does a stellar job. Old RES habit, I suppose... although I'd often delay leaving to rearm, for just one more Anaconda.... and then just one more Dropship... and just one more Python.... The big paying targets always show up just as I'm leaving!!

    Quote Originally Posted by Lowe View Post
    Synthesis lets you rearm on the fly, and for multi cannons it doesn't require anything especially uncommon in order to replenish; iron, nickel and sulphur.
    I've a stack of materials stored up so far, but not enough of anything to make aught, from what the screen tells me...
    I assume I synthesise in the relevant inventory tab?
    Where do I find these materials, though? I assume I pick them up on-planet or drifting at USSes?

    Quote Originally Posted by Lowe View Post
    FdL isn't really that useful for missions beyond combat/assassinations. It's not really got the internal space for cargo if you're going for a combat build. It's great at combat and that's about it, if you're mission running you're better off with something more multirole.
    I've been taking planet-side recovery missions and USS cargo scoops. Usually five or six at a time.
    My system is all at war, so plenty of rebel transmissions, cargo pods, escape pods and things to recover. I do occasionally get interdicted though, so I like to protect my 200k payouts.

  16. #1727
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    Re: Elite : Dangerous

    So is anyone using inara.cz it seems it's basically the unofficial website for everything you need to look up. It even has built in tools for listing your cargo / materials / data (which you need to input manually of course). But once you've done that it will automatically tell you what upgrades you can achieve, what else you need, where to find it, full stats for all the upgrades.

    As a starting point you can

    Note: Before search for anything, log in, set your current star system. The "near star system" box on all search screens seems bugged. Set your star system by going to "CMDR'S LOG" at the top, once you've logged in, then go back to the search screen below

    Search for nearest market commodities:
    http://inara.cz/galaxy-commodities

    Search for nearest ship and ship modules
    (note you can stack these to find a station selling everything you want at one place, although distance will likely be further):
    http://inara.cz/galaxy-outfitting

    Search for info on a particular system (shows list of stations / bases present):
    http://inara.cz/galaxy-starsystems

    Search for info on a particular station: (see full list of what modules it sells):
    http://inara.cz/galaxy-stations

    Log all your cargo on the site:
    http://inara.cz/cmdr-cargo/
    Note: If you favourite some of the engineers upgrades from the links below, then update the site with your cargo / materials / data ...come back to this page of Favourite Blueprints will be listed on the right, showing blue for the components you have for them and red for the items you still need to gather.

    Engineer's list of upgrades for each one:
    http://inara.cz/galaxy-engineers

    Full list of engineer mods possible:
    http://inara.cz/galaxy-blueprints

    Full list of engineer components (and where to find them):
    http://inara.cz/galaxy-components

    My current fleet is as follows:

    FDL - 450m/s boost and 20Ly jump range (will be used for PVP combat)
    Python - 380m/s boost and 20Ly jump range (will be used for PVE, Mining, in-bubble missions)
    ASP - 450m/s boost and 39Ly jump range (will be used for long distance smuggling)

    Also I've just discovered mines for stopping pirates interdicting me. 4x Standard mine + 2x Shock mine (6x 36 mines per weapons slot)...on my ASP works really well I've found...especially will 450 m/s running speed

    I also have various power plant / weapon upgrades...still need to work on armour / sheild / SCB upgrades.

    If you're new to Engineers aim for FSD range upgrades (grade 3 is fine) and Dirty Drive tuning (both available as Felicity Farseer). The change to jump range and manoeuvrability and thruster (turning speed / acceleration / deceleration) performance make the ships so much more fun to fly (and easier to not die when interdicted)

  17. #1728
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    Re: Elite : Dangerous

    Quote Originally Posted by Ttaskmaster View Post
    I know. I just don't like using them up too much when a beam or two does a stellar job. Old RES habit, I suppose... although I'd often delay leaving to rearm, for just one more Anaconda.... and then just one more Dropship... and just one more Python.... The big paying targets always show up just as I'm leaving!!

    I know what you mean! But honestly, please humour me and try a full multi cannon load out for an hour. It's worth it alone for the DAKAKAKAKAKAKAKAKAKAKAKAKA noise and the shear amount of tracer going down wind.


    I've a stack of materials stored up so far, but not enough of anything to make aught, from what the screen tells me...
    I assume I synthesise in the relevant inventory tab?
    Where do I find these materials, though? I assume I pick them up on-planet or drifting at USSes?

    Yup, it's in Inventory/Synthesis tab. You get the materials from breaking up specific rocks on planet surfaces and some missions. It doesn't take too long to build up a good stock.


    I've been taking planet-side recovery missions and USS cargo scoops. Usually five or six at a time.
    My system is all at war, so plenty of rebel transmissions, cargo pods, escape pods and things to recover. I do occasionally get interdicted though, so I like to protect my 200k payouts.

    Sounds pretty good and I guess a couple of slots for cargo is workable with those types of missions.
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