Anyone else hyped for the Corvette? I'm starting my Fed missions now just so I can get it in the future.
Does anyone know if killing Fed ships in conflict zones results in -rep? It doesn't seem to, but I've only killed a couple.
Anyone else hyped for the Corvette? I'm starting my Fed missions now just so I can get it in the future.
Does anyone know if killing Fed ships in conflict zones results in -rep? It doesn't seem to, but I've only killed a couple.
See I find that absolutely daft. Your allegiance in conflict zones should have a direct effect on your rankings. I really think it's daft that you can align yourself with multiple players in the galaxy. Perhaps this is what 1.3 will bring to the party (Powerplay?).
On an unrelated note I managed to shoehorn two fixed beams into my Vulture yesterday. Jesus wept, it boils anything!
The exploration community goal in TSU is coming along nicely. 15% off an Asp. Helped the wife get 5 mill credits at the weekend doing kill missions along side her Cobra MkIII so she can buy one when the event is over.
http://www.edshipyard.com/#/L=60N,4z...6u5K7_6u5A,7TC
Cargo hold is disabled, FSD set to priority 2. I did try out 1x large fixed beam and 1x large fixed cannon. That was actually a pretty good set up, the cannon wreaked utter havoc on subsystems once the shield was down. I got a great video of me popping an Anaconda power plant with a couple of well placed shots. Also it runs significantly under on power, so might work well with A grade everything else... It's just not a great build for RES action because you're limited to 100x shots. Very frustrating if you happen to be in an Anaconda/Python/Dropship/Clipper instance.
I'm probably going to go for A grade thrusters next, but that will mean I need to loose the shield boosters in order to keep the firepower and still be around 100% power usage. That will mean I'm going to have to use the extra agility in order to keep the fire off me. A grade shield would help, and I could probably get away with a small shield booster but the concern is that I might end up in a situation where I'm constantly having to run off and hide to let the shield regen.
I quite like my Vulture. Its got a beam laser and a cannon, I'm not so sure I like either to be honest, probably gonna fit it with 2 pulse lasers. The cannon is quite nice but too slow, the beam is nice, but I just prefer pulse.
The frag cannon is absolutely amazing, and I would use it, if it didn't have so little ammo! It does great damage to subsystems when you're very close.
Vulture is quite power hungry but easy to use if you manage your modules.
Might try an Eagle, its the only low cost ship I haven't tried, any recommendations?
Wouldn't bother really. The Eagle is a glass cannon, incredibly poor defensive capability, only mildly offset by the fact it's incredibly agile. However, now the big brother Vulture is around it's just a stepping stone ship now really.
I know what you mean about the pulse lasers, they're probably the best fit for the Vulture in terms of outright effectiveness, but somehow I just don't like the pew pew pew pew noise, plus there's a certain satisfaction about burning tramlines all over your enemies hull with the beams.
Perhaps at local faction level, but certainly not between Fed, Empire and Alleys... My reason being - In theory you could have two local factions that end up in civil war against each other, yet both are Alley factions - Do you lose Ally rep for siding with one, but gain it back for fighting against the other?
Similarly, even if you go round busting WANTED members of allied local factions, you actually gain rep with the big three because you're still taking down criminals.
If you consistently commit crimes against (or fail/abandon missions from) factions that are allied with one government, then you will eventually lose rep with Alley/Fed/Empire... but your rank itself remains the same, at least for now. Perhaps because you need rank to purchase certain ships, maybe....?
1 laser of your chosen flavour and two multi-cannons. Then beef the flip out of thrusters and armour, spending the rest on shieldy stuff. The shield tends to take a bit of punishment (beefed up, it takes more) but it does regenerate as well - Hull is your biggest weakness, so keep that covered.
Then work on using your superior manoeuvrability to keep safe and take down the enemy. Target things like the power plant, especially on big ships.
You should find it pretty easy to take down everything up to Asp and probably Python level, even if you're as crap a pilot as I am... good pilots will be even more awesomer-er....
Only at stock. If you max out the armour and whack on these new reinforcements, it's pretty tough. Obviously you don't want to go toe-to-toe with an Anaconda or anything but as mentioned above, even I can do well one!!!
I use lasers only because they seem pretty good at dropping shields.
Having already played with one in the Beta, I just switched to a Vulture from an Asp. It seems a touch easier to take things down even with just a single Class 2 Beam and Multi-cannon... But I really miss the hammering sound of four Asp multi-cannons ripping something to pieces!
I meant the noise of the pulse. Beams are fine, it's just the pew pew pulse noise that does my nut in.
Yeah it's terribly fragile haha.
I outfitted it with 2 beam lasers and a missile rack, but... ammo costs 6000 and it doesn't even give it automatically! I went to the conflict zone with an empty missile rack
I'll try again later today
Now on a exploration run and found my first unexplored system. That my mark left on the game now. I can die happy.
If you're going to hunt mostly the larger ships (Asp and up) then quite probably. It's quite a beast and I find it harder to take down than a Python.
But like most of the big boys, it's kinda slow on the manouevrability and it's a PITA if you get into a tangle with the Fighter class ships.
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