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How much do you reckon a fully fit cutter will set me back?
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# ? Nov 14, 2015 02:30 |
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# ? May 16, 2024 19:12 |
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Nostalgia4Infinity posted:I feel like the It's pretty dumb that the Federal hammer takes so long to reach any colony acting up.
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# ? Nov 14, 2015 02:39 |
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Nostalgia4Infinity posted:I feel like the Corvette needs a jump range boost. Space Skeleton posted:How much do you reckon a fully fit cutter will set me back?
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# ? Nov 14, 2015 02:46 |
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Do we know what ranks are going to be required for the Cutter and Corvette? Not looking forward to the rep grind.
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# ? Nov 14, 2015 02:46 |
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Insert name here posted:Do we know what ranks are going to be required for the Cutter and Corvette? Not looking forward to the rep grind.
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# ? Nov 14, 2015 02:57 |
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Space Skeleton posted:How much do you reckon a fully fit cutter will set me back? The build I'm shooting for is worth ~520M Edit: The spotlights on the Cutter turn red when hardpoints are deployed Nostalgia4Infinity fucked around with this message at 03:17 on Nov 14, 2015 |
# ? Nov 14, 2015 02:58 |
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Insert name here posted:Do we know what ranks are going to be required for the Cutter and Corvette? Not looking forward to the rep grind.
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# ? Nov 14, 2015 04:15 |
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Well the Cobra MkIV is in game, I just got interdicted by one flown by an NPC.
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# ? Nov 14, 2015 04:40 |
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A Tartan Tory posted:So, a little birdie told me they are finally releasing ships bigger than the anaconda...with a larger jump range. Everyone forgot the "Jump Range Boost" thing that will temporarily give you a very large bonus to jump range for a limited duration or number of uses.
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# ? Nov 14, 2015 05:25 |
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Trip Report: Federal Corvette and Imperial Cutter Federal Corvette Hull cost: 187m Anyone who has flown a Python and used fixed weapons on it will know all the hardpoints are situated so that they basically converge at one point. The Corvette has exactly the same design philosophy but the guns are bigger and more suited to taking on bigger targets. The huge hardpoints are on the top of the hull directly behind the cockpit and the rest are all clustered around the nose as the rest of the underside of the hull is taken up by the cargo scoop and launch bays for the two fighters it's capable of carrying. The good news is it's nimble. It has some of the best yaw turning on any ship I've flown and it's only marginally less agile than an A-fit Python while being significantly larger, better armoured, better shielded and packing more firepower. It's also got the Python's awesome power reserves making fitting a breeze and leaving it a strong contender for some of Space Khaleesi's magical green shields. It is in every combat aspect a straight upgrade from the Python. The bad news is that the jump range is loving abysmal when kitted out for combat. It's largely got the same internals as the Anaconda while having an extra 500t base mass on the hull. When kitted out with A-grade fittings and weapons (but basically no internals), I was teetering on the edge of only have a 12.5LY jump range which is just stupid considering the description of the ship mentions they're used for by the Federation for 'long-range patrols'. They've introduced Class 7 FSDs for the Cutter and I'm hopefully they'll be smart enough to upgrade the Corvette's FSD to the same size because otherwise it's going to massively limit its effectiveness which is a shame because it's a pretty amazing ship. It's pretty great looking, too: Imperial Cutter Hull cost: 208m Do you like flying really fast? Do you like the Imperial Clipper? Would you like the Clipper if it had better hardpoint placement, worse handling, was four times the price and was even better at ramming stuff? The Imperial Cutter is the ship for you. The largest Gutamaya ship we're likely going to see in E:D, the Cutter is a bunch of engines strapped to a giant futuristic white dildo and is shaping up to be the most expensive ship in the game. As the Cutter features Gutamaya's signature weird as hell thrusters that are super powerful horizontally almost nonexistant vertically, it'll breeze its way into the world championships of ship drifting. The first time I tried to dock it at a station I did my normal FA-off boost backflip to land in front of the mail slot except it kind of kept drifting despite my frantic efforts to correct with upwards thrust I ended up sailing into a player in a Keelback (vaporising it instantly) and was consequently murdered by the station . On the flip side, hoo boy is it fast. With dropping some internals a bit to reduce the hull mass I've managed to get it up to about 360m/s which is just silly when you consider how big it is. It's basically 40% faster than the Anaconda or Corvette when boosting and it's going to be amazing watching goons turn these things into giant kinetic missiles The weapon layout is significantly improved over Gutamaya's normal stuff with only two of the hardpoints not clustered around the cockpit and those two are only medium hardpoints anyway so who cares if they don't converge, slap some pulse turrets on them and you're good to go. Thanks to the clustering of 2 of the medium hardpoints along with the huge directly below the cockpit you could conceivably fit three plasma accelerators there if you're feeling saucy and boost in towards your target and use the accelerators to alpha their shields before slamming into it to finish it off. There's also two large hardpoints directly above the cockpit that seem to have excellent coverage of anything above the Cutter. Like the Corvette, it has pretty good convergence if you're using fixed guns in the hardpoints around the cockpit. The cost of all this awesomeness is quite literally cost. The Cutter is absurdly expensive and thanks to using Class 8 thrusters and having two Class 8 internal slots you're going to be looking at north of 400m even for a bargain basement fitout. The one I've been playing around with on the beta server will cost about 640m on the live servers if I don't buy all the modules with Li Yong-Rui's space But really, look at the goddamn thing:
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# ? Nov 14, 2015 05:27 |
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How's the handling on the cutter? If the corvette is similar to a python, and the cutter is worse than both, then I fear it could be obnoxious to muscle around in combat. Otherwise it seems like it ticks all the boxes to be an amazing multirole ship.
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# ? Nov 14, 2015 06:11 |
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The Cutter is a Type 9 that can go fast.
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# ? Nov 14, 2015 06:15 |
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timn posted:How's the handling on the cutter? If the corvette is similar to a python, and the cutter is worse than both, then I fear it could be obnoxious to muscle around in combat. Otherwise it seems like it ticks all the boxes to be an amazing multirole ship.
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# ? Nov 14, 2015 06:16 |
The Cutter looks like its bridge is right at the front of the ship, versus being kinda in the middle like the Anaconda. Does it feel like you're sitting at the when you're flying it (i.e. no giant visible nose extending out in front of you)? If so then I might make an overkill mining Cutter someday. I made a Minerconda but I didn't like how far away my view was from the asteroid.
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# ? Nov 14, 2015 06:22 |
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Been using the Viper 4 and so far I'm not a fan. Handling seems to be rather poor. Decent power plant though. Although my opinion should be taken with a grain of salt since I suck at combat.
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# ? Nov 14, 2015 06:42 |
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Everytime I look at Gutamaya ships a part of me thinks 'An SC nut would probably have sold a kidney for that'
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# ? Nov 14, 2015 06:46 |
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What's the required rank for cutter? Also if I want the cutter in SC, is that at the $2.500 tier, or the $3.500 tier?
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# ? Nov 14, 2015 06:56 |
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Shine posted:The Cutter looks like its bridge is right at the front of the ship, versus being kinda in the middle like the Anaconda. Does it feel like you're sitting at the when you're flying it (i.e. no giant visible nose extending out in front of you)? If so then I might make an overkill mining Cutter someday. I made a Minerconda but I didn't like how far away my view was from the asteroid. Kavros posted:What's the required rank for cutter?
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# ? Nov 14, 2015 08:44 |
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What does the Keelback look like? I heard it was a highly modified Type-6?
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# ? Nov 14, 2015 08:53 |
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Missiles are cool (for the whole five minutes you have ammo for them):Galaga Galaxian posted:What does the Keelback look like? I heard it was a highly modified Type-6?
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# ? Nov 14, 2015 09:10 |
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Nostalgia4Infinity posted:The Cutter is a Type 9 that can go fast. Love my python, hated the clipper. Looks like it's corvette all the way for me.
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# ? Nov 14, 2015 09:46 |
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So one of the things I'm doing in this beta is testing different loadouts on ships I would actually fly, and I've got to say, dual C3 PACs on a Vulture will straight up dunk on fools. My Vulture was already my favorite ship, but now?
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# ? Nov 14, 2015 11:27 |
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love
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# ? Nov 14, 2015 11:45 |
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So what's the recharge like on these bi-weave shields?
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# ? Nov 14, 2015 11:47 |
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So hull reinforcements got buffed quite a lot but the scaling on them is totally different now. Before the strength of each (D Grade) hull reinforcement was 7.5 (2^class) so going up a grade doubled its effectiveness. Now it's just a weird progression where each increase in class is +60 or +70 but the baseline strength is much higher at 110 for a 1D hull reinforcement. So class 1 got buffed from 15 to 110 but class 5 only went from 240 to 390. Still a big buff for all classes (and bigger in terms of raw numbers rather than as a percentage of its previous strength) but the biggest change is that low grade hull reinforcements are actually meaningful now which puts them more on par with SCBs.
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# ? Nov 14, 2015 11:49 |
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RabidWeasel posted:So hull reinforcements got buffed quite a lot but the scaling on them is totally different now. Before the strength of each (D Grade) hull reinforcement was 7.5 (2^class) so going up a grade doubled its effectiveness. Now it's just a weird progression where each increase in class is +60 or +70 but the baseline strength is much higher at 110 for a 1D hull reinforcement. So class 1 got buffed from 15 to 110 but class 5 only went from 240 to 390. That's really good for the otherwise pretty useless size 1 internals on the vulture, since it can't fit a decent SCB without lots of fiddling, especially with the new mechanics. More hull gives some leeway if you get dumb and let your shields go down. Everybody is talking about the corvette and cutter of course, but what's the deal with the Viper mk iv?
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# ? Nov 14, 2015 11:58 |
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TorakFade posted:That's really good for the otherwise pretty useless size 1 internals on the vulture, since it can't fit a decent SCB without lots of fiddling, especially with the new mechanics. More hull gives some leeway if you get dumb and let your shields go down. Well, you know how people complained about the low jump range of the original Viper and how energy-starved that poor ship is? The Viper IV solves all this: Better jump range, better plant, better distributor. I think it's also heavier armored. The drawback is, the Viper IV is slower and less maneuverable than the original Viper. Basically the Viper is a light tank, the Viper IV the heavy tank.
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# ? Nov 14, 2015 12:14 |
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TorakFade posted:That's really good for the otherwise pretty useless size 1 internals on the vulture, since it can't fit a decent SCB without lots of fiddling, especially with the new mechanics. More hull gives some leeway if you get dumb and let your shields go down. Another thing I didn't mention earlier is that base hull strength is now even less important since it's hugely overshadowed by hull reinforcements. For example an Eagle filled up with hull reinforcements has more armour than a stock FAS. So in some aspects this makes the naturally 'hull tanky' ships worse as there's no way to compensate for having poo poo shields. It's probably not even worth fitting shields to some ships now, in terms of pure survivability, though repair costs are obviously a factor.
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# ? Nov 14, 2015 12:17 |
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RabidWeasel posted:Another thing I didn't mention earlier is that base hull strength is now even less important since it's hugely overshadowed by hull reinforcements. For example an Eagle filled up with hull reinforcements has more armour than a stock FAS. So in some aspects this makes the naturally 'hull tanky' ships worse as there's no way to compensate for having poo poo shields. It's probably not even worth fitting shields to some ships now, in terms of pure survivability, though repair costs are obviously a factor. Operation Powerbottom is back
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# ? Nov 14, 2015 12:47 |
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Professor Bling posted:So one of the things I'm doing in this beta is testing different loadouts on ships I would actually fly, and I've got to say, dual C3 PACs on a Vulture will straight up dunk on fools. Dual PAC vulture is definitely a good ship to try out the new shields on. I've been dropping the ship on random signals I've found and so far my experience matches yours.
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# ? Nov 14, 2015 13:04 |
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RabidWeasel posted:Another thing I didn't mention earlier is that base hull strength is now even less important since it's hugely overshadowed by hull reinforcements. For example an Eagle filled up with hull reinforcements has more armour than a stock FAS. So in some aspects this makes the naturally 'hull tanky' ships worse as there's no way to compensate for having poo poo shields. It's probably not even worth fitting shields to some ships now, in terms of pure survivability, though repair costs are obviously a factor. One thing to remember is: The smaller ships still have their smaller modules with smaller health. While a larger ship like the FAS can probably take a few lucky shots here and there, the Eagle probably needs just one good hit to blow up his power plant. The amount of armor lowers the change of a shot penetrating through to the module you're targeting, but it doesn't erase it. So the Eagle in your example can take a lot of hits, but only if the pilot is really lucky. Fake Edit: After having a night's sleep, I'm kind of less interested in the Keelback. It would have been nice to have back when I was flying around in a T-6 myself, but my Asp can practically do everything the Keelback can, just better. The Asp Scout however looks like a nice long-range alternative to the Imperial Courier. With armor tanking you can get similar health, since the IC is basically a strong-rear end shield bubble surrounding a piece of cardboard. A Asp Scout with military grade composite and a Bi-Weave shield comes close to the HP of an Imperial Courier with several reinforcement packages and military composite armor. I still love the Federal Corvette but yeah, the jump range is ludicrously low. Long-range patrols my rear end.
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# ? Nov 14, 2015 13:19 |
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So is the Anaconda still king for going out into the black?
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# ? Nov 14, 2015 13:39 |
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Hazdoc posted:So is the Anaconda still king for going out into the black? Yes, none of the new ships can match the exploraconda's jump range.
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# ? Nov 14, 2015 13:44 |
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Astroniomix posted:Yes, none of the new ships can match the exploraconda's jump range. On the other hand, as soon as 2.0 and the materials drop, the exploraconda will be dead. Because why fly around in a large, slow tub when you can just use one of the smaller, nimbler explorers and boost their jump range? But I guess the exploraconda could still be used for some extreme exploring. Maximum boost according to the already implemented slider in the beta is 2x normal range, so with a 40+ jump range you could boost to phenomenal 80+ light years per jump. Personally, the idea of travelling around in an expensive coffin doesn't really appeal to me, so I'll probably continue to use my Asp. Just heavily armored and armed now, since boosting range means you're no longer in trouble when trying to cross sparse areas. One fit I want to try gives the Asp almost as much HP as the stock FAS and it still has ~30 light years jump range. Or 60+ with boost.
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# ? Nov 14, 2015 13:53 |
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I like that there's now loads of sidegrade ships but why are they almost all 2S2M hardpoints. If you want something with more firepower you're still choosing between a handful of ships ranging from the size of the Vulture to the Cutter, it's crazy. They really should have mixed things up a bit more with the Viper MK4 and Asp Scout.
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# ? Nov 14, 2015 13:58 |
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Libluini posted:On the other hand, as soon as 2.0 and the materials drop, the exploraconda will be dead. Because why fly around in a large, slow tub when you can just use one of the smaller, nimbler explorers and boost their jump range? Materials? I've been out of the loop for a while, is there a link to something explaining this?
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# ? Nov 14, 2015 14:00 |
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Hazdoc posted:Materials? I've been out of the loop for a while, is there a link to something explaining this? Materials.
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# ? Nov 14, 2015 14:02 |
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Astroniomix posted:So what's the recharge like on these bi-weave shields? I've seen a video about the new UI elements and in an Asp you can theoretically make a single 70ly boosted jump using these materials, according to the Galaxy Map navigation screen.
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# ? Nov 14, 2015 14:49 |
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All of this corvette talk has got me interested... ..Though I'll likely never be able to afford one. On the good side though each Robigo run nets me another Federation rank so I've gone up 4 ranks in the last week.
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# ? Nov 14, 2015 15:02 |
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# ? May 16, 2024 19:12 |
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Can anyone please link a nice lucrative rare commodities trade loop? I'm using the Altair->rajukru->HIP80364->George Pantazis one now but it's old, I'm sure there are better ones now.
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# ? Nov 14, 2015 15:36 |