Panch posted:I could sum up this game with what (I think) was a title of another Games thread at one point: The highs are very high and the lows are frequent. Every now and then as I'm playing, no matter the activity, I get a moment that just *clicks* and it's amazing. Sometimes it's some kind of unexpected fight or escape and I come away minutes later shaking at the controls. There's alot of meat to build onto this game's skeleton yeah, but when it clicks, IT CLICKS! The game they made is fun, but they need to cut down on the 'long slow slog' which I think they're tryinng a little bit to do. It's something worth building on! (let's all back star citizen again ) Complaint Compilation fucked around with this message at 06:25 on Aug 3, 2016 |
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# ? Aug 3, 2016 06:04 |
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# ? May 28, 2024 17:22 |
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Tippis posted:That would explain yesterday. Granted, they still all died horribly to having a dozen mines dropped in their face, so it's all good. Yeah, nothing beats NPCs stupidly running into mines until they blow up. Still, missions spawning super-ships I can do without. Especially if they're also ignoring my mines and aim like the little cheating bots they are.
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# ? Aug 3, 2016 06:23 |
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Libluini posted:Yeah, nothing beats NPCs stupidly running into mines until they blow up. Something I eventually noticed, and which may have caused that issue for you too, was that during some interdictions, multiple NPCs would spawn on the grid at the same time — not just the one that actually interdicted me. Depending on the mix, this would occasionally cause them to start fighting each other rather than go after me, with the added confusing behaviour that only two would get into any kind of prolonged fight while the third would eventually ignore that battle (perhaps because he wasn't being shot at) and start to slowly track me instead. No matter what the combination of these events, they'd all cause the NPCs to manoeuvre very differently from a regular interception when they just fly straight towards you… and into the mines. In these cases, I either had to bait them to get them to follow me, or just give the whole thing up and low-wake out of there.
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# ? Aug 3, 2016 06:49 |
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Tippis posted:Something I eventually noticed, and which may have caused that issue for you too, was that during some interdictions, multiple NPCs would spawn on the grid at the same time — not just the one that actually interdicted me. Depending on the mix, this would occasionally cause them to start fighting each other rather than go after me, with the added confusing behaviour that only two would get into any kind of prolonged fight while the third would eventually ignore that battle (perhaps because he wasn't being shot at) and start to slowly track me instead. Nah, in this case there were no other ships. I know this because the FDL made a beeline for me every time, ignoring the mines in its path. (And it was always the only ship in my contact-list) In hindsight, since it was a Master-FDL with super-equipment and FDLs naturally have strong shields, I suspect the NPC was just "smart" enough to know the mines couldn't possibly harm it.
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# ? Aug 3, 2016 07:48 |
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You can get 250 or so as a pure cargo boat or 128 and not have to sacrifice any other functionality
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# ? Aug 3, 2016 09:40 |
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Chrysophylax posted:Consider that Jacques being found ruined whatever plans Frontier had for it Worth noting that it was found by means of a typical Frontier bug. If I recall correctly, the star map magically knew that the system suddenly had a "population" and some guy randomly noticed the big bright dot in the middle of nothing. Emergent gameplay!
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# ? Aug 3, 2016 10:48 |
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My Boom-Time delivery money maker: [Python] L: 2I/F Mine Launcher L: 2I/F Mine Launcher L: 2I/F Mine Launcher M: 2I/F Mine Launcher M: 2I/F Mine Launcher U: 0I Chaff Launcher U: 0I/T Point Defence U: 0I/T Point Defence U: 0I Chaff Launcher BH: 1I Lightweight Alloy RB: 7D Power Plant TM: 6A Thrusters FH: 5A Frame Shift Drive EC: 4C Life Support PC: 7A Power Distributor SS: 6C Sensors FS: 5C Fuel Tank (Capacity: 32) 6: 6E Cargo Rack (Capacity: 64) 6: 6E Cargo Rack (Capacity: 64) 6: 6E Cargo Rack (Capacity: 64) 5: 5E Cargo Rack (Capacity: 32) 5: 5E Cargo Rack (Capacity: 32) 4: 4A Fuel Scoop 3: 3C Bi-Weave Shield Generator 3: 1E Standard Docking Computer 2: 1C Advanced Discovery Scanner --- Shield: 108,69 MJ Power : 14,33 MW retracted (64 %) 16,33 MW deployed (73 %) 22,50 MW available Cargo : 256 T Fuel : 32 T Mass : 602,6 T empty 890,6 T full Range : 19,41 LY unladen 13,83 LY laden Price : 96.143.120 CR Re-Buy: 4.807.156 CR @ 95% insurance
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# ? Aug 3, 2016 11:48 |
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My favorite galaxy map fuckery was plotting routes that were right at the limit of my fuel range and the map telling me I could make all six or seven jumps (FAS/FDL) and then running out of fuel to make the last jump by the tiniest amount, in a system with no station and no scoop on the ship. Fuel Rats are awesome.
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# ? Aug 3, 2016 12:10 |
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Yolomon Wayne posted:My Boom-Time delivery money maker: That's very similar to my trader, but I sacrificed a bit of cargo for more scoop and went for lighter components. With a decent FSD jump range mod, it's even nippy enough (31 Ly empty/20:ish fully laden) that I can use it as a module taxi for the ships that I want to mod that don't have the jump capacity to make the trek to the engineers bearable. I think some of the fitting decision comes from the old space madness popping up: it's just a few Ly more, and a few seconds of scooping less, but it soon adds up. Tippis fucked around with this message at 13:13 on Aug 3, 2016 |
# ? Aug 3, 2016 12:18 |
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Tippis posted:That's very similar to my trader, but I sacrificed a bit of cargo for more scoop and went for lighter components — it's . With a decent FSD jump range mod, it's even nippy enough (31 Ly empty/20:ish fully laden) that I can use it as a module taxi for the ships that I want to mod that don't have the jump capacity to make the trek to the engineers bearable. I could probably use less cargo since i rarely get 256 boom time items, its either less or more than that. But i aimed at a one-size-fits-all basically. If mining wasnt dead i could swap around for 2xA5 collectors, 1A prospector and an A4 refinery, but since theres no station nearby providing all of these (and mining being dead) its good enough to make lightning cash without loving around. I tried some station to station trading, but even with 2k/ton revenue it all pales to boom times.
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# ? Aug 3, 2016 12:43 |
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LCL-Dead posted:My favorite galaxy map fuckery was plotting routes that were right at the limit of my fuel range and the map telling me I could make all six or seven jumps (FAS/FDL) and then running out of fuel to make the last jump by the tiniest amount, in a system with no station and no scoop on the ship. This happens because there are edge cases where your fuel consumption during supercruise/normal flight eats another sliver of fuel during travel, which your route doesn't take into account without you manually updating it. Then it can happen that a jump you could do is suddenly a jump you can't do. Because of this, fuel scoops were invented. (Also I guess you could look at your fuel gauge and decide to not trust your route if you're really close to auto-refuel of your reserve tank and you know the last jump will be tricky.)
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# ? Aug 3, 2016 12:44 |
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When data can be obtained from ship scans (i.e., Inconsistent Shield Soak Analysis, Unidentified Scan Archives, etc.), that just means a general target-and-scan, right? Not a cargo scan? Just trying to confirm that cargo scans give zero Engineers loot of any kind.
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# ? Aug 3, 2016 14:29 |
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Trustworthy posted:When data can be obtained from ship scans (i.e., Inconsistent Shield Soak Analysis, Unidentified Scan Archives, etc.), that just means a general target-and-scan, right? Not a cargo scan? The only data that requires a scanner is the one you get from the High-Energy Wakes left by NPCs frameshifting out of an instance.
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# ? Aug 3, 2016 14:38 |
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Tippis posted:That's very similar to my trader, but I sacrificed a bit of cargo for more scoop and went for lighter components. With a decent FSD jump range mod, it's even nippy enough (31 Ly empty/20:ish fully laden) that I can use it as a module taxi for the ships that I want to mod that don't have the jump capacity to make the trek to the engineers bearable. Thanks for these links. I'm close to getting a Python which I will use for trading, at least to start. I'm going to have to muck about with the engineers for FSD jump range because when I get spacemad again, I think I'm going want a better looking ship than an Asp-E.
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# ? Aug 3, 2016 14:39 |
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https://community.elitedangerous.com/galnet/uid/57a1c9139657bae44ad901ff Jaques Station is temporarily closed due to UAs? Well fuuuuuuck you, long-haul truckers! edit: Oops, it's just on the technical issues list. Didn't see that category split. Nothing to see here, carry on! Trustworthy fucked around with this message at 16:06 on Aug 3, 2016 |
# ? Aug 3, 2016 16:03 |
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Trustworthy posted:https://community.elitedangerous.com/galnet/uid/57a1c9139657bae44ad901ff There is in fact something to see there - there's at least one on that list
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# ? Aug 3, 2016 16:55 |
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I'm needing help about some things. So if I take missions where I attack a planetary base, how do I avoid getting wanted levels afterwards? Do you just not return to that system after you're done if you get a wanted level? Can I blow up anything I want at bases and blow up non-wanted haulers and such in anarchy systems without contracting a wanted level? Where do I get the "rank up" missions so I can work on my federation rank and finally get a sol permit? This is just a thing I've always wanted to do. I am terribly confused about cargo. I can't switch ships because I have too much cargo in my current ship. Is there a place to put it so I can transfer ships? Like I just mined all this engineer stuff up and want to go use it but can't. Blind Rasputin fucked around with this message at 17:55 on Aug 3, 2016 |
# ? Aug 3, 2016 17:52 |
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Blind Rasputin posted:I'm needing help about some things. You'll always incur a bounty for trespassing/attacking a base with that base's faction. However, it won't stick as an actual wanted status unless that base is owned by the system's controlling faction. Yes, you can do anything you want in Anarchy systems. Nothing is normally "wanted" an in anarchy system because there is no law. You can sometimes find bounties from other systems on NPCs there if you use a Kill Warrant Scanner. When your naval rank meter reaches 100%, you'll occasionally see missions that have "For Imperial Navy" or such in their title. Taking and completing one of those missions will then increase your rank. So, like, "Data Delivery For Imperial Navy," for example. Or Federal Navy, if you're grinding fed ranks. Your materials don't take up space and will transfer ships just fine, and I believe so will other cargo if you have enough room for it in the other ship. Otherwise, you have to sell or abandon it if you're swapping into something with too small a cargo hold. Yes it's dumb, and kind of unbelievable that Fdev hasn't come up with a way to let us rent a storage unit on a station.
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# ? Aug 3, 2016 18:25 |
deadly_pudding posted:Yes it's dumb, and kind of unbelievable that Fdev hasn't come up with a way to let us rent a storage unit on a station. They should make it so that each ship has a small amount of cargo space by default (say, 16 tons for an anaconda, and 2 tons for a sidewinder), that you don't have to buy, which doesn't take up an internal compartment. And they should also make it so that you can pay for storage at a station...I'm not sure why we can store big rear end space ships at any station, but not modules or cargo. Rah! fucked around with this message at 18:50 on Aug 3, 2016 |
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# ? Aug 3, 2016 18:48 |
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Rah! posted:They should make it so that each ship has a small amount of cargo space by default (say, 16 tons for an anaconda, and 2 tons for a sidewinder), that you don't have to buy, which doesn't take up an internal compartment. And they should also make it so that you can pay for storage at a station...I'm not sure why we can store big rear end space ships at any station, but not modules or cargo. Probably because they already have stuff set up to track ships, and individual ships are expensive so they won't have to track nearly as many. Less individual things at less locations stored on the server, and not as many support tickets to deal with if some suddenly go missing. We still can't even look at the statistics of our individual stored ships without parking at a space dock with a shipyard, as well. But individual item storage? Then space poors could stuff tons of cargo and individual pieces of equipment everywhere, we'd need UI interface to track all that cargo, and then they'd get even more potential tickets saying "My collection of imperial office workers/engineering coupons has gone missing, please reimburse." Basically, Section Z fucked around with this message at 19:22 on Aug 3, 2016 |
# ? Aug 3, 2016 19:18 |
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I'm pretty sure engineer commodities are a pain in the rear end on purpose - cargo rewards are common enough that if it were mats, people would inevitably be able to hoard it up over time and have plenty to use when they decide to go for that mod, just like they do with stuff like shield scan data. By making it cargo, and not having cargo storage, they make it a serious inconvenience to haul around, which encourages players to dump it unless they're actively pursuing that particular mod. That'd explain the ridiculous interdiction rates, too. It's all to make sure people won't gather those items until they really need them. Otherwise, why even bother having engineer commodities instead of just making them mats like everything else? It obviously fulfills some game design purpose
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# ? Aug 3, 2016 20:13 |
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Note on the 'rank up' missions, I haven't seen one since some of the recent patches but I think missions still count and at some point rank you up. I got an Emp rank from just stacking some missions for a place I was building up relation for when I was already at 100%; don't recall getting a specific rank up mission and surely I would've noticed it.
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# ? Aug 3, 2016 21:06 |
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So I'm one of those crazy people and I bought a Titan X Pascal. Just want to report for anybody that cares that it runs really well on the HTC Vive in VR with super sampling at 2.0 and everything turned up to the max. Except for anti aliasing which I have to keep it 2X
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# ? Aug 4, 2016 00:49 |
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Section Z posted:Probably because they already have stuff set up to track ships, and individual ships are expensive so they won't have to track nearly as many. Less individual things at less locations stored on the server, and not as many support tickets to deal with if some suddenly go missing. We still can't even look at the statistics of our individual stored ships without parking at a space dock with a shipyard, as well. indeed, but they don't even have to build that much in the way of a UI. For cheap, they could just make it a matter of renting a storage barge for some hilariously grindy cost (this is FDev after all, gotta grind it) and have that barge show up in the ship list. A UI to transfer cargo already exists — you use it to move stuff between buggy and ship. In fact, if they wanted to put the in, maybe they should expand that UI to let you interact with other ships while docked… Anyway. I get the distinct feeling that this is just a design conceit based on some kind of historical inertia: you never needed it in the old Elites, so why would you need it now? And no matter how much the players cry, the felt need just doesn't translate well enough to the devs to be a priority.
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# ? Aug 4, 2016 00:51 |
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TheMirage posted:So I'm one of those crazy people and I bought a Titan X Pascal. Just want to report for anybody that cares that it runs really well on the HTC Vive in VR with super sampling at 2.0 and everything turned up to the max. Except for anti aliasing which I have to keep it 2X post screens or
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# ? Aug 4, 2016 01:02 |
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Toxic Fart Syndrome posted:post screens or When you post screens in VR it just takes a picture of your desktop which is set at a lower resolution so it wouldn't look that pretty
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# ? Aug 4, 2016 01:17 |
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Is there some trick to finding Chemical Manipulators? I've tried USS in high sec systems, just blowing up traders in an anarchy, and check the mission boards every time I dock but still have only found 1 and that was on a planet by accident.TheMirage posted:When you post screens in VR it just takes a picture of your desktop which is set at a lower resolution so it wouldn't look that pretty
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# ? Aug 4, 2016 05:20 |
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Toxic Fart Syndrome posted:Is there some trick to finding Chemical Manipulators? I've tried USS in high sec systems, just blowing up traders in an anarchy, and check the mission boards every time I dock but still have only found 1 and that was on a planet by accident. Slaughter ladybugs in sacrifice to the Random Number God. I got most of mine from missions while grinding to Duke, and maybe 1–2 pickups from Type-whatevers in Anarchy systems. They there — you're doing the right thing — it's just that Braben hates you.
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# ? Aug 4, 2016 05:46 |
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Tippis posted:it's just that Braben hates you On the bright side I am finally burning my way through the History of Rome podcast.
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# ? Aug 4, 2016 06:14 |
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Toxic Fart Syndrome posted:Is there some trick to finding Chemical Manipulators? I've tried USS in high sec systems, just blowing up traders in an anarchy, and check the mission boards every time I dock but still have only found 1 and that was on a planet by accident. Which traders are you blowing up? Different trader ships drop different levels of mats. Haulers tend to drop the lowest-level mats, T9s tend to drop the higher-level mats
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# ? Aug 4, 2016 13:49 |
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I could be wrong, but don't you also get better Chemical Doodad-hunting results from USS in areas designated as tradelanes?
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# ? Aug 4, 2016 14:10 |
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Toxic Fart Syndrome posted:Is there some trick to finding Chemical Manipulators? I've tried USS in high sec systems, just blowing up traders in an anarchy, and check the mission boards every time I dock but still have only found 1 and that was on a planet by accident. Man, I feel with you. The RNG can be mean sometimes. I've gotten more Chemical Manipulators then you have by spamming the mission boards even though I'm trying to find Precipitated Alloys instead. By the way, Inara says Precipitated Alloys drop from security/military ships, but the few ships I blew up dropped every other kind of alloy under the sun. The only units of Precipitated Alloys I've ever found came from mindlessly spamming mission boards over and over again like a broken bot. But I'm pretty sure as soon as I don't need them anymore, I will find tons of them.
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# ? Aug 4, 2016 14:31 |
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Main Paineframe posted:Which traders are you blowing up? Different trader ships drop different levels of mats. Haulers tend to drop the lowest-level mats, T9s tend to drop the higher-level mats Type-whatevers and haulers and adders. Mostly Adders because trade ships aren't seeming to spawn in the RES I go to. I've been doing mostly Low Intensity, since I figured that would spawn more traders, but every RES I go to is all combat ships with a sidewinder or two mining. Trustworthy posted:I could be wrong, but don't you also get better Chemical Doodad-hunting results from USS in areas designated as tradelanes? I think I am in one, but how do I tell? All of the lines on the galmap? Ask me to find a neutron star near the core and I got ya, but stuff around the bubble I am hopelessly lost... Libluini posted:Man, I feel with you. The RNG can be mean sometimes. I've gotten more Chemical Manipulators then you have by spamming the mission boards even though I'm trying to find Precipitated Alloys instead. Yeah, I spent a week trying to get Modular Terminals for Qwent finding one or two at a time. Finally, on the last day I was looking (after the patch), I got 4 missions all at once that threw 16 at me.
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# ? Aug 4, 2016 15:14 |
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…speaking of… What happens if you drop mines planetside? I'm done with Qwent and I have far too much ammo, but nowhere to put it. Doesn't matter that it won't do anything — the catharsis alone would be enough.
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# ? Aug 4, 2016 15:20 |
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Tippis posted:…speaking of… What happens if you drop mines planetside? I'm done with Qwent and I have far too much ammo, but nowhere to put it. I tried doing some bombing runs on planetary installations back when mines and Horizons were fresh and new. Apparently mines close to a planetary surface just kind of float behind you, as if they were still in space. I don't know though if Frontier has fixed this bug by now.
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# ? Aug 4, 2016 15:32 |
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Toxic Fart Syndrome posted:Is there some trick to finding Chemical Manipulators? I've tried USS in high sec systems, just blowing up traders in an anarchy, and check the mission boards every time I dock but still have only found 1 and that was on a planet by accident. Did all that and blowing up traders in anarchy was the fastest. Find a boom anarchy system and get into a high res site. Slaughter all the drat miners. Include the multi role ships in your slaughter not just haulers. Got a Chemical manipulator drop on an expert asp. RES sites got lots more haulers/miners popping up than a regular nav site. This made it quick and easy to farm.
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# ? Aug 4, 2016 15:40 |
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Toxic Fart Syndrome posted:I think I am in one, but how do I tell? All of the lines on the galmap? Ask me to find a neutron star near the core and I got ya, but stuff around the bubble I am hopelessly lost... It'll actually tell you in your cockpit interface; look at the lower left holographic dashboard projection that keep a few lines of system information on-screen at all times. If you're in a tradelane, it'll just flat out say tradelane down there.
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# ? Aug 4, 2016 16:02 |
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Toxic Fart Syndrome posted:Type-whatevers and haulers and adders. Mostly Adders because trade ships aren't seeming to spawn in the RES I go to. I've been doing mostly Low Intensity, since I figured that would spawn more traders, but every RES I go to is all combat ships with a sidewinder or two mining. I imagine a high-res would probably spawn more traders. It's completely rear end-backwards, but just like combat ships, different trade ships seem to spawn based on the "level" of your surroundings, with Adders and Sidewinders being the low-level trade ships and T9s being high-level. You can also try hunting down "Seeking Medicines" and "Seeking Weapons" USSes in outbreak and war systems, since those are usually full of unescorted T9s. Trade lanes are in-system supercruise areas with higher trade-related USS spawns. They don't show up on any map, though - "Trade Lane" will appear on the lower left if you're currently in one, but the only way to track one down is to guess. In general, they tend to be generated as a straight line between important sites in the system, like stations, populated planets, and nav beacons.
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# ? Aug 4, 2016 16:02 |
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Best place to find chemical manipulators (for me anyways) was the convoy dispersal USS. I hung around in one for about 20 minutes and got a bunch of manipulators because ships just kept spawning.
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# ? Aug 4, 2016 16:44 |
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# ? May 28, 2024 17:22 |
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Speaking of Chemical Manipulators: for a combat ship, which Power Distributor mod is better? Weapon (so you can give it fewer pips and still be running at full tilt) or Charge Enhanced (because regen is king) or something else?
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# ? Aug 4, 2016 16:50 |