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Mortanis posted:Picked up the game last week. Went through the tutorials, started an Open Play and began to grind missions. I finished my first one, and found that: When a mission sends you looking for something specific it usually mentions to check the nav out. If you go to the nav in the target system and scan it in realspace it will give you all the system data and probably a message with a specific location (such as planet 3 moon b or something like that). You go to that place and cruise around until a signal source pops up and your ship computer alerts you that the mission target is detected and the signal source turns blue with MISSION TARGET next to it.
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# ? Apr 19, 2017 17:06 |
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# ? Jun 10, 2024 02:41 |
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NoneMoreNegative posted:Mission spec should say something about scanning nav buoys for mission data, or using discovery scanners. I see that on other missions, not this one: code:
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# ? Apr 19, 2017 17:07 |
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The new player experience is just terrible. It gets better, tho. I'll echo the invitation to join us in the PGS thread and Discord, we have people whose entire job is to help newbies along!
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# ? Apr 19, 2017 17:12 |
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There is a reason frog support is one of if not the most active channels on discord.
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# ? Apr 19, 2017 17:12 |
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Scanning the nav beacon did it, despite the mission not mentioning it. Much appreciated. I'll join up on the Discord when I have a moment.
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# ? Apr 19, 2017 17:25 |
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Hmmf, well a Signal Source hint then: they pop just as regularly idling at 30km/sec as they do barrelling around a system at 100c in frameshift, only at a near-standstill they appear right next to you and you can drop in as soon as you align to them.
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# ? Apr 19, 2017 17:28 |
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Drake_263 posted:Fun fact, the default pack hound has 12 missiles per clip for 3 4-missile salvos - however, if you increase the clip size with the Extended Ammo mod, you also increase the shots-per-trigger-pull. Get your clip size up to 18 and you'll get 3 6-missile salvos per clip. Nope. Still fires 4 per shot, you just get more shots.
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# ? Apr 19, 2017 17:34 |
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Dabir posted:Nope. Still fires 4 per shot, you just get more shots. Huh. They must've changed that - way back when I hosed around with the Engineers beta, you got more missiles per salvo. Then again, the fire rate on those things is so high that it's really a moot point.
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# ? Apr 19, 2017 17:45 |
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Throw another log onto the "Sandro is the problem" fire:quote:Hello Commanders! Nostalgia4Infinity fucked around with this message at 18:13 on Apr 19, 2017 |
# ? Apr 19, 2017 18:07 |
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I wanted to find Composite Ceramics without murdering space truckers but today's USS RNG is making that very very challenging.
Trustworthy fucked around with this message at 18:21 on Apr 19, 2017 |
# ? Apr 19, 2017 18:13 |
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Nostalgia4Infinity posted:Throw another log onto the "Sandro is the problem" fire: Sounds perfectly reasonable to me...
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# ? Apr 19, 2017 18:15 |
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Nostalgia4Infinity posted:Throw another log onto the "Sandro is the problem" fire: All it needs is an option to remove utility modules from the gunner's control right? But then, as Sandro himself pointed out, that won't remove all risk from getting unknown players onto your ship. There will always be a risk there.
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# ? Apr 19, 2017 18:18 |
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Mu77ley posted:Sounds perfectly reasonable to me... of course, you're the dumb dumb with his cock in your mouth 24/7
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# ? Apr 19, 2017 18:17 |
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Nostalgia4Infinity posted:of course, you're the dumb dumb with his cock in your mouth 24/7 My, aren't you the charmer. Did someone poo poo in your dessert today or something?
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# ? Apr 19, 2017 18:26 |
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I thought the helm controls what modules to give the gunner access to. Guess not...? It's a pretty fair point that nobody but a goddamned moron would ever, under any conceivable circumstances, want some rando pubbie's finger resting on the shield cell button.
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# ? Apr 19, 2017 18:27 |
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Correct me if I'm wrong, but doesn't that boil down to an overly florid take on 'don't play with dipshits, dipshit'?
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# ? Apr 19, 2017 18:47 |
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Some sort of toggleable safety mechanism would be rational -- and a smart IFF based one wouldn't be outrageous for the setting -- but then we're talking about a situation where we give a complete rando a gun and take all legal consequences for what he shoots, so maybe rational is not the bar we're trying to reach.
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# ? Apr 19, 2017 18:50 |
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Drake_263 posted:Correct me if I'm wrong, but doesn't that boil down to an overly florid take on 'don't play with dipshits, dipshit'? except you don't really have any control over whether a dipshit gets in your ship when you open it up to the public you can block them after the fact but that's pretty "oh well, this person blew all my shield cells/heat sinks, better block him for next time" isn't a solution because a rational person will ask themselves if its worth the effort to engage in multicrew in the first place. if there were a mechanism to preemptively block people by name (in the same way you can add friends by name) that'd be a different story because some could post on reddit of the official forums saying "hey person x is a shithead, you should block him" and then you could. Nostalgia4Infinity fucked around with this message at 18:56 on Apr 19, 2017 |
# ? Apr 19, 2017 18:53 |
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This seems absurd to debate. I could even get a gunner then they refused to fire at a ship that was melting me? What if they had bad aim and I couldn't tell if it was deliberate or not? Don't play with dipshits, dipshit
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# ? Apr 19, 2017 19:09 |
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Nostalgia4Infinity posted:Throw another log onto the "Sandro is the problem" fire: Once again, frontier can't decide if elite is a hardcore or casual space game.
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# ? Apr 19, 2017 19:18 |
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Fojar38 posted:Who is Brown Sea and why do we care about his opinion The brown sea is everything involving Elite. The official forums, this thread, Reddit, the game. All of it, full of poo poo. Brown. Endless.
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# ? Apr 19, 2017 20:15 |
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That particular post by Sandro is perfectly fine. Saying that it's not feasible to completely control for abusive player behavior has nothing to do with any sentiments about realism or consequence.
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# ? Apr 19, 2017 20:27 |
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Trustworthy posted:I wanted to find Composite Ceramics without murdering space truckers but today's USS RNG is making that very very challenging. Just had a hell of a time finding these, myself! Most success was had, for me, in large-population anarchy systems. Head to MoGo or whichever is closest and look for Degraded Emission USS!
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# ? Apr 19, 2017 20:33 |
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Why didn't they just put an extra column for mulitcrew in Fire Groups? Let the helm check the boxes of what weapons and utilities they want gunners to control. "Hmmm let's see I'll put these turrets on Guest Button 1, and a kill warrant scanner on Guest Button 2, okay let's roll" That would make so much sense, it kind of of blows my mind that they went another direction. edit: Toxic Fart Syndrome posted:Just had a hell of a time finding these, myself! Most success was had, for me, in large-population anarchy systems. Head to MoGo or whichever is closest and look for Degraded Emission USS! Trustworthy fucked around with this message at 21:50 on Apr 19, 2017 |
# ? Apr 19, 2017 20:34 |
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timn posted:That particular post by Sandro is perfectly fine. Saying that it's not feasible to completely control for abusive player behavior has nothing to do with any sentiments about realism or consequence. Hello fellow
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# ? Apr 19, 2017 20:35 |
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Toxic Fart Syndrome posted:Hello fellow Lol, I wouldn't touch Eve with a 10ft pole. My real point (and what I think Sandro's point was) is that there's no way you're truly going to solve this problem with development. You can play whackamole with this or that idea, but besides being a sisyphean endeavor, you're probably just going to make multicrew worse in the long run by bogging it down with an endless system of special restrictions and permissions. So just don't play with dipshits, dipshit.
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# ? Apr 19, 2017 21:00 |
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To be fair, abusive player behavior is easily the most interesting thing about EVE. Also, don't be snooty about EVE. For a good while, given the choice between EVE and X2, it's hard to begrudge people for choosing the one with other people in it. Spacegames are fuckin lonely, man.
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# ? Apr 19, 2017 21:07 |
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They didn't even give the most basic ability to prevent "dipshits" from loving up your ship though. In fact the mechanics of multicrew yank away all control over your utility modules for firegroups and hand it to the gunner role even though it's more likely the helm needs those anyway, not the gunner. It would make sense as an option because some loadouts might want to give that to the gunner but most will not. Oh and in case you have not used it yet, the ingame looking for crew feature just throws an endless stream of randoms into your ship with no throttle on it. Soon as you have an empty spot it tries to throw someone in. Not great when combined with the zero control over your own utility modules if someone clicks gunner. Sure, you can't control everything players are going to do but the current system seems set up to fail. Space Skeleton fucked around with this message at 21:19 on Apr 19, 2017 |
# ? Apr 19, 2017 21:09 |
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That's for the hardpoint post earlier. Took my Quince money and put together a good newb boat to take into combat. FDL A speced with gimbaled multicannon and 4 turrented pulse lasers. Might look at stronger lasers as it seems I might have the power, since the turrents just unleash nonstop fire in most directions. I'll need to get better at the actual combat and sub system targeting, though. Though it is nice to understand how the weapons and defense work. The FDL is a nice ship in VR. Just a massive canopy with a huge view and the cabin is spacious. Love the sounds it makes as well, when busting out to 400m/s.
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# ? Apr 19, 2017 21:28 |
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Once I hit like.. 25 mill I'm gonna fully kit out a mean vulture.
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# ? Apr 19, 2017 21:42 |
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Glenn Quebec posted:Once I hit like.. 25 mill I'm gonna fully kit out a mean vulture. You need a fair bit more than that. When I sold my Vulture recently I got 27M back and it was in no way optimally equipped.
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# ? Apr 19, 2017 23:11 |
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Overwined posted:You need a fair bit more than that. When I sold my Vulture recently I got 27M back and it was in no way optimally equipped. Huh? I'm at like, all A rank and it's worth like 25M if I sell it. Though I have multi cannons, something like Fixed beams or super expensive weapons could put you way higher. I would say 25M would give you a good start and money for a few rebuys if you want to jump into it while finishing the build.
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# ? Apr 19, 2017 23:19 |
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Asteroid base 2 'discovered', out to the Heart Nebula and found the Farsight Expedition Base Always worth notching the 'min population' slider up one space when you visit an interesting region of space, a quick look around might just turn something up. click for 4k NoneMoreNegative fucked around with this message at 00:14 on Apr 20, 2017 |
# ? Apr 20, 2017 00:10 |
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Anime Store Adventure posted:Huh? Overwined posted:You need a fair bit more than that. When I sold my Vulture recently I got 27M back and it was in no way optimally equipped. The Vulture is actually one of those few ships that's perfectly useable almost out of the box as-is. It's nimble, the shields and hull are pretty drat tough, and even a pair of C3 fixed pulses will put the hurt out on drat near any 'casual' target you'll find in an RES. You absolutely can and should put a couple of millions into upgrades - especially starting with the power distributor and FSD - but it's not like buying something like a Python that's fifty million for the hull and another twenty to just fill out the internals. D- and C-grade equipment is cheap, easy to get to, and will go far in a Vulture build. That said, it's also entirely possible to put twenty-thirty million into upgrading your Vulture into an obscene murderboat - milspec armor in particular will easily double the price of the core hull, and your module classes are high enough that A-grading everything builds up fast. That's the beauty of the Vulture chassis, it starts out good and heads towards hilarious with some care and nurture. This is of course assuming that you're playing mostly PvE against AI pirates and such - top-tuned A-graded PvP autism chariots are a different breed entirely.
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# ? Apr 20, 2017 00:41 |
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NoneMoreNegative posted:Asteroid base 2 'discovered', out to the Heart Nebula and found the Farsight Expedition Base Good ship name.
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# ? Apr 20, 2017 01:04 |
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Toxic Fart Syndrome posted:Good ship name. She's done me proud, so there's the vibrant paint pack waiting for my next login, I think the orange will suit her just fine
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# ? Apr 20, 2017 01:19 |
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I set out yesterday evening and am still only about a third of the way to the galactic center. I have gotten very good at fuel scooping and have been honking with an advanced discovery scanner at every star I get to. Now watch me get there and back only to paste myself on a stations envelope slot because the guy I'm carrying doesn't like being scanned
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# ? Apr 20, 2017 02:12 |
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Also, can anyone confirm/deny that transferring a ship to Colonia costs about 150% of the ship's total value? IE my Vulture at about 25m in cost would be just under ~40m to transfer?
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# ? Apr 20, 2017 02:52 |
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Well my corvette is about 300 million on the sell screen. When I was in Colonia it said it would cost me 440 million. Also 62 hours too. BillyJoeBob fucked around with this message at 04:29 on Apr 20, 2017 |
# ? Apr 20, 2017 03:42 |
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# ? Jun 10, 2024 02:41 |
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Also, Quince is still kinda good. Scan missions are worth up to like, 2.5 million. You can take two in solo, two in open, then jump back to solo and do it the same as before. Not exactly prepatch dollars, but still pretty drat good.
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# ? Apr 20, 2017 04:00 |