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If you do missiles without Packhounds you are a scrub
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# ? Jun 18, 2017 23:54 |
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# ? Jun 6, 2024 13:44 |
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Dongattack posted:Hello! I jump in and out of Elite every other month and so and i got two questions: For something cheaper, a Cobra 3 can carry two Packhounds while being the fastest ship stock and you have two size 1 slots to fit with whatever else you want so you can keep at range while pumping out missiles. If money is not an issue, the Fer-de-Lance is probably one of the best missile boats you can get that doesn't require rank grinding, while the Federal Gunship can carry an extra two size 1 missile racks in addition to the four size 2 slots like the FdL has but does require you to run a lot of Federation missions to unlock for purchase. Regardless of ship, you will have to pledge to Li Yong-Rui in Powerplay, wait 4 weeks and on the third week grind vouchers to get you to rank 3 to be able to purchase the Packhound missile racks. And the reason you want them is that regular missile launcher aren't that good unless you already stripped an enemy of its shields, and even then they are better used to knock out modules rather than killing something; meanwhile the Packhounds have a pretty scary damage output. radintorov fucked around with this message at 00:59 on Jun 19, 2017 |
# ? Jun 19, 2017 00:55 |
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radintorov posted:An Imperial Courier with 3 Packhound missile racks might be what you are looking for. Thanks radint! What does pledging to a powerplay faction actually mean to me? I did it just for fun once, but quickly saw that some systems became hostile to me, panicked and unpledged. Am i gonna be attacked by the AI if i go into these systems?
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# ? Jun 19, 2017 01:19 |
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I've been pledged to Her Majesty The True Empress Arissa Lavigny Duval, Protector of Mankind and Hope for Humanity for like months I forgot that I had done this until you asked about Powerplay. It mostly matters for its effects on systems (ex: Yongmart systems). That said, if you're floundering for direction or want a good cause to work for, check out the various Powers' subreddits/communities. I can't speak for all of them but the Empress's subreddit is pretty good. People coordinate efforts to conquer systems and there's an in-character news post every week.
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# ? Jun 19, 2017 01:42 |
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One week until PS4, and in that fresh start environment I'm wondering which of the powerplay faction modules to go for first. I absolutely want to get packhounds, enforcers and the fancy shields. That FSD disrupter missile looks interesting too. So, in a PVP environment where many people won't even know how all this stuff works, what's the best "surprise" to unleash on unsuspecting commanders 5 weeks from now?
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# ? Jun 19, 2017 07:38 |
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Dongattack posted:Hello! I jump in and out of Elite every other month and so and i got two questions: 1. Depends on what your definition of "missile build" and "viable" are. The fact that missiles are so ammo-restricted means that using them in a PvE context is going to result in a lot of downtime restocking. They may have gotten better with engineering, but when I was using them on my cargo ship as an anti-frustration "gently caress you for interdicting me" weapon, it took a fair number of them to kill anything. The fact that they're still only something that go up to medium means anything python-sized or larger is going to be nigh-unkillable, especially if you're not packing enough other poo poo to strip shields before going to town with the missiles. 2. "Be there or miss it" is almost guaranteed to be how it is forever. The existing missions in-game are 100% procgen, and the CGs and community/dev-run one-off events are all extremely bespoke-- there's no functionality in place to have something "persist" to allow someone coming in fresh to take past quests/CGs, and the way everything is set up it'd probably be a multi-month nose-to-the-grindstone sort of deal for anything even remotely close to that to be implemented.
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# ? Jun 19, 2017 08:57 |
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For the PS4 people such as myself, this Thursday there will be a pre-launch livestream for the PS4-version: https://forums.frontier.co.uk/showthread.php/353609-PS4-PS4-Pro-info?p=5617572&viewfull=1#post5617572
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# ? Jun 19, 2017 13:14 |
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Just caught an FD livestream, and the community guy said he'd seen all the comments about 2.4 just going to be "ugh, engineers grind and combat zones" and said he thinks people will be pleasantly surprised. Could be nothing, and he later clarified he wasn't knocking CZs as good things to do, but his response to the common worry hinted that (in Frontier's eyes at least) that it won't be only that.
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# ? Jun 19, 2017 14:30 |
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Parkingtigers posted:Just caught an FD livestream, and the community guy said he'd seen all the comments about 2.4 just going to be "ugh, engineers grind and combat zones" and said he thinks people will be pleasantly surprised. Yeah it'll be CGs and Powerplay too
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# ? Jun 19, 2017 14:38 |
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Colonial Air Force posted:Yeah it'll be CGs and Powerplay too There's a way to make Thargoids interesting in Powerplay, which involves them showing up to do their own undermine ops in existing Control Systems, but I don't trust FD in any way to make the good version of that
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# ? Jun 19, 2017 14:45 |
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I'd like to see super high risk/reward missions in "thargoid" space.
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# ? Jun 19, 2017 15:24 |
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I am unironically hoping for the equivalent of raids, with some sort of priest-class ship using heal beams on an anaconda deliberately firing at a thargoid's tickly spot.
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# ? Jun 19, 2017 15:31 |
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Aethernet posted:I am unironically hoping for the equivalent of raids, with some sort of priest-class ship using heal beams on an anaconda deliberately firing at a thargoid's tickly spot. Elite would benefit enormously from dungeon/raid type content. I am not even joking. Even as utterly optional content it would improve the game to have such "endgame" content by a massive degree. This does already exist by the way in the form of escalating encounters you find at signal sources such as a ship in distress which can very from a lovely little ship all the way up to a capital class ship with waves of increasingly badass pirate wings coming in to try to destroy it and you. The rewards are basically nonexistent but it's super fun and some of them are ridiculously challenging even for a wing. The catch? You can't reliably find these signals, you can go hours without being able to get one of that type, or you get one and it's like 2 waves of pathetic pirates instead of epic escalation. Space Skeleton fucked around with this message at 15:42 on Jun 19, 2017 |
# ? Jun 19, 2017 15:39 |
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chaosapiant posted:I'd like to see super high risk/reward missions in "thargoid" space. I'd love if there was an actual Thargoid civilization out there that we could interact with. Thargoid colonies to raid, commerce to interdict, patrols to fight or avoid, and so on. I don't think it's going to happen, but it'd be neat.
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# ? Jun 19, 2017 15:55 |
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I still want them to fold CQC gameplay into the main game by allowing you to enlist for a "tour" in the Federal or Imperial navy. Have a cap ship from both navies jump into a combat map, à la Titanfall's map intros, and then launch player-flown fighters.
Alehkhs fucked around with this message at 16:46 on Jun 19, 2017 |
# ? Jun 19, 2017 16:43 |
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Alehkhs posted:I still want them to fold CQC gameplay into the main game by allowing you to enlist for a "tour" in the Federal or Imperial navy. Have a cap ship from both navies jump into a combat map, à la Titanfall's map intros, and then launch player-flown fighters. Would totally do this. Co-op or single-player PVE using CQC's assets would be a perfect fit. You could dock at military installations and choose from conflict areas/missions, then get "telepresenced" to a capship which launches you out in a fighter! There could be raid-style escalations like someone mentioned earlier, horde mode (thargoid gameplay?), or even PVP arenas centered on PowerPlay. Someone at FDev steal these ideas!
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# ? Jun 19, 2017 16:50 |
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Self-advertizing but whatever: An Argument in Defense of Artificial Gravity
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# ? Jun 19, 2017 16:57 |
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Colonial Air Force posted:Self-advertizing but whatever: An Argument in Defense of Artificial Gravity I don't understand why they didn't just say "artificial gravity is real" since that's way easier to handwave about. Especially when you're already manipulating spacetime at some hundreds of times C.
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# ? Jun 19, 2017 17:09 |
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Anime Store Adventure posted:I don't understand why they didn't just say "artificial gravity is real" since that's way easier to handwave about. Especially when you're already manipulating spacetime at some hundreds of times C. Because 1984.
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# ? Jun 19, 2017 17:09 |
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Sixto Lezcano posted:That said, if you're floundering for direction or want a good cause to work for, check out the various Powers' subreddits/communities. I can't speak for all of them but the Empress's subreddit is pretty good. People coordinate efforts to conquer systems and there's an in-character news post every week. In my very limited experience, sexual goddess Zemina Torval has a great community with clearly laid out goals and directives. Edmund Mahon's community, on the other hand, is inactive and disorganized and I have no idea how these fucks stay in the top slot CAN WE PLEASE HAVE A SECOND ALLIANCE FACTION ALREADY
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# ? Jun 19, 2017 18:21 |
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Anime Store Adventure posted:I don't understand why they didn't just say "artificial gravity is real" since that's way easier to handwave about. Especially when you're already manipulating spacetime at some hundreds of times C. Eh, technology can be weird, so I just say "oh neat" to everything they say and move on. Of course, this comes from someone who read a story of Mediterranean nations taking over the universe with the power of citrus fruit with far too much earnest enjoyment, so take this with a bucket of salt.
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# ? Jun 19, 2017 19:43 |
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Ursine Catastrophe posted:there's no functionality in place to have something "persist" to allow someone coming in fresh to take past quests/CGs, and the way everything is set up it'd probably be a multi-month nose-to-the-grindstone sort of deal for anything even remotely close to that to be implemented. Well, it's not "official," but some folks are apparently trying to do 3rd-part mission chains/storylines by utilizing the event-logging "journal" file that FDev added a while back: https://www.youtube.com/watch?v=lcqUCQ3mF7A
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# ? Jun 19, 2017 20:00 |
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Colonial Air Force posted:Self-advertizing but whatever: An Argument in Defense of Artificial Gravity That's a good read. I head canon artificial gravity anyway. That way the big glassed in area at the bow of my Anaconda can be the dining hall / lounge for the crew and passengers. Alehkhs posted:I still want them to fold CQC gameplay into the main game by allowing you to enlist for a "tour" in the Federal or Imperial navy. Have a cap ship from both navies jump into a combat map, à la Titanfall's map intros, and then launch player-flown fighters. This is a very good idea that would be a lot of fun. The best part about it would be that one could have fun doing combat and then explore on the other side of the galaxy. Also, if one could join or support the Thargoids then I agree, . I would rush back from Colonia so my ship and Holo Me could be H.R. Gigerized to show my Thargoid pride.
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# ? Jun 19, 2017 20:40 |
Anime Store Adventure posted:I don't understand why they didn't just say "artificial gravity is real" since that's way easier to handwave about. Especially when you're already manipulating spacetime at some hundreds of times C. It boils down to one thing: "If stations spin then how artificial gravity?"
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# ? Jun 19, 2017 21:03 |
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Wolfechu posted:It boils down to one thing: "If stations spin then how artificial gravity?" I'm not sure how one excludes the other
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# ? Jun 19, 2017 21:11 |
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I like the aesthetic the lack of artificial gravity creates. At least it's somewhat original in a world where pop sci-fi tends to all blend into loving Star Trek and/or Star Wars.Colonial Air Force posted:Because 1984.
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# ? Jun 19, 2017 22:01 |
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Wolfechu posted:It boils down to one thing: "If stations spin then how artificial gravity?" The larger the ship or station is the more difficult it is to create artificial gravity so they just spin 'em since they're huge enough to be able to practically use the coriolis effect.
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# ? Jun 19, 2017 22:11 |
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Fojar38 posted:The larger the ship or station is the more difficult it is to create artificial gravity so they just spin 'em since they're huge enough to be able to practically use the coriolis effect. Also it's probably a lot cheaper. Might make sense to have artificial gravity on a ship with drive thrust, but the power requirements for a station would be enormous.
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# ? Jun 19, 2017 22:42 |
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Colonial Air Force posted:Self-advertizing but whatever: An Argument in Defense of Artificial Gravity tag yourself! i'm the grognard talking about the complexities involved with artificial gravity in a universe where you can jump 50Ly in 10 seconds
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# ? Jun 19, 2017 23:35 |
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Got to Colonia last night. I think I'm going to live out there for awhile; help out Galcop. Too bad there are no engineers at all.
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# ? Jun 20, 2017 14:37 |
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MoraleHazard posted:Got to Colonia last night. I think I'm going to live out there for awhile; help out Galcop. Too bad there are no engineers at all. This was my plan but per my usual E:D gameplay cycle I went and pimped my exploration ship, did a few things in the bubble, then went 4kly into the black and started playing another game. Can't wait to play after the next patch and run back to the bubble to check out new content, then start this cycle over again and never get to Colonia.
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# ? Jun 20, 2017 15:11 |
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Anime Store Adventure posted:This was my plan but per my usual E:D gameplay cycle I went and pimped my exploration ship, did a few things in the bubble, then went 4kly into the black and started playing another game. That happened to me the last time I tried. This time I made it a point to do ~1000 LY a night while watching Netflix and the only way I'm rushing back to the bubble now is if I can support the Thargoid takeover.
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# ? Jun 20, 2017 18:04 |
Colonial Air Force posted:I'm not sure how one excludes the other It totally doesn't, but that's the logic. "spinny stations were in the original game and cool, and if we had AG there'd be no reason to have them". Despite, as people have pointed out, you could limit workable AG to something the size of, say, a cutter.
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# ? Jun 20, 2017 23:40 |
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Wolfechu posted:It totally doesn't, but that's the logic. "spinny stations were in the original game and cool, and if we had AG there'd be no reason to have them". Despite, as people have pointed out, you could limit workable AG to something the size of, say, a cutter. Exactly. iirc the reason why stations have a tiny 'mail slot' is that the semipermiable atmosphere curtain that lets ships in while stopping the air from getting out is fantastically energy-expensive to run: to the point where making limiting its surface area to the point where there's a tangible risk that people will die trying to dock and acceptable one. So posit the same deal for antigrav: the energy requirements or expense of an antigrav generator goes up as a cubic function of the area it's designed to operate in. Sure, maybe capital ships will have antigrav rather than rotating even though they're comparable in size to stations, but capital ships are exceptional: there's a lot fewer than them than stations, and what's justifiable for a military boondoggle isn't for an orbital flea market. Done.
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# ? Jun 21, 2017 00:03 |
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Capital ships aren't hollow in the middle, either. You could centralize the artificial gravity to save on energy costs, therefore It's not hard to come up with reasons, frankly. But
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# ? Jun 21, 2017 00:08 |
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Big ships would have the AG aligned with the drive thrust so they could use it for inertial dampeners and go faster.
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# ? Jun 21, 2017 00:36 |
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I kinda like the way the AG/crewing question plays out in the respective factions' capital ships. The Federal ships are these great, imposing monoliths that (according to something, somewhere, I guess) make use of limited crew and weak automation. The Imperial capital ships, meanwhile, have a spinning section for "gravity" and make extensive use of slave crews. In that sense, the spin works as a visual indicator of ergonomics and luxury. Outposts and Federal ships don't spin - they're not about occupant comfort or interior design, they're functional. No gravity needed. If you look at mega ships, the prison ships don't spin (as far as I recall seeing) because gently caress Prisoners, but the generation ships do. Then the major stations and Imperial cap ships spin, because they've got enough people in them and those people are important enough (or wealthy enough) to warrant a bit more engineering and design budget so they can have gravity. TL;DR: Rotational velocity in Elite is a function of socioeconomic status and gently caress it, spinning things look cool
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# ? Jun 21, 2017 01:14 |
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Breetai posted:Exactly. The other reason is they are actually blast doors that can be shut in an emergency https://www.youtube.com/watch?v=X6mE4XHfeLs
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# ? Jun 21, 2017 01:34 |
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That is pretty cool, didn't know that
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# ? Jun 21, 2017 11:09 |
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# ? Jun 6, 2024 13:44 |
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Colonial Air Force posted:Capital ships aren't hollow in the middle, either. You could centralize the artificial gravity to save on energy costs, therefore The thing is, you can come up with reasons for all kinds of dumb and cool poo poo, but Frontier decided to go with a universe where antigravity was apparently never discovered. poo poo happens, I'm fine with it. It's really just a stylistic choice.
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# ? Jun 21, 2017 11:56 |