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RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Zigmidge posted:

Are the weapon outfitting conventions still the same as back in, say, July? Gimballed Pulses being a main staple, missiles are all poo poo, etc etc? What major changes have happened there?

Also, can I help diamond frogs without space facebook? I assume it's still just do missions for them?

Frags got way more ammo and class 2 plasma accelerators got unfucked so they're not terrible to use now. Also it turns out burst lasers are slightly better than people were generally giving them credit for but pulses are still generally better.

Missiles got their shield damage increased but I assume that they still suck?

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RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
It's not actually quite as simple as that but basically the larger a ship is the more damage it resists and larger weapons pierce that resistance more effectively, as do certain weapon types such as railguns and cannons.

E:D has a lot of hidden poo poo like this in its mechanics which is annoying and most of what we know has been reverse engineered by brave spergs willing to spend hours shooting at targets or flying in circles to check thruster stats etc

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Advanced plasma accelerators are basically straight up better than regular C3 plasma accelerators from what I remember. If they wanted people to actually do Powerplay for the guns they needed to make them available in all regular sizes for that weapon.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Imp Eagle is a very fun ship but you're probably better off going directly for a viper since it's only very slightly more expensive (~70k more for a full D spec for example) and has more firepower and a bigger power distributor.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Cao Ni Ma posted:

Get a robigo asp and welcome to hell.

All things said I really like the robigo trips. Its relaxing with just a tiny bit of risk, but that risk is enough to make you laugh pretty hard at how dumb the game can be sometimes. I did robigo till I had around 110m (like 7 trips total?), then I started farming rep in 17 Draconis. Now I have a fully kitted out FAS for killing poo poo and raising my combat rank. I might grind more robigo to get a tradeaconda or something.

I did like 3 Robigo trips post Horizons, hosed one of them up royally, and still ended up making like 40M credits in a few hours. I went from an A-spec Vulture to an A-spec FDL (with vanilla bulkheads because I'm not that loving rich) via a smuggling Asp and I really enjoyed it as a change of pace but I sure as hell don't want to do it again.

On a couple of related notes; is there any real reason to grind rep for a FAS if I already have a FDL? Pre-buff I would have ignored the FDL entirely but it seems to be at the very least on even footing with the FAS and arguably better with its stronger shields. Also if someone knows a good system to grind Fed rep with bounty hunting missions that would be nice.

TomR posted:

One more before I go.



I'm still mad that they made the Courier the coolest ship in the game while making it so small that you've outgrown it as soon as you can afford an Asp or Vulture. If it had been designed as a competitor multi role ship in the Asp size bracket I would probably never fly another ship and I could enjoy it forever.

RabidWeasel fucked around with this message at 19:59 on Jan 3, 2016

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

24-7 Urkel Cosplay posted:

I enjoy flying the FAS a lot more than flying the FDL, I think it just comes down to preference.

What would you say the difference is like, from all the 'numbers' I can find the FDL has better lateral thrusters but slightly worse pitch/roll and deceleration, which I guess makes the FDL slightly better at FA off flight but the FAS is otherwise a little more agile and requires less use of FAO anyway. Doesn't really seem worth the huge drop in shield strength.

I'd just try the FAS out in game but need rep so I'm currently trying to figure out if it's really worth the effort :v:

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
This thread from the official forums has tons of different preconfigured keybinds you can try out, most of which also come with a handy reference sheet. I use the same HOTAS and the only thing I have to move my hands for is using the mouse on the galaxy and system maps.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
You can actually just waltz into the station like usual as long as you don't either sit directly in front of the mailbox for too long or generally loiter near spacecops. You only really need to do the above if there's lots of cops around.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

VirtualStranger posted:

Just bought the base game on Steam.

Bought Horizons with the discount for existing players.

Immediately got a refund for the base game on Steam, saved $20 on Horizons.

lol nice job, :frontear:

I'm not sure what you want them to do, either they require some kind of assholish verification system in order to get the discount or they just assume that their customers are not going to be dishonest jerks. Or they could not sell the game on Steam.

The actual correct solution probably would have been not pretending that Horizons isn't an expansion / DLC but that boat has sailed.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

VirtualStranger posted:

If you bought the game at launch, and then bought Horizons when it was released, that's $100 right there. The game as it stands now, content-wise, is worth maybe half that at most. If you look at the list of content updates that have actually been announced for Horizons it consists entirely of basic gameplay features that should have been there on launch day.

After this "season" of updates is finished at the end of this year they're probably going to charge full game prices yet again for the next year.

I don't see why it's unfair of me to save money now while I can.

I agree with you entirely on all points! You're still being dishonest. That's fine but don't expect anyone to think you're cool for figuring out a way of cheating the system.

In your situation I would have just bought the core game and then waited the 9 months or whatever until Horizons is on sale and actually has content and bought it then. I only bought Horizons because I have enough disposable income that I can easily afford to waste it on video games and I was tempted by the black friday skins offer, and I already bought into the main game ages ago because of the prerelease discount and freebies.

Nobody who is interested in playing the game should buy Horizons now unless they're happy with paying for the mere possibility of new content rather than an actual enchanced game experience. Or if you're the sort of person who would legitimately enjoy just zooming around in a buggy and launching it down canyons for the hell of it.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

radintorov posted:

That remake is pretty cool: they clearly tried to stay as faithful as possible.
I seem to recall that a few people complained (what else) in the brown sea when the new iCourier was shown because it was a small ship, clearly forgetting that the game already had the old Courier in the iClipper.

Before they officially announced the Courier most people accepted the Clipper as just a 'medium-large Imperial ship' filling both the Trader and Courier's role, it was only after they announced the Courier was coming as well that people starting getting annoyed because it's dumb that the Courier is a more combat-focused sidegrade from the Cobra when the game desperately needed a ship of exactly the same role niche but a size larger to compete with the Asp (and given the huge numbers of other Viper-to-Cobra sized ships which have followed it's even weirder).

The main complainers that I recall were people who were obssessed with the name 'courier', expecting a ship with basically no weapons, outspeeding the Cobra and with a super long jump range.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

RVProfootballer posted:

How does a Diamonback Explorer compare to a Vulture for combat? Seems like the DBE can be much more of a tank, with lots of internal space for hull reinforcements, along with having ample space for an interdictor, fuel scoop, and more, when mixing combat or other mission types with straight up RES grinding. I'm happy with the DBE, but thinking of switching to a Vulture soon, just worried about having way less flexibility for both combat and non-combat fits.

The DBE flies like a loving brick, I'd rather fly an Asp in combat and that in itself is a pretty cumbersome (though fast) ship.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Literally Kermit posted:

Barnard's Star is practically next door to Sol.
As someone who played Frontier and First Encounters a gently caress ton I don't think it's possible for me to forget where Barnard's Star is given how many times I probably flew that trade circuit :v:

At least in FFE they had a scripted medical emergency in one system right at the start of the game so you could make mad cash from supplying medicines and get out of your silly space corkscrew ASAP.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Spanish Manlove posted:

Neat, I'll use it in some low risk bounties until I can get an adder for rare trading to buy a good hauler and a good shooter.

The Viper Mk. IV is an acceptable rare trader and much better than an Adder. The Cobra has a slightly higher cargo capacity, speed and jump range but weaker shields and hull - I'd argue that the Cobra is broadly speaking a better ship but not by much and if you want to fight I'd recommend a Diamondback Scout as the next ship up from the Viper Mk IV.

Why they made the new model of a fighter ship into a worse fighter with tons of extra cargo space :iiam:

RabidWeasel fucked around with this message at 02:01 on Jan 9, 2016

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

timn posted:

EDIT: I realize what I said in my previous post was a little ambiguous. I only meant that given the choice between a cannon and a multicannon of the same size, definitely go for the multicannon. Don't put a class 2 multicannon in a class 3 or 4 slot. But honestly I'd urge anyone to consider redesigning their build to accommodate PACs before cannons if that's the case. I really wanted to love cannons but they're just very meh. :( If Frontier buffed the projectile speed I'd feel way better about them.

Cannons fall into the zone of eternal nerf misery along with missiles and the Viper, because they were all too strong in beta and got gigantic knee jerk nerfs. Like missiles went from "destroy ships the same size of yours from full HP and shields without reloading" to barely even touching shields and don't do anywhere near enough hull damage to make up for it. Cannons were treated to the fine combination of a large damage nerf, a significant projectile speed nerf, and a noticable reduction to the proportion of their damage which is dealt to shields. The viper got its top speed slashed (IIRC it was over or at least very near to 500 m/s) and had its agility reduced as well, making it by far the least manoeuverable small fighter, although its cost saves it from being useless as it's still a huge upgrade from the Eagle etc.

It's over a year later and we just recently got part of one of these nerfs partially reverted (missile shield damage) though I strongly suspect that they're still not very good vs shields.

I like cannons and do use them occasionally but the projectile speed is really awful and it's something that you can't overcome by playing better, you just have to fly close enough that the target ship can't avoid the incredibly slow shots.

RabidWeasel fucked around with this message at 21:03 on Jan 10, 2016

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

KakerMix posted:

It's isn't quite like that. Like Mercurius said it's staged. A size 1 cannon will do full damage to medium ships, size 2 cannons will do full damage to large ships, but a size 1 cannon will have a penalty on a large ship.

From what I've been told it's actually way more complicated than this and depends on the weapon's penetration value so I think it's better to just remember that some weapon types penetrate better than others and higher class weapons also penetrate better than lower class ones.

Also unrelated but whoever made :pgabz: you are a good person.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

TorakFade posted:

So the 500 hitpoints from the military bulkheads for 87 tons and 17 millions looks like a really bad deal, unless there's something else going on.

From the (admittedly small) amount of research I've put into this, it seems like bulkheads do give more than just an extra bit of armour, but armour in general is really difficult to test as damage dealt is very inconsistent and depends on where you hit the ship etc.

I would always aim to get the largest bulkheads possible money no object but there's no way in hell I'm doing that on my FDL unless something drastic happens or they actually tell us what they do and it turns out that it's really good :v:

On the FAS I would probably make it a slightly higher priority as it gives a bigger benefit and costs less.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Ragnar Gunvald posted:

I've just picked up elite dangerous and I'm having a really hard time getting started. Are there any newbie guides that I should check out? I've not completed a single combat mission yet because I'm dumb and can't work anything out.

First do the tutorial so you learn how to fly.

Next, earn your first fistful of credits by attacking pirates that the cops are already murdering at Nav Beacons or (non-Hazardous) Resource Extraction Sites - you will get the full credit for bounties as long as you hit them within 10 seconds of their deaths and the cops will do the hard work. Be careful that you don't engage any ship massively superior to you (which in an E spec Sidewinder is most things) as they will decide to kill you and ignore the police. You'll only need maybe a dozen kills tops before you can afford an Eagle which is a massively stronger ship; repeat until you can afford a Viper Mk III or Cobra Mk III (the former if you just wanna shoot poo poo, the latter if you want to try trading etc). Put Gimballed Pulse Lasers and Multicannons in all your ships as they're the best for sniping bounties from the po-po, but are also generally the reliable but boring choice. Then you should have learnt enough and have enough cash and ability to earn more that you can start just loving around with the game and can try other things such as rares trading, mining, etc.

Never fly without enough cash to cover your insurance. Outfitting your ships doesn't cost anything so go hog wild trying poo poo out, just make sure you sell all your modules when you sell your ship.

Getting at least a few hundred K worth of assets shouldn't really take more than a couple of hours, the game isn't as hard to get into as it seems, it just doesn't do a single thing to make it obvious where the good money sources are, and doing random missions - which looks like the obvious route - will earn you gently caress all.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
In non- :cthulhu: related news, the latest Dev Update has some interesting bits:

quote:

Characterisation and a more personal connection to the game world has always been one of the goals for Elite: Dangerous. It’s such a massive play space that it’s easy to feel dwarfed by it and the current impersonal contacts inside the game only enhance that perception. In an interesting coincidence I saw some lovely concept that fans had created for personalities and as part of the mission flow. This is something that we’re working on as part of the 2.1 release (as with the 2.0x point releases some of the changes will be applicable to season one owners).

We’ll leverage the work we’ve done on that Commander Creator) to provide headshots of specific contacts. The focus for this will be mission givers and mechanics (these are loot characters) and the intention is that every mission giver in game (also equivalent to the minor factions) will be a specific individual. This should be consistent for all players.

Your relationship with the minor faction will determine who within that organisation you will deal with, so the better your relationship with them, the higher level character you will deal with. So maintaining a decent reputation with that minor faction is a wise policy!

As well as providing a face for your interactions with that minor faction they will offer more information about how the minor faction is doing and how you can help them. This will be accompanied by a number of changes to missions to facilitate this, there will be more details on this over the coming weeks.

Mechanics are individuals with their own characteristics, history and specialisations who will facilitate crafting. They are spread throughout human space and they are the people to see about implementing changes to your weapons and modules. The release of season two saw the first steps in loot and crafting and this will developed to a much greater degree in 2.1 - we’ll delve into more details on this soon as well.

Over the past year we’ve made a number of changes to some of the visuals (most notable are the asteroids) to improve performance – note that this had nothing to do with the Xbox One release as that uses a different profile. This has impacted the visual quality of the asteroids and we will be addressing some of the causes of that in the 2.1 release. Some of those changes were due to changes in other areas of the game (such as environment map capture) needing to be rebalanced. Whatever the cause we’re evaluating the lighting, fog, shadows and loading issues. Some of these fixes we may limit to certain graphics quality options to make sure all our players enjoy good performance and improved visuals with respect to their systems capabilities.

So NPC quest givers who are actual recurring characters (LFT 123 Butts Party will always have the same person giving out lovely courier jobs or w/e) and Mechanics who are part of the ~loot and crafting system~ which we know nothing about yet. It's cool that they're using the tech behind the Commander Creator to do something I actually give half a gently caress about, though :v:

E:

And slightly more hype overall regarding what I'm pretty sure is the 3rd or 4 overhaul of the mission system, not sure why it was so loving difficult to do it right any of the previous times but here's hoping.

RabidWeasel fucked around with this message at 21:20 on Jan 14, 2016

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Yeah I was super disappointed with the PAC, it uses a rediculous amount of energy, it's actually far less efficient in terms of damage per energy than the C3 PAC for some reason. If the cannon projectile moved at a half decent speed it would be nice though.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

YellerBill posted:

Expect something in the neighborhood of 25-30 million cr.

I don't think I'd fly anything for RES without an A class power distributor considering how much cheaper it usually is compared to other components of the same size. It'll cost you another 3M but make your life a hell of a lot better.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

MisterZimbu posted:

They ever going to fix the missions? I keep ragequitting the game because I'll just log in and have literally nothing to do because RES's seem to be devoid of any targets and the missions are all:

- Kill 3 pirates (which, after some patch, seems to have changed to "kill 80 pirates")

* If by some miracle these NPC's spawn, fly by their FSD wake 30 times because they're treated as contacts and not destinations by the game for no reason.

I would suck a space dick for a "kill some pirates" mission. I haven't seen a single one for over a month and I check the BBS every time I dock.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
More 2.1 poo poo

quote:

Following up on last week’s update revealing the addition of faces and contacts for mission givers and engineers, in this update I’ll expand on the role of engineers and how they factor into crafting. Note that in last week’s update I referred to them as ‘mechanics’, but we’ve since settled on the term ‘engineers’.

Engineers are individuals who provide the blueprints (which describe the materials and items needed for a specific modification) and can then apply them to the weapon or module. They are characters with their own back story, preferences and specialisations. Initially we’re looking at around 30 engineers dotted throughout human space and we will be able to add more in future updates.

One of the reasons that we chose mission givers and engineers first for the characterisation treatment is because in both cases you have an ongoing relationship which can change over time with the character. For the minor factions this is measured by your reputation with that minor faction (although factors like Pilots Federation rank will influence the deference with which they treat you), with the engineers the measure is taken from a variety of stats throughout the game and dependent on the nature of the individual.

For example we have an engineer who is closely aligned with the Federal Navy and so your rank with the navy is his key consideration, so the higher your naval rank the better blueprints he will be able to offer. As well as naval ranks, the Pilots Federation ranks (including combat, trade, exploration and CQC) will influence some engineers. Some engineers will be affiliated with minor factions, so you’ll need to manage your relationship with them as well. Some will use your stats for mining or trading in illegal goods as well as a host of other indicators.

As well as these initial governing factor there is a separate reputation with them, which must be cultivated along the lines of their governing factor to gain their trust and so more capable blueprints.

Not all engineers are immediately available to all players. The factor that governs their relationship with a commander has a minimum threshold that must be reached for them to deal with the player.

Each engineer has a specialisation, meaning that the deal with specific weapon types and modules. This is because they are experts in squeezing a bit more performance than the norm in their particular field. We are looking at having a secondary specialisation for engineers, just to help balancing the distribution of specialisations and of course we can add more engineers in the future. Or even remove ones if circumstances require it!

The engineers are spread geographically to add more geography to the map, but also to fit with the individual’s characteristics. They tend to be reclusive characters who are found at their own, isolated facilities on planet surfaces.

As well as working towards the 2.1 we’re also preparing a minor update to be released next week (assuming testing goes well) with fixes for season one and two clients. We’re also processing the latest batch of player group minor factions (batch 4) and the approved changes and additions should be added to the game next week.

I'm actually cautiously optimistic about this, even if it sounds grindy as hell, it's still more fun to have a laundry list of poo poo you need to gather in order to get your item than to just have "OK I need to get another 20M credits and +1 naval rank". Though there is the strong possibility that crafted items will all suck :frontear:

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Biggest Brown Sea complaint about the recent dev update: it mentions CQC rank as potentially affecting engineers. I had forgotten that there are people who are so rabidly against CQC that they complained about it being in the rankings list and even on the main menu (people were legitimately arguing that it should be a separate .exe because MY IMMERSION)

p.s. OP cannons would be way more fun than pulse lasers and MCs on nearly every ship, I hope if / when they finally get round to revisiting weapons that they at least get enough projectile speed to make them vaguely viable to use.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
If they made a version of the HOTAS X with hall effect sensors it would be incredibly good, it's really annoying that the same company makes the best budget stick (T16000M) and best budget HOTAS but don't offer something which combines the strong points of both. The deadzones on the HOTAS X are the only bad thing I can think of once you get a decent button configuration, and they're only an issue occasionally and can be played around.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
The only time they commented on its stats they said something along the lines of "it fits the role we designed it to fill" which is kind of bullshit because they wouldn't expand on what that actually means or how it's supposed to be any better than the Mk III.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

KakerMix posted:

Wasn't there a thing said back before Horizons on how the synthesis system was *not* the crafting system but a different system altogether? And now these engineers require these synthesis materials even though they aren't the crafting system? Am I not remembering correctly or?

From what I remember synthesis has always been referred to as the first stage of crafting, though it does feel like in practical terms it's going to have very little in common with the engineers system. I'm not sure if they've 100% confirmed that engineers may / will require planetside materials but it seems quite likely.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Dev update!

quote:

"Hi everyone,

For this week’s dev update I will talk about some of the planned changes for missions coming with 2.1 The Engineers release. There are a lot of details to cover so I’ll go through the high level goals and the details for the first of the goals and cover the remaining details over the coming weeks. I’ll also provide more details on the other features over that time as well.

Missions are a key component of the game and we reviewed how we can make them more meaningful for gameplay, in particular how the player interacts with them and their effects on the galactic simulation. With our review we identified five key goals that we’re tackling for 2.1 The Engineers:

- Personalisation

- Progression

- Variety

- Consequences

- Rewards

Personalisation is about reflecting the player’s presence in the world and providing persistence for their activities. We’ve already mention that mission givers will be getting faces for 2.1 The Engineers update and this forms a part of the core of this personalisation. The mission contacts will become the faces of the minor factions you deal with for mission and this will be accompanied by a new layout for the mission board to group things more effectively for dealing with the minor faction.

The new mission presentation puts these NPC characters to the forefront of missions. They are unique and have their own faces, names and status within their organisations. The type of organisation will be reflected in the tone of their communications. Their dealings with you are also influenced by your reputation with the minor faction, but also the relative differences in status between you and the character. So if you’re Elite ranked and they’re a minor flunky then they will show you the proper deference – assuming their governing organisation allows it!

Repeated dealings with a minor faction will see your own status within the minor faction improve or fall – depending on your activities. At certain points you will deal with more important members of the organisation or even sterner types if your reputation is lacking. This will also be reinforced by a new greetings message when docking to reflect your status with the station.

The mission contacts will also remember if they’ve dealt with you before. As well as providing consistency the contacts are the conduit for gaining missions and seeing the effects they have. So they will inform you if the minor faction has entered a particular state, or a state is incoming. There will also be much smarter selection of missions that tie in with the current state of affairs, there will be more details on this as part of the progression and variety goals.

As well as what is happening in local space the contacts will let you know what impact your efforts are having and so helping to communicate the galactic simulation states and trends more effectively.

As is customary with our major updates there is a swathe of fixes, tweaks and other changes. For those of you who won naming of planets and a station these will be in the 2.1 The Engineers update. We have a revised format for the options screen coming with collapsible sections for easier navigation. More huge weapons are coming and as well as the asteroid graphical fidelity improvements the star light has been fixed so that it retains its colour over distance.

I will be back next week with more details of what we have coming.

So, pretty much what most people were hoping for re: missions (i.e. making missions tie into the BGS in a plausible way and the game might actually give you some feedback about poo poo that is happening), nice to see it stated outright, and the first 100% definite confirmation that there will be more huge weapons added.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

IAmTheRad posted:

The extra £5 is for the Gold Asp Paint.

And the Black Friday paint set if you preordered! I haven't touched any Horizons content yet - I'm assuming that surface stuff is going to be tied in with Engineers at least in some respect so I'm waiting until 2.1 before getting involved with it - and I'm fairly OK with my purchase right now because I basically ended up paying an extra £5 for a ton of cosmetics.

Of course all the 2.1 stuff could be total crap but I'm at least a tiny bit optimistic this time :frogbon:

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
Worth pointing out that the new Huge weapons and possibly also the Large MCs are planned to be fixed only. Which seems fair but I hope they don't have that stupid damage tax the C4 PAC has :(

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

BMan posted:

That's enough to buy an Eagle and a bit of equipment, which I suggest you do if you're bounty hunting.

Probably better off jumping straight into a Viper, he only needs a little over 300k for a full D spec viper + insurance and that will broadly outperform a higher spec Eagle because of the huge difference in hardpoints, shields and power distributor (3D distributor almost equal to 2A)

The cost of ships vs. modules at the very low end is kind of messed up.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

K8.0 posted:

OTOH the Viper is like the least fun ship in the game and the Eagle the most.

I believe that being HELLA FAST is objectively fun hth.

Your Loyal Vizier posted:

A super loving fun alternative to the viper is the DBS. Same loadout, better hardpoint location, way better jump range, better agility, armor tank instead of shield so you can stealth it if you want to. Price is similar iirc

It's like another 400k which is a lot when you're totally new but I agree it's straight up a more fun and better ship.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

H13 posted:

I see lots of people hating on huge cannons. I've never played with them. Why do they suck?

Cannons in general are bad because they were overperforming in beta so in typical :frontear: style they nerfed everything about them heavily in a single pass; they got a reduction to projectile speed, reduction to amount of reserve ammo, reduction to damage done, and kinetic weapons got a broad (and significant) reduction in damage done to shields.

So now they're fairly weak, only good against hull and have a low projectile speed which makes it hard to actually hit anything with them anyway. There's no reason to use cannons over multicannons.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

TorakFade posted:

That would suck. With a not-500$ hotas you can't be as accurate as a mouse user, plus I am also bad at aiming in general so fixed weapons are a no-no for me.

It might be just me, but it feels like they actively WANT to limit choice in weapons - I can't stand to use railguns and PACs, and fixed weapons in general, because I miss all the time and ammo is either expensive, limited or both.

Yes I know I should git gud.

PACs are easy to use with a cheap HOTAS because of the fire rate, projectile size and projectile velocity. Fixed lasers are a lot harder but I'm hoping the C4 multicannon won't pose too much of a problem.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

Nostalgia4Infinity posted:

I'd be shocked if that loophole survives the patch.

Also reading the dev blog that came out today, I'm optimistic about some of the changes they're talking about :toot:

:same: it actually sounds really good!

RVProfootballer posted:

Hmm. Not sure that's a good thing, though how it is now isn't the best either... What the hell will the point of rank be then? Just the crafting/Engineers stuff? Bragging about your space penis?

I mean, that's what it was for in the first place :v:

Rank will affect which missions you're offered in the first place, so higher rank will mean more high rank missions, it's just that now you will be able to take higher rank missions when they're offered.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!
With 6m you can get a D-spec Vulture, if you buy in LYR space you can get an A class power distributor on top of that.

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

aleksendr posted:

You have to stock them somewhere in the DB and have to display them somewhere on the UI. You must also make allowance for foreign languages and include profanity filters in a few of them and nowadays even copyright filters, unless some youtuber channel get taken down by a DMCA because some other ship onscreen in one of his video was named the Millenium Falcon. Then you have lenght and font limits that will always make people mad and finally you must run a whole lot of sanitizing routines to ensure someone dont inject malicious code in your server by naming his ship "DROP TABLE ship_name;"

It would be nice, but Its a lot of effort and maintenance for very little payoff in the end and does not really fit with the rebuy insurance mechanism, unlike in EVE where when a ship is gone, its gone.

Also you wont have to look at 5 Sidewinders named "Serenity" in the beginner systems.

I agree but doesn't that all equally apply to commander names which are already visible?

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

nippythefish posted:

Incorrect. There are things called 'military outposts' that are actually loaded with poo poo just itching to scan you as soon as you get near the outpost. Found out the hard way.

My first ever smuggling mission from Robigo was to one of these :negative:

RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

BitBasher posted:

Buying at YI mart got me a Vulture for about 6 million and change total that murders the piss out of things despite being not remotely all the way upgraded. In fact the Power Distributor is my only A rated part, everything else is C or D and it absolutely demolishes things compared to my 100% fully modded all max A rating Cobra III. Just target power plants and apple core things.

Also, to go with talk immediately above, I feel this game is about a thousand times more fun with a joystick.

You actually only need B grade thrusters, you will barely hit the actual optimal weight (which is half the stated optimal weight, :frontear: ) with a completely full A spec loadout but B grade thrusters - the only reason to go A grade is for more jump range.

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RabidWeasel
Aug 4, 2007

Cultures thrive on their myths and legends...and snuggles!

DancingShade posted:

Ok trip report: Federal assault ship with a large beam laser up top and 3 plasma accelerators down below is hilarious. You can 3 shot a gunship :v:

I was running a 3 PAC setup on my FDL and it worked great other than the power drain being a bit extreme so it probably works better on the FAS with 2M1L instead of 2M1H. I'd run a gimbaled pulse on top though and maybe replace that with a MC once 2.1 hits.

PAC plus MC is my favourite weapon setup so I'm glad that it will be able to be run on more ships soon :)

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