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    Saturday, December 28, 2019

    Elite Dangerous [DAILY Q&A] Ask and answer any questions you have about the game here. (December 28, 2019)

    Elite Dangerous [DAILY Q&A] Ask and answer any questions you have about the game here. (December 28, 2019)


    [DAILY Q&A] Ask and answer any questions you have about the game here. (December 28, 2019)

    Posted: 28 Dec 2019 08:49 AM PST

    Greetings, Commanders! This is the Daily Q&A post for /r/EliteDangerous

    If you have any questions about any topic, whether it be for the moderators, tips and tricks for piloting or general gameplay/development questions please post here!

    Please check new comments and help answer to the best of your ability so we can see this community flourish!

    Remember to check previous daily threads and the New Q&A FAQ.

    submitted by /u/AutoModerator
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    They said 2 days to deliver 5207 tons but which docking bays is it!!??!?!? I got a bad feeling about this...

    Posted: 28 Dec 2019 10:56 AM PST

    Now we know how the stars reproduce ! :p

    Posted: 28 Dec 2019 03:17 AM PST

    CMDR Sheldon “You’re in my spot.”

    Posted: 28 Dec 2019 05:12 AM PST

    In a Lagrange cloud

    Posted: 28 Dec 2019 12:36 PM PST

    This is how you play ED on ps4

    Posted: 28 Dec 2019 02:06 PM PST

    Sometimes this game just oozes sci-fi goodness.

    Posted: 28 Dec 2019 10:55 AM PST

    So my best friend of a decade, finally got his exploration vessel built and engineered to closely match mine, and said the first thing he wanted to do was see more of the Guardian ruins and temples. So I happily obliged. (More travel pics to come when we find more views like this)

    Posted: 28 Dec 2019 12:54 PM PST

    Just a couple of friends enjoying The View (i.e HR 6164)

    Posted: 28 Dec 2019 12:41 PM PST

    out doing courier stuff in my courier

    Posted: 28 Dec 2019 09:10 AM PST

    Mr. Stark, I'm being beamed up!

    Posted: 28 Dec 2019 11:56 AM PST

    Do they even have something like a pirating school?

    Posted: 28 Dec 2019 05:03 AM PST

    Got my Anaconda ready for travel and am en route to the Collection of Wonders

    Posted: 28 Dec 2019 03:14 PM PST

    So I returned to Elite Dangerous after 5 years... and met the Thargoids

    Posted: 28 Dec 2019 10:22 AM PST

    Happy Holidays, Commanders o7

    Posted: 28 Dec 2019 02:32 PM PST

    Quite possibly the galaxy's highest earthlike. Systae Free AA-A H1 AB 3 2, in the system otherwise known as "Peak".

    Posted: 27 Dec 2019 09:55 PM PST

    For the Mug. *insert This is the Way joke here *

    Posted: 28 Dec 2019 01:01 PM PST

    An old player with bunch of questions

    Posted: 28 Dec 2019 06:14 AM PST

    Hi all :)

    I've started playing ED literally from day one and have been doing it for a long time.

    I have two Elite statuses, a bunch of ships and a hefty amount of money in the bank, used tools such as INARA, EDDB, VoiceAttack, the Engineers-Materials tools etc.

    I'm also reading this sub every day, follow ED newsletters, so it's almost like I never stopped playing, but I did.

    The first reason why I stopped playing was Engineers and grinding. At first I just ignored them, but as I wanted to equip my ships with better equipment I've realized that I need to unlock them. So I've started doing that but after unlocking three engineers I've got bored from materials grinding. It was so cumbersome and took joy from playing the game. So, is it any better now? If not :sigh: how to overcome the boredom?

    The second reason was the lost of my regular crew. I had a few friends I've played with but they stopped and doing it all by myself (like fighting in the asteroid rings) wasn't that great anymore. I've heard and seen that there are sort of "guilds" or "teams" now in ED and I'd like to find myself a crew, so what is the best way of doing that?

    I'd really want to get back to the game because I love it so much, but I do not want to get bored again because of grinding or some other ridiculous mechanic.

    submitted by /u/kUdtiHaEX
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    Found a little ice area on a rocky surface (Boarding still not working somehow)

    Posted: 28 Dec 2019 02:36 AM PST

    Ganking in Engineer systems

    Posted: 28 Dec 2019 11:52 AM PST

    So, I am a rather new player and I thought OK playing in Open will be fun and a good way to engage with the community. I spend a bunch of time and real money to get my Python fit for deep core mining + looking pretty but as I attempt to get to the Engineer in Deciat system I get interdicted by this CMDR who almost one shots me to death.

    And I was like, OK, he must be RPing a villain. Luckily I didn't have any precious cargo onboard.

    I rebuy my ship (spend 5 million CR) and go back to FS mode. Interdiction, again. No matter how good I am with evading it, somehow the red line gets filled faster than the blue line. Same guy, same scenario. He kills me before I can even jump back into FS mode.

    Rebuy my ship again, and I jump out directly to a different system. Pissed off at this time, can't even reach my Engineer to get that FSD upgrade from Farseer, I go about doing random material collection. It's been 2 freaking hours, I come back to Deciat to try and reach my Engineer again, same guy, same thing happens! I get destroyed the 3rd time i just barely entered Deciat.

    This is very frustrating and annoying. Is this how Open play is all the time? Am I being stupid for even trying to play in open at this stage? If the open mode is for gankers just let me know so I can actually start enjoying this game in solo.

    P.S.

    I didn't even know blocking is an option! Thanks everyone for sharing this. I just realized that this guy had me on the friends list, and this is how he was tracking me the entire time! :( He must have added me and I accept everyone's invitation like an idiot.

    He's now in the block list.

    submitted by /u/Bos_Dragon
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    Voyager 1 : Had to take a selfie with the old bird

    Posted: 28 Dec 2019 10:00 AM PST

    Voyager 1 : Had to take a selfie with the old bird

    This is one of the things I love about this game - the injection of realism and history. I recall the excitement when Voyager 1 was first launched .... the satellite even had a gold-plated "record" on it with audio and video snips of life on Earth, in case the Thargoids needed some help figuring out our weaknesses (the Thargoids probably paused for awhile figuring out who the heck Blind Willie Johnson is).

    Voyager is found in Sol. This used to be a chore to find Voyager, but now the FSS scan will show a Voyager point of interest. However, that is just a Tourist Beacon, not the actual satellite. If you super-cruise to the Voyager Tourist Beacon (pack a lunch; it is a ~20 minute ride), then go to the nearby Ancient Probe FSS signal you will find it easily.

    Down to Earth Astronomy has a good explanation of Voyager and what all the cryptic symbols mean on Voyager. https://youtu.be/XEO4mHTz1Mk

    https://preview.redd.it/vuzsucgpye741.png?width=7680&format=png&auto=webp&s=2d0ccd894898eb26acbe286d5e53fb958d30e3ac

    submitted by /u/srseibs
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    Noob looking to make the game feel less lonely.

    Posted: 28 Dec 2019 06:42 AM PST

    I was just hoping to join a squadron so I have someone to talk with while I jump between stars in the vast emptiness that is this game

    submitted by /u/DrvrMike
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    New player here, anything big I should know?

    Posted: 28 Dec 2019 11:17 AM PST

    I saw an x56 on sale for $150 last night, so I picked it up and decided to finally give ED a go, since I've wanted to play it forever and it was on sale.

    I've got about 5 hours under my belt so far, and I am completely in love with the game. I have the starting sidewinder, an eagle, and an adder right now. Mostly just trading and hauling stuff between systems, mostly Matet to Dromi if I'm being honest lmao.

    I tried my hand at combat with the eagle while hunting a pirate, but it had no gimbaled weapons, and after about 30 minutes of chasing him without breaking his shields, I sorta gave up.

    I'm thinking right now of trading until I can afford a better FSD, find a good solar scoop, and go exploring. Make some money like that until I'm sitting comfortable, then try my hand at combat again.

    Anything else I should probably know about?

    submitted by /u/Nestramutat-
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    When you only wanna have to make ONE trip.

    Posted: 27 Dec 2019 04:57 PM PST

    had an idea for a couple new weapons

    Posted: 28 Dec 2019 12:04 PM PST

    Weapon wise elite dangerous is.. rather lacking if i'm being honest, there are 8 total weapons (not including powerplay which are just enhanced/altered variants) in the game, and of them the majority of players maybe use 3 at best (accelerators, multis, and missiles in my experience) so i hatched an idea for a few new weapons and was curious what people think.

    Digger missiles

    • originally based off deep core mining missiles, these heavy duty (and pricey) missiles have one job, to burrow into an un shielded vessels and destroy internal components. These would be dumbfire missiles that upon striking an enemy ship would automatically (or manually, whichever people think is better) dig into the enemy ship, and detonate upon contact with the first internal system they meet, dealing moderately high damage, making them a precision tool pirates everywhere could love as one well placed shot could disable cargo hatches, engines, and supporter with minimal ammunition expenditure.
    • As some drawback to these missiles, they would cost 10k per missile (max 4 pre engineering) to restock, be dumbfire, and i'd imagine cost a boatload of credits to acquire to begin with, with 6 class easily costing in the millions for E rated parts.
      • further they would come in two varrients, Basic and Shield
        • Shield are designed to target enemy shields and powerplants, dealing less damage to all other moduels on enemy ships, and would be more popular with pirates looking to disable ships not destroy them, also they would deal 70% less damage after a targets shield is stripped
        • Basic deal 70% less damage when a target is shielded, and deal less damage to enemy powerplants and shields, but would be devastating against unshielded targets, designed to target enemy FSD's, Lifesupport, Hull, and anything else not directly shield related.

    Tracker Harpoon

    • a weapon that isn't quite a weapon, this harpoon has one purpose, tracking targets down while also leeching small parts of fuel from a target. These harpoons would be a runners worst nightmare, allowing pilots to be tracked if they are tagged while charging an FSD jump allowing their pursuer to jump similarly to a wingman nav lock, while simultaneously taking 10% extra fuel per jump lasting for 3 jumps before the harpoon falls out from the shock of hyperspace travel. naturally however, the interdicted is not included, so if you forget one you'll be able to stalk your target sure, but good luck pulling them down once they jump. This weapon would also have the following balance mechanics;
      • Maximum of 2 harpoons per reserve, 2 per clip, costing 10k per harpoon to restock. This ammo cannot be synthesized due to the overly specialized nature of the weapon, and is restocked similarly to limpets under advanced maitnence
      • only medium-large ships may equip this weapon
      • this weapon generates 2% hull damage to the user per use due to the kinetic blowback from the specialized launcher being nearly ripped off your hull with every shot (a small price to pay to track that pesky merchant or pirate scum that tried to rob you)
      • targets must be unshielded to attach normally, or if shielded below 35% hull

    Plasma cutter

    • Designed for smaller, faster ships, the plasma cutter is a risky but deadly weapon designed to burn away shields from targets and leave them defenseless to weapons like railguns and plasma accelerators. Plasma cutters are short range "flamethrowers" (in reality a stream of concentrated plasma) designed to be used within 10-15 meters of an enemy ship that quite literally cooks their internals and provides the following benefits
      • high shield damage (highest in game preferably)
      • energy based weapon so it recharges instead of needing to be restocked
      • moderate hull damage (on par with C class multis)
      • over time internal damage due to heat generation/base damage
    • with the following drawbacks
      • high heat generation on the user
      • high energy cost per second fired (at best i think with engineered power plants and experimentals this thing should have a maximum fire time of 10 seconds before it's completely overheated)
      • very short range, extending barely 10m from the ship if placed on the front hardpoints
      • moderately high-very high power plant draw making it so most small ships like the imp Eagle could only realistically fit a D-C class cutter + a multi or low class railgun/accelerator where as a mamba or krait might be able to fit a few more guns with an A rated cutter taking 90% of available power output
      • only available in fixed point, making it unfeasible for most large ships whos weapon placements combined with its very short range may make it difficult - unusable for ships such as the imperial cutter or anaconda.

    EMP pulse generator

    • More of a defensive weapon like point defense or mines than missiles or multicannons, but this weapon would be designed as a counter weapon for pilots and offensive weapon for small ships looking to support over dps. The EMP would use specialized non synthable ammunition that emits a small field (30-40m max) that temporarily disables ship huds, and scrambles their lockons/turrets similarly to chaff, while doing moderate shield damage and heat to targets caught in the blast.
      • this would be designed as a direct counter to plasma cutters
      • boast high capacity (50 total pulses 1 per use, 50 second cooldown between pulse uses)
      • and be useful for merchants who use cascade mines as you can temporarily scramble your pursuers while simultaneously launching mines for a deadly 1 2 punch
        • with the drawback of being moderately expensive to restock, not able to be synthed, and generating very high internal heat per use (50% i'm thinking) making it quite possible to fatally boil your own ship with this weapon if you're not careful in a firefight.

    Magnetic Grenade Launcher

    • designed in mind for CQB pilots who want the close range effectiveness of fragmentation cannons, but need the umph that missiles provide while on a sensitive power budget that does not allow for Accelerators or Railguns. it'd have the following benifits;
      • a good split between hull and shield damage, making this really an in between missiles and frag cannons
      • 10 shots per clip, with 100 reserves, each shot fires a burst of 8 grenades grenades also seek when the are within 5m of a target providing good accuracy
      • low thermal cost and energy cost
      • comes in fixed and gimbled
    • with the following drawbacks
      • relatively expensive refills (i'm thinking 15k per 100)
      • damage fall off after travelling over 50m
      • can be disabled with ECM or point defense as they're technically a missile
      • does not come in turreted options
      • maximum size should be a 3 slot
      • and because it's a well rounded weapon it does not excel at killing unshielded targets, and vise versa a shielded target would take decidedly less damage than a dedicated thermal weapon but, for the pilot on a power and credit budget, these will do the trick quite nicely.

    Swarm Missiles AX

    • The only dedicated anti thargoid weapon on this list, these weapons have one purpose - destruction of non interceptor class thargoid ships, Swarm missiles would be a low power cost 5 slot or higher missile rack that fires approximately 50 miniature missiles per burst that deal high damage to scout variants but relatively low damage to interceptors themselves making them useful weapons to clear some flight space but not actually take on the main vessel itself
    • it would alsowould have the additonal perks of
      • low rearm cost
      • low power draw and thermal load
      • and carrying 30 extra "bursts" of micro missiles in reserve (Fires 1 at a time)
    • with the following drawbacks
      • limit 1 per ship
      • ammo may not be synthed
      • comes only in class 5+
      • very low damage to human ships
      • low damage to interceptor class ships, making other weapons far superior for dispatching them.
      • nonexistent damage to guardian type ships and technology
      • high cost to initially buy (i'm thinking 2m+ credits for the E class alone)

    and that's about it for now, some weapons to expand our rather limited weapon choices, and maybe expand how people fly/build for combat beyond the classic "i have 2 plasma accelerators and now even god weeps for our souls" build.

    Edit* in hind sight yeah i know the title should be "new weapons" not a couple new weapons but i forgot to change it before i hit post, sorry about that..

    submitted by /u/dark1859
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