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    Friday, September 11, 2020

    Elite Dangerous [DAILY Q&A] Ask and answer any questions you have about the game here. (September 11, 2020)

    Elite Dangerous [DAILY Q&A] Ask and answer any questions you have about the game here. (September 11, 2020)


    [DAILY Q&A] Ask and answer any questions you have about the game here. (September 11, 2020)

    Posted: 11 Sep 2020 09:49 AM PDT

    200,000 CMDRs on /r/EliteDangerous & Celebratory Giveaway!


    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 Q&A threads and the New Q&A FAQ.


    WikiCareer ChartLore (Brief) • ThargoidsSagittarius Eye MagazineThe Elite Squadron

    Game Update Summaries: CoreHorizonsBeyond2019-2020

    submitted by /u/AutoModerator
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    Aliens used Sidewinders to visit earth according to FB nutjobs.. lol

    Posted: 11 Sep 2020 03:11 AM PDT

    I can do without the snippy little passenger emails telling me you're "impatient" to leave. OK, you don't want to die in a fire. I get it. Now, shut up.

    Posted: 11 Sep 2020 09:39 AM PDT

    Love this part of the game!

    Posted: 11 Sep 2020 12:49 AM PDT

    Made a cinematic about yesterday's events

    Posted: 11 Sep 2020 06:01 AM PDT

    Bruh, the Dude forgot to refuel.

    Posted: 11 Sep 2020 01:46 AM PDT

    Hutton orbital

    Posted: 11 Sep 2020 10:33 AM PDT

    I just wasted two hours trying to get a free anacond.😡 this game is frustratin.

    submitted by /u/Cheek_Informal
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    Just my luck, I dock at a station then it explodes the next day ��

    Posted: 10 Sep 2020 09:02 PM PDT

    Short cartoon about how interstellar tourism could look like after Odyssey update.

    Posted: 11 Sep 2020 09:29 AM PDT

    My Rescue Ship at Work

    Posted: 11 Sep 2020 01:50 PM PDT

    Just got my best friend into Elite Dangerous; here's a snap from our first meetup:

    Posted: 11 Sep 2020 03:49 AM PDT

    Stellar Phenomenas in 2 undiscovered systems in a row. The reward of the long distant jumper.

    Posted: 11 Sep 2020 07:55 AM PDT

    I do love my jet cone photoshoots. This particular star had a wide cone that provided some neat shots.

    Posted: 11 Sep 2020 01:52 PM PDT

    Join the Banana Nebula Expedition! Fleet Carrier **Mavia** will leave for the Banana Nebula on september 16th, 15:00.

    Posted: 11 Sep 2020 12:11 PM PDT

    Mavia is the eighth Banana Nebula Expedition carrier that makes the trip to the Nebula. It will try to break the record of 11 hours, 40 minutes to cover the distance over 15000 light years. It will leave ACANTS system on september 16th, 15:00 (ingame time).

    If you havent heard about our expedition, here are some details:

    In july commander InfWhale has reported a vast, thousands of light years wide and deep area absolutely infested with Notable Stellar Phenomenas- those so called NSPs are vast fields of metallic, silicate and ice crystals and are inhabitated by creatures called Molluscs. On july 21st the First Banana Nebula Expedition was launched.

    At least 15 commanders have boarded Fleet Carrier [Emperor`s Grace] and went to NGC3199 Nebula to gather research and exploration data and mine valuable minerals and metals. We managed to discover and map over 2000 systems with NSP presence, gathering over 3 bilion worth of exploration data. Since then our discord has grown to more than 100 participants and we are having a great time! Visit our discord and see for yourself.

    If your time is limited, just join for a week! On september 23rd [Emperor`s Grace] will return to the human bubble to resuplly and deliver data and gathered riches to human kind. It will set sails back to the Banana Nebula by the end of september.

    Currently we are looking for more participants ready to go to NGC3199 Nebula to help us with the gigantic task of making sense of this discovery. We will provide anything that is needed to explore or mine, including funds and equipment. If you have the exploring or scientific "itch", this is a good chance to scratch it.

    This is the expedition discord. Come say "hello" and help us with making the Elite: Dangerous player content!

    submitted by /u/Raf_von_Thorn
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    These stations are gonna need a LOT of Flex Tape to recover from this

    Posted: 10 Sep 2020 10:41 PM PDT

    Starting a new trend; Things in front of an Asp..

    Posted: 11 Sep 2020 01:26 PM PDT

    Stations are burning once again and an EDMC plugin that allows you to track your evacuations has been updated!

    Posted: 11 Sep 2020 02:08 PM PDT

    Stations are burning once again and an EDMC plugin that allows you to track your evacuations has been updated!

    Happy Friday everyone!

    With stations once again burning and a new group of players experiencing the joys of evacuating burning stations I thought it was time to update the Evacuation Counter plugin I created for EDMC about a year ago.

    If you head to https://github.com/Nimmo/EvacCount. You can find installation instructions and grab the latest version of the plugin which should allow you to track passenger evacuations as well as (hopefully) other S&R materials.

    EvacCalc v1.1a With all numbers showing

    Since that's a lot of space to be taken up with lots of 0s you can slim it down a bit to only show which counts you care about:

    Let's only view the Evacuees rescued.

    Give it a shot and if you've got feedback, comments or abuse to offer, send it my way and I'll see how I can improve it.

    If you want to join a group of other players carrying out these rescue operations come and join the Post Disaster Evacuation Service Discord server over at https://discord.gg/rWvYeea

    submitted by /u/NimmoG
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    into the fire.

    Posted: 11 Sep 2020 09:38 AM PDT

    Garrido Market, doing my part

    Posted: 11 Sep 2020 05:47 AM PDT

    My first ringed star

    Posted: 11 Sep 2020 10:10 AM PDT

    After Salome’s Reach, Everything Is “On the Way Back”...

    Posted: 11 Sep 2020 01:28 PM PDT

    Imperial rescue ship, do it with style

    Posted: 11 Sep 2020 10:31 AM PDT

    Through the Cold Fog

    Posted: 11 Sep 2020 08:55 AM PDT

    They really did a number on her didn’t they..

    Posted: 11 Sep 2020 11:03 AM PDT

    Vulture Weapon Experimentation

    Posted: 11 Sep 2020 10:20 AM PDT

    Howdy! o7

    I'm primarily a combat pilot, and the Vulture is my favorite ship, so I've been experimenting with all the viable load-outs I could, and wanted to share my findings. The Vulture is an amazing ship, but with only two hard-points, it's tough to get a flexible load-out working for all situations. That said, it's a great test bed to see what two weapons can provide the most value together, so this may be interesting even if you aren't planning to build a Vulture. This is also a great demonstration of just how well the weapons are balanced, despite some complaints to the contrary.

    This is the test ship I will be using. I'll be looking for which load-out can kill small and large ships, as well as get through shields and armor. I'll also try and give feedback on how it works in PvE and PvP as well (I mainly see PvP in CZs and PowerPlay, for reference).

    Beam/Multi

    This is the de-facto standard for Vulture load-outs for a reason. The Beam/Multi standard works fine in most situations and against most ships. You often see the Multi-cannon Gimballed so you can fire both weapons at once. The mods can vary, but I'd personally do Efficient TV Beams and Overcharged Screening Multis. The problem with this load-out is that it feels like flying a small ship the same way you fly everything, only smaller - and it just feels inadequate. I'd rather take advantage of my maneuverability and do something interesting that other ships can't, or I'll just go get a ship with more guns instead. You will also note that this is the only hybrid load-out here, since if you are going that route, this is already the best option.

    PROS: It just works. Against everything.

    CONS: Boring. Multi is somewhat ammo limited for PvE, though not bad. Probably not going to win any PvP tourneys, but maybe.

    Beams

    As I'm sure is true for a lot of us, this was the first load-out I tried as a new combat pilot, with Gimbaled Efficient Oversized Beams. You quickly learn why people say to mix in a Multi when you try to burn through an Anaconda's hull, and it takes years. That said, coming back to these with some experience behind me has changed some things. In a Vulture, I recommend Gimballed Short Range, Thermal Vent Beams. Yes I said Gimballed, and here's why: You can't burn through hull with Thermals only, so don't - target their Power Plant instead. I'm decent enough with fixed weapons, but I can't stay on target 100% of the time and put 90%+ of my damage on a single module like a Gimballed weapon can. It's not bad sniping modules with Rails where you only need a couple shots, but the Beams need to stay on target for as long as possible, so I'd recommend Gimballing these for module sniping. By the way, Power Plant sniping isn't really necessary on smaller ships, but larger ones will die with up to 60% hull left! Also of note: this is the only build on this list that basically requires a Weapon Focused Power Distributor - otherwise you will find your capacitors empty quite often, though it's do-able. I also Monstered the PP on my ship, just for this ;)

    PROS: Stays on target a long time and can reliably snipe modules. Viable against all ship types, if you PP snipe the big ones. No ammo!

    CONS: Need to module snipe ships with tough hulls. Needs a Weapon Focused Distributor for full sustain. Probably not going to be for tier 1 for PvP, though a good pilot could make anything work.

    Multis

    Dual Multi-cannons is an option - I'd recommend the High Capacity mod for PvE, and use Incendiary on one and Corrosive on the other. I'd do Overcharged mod for PvP, but you could do better than this load-out, honestly. And that's the real problem here - dual multis technically works on everything (with mods), but it's like taking a little of all the bad parts of other builds, with only a few of the good parts.

    PROS: It works fine, I guess. Can mix up damage types and can hit anything well enough.

    CONS: It's pretty meh. Still got ammo. It is a projectile.

    Frags

    This is a common recommendation. They are mad fun and pretty darn effective. I recommend the Overcharged modification - Double Shot is more DPS but less ammo efficient, and you are entirely dependent on ammo with these. Also, use Incendiary Rounds on one for shield damage, and Drag Munitions on the other. Activating the Drag Munitions de-buff while in a Vulture basically means you own their ship now :) Fixed weapons are preferred here as you are not so much aiming as pointing anyways. The main issue here is hitting smaller ships - Eagles, Cobras, and Alliance ships in particular, all often take longer to kill than large ships.

    PROS: Plenty of damage to melt large ships. Can balance Thermal and Kinetic damage. Drag Munitions are OP in a Vulture.

    CONS: Hard to hit smaller ships, especially at range. Ammo dependent is an issue for PvE.

    Pacifiers

    Night-and-day better than frags here. Since Frags had trouble with small ships, Pacifiers should fix that somewhat. Basically, run these engineered like Frags (as above), but now you can get more pellets on more targets. They are worth the PowerPlay time to get. This is also the first build that I felt was dangerous in PvP, as I was able to take on some meta-FDL pilots in CZs, even when I was new to Elite PvP (though see the note at the bottom). This load-out is a keeper, and probably your best option against human pilots.

    PROS: Same as frags, but better! Can viably take on smaller ships, as well as large ones. More consistent damage numbers than Frags. Potential pro PvP option :P

    CONS: Almost none. Still ammo dependent. Still a challenge to hit smaller ships sometimes. But ultimately better than most options.

    Rails

    The DPS number here look good, the damage types are balanced, and I do love me some hit-scan. There are some nice experimental effects too, with Plasma Slug being an option for PvE, and the normal options for PvP. I recommend Short Range mods here - the Vulture is one of the few ships that can take full advantage of that mod by almost always dictating the combat distance. The problem here is HEAT. Some ship get away with multiple frags using TV Beams and/or Heat Sinks, but the Vulture is too small and runs too hot for that. These are great in some situations, but best left for other ships. You could run one of these along side a TV Beam, but I just think there are more effective options.

    PROS: Checks all the boxes - small/large ships and shields/armor all go down easily enough. Can be adapted to PvE or PvP. Ammo seems to go a long ways if you make hits. Hit scan is nice.

    CONS: Heat. You simply cannot achieve anything close to their theoretical DPS sustainably.

    NOTE: After you try to run Class 2 rails in your Class 3 Hardpoints, you will understand why there is no Class 3 Railgun :)

    Plasmas

    Like Pacifiers vs Frags, these seems to solve some of the problems with Rails. You can fire them sustainably, especially with the Advanced PAs, which I won't make another section for. Also like Rails, PAs have some good PvP and PvE experimentals. The main downside here is just the projectile nature of the weapon - I do NOT enjoy trying to hit Eagles with a PA. Even if you can make hits and it eventually works, each miss with a PA is a lot of wasted damage potential, so PvE is going to have ammo issues, unless you use Plasma Slug and skip the PvP experimentals. Also, these take more power than other options, so you may have to make sacrifices elsewhere (my build above had to ditch a module to run them).

    PROS: Pretty good overall. If you know how to use them, this could work.

    CONS: Hitting Eagles is hard, and missing is worse. Takes more power than other options. Ammo isn't great without Plasma Slug.

    Burst Lasers

    OK, so you want to fly like a suicidal maniac and do stupid amounts of damage, but not worry about ammo? Let me introduce you to Inertial Impact Burst Lasers. The Inertial Impact mod is practically OP - your damage is almost DOUBLED and half of it is now Kinetic! What more could you want!?!? Somehow, the raw DPS numbers on these BEAMS make PAs and Rails run like scared children. Well, the problem is that they add a LOT of Jitter... Like, it says 3 degrees, but it is a lying sack of sh*t. These things are more focused than Frags, but not quite as focused as Pacifiers (note that the animations make it look slightly worse than it is). Also, the shot density is MUCH lower than frags, so small ships will still be hard to hit, though the higher damage-per-hit almost makes up for it, and the lack of ammo make you want to keep trying. The best part is that you just basically invented beam-shotguns - so Short Range mod those things, hold down your trigger, and try not to smile as you race Torpedoes to the bottom of someone's hull :)

    PROS: Yes, these are for Pros :P Seriously, the DPS potential will make you question ever using ammo again. It would be a bit of a meme build for PvP, but you could most certainly take out some human players with these. Probably the most fun build here.

    CONS: That Eagle will die eventually... My sanity left a long time ago.

    Cannons/Missiles/Torpedoes/Mines

    I honestly didn't try much of these. Mines aren't really for this style of ship. Missiles are more secondary weapons to me, and don't have the sustain to be 50% or 100% of my arsenal. I may try to make Cannons work one day...

    Summary Points and Lessons

    - I decided I like the Pacifiers for dedicated PvP and Short TV Beams for everything-and-the-kitchen-sink.

    - The Inertial Burst build will forever be a favorite, and is easily the best against large ships.

    - Don't let the internet tell you "used Fixed or you're a noob". The modern Beams build really showed me how it can depend on your style and tactics. Just don't automatically go Gimballed because you suck at Fixed; it should be a well-reasoned choice.

    - Ammo sucks for PvE, no matter how hard you try and fix it.

    - This game is balanced incredibly well. Nothing stood out as a clear winner, and all the weapon types and mods seem to have a place somewhere. Nothing was OP without an equal trade-off.

    NOTES:

    - Vulture PvP is tricky. Even against those engineered ships, the Vulture can runs circles around them if you know how, but you NEED speed or your targets will get away from you and recharge their shields at will. The Vulture can have a decent top speed, but it feels weight more than most ships, so you need to Lightweight mod that armor and other modules.

    - I listed ammo as a con for many of these, but know that this isn't a deal-breaker, just a contrast with other options.

    [edited for formatting and grammar]

    submitted by /u/wizzanker
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