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[Elite: Dangerous] Now you're Playing with Power

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    KupotheAvengerKupotheAvenger Destroyer of Cake and other deserts.Registered User regular
    edited June 2015
    Does anyone want to break down the pros and cons of the different ballistic weapons?

    And explain how the targeting reticule for gimballed cannons works?

    I'm trying a few different weapon combos on my Viper but would appreciate explanations as opposed to repeatedly flying between an RES and outfitter to test things.

    Fragmentation cannons are great for large targets, but not great enough to replace autocannons.
    Missiles do tons of damage to hulls, but are too expensive for the payoff, and can be easily shirked, thus autocannons still trump.
    I'm too poor for rail guns, but I've heard they're nasty buggers when they hit, but again they're expenses don't usually outweight their usefulness.

    Targeting reticule is dependent on distance to target, so if it's not locking on, you need to be closer. I believe quality effects that as well, but don't quote me on it.

    KupotheAvenger on
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    psn: KupoZero

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    GundiGundi Serious Bismuth Registered User regular
    You can totally make profits with Railguns. They have two real problems with Railguns are aiming them, since they have a charge delay before firing them; and ammo count: you don't have enough ammo to kill a lot of enemy ships. They should really increase the ammo count to around 50 or so on them.

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    General_ArmchairGeneral_Armchair Registered User regular
    Railguns are for sniping power plants.

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    KadokenKadoken Giving Ends to my Friends and it Feels Stupendous Registered User regular
    Can you hire AI escorts?

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    Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    Does anyone want to explain how the targeting reticule for gimballed cannons works?.
    Two "modes":
    If there is no target selected, or the target is out of the gimbal arc, they fire forward just like fixed weapons.
    If you have target selected and inside the gimbal extents, the mount will track the relative velocity and aim "ahead" to hit the target based on its current course and speed and the time-in-flight of the shell (for solid shot weapons).

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    BigityBigity Lubbock, TXRegistered User regular
    Speaking of no targets, is there a hotkey by default for selecting 'no target'?

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    DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    I always just target empty space. I don't know if there is a bind for a de-select target function.

    There are also two options for your gunsights, leading and trailing. Try them both out, see which one feels most natural for you.

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    That_GuyThat_Guy I don't wanna be that guy Registered User regular
    IMO trailing is best since it lets you line up your laser and kinetics to fire at the same time. With leading, you have to move out of the laser arc to fire your kenetics. If you are only using lasers, it really doesn't matter.

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    General_ArmchairGeneral_Armchair Registered User regular
    You move out of the laser arc for both. The two approaches are just different means to convey the same information.

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    DarkMechaDarkMecha The Outer SpaceRegistered User regular
    I like leading for the weapons with slower projectiles (cannons and plasma). With trailing the reticule is often so far "under" my ship I cannot actually aim them.

    Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
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    SyngyneSyngyne Registered User regular
    You move out of the laser arc for both. The two approaches are just different means to convey the same information.

    This.

    I prefer trailing myself, because I like aligning the sight on the target rather than aligning on a pip in space. It's a personal thing.

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    Shark_MegaByteShark_MegaByte Registered User regular
    Kadoken wrote: »
    Can you hire AI escorts?

    No.

    In some places (stations, Resource Extraction Sites, nav beacons), there will be AI ships hanging around, and some of them will be friendly or non-hostile if you aren't wanted / haven't worked hard to make their factions mad. You can use them as redshirts/meat shields by pulling pirate ships toward them in a fight, or waiting for them to scan and engage pirates before you attack too.

    NPC cops often show up sooner or later if you get interdicted in a populated system, too.

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    TubeTube Registered User admin
    I think it'd be cool if you could hire pilots to fly your spare ships in a wing. It'd give an incentive to having more than one ship, or buying some of the ones people tend to skip.

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    mastmanmastman Registered User regular
    plus, CMDRs playing solo in open could get a little protection from team player squads

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    MazzyxMazzyx Comedy Gold Registered User regular
    Tonight was fun.

    Took my Adder out on a little tour for some reason. Don't even remember why? I think to find pulse lasers on gimbles for it. Which I found on turrets and said fuck it!

    Flew back. Ran into a system which I didn't have explored. 10 planets? Why not! But it was a conflict zone. Got interdicted 3 times but missed escaped all but one. Whoever interdicted me thought better of it and just took off.

    Then I decided to to go get some money. Hit up a RES in a system I know well. Killed about 200k with bounties and it was awesome. I have 352k plus another 30k or of bounties I need to turn in in other systems.

    Trying to figure out the next ship. Do I save and grab a cobra? Viper? I am thinking a Cobra so I can do some smuggling on the side and maybe some exploring. Any thoughts on that? I kind of like bouncing around all the game has to offer so I figure a nice multirole is a good idea.

    u7stthr17eud.png
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    DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    Yeah, a Cobra is a good call for you, especially the smuggling angle. It's a really fun ship for that kind of roaming gameplay.

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    Space PickleSpace Pickle Registered User regular
    Hey, I remember several pages ago somebody built a custom controller for Elite with a bunch of neato clicky switches etc. Does anybody have links to how-to resources or examples for this type of project?

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    GundiGundi Serious Bismuth Registered User regular
    The best thing about the Cobra is the speed. It can outrun basically anything at full boost. Cobras make fine traders, respectable combat ships, the first real choice for piracy, etc.

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    TubeTube Registered User admin
    I kept all my merits this week. Not sure if that's a bug?

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    MazzyxMazzyx Comedy Gold Registered User regular
    I got my Cobra.

    The upgrading has begun.

    u7stthr17eud.png
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    RaslinRaslin Registered User regular
    edited July 2015
    Well, my vulture is complete. If I need to travel far, I sell the A4 FSDI, put in an A4 fuel scoop, and throw in a 4t fuel tank. Using a 21m credit FSDI feels weird.
    317efa8d0c.jpg

    Raslin on
    I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

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    Space PickleSpace Pickle Registered User regular
    edited July 2015
    Hey, so I am looking into building a custom controller for this game. I have a couple questions about key assignments which maybe you guys can help me with - this controller is going to be a gift, I've never actually played Elite and I probably never will. I would like to put some labels on the controller, so I'm thinking about which commands should be buttons and which should be toggle switches.

    Buttons:
    Engine Boost
    Deploy Heatsink
    Sensor Range Increase
    Sensor Range Decrease
    Divert Power to Engines
    Divert Power to Shields
    Divert Power to Weapons
    Balance Power Distribution

    Toggles:
    Disable Flight Assist
    Enable Frameshift Drive*
    FSD Supercruise*
    FSD Hyber Jump*
    Deploy Hardpoints
    Silent Running
    Lights
    Landing Gear
    Cargo Scoop
    Rotational Correction
    Gunsight Leading/Trailing
    Jettison Cargo*

    Could someone take a look at this list and let me know if these commands will actually work with the toggle switches? I've put a star beside the ones I'm not sure about.

    Space Pickle on
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    CampyCampy Registered User regular
    MINING:
    Make the mining laser very good at blowing asteroids apart. Does shit all to ships still. Have to aim to the centre of the asteroid (3d HUD to show the centre maybe?). Have the time to destroy them be similar to the time it takes for a skilled pilot to find the next asteroid. weapon imparts spin to an asteroid, allowing the user to essentially drill a hole to the centre. Bigger ships can have bigger mining lasers, allowing them to mine bigger asteroids more easily. The asteroid belt might have to be busier in order to sustain a decent population.

    Have miners report back to a central DB what level of minerals they're getting. People can use this information to find the best bit's of the belt. Should lead to more clumping of people.
    Hey, so I am looking into building a custom controller for this game. I have a couple questions about key assignments which maybe you guys can help me with - this controller is going to be a gift, I've never actually played Elite and I probably never will. I would like to put some labels on the controller, so I'm thinking about which commands should be buttons and which should be toggle switches.

    Buttons:
    Engine Boost
    Deploy Heatsink
    Sensor Range Increase
    Sensor Range Decrease
    Divert Power to Engines
    Divert Power to Shields
    Divert Power to Weapons
    Balance Power Distribution

    Toggles:
    Disable Flight Assist
    Enable Frameshift Drive*
    FSD Supercruise*
    FSD Hyber Jump*
    Deploy Hardpoints
    Silent Running
    Lights
    Landing Gear
    Cargo Scoop
    Rotational Correction
    Gunsight Leading/Trailing
    Jettison Cargo*

    Could someone take a look at this list and let me know if these commands will actually work with the toggle switches? I've put a star beside the ones I'm not sure about.

    I haven't played recently enough to help out in terms of what's toggleable or not. But you should definitely put a safety guard over the Jettison Cargo toggle/button.

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    ZeroczZerocz Space Cowboy In SpaceRegistered User regular
    All of the game commands are designed for momentary buttons. Flight assist can be set to require you to hold that button down, so that one could work on a toggle switch, but I don't think anything else would.
    You could get around this through software. For example, using the software that came with my x-55, I have a profile set up to:
    press a key when I flip a switch,
    do nothing while the switch is held,
    and then press the key again when the switch is released.

    It works, but it can be temperamental. If I try to clear or load a profile while the script is running, it locks my pc.

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    Space PickleSpace Pickle Registered User regular
    I haven't played recently enough to help out in terms of what's toggleable or not. But you should definitely put a safety guard over the Jettison Cargo toggle/button.

    haha yes, I was planning to use those missile switches with the flip-up guard for jettison cargo, deploy hardpoints, and enable frameshift drive.
    All of the game commands are designed for momentary buttons.

    That's what I thought. However, it looks like I can get software to either detect a single keystroke upon flipping the toggle either way, or software to detect different keystrokes for on or off. So let's say you press L for lights (I have no idea), you flip the switch and it sends L so the lights come on, then you flip it again, it sends another L, and the lights go off. That's what I'm thinking.

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    TubeTube Registered User admin
    Missile switches for deploy hardpoints would be great. Frameshift drive might actually get annoying, because that button is used all the time. For reference, on my setup I have the frameshift button under my pinky at all times. Hopefully this priority list will be useful.

    Buttons:
    Engine Boost: Constant. Should be accessible
    Deploy Heatsink: Rare use for most people I think
    Sensor Range Increase: I've never used it
    Sensor Range Decrease: ^
    Divert Power to Engines: Frequent use in combat
    Divert Power to Shields^
    Divert Power to Weapons^
    Balance Power Distribution^

    Toggles:
    Disable Flight Assist: This isn't used that often, but when it is it needs to be quick access
    Enable Frameshift Drive*: sees a lot of use
    FSD Supercruise*: Generally not necessary, outside of scenarios where your HS target is obscured. I'd leave it unbound
    FSD Hyber Jump*: ^ even less useful
    Deploy Hardpoints: Have behind a sweet missile switch. If it sees a lot of use it'd probably be on fire deploy anyway
    Silent Running: Doesn't need to be that accessible
    Lights: No one uses this
    Landing Gear: Accessible
    Cargo Scoop: Similar to silent running
    Rotational Correction: Most people will never, ever use this outside of going for a particular challenge
    Gunsight Leading/Trailing: Easily changeable from within the interface. No need to bind
    Jettison Cargo*: Don't bind this at all

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    RiusRius Globex CEO Nobody ever says ItalyRegistered User regular
    Also, for Divert Power to Shields/Weapons/Engines, plus balance distribution; look at the numpad 2/4/6/8 keys, or possibly 4/5/6/8. On your layout, Shields should be 4, Engines 8, Weapons 6, and make Balance either 2 or 5. This will match the ingame hud layout of those displays.

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    TubeTube Registered User admin
    Do any of you have an opinion on all-turret setups for combat? Specifically on an Anaconda. Assuming price wasn't a factor.

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    GundiGundi Serious Bismuth Registered User regular
    If you have the power to mount them there's nothing wrong with them.

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    kralizecckralizecc Registered User regular
    My experimentation with the anaconda was short, so I my opinion is not well developed. That said I hated it, I don't enjoy the fighting style those ships engender, much prefer dogfighting in a vulture. Also the relative effectiveness or turrets is sooo weak compared to their gimboled counterparts. I just felt bad the entire time.

    In warframe on PC my name is severenn
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    RaslinRaslin Registered User regular
    Aww. Apparently prismatic shields take a signifigantly increased power output, so I highly doubt I'll be able to fit one on my vulture(I swung Aisling off the bat). Though, the shields are a worse deal than just grabbing a shield booster anyways... So, basically reserved for Pythons and Anaconda's(well, the cobra too, and maybe some other small ships who can't fit many shield boosters).

    I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

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    TubeTube Registered User admin
    If they're a worse deal than shield boosters anacondas won't use them. You can still run into power problems if you run one really hot with a ton of boosters.

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    GundiGundi Serious Bismuth Registered User regular
    If they're a worse deal than shield boosters they're practically useless.

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    General_ArmchairGeneral_Armchair Registered User regular
    They do like making useless things, so I wouldn't be surprised.

    3DS Friend Code:
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    TubeTube Registered User admin
    Outside of wanting to have the most powerful possible shields as a bragging rights thing, I can't see anyone using them.

    It's kind of the last dagger in the heart of powerplay if the special perks people have been waiting three weeks for all suck. Personally I hope they mostly write it off and move on to other things.

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    DrakeDrake Edgelord Trash Below the ecliptic plane.Registered User regular
    I'll continue messing around with Powerplay as long as it provides fun multiplayer opportunities like Undermining rival systems. I've had a lot of fun just meeting other faction members in hostile systems and messing around. I haven't really had much of an eye towards the rewards. My faction's global effects have been pretty good to my play style. I guess I'll get around to checking out the cytoscrambler some time.

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    RaslinRaslin Registered User regular
    So, someone smarter than I am pointed out that the prismatic shield is essentially a size X+1 generator. Which could definitely be of interest to a lot of ships. Like letting a cargo ship get a very respectable shield for a small size, or letting a combat ship fit in larger SCB's.

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    That_GuyThat_Guy I don't wanna be that guy Registered User regular
    Im going to have to jump on the PP disappointment bandwagon. It kind of killed the primary way I made money. None of the factions are offering attractive enough perks for me to want to restrict myself to a specific part of the galaxy. By the sound of things, the money you earn from completing faction specific combat goals isn't that great either.

    I miss the old tiered combat community goals.

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    MadPenMadPen San DiegoRegistered User regular
    edited July 2015
    Hey, so I am looking into building a custom controller for this game. I have a couple questions about key assignments which maybe you guys can help me with - this controller is going to be a gift, I've never actually played Elite and I probably never will. I would like to put some labels on the controller, so I'm thinking about which commands should be buttons and which should be toggle switches.

    Buttons:
    Engine Boost
    Deploy Heatsink
    Sensor Range Increase
    Sensor Range Decrease
    Divert Power to Engines
    Divert Power to Shields
    Divert Power to Weapons
    Balance Power Distribution

    Toggles:
    Disable Flight Assist
    Enable Frameshift Drive*
    FSD Supercruise*
    FSD Hyber Jump*
    Deploy Hardpoints
    Silent Running
    Lights
    Landing Gear
    Cargo Scoop
    Rotational Correction
    Gunsight Leading/Trailing
    Jettison Cargo*

    Could someone take a look at this list and let me know if these commands will actually work with the toggle switches? I've put a star beside the ones I'm not sure about.

    None of the FSD buttons would be toggles. You also would either have FSD OR Supercruise and hyper jump, not all three. Supercruise itself could theoretically be a toggle, but it's tricky since a lot of things can drop you out of supercruise such as interdiction or shutting off your FSD through power management. Also there's this concept of a double-tap to do an emergency drop out of supercruise, so a toggle is totally out.

    Sensor range I have on an axis. You could probably skip it, though. Not a super important control.

    Gunsight leading/trailing is a set once and forget type of thing (not something anyone would generally want to change during gameplay.)

    I agree jettison all cargo should not be bound. It's just the opposite of a useful thing to do, always.

    Silent running is dangerous, since it disables your shield. That said, it is appropriate as a toggle. If you have silent running bound, you also need to bind Deploy Heat Sink to a button.

    Putting a guard over deploy hardpoints is cool, but honestly not that useful. I accidentally deploy them all the time. And then I undeploy them... Having to deploy hardpoints is your guard.

    Honestly, I think designing a controller for a game you've never played is a fool's errand. Particularly this one. You would need at LEAST two hours of gameplay to have the faintest idea of what good bindings might be like.

    edit: ^not to be a dick, because that's an awesome awesome idea for a gift, and really nice of you. I just don't think it's going to work out well if you don't know how to play the game.

    MadPen on
    3DS: 4098-4243-6127
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    TubeTube Registered User admin
    That_Guy wrote: »
    Im going to have to jump on the PP disappointment bandwagon. It kind of killed the primary way I made money. None of the factions are offering attractive enough perks for me to want to restrict myself to a specific part of the galaxy. By the sound of things, the money you earn from completing faction specific combat goals isn't that great either.

    I miss the old tiered combat community goals.

    I thought CGs were still running? I haven't really been paying attention though.

This discussion has been closed.