It turns out that the beams and cannons build is at the very least as effective as all pulses, but it also turns out beams suck so much power that power management is still kind of a ball ache. It's really satisfying hitting with the cannons too.
It turns out that the beams and cannons build is at the very least as effective as all pulses, but it also turns out beams suck so much power that power management is still kind of a ball ache. It's really satisfying hitting with the cannons too.
After loading up my Viper with a pair of class-2 beams, I think I'm going to go back to pulses. As cool looking as beams are, I just find the sustain firing of the pulses to be a bit more effective.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
Yeah I'll try that out tomorrow. I have a feeling it'll make a big difference both to sustained fire and power availability. Right now I can't run beams and shield cells at the same time for instance, and I have a slightly crappy 2.5km kill warrant scanner.
The only difference between this and my previous FIRE ALL LASERS load out is that small ships like eagles and Cobras don't explode as soon as I look at them any more. The extra small and medium lasers make a bigger difference to small ships.
I use a beam and 4 canons on my Python. Beam is plenty of melting for the smaller ships, and 4 cannons really wrecks the big ones. I try not to fight fair though. I also can't stand the super limited jump range of a Vulture - the FAS at least is decent and seems to be just as good a combat ship - shields aren't as good but the hull is much tougher.
In your experiments with Python combat, did you turn off flight assist? I have not tried to do so yet, but figured that it might help with keeping on target with gimballed weapons.
In your experiments with Python combat, did you turn off flight assist? I have not tried to do so yet, but figured that it might help with keeping on target with gimballed weapons.
Yeah, I always turn with flight assist off on larger ships. One way or another though, you're going to lose the target for longer than you would in a Vulture. That's an intentional part of the balancing of those ships.
I've decided to be daring and fly my Clipper without shields, so I can truck extra cobalt into Kaushpoos. It's not incredible money, I make about 84k profit on every run, 5 jumps round-trip, but I'm bringing in about 248 tonnes every time and it keeps the bank balance ticking over. I can probably stay in the top 40% but I think I'd need to stop having fun to hit the next bracket.
In your experiments with Python combat, did you turn off flight assist? I have not tried to do so yet, but figured that it might help with keeping on target with gimballed weapons.
Yeah, I always turn with flight assist off on larger ships. One way or another though, you're going to lose the target for longer than you would in a Vulture. That's an intentional part of the balancing of those ships.
Good to know. I had tried my hand at a resistance site (for expansion) this weekend since I seemed to have some success last week with it. However, I ate it a couple of times and decided to bag it. Then I discovered that you receive 30 merits for interdicting enemy ships in that system instead of the 10 you get for killing them in the resistance site. It is a slightly slower progress, sure, but it effectively negates the possibility of getting ganged up on.
0
Petesalzlvorpal blade in handRegistered Userregular
yeah for conflict zones, i dont know if its because there is a competing player in there or what, but i find that when i do a conflict zone in open play i only get kill credit like 50% of the time, even if i dont see other cmdrs on my sensors. not sure whats causing it, but if im doing conflict zones and playing by myself easiest just to do solo
also for conflict zones, i find my vulture to be the preferred ship for the job. i cant afford a conda yet, and i really have taken a shine to my asp, but vulture is a great fighter. it does however need the pirate paint job, which i have for cobra and asp but not vulture. why dont they just have the pirate paint for every ship? they have it on the sidewinder and who is gonna buy that?
Also they have an insane amount of paint jobs for the sidewinder. I think they figured that people would want to buy a paint job as soon as they start. I doubt it? But they have the figures so
One thing we haven't really seen yet (although I haven't watched the livestreams, just clips) is the process of actually getting from space to the planet.
Yeah, I'm actually curious if you can do it under normal thrust, or if you need to use supercruise to do so. Really hoping it's the former. Might try asking if I see them doing another AMA or something.
edit: I will say, last week's one was almost entirely live footage of them hooning around on the surface. I always worry that it'll be "here's a few pre-recorded clips and then 55 minutes of our faces talking", so it it was nice to see them just going nuts, racing down canyons, flipping and jumping, summoning a Cobra and sending it off, stuff like that.
One thing we haven't really seen yet (although I haven't watched the livestreams, just clips) is the process of actually getting from space to the planet.
Please be seamless, please be seamless, please be seamless...
I'm pretty sure they've used the word 'seamless' in talking about how it works, but that does depend on their definition of the word. I mean, if you drop near a station without destination lock, you can still fly to it and it'll appear (as far as I've ever found, when I've done just that and it's been visible some 100km away or whatever), but I've never dedicated the hours required to test it out and see from how far away you can do that.
So we kind of know the process, it just hasn't been shown.
When you hit the point where you'd normally be kicked out for proximity, you'll transition to orbital cruise (which I imagine will have a similar "streaming load" to dropping out of supercruise. This is a half super cruise where you're going fast enough to traverse the planet quickly and pick a spot to land.
Once you hit the bottom of orbital cruise range, you'll be kicked out of that (maybe another load?) into normal thrusters.
It's easy to imagine it being as seamless as dropping out of supercruise typically is now.
+2
Petesalzlvorpal blade in handRegistered Userregular
so i havent been following the new footage super close because sometimes i like to be surprised, but the other day i was flying really quickly between asteroids just for fun, but lets be honest there is little to no risk there, so has anyone seen if there will be any sort of beggars canyon stuff on planets so i can satisfy my urge to careen around sharp turns which of course will lead to sudden but inevitable burning wreckage
I'm pretty sure they've used the word 'seamless' in talking about how it works, but that does depend on their definition of the word. I mean, if you drop near a station without destination lock, you can still fly to it and it'll appear (as far as I've ever found, when I've done just that and it's been visible some 100km away or whatever), but I've never dedicated the hours required to test it out and see from how far away you can do that.
Someone back in the day found two systems very close to each other, and started in one and super cruised over to the next (think it was like 3 days?) They arrived at the new system, but nothing loaded until they actually frame shifted over. That's what I remember anyway.
I'm pretty sure they've used the word 'seamless' in talking about how it works, but that does depend on their definition of the word. I mean, if you drop near a station without destination lock, you can still fly to it and it'll appear (as far as I've ever found, when I've done just that and it's been visible some 100km away or whatever), but I've never dedicated the hours required to test it out and see from how far away you can do that.
Someone back in the day found two systems very close to each other, and started in one and super cruised over to the next (think it was like 3 days?) They arrived at the new system, but nothing loaded until they actually frame shifted over. That's what I remember anyway.
Yeah, there's a load between systems, but I'm curious where the actual loads happen in-system, like whether it's possible to drop from supercruise like 25920km from a station and then fly at it for a day, and it'll be there.
From what they showed last week, there will definitely be deep canyons and craters to drive down, and I would hope/assume that you'll be able to fly your ship down there too, but they've not explicitly shown that so that is just looking at the components and assuming they're letting you combine them. But my guess would more be that it's a matter of scale, finding places big enough to swoop down, than some invisible wall stopping you from doing so.
We can never have enough loading screens. Witch space makes everything better.
"The eyes! The eyes! They're watching- always watching. Why won't they blink? Don't they know that I see what they see? I can't stop it, please stop it please-," as my aunt always says when we pass the kennel.
I could have sworn in the past I couldn't store with them but I guess I am mis-remembering. Regular cargo still doesn't work.
0
Petesalzlvorpal blade in handRegistered Userregular
i seem to be remembering that ive been able to store them for atleast a few weeks, but i could be remembering incorrectly. though you certainly can store them now. id prefer if they didnt take up cargo spots similar to heat sinks, but then they would probably make it much more limiting to the maximum number you could carry at a time and im sure some of the serious minners would frown on that.
I wouldn't mind them as cargo so much if you could dump some (or other cargo) and tell your collectors to leave them there. It's such a pain in the rear trying to dump less valuable ore when mining that last 10 or so tons.
DrakeEdgelord TrashBelow the ecliptic plane.Registered Userregular
I messed with face tracking a bit but that isn't consistent enough to satisfy me. So I'm in the process of making a DIY headtracking setup. I think I'll be happy with the results by the time I get it all worked out but part of me just wishes I'd gotten TrackIR. Happily I didn't get into this project to save money because it's working out about the same in the long run.
Petesalzlvorpal blade in handRegistered Userregular
something that just I just realized. in star trek, the primary government was known as the federation. in star wars, the primary government was known as the empire. and in firefly, the primary government was known as the alliance.
I'm finally getting the hang of fa off. Flying the vulture helped a lot, it's not something to learn on a large ship. I can now dock and undock the anaconda pretty well. According to your mum.
Boo to the new bounty system where there's no way to pay that shit off. Now I'm locked out of my favourite system
0
Petesalzlvorpal blade in handRegistered Userregular
i was wondering about that, like why am i not able to pay this bounty? i tried pirating for the first time, and it was not successful but got my self a bounty. just cool out zhao citizens, geesh
Posts
After loading up my Viper with a pair of class-2 beams, I think I'm going to go back to pulses. As cool looking as beams are, I just find the sustain firing of the pulses to be a bit more effective.
The only difference between this and my previous FIRE ALL LASERS load out is that small ships like eagles and Cobras don't explode as soon as I look at them any more. The extra small and medium lasers make a bigger difference to small ships.
Yeah, I always turn with flight assist off on larger ships. One way or another though, you're going to lose the target for longer than you would in a Vulture. That's an intentional part of the balancing of those ships.
If you don't get a pirate who doesn't understand that dead ships tell no tales, nor give you any cargo.
Good to know. I had tried my hand at a resistance site (for expansion) this weekend since I seemed to have some success last week with it. However, I ate it a couple of times and decided to bag it. Then I discovered that you receive 30 merits for interdicting enemy ships in that system instead of the 10 you get for killing them in the resistance site. It is a slightly slower progress, sure, but it effectively negates the possibility of getting ganged up on.
also for conflict zones, i find my vulture to be the preferred ship for the job. i cant afford a conda yet, and i really have taken a shine to my asp, but vulture is a great fighter. it does however need the pirate paint job, which i have for cobra and asp but not vulture. why dont they just have the pirate paint for every ship? they have it on the sidewinder and who is gonna buy that?
Also they have an insane amount of paint jobs for the sidewinder. I think they figured that people would want to buy a paint job as soon as they start. I doubt it? But they have the figures so
edit: I will say, last week's one was almost entirely live footage of them hooning around on the surface. I always worry that it'll be "here's a few pre-recorded clips and then 55 minutes of our faces talking", so it it was nice to see them just going nuts, racing down canyons, flipping and jumping, summoning a Cobra and sending it off, stuff like that.
Please be seamless, please be seamless, please be seamless...
http://steamcommunity.com/id/pablocampy
When you hit the point where you'd normally be kicked out for proximity, you'll transition to orbital cruise (which I imagine will have a similar "streaming load" to dropping out of supercruise. This is a half super cruise where you're going fast enough to traverse the planet quickly and pick a spot to land.
Once you hit the bottom of orbital cruise range, you'll be kicked out of that (maybe another load?) into normal thrusters.
It's easy to imagine it being as seamless as dropping out of supercruise typically is now.
Someone back in the day found two systems very close to each other, and started in one and super cruised over to the next (think it was like 3 days?) They arrived at the new system, but nothing loaded until they actually frame shifted over. That's what I remember anyway.
Yeah, there's a load between systems, but I'm curious where the actual loads happen in-system, like whether it's possible to drop from supercruise like 25920km from a station and then fly at it for a day, and it'll be there.
From what they showed last week, there will definitely be deep canyons and craters to drive down, and I would hope/assume that you'll be able to fly your ship down there too, but they've not explicitly shown that so that is just looking at the components and assuming they're letting you combine them. But my guess would more be that it's a matter of scale, finding places big enough to swoop down, than some invisible wall stopping you from doing so.
"The eyes! The eyes! They're watching- always watching. Why won't they blink? Don't they know that I see what they see? I can't stop it, please stop it please-," as my aunt always says when we pass the kennel.
Gah I forgot to test with regular cargo, but it definitely works with limpets in the cargo hold.
Head tracking.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
One run became another four as I pushed on to break 5000 tonnes delivered and hopefully keep myself in the same slot if the goal ends early.
edit: last night's livestream, no idea what the content's like yet, I'll probably try to watch it tonight