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[Elite: Dangerous] THARGOIDS INVADE BUBBLE! December 3308 Update!

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    General_ArmchairGeneral_Armchair Registered User regular
    edited August 2018
    ObiFett wrote: »
    Ok, so I've been looking at builds and ships and I think for my first spending spree I am going to pick up the following ships (700m credit total):

    Diamondback Explorer in a Taxi Role to shuttle me around the bubble. Once I get the FSD engineered all the way it will have a jump range of 60ly+, no more taking forever to get from Robigo to Jameson Memorial or whatever.

    Fer-de-lance in a Bounty Hunter Role for all my PvE combat fun. This little guy will be my go to for when I want to run combat and bounty hunting.

    Type-9 in a Trader/Hauler Role. Haven't done too much extensive trading or hauling, but this should give me the cargo space to do what I need.

    Anaconda in a Mining Role. I haven't mined even once, so this will definitely be jumping in at the deep end.

    ????? in an exploration build. I don't have any ideas for what I should do here. I would like a dedicated exploration ship, but can't really figure out the best model or build for that. Suggestions for good exploration builds would be welcome. Credits are no object.

    I still have my Python for Passenger missions and my Krait as my all-rounder. Will probably use the above ships to grind out ranks and credits in order to unlock the ability to buy Federation/Alliance ships. Future plans involve a Cutter for PowerPlay shenanigans and a Corvette for Combat Zone shenanigans.

    Consider the corvette as a miner. It's more agile than the other big 3 and is more capable of swiftly maneuvering into the sweet spot where you can mine an asteroid where its rotation won't collide with your ship or prompt your limpets to kamikaze into the rock.

    The anaconda is pretty much the flagship explorer with huge jump range, huge potential fuel capacity, huge fuel scoop, and tons of space for redundant gear.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
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    ObiFettObiFett Use the Force As You WishRegistered User regular
    ObiFett wrote: »
    Ok, so I've been looking at builds and ships and I think for my first spending spree I am going to pick up the following ships (700m credit total):

    Diamondback Explorer in a Taxi Role to shuttle me around the bubble. Once I get the FSD engineered all the way it will have a jump range of 60ly+, no more taking forever to get from Robigo to Jameson Memorial or whatever.

    Fer-de-lance in a Bounty Hunter Role for all my PvE combat fun. This little guy will be my go to for when I want to run combat and bounty hunting.

    Type-9 in a Trader/Hauler Role. Haven't done too much extensive trading or hauling, but this should give me the cargo space to do what I need.

    Anaconda in a Mining Role. I haven't mined even once, so this will definitely be jumping in at the deep end.

    ????? in an exploration build. I don't have any ideas for what I should do here. I would like a dedicated exploration ship, but can't really figure out the best model or build for that. Suggestions for good exploration builds would be welcome. Credits are no object.

    I still have my Python for Passenger missions and my Krait as my all-rounder. Will probably use the above ships to grind out ranks and credits in order to unlock the ability to buy Federation/Alliance ships. Future plans involve a Cutter for PowerPlay shenanigans and a Corvette for Combat Zone shenanigans.

    Consider the corvette as a miner. It's more agile than the other big 3 and is more capable of swiftly maneuvering into the sweet spot where you can mine an asteroid where its rotation won't collide with your ship or prompt your limpets to kamikaze into the rock.

    The anaconda is pretty much the flagship explorer with huge jump range, huge potential fuel capacity, huge fuel scoop, and tons of space for redundant gear.

    Using an Anaconda as an exploration ship feels like a waste? If I'm gonna splurge on a big ship, I wanna use all of the internals available to me. Which is why I was leaning towards using my Anaconda for Mining and Corvette for Combat. I was leaning more towards an Asp Explorer for my exploration needs.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    I mean, exploraconda's absolutely use all your internals if you wanna have some toys: EG, my build once I get an FSD booster

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    LodbrokLodbrok Registered User regular
    @ObiFett

    A Conda may be slightly overkill for a mining barge. When I've outfitted my conda as a miner, I tend to get really bored way before the hold is full of the good stuff. This may change with the mining changes coming up, but for now a Python is the largest I'd take mining, especially since prospecting works better in a reasonably nimble ship unless you have someone prospecting for you.

    Both your DBX and Conda can do very well as exploration ships! The DBX won't even take any special setup, you won't have all the safety nets you can have in a bigger ship, but unless you plan on being away for years on the far fringes of the galaxy, you wont need it anyway. The conda is still the premier explorer for those situations, but it turns sloooooowly in sc and is not much fun actually exploring with. Otherwise the Asp is probably still the most popular explo-ship, but then you have to put up with the turbo-prop engines...

    Here is what my current stable looks like for ideas, I've got more ships stashed but never use them:

    Adder: Prospecting ship/Light escort for other players in those rare mining CGs. This one does not get much use.
    Imperial Courier: Gotta-go-fast ship, setup for trolling gankers with whatever is the current most annoying thing to hit gankers with and get away without dieing.
    Cobra Mk III: Light multi-role/tooling around when I have nothing special to do. Still my favorite ship of all time, fast, can take on any NPC and able to do anything.
    Cobra Mk IV: Light miner, just enough cargospace (approx. 40 tons) to not get bored when I'm in the mood for mining.
    FDL: Combat ship. This started out as a PvP ship in the old days when multis ruled the meta. These days I don't do any PvP, but it is still very efficient in combat zones when I just need to win that war quickly.
    Python: Cargo runner for BGS work. Can go anywhere and take on any NPC should the need arise.
    Krait: My newest ship, set up as a multi-role/material gatherer for engineering work. Still in the process of engineering it.
    T9: Cargo hauler, this one seens very little use and still engineering.
    Conda: Started as a long range explorer to haul stuff to Jaques station, was then converted to a warship and is presently awaiting a role. Not really sure what to do with it to be honest, maybe convert it back to exploration.

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    Albino BunnyAlbino Bunny Jackie Registered User regular
    Good news everyone! I have arrived at the guardian ruins.

    Bad news! The anaconda is m uch to big to land there.

    Currently parked 8KM away and down a mountain from the site dying a little on the inside.

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    General_ArmchairGeneral_Armchair Registered User regular
    edited August 2018
    Good news everyone! I have arrived at the guardian ruins.

    Bad news! The anaconda is m uch to big to land there.

    Currently parked 8KM away and down a mountain from the site dying a little on the inside.

    That's exactly the situation that I was in two weeks ago. When I recalled my conda to leave, it refused to land. It just hovered there and I managed to get it to suction my rover up a good hundred feet to the docking point.

    Why can't we just bring our mothership in to a hover and then drop the rover sky-crane style?


    Also, in regards to using the big 3 for mining, one of the principle advantages to using them as miners is the ability to bring an SLF escort. Since your ship is going to want to loiter near your chosen rock as your collectors do their thing, you're really limited in maneuvering to fight off pirates by yourself. It's nice to have an attack dog to go chase NPC pirates while you sit back, relax, maybe boost power to shields, and keep mining.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
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    ZeroczZerocz Space Cowboy In SpaceRegistered User regular

    Why can't we just bring our mothership in to a hover and then drop the rover sky-crane style?


    This is one of my wishes, as well.

    Additionally, I'd prefer to have manual control over stowing the SRV's turret when near our ship. I think it'd give us more ownership over the process, and of course being able to jumpjet around our ship would also be cool.

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    cB557cB557 voOOP Registered User regular
    Is there anything worthwhile in terms of progression speed in this game that leads to you spending like, ten minutes in supercruise going to something far away from the nearest star?

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    General_ArmchairGeneral_Armchair Registered User regular
    edited August 2018
    cB557 wrote: »
    Is there anything worthwhile in terms of progression speed in this game that leads to you spending like, ten minutes in supercruise going to something far away from the nearest star?
    You haven't seen far away.

    Edit:
    Also, no. Not really. Long range passenger missions used to be very profitable, but now it's a hollow shell of its former self.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
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    dylmandylman Registered User regular
    Robigo to Sothis (the Sirius Atmospherics tourist POI) passenger missions are quite profitable, both in terms of credits and materials (MEFs and EFCs especially), but nothing like previous gold rushes.

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    ObiFettObiFett Use the Force As You WishRegistered User regular
    I made 2 billion credits in a few weeks doing it. I'm not sure how much more profitable I would need it to be, lol.

    Speaking of, I bought and outfitted all my previously posted builds. Spent about 800m.

    Took the Anaconda Mining barge out and had lots of fun. There's a lot to consider when mining, between prospecting, dodging the giant asteroids moving around, managing the refinery, and keeping an eye out for pirates. It's a cool feeling having all those collector drones buzzing about with a fighter watching my back and turrets ready to fire, though.

    I look forward to trying out my FDL in bounty hunting once I get tired of mining.

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    General_ArmchairGeneral_Armchair Registered User regular
    edited August 2018
    dylman wrote: »
    Robigo to Sothis (the Sirius Atmospherics tourist POI) passenger missions are quite profitable, both in terms of credits and materials (MEFs and EFCs especially), but nothing like previous gold rushes.

    That's a different type of passenger mission. The long range ones had you in supercruise for in excess of an hour to rake in millions per passenger.

    General_Armchair on
    3DS Friend Code:
    Armchair: 4098-3704-2012
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    BigityBigity Lubbock, TXRegistered User regular
    ObiFett wrote: »
    I made 2 billion credits in a few weeks doing it. I'm not sure how much more profitable I would need it to be, lol.

    Speaking of, I bought and outfitted all my previously posted builds. Spent about 800m.

    Took the Anaconda Mining barge out and had lots of fun. There's a lot to consider when mining, between prospecting, dodging the giant asteroids moving around, managing the refinery, and keeping an eye out for pirates. It's a cool feeling having all those collector drones buzzing about with a fighter watching my back and turrets ready to fire, though.

    I look forward to trying out my FDL in bounty hunting once I get tired of mining.

    Mining should be getting some changes in this patch or the Q4 one - I sure hope they are drastically upping the reward from all the extra effort it will seem to require.

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    TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    Hey my player faction got accepted! Heck yea!

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      cB557cB557 voOOP Registered User regular
      I'm intrigued by the travel agents from pirate factions. Why did pirates decided to get into that business? Who are the tourists who decide that they'll go to with the pirate to help plan their vacation?

      Getting the bonus objective of "These guys want to kill you, kill them first" during a passenger mission seems odd. Giving you a heads up about them, sure, that's smart. But I'd think you'd want the unarmed passenger ship to avoid fighting, and not give them an incentive to seek out a fight.

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      cB557cB557 voOOP Registered User regular
      I'm working on getting an exploration ship kitted out using the wiki as a guide. One thing I'm wondering about is what sort of base heat level do I want to avoid taking heat damage during fuel scooping? I haven't used a fuel scoop yet so I'm not sure how much heat I can expect to take on when I do so.

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      dylmandylman Registered User regular
      dylman wrote: »
      Robigo to Sothis (the Sirius Atmospherics tourist POI) passenger missions are quite profitable, both in terms of credits and materials (MEFs and EFCs especially), but nothing like previous gold rushes.

      That's a different type of passenger mission. The long range ones had you in supercruise for in excess of an hour to rake in millions per passenger.

      I know, I did them as well. Personally I find the Robigo run terminally boring, but sometimes I need MEFs and EFCs so I have an Anaconda parked out there.

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      Spicy Like FlourSpicy Like Flour Registered User regular
      cB557 wrote: »
      I'm working on getting an exploration ship kitted out using the wiki as a guide. One thing I'm wondering about is what sort of base heat level do I want to avoid taking heat damage during fuel scooping? I haven't used a fuel scoop yet so I'm not sure how much heat I can expect to take on when I do so.

      If you use an A class reactor and the biggest scoop you can (doesn't necessarily need to be A class) you should have no problem filling up your tank before you overheat. That said, you actually start taking damage at 100% heat and the standard warning level is 80%, which is a good rule of thumb for when you need to leave. I did the vast majority of exploring in an asp explorer and about 95% of the time just skimming the star long enough to fly to a point where I could line up with the next jump was more than enough time to get all the fuel I needed.

      Most of the damage you take will be from accidentally hitting the exclusion zone around a star. And god help you if you get knocked out of supercruise while you're in the gas cone of a neutron star

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      ObiFettObiFett Use the Force As You WishRegistered User regular
      Lots of info coming out about Chapter 3. Two new ships: Alliance Crusader and Krait Phantom. New Guardian Fighters:

      https://www.youtube.com/watch?v=B9hu4DXno5w

      And settlements on the planets that will supposedly lead to guardian stuff including a Guardian Ship

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      TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
      Time to go to Robigo for more monies!

      Switch: SW-2322-2047-3148 Steam: Archpriest
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        ObiFettObiFett Use the Force As You WishRegistered User regular
        I haven't even touched guardian or thargoid stuff yet and I have no idea where to even start.

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        SyngyneSyngyne Registered User regular
        ObiFett wrote: »
        Lots of info coming out about Chapter 3. Two new ships: Alliance Crusader and Krait Phantom. New Guardian Fighters:

        https://www.youtube.com/watch?v=B9hu4DXno5w

        And settlements on the planets that will supposedly lead to guardian stuff including a Guardian Ship

        I’m calling BS on these fighters.

        They show pilots in the cockpits, when wr know all fighters are controlled by ~telepresence~

        5gsowHm.png
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        TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
        Robigo seems to be worse. Did it get nerfed a bit or would Civil War cause worse passenger missions?

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          ObiFettObiFett Use the Force As You WishRegistered User regular
          Civil War causes some issues with passenger missions. I've had to resort to board flipping sometimes when theres a civil war going on there. But RNG gonna RNG and I've also had great boards there even during Civil War.

          If you are consistently having bad boards, just start in open, grab the juicy missions, then flip to solo and grab whatever is there to fill out your spaces.

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          TubeTube Registered User admin
          Syngyne wrote: »
          ObiFett wrote: »
          Lots of info coming out about Chapter 3. Two new ships: Alliance Crusader and Krait Phantom. New Guardian Fighters:

          https://www.youtube.com/watch?v=B9hu4DXno5w

          And settlements on the planets that will supposedly lead to guardian stuff including a Guardian Ship

          I’m calling BS on these fighters.

          They show pilots in the cockpits, when wr know all fighters are controlled by ~telepresence~

          All the existing SLFs have a pilot in the cockpit too. Hologram or something. Whatever.

          I have to say those new ships look pretty slick and are much more interesting than any of the others they've added since I've been away. I might come back and play around some! What I'm really looking for is new features and stuff to do though.

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          TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
          I was hoping for the Krait Phantom today and it's just the crusader!

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            TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
            So our player faction has taken the plurality in the system, but how does actually taking control work? Do I need to take majority?

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              TubeTube Registered User admin
              Literally no one knows how power play works

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              cB557cB557 voOOP Registered User regular
              Does the game do anything to indicate that different ships need different bulkheads? It seems like the only thing that might suggest that is if you end up with two of the same bulkheads and happen to notice they don't have the same mass.

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              TubeTube Registered User admin
              I have played the game almost since launch and have no idea what you're talking about.

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              cB557cB557 voOOP Registered User regular
              I bought military grade composites bulkheads while on a passenger mission in my Dolphin, intending to swap them over to my Cobra that I've been using for combat missions once I returned to the station I've been sorta basing my operations from. When I tried to do so, the bulkheads wouldn't even show up as an option to be installed on my Cobra, even though the bulkheads were in storage at that station. Checked the wiki and find out that each ship can only take bulkheads specifically for that ship. Like, my Cobra mkIII needed Cobra mkIII military grade composites, and what I had bought was Dolphin military grade composites. As far as I could tell, the only way to distinguish what model of ship a set of bulkheads are for is to see if you can equip it, or to go to the wiki page and check the table that shows what the mass and value of a type of bulkhead is for every model of ship.

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              General_ArmchairGeneral_Armchair Registered User regular
              edited September 2018
              That's not a module that you can mix and match between ships. It's an upgrade unique to your ship. I also ignore it 200% of the time since it's ludicrously overpriced and fucks your jump range (and I have billions in the bank).

              General_Armchair on
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              Cobalt60Cobalt60 regular Registered User regular
              It makes perfect sense that you wouldn't be able to take the bulkheads out of one ship and simply transfer them to another ship.

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              cB557cB557 voOOP Registered User regular
              Cobalt60 wrote: »
              It makes perfect sense that you wouldn't be able to take the bulkheads out of one ship and simply transfer them to another ship.
              I think you could make that case for a lot of the things you can just take out of one ship and transfer into another ship in this game. Outfitting seems to treat it like any other module.

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              TubeTube Registered User admin
              I’d take the bulkheads out unless you’re a billionaire. They’re one of the worst investment decisions in the game.

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              cB557cB557 voOOP Registered User regular
              Tube wrote: »
              I’d take the bulkheads out unless you’re a billionaire.
              How's that? Just because of the extra FTL cost?

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              General_ArmchairGeneral_Armchair Registered User regular
              I'd take them out even if you're a billionaire. They give you a little bit more survivability, but your jump range gets hosed and your repair cost goes through the roof. A few builds might want them, but for the most part you've done fucked up if your shields drop in the first place.

              3DS Friend Code:
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              cB557cB557 voOOP Registered User regular
              I don't mind the FTL jump range. On this ship it's just bringing down from like 17k to 15k and I haven't been more than 20k lightyears away from LHS 1832 in a while. Forgot about repair costs, though. I'll probably take them out on that advisement, but I think I'll try them out for a bit just to see. Maybe for this early-game a ship the repairs on the bulkheads aren't too pricey.

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              General_ArmchairGeneral_Armchair Registered User regular
              IMO it's only ever worth it on pure PvP builds where you just want to try to win no matter how expensive the cost, or on some niche hull tank builds that don't use shields at all. You're better off pocketing the money and saving up for a stronger ship.

              3DS Friend Code:
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              TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
              I'd take them out even if you're a billionaire. They give you a little bit more survivability, but your jump range gets hosed and your repair cost goes through the roof. A few builds might want them, but for the most part you've done fucked up if your shields drop in the first place.

              The only ship I've put them on is my Thargoid hunter.

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