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[Official] Elite: Dangerous Information and Discussion Thread - Page 233

post #2321 of 2960
Quote:
Originally Posted by PriestOfSin View Post

What's the best ship to PvP with at the moment? Looking for something small-ish, I want to get into open play but not lose a billion credits because I suck.

Depends on what you mean by 'best'. Best ship to learn to fight in is probably the Viper Mk III. Best combat potential for your credit is the Vulture. Best at surviving and dealing damage in a host of situations is a toss up between the FDL and FAS, with the former generally being best if outnumbered. Best at being annoying is the Cobra MkIII or Imperial Clipper. Best at exploding in wing combat is the Python. Best at absorbing assloads of fire, so your wing can pick off the hostile wing one at a time, is the Cutter.
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post #2322 of 2960
My favorite ship is the FAS. I have a FDL but it sucks in comparison to my FAS. The Vulture is really awesome as well, but I feel like the FAS is just a bigger Vulture.
   
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post #2323 of 2960
Tremendous luck last night.

I did 44 charity missions on the run and went from Lord +48 to Lord +92 in about 20 minutes.

You may now refer to me as Baron Wihglah!

Working on my Clipper loadout at the moment.
post #2324 of 2960
I'm just starting to play for the first time. What do I do right after a start? Accepted aission but have no idea where to find what I need for it. Also, idk where I began.
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post #2325 of 2960
Quote:
Originally Posted by Brandon138 View Post

I'm just starting to play for the first time. What do I do right after a start? Accepted aission but have no idea where to find what I need for it. Also, idk where I began.

Welcome to ED.

1: Learn to take off / fly / Dock & land. Get used to the controls and all those buttons.
2: Supercruise & Fuel scooping (buy a fuel scoop)
3: Frame Shift Drive between stars withough hitting the destination star.
4: Trade a few comoddities to make a bit of money.
5: Upgrade ship to get bigger jump range.
6: Find a "High Res" and snipe / steal bounties from the feds.
7: Get bigger ships and repeat.


Take your time. ED takes weeks to learn, months to play and years to master.

I would ignore the missions until you can get around without dieing.

Always have AT MINIMUM the cash reserve to pay your insurance cost.


Things to remember:
The game has been called shallow, but wide. In truth it is a deep as you make it. Develop your character and allow him / her to have a story.
You can't reset the game - blowing up has permanent consequences.
Some people pursue cash, other the best experience. Do what you enjoy.
Choose a medium term goal. Do what you have to to get there.
Playing in Solo mode is fine for a while, but Open is a better experience.... and riskier.
Edited by Wihglah - 2/4/16 at 4:47am
post #2326 of 2960
Well, I got back into human space after a small trip past Bernard's loop. Made about 1.5m without really using my detailed surface scanner, and got a few systems past the wall in my name. I think I'll be focusing on rank grind now. Outfit a FGS and do some base missions for the empire.
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post #2327 of 2960
Quote:
Originally Posted by Wihglah View Post

Tremendous luck last night.

I did 44 charity missions on the run and went from Lord +48 to Lord +92 in about 20 minutes.

You may now refer to me as Baron Wihglah!

Working on my Clipper loadout at the moment.

Well done! I've been reading on how to rank quickly, and I'm going to attempt to hit max rank on Empire in a little while, I'd like a trade Cutter option if the Panther Clipper isn't good/as good as the Cutter.

This was my Clipper build, last I had her. Just swap out cargo racks for hull reinforcement if you want to bounty hunt, and watch the heat from those shield cells.

[Imperial Clipper]
L: 3E/G Burst Laser (more damage vs hull than pulse)
L: 3E/G Burst Laser
M: 2D/G Cannon (no damage penalty versus larger ships)
M: 2D/G Cannon
U: 0I Chaff Launcher
U: 0I Chaff Launcher
U: 0A Shield Booster
U: 0A Shield Booster

BH: 1I Military Grade Composite
RB: 6A Power Plant
TM: 6A Thrusters
FH: 5A Frame Shift Drive
EC: 5D Life Support
PC: 6A Power Distributor
SS: 5D Sensors
FS: 4C Fuel Tank (Capacity: 16)

7: 7A Shield Generator
6: 6E Cargo Rack (Capacity: 64)
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
3: 3E Cargo Rack (Capacity: 8)
3: 3A Fuel Scoop
2: 2B Shield Cell Bank (restores 450MJ shields, total shield capacity is only 428)
2: 2B Shield Cell Bank
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post #2328 of 2960
Quote:
Originally Posted by bubbleawsome View Post

Well, I got back into human space after a small trip past Bernard's loop. Made about 1.5m without really using my detailed surface scanner, and got a few systems past the wall in my name. I think I'll be focusing on rank grind now. Outfit a FGS and do some base missions for the empire.

Nice trip - I did that a few months back, just to see the nebula from the inside.

I must start the Fed rank grind soon.
post #2329 of 2960
Quote:
Originally Posted by PriestOfSin View Post

2: 2B Shield Cell Bank (restores 450MJ shields, total shield capacity is only 428)

Not any more.

As of 1.5/2.0 Class 1-3 SCBs are weaker than before and a 2B charge is a little under half as strong as it was in 1.4. Most shipbuilder sites have not been updated to reflect these changes.

I don't use class 1 or 2 SCBs at all and rarely use class 3. There is almost no way to justify their power consumption and heat production.

Class 4 SCBs about the same strength as before, but the heat production almost mandates an SCB use on some ships, or all ships, if used in tandem.

Class 5+ are more potent than before, to an extreme extent at the upper end of the scale. Again, heat sinks are a must with these.
Edited by Blameless - 2/4/16 at 8:06am
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post #2330 of 2960
Quote:
Originally Posted by Blameless View Post

Not any more.

As of 1.5/2.0 Class 1-3 SCBs are weaker than before and a 2B charge is a little under half as strong as it was in 1.4. Most shipbuilder sites have not been updated to reflect these changes.

I don't use class 1 or 2 SCBs at all and rarely use class 3. There is almost no way to justify their power consumption and heat production.

Class 4 SCBs about the same strength as before, but the heat production almost mandates an SCB use on some ships, or all ships, if used in tandem.

Class 5+ are more potent than before, to an extreme extent at the upper end of the scale. Again, heat sinks are a must with these.

Hmm. Shipyard needs an update, then. So you're essentially telling me that shield cells aren't worth much anymore, and the ones that are worth it demand pairing with a heatsink launcher. Ah well.
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