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[Official] Elite: Dangerous Information and Discussion Thread - Page 247

post #2461 of 2960
Quote:
Originally Posted by PriestOfSin View Post

Upgraded my anaconda's plant to 8B today, only upgrades left to do are Prismatics, 8A plant, and military grade armor. Have you done any research on the best way to rank up the anime princess kawaii power? I've heard that going from rank 1 to 4 would take 6-ish hours of play undermining with people in a wing. I'm not opposed to just spending the cash to rank up, but I've never done undermining before and it sounds fun.


No idea, be fun finding out though

[Federal Corvette]
H: 4A/F Plasma Accelerator
H: 4A/F Plasma Accelerator
L: 3D/T Beam Laser
M: 2E/T Beam Laser
M: 2E/T Beam Laser
S: 1G/T Multi-cannon
S: 1G/T Multi-cannon
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0I Point Defence
U: 0I Heat Sink Launcher

BH: 1I Lightweight Alloy
RB: 8A Power Plant
TM: 7A Thrusters
FH: 6A Frame Shift Drive
EC: 5D Life Support
PC: 8A Power Distributor
SS: 8D Sensors
FS: 5C Fuel Tank (Capacity: 32)

7: 7A Shield Generator
7: 7E Cargo Rack (Capacity: 128)
7: 7E Cargo Rack (Capacity: 128)
6: 6A Fuel Scoop
6: 6E Cargo Rack (Capacity: 64)
5: 5E Cargo Rack (Capacity: 32)
5: 5E Cargo Rack (Capacity: 32)
4: 4E Cargo Rack (Capacity: 16)
4: 4A Shield Cell Bank
3: 1C Advanced Discovery Scanner
---
Shield: 1,629.12 MJ
Power : 26.31 MW retracted (73%)
35.83 MW deployed (100%)
36.00 MW available
Cargo : 400 T
Fuel : 32 T
Mass : 1,498.8 T empty
1,930.8 T full
Range : 14.34 LY unladen
11.37 LY laden

With 15% discount about 500million.


I would have to sell everything
Edited by Wihglah - 2/23/16 at 11:14am
post #2462 of 2960
Is there a guide/list of the new types of missions? I had one where I was supposed to be contacted about where to deliver cargo, but have not been yet other than others wanting to steal it. I have not done one of these missions before. Also I see missions with a time frame on them?
   
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post #2463 of 2960
Quote:
Originally Posted by Wihglah View Post

No idea, be fun finding out though

[Federal Corvette]
H: 4A/F Plasma Accelerator
H: 4A/F Plasma Accelerator
L: 3D/T Beam Laser
M: 2E/T Beam Laser
M: 2E/T Beam Laser
S: 1G/T Multi-cannon
S: 1G/T Multi-cannon
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0I Point Defence
U: 0I Heat Sink Launcher

BH: 1I Lightweight Alloy
RB: 8A Power Plant
TM: 7A Thrusters
FH: 6A Frame Shift Drive
EC: 5D Life Support
PC: 8A Power Distributor
SS: 8D Sensors
FS: 5C Fuel Tank (Capacity: 32)

7: 7A Shield Generator
7: 7E Cargo Rack (Capacity: 128)
7: 7E Cargo Rack (Capacity: 128)
6: 6A Fuel Scoop
6: 6E Cargo Rack (Capacity: 64)
5: 5E Cargo Rack (Capacity: 32)
5: 5E Cargo Rack (Capacity: 32)
4: 4E Cargo Rack (Capacity: 16)
4: 4A Shield Cell Bank
3: 1C Advanced Discovery Scanner
---
Shield: 1,629.12 MJ
Power : 26.31 MW retracted (73%)
35.83 MW deployed (100%)
36.00 MW available
Cargo : 400 T
Fuel : 32 T
Mass : 1,498.8 T empty
1,930.8 T full
Range : 14.34 LY unladen
11.37 LY laden

With 15% discount about 500million.


I would have to sell everything

Don't sell it all, man. I'm at the same point with a Cutter, where I could get a trade fit but I'd end up selling every ship I own. Not worth it. Save up another month and sell it all except an "A" rated FDL.
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post #2464 of 2960
Yeah - not worth it.

Interestingly I am not diging my new A7 powerplant and A grade thrusters on the anaconda. Worse jump range and still slow as hell

I may go back to the A6 and D grade thrusters I had before. Let's face it, no NPC wing is going to get through my A5 shield with 7 boosters and A4 SCB before I jump out so the Prismatic shield I was eyeing might be a bit pointless.

If I do I will be able to get the Python out of mothballs and head over to Cubeo to work on my Empire rank.
post #2465 of 2960
Quote:
Originally Posted by Wihglah View Post

No idea, be fun finding out though

[Federal Corvette] Warning: Spoiler! (Click to show)
H: 4A/F Plasma Accelerator
H: 4A/F Plasma Accelerator
L: 3D/T Beam Laser
M: 2E/T Beam Laser
M: 2E/T Beam Laser
S: 1G/T Multi-cannon
S: 1G/T Multi-cannon
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0I Point Defence
U: 0I Heat Sink Launcher

BH: 1I Lightweight Alloy
RB: 8A Power Plant
TM: 7A Thrusters
FH: 6A Frame Shift Drive
EC: 5D Life Support
PC: 8A Power Distributor
SS: 8D Sensors
FS: 5C Fuel Tank (Capacity: 32)

7: 7A Shield Generator
7: 7E Cargo Rack (Capacity: 128)
7: 7E Cargo Rack (Capacity: 128)
6: 6A Fuel Scoop
6: 6E Cargo Rack (Capacity: 64)
5: 5E Cargo Rack (Capacity: 32)
5: 5E Cargo Rack (Capacity: 32)
4: 4E Cargo Rack (Capacity: 16)
4: 4A Shield Cell Bank
3: 1C Advanced Discovery Scanner
---
Shield: 1,629.12 MJ
Power : 26.31 MW retracted (73%)
35.83 MW deployed (100%)
36.00 MW available
Cargo : 400 T
Fuel : 32 T
Mass : 1,498.8 T empty
1,930.8 T full
Range : 14.34 LY unladen
11.37 LY laden
With 15% discount about 500million.


I would have to sell everything

From my experience playing with the Corvette in Beta, I would say ditch the turrets. They are expensive, do a puny amount of damage, and the Corvette turns pretty damn well for such a big ship so gimbals work just fine. Against smaller craft (and not in an asteroid belt) you can just fly backwards if you can't keep them in front of you.
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post #2466 of 2960
Quote:
Originally Posted by Wihglah View Post


[Federal Corvette]

With 15% discount about 500million.

For a mix of fighting NPCs and trade, an Anaconda is better.
Quote:
Originally Posted by GingerJohn View Post

From my experience playing with the Corvette in Beta, I would say ditch the turrets. They are expensive, do a puny amount of damage, and the Corvette turns pretty damn well for such a big ship so gimbals work just fine. Against smaller craft (and not in an asteroid belt) you can just fly backwards if you can't keep them in front of you.

I have fixed (large beam), gimbaled (2x huge cannon), and turreted (2x small beam, 2x medium MC) weapons on my current Corvette setup.

I only play Open so PvP is the primary combat concern and turrets actually do quite well against the more agile stealth vessels, but at the same time I always want a solid (preferably hitscan) fixed weapon to do damage beyond resolve range or through chaff. Having turrets is also one of the only effective ways to attack two targets simultaneously; sometimes it's important to keep foes on the defensive.

All the larger ships are mostly novelties in large wing PvP (against six other CMDRs my FDL will last longer than my Corvette, for example), but for smaller engagements, especially against other large ships (which a smaller combat ship may not have the firepower or endurance to crack) they can be fun and viable.
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post #2467 of 2960
Quote:
Originally Posted by Blameless View Post

I have fixed (large beam), gimbaled (2x huge cannon), and turreted (2x small beam, 2x medium MC) weapons on my current Corvette setup.

I only play Open so PvP is the primary combat concern and turrets actually do quite well against the more agile stealth vessels, but at the same time I always want a solid (preferably hitscan) fixed weapon to do damage beyond resolve range or through chaff. Having turrets is also one of the only effective ways to attack two targets simultaneously; sometimes it's important to keep foes on the defensive.

All the larger ships are mostly novelties in large wing PvP (against six other CMDRs my FDL will last longer than my Corvette, for example), but for smaller engagements, especially against other large ships (which a smaller combat ship may not have the firepower or endurance to crack) they can be fun and viable.

Fair - I only managed to fight NPCs or the odd lone CMDR in my Corvette, other than taking on a 2 CMDR wing once (and winning, just). I found that the turrets seemed to do very little damage, and had a lot more success with a combination of fixed and gimballed weapons.

Personally I prefer to pick one target at a time - usually the fastest / most heavily armed - and reduce the ability of the wing to chase me down or do damage or as quickly as possible before dealing with the others. I can see the advantage of tasking some weapons onto secondary targets though.
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post #2468 of 2960
Quote:
Originally Posted by GingerJohn View Post

I found that the turrets seemed to do very little damage, and had a lot more success with a combination of fixed and gimballed weapons.

Turrets do about half the damage of fixed weapons of the same type and class, but they also have low thermal loads (meaning little WEP drain) and the damage can easily add up.

I've fought Corvette, Anaconda, and Cutters with my FDL where, had not one or two turrets been firing at me the whole time, I would have been able to keep four pips in ENG and (with the help of strong thrusters and frequent boosting) never been in a position to be shot by the other CMDRs as I chipped away at them.
Quote:
Originally Posted by GingerJohn View Post

Personally I prefer to pick one target at a time - usually the fastest / most heavily armed - and reduce the ability of the wing to chase me down or do damage or as quickly as possible before dealing with the others.

Usually the best option, but in the Corvette it can be easier to let the turrets track the smaller target while keeping the large fixed laser on a slower one.

The Corvette does move well for it's size and even with 0 pips in ENG I can usually bring even fixed weapons to bear against CMDRs in small, agile ships, but it's still intermittent enough where it may be wiser to force another ship that is attacking me to move pips to SYS by keeping some fire on them.
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post #2469 of 2960
Fixed definitely to far more damage, but actually hitting the target is another matter.

Watch any of Isinonas videos, over half his shots (and he is far better than me) are clean misses. Miss = wasted energy. Plus on larger ships the distance between the weapons can make is a challenge to get all your fixed weapons on target all at once.

Gimbled>fixed no matter what.

However, for me it's all about power management. If you have power to spare in a a dogfight, you aren't firing enough. For my clipper I can keep any target in my sights, no problem, so Gimbals are the obvious answer but for any of the agile ships.

In this case though the strategy would be the use the Plasmas against a big target, and the turrets against the smaller ones. So the lack of dps isn't going to matter much. I am interested to see if the large one could be gimbled though, but I am keen on it protecting the belly of the ship.
Edited by Wihglah - 2/24/16 at 6:02am
post #2470 of 2960
Quote:
Originally Posted by Wihglah View Post

Watch any of Isinonas videos, over half his shots (and he is far better than me) are clean misses.

Isinona seriously handicaps his fixed aim by insisting on using FA off in all circumstances.
Quote:
Originally Posted by Wihglah View Post

Gimbled>fixed no matter what.

Strongly disagree.

Most gimbaled weapons are ~20% less damage, and for the fixed weapons that I can reliably hit with (lasers), on ships that can mount them with solid convergence, I generally take fixed here. Inside 1km or so, my manual aim is at least equal to a gimbaled mount and beyond that range it's far better.

Gimbals have the edge of converging on a single point at much closer ranges than fixed weapons and of being able to fire at significantly deviations from where the ship is actually pointing. These are impressive advantages in many circumstances, but against anyone with chaff (and all sensible combat pilots in anything but the largest of ships still carry at least one, and often more than one, chaff launcher), you generally have a fixed weapon with a sizable damage penalty (for lasers), or the loss of the lead indicator (for projectiles).

I still run gimbals (my long time favored FDL loadout has four gimbaled kinetics with a fixed laser on the underside), there is almost no circumstance where I can advise no having any fixed weapons on a ship.
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