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[Official] Elite: Dangerous Information and Discussion Thread - Page 248

post #2471 of 2960
Lol,

You are seriously underestimating my ineptitude with aiming.

I tend to stop firing once the range gets bigger than 1km anyway. Doesn't DPS scale with range?
Edited by Wihglah - 2/24/16 at 6:43am
post #2472 of 2960
So I met up with my brother in a High Res last night that was an awesome instance with tons of great ships (Elite Pyhtons, FDL, Condas, etc.). I was in my little Courier and he was in a Python. I eventually died because we were really outnumbered at one point and I didn't care about the cheap re-buy. I then quickly bought a Vulture (all my other ships were hundreds of LY away) and kitted it out and my goodness, I forgot how great the Vulture is. Such a fun ship and it's been like 6 months since I've last flown one. Made like 7 mil in less than 2 hours which isn't bad at all.
   
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post #2473 of 2960
Quote:
Originally Posted by Wihglah View Post

You are seriously underestimating my ineptitude with aiming.

Perhaps gimbals are your best option.
Quote:
Originally Posted by Wihglah View Post

I tend to stop firing once the range gets bigger than 1km anyway. Doesn't DPS scale with range?

Indeed, nearly all weapons have significant damage fall-off.

Pulse and burst lasers are the worst, and rapidly lose damage past 750-800m.

Beam lasers, railguns, and cannon are roughly in the middle.

Multi-cannon and PA have some of the least.

Regardless, if someone is deliberately trying to keep their distance from me (or vice versa), or is running away, I often need to shoot them at ranges where the wobble of a gimbal would seriously harm accuracy...and if these are stealth vessels who aren't actively shooting me I won't be able to target them anyway.

I specifically use MCs and beams lasers most often to give me an edge over most other weapon types at range.
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post #2474 of 2960
Really, MCs, cannons, and railguns should have no damage drop off with range. The projectile is still going the same speed that it leaves your ship no matter when it hits you.
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post #2475 of 2960
Quote:
Originally Posted by GingerJohn View Post

Really, MCs, cannons, and railguns should have no damage drop off with range. The projectile is still going the same speed that it leaves your ship no matter when it hits you.

They shouldn't, but they do. Balance reasons, probably.
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post #2476 of 2960
Quote:
Originally Posted by Blameless View Post

They shouldn't, but they do. Balance reasons, probably.

Indeed.

Do you know if they also have range? Presumably they don't map every projectile within an instance that misses, until it eventually hits something or everyone leaves the instance.
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post #2477 of 2960
Everything has a maximum range, or in the case of missiles, a duration.

Huge cannon have the longest range at 4.5km, large cannon and MCs are close behind at 4km. I believe small/medium cannon and PA are all 3.5km. Most other stuff tops out at 3km, though frag cannon are less.
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post #2478 of 2960
Quote:
Originally Posted by Blameless View Post

Everything has a maximum range, or in the case of missiles, a duration.

Huge cannon have the longest range at 4.5km, large cannon and MCs are close behind at 4km. I believe small/medium cannon and PA are all 3.5km. Most other stuff tops out at 3km, though frag cannon are less.

Hmmm... that's pretty feeble actually, although presumably any more would have implications for server load, and the no-fire zone around a star port.
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post #2479 of 2960
Here's my current Anaconda loadout. Main purpose of the ship is trade, with HazRes usage when my buddies call me over. I know it'd be simpler to build a combat ship and keep it docked at their hazrez site, but I just love flying the 'conda too much to put her down.

[Anaconda]
H: 4B/G Cannon
L: 3E/G Pulse Laser
L: 3E/G Pulse Laser
L: 3E/G Pulse Laser
M: 2D/G Cannon
M: 2D/G Cannon
S: 1G/T Pulse Laser
S: 1G/T Pulse Laser
U: 0I Chaff Launcher
U: 0I Chaff Launcher
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster
U: 0A Shield Booster

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

7: 7E Cargo Rack (Capacity: 128)
6: 6A Shield Generator
6: 6E Cargo Rack (Capacity: 64)
6: 6E Cargo Rack (Capacity: 64)
5: 5E Cargo Rack (Capacity: 32)
5: 5E Cargo Rack (Capacity: 32)
5: 5E Cargo Rack (Capacity: 32)
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
4: 4E Cargo Rack (Capacity: 16)
2: 2A Fuel Scoop

My current planned modifications are: 8A power plant, then military grade armor, then something with the shield. Not sure if I should move to 7A. I know with a 6A prismatic, I can get the same defense rating as the 7A, and keep my class 7 slot free for a cargo rack when trading, or an SCB when doing combat, but that would mean I'd need to run through Power Play.

Also, what should I do with the weapons? My current loadout is extremely easy to run with two pips to weapons (so I can have four to shielding), but ammo counts kinda blow (but the sound of 3x cannons impacting on a hull is amazing). Assuming C3 gimballed multicannons are good, I wonder if it'd be a good idea to move to beam lasers on all other hardopints? Anyone have any thoughts?
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post #2480 of 2960
Quote:
Originally Posted by GingerJohn View Post

Hmmm... that's pretty feeble actually, although presumably any more would have implications for server load, and the no-fire zone around a star port.

With encounter distances being as low as they are (probably for networking/latency reasons) having significantly longer ranged weapons may not work very well. 3-4.5km is still near the edge of resolve distance for a coolish target on lower end sensors.
Quote:
Originally Posted by PriestOfSin View Post

Assuming C3 gimballed multicannons are good

I'm not sure there will be a gimbaled version of the large multi-cannon.
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